[1.5.1] - MightyPork's Power Craft (Updated by Rapus & XOR)
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Level 89 : Elite Modder
Posted 12/04/11 2:57:26 pm , last updated: 01/24/13 2:52:14 pm
12/04/11
This mod is adopted by Rapus and XOR.
You won't get any help here, comments won't be read.
Use the forum to report bugs.
be warned: the rest of this post is outdated.
Do you like this mod?
Give me a diamond!
For more info & recipes, visit Minecraft Forums.
→ Show your inventions in Inventions Gallery
-> Read Guide (recipes, description, ideas)
(or plain html version)
PowerCraft is...
- Intuitive yet powerful industrial mod
- Ideal for automatic farming
- Easier than BuildCraft or IndustrialCraft
- This mod contains the best pieces of all my redstone mods,
and it is the only industrial mod I will update in the future. - Config files in .minecraft/config let you solve id conflicts and change many properties.
* Texture packs *
Absolutely marvelous Sphlax PureBDCraft patch!
Additional Details
| Progress: | |
| Game Version: | Minecraft 1.5 |
| Tags: | PowerCraft, Factory, Automatic, Minecraft, Mod, Redstone, Logic Gates, Computer, New Content |
More Mods by MightyPorkView All
04/13/13
by MightyPork
Note: Showing last 25 of 72 logs.
Update #72 : 01/24/2013 2:52:14 pm1/24/13
Update #71 : 01/06/2013 4:13:25 pm1/06/13
Update #70 : 12/27/2012 3:50:05 pm12/27/12
Visit PowerCrafting.net : 11/06/2012 6:25:11 am11/06/12
3.4.9 for 1.2.5 : 08/04/2012 8:05:23 am8/04/12
I played PowerCraft for a while (I rarely have time to play), and found many bugs in Weasel.
I have fixed them all, added few improvements and decided to release it.
I know 1.3 is already out, but I have no intention to update PowerCraft to it.
Nearly everything is changed and without the modding support or a good guide I am lost.
That is why we have one more release for 1.2.5.
I have included a SNAKE GAME library disk I have just finished in the weasel examples folder,
so you can try to run it.
3.4.8 subversions:
- patched bugs in weasel core update handling.
- fixed glitch when placing belts in Creative could cause infinite loop
- changed recipe for iron stairs: now it is of iron ingors, and it is
#....
##.. = 15 stairs
..##
- 3 ledges or 3 stairs give you back 1 ingot
- New weasel functions
Update #67 : 08/03/2012 12:34:07 pm8/03/12
3.4.8 subversions:
- patched bugs in weasel core update handling.
- fixed glitch when placing belts in Creative could cause infinite loop
- changed recipe for iron stairs: now it is of iron ingors, and it is
#....
##.. = 15 stairs
..##
- 3 ledges or 3 stairs give you back 1 ingot
- New weasel functions
libCanDo("funcname"); - returns true if there is any library providing this function
rebuild(); - recompile the weasel rpogram, adding or removing library disks based on current drives contents.
nhas("name") - returns true if global network has given variable
isConnected("deviceName") - returns true if device with this name is connected to weasel
hasDisk("diskName")
- check if disk is available.
- you must use full disk name, eg. text.myTextDisk, map.myDataDisk, img.myImgDisk, list.myListDisk, lib.myLibDisk
- or you can use myDrive.1 for disk in 1st slot of a drive
diskType("diskName")
- returns "null" if there is no such disk, otherwise "img", "text", "list", "map", "lib"
3.4.8 : 08/01/2012 2:32:51 am8/01/12
- source code is now packed with the binaries, so if someone feels like updating it to 1.3,
he can. Otherwise it can taker over a month.
### FIXES ###
- fixed many bad things in weasel
- unconnecting devices from weasel network now works properly
- fixed glitch when you could crash the game by placing light inside the iron ledge block.
- corrected some redstone updates
- Weasel's interrupt calls (update, termIn, touchEvent) are no longer interruptible.
instead the calls are queued, so nothing is lost nor broken
- fixed bugs where some messing with guis resulted in NullPointers and other cute things
- corrected many minor mistakes and bugs
- reworked image manipulation library and image storage format. This means that old image
disks need to be formatted if you want to use them again.
