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yarrmateys

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Everything posted by yarrmateys

  1. if it's just that then it should be fine. i didn't think that it may simply be multimc's attempt to mask my username and anything referring to it, though by masking the mod id it draws attention to it anyway.
  2. when loading a mod through eclipse (and so, with a random name) it shows the modid correctly, when loaded through vanilla it sets the user to my name so everything seems fine too (though the replacing might be happening there too, just invisible to me), but if i load it through multimc, i'm getting the mod name switched to <PROFILE NAME>. eclipse/vanilla: [21:05:47] [Client thread/INFO] [FML]: Attempting connection with missing mods [mcp, FML, Forge, yarrmateys_cutemobmodels] at CLIENT multimc: [21:06:39] [Client thread/INFO] [FML]: Attempting connection with missing mods [mcp, FML, Forge, <PROFILE NAME>_cutemobmodels] at CLIENT i'm not sure if this is a feature or a bug, and i wonder if it'll cause any problems for other mods that may search for specific mod id and not find it because it's called differently after loading. should it act that way? this is on 11.14.1.1390, but it happened with every 1.8 version. before that the mod id was slightly different so it didn't change. no crashes, just a strange behavior i haven't seen before.
  3. it probably will, since 1.8.1 was mostly a bugfix release. that said, 1.8.2 is probably going to be released sometime soon, if it's not too long from now 1.8.1 might even get skipped or something.
  4. 1.7.2 is no longer supported, you should probably consider upgrading to 1.7.10 if possible. most 1.7.2 mods should be compatible with it. that said, you have a mod installed twice. delete one of them, preferably the one with (1) in its filename.
  5. http://files.minecraftforge.net/minecraftforge/1.8
  6. how much ram do you have? as far as i remember, with 4 or less gb of ram or on 32 bit systems you can assign only up to half of your total ram to a running program, and that's in good conditions when nothing else runs. back when i had 4 gb ram, i could only assign up to 1536 mb of ram, anything above that would crash. i had to turn everything else off, especially browsers, otherwise even that didn't work. if you use a built in gpu like intel hd or such, that will further drain your ram since it reserves some (about half a gb) for itself as vram.
  7. without the logs the answer will always be "a wizard did it". a server should create a log under logs/fml-server-latest.log in your server folder. it should contain all data the server outputs, including the reason for a crash. don't forget to open eula.txt and change false to true for newer minecraft versions. you won't be able to play it without agreeing to the eula. also note that unless it's 1.7.10 or 1.8, forge devs won't help since the older versions are already abandoned.
  8. in this case it was the entity prinny spawned through spawn egg, but when i had the event replacer replace vanilla mobs with custom ones, any one of them would cause that as soon as the world was started if there already were a few replaceable mobs present. most of those custom entities were nearly blank extensions to original mob, only having the main class that would modify their hitbox size. code for the prinny entity: https://dl.dropboxusercontent.com/u/62600417/Minecraft/etc/ent1.txt code for the blank entity: https://dl.dropboxusercontent.com/u/62600417/Minecraft/etc/exmob.txt stuff for the event, in preinit: EntityRegistry.registerModEntity(EntityCMMSpider.class, "Spider", 18, YarrCuteMobModels.instance, 40, 1, true); render, in init: if (YarrCuteMobModels.SpiderReplaceModel == true) RenderingRegistry.registerEntityRenderingHandler(EntityCMMSpider.class, new RenderCMMSpiderCMM(new ModelCMMSpider(), 0.3F)); and in EntityJoinWorldEvent if (event.entity.getClass() == net.minecraft.entity.monster.EntitySpider.class)//.getSimpleName() == "EntitySpider")// { EntityCMMSpider spawnEntity = new EntityCMMSpider(event.world); Entity entitySrc = event.entity; spawnEntity.setPosition(event.entity.posX, event.entity.posY, event.entity.posZ); // spawnEntity.setAngles(event.entity.rotationPitch, event.entity.rotationYaw); event.world.spawnEntityInWorld(spawnEntity); spawnEntity.func_180432_n(entitySrc); event.entity.setDead(); }
  9. i spawned several mobs in lava, and as they died (i think it was on their death. they explode if they die in fire/lava. it could be from spawning them too), the game crashed. it happened in other cases too though, such as event replacing entity on spawn before i disabled that. https://dl.dropboxusercontent.com/u/62600417/fml-client-latest_201412130310.log note, this doesn't happen in java 7.
