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    posted a message on The Barrels Mod
    Quote from Need4Poop402

    It may be so. iChun must be stupid or something. It's really easy to make the portal gun pick up ANY tile entity.
    I went on to make a story about how he could fix it but it would just make this post too confusing xD


    why stupid? seems this is intended. it doesn't need fixing imo, the luck or cost required to obtain this ability is more than reasonable at this point. actually I came here to say I hope you can make your barrels MORE compatible with other mods like this. the downside to moving containers like factorization barrels and iron chests with the portal/grav gun is, they can only be placed back in the original cardinal direction you picked them up from. which kind of defeats the purpose now doesn't it? vanilla chests don't have this problem, and can also be re-oriented with tools like buildcraft/ic2/omnitool wrenches, another useful feature I would like to have here aswell. on the problem with barrels dumping out their contents, there must be a specific container hook through forge allowing other mods to do this, just a guess since I have no forge modding experience whatsoever.

    also his barrels are not compatible with other wood breaking tools (eg. ic2 chainsaw), or any kind of non vanilla tools that follow such material rules for that matter, this is another area for improvement. poor compat with buildcraft pipes updating item count (does not change until its used). poor compat with pipe directions, you can only extract from bottom/insert from top, but also "trick" them into inserting from the bottom with a single piece of pipe on top, though it all works fine with rp2 tubes for some reason (probably because eloraam is some kind of rocket surgeon, or something). looks like you are already focusing on this area, and people appreciate more options, just the ability to have side loading barrels alone is going to increase the use of your version maybe over 9000 fold.

    not trying to bash neptune or anything, but he pretty much goes out of his way to neglect the most popular feature of his mod maybe out of spite, it's the only way I could rationalise it. so if someone else wants to focus on making a better one, more power to you and anyone who wants to use it. I want to run both in the same build, so if you could have them play nice together that would be great too. just focus on making the mod you want, and not kids who never modded anything in their life crying about who copied who.
    Posted in: Minecraft Mods
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    posted a message on Hit Splat Damage Indicators v3.3.2 RPG UI and Damage Amount Mod
    Quote from rich1051414

    That setting is old. Delete that entry...
    Infact you should probably delete your entire config and get a fresh one, so you dont set entries that are no longer used.


    # 0 = Disable, 1 = Only alert when update is available, 2 = Normal Behavior.
    I:UpdateBehavior=0


    thanks, must have missed the other option here. 2.4.2 was the first and only version to be installed in this build, where both options are included, have not updated to 2.4.6 yet. strange that the mod would still generate flags no longer being used?
    Posted in: Minecraft Mods
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    posted a message on Hit Splat Damage Indicators v3.3.2 RPG UI and Damage Amount Mod
    DamageIndicatorsMod.cfg option 'DontCheckForUpdates' is having no effect here, either that or failed update message is being triggered regardless of whether or not it is actually checking.
    Posted in: Minecraft Mods
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    posted a message on [DISCONTINUED] [1.5.1/1.5/1.4.7/1.4.6/1.4.5/1.4.4/1.4.3/1.3.2/1.2.5] Single Player Console (updated 26th March)
    so what's the verdict on playerapi compat for this iq class? I have tried the r2 for 1.4.7 posted a few pages back, still getting crash on world load, startup seems to be ok.

