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Everything posted by gotyaoi
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Er, I'm not quite sure that's right Moogle. Optifine isn't a forge mod, it's a jar mod. Forge wouldn't load it from the mods folder. My impression from SCT's tutorial was that if you wanted to have a custom modpack.jar, that entails building a complete modpack.jar with all the jar mods you want and putting that in your custom zip. The custom zip feature doesn't do any merging, it simply takes the files in the custom zip and puts them in the folder at runtime, replacing as necessary. Thus, if you supply a modpack.jar, it will completely overwrite the default modpack.jar. If you want to add things, you should make a copy of the base modpack.jar, add things to the copy, and then put the entire file in your custom zip.
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Another thought: If forestry has Sphax support, you could use the glass textures from there and move/rename them.
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I could probably make a version for faithful, but that's the extent of my skills.
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Might want to edit your name out of those logs, to start with...
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Thank you. Glad you like it. Tell your friends. ^_^
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I think Lethosos meant look at MCMMO's code, perhaps?
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Well, If you don't care about being compatible, just modify the dirt class itself, ne?
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You'd have to replace the dirt slot in the id array with your new block, or something. Might not even work. Probably gonna be incompatible with something.
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Do you have any proof that my visiting this random php file with an inscrutable query string won't simply infect my computer with a host of viruses?
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Try grabbing the latest Linux/Jar launcher from the main page and running with that.
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Ok, in order: startserver.sh didn't work because you didn't run it from within the MCP directory. It uses a relative path to startserver.py, so you have to be in the same directory as the script for it to work. The same problem is occuring when you try to run the python script directly. Since it's default config file is listed as "conf/mcp.cfg", if you're not in the MCP directory, it won't find it. Solution: open terminal cd /Users/myusername/Programming/gitrepository/java/MinecraftMods/forge/mcp/ ./startserver.sh
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You really need to put these in the modder's metropolis area, specifically the "mod makers market". Also need to stop repeating yourself. As to your question, it's fine to make a mod that utilizes both forge and base class edits, what you call a jar mod. If you want to make sure your edit is at least compatible with forge, just don't edit any classes that forge edits. If you want to make sure your mod is compatible with other mods that do base class edits, find out what they edit and avoid those classes. It can still be a headache, so avoid base class edits when possible.
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Might as well. Otherwise, if a bug pops up, it can be difficult to tell what you did that added it.
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version for 1.4.6 is here. Shift clicking machines is now taken care of in vanilla. Huzzah! Let me know if anything seems off. BIG HONKING WARNING for people who've used this mod in previous versions! Had to change the defaults for the ids to 2000, 2001 and 2002 instead of 200, 201 and 202. Your old conf files may not work, and any worlds will need a tool like mcedit or midas gold to convert them. I'm sorry for the inconvenience.
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Yes, unzip it and place the contents into the jar.
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Yeah, get it now, then close the box it automatically pops up and click linux/jar file.
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Download the latest jar from the main technic page. Use it instead of the one you're using now.
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You need to upgrade your launcher. The latest is 1.0.4.3.
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MCPatcher likes to operate on minecraft.jar. This won't work for technic. As EzioA said, grab optifine and put in in modpack.jar. You might be able to get MCPatcher to work right, but it would be a big hassle, and besides, you'll probably see a performance boost with optifine anyway.
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Java VM will not load when I start Tekkit Server 3.1.2
gotyaoi replied to johnthegoalie's question in Technic Launcher
Interesting what google can dig up for you... http://forums.bukkit.org/threads/could-not-initialize-class-org-fusesource-jansi-internal-kernel32.86345/ You might try some of the solutions in there, such as installing the visual c++ 2008 redistributable. Since you have 32 bit XP, some of the instructions may be reversed for you in that regard (as in, get the 32 bit redistributable). And yes, as I'm sure you figured out, the first error occurred because you were trying to allocate more memory than you had available at the time. Or ever, if your physical memory is 3.11G. -
Location of Latest Technic Launcher .jar
gotyaoi replied to Machine00000's question in Technic Launcher
If you want to download it, go to the home page, click "download the technic launcher", and grab the linux/jar one. -
Can be, yes, but who's going to install an entire desktop environment for a single script if they're already using another?
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It is specific to Gnome, at least the desktop entry part is. Just curious about the chmods though... in both cases, that first chmod is a bit redundant is it not, if you're just setting it 777 in the second?
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Okay, I watched the video, couldn't before. Couldn't exactly see much missing. Perhaps we can start there. What exactly is missing? And standard advice applies, make sure your antivirus is disabled during the download, etc... And yeah, as to trying different versions... most versions aren't rec. I remember the dev builds leading up to the current rec. EE, for example, was only included in alternating versions pretty much, due to conflicts and testing.
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You're trying to use a dev. build? A development build. And yet you expect everything to work? It probably won't. Recommended is recommended for a reason, that being that it's stable and works, mostly. The dev builds are not going to be stable, probably won't have all the normal mods, and might simply not work at all. The dev builds are a playground full of broken glass, sparkly and inviting, but ultimately full of pain and sorrow for the unwary.