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Post by CoconutCurry on Apr 2, 2013 10:44:16 GMT -7
I agree with star, 100%.
Answering a question that the OP did not ask is not help.
Telling someone to stop asking for help is bullshit.
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version
Mar 26, 2013 15:15:12 GMT -7
Post by CoconutCurry on Mar 26, 2013 15:15:12 GMT -7
Scott, maybe you should consider posting your updated version, even if it's not up to current. I think that might help a lot of people see the work you are putting into it, and might get more people playing MineColony.
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Post by CoconutCurry on Mar 8, 2013 8:08:40 GMT -7
You obviously didn't read the help forums, or you would see the (literally) dozens of posts explaining that MineColony is not compatible with Minecraft 14.7..
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Post by CoconutCurry on Mar 5, 2013 16:21:09 GMT -7
Don't be rude. I have personally gotten it to work with Technic before, so you're wrong besides. It is a fact that MineColony was once an official part of Technic. No, it won't work on Tekkit, because MineColony isn't multiplayer compatible.
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Post by CoconutCurry on Feb 21, 2013 17:10:23 GMT -7
No. Don't ask.
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Post by CoconutCurry on Feb 3, 2013 9:10:27 GMT -7
Look in your .minecraft folder for ModLoader.txt. If it's there, post the contents.
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Post by CoconutCurry on Jan 31, 2013 2:13:28 GMT -7
Yeah, the Dman doesn't pick up everything. That's always been the case. I used to have to go to my miner's chest and emtpy it of marble if I was using whichever mod that marble comes in... because it'd be too full for him to put anything else in, and the Dman wouldn't pick it up.
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Post by CoconutCurry on Jan 31, 2013 2:09:15 GMT -7
The installation's been the same for pretty much ever. There's nothing about the installation process that's changed... so I don't know what needs to be updated.
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Post by CoconutCurry on Jan 31, 2013 2:07:27 GMT -7
I think that someone said in another thread that you can use ModLoader 1.2.4 with Minecraft 1.2.5... not entirely sure, but probably worth a try, anyway.
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Post by CoconutCurry on Jan 31, 2013 2:04:53 GMT -7
Probably wise, though mostly so others can find and participate in the discussion.
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Post by CoconutCurry on Jan 31, 2013 2:03:58 GMT -7
Hah. To be honest, I don't even pay attention to that stuff, so no worries!
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Post by CoconutCurry on Jan 25, 2013 8:29:41 GMT -7
Since the code is partially property of devs that are unable to be contacted.. this is unlikley. RScott would need to get approval from the other devs to share the code, and it's really difficult to code a mod like this piecemeal.
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Post by CoconutCurry on Jan 25, 2013 8:28:21 GMT -7
There used to be a 1.2.5 version of ModLoader there. Wonder why it's gone now...
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Post by CoconutCurry on Jan 25, 2013 8:26:31 GMT -7
To restate: While current versions of Forge have their own version of ModLoader, the version for 1.2.5 does not. That means that you can only use this mod with ModLoader, and cannot use Forge.
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Post by CoconutCurry on Jan 25, 2013 8:24:40 GMT -7
This forum isn't that active. When it was, I spent a lot more time checking new threads... even fighting with my phone to check on my lunch break.
Even when I was unemployed, and had the forum open minimum 16 hours/day the problem persisted.
More moderators are not the solution. The only actual solution would be to block unregistered accounts from posting, and require new accounts to be approved. This is something that's already been discussed at least once (though months and months ago). I won't do it because we get enough people who don't speak English as their first language (and some don't speak English at all), and the main point of creating this forum in the first place was to allow anyone to get help with this mod quickly. Having to wait days to have your account approved before you can even ask for help is just going to frustrate people.
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