  10. the easiest way would be to use multimc launcher. making separate profiles manually may sound easy for an advanced user, but for regular player it rarely is. you can create a profile for both you and your kids (or even one for each kid if they wanted different mods), then add mods you chose and then copy the saves over to the right folders/profiles, or just start new worlds. to run those all you'd have to do is click the appropriate profile icon. they come with their own mod list, own save folders, everything is separate for each profile. http://multimc.org/
  11. the wait's probably until 1.8 is out of beta phase and has a recommended version, so that there's no problems with unfinished stuff, un-renamed classes and such.
  12. is there something specific needed for entity textures? i've been fighting with this for a while, but each time i attempt to spawn an entity, all i get is a crash: i'm pretty sure i have the texture defined with private static final ResourceLocation and later on a ResourceLocation getEntityTexture that refers to it, but i still get that the moment the entity's spawned. edit: apparently i should've waited a few more hours before posting this. i didn't initialize the rendering correctly, my old method doesn't seem to work anymore. i fixed the problem.
  13. note, the forgesrc files will be in snapshot_nodoc/date/ rather than main folder as in 1.7.10 and earlier.
  14. no need for etas, unless you're some kind of corporation who does things for money, they exist to be broken. you either do things ahead of time and then release it sooner, or don't make it in time and delay or release buggy version. everyone hates delays, glaringly obvious bugs and such, and always blames it on the dev. he gave us something much more valuable, a "what's left" list.
  15. modding on xbox and on pc are two different things, so i doubt xbox tos means anything for a pc game. on xbox modding usually requires you to mod your xbox first, which itself is against their tos. most of the times when you mod a console, you unlock it for online cheating and piracy, and they really don't like either. doesn't help that when people think of mods on a console, it's almost always for online cheating/hacking. on a pc modding is usually more true to the title, since most pc game mods are actual game modifications to add or change content, not just an invincibility hack that disrupts online play and affects other players' opinions of the game and the company that owns it. it also mentions single player, probably because of its requirement of connecting to mojang/future microsoft servers. it would mean most likely every client and server having to run in offline mode, so no more skins, no uuids and such. or alternatively a custom host for those.
  16. is it possible to do that without a coremod? i currently use a way where it registers a nearly empty entity (other than the changed hitbox) that extends into the original one, which then replaces the original entity and deletes it, which works, but is incompatible with other mods that refer to that mob (because when entitycreeper becomes something like modid.entitycreeperX they can no longer affect it since it doesn't match what they look for). so i'd be interested to know if there's a way to change the hitbox without actually replacing the entity with a modded one or using any coremods. another thing i'd be interested in is if there's a way to suppress particles, such as blaze's smoke without modifying their base code, or doing the thing above.
  17. you should probably ask the thaumcraft creator about that, it's probably a goof on his side. he might've set the required version too high.
  18. you won't be able to play mo creatures on that setup anyway. the mod's for 1.7.2 and doesn't seem to work under 1.7.10. it might have something to do with minecraft's switch to uuid system which changed a part of entitytameable, breaking every mod that has tameable mobs.
  19. to expand on that. show full logs, but not directly in the post. either use pastebin or put the log between spoiler tags so it doesn't stretch your post like crazy.
  20. if you mean the ones that appear during pause screen ingame, that's an unfinished forge thing. it has nothing to do with other mods like mo creatures. he said that in the comments for this tutorial: http://minalien.com/minecraft-forge-feature-spotlight-config-guis/
  21. http://files.minecraftforge.net/ installer-win is the exe one.
  22. nothing works right with early java builds, especially when they're new and early builds like the java 9 alpha. why do people even install that just to play games?
  23. for a regular user, probably none. the launcher creator would need to fix the problem on his end.
  24. you're using an outdated version of mutant creatures, the current one is 1.4.4 for minecraft 1.6.4, you should get that one instead. did you install the same author's animation api? the error log suggests you didn't. it's required by mutant creatures to work. http://www.minecraftforum.net/topic/1336132-164spmp-mutant-creatures-mutant-skeleton-v144/ http://www.minecraftforum.net/topic/1850860-164spmp-animationapi-animate-your-entities-v112/ remaining mods seem outdated too. gulliver doesn't look to be updated to 1.6.4 yet http://www.minecraftforum.net/topic/1112856-162mlforge-gulliver-the-resizing-mod-v0141-beta-dec-5-changing-your-perspective-of-minecraft-over-900000-downloads/ dalek was updated. http://www.minecraftforum.net/topic/1544398-172-164-forge-sp-mp-the-dalek-mod-updated-030314/
  25. alright, this seems to have fixed the problem. the custom replaced slimes now divide correctly and spawn the lesser slimes all the time. edit: it even saves other stuff like custom name, ownership and stuff like invincibility, persistencerequired and such. this is perfect. gonna apply this to every mob. thanks.
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