    forge #527, playerapi uni 1.1:
    java.lang.NoSuchMethodError: iq.getServerPlayerBase(Ljava/lang/String;)LServerPlayerBase;
    at net.smart.moving.playerapi.SmartMovingServerPlayerBase.getPlayerBase(SmartMovingServerPlayerBase.java:23)
    at net.smart.moving.playerapi.SmartMoving.getServerPlayerBase(SmartMoving.java:27)
    at mod_SmartMoving.serverCustomPayload(mod_SmartMoving.java:132)
    at cpw.mods.fml.common.modloader.ModLoaderPacketHandler.onPacketData(ModLoaderPacketHandler.java:23)
    at cpw.mods.fml.common.network.NetworkRegistry.handlePacket(NetworkRegistry.java:243)
    at cpw.mods.fml.common.network.NetworkRegistry.handleCustomPacket(NetworkRegistry.java:233)
    at cpw.mods.fml.common.network.FMLNetworkHandler.handlePacket250Packet(FMLNetworkHandler.java:71)
    at iv.a(NetServerHandler.java:1109)
    at di.a(SourceFile:59)
    at cf.b(MemoryConnection.java:80)
    at iv.d(NetServerHandler.java:136)
    at iw.b(NetworkListenThread.java:57)
    at bec.b(IntegratedServerListenThread.java:108)
    at net.minecraft.server.MinecraftServer.r(MinecraftServer.java:703)
    at net.minecraft.server.MinecraftServer.q(MinecraftServer.java:599)
    at bdz.q(IntegratedServer.java:170)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:497)
    at fy.run(SourceFile:849)
    Posted in: Minecraft Mods
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    posted a message on Grimoire of Gaia 3 (1.12.2) (1.7.1) (Updated 01/27/2020) - Mobs, Monsters, Monster Girls
    another mob I find absurdly overpowered is the ender dragon girl. getting touched once means death, seeing as you're blinded in pitch black, and can't tell where you're going or looking, unless you're fast enough to spam a tower upwards immediately. so you will most likely aggro everything around you, if not wearing some kind of pumpkin head.

    even when building up your gear to roflstomp the dragon before even bothering to go there, and flying around with an ic2 jetpack or something, it's very hard to get pearls or build a useful farm when they completely outspawn the endermen. I would rather they drop pearls instead of eyes because of this, even though they're worth less, since we need them for crafting.

    15 seconds is way too long imo, especially when paired with such a strong attack. I couldn't figure out a way to give it some sane spawn rate with mob control, since there's no end biome.
    Posted in: Minecraft Mods
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    posted a message on [Forge][1.4.7][Tech Mod][Pre Release] XyCraft
    Quote from Soaryn
    Did you update ALL of Chicken Bones's mods? Such as Wireless Redstone?


    this wasn't a problem for me, at least I don't think so. I only use NEI/plugins, chicken chunks, ender storage, had them all updated and it seemed to load fine with 119/121 until it got to the block conflicts between xycraft and forestry. which I can't really edit manually anymore since my build relies on idresolver to manage them. but chicken core 0.7.3 is definitely not compatible with 0.9.44, could not get them loading together at all, once I went back to 0.7.1 it was fine.

    I would assume that it works with some manual config, if I were to make a clean build with new ids and not have to worry about world data, just not something I could test.
    Posted in: WIP Mods
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    posted a message on [Forge][1.4.7][Tech Mod][Pre Release] XyCraft
    Quote from rrusciguy

    @skylord_jonas
    Your issue is with CodeChickenCore/NEI/WRCBE... not xycraft. Please redirect your issue to the appropriate thread and enclose your log in spoiler tags next time.


    With the latest xycraft, i seem to be experiencing some strange behavior that goes away after uninstalling it. The world generation takes a lot longer, and while i can move and break blocks normally, they dont drop their respective items and NEI seems rather unresponsive when i try to cheat items into my inventory, and chests wont open and show their contents. Also switching from normal to peaceful and back did not affect the spawned hostile mobs....


    this is the appropriate thread, that error is coming from hardcoded exceptions in chicken core made specifically for xycraft, that won't work if you have version mismatches.

    if you update xycraft, then you can't run it without chicken core 0.7.3. and if you update chicken core, it won't run with older xycraft versions (eg. 0.9.44). so update them together, or not at all, I would just avoid them both for now since 0.9.121 is not stable for me.
    Posted in: WIP Mods
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    posted a message on [Forge][1.4.7][Tech Mod][Pre Release] XyCraft
    could not get build 119 to play nicely with other mods, and it refuses to let sharose's idresolver choose new ids without fighting with forestry over them in my case. not sure if this is a mod or forge problem so, I'll stick with build 44 here since I'm not about to start a new world. I noticed the output that exposes the ids in question, that's nice but technically useless if it prevents other mods from picking new ones for us. the idea of manually changing block ids in config files is just not feasible anymore, completely unreasonable to expect users to do it at this point. if we have 100 other mods that all each have 100 other block ids to deal with, things get out of hand fast, every time we got a round of updates to go through.

    can we just not use forge resolver methods at all, until they figure out how to make it useful? at no point has it ever helped me to resolve any conflict without totally trashing existing worlds. and not only that, but any mod additions that change load priority could potentially trigger it all over again, with zero retention of any existing ids that get in the way. I notice most modders don't use it unless it's a last resort, for good reason.