### WRITABLE DISKS ###
All kinds of disks are now writable by program
For all of these, instead of ???.name, you can use driveName.SLOT
text disks:
(plain text disk)
use variable text.name, also you can assign it.
note: it works as variable, eg. getfirst(text.mytxt, 10) will give you first 10 chars
lists: have now functions
(these are lists with numeric indexes)
list.name.set(index, value)
list.name.remove(index)
list.name.add(value)
list.name.clear()
data disk:
(new type, holds variables and can work as dictionary)
map.name.get("variable_name")
map.name.set("variable_name", value)
map.name.clear()
map.name.has("variable_name")
image disk:
all things that work for touchscreen, with img.name
img.name.clear()
img.name = "red"; (or 0xff0000, or color(...)) - set all pixels to color
img.resize(w,h) - this also erases the disk.
### NEW IMAGE FUNCTIONS ###
(for image disks, add img.name. before the func name, for touchscreen touchscreenName.)
rect(x1,y1,x2,y2,color)
rect(x1,y1,x2,y2,color, borderColor)
frame(x1,y1,x2,y2,color) - only frame, dont touch the inside
ellipse(x, y, w, h, color)
- x,y is left top of the rect the ellipse is drawn into
fill(x,y,color)
- fill the area from coords, with color.
- sorry DarkHog, but your recursive code didn't work well, now it's done using a loop and Stack.
clear() - set all pizels to -1
resize(w,h) - clear and resize, but works only for disks, not for TS.
THOUCHSCREEN:
name.toDisk("myDisk");
- if there is a disk with given name, save to it the whole screen (resize if needed)
name.fromDisk("myDisk");
- if there is a disk with this name, clear screen and draw this disk from top-left corner.
- if used smartly you can make double-buffering with these functions, animations, window system
and many more cool things.
### New features in the DIGITAL WORKBENCH ###
- it was completely reworked, now the inventory shows only on the front page.
- added icon button for "back", because its smaller
- you can edit data disks
- added gui for libraries
- obviously library don't have the highlitings you get in Weasel Controller,
because the functions and variables aren't known to the library compiler;
but it is not a problem, it compiles all right.
- se below for info about LIBS.
- images up to 260x130, but they cause a bit of lag, please use the smallest size you need.
- much better zoom range (more room == more zoom)
- new color picker indicator
- ** KEY CONTOLS ** !
- hold L & drag to draw line
- press F and click to fill (bucket)
- hold R & drag to draw rectangle
- hold B & drag to draw border = frame
- hold C & drag to draw circle (or ellipse)
- right click is always color -1 = invisible. It works also with fill and others.
- CTRL or SHIFT while clicking is Color Picking - get color from pixels.
### LIBRARY DISKS ###
- work in Weasel Controller (put them into a drive)
- work in Miner
- library disk is linked to the weasel program when you build it (check&launch)
- once the program is compiled, the disk is not needed, and changing it has no
effect until you rebuild the program. This is for technical reasons, it isn't that
I want to make it harder.
- only functions from library disks are accessible, "main flow" will never run
- disks are added from all connected drivers, and their labels have
no effect; you can prefix your functions as you wish - or not at all.
- it is useful if you're making a mining library to for example name all functions
mlib.something... or m.something, because if you then want to combine multiple library
disks, you will be sure you don't get a name conflict.
- if there are more functions of the same name in your program, it is not
a problem, but only the 1st will work.
- when making universal library, keep in mind that names of the peripherals may vary
- use get("name") and set("name", value) - or set("name", value, isGlobal),
and call("name", args...) if you need. This lets you get gadget name as string argument.
- this of course does not apply to miners, miners are all equivalent and the libraries
are always 100% universal
Update #65 : 07/30/2012 11:52:36 am7/30/12
* Miners now use Weasel
* more than 100 weasel functions
* all will be documented in a separate miner guide asap.
Update #64 : 07/28/2012 3:38:25 pm7/28/12
Update #63 : 07/28/2012 2:20:29 pm7/28/12
Update #62 : 07/28/2012 12:17:28 pm7/28/12
* Weasel's interrupt functions (update, touchEvent, termIn) no longer execute instantly
= you can use pause, sleep and other things inside them, as well as call other functions.
* Weasel is much more stable, removed several things that caused crashes
* weasel is now less laggy
* Weasel forces chunk saving when modified (or instruction execited etc.), so it should be more reliable
* Using port name as variable now sets all the port sides at once, not only front. Reading this variable gives you F.
