Uhhh... this is a different subject and it isn't actually legal to include a mod in a modpack without permission anyways. Unless the page states otherwise you have to ask.
I hate to go into this, but it is legal if you don't have a license attached to your mod. Because it's free to download and is a mod of a game, if you have no license then it defaults to free to use, with no stipulations. Unless a page states otherwise you do not have to ask, so you've got it backwards.
Not sure if it's just me, or a combination of the Aether and another mod, but stacking items is horribly broken for me. Most items won't add to the stack, It will go into it and I will lose the item, but not increase the amount.
For example, I have 3 darts. I find another 3 darts of the same type, I pick up that darts and click on my stack. The new darts dissapear, but the item count remains at 3. Only a few items will stack correctly, Blue Moa eggs work fine.
That's actually a bug with dungeon generation. Sometimes dungeons generate with false items, which are what happen when items generate client-side, but not server-side. In theory it can even happen in SSP, since SSP is just a locally hosted server.
Am I the only one who dislikes the instanced dungeon system? The dungeons themselves are fantastic, but part of the fun of dungeons in Minecraft mods is that you can clear them of their inhabitants and then use them as bases, or harvest them in their entirety for their materials. This isn't doable with the instance system.
Hey Ben! Wow the Ur-ghast looks absolutely wonderful! I have a question about it, why is its name the Ur-ghast? Does it mean something?
Ur- is a prefix that means things along the lines of "original" or "primitive". So an Ur-ghast would be one of the first ghasts to live, or an ancient ghast.
Hmm, the log definitely shows that there's biomes getting where they shouldn't. I fixed that one crash for the next version. Did you resolve any of the biome ID conflicts with BoP? You might have to delete the files for the Twilight Forest dimension and regenerate them (usually by deleting the DIM7 folder).
Odd. Yes, the BoP biomes and TF biomes are configured for no overlap...
I figured out the problem, or at least the solution to the problem. The biome IDs for the TF biomes were set very high, in the 170+ range, to prevent overlap. Changing them back to their default values and changing the BoP biome IDs to prevent overlap fixed the problem.
So, the server I've been frequenting has been getting a weird glitch with TF in more recent versions. Massive chunk errors in TF, corresponding with Forge's update to that new chunk compression format. Things like half of hollow hills missing, trees missing all leaves, hedgemazes without solvable paths, and erratic dungeon placement. As far as I can tell, the only mod recently added to the server which alters biomes and chunk generation is BoP, and I've tested removing it, but the problem still remains.
Edit: Here's a pastebin, presumably the answer to the problem is somewhere in here: http://pastebin.com/kHEyv018
== Recompiling client ==
> Cleaning bin
> Recompiling
'"C:\Program Files (x86)\Java\jdk1.6.0_23\bin\javac" -encoding UTF-8 -Xlint:-opt
ions -deprecation -g ...' failed : 1
== ERRORS FOUND ==
src\minecraft\cpw\mods\fml\common\modloader\ModLoaderDispenseHelper.java:8: warn
ing: [deprecation] cpw.mods.fml.common.IDispenseHandler in cpw.mods.fml.common h
as been deprecated
import cpw.mods.fml.common.IDispenseHandler;
^
src\minecraft\cpw\mods\fml\common\modloader\ModLoaderDispenseHelper.java:9: warn
ing: [deprecation] cpw.mods.fml.common.IDispenserHandler in cpw.mods.fml.common
has been deprecated
import cpw.mods.fml.common.IDispenserHandler;
^
src\minecraft\cpw\mods\fml\common\modloader\ModLoaderDispenseHelper.java:11: war
ning: [deprecation] cpw.mods.fml.common.IDispenserHandler in cpw.mods.fml.common
has been deprecated
public class ModLoaderDispenseHelper implements IDispenserHandler
^
