Is there anything i need to do to install this mod on a server?I put modloader mp,minecraft forge, and your mod in the server jar file but when I start the server I get a message saying I need to install your mod. Do I not extract your mod into the jar file or what? Thank you for any help.
I'm sorry, that's must be my mistake >.<
It just means I forgot something.
I'll upload another one soon.
I had this mod running in a Forge install along with the Archeology mod and a few others. I was running the 1.3.3 install of Trees++. But there were a few bugs...crashing bugs and my birch trees kept changing when I chopped them down. So I decided to upgrade to the new Trees++ version.
When I put in the new Trees++ version, then lauched, it gave me a null point error for the Archeology mod and crashed. Now..the only thing that changed was me updating this mod. Any idea what I can do about this error? I really don't want to have to start over.
--- BEGIN ERROR REPORT 37a9f285 --------
Generated 3/16/12 12:50 AM
Minecraft: Minecraft 1.2.3
OS: Windows 7 (amd64) version 6.1
Java: 1.7.0, Oracle Corporation
VM: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
LWJGL: 2.4.2
OpenGL: GeForce GTX 550 Ti/PCI/SSE2 version 4.1.0, NVIDIA Corporation
java.lang.NullPointerException
at ModLoader.addSpawn(ModLoader.java:452)
at ModLoader.addSpawn(ModLoader.java:428)
at mod_Fossil.load(mod_Fossil.java:701)
at ModLoader.init(ModLoader.java:890)
at ModLoader.addAllRenderers(ModLoader.java:186)
at aho.<init>(aho.java:79)
at aho.<clinit>(aho.java:9)
at net.minecraft.client.Minecraft.a(Minecraft.java:395)
at net.minecraft.client.Minecraft.run(Minecraft.java:732)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT fa58cf0 ----------
I had this mod running in a Forge install along with the Archeology mod and a few others. I was running the 1.3.3 install of Trees++. But there were a few bugs...crashing bugs and my birch trees kept changing when I chopped them down. So I decided to upgrade to the new Trees++ version.
When I put in the new Trees++ version, then lauched, it gave me a null point error for the Archeology mod and crashed. Now..the only thing that changed was me updating this mod. Any idea what I can do about this error? I really don't want to have to start over.
--- BEGIN ERROR REPORT 37a9f285 --------
Generated 3/16/12 12:50 AM
Minecraft: Minecraft 1.2.3
OS: Windows 7 (amd64) version 6.1
Java: 1.7.0, Oracle Corporation
VM: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
LWJGL: 2.4.2
OpenGL: GeForce GTX 550 Ti/PCI/SSE2 version 4.1.0, NVIDIA Corporation
java.lang.NullPointerException
at ModLoader.addSpawn(ModLoader.java:452)
at ModLoader.addSpawn(ModLoader.java:428)
at mod_Fossil.load(mod_Fossil.java:701)
at ModLoader.init(ModLoader.java:890)
at ModLoader.addAllRenderers(ModLoader.java:186)
at aho.<init>(aho.java:79)
at aho.<clinit>(aho.java:9)
at net.minecraft.client.Minecraft.a(Minecraft.java:395)
at net.minecraft.client.Minecraft.run(Minecraft.java:732)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT fa58cf0 ----------
Lady E
I'm thinking you need to delete the trees++.cfg file or download a fresh .minecraft file.
Apparently the Anvil update isn't functional enough for forge; can't use the new block IDs, so we'll have to wait 'til another update to use the extra IDs...
I'm thinking you need to delete the trees++.cfg file or download a fresh .minecraft file.
I did both of the above, took a few...which is why the delay in answering you. The error is still occuring. It's odd..mostly because the Archeology mod worked fine till I updated...and also..it doesn't go in the .jar, so I don't even understand why your mod would be affecting it.
Updated to 1.3.10.
Just a couple SMP fixes and fast texture fixes.
--The fast textures have been added to the trees.png file, and you can
switch to using them by setting option "fast graphics" to 0 in the config file.
This update optimizes frame rates while using fast textures.
I did both of the above, took a few...which is why the delay in answering you. The error is still occuring. It's odd..mostly because the Archeology mod worked fine till I updated...and also..it doesn't go in the .jar, so I don't even understand why your mod would be affecting it.
But ahh well.
Lady E
Hm, odd. The part of the code that fails is when Archaeology tries to set a spawn for EntityNautilus.
I wonder if that mod has an option to disable that entity.