* cutfirst and cutlast no longer cause crashes
* many other functions and aliases
- WEASEL GUIDE IS UPDATED, YOU SHOULD READ IT AGAIN!
* checked all the gates for functionality
* fixed buggy day, night, rain sensors
New things:
* Weasel Disks, Digital Workbench, Terminal, Touchscreen Graphics Display
* Image disks, digital workbench can edit images
* Smelting items on roaster now sets "delayBeforePickup" correctly
* many minor fixes
Update #61 : 07/17/2012 7:17:38 am7/17/12
* Last bigger update before Minecraft 1.3
* Much improved RGB driver functionality
* Weasel function: color("red"), or color(255,0,0) - they make a hex color, useful for rgb display or a background of a display.
* Fixed some things in weasel that could crash your game
* Display will no longer crash if it has some strange text in it
* Chimneys no longer transparent in forge
* rgb driver now can change color without flashing the led.
btw., rgb driver = the Weasel Port, with white display segment connected to it.
* you can easilly connect radio receivers to transmitter, just right click Tx with activator, and the click these Rx, and they will autoconnect.
Update #60 : 07/16/2012 3:47:10 pm7/16/12
* all gates and weasel stuff is creeper-proof
* radio & teleporter labels toggleable in GUI
* radio has checkbox "Tiny" - and if its on, it renders tiny. Really tiny. try it.
* ugly thin font renderer is now gone! We are suing the bold one for things where it looks better - minitor, weasel coding, labels for radio etc.
* Added "Display Segments" - overgrown indicators, much better for LED displays
Recipe: glowstone block + redstone + dye
* lights (all 3 kinds) no longer need support block, they can hand on weasel ports, on leaves, fences etc.
* added smoking chimneys:
# #
# # - cobblestone, or stone brick, or brick wall
# #
- smoke when connected to smoke source.
* new commands for weasel
* smarter weasel :)
* RGB led - connect white display segment directly to a weasel port.
Then set yourport.rgb = 0xff00ff (a hex color), and if you change the on/off state,
the white segment will have the color you specified.
* Rubntime name generation!
_get("varname") - get a variable with given name
_set("varname", value) - set value to variable
_call("funcname",args,args...) - call a function.
the point of these is that if you have eg. ports called p0,p1,p2,p3...,
you can access them using a for loop, and create the names on the fly, by using "p"+i as variable name
* display has functions:
name.reset(), name.clear(), name.print(), name.add()
but also. name.matrix() - makes green rain!
* many bugfixes around instant gates - they no longer change brightness = they no longer crash the game.
* old programmable gates were converted to signal splitters if you had them in world.
Update #59 : 07/15/2012 2:23:50 pm7/15/12
* Fixed bug in XP bank which allowed infinite XP recyclation
* Added missing recipes to some lights
* STRONGLY improved weasel's math parser
* Syntax highlighter now recognizes strings and comments
- Removed programmable gates; break them to get the resources you used to craft them.
+ Syntax highlighting colors are in config file
+ Weasel has it's own ID - all the new weasel devices share this one
+ 3 Weasel gadgets - external devices: Display, Port, Speaker
+ Display has support for formatting (just like in these new books), and colors.
+ Weasels can directly use radio signals, and share variables
+ Use activation crystal to connect weasel with it's peripherals (the gadgets it can use).
+ Each weasel network has it's own unique color, but you can change it, and also rename the network
+ Weasel has new amazing GUI with lots of functions and information.
+ Hacked water to store items to chests and work seamlessly with conveyors.
+ Hacked "splash texts", now they sometimes use our texts.
+ Update notification in splash text, and also ingame, as before.
+ Improved belts (a bit smoother)
+ Reduced some lag in weasel
+ Addition of strings works now.
+ Added simple functions to get current time:
hours(), mins(), secs(), time() - in seconds, ftime() - HH:MM:SS
all these with added "_r" for real time (eg. ftime_r())
Get moon phase: moon();
+ weasel now works correctly with deeply nested function calls in return statement.
+ update notification system should be more reliable.
+ Fixed many other bugs, but I can't remember them :)
Update #58 : 07/04/2012 3:44:56 pm7/04/12
* Fixed the bug where items got stuck on conveyors
* Fixed buggy item separator
* Improved GUI of the programmable gate (smaller buttons)
* Fixed buggy Spawner Editor's GUI
* Fixed bug where miner could not be built in one direction
+ Added STICKY BOOTS
Crafting: iron boots over slimeball
Usage: Conveyors won't move you while wearing them.
