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planetguy

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Everything posted by planetguy

  1. May I ask where PAINS went? I can't seem to find a section.
  2. They improved the deobfuscation data! Hooray!
  3. Probably mostly unnecessary now; the latest Forge has much-improved deobfuscation data.
  4. Looks like EnhancedPortals has a bug rendering its portals. Unfortunately, the mod author isn't supporting it anymore, so there isn't much to do.
  5. Something crashed in vanilla bytecode. AFAIK Optifine would be the biggest culprit for doing something like that, and you added Optifine, so I'd guess it's the problem. The person you need to bother is the developer of Optifine, sp614x. I linked his MCF thread.
  6. CurseForge seems to be OK, but ad links aren't allowed. I got a few viruses from them, before I switched to Linux, and they don't want it to happen to other people.
  7. Hello and welcome to Technic! You probably want to read the >rules, especially the no ad link rule (last thing under "major infractions"). Nice mod BTW.
  8. CoFH core has the capabilities, but you turn them on with the config/CoFH/world.cfg file.
  9. I'm 99% sure you have OpenGL. It's implemented by every graphics driver there is.
  10. 1.7 is really, REALLY painful. The deobfuscation data Forge ships with misses around half the callbacks I use in Gizmos, so instead of working on making stuff I get to spend my time figuring out what the heck func_15373_s does. I doubt there'll be enough Forge mods for a decent modpack until March or April, unless 1.8 drops before then.
  11. 1. Download MCPC+. 2. Make a server folder and put the MCPC+ you downloaded into it. 3. Copy over your mods, config and any other mod-specific folders that you put stuff you downloaded into. 4. Remove any client-side-only mods from the server until it starts up properly. Client-side-only mods will crash with a message like "Could not load class for invalid side" and list the mod name somewhere in the error log; delete the mod blamed. 4a. Instructions for starting a server can be found here; follow step 3 and on. 5. Make sure you can actually connect to the server.
  12. The Technic servers are probably getting overloaded by all the people trying to download AotBT. It'll probably work eventually, meanwhile, click "play" on the modpack button again.
  13. Somewhat volatile

  14. Is Kellering implemented on the new forums? I think we all have them on our own profiles. I have "0 warning points" when I look at myself, but it doesn't show up beside your posts,
  15. Redstone Arsenal can mine cobalt and ardite.
  16. If Solder looks for zip files, you can rename the jar files to zip. They're exactly the same.
  17. The map has a fairly complete selection of vanilla overworld biomes, plus a Nether-like region. (There's no glowstone and little if any soul sand in the overworld, but I repurposed end stone for coral reefs so it's easily obtainable.) Caves are only generated in the extreme mountains biome, but they're as big as WorldPainter will make them (that is, epic). More images here. Downloads: No mods are needed to play this map. Worldpainter file (for mapmakers): here Minecraft creative save: here Minecraft survival save (includes vanilla ores, use retro-generation for mod ores): here
  18. Sure. ...I should probably mention that I'm new to C#.
  19. Sounds fun. I got a C# IDE for plugins, but it seems like you need the Unity editor to make models and it doesn't run on Linux.
  20. It does. Occasionally.
  21. My design process for rockets: Build a stage of rockets. Find that it can't take me where I want to go. Add another bigger stage to the bottom of it. Find that the new stage doesn't hold together. Spam struts until it does. Am I doing it right?
  22. Basically what it says: fixes common errors in updating mods to Minecraft 1.7. The script (should work on Linux boxes, possibly Macs too): #!/bin/bash #Work from a clean copy, not one the script has been used on before. git checkout . g="/g" for line in $(cat ../replacements) do sedCmd='s/'$line'/g' echo $sedCmd find . -name "*.java" -print | xargs sed -i $sedCmd done Note that, without data files, it does nothing. Here's the data file I used for Gizmos. It contains some usually useful and some mod-specific entries. It cut down Gizmos from over 1000 errors to 465. Name it "replacements" and put it a directory above the script. ForgeSubscribe/SubscribeEvent getBlockTileEntity/func_147438_o Icon/IIcon ItemStack.Block\./ItemStack\(\(Block\)Block.field_149771_c.getObject\(" drawGuiContainerBackgroundLayer/func_146976_a this.mc.getTextureManager()/Minecraft.getMinecraft().getTextureManager() IIIcon/IIcon IIIIcon/IIcon this.blockIIcon/this.field_149761_L registerIIcon/registerIcon setUnlocalizedName/func_149663_c setCreativeTab(/func_149647_a( getTabIIconItem/getTabIconItem getIIcon(/getIcon( Item.blazePowder/Items.blaze_powder Item.ingotIron/Items.iron_ingot Item.pickaxeIron/Items.iron_pickaxe getInvName/func_145825_b isInvNameLocalized/func_145818_k_ SlotConcealmentItems/SlotConcealmentItem itemIIcon/itemIcon super(par1)/super() net.minecraftforge.event.SubscribeEvent;/cpw.mods.fml.common.eventhandler.SubscribeEvent; \([a-z]*\)\.getTagList(/(NBTTagList)\1.getTag( NBTTagList(/NBTTagList(). (\"\([a-z]*\));/(\"\1\");
  23. The ATLauncher people have a community-based mod repository with launcher integration already.
  24. Something that might do what you want is the Somnia mod, which attempts to simulate the world while you sleep.
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