Edit: I think I know what the issue is, but it will have to wait 'til tomorrow.
ups... its look like SMP is not working.
i have installed modloader mp v3, forge 1.4.0.46 , trees 1.3.10 and after install trees i start server and have this:
java.lang.RuntimeException: ModLoader has failed to initialize.
at ModLoader.throwException(ModLoader.java:1626)
at ModLoader.init(ModLoader.java:666) at ModLoader.initialize(ModLoader.java:1691)
at net.minecraft.server.MinecraftServer.s(MinecraftServer.java:151)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:404)
at dm.run(SourceFile:490)
Caused by: java.lang.RuntimeException: Exception occured in ModLoader
at ModLoader.throwException(ModLoader.java:1626)
at ModLoader.throwException(ModLoader.java:1631)
at ModLoader.addMod(ModLoader.java:197)
at ModLoader.readFromClassPath(ModLoader.java:927)
at ModLoader.init(ModLoader.java:623)
... 4 more
Caused by: java.lang.ExceptionInInitializerError
at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
at sun.reflect.NativeConstructorAccessorImpl.newInstance(Unknown Source)
at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(Unknown Source)
at java.lang.reflect.Constructor.newInstance(Unknown Source)
at java.lang.Class.newInstance0(Unknown Source) at java.lang.Class.newInstance(Unknown Source)
at ModLoader.addMod(ModLoader.java:182)
... 6 more
Caused by: java.lang.ArrayIndexOutOfBoundsException: 2140
at vw.setBurnProperties(Block.java:1235)
at BlockNewLeaves.<init>(BlockNewLeaves.java:14)
at mod_LCTrees.<clinit>(mod_LCTrees.java:32) ... 13 more
Do not be surprised - my English is Google translate. I never play Minecraft without these mods:
ExtraBiomesXl, Industrial Craft, Build Craft, LCTrees++, Metallurgy, Railcraft, Smart Moving, Forestry, Jammy Furniture Mod, Kaevator Super Slopes, Xtra Blocks, ReiMinimap, CraftGuide.
Minecraft has always loaded faster when you press escape. This is because it pauses the game, causing all the calculations that have to do with in-game ticks and checking to stop. The remaining computer power is put into terrain generation.
The major problem is that my mod puts a whole bunch of leaves on screen at once and each of them make a check for nearby log blocks. Currently I don't know how to reduce the likelihood of tick checks done by leaf blocks. Reducing it by 50% would do wonders.
Edit: Another major cause is that about three sides of EVERY leaf block is being rendered if you don't have the fast textures installed. With so many leaves, a high-end video card is needed if the fast textures aren't installed.
pressing escape doesn't help, I have your fast textures installed aswell as efery single option set to fast or of in optifine. however i believe that your right with the leaves checking too often if they are near a wood block. I wish you could release a patch for 1.1.0 since I cant update yet to 1.2.3. I am still waiting for the rest of the forge mods to update. so i can't update until they do
edit: it's not a loading speed issue.
ups... its look like SMP is not working.
i have installed modloader mp v3, forge 1.4.0.46 , trees 1.3.10 and after install trees i start server and have this:
java.lang.RuntimeException: ModLoader has failed to initialize.
at ModLoader.throwException(ModLoader.java:1626)
at ModLoader.init(ModLoader.java:666) at ModLoader.initialize(ModLoader.java:1691)
at net.minecraft.server.MinecraftServer.s(MinecraftServer.java:151)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:404)
at dm.run(SourceFile:490)
Caused by: java.lang.RuntimeException: Exception occured in ModLoader
at ModLoader.throwException(ModLoader.java:1626)
at ModLoader.throwException(ModLoader.java:1631)
at ModLoader.addMod(ModLoader.java:197)
at ModLoader.readFromClassPath(ModLoader.java:927)
at ModLoader.init(ModLoader.java:623)
... 4 more
Caused by: java.lang.ExceptionInInitializerError
at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
at sun.reflect.NativeConstructorAccessorImpl.newInstance(Unknown Source)
at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(Unknown Source)
at java.lang.reflect.Constructor.newInstance(Unknown Source)
at java.lang.Class.newInstance0(Unknown Source) at java.lang.Class.newInstance(Unknown Source)
at ModLoader.addMod(ModLoader.java:182)
... 6 more
Caused by: java.lang.ArrayIndexOutOfBoundsException: 2140
at vw.setBurnProperties(Block.java:1235)
at BlockNewLeaves.<init>(BlockNewLeaves.java:14)
at mod_LCTrees.<clinit>(mod_LCTrees.java:32) ... 13 more
Ok, I was pretty tired when I updated.
You only need to take away 2000 from all those block IDs in the server trees.cfg file, so 2140 would become 140 again.
I did this to see if the new block IDs would work, but that's still in progress it seems.
pressing escape doesn't help, I have your fast textures installed aswell as efery single option set to fast or of in optifine. however i believe that your right with the leaves checking too often if they are near a wood block. I wish you could release a patch for 1.1.0 since I cant update yet to 1.2.3. I am still waiting for the rest of the forge mods to update. so i can't update until they do
edit: it's not a loading speed issue.
The last update did reduce some of the load on the system, but yes the ticks are the main problem.
