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rivvest

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Everything posted by rivvest

  1. I can't seem to find the versions of any of these for Minecraft 1.3.2. Are you using an older version?
  2. I was able to run PixelMon 1.6.2 on Forge 4.0.0.228. I received the crash when trying 4.0.0.235. (I did not bother to try the versions in between.. I just remembered it working for me a few days ago). My guess is something was fixed in the FML code that the Pixelmon author was using (incorrectly?), as I haven't seen this type of error in any other mods, but I'm no authority on the matter.
  3. I know nothing of how ML and FML load mods.. but I'm guessing FML doesn't "overwrite" the minecraft.jar file the same way that ML does. If I use a launcher, and load this as an internal mod (so that it adds the mod contents to the minecraft.jar file, it works. Installing into the mods/ folder does not, I suspect this is because the mod contains contents in the META-INF/ that register the javax.servlet.servlet class. Cool mod, though.
  4. Ah, the MinecraftForums post isn't very clear, and the wiki I linked seems to be messed up. I found the dl link in http://www.minecraftforum.net/topic/402069-132forgesmppams-mods-sept-2nd-cmod-bronzesteel-recipe-change/ post - Pam's Combined Mod 1.0.1.
  5. Looks like you have the wrong version of Pam's mods: 2012-09-04 19:08:21 [FINE] [ForgeModLoader] mod_Pamfood(mod_Pamfood:Not available): Pam's Harvestcraft 5.3.8.2 (MC 1.2.5).zip () I am able to run Pam's Combined Mod 1.0.1 (MC 1.3.2) with no problem. (http://pamsminecraftmods.wikia.com/wiki/Pam%27s_Minecraft_Mods_Wiki)
  6. In theory, that will work. However, I'm unable to get Mo's Food and Crops to load at all, seems to be an issue with the mod itself.
  7. If you aren't familiar, Magic Launcher will let you configure multiple/different client directories. Copy your .minecraft directory somewhere else (I use /minecraft/1.3.2/.minecraft, /minecraft/1.2.5/.minecraft, etc). In Magic Launcher's setup, create a new configuration, and be sure to point the Minecraft.jar and Base Folder to the new location.
  8. GemsPlus requires ModLoaderMP, and as far as I can tell, you can haven't both that and Forge loaded at the same time. None of these mods require Forge, so you can just stick with ModLoader and ModLoaderMP for this combo. If you have Forge mods you want to use, you'll have to drop GemsPlus.
  9. Maybe I'm missing something, but wouldn't it make sense to have two separate server instances in their own directories? I do this with my client installation (also keeps me from accidentally corrupting worlds with wrong mods) and it works out great.
  10. I'm an avid fan of the Millenaire mod, but the recent release (3.1.2) have given and odd error when trying to play over the LAN -- that you need to have version 3.1.2 installed -- which I do have on both of my PCs. I went digging through the code, and the author of the mod has set the VersionBounds to "[3.1]". I dug around in the Forge code, hacked in the value "[3.1)" and was able to launch LAN play after that. If I'm reading the comments right, [3.1] would restrict you to the version 3.1. This makes the error message saying that you need version 3.1.2 mighty confusing! I'm not really much of a developer type, so I'm not entirely sure what the best solution is.. but it seems that the error message in ModListResponsePacket needs tweaked to catch this and make it seem less like you've failed to install the mod properly. Throwing it out there to the community in hopes that someone smarter than me and involved in the project can consider this. Thanks!
  11. This screen cap is the same as one I just debugged for the Millenaire mod. After some digging, I came to the conclusion that the author of the mod did not properly set the "VersionBounds" in his code, which causes the LAN setup to fail. It seems the Forge error message is not entirely accurate in this case. If you are certain your two installations match, I recommend contacting the author of IronPP and asking him to confirm this parameter.
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