src\minecraft\cpw\mods\fml\common\modloader\ModLoaderHelper.java:39: warning: [d
eprecation] cpw.mods.fml.common.IDispenseHandler in cpw.mods.fml.common has been
deprecated
import cpw.mods.fml.common.IDispenseHandler;
^
src\minecraft\cpw\mods\fml\common\modloader\ModLoaderHelper.java:40: warning: [d
eprecation] cpw.mods.fml.common.IDispenserHandler in cpw.mods.fml.common has bee
n deprecated
import cpw.mods.fml.common.IDispenserHandler;
^
src\minecraft\cpw\mods\fml\common\modloader\ModLoaderHelper.java:194: warning: [
deprecation] cpw.mods.fml.common.IDispenserHandler in cpw.mods.fml.common has be
en deprecated
public static IDispenserHandler buildDispenseHelper(BaseModProxy mod)
^
src\minecraft\cpw\mods\fml\common\registry\GameRegistry.java:39: warning: [depre
cation] cpw.mods.fml.common.IDispenseHandler in cpw.mods.fml.common has been dep
recated
import cpw.mods.fml.common.IDispenseHandler;
^
src\minecraft\cpw\mods\fml\common\registry\GameRegistry.java:40: warning: [depre
cation] cpw.mods.fml.common.IDispenserHandler in cpw.mods.fml.common has been de
precated
import cpw.mods.fml.common.IDispenserHandler;
^
src\minecraft\cpw\mods\fml\common\registry\GameRegistry.java:101: warning: [depr
ecation] cpw.mods.fml.common.IDispenserHandler in cpw.mods.fml.common has been d
eprecated
public static void registerDispenserHandler(IDispenserHandler handler)
^
src\minecraft\cpw\mods\fml\common\registry\GameRegistry.java:110: warning: [depr
ecation] cpw.mods.fml.common.IDispenseHandler in cpw.mods.fml.common has been de
precated
public static void registerDispenserHandler(final IDispenseHandler handler)
^
src\minecraft\cpw\mods\fml\common\modloader\ModLoaderModContainer.java:528: warn
ing: [deprecation] registerDispenserHandler(cpw.mods.fml.common.IDispenserHandle
r) in cpw.mods.fml.common.registry.GameRegistry has been deprecated
GameRegistry.registerDispenserHandler(ModLoaderHelper.buildDispenseH
elper(mod));
^
src\minecraft\cpw\mods\fml\common\ObfuscationReflectionHelper.java:37: type para
meters of <T>T cannot be determined; no unique maximal instance exists for type
variable T with upper bounds T,java.lang.Object
return ReflectionHelper.getPrivateValue(classToAccess, instance, fie
ldIndex);
^
src\minecraft\cpw\mods\fml\common\ObfuscationReflectionHelper.java:51: type para
meters of <T>T cannot be determined; no unique maximal instance exists for type
variable T with upper bounds T,java.lang.Object
return ReflectionHelper.getPrivateValue(classToAccess, instance, fie
ldNames);
^
src\minecraft\net\minecraft\src\ModLoader.java:490: type parameters of <T>T cann
ot be determined; no unique maximal instance exists for type variable T with upp
er bounds T,java.lang.Object
return ObfuscationReflectionHelper.getPrivateValue(instanceclass, instan
ce, fieldindex);
^
src\minecraft\net\minecraft\src\ModLoader.java:504: type parameters of <T>T cann
ot be determined; no unique maximal instance exists for type variable T with upp
er bounds T,java.lang.Object
return ObfuscationReflectionHelper.getPrivateValue(instanceclass, instan
ce, field);
^
src\minecraft\net\minecraft\src\ModLoader.java:638: warning: [deprecation] regis
terBlock(net.minecraft.block.Block) in cpw.mods.fml.common.registry.GameRegistry
has been deprecated
GameRegistry.registerBlock(block);
^
src\minecraft\net\minecraft\src\ModLoader.java:649: warning: [deprecation] regis
terBlock(net.minecraft.block.Block,java.lang.Class<? extends net.minecraft.item.
ItemBlock>) in cpw.mods.fml.common.registry.GameRegistry has been deprecated
GameRegistry.registerBlock(block, itemclass);
^
4 errors
13 warnings
==================
Client recompile failed, correct source then rerun updatemd5
=============================== Minecraft Forge Setup Finished =================
================
So, I followed your tutorial on setting up Forge and MCP, and ran Install, but I'm getting a Client Recompile Failed error. I am using Java SE Development Kit 7u13 x64, MCP 726a, and minecraftforge-src-1.4.7-6.6.0.497.