If I remember correctly the newest forge doesn't generate the world properly in SMP.
It worked fine in previous updates, I just made a mistake with the block IDs for SMP, they will have to be changed to be a number below 256. Make sure client and server IDs are the same everyone!
No, MisterFiber and I talked for a bit about that...
I still have yet to hear about his decision to do so or not.
I'm sorry, that's must be my mistake >.<
It just means I forgot something.
I'll upload another one soon.
EDIT:
is there a way to change the number of your trees that spawn or can I disable a certain species of tree so that it won't spawn.And also can I deselect your biomes so they won't spawn. Thanks
sorry was my mistake I forgot to install client side version of your mod as well so the game boots up in smp but it crashes with this error. any ideas thanks
java.lang.NullPointerException
at ts.a(RenderItem.java:83)
at ts.a(RenderItem.java:468)
at aho.a(aho.java:155)
at aho.a(aho.java:148)
at l.a(RenderGlobal.java:431)
at lo.a(EntityRenderer.java:1096)
at lo.b(EntityRenderer.java:901)
at EntityRendererProxy.b(EntityRendererProxy.java:21)
at net.minecraft.client.Minecraft.x(Minecraft.java:892)
at net.minecraft.client.Minecraft.run(Minecraft.java:747)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 8b91d39 ----------
So the game runs, but crashes after playing for a bit?
I changed item IDs a couple updates ago. That may be your problem.
If the items in the config file are 20,000 or above take a 0 of each one.
Edit: Tested and confirmed. SMP will work, but you may need to check to make sure both config files show the same Item and Block IDs. --The Default block IDs are the same, so look at the item IDs.
If you're starting from a fresh server, and client, and a new world, you don't have to bother.
Hey, very nice mod (: A it now make's fun to explore the woods ... (ARG, not correct words, right ?)
But it conflicts with BetterWorldGen (abi.class , yc.class, in detail) ... If I use the BWG files, it crashes when I try to make a new "Default" World, with your files at startup ... what do these two classes ? WorldGenTree or something like that ? ;D
Sorry for my bad english ... :/
Oh, and sorry if it sounds a little bit ... unfriendly, i just don't know the right words
abi.class is the BiomeGenBase file.
-This means that the two mods are definitely incompatible, and I don't see a way around it.
It was the IDS that weren't matching up so I changed to match and works now. Is there a way to change the number of your trees that spawn or maybe deselect your biomes because minecraft lags so much and I have a decent pc with a amd quad core processor 8gb of ram and a video card with 2gb of ddr3 memory. tahnks again.
So I got the server version working with the mentioned config file fixes. So far harvesting tree leaves and trunks works fine. However, there were 2 different types of trees with a different yellow looking fruit. If I tried to harvest either of those pieces of fruit the game would crash. The server kept going fine, but the minecraft screen just went all grey. And I had to force close it. I also was unable to join the game again until I deleted the player.dat file.
Edit: Just figured it out. I changed the fruit numbers in the server config file but not the client side config file. Works fine now that I made them the same.
It was the IDS that weren't matching up so I changed to match and works now. Is there a way to change the number of your trees that spawn or maybe deselect your biomes because minecraft lags so much and I have a decent pc with a amd quad core processor 8gb of ram and a video card with 2gb of ddr3 memory. tahnks again.
There are a list of options in the config file under the "General" field.
You can disable any tree, and biome.
Ok, as far as the lag is concerned, I'm at a loss.
I've found a way to reduce the ticks, but no change occurred in system demands.
After that, I tried disabling the ticks to the new leaves all together, but still no change.
For now, I advise disabling the new biomes unless you have a high-powered cpu and gpu.
Edit: Having a multi-core processor won't help (unless you are also running your server), as minecraft is not optimized for multi-cores.
So i was also having the same server problem, and i was able to fix it by compleatly replacing the server tree++ config file with the single player config file. You can try that to fix it
Rollback Post to RevisionRollBack
But what if its contagious? I don't want to catch pregnancy.
hey...sorry for the dumb question, but does this and bigtrees http://www.minecraftforum.net/topic/782646-11-bigtrees-11c-123-preview-4-available/ work with each other? im looking at a nice sized list of mods for a future private server, and sadly im the only one of my friends that understands mods, so i have to make the pack for everyone else lol. worse comes to worse ill use this instead of bigtrees, but it would be intressting to see both in use
Rollback Post to RevisionRollBack
“Live as if you were to die tomorrow. Learn as if you were to live forever.” - Mahatma Gandhi
Just wonder if any one else was having an issuse with invisible walls?What I mean is I'll be walking through a forest or what ever and I keep running into invisible walls where the character wont move in that direction.I'd have to move around the spot and walk alittle ways more and hit another wall. Let me know if it's just me or not thanks
No, MisterFiber and I talked for a bit about that...
