• 0

    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)
    Hi Mithion, thank you for updating, so many new things to play with!

    Where is the image file for the etherium bucket? I can't seem to find it.

    Found it, sorry! ;)

    Once again, great job!
    Posted in: Minecraft Mods
  • 0

    posted a message on Gany's End - Miscellaneous ender themed additions!
    Hi, would you consider making it toggleable for the hoppers to render as items in the inventory as they were doing previously?

    Because I have done textures for them for a resourcepack I'm creating. If you don't want to, no problem. Also, I have textured some of the items in Gany's nether which now have just recolored textures of vanilla items like the dimensional bread. Would you please bring them back?

    I would appreciate that very much!

    Thank you for your mods Gany!
    Posted in: Minecraft Mods
  • 1

    posted a message on [1.7.10][TC4Addon]Thaumic Warden - The Rise of Lizbeth
    I can help you!
    Posted in: WIP Mods
  • 0

    posted a message on Professor Flaxbeard's Wondrous Steam Power Mod [Beta] 0.26.4
    This doesn't apply to vanilla textures because they all look the same and the only thing that changes is their color, but for some resource packs the concept for each armor changes depending on the material. The point I'm trying to show you is that you could allow that kind of freedom. But if this idea goes against your concept, I'm sorry to have bothered you! It was just an idea!

    Once again, thank you for the mod and the hours of work (and fun hopefully) you put in it! ;)
    Posted in: Minecraft Mods
  • 0

    posted a message on Professor Flaxbeard's Wondrous Steam Power Mod [Beta] 0.26.4
    Because the gilded ingot doesn't look exactly like the gold ingot and so should the armor.
    Posted in: Minecraft Mods
  • 0

    posted a message on Professor Flaxbeard's Wondrous Steam Power Mod [Beta] 0.26.4
    I mean adding image files for the gilded armor in your assets so I can make them different than the simple gold armor.
    Posted in: Minecraft Mods
  • 0

    posted a message on Professor Flaxbeard's Wondrous Steam Power Mod [Beta] 0.26.4
    Okay, thanks! ;)

    Oh, please add them. Please. ;)
    Posted in: Minecraft Mods
  • 0

    posted a message on Professor Flaxbeard's Wondrous Steam Power Mod [Beta] 0.26.4
    Hello Professor Flaxbeard, thank you for this outstanding mod! I have a question... I'm a texture artist and I was planning to retexture the gilded armor for my resource pack but I don't seem to find the files anywhere... Is it just a recolor of the brass armor or gold armor? If this is the case, can you please add them?

    Thank you!
    Posted in: Minecraft Mods
  • 0

    posted a message on Professor Flaxbeard's Wondrous Steam Power Mod [Beta] 0.26.4
    I noticed that all the plates can be used to repair copper tools from IC2 in the anvil. Is this intended?
    Posted in: Minecraft Mods
  • 0

    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)
    Hi, since you've been reworking some of the GUI's for 1.2, can you please align the astral barrier gui slots with the center slots of the inventory?
    Posted in: Minecraft Mods
  • 0

    posted a message on EvilCraft (Open Source) - v0.10.12
    Quote from kroeser

    Should be inside the forge.cfg file, this fix is not needed anymore for Minecraft 1.7.

    Is het forceDuplicateFluidBlockCrash option not working for you?


    Is that option in the config? I can't find it.

    Quote from wiiv

    Is that option in the config? I can't find it.


    It was on forge config. Found it. Thank you!
    Posted in: WIP Mods
  • 0

    posted a message on EvilCraft (Open Source) - v0.10.12
    I'm sorry, I bumped into this:

    ---- Minecraft Crash Report ----
    // Sorry :(

    Time: 6/18/14 6:10 PM
    Description: There was a severe problem during mod loading that has caused the game to fail

    cpw.mods.fml.common.LoaderException: java.lang.RuntimeException: A mod has attempted to assign BlockID 3217 to the Fluid 'blood' but this Fluid has already been linked to BlockID 2693. Configure your mods to prevent this from happening.
    at net.minecraftforge.fluids.Fluid.setBlockID(Fluid.java:128)
    at net.minecraftforge.fluids.BlockFluidBase.(BlockFluidBase.java:62)
    at net.minecraftforge.fluids.BlockFluidClassic.(BlockFluidClassic.java:27)
    at tconstruct.blocks.TConstructFluid.(TConstructFluid.java:19)
    at tconstruct.blocks.BloodBlock.(BloodBlock.java:16)
    at tconstruct.common.TContent.registerBlocks(TContent.java:641)
    at tconstruct.common.TContent.(TContent.java:311)
    at tconstruct.TConstruct.preInit(TConstruct.java:120)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
    at java.lang.reflect.Method.invoke(Unknown Source)
    at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:545)
    at sun.reflect.GeneratedMethodAccessor2.invoke(Unknown Source)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
    at java.lang.reflect.Method.invoke(Unknown Source)
    at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
    at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
    at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
    at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
    at com.google.common.eventbus.EventBus.post(EventBus.java:267)
    at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:201)
    at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:181)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
    at java.lang.reflect.Method.invoke(Unknown Source)
    at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
    at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
    at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
    at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
    at com.google.common.eventbus.EventBus.post(EventBus.java:267)
    at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:112)
    at cpw.mods.fml.common.Loader.loadMods(Loader.java:522)
    at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:183)
    at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:473)
    at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:808)
    at net.minecraft.client.main.Main.main(SourceFile:101)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
    at java.lang.reflect.Method.invoke(Unknown Source)
    at net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
    at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
    Caused by: java.lang.RuntimeException: A mod has attempted to assign BlockID 3217 to the Fluid 'blood' but this Fluid has already been linked to BlockID 2693. Configure your mods to prevent this from happening.
    ... 44 more

    Blood block conflict with Tinkers Construct.
    Posted in: WIP Mods
  • 0

    posted a message on Thirst Mod 1.8.15. Updated to Minecraft 1.8 100k+ Downloads!
    I'm glad to see this back!
    Posted in: Minecraft Mods
  • 2

    posted a message on [1.6.4] Tinkers' Steelworks
    Quote from The_Arcanian



    It seems like wailord used water spout...
    Posted in: WIP Mods
  • 0

    posted a message on Applied Energistics 2 - Open Source
    Quote from AlgorithmX2

    I used geometry since the compasses location is location sensitive not person sensitive ( like vanilla )

    This means that you can have more then 1 compass orientation on the screen at one time, making the texture route much more trouble then its worth, I don't really see the draw to the vanilla compass render, its difficult to see where its pointing because its rendered as a grid of pixels rather then a angled block.

    I think that my render is actually superior, while still fitting into MC's visual style.


    I asked for the sake of immersion and coherence. Maybe you could add an option to make the vanilla compass render like yours?
    Posted in: Minecraft Mods
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