    -- hm it would seem that I have no choice! unless I also want to revert other updates made to go with this:

    java.lang.NoSuchMethodError: codechicken.core.PacketCustom.<init>(Ljava/lang/String;I)V
        at soaryn.xycraft.world.block.TileCrystal.l(TileCrystal.java:36)
        at iq.b(iq.java:2616)
        at iq.localOnUpdate(iq.java:943)
        at ServerPlayerAPI.onUpdate(ServerPlayerAPI.java:4077)
        at ServerPlayerAPI.onUpdate(ServerPlayerAPI.java:4062)
        at iq.j_(iq.java:891)
        at yc.a(World.java:2293)
        at in.a(WorldServer.java:647)
        at yc.g(World.java:2255)
        at yc.h(World.java:2109)
        at in.h(WorldServer.java:516)
        at net.minecraft.server.MinecraftServer.r(MinecraftServer.java:680)
        at net.minecraft.server.MinecraftServer.q(MinecraftServer.java:599)
        at bdz.q(IntegratedServer.java:170)
        at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:497)
        at fy.run(SourceFile:849)

    so I would be careful going to build 119, unless you're prepared to deal with block conflicts.

    Quote from Mark719

    Getting this everytime I start up minecraft:

    java.lang.NullPointerException
    	at soaryn.xycraft.world.WorldItems.register(WorldItems.java:84)
    	at soaryn.xycraft.world.XyCraftWorld.register(XyCraftWorld.java:67)
    	at soaryn.xycraft.XyExpansion.register(XyExpansion.java:37)
    	at soaryn.xycraft.XyCraft.preInit(XyCraft.java:55)
    	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:487)
    	at sun.reflect.GeneratedMethodAccessor3.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:69)
    	at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
    	at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
    	at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
    	at com.google.common.eventbus.EventBus.post(EventBus.java:268)
    	at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:153)
    	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:69)
    	at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
    	at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
    	at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
    	at com.google.common.eventbus.EventBus.post(EventBus.java:268)
    	at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:86)
    	at cpw.mods.fml.common.Loader.loadMods(Loader.java:505)
    	at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:161)
    	at net.minecraft.client.Minecraft.a(Minecraft.java:410)
    	at asq.a(SourceFile:56)
    	at net.minecraft.client.Minecraft.run(Minecraft.java:744)
    	at java.lang.Thread.run(Unknown Source)
    --- END ERROR REPORT 467173bb ----------


    If I change this config to true, it starts up:

    	#Resolves Id conflicts with any mod loaded before it. **WARNING
    	# MAY CAUSE ERRORS IN OLD WORLDS**
    	AutoAssign=false


    That works but as soon as I close Minecraft and try starting it up again I have to change the config each time, anyone know a way to fix this?


    nothing to fix there, notice the WARNING above that exists to make your answer as obvious as possible. what would happen to your world saves if you changed any mods, and this was left on by mistake? then you would be back here to blame soaryn for messing up all your saves, not sure how else they can make it any clearer.
    Posted in: WIP Mods
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    posted a message on [1.6.X] Portal Gun - Reconstructed [v1] - Rewritten... again.
    Quote from oJohnSierra117o

    I installed the mod and it works fine, but there is no sound. Does anyone know how to fix.

    Quote from ChrisPrankster

    It's the same problem for me. Apparently, I took a look at the portal sounds in the resources folder, and there aren't any sounds.


    it doesn't come with any sounds, they have to be downloaded by minecraft when you start it.

    where can we find these files for portable install?
    there's a link to the sound pack at the bottom of the release downloads, use that if your client doesn't have them.
    Posted in: Minecraft Mods
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    posted a message on [1.4.7]Custom Block Selector V1.0
    good work, this goes in as soon as you got the optifine compat sorted out.
    Posted in: Minecraft Mods
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    posted a message on DaftPVF's Mods (Treecapitator, CrystalWing, StartingInv, FloatingRuins)
    Quote from bspkrs

    hmm... I just tried the existing code in Forge 6.6.0.518 and it works fine in Eclipse. Have you tried increasing the value of tickWindow? I can't think of any other reason it wouldn't be working.