+ Right click your Activation Crystal in front of (or under) some inventroy block,
and you will get a special item called "Picked-up XX" where XX is name of the picked block.
It works for chest, dispenser, auto-workbench, separation belt, brewing stand, furnace,
roaster and all other inventory blocks, but also most non-inventory blocks with tile entity,
such as Pulsar or Programmable Gate.
+ Absolutely amazing new thing is the reworked ORE SNIFFER. Click it on wall in your mine,
and you'll know why I'm saying it's so awesome. Or watch this: http://t.co/aqCsDkuN
Update #57 : 07/01/2012 5:22:28 am7/01/12
If you did not try 3.4 prereleases, you should read the older changelogs.
There is a lot of useful information.
General
* New versioning system - now it is [0-9].[0-9].[0-9]
* Improved GRES, element spacing should be correct again
* Removed testing dirt recipes from 3.4p4
* Added iron fence to crafting tool
* The crash with Forge ModLoader might be fixed, but - we didnt test it
* NEI should have all blocks.
Programmable gates
* Heavily improved programmable gate, now uses Weasel's ALU
* Programmable gates have many new functions available, and syntax coloring
Gates
* We now have these new gates: ("/" = new line in recipe)
- Quick Repeater - recipe: R/R/R, R = redstone
- Instant repeater - R/Q, R = redstone, Q = quick repeater
- Quick Angled Repeater - RR/[]R, R = redstone, [] = nothing
- Instant Angled Repeater - R/A, R = redstone, A = quick angled repeater
* Right click Angled Repeater to change the output direction.
* Right click AND and OR gates, and they will change into a subtype with
inputs on back and on side. Click again to cycle through the 3 subtypes.
* Gates now have a burnout functionality - if gate quickly changes state
for too long, it burns out and continues working after 6-tick cooldown.
This prevents some lags.
* Fixed recipe for random gate
Machines
* Now support faster pulses, which makes them even more POWERful.
Miner
* I started working on weasel, but it is far from finished
* Miners are still the same as in 3.3, except they have unglier gui, because
we converted it to GRES but didn't have time to improve it :P
Update #56 : 06/22/2012 7:53:45 am6/22/12
Update #55 : 06/22/2012 7:53:39 am6/22/12
* XOR19 with Rupus joined the team - development will go faster now
* Added Iron Stairs
* Iron Ledge and Stairs moved from Deco Block to their's own block ID.
= Ledges, Stairs =
Ledge crafting:
I
I
III = 16 ledges
Stairs crafting:
I
II = 8 stairs
If you place ledge "on top" od other ledge, this new one will be instead placed forwards
from you in the direction you are facing.
This works also with stairs, but they use CTRL key differently - to deterine UP/DOWN direction.
It's really easy to use, but hard to explain.
* -> thus torches and ladders can be attached to iron frames again.
* New Gui Layout manager, with automatic scaling, alignment and other useful stuff
* Nearly all the PowerCraft GUIs now use this new gui system, called GRES.
* GRES stretches smartly when the texts labels grow / shrink, which happens when
you use some translations.
* Reworked Update Notification screen, now with better image, more info and fancier layout.
* If you hold CTRL in Crafting tool, you get 64-stacks.
* Shift now works in all inventories where it makes any sense.
* New "block type" interface system, for better cross-module interaction
* Iron Frames' holes are rendered as "filled" if a coal torch is attached to them.
* New gate: Programmable Logic Gate. You can insert your own formula into the gui, eg. !(L^R)&B
* Changing texture pack no longer makes minecraft crash
* Teleporter can't eject you into other teleporter, and you can also set the output side
* Added new machine:
= Block Replacer. =
Hit this machine with left mouse button, and a particle frame will appear around the target position.
Each time replacer is powered/unpowered, it replaces the block inside it's inventory with the block
in world, at the target position. You can use the GUI to alter target position coordinate
(offset, limit 16 blocks from the device), or you can click different sides of the device with STICK
to move the target frame in the direction you're facing. Control moves it backwards.
Shift selects Y axis, this Shift = up, Shift+Ctrl = down.
Update #54 : 06/08/2012 5:40:01 pm6/08/12
* New iron frame renderer
* Added redstone storage block
* Added Steel Ledge block (really cool)
* Automatic translation downloader added
Update #53 : 06/05/2012 2:35:50 pm6/05/12
it is not linked from here, but from forums, which is the main thread. Go to forums to get it.