I suspect it's due to my SDK, but I'm not 100% sure. Even if I was sure, I wouldn't have any idea which version to downgrade to. Anyone have any advice?
I've never really touched twilight forest, so I can't speak on it.
They basically look like flying versions of the books on top of enchanting tables, but with random pages circling around them. They look really neat. They shoot bolts which damage and cause slowness, and every time they take damage they have a high chance of dropping paper.
Now, I haven't finished researching everything yet, so excuse me if this is extremely stupid.
Books. For a mod about arcane knowledge, books are a tad underrepresented, I think. Now, there are a lot of things you can do with books. But one idea I'm particularly fond of is having a (floating?) (semi-)sentient book following you around as a companion. Probably a simple AI, a bit like the Traveling Trunk from TC2 (which I do hope returns). Again, there are a lot possibilities, but the big ones I think of are EXP-related. Maybe this follower could glean extra EXP from every kill you make near by, which you can then take from him, similar to the brain in a jar? It might also be used simply to store spare EXP in case of death. After all, more EXP means more enchanting. Speaking of enchanting, why not have a book that acts as a reusable enchanted book? The enchantments could charge up over time to become more powerful, but at a slightly reduced EXP cost compared to the player enchanting items with his own EXP (otherwise, there'd be no point).
Or, hell, why not have these be three different items? Or maybe tiers of the same item? A book branch of research would be swell.
If you want to go to an extreme, you might even have a combat-capable, magic-casting book with more complicated AI (think: the Grimoires from Nier, if you've ever played it).
So yea.
So something like a tame version of the death tomes from Twilight Forest? That'd be neat.
Actually, a way to tame hostile mobs would be nice. Maybe a wand of binding? Hit a mob with the wand's beam for a period of time based on its current HP, and after that time the mob becomes tamed, teleporting near the player when he gets too far like wolves and targeting hostile mobs as if they were players. And if it worked on mobs from other mods, that'd just be icing on the cake.
0
Just tested it, it's fixed with the latest version of both mods. So ignore my previous post.
0
Edit: Versions are Minecraft 1.6.4, Thaumic Tinkerer 2.3-137, and Witchery 0.16.3
0
I hate to go into this, but it is legal if you don't have a license attached to your mod. Because it's free to download and is a mod of a game, if you have no license then it defaults to free to use, with no stipulations. Unless a page states otherwise you do not have to ask, so you've got it backwards.
0
That's actually a bug with dungeon generation. Sometimes dungeons generate with false items, which are what happen when items generate client-side, but not server-side. In theory it can even happen in SSP, since SSP is just a locally hosted server.
0
0
Ur- is a prefix that means things along the lines of "original" or "primitive". So an Ur-ghast would be one of the first ghasts to live, or an ancient ghast.
0
Odd. Yes, the BoP biomes and TF biomes are configured for no overlap...
I figured out the problem, or at least the solution to the problem. The biome IDs for the TF biomes were set very high, in the 170+ range, to prevent overlap. Changing them back to their default values and changing the BoP biome IDs to prevent overlap fixed the problem.
0
Edit: Here's a pastebin, presumably the answer to the problem is somewhere in here:
http://pastebin.com/kHEyv018
0
The latest version, mcp726a.
0
Starting from the error:
0
I tried it, still getting the same error.
0
I suspect it's due to my SDK, but I'm not 100% sure. Even if I was sure, I wouldn't have any idea which version to downgrade to. Anyone have any advice?
0
It seems this mod has a crash which occurs whenever you try to charge the gear in IC2 machines. It's a nasty bug, and outright breaks worlds.Edit: Nevermind, just saw the 'requiring latest IC2 snapshot' thing.
0
They basically look like flying versions of the books on top of enchanting tables, but with random pages circling around them. They look really neat. They shoot bolts which damage and cause slowness, and every time they take damage they have a high chance of dropping paper.
0
So something like a tame version of the death tomes from Twilight Forest? That'd be neat.
Actually, a way to tame hostile mobs would be nice. Maybe a wand of binding? Hit a mob with the wand's beam for a period of time based on its current HP, and after that time the mob becomes tamed, teleporting near the player when he gets too far like wolves and targeting hostile mobs as if they were players. And if it worked on mobs from other mods, that'd just be icing on the cake.