I still have yet to hear about his decision to do so or not.
I'm sorry, that's must be my mistake >.<
It just means I forgot something.
I'll upload another one soon.
When I put in the new Trees++ version, then lauched, it gave me a null point error for the Archeology mod and crashed. Now..the only thing that changed was me updating this mod. Any idea what I can do about this error? I really don't want to have to start over.
Lady E
I'm thinking you need to delete the trees++.cfg file or download a fresh .minecraft file.
Apparently the Anvil update isn't functional enough for forge; can't use the new block IDs, so we'll have to wait 'til another update to use the extra IDs...
I did both of the above, took a few...which is why the delay in answering you. The error is still occuring. It's odd..mostly because the Archeology mod worked fine till I updated...and also..it doesn't go in the .jar, so I don't even understand why your mod would be affecting it.
But ahh well.
Lady E
Just a couple SMP fixes and fast texture fixes.
--The fast textures have been added to the trees.png file, and you can
switch to using them by setting option "fast graphics" to 0 in the config file.
This update optimizes frame rates while using fast textures.
Hm, odd. The part of the code that fails is when Archaeology tries to set a spawn for EntityNautilus.
I wonder if that mod has an option to disable that entity.
Edit: I think I know what the issue is, but it will have to wait 'til tomorrow.
i have installed modloader mp v3, forge 1.4.0.46 , trees 1.3.10 and after install trees i start server and have this:
at ModLoader.throwException(ModLoader.java:1626)
at ModLoader.init(ModLoader.java:666)
at ModLoader.initialize(ModLoader.java:1691)
at net.minecraft.server.MinecraftServer.s(MinecraftServer.java:151)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:404)
at dm.run(SourceFile:490)
Caused by: java.lang.RuntimeException: Exception occured in ModLoader
at ModLoader.throwException(ModLoader.java:1626)
at ModLoader.throwException(ModLoader.java:1631)
at ModLoader.addMod(ModLoader.java:197)
at ModLoader.readFromClassPath(ModLoader.java:927)
at ModLoader.init(ModLoader.java:623)
... 4 more
Caused by: java.lang.ExceptionInInitializerError
at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
at sun.reflect.NativeConstructorAccessorImpl.newInstance(Unknown Source)
at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(Unknown Source)
at java.lang.reflect.Constructor.newInstance(Unknown Source)
at java.lang.Class.newInstance0(Unknown Source)
at java.lang.Class.newInstance(Unknown Source)
at ModLoader.addMod(ModLoader.java:182)
... 6 more
Caused by: java.lang.ArrayIndexOutOfBoundsException: 2140
at vw.setBurnProperties(Block.java:1235)
at BlockNewLeaves.<init>(BlockNewLeaves.java:14)
at mod_LCTrees.<clinit>(mod_LCTrees.java:32)
... 13 more
ExtraBiomesXl, Industrial Craft, Build Craft, LCTrees++, Metallurgy, Railcraft, Smart Moving, Forestry, Jammy Furniture Mod, Kaevator Super Slopes, Xtra Blocks, ReiMinimap, CraftGuide.
edit: it's not a loading speed issue.
Ok, I was pretty tired when I updated.
You only need to take away 2000 from all those block IDs in the server trees.cfg file, so 2140 would become 140 again.
I did this to see if the new block IDs would work, but that's still in progress it seems.
The last update did reduce some of the load on the system, but yes the ticks are the main problem.
It worked fine in previous updates, I just made a mistake with the block IDs for SMP, they will have to be changed to be a number below 256. Make sure client and server IDs are the same everyone!
EDIT:
is there a way to change the number of your trees that spawn or can I disable a certain species of tree so that it won't spawn.And also can I deselect your biomes so they won't spawn. Thanks
So the game runs, but crashes after playing for a bit?
I changed item IDs a couple updates ago. That may be your problem.
If the items in the config file are 20,000 or above take a 0 of each one.
Edit: Tested and confirmed. SMP will work, but you may need to check to make sure both config files show the same Item and Block IDs. --The Default block IDs are the same, so look at the item IDs.
If you're starting from a fresh server, and client, and a new world, you don't have to bother.
abi.class is the BiomeGenBase file.
-This means that the two mods are definitely incompatible, and I don't see a way around it.
Edit: Just figured it out. I changed the fruit numbers in the server config file but not the client side config file. Works fine now that I made them the same.
There are a list of options in the config file under the "General" field.
You can disable any tree, and biome.
I've found a way to reduce the ticks, but no change occurred in system demands.
After that, I tried disabling the ticks to the new leaves all together, but still no change.
For now, I advise disabling the new biomes unless you have a high-powered cpu and gpu.
Edit: Having a multi-core processor won't help (unless you are also running your server), as minecraft is not optimized for multi-cores.