3.4pre1 breaks old radios, but if you install RadioConverter module, it will get fixed when you open a world.
This module can also be found on forums.
==== 3.4pre1 ====
* New update notification system
* New uniform and efficient module system
* All modules are standalone (or should be), only core is needed by all
* New translation system
* New logging system
* New system of 3D coordinates instead of ints
* Reworked and improved property management system
Properties and all data is now stored in .minecraft/powerCraft folder.
You should not remove the old configuration file .minecraftconfig/PC_WIRELESS.properties,
it is used by the Radio Migration plugin ("FIX" module).
* Improved rendering system
* Improved radio rendering and functionality
* Reduced some laggy operations
* Harvester harvests all, including leaves
* Harvester refractable on prisms
* Armour protects you from killer laser (the more & better the better protection)
* Reworked system of block type information interfaces
* Support for modded trees
* New kinds of utilities in dedicated classes
* Crystals moved to core
* Crafting tool much improved, and recursive crafting works perfectly
* Crafting tool moved to core
* Sniffer moved to core
* Activator and PowerDust moved to core
* Activator now uses system of listeners, all modules can handle activator clicks without modifying the item
* Added "random gate" - crafting: T-gate, redstone on top.
* Laser raytracing system moved to dedicated class, all lasers use the same system now.
Many things are not finished yet, and new things will come.
You'll be informed in-game about the updates.
This can be switched off in property file.
Update #52 : 05/10/2012 12:22:01 pm5/10/12
Update #51 : 05/06/2012 3:59:17 pm5/06/12
* Added Slow Delayer gate
* Added Redstone Crossing gate, for wire intersections
* Advanced Delayer renamed to Buffered Delayer, and it's bugs were fixed
* Added Javadoc to some files around gates
Update #50 : 05/04/2012 7:09:45 am5/04/12
Update #49 : 05/03/2012 9:32:49 am5/03/12
* Fixed the bug with wheat and nether wart not being harvested.
* You must delete default.xml from PC_CROPS for the fix to fully work.
* Laser can now trigger TNT (transmitter laser and killer laser)
* Placing spawner eggs by builder was fixed, no more placing 50 creepers each tick :P
* Block builder's range extended to 150 blocks, use stone brick or obsidian to stop it.
* Miner now makes sound when placing blocks (and believe me that digging through lava and water is now really noisy!)
Update #48 : 05/02/2012 3:03:20 pm5/02/12
BIGFIXES
* Fixed bug with flashing grass near iron frames
* Fixed bug with break particles spawned even if the block is not harvested
* Fixed bug where items sometimes got stuck on conveyors, and related glitches. (Yay, this was really annoying!)
* Conveyor now saves items into chests more effectively, smartly filling not-full stacks first.
XML CROPS
* The crops folder and file will now always appear on first Minecraft startup, instead of only when it's needed (people thought it does not work if it didn't appear instantly).
* Added "priority" attribute to the xml file for crops
- Each time block is harvested, the "1" items are checked first.
- If nothing is dropped from priority "1", items "2" have chance.
- This can be used for blocks like gravel, where if flint is droped, gravel disappears.
- there can be up to 20 priorities per one crop, and more than one item with the same priority.
- IMPORTANT: Priorities must be in one sequence - eg. 1,2,5 will not work (it will stop at 2).
* Rarity now suports fractions, for example 2/3 (every 2 out of 3 times)
GATES
* Added "Advanced Delayer" gate, crafted like this:
RRR repeaters
SSS smooth stone
Right click it to open config GUI.
It has 3 inputs - data, reset (red) and hold (purple)
HARVESTER
* Harvester's beam can now be reflected by mirrors (not prisms!)
* You can now use PowerCrystals instead of Lapis blocks to make the harvesting range larger.
* One harvester is now able to harvest whole field.
MINER
* Key "Start program" was force-remapped to Numpad enter (was normal Enter before), so you will now have two "RunProgram" entries in your PC_MOBILE config file. The one with "NEW" at the end is used, you can delete the normal one. This was important, because if you closed some gui by hitting Enter, all connected miners would start moving.
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JG_Gamer
Level 1
New Miner
May 20, 2013, 10:28 pm
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Helghastz95
Level 1
New Miner
May 2, 2013, 2:57 am
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Own
Level 4
Apprentice Mage
May 7, 2013, 11:12 am
Use the forum to report bugs.