    Quote from zatoichi

    I went as far as 200, but didn't really think to mess with it too much since it says this is really just for slow comps. I'm on i5 here so maps load pretty fast to begin with, I'll try build 518 too I guess. how high would it be practical to set this for, if there's a more reliable value that wouldn't affect load times too much then shouldn't it be the default?


    update: yea build 518 made all the difference, works perfectly now. but then I get the treecap problems! vanilla axes chop ok, but the default mod axe subsets defined in config (ic2, rp2, etc) do not, even tried adding the item ids manually. also certain options like allowMoreBlocksThanDamage have no effect, even on vanilla axes.

    Quote from Paradisio

    Welp, odd, I disabled optifine of all things and now it works fine. Chopped down a few dozen oak and birch trees and didn't have the problem once.


    this actually explains alot, good that you tried it and saved us the time. it's because of the way optifine is installed, in order for this to be compatible with forge it has to merge/overwrite base classes, by updating his own versions along with them. so the above problems are obviously version mismatch, pretty much all we can do is try latest dev build, or do without. it's usually noted which forge build they were compiled against on the description, pick matching ones.

    *update: patch to optifine D3, this is supposedly built on forge 518. nope, still broken. vanilla axes work, no mod axes, r06. what version forge you on?
    Posted in: Minecraft Mods
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    posted a message on [1.5.1] Thermal Expansion - 2.3.0.b7! Updates and refactors ahoy!
    Quote from KingLemmingCoFH

    That's likely on the filler's end - the Cell is smart and doesn't send power to anything that isn't directly asking for it. But that sounds new - I don't remember the filler doing that in the past.


    never used this with a filler, but it seems to happen when trying to charge a cell directly adjacent to a device, with a conduit connected as well. I just ran into the same problem in 2.2.1, powering a small production line with cell -> crucible -> transposer -> pulverizer -> smelter, all right next to each other. the cell was adjacent to the crucible on one end, with 5 sections of conduit connecting them all.

    I had intended for the steam engine to trickle power into the cell during downtime, but something was consuming more than the 2 mj it was producing so it wouldn't charge at all, even after all the internal storage was full and no machines were running, until I cut the output to 0. power stopped draining once I moved the engine/cell to another side of the conduit, away from the crucible, and I could set my output without losing power.
    Posted in: Minecraft Mods
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    posted a message on DaftPVF's Mods (Treecapitator, CrystalWing, StartingInv, FloatingRuins)
    Quote from bspkrs

    hmm... I just tried the existing code in Forge 6.6.0.518 and it works fine in Eclipse. Have you tried increasing the value of tickWindow? I can't think of any other reason it wouldn't be working.


    I went as far as 200, but didn't really think to mess with it too much since it says this is really just for slow comps. I'm on i5 here so maps load pretty fast to begin with, I'll try build 518 too I guess. how high would it be practical to set this for, if there's a more reliable value that wouldn't affect load times too much then shouldn't it be the default?
    Posted in: Minecraft Mods
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    posted a message on DaftPVF's Mods (Treecapitator, CrystalWing, StartingInv, FloatingRuins)
    Quote from bspkrs

    I dropped the latest code in Forge 6.6.0.518 tonight and there weren't any code changes needed to work, so I'm not sure why people are having trouble with some Forge builds. Maybe some bad builds in there?


    I've never had problems with treecap on forge, but startinginventory on the other hand... had to stick with r01 since r02 would not work for me at all since build 497. now on 6.6.0.516 for the same reasons, I have some mods that need it as well, and none of the recent releases work at all. tried updating to r03, and I did notice a new config line 'addItemsTo=Inventory' appeared, but I get no items in the world after restarting a few times.

    running on the same config in ./config/mods/StartingInventory that worked with r01 before updating forge.
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from tubera

    Moss only spreads to blocks that are next to water.


    right I figured as much, and I've tried every combo of still water, running water, indoors/outdoors, low light, complete darkness, could not get it to spread over cobble or brick. I've scattered blocks of it around a mob spawner of mine that has plenty of water and no light, is there some other kind of requirement I'm missing here?

    --nevermind figured it out, they've all got to be adjacent to full source blocks of still water and exposed to air on at least one other side, apparently running water doesn't count.
    Posted in: Minecraft Mods
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