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raiserviper
Level 1
New Crafter
April 27, 2013, 2:12 am
i can't use world edit :(. i use FML. but it's still a cool mod tnx for any help or solutions
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Own
Level 4
Apprentice Mage
May 7, 2013, 11:17 am
Use the forum to report bugs and other bad stuff.
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ObsidianMinerMan
Level 12
Journeyman Goblin
April 21, 2013, 2:29 pm
:D
Cool
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MrArcane111
Level 60
High Grandmaster Modder
April 20, 2013, 4:18 pm
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xDRedz
Level 1
New Crafter
April 7, 2013, 9:23 am
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MightyPork
Level 89
Elite Modder
April 8, 2013, 7:36 am
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xDRedz
Level 1
New Crafter
April 7, 2013, 9:27 am
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kelvinserasi
Level 4
Apprentice Engineer
March 28, 2013, 7:28 pm
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Own
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Apprentice Mage
March 29, 2013, 10:58 am
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bestminecraftgamer
Level 1
New Miner
March 28, 2013, 3:36 pm
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Own
Level 4
Apprentice Mage
March 29, 2013, 10:57 am
HUGE EFFING TEXT IN YOUR FACE SAYING IT!
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dorroj13
Level 1
New Miner
March 27, 2013, 11:36 am
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burger1018
Level 1
New Miner
May 12, 2013, 7:50 am
Use the forum to report bugs and other bad stuff.
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Own
Level 4
Apprentice Mage
March 27, 2013, 12:48 pm
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dorroj13
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April 3, 2013, 6:23 am
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Own
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April 3, 2013, 12:16 pm
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dorroj13
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April 3, 2013, 4:15 pm
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crazykillercod
Level 1
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March 26, 2013, 9:10 am
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Own
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Apprentice Mage
March 27, 2013, 5:06 am
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Ultimate_Scizor
Level 13
Journeyman Skinner
March 22, 2013, 11:55 am
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epicanthony76
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March 25, 2013, 5:46 am
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Ultimate_Scizor
Level 13
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March 27, 2013, 2:57 pm
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Own
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March 22, 2013, 1:48 pm
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DHG ANDROID
Level 5
Apprentice Explorer
March 22, 2013, 5:47 am
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Own
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March 22, 2013, 7:11 am
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anjcha
Level 1
New Miner
March 14, 2013, 3:57 am
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jjcyalater
Level 1
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March 13, 2013, 7:00 pm
Peace out
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Own
Level 4
Apprentice Mage
March 17, 2013, 3:16 am
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jjcyalater
Level 1
New Crafter
March 20, 2013, 10:13 pm
Peace Out, Idiot
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Own
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March 21, 2013, 7:40 am
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GreenWarrior22
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March 24, 2013, 4:24 pm
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Own
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March 25, 2013, 12:51 am
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Dylan9119
Level 11
Journeyman Ninja
March 12, 2013, 6:28 pm
4 mods no inventory shows the blocks but on the menu it says has a flip menu thing so i click on it
minecraft crashed
on the mod list it shows that it is installed
but there is no blocks
WHAT DO I DO?!?!?!?!??!?!?!?!? please help me
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greengras11
Level 1
New Miner
March 10, 2013, 4:43 pm
i dont want an installer...
what if it does it wrong!
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Ultimate_Scizor
Level 13
Journeyman Skinner
March 22, 2013, 11:53 am
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Cheeko
Level 14
Journeyman Prince
March 8, 2013, 7:56 pm
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MCJapanga
Level 20
Expert Modder
March 8, 2013, 7:09 pm
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trentbmx95
Level 1
New Miner
March 8, 2013, 3:29 am
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Opt_0
Level 1
New Miner
March 7, 2013, 11:33 am
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mbilardie
Level 3
Apprentice Ranger
March 6, 2013, 11:20 pm
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mbilardie
Level 3
Apprentice Ranger
March 6, 2013, 11:19 pm
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ender_miner
Level 1
New Explorer
March 4, 2013, 12:11 pm
---- Minecraft Crash Report ----
// Oh - I know what I did wrong!
Time: 4/03/13 17:15
Description: Failed to start game
cpw.mods.fml.common.LoaderException: java.lang.NoClassDefFoundError: powercraft/checkpoints/PCcp_App
at cpw.mods.fml.common.LoadController.transition(LoadController.java:117)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:487)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:161)
at net.minecraft.client.Minecraft.a(Minecraft.java:410)
at asq.a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:744)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.NoClassDefFoundError: powercraft/checkpoints/PCcp_App
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClass(Unknown Source)
at java.lang.ClassLoader.defineClass(Unknown Source)
at powercraft.management.PC_ModuleClassLoader.registerClass(PC_ModuleClassLoader.java:27)
at powercraft.management.PC_ModuleClassLoader.<init>(PC_ModuleClassLoader.java:19)
at powercraft.management.PC_ModuleLoader.loadClass(PC_ModuleLoader.java:86)
at powercraft.management.PC_ModuleLoader.searchDir(PC_ModuleLoader.java:32)
at powercraft.management.PC_ModuleLoader.searchDir(PC_ModuleLoader.java:27)
at powercraft.management.PC_ModuleLoader.searchDir(PC_ModuleLoader.java:27)
at powercraft.management.PC_ModuleLoader.searchDir(PC_ModuleLoader.java:27)
at powercraft.management.PC_ModuleLoader.load(PC_ModuleLoader.java:20)
at powercraft.management.mod_PowerCraft.preInit(mod_PowerCraft.java:67)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:485)
at sun.reflect.GeneratedMethodAccessor4.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:140)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:83)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:486)
... 5 more
Caused by: java.lang.ClassNotFoundException: powercraft.checkpoints.PCcp_App
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:185)
at powercraft.management.PC_ModuleClassLoader.findClass(PC_ModuleClassLoader.java:43)
at powercraft.management.PC_ModuleClassLoader.loadClass(PC_ModuleClassLoader.java:49)
at java.lang.ClassLoader.loadClass(Unknown Source)
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MineMonkeyBannana
Level 1
New Miner
March 3, 2013, 8:30 am
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Own
Level 4
Apprentice Mage
March 4, 2013, 8:24 am
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MadGuy124
Level 1
New Miner
March 3, 2013, 3:15 am
download
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Own
Level 4
Apprentice Mage
March 4, 2013, 8:25 am
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yoshi720
Level 1
New Miner
March 2, 2013, 1:27 pm
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CoyeT
Level 1
New Miner
March 1, 2013, 11:44 am
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gemekit
Level 9
Apprentice Mage
February 28, 2013, 5:15 am
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habbstar
Level 3
Apprentice Farmer
February 26, 2013, 11:49 am
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dedood2
Level 1
New Miner
February 23, 2013, 9:47 am
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Own
Level 4
Apprentice Mage
February 25, 2013, 4:01 am
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CreepersGannaCreep
Level 1
New Crafter
February 22, 2013, 7:41 pm
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PunchWood2491
Level 1
New Miner
February 17, 2013, 5:18 pm
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Own
Level 4
Apprentice Mage
February 18, 2013, 5:44 am
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JAMP0T1
Level 1
New Miner
March 1, 2013, 8:32 pm
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eosboss
Level 1
New Miner
February 15, 2013, 3:28 am
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Own
Level 4
Apprentice Mage
February 18, 2013, 5:43 am
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Mcdowels
Level 1
New Modder
February 13, 2013, 7:36 am
1) when i make laser kiler its crashes (minecraft crashes)
2) when i enter nether it crashes !!
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Ultimate_Scizor
Level 13
Journeyman Skinner
March 2, 2013, 1:04 pm
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notthatkindoforc
Level 40
Master Lumberjack
February 13, 2013, 9:06 pm
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BlitzFox
Level 1
New Miner
February 9, 2013, 2:35 pm
It crashes when i add or take out a mod
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Own
Level 4
Apprentice Mage
February 10, 2013, 6:36 am
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Agent Tekkit
Level 1
New Miner
February 8, 2013, 10:36 am
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Watur
Level 1
New Miner
February 4, 2013, 11:44 am
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Own
Level 4
Apprentice Mage
February 7, 2013, 11:11 am
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bobodj1
Level 1
New Miner
February 2, 2013, 10:39 am
how do you make fisher.!!!!!
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Own
Level 4
Apprentice Mage
February 4, 2013, 7:02 am
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Bullseye55
Level 11
Journeyman Robot
February 2, 2013, 6:36 am
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jtoomer1
Level 1
New Dragonborn
February 2, 2013, 6:56 am
this should be on the technic launcher, it should be up there with tekkit and voltz
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