CAn You Make This Mod Forge Compatible and Modloadedmp free?
That's what he's been working on, along with SMP, & updating it. And when it's done it should only need Forge, possibly PlayerAPI, & possibly TMT/NMT. Forge can support all modloader mods, as well as providing hooks for more complex mods, like Railcraft or Buildcraft or IC2, to operate. In a way, it is the new backbone of modding. Modloader will still work for smaller mods though.
Edit: There are even plans to support Bukkit functions, as the ForgeBukkit project is basically dead on Bukkit's end. So in the best interests of servers, there are considerations to attempt to implement Bukkit-esqe plugins like WorldGuard, WorldEdit, & Towny into Forge. Seems interesting to say the least...
when i tried that the whole game crashed do to something i cant figure out.
Odds are that there are blocks that are affected by the ID switch & that crashed the game. That save would be unable to have Flan's mod in it then. If it's something else, then I have no idea what it is...
I'm ending up with a black screen in the Minecraft window. Here is the Error log:
===Simple Minecraft Error Test=== Starting Minecraft... Exception in thread "main" java.lang.VerifyError: (class: afg, method: <clinit>
signature: ()V) Bad type in putfield/putstatic
at ala.<init>(SourceFile:10)
at alf.<clinit>(SourceFile:147)
at bbo.<init>(SourceFile:14)
at net.minecraft.client.Minecraft.<init>(SourceFile:126)
at ara.<init>(SourceFile:36)
at net.minecraft.client.MinecraftApplet.init(SourceFile:36)
at net.minecraft.client.Minecraft.main(SourceFile:1611)
the recent changes to minecrafts code made it extreamly difficult to update mods. many modders have given up and i am glad that you are still updating.
When fashion Manus Vehicle Pack will be released on 1.4.2? I really want to play
*Facepalm*
It is a content pack for Flan's mod. It can't be used with 1.4 until this mod is compatible with 1.4. There is a major difference between a mod & a content pack.
I don't know if it would happen normally on 1.4.2 (when the mod updates) but if it didn't I think it would be cool a idea if throwing a splash potion of invisibility would make the planes invisible. Anyone else think that would be cool?
Rollback Post to RevisionRollBack
Quote from Abraham Lincoln »
Don't always believe all the quotes you see on the internet.
Hey i tried like a 100times now . but when im al ready to start minecraft to get that "flans" folder it keeps me at the loading screen, the green bar goes to like 95% and then it does nothing, so im not even getting close to install the content packs :/
i spend like an houre to install it and minecraft crashed when i opened it
crash report:
---- Minecraft Crash Report ----
// Ouch. That hurt
Time: 17-11-12 9:43
Description: ModLoader has failed to initialize.
java.lang.VerifyError: (class: ModLoaderMp, method: handleGUI signature: (Lca;)V) Incompatible argument to function
at BaseModMp.modsLoaded(BaseModMp.java:16)
at ModLoader.init(ModLoader.java:918)
at ModLoader.addAllRenderers(ModLoader.java:215)
at bbj.<init>(RenderManager.java:93)
at bbj.<clinit>(RenderManager.java:14)
at net.minecraft.client.Minecraft.a(SourceFile:259)
at net.minecraft.client.Minecraft.run(SourceFile:515)
at java.lang.Thread.run(Unknown Source)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.4.4
Operating System: Windows 7 (x86) version 6.1
Java Version: 1.7.0_09, Oracle Corporation
Java VM Version: Java HotSpot(TM) Client VM (mixed mode), Oracle Corporation
Memory: 399645584 bytes (381 MB) / 518979584 bytes (494 MB) up to 1037959168 bytes (989 MB)
JVM Flags: 2 total; -Xms512m -Xmx1024m
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: ModLoader, EntityRendererProxy, ModTextureStatic, ...]
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
ModLoader: Mods loaded: 2
ModLoader 1.4.2
mod_ModLoaderMp 1.3.2v1
Wow I read the november 2nd update.
It is so nice that you post things like that so we know you haven't abandoned the mod.
I am surprised that you are sticking with it, a lot a mod makers that take on a challenge this big never finish it.
You finished it, but not only that you are updating it.
I am so excited for it to come out, but please make it for SMP.
It isn't that much fun without SMP.
Ik that public servers probably will never use it (I won't put it on mine) because of the need for a client, but it would be fun for me to set up a private server for me and my friends to play on (I know how to install mods on the client and server and I could help my friends set up MagicLauncher) and we would have so much fun.
Once again I am glad that you keep us posted and to hear that you are working on this mod no matter how long it will take.
Thanks for making this mod and for working on the updates.
Message him then and take a look at their github project: https://github.com/FlansMods/FlansMod
Tanks for traduction
That's what he's been working on, along with SMP, & updating it. And when it's done it should only need Forge, possibly PlayerAPI, & possibly TMT/NMT. Forge can support all modloader mods, as well as providing hooks for more complex mods, like Railcraft or Buildcraft or IC2, to operate. In a way, it is the new backbone of modding. Modloader will still work for smaller mods though.
Edit: There are even plans to support Bukkit functions, as the ForgeBukkit project is basically dead on Bukkit's end. So in the best interests of servers, there are considerations to attempt to implement Bukkit-esqe plugins like WorldGuard, WorldEdit, & Towny into Forge. Seems interesting to say the least...
Odds are that there are blocks that are affected by the ID switch & that crashed the game. That save would be unable to have Flan's mod in it then. If it's something else, then I have no idea what it is...
===Simple Minecraft Error Test===
Starting Minecraft...
Exception in thread "main" java.lang.VerifyError: (class: afg, method: <clinit>
signature: ()V) Bad type in putfield/putstatic
at ala.<init>(SourceFile:10)
at alf.<clinit>(SourceFile:147)
at bbo.<init>(SourceFile:14)
at net.minecraft.client.Minecraft.<init>(SourceFile:126)
at ara.<init>(SourceFile:36)
at net.minecraft.client.MinecraftApplet.init(SourceFile:36)
at net.minecraft.client.Minecraft.main(SourceFile:1611)
*Facepalm*
It is a content pack for Flan's mod. It can't be used with 1.4 until this mod is compatible with 1.4. There is a major difference between a mod & a content pack.
What version of MineCraft are you running?
P.S. Is there a flan's mod wiki?
MY AMAZING SKIN BY HELLCRAFTJZ!
P.S. do you mind if I make a Flan's mod wiki?
MY AMAZING SKIN BY HELLCRAFTJZ!
I wonder what went wrong...
Minecraft: 1.4.4
ModLoader: 1.4.2
ModLoaderMP: 1.3.2
Flan's Mod: 1.2.5
I think that someone cannot read...
It is so nice that you post things like that so we know you haven't abandoned the mod.
I am surprised that you are sticking with it, a lot a mod makers that take on a challenge this big never finish it.
You finished it, but not only that you are updating it.
I am so excited for it to come out, but please make it for SMP.
It isn't that much fun without SMP.
Ik that public servers probably will never use it (I won't put it on mine) because of the need for a client, but it would be fun for me to set up a private server for me and my friends to play on (I know how to install mods on the client and server and I could help my friends set up MagicLauncher) and we would have so much fun.
Once again I am glad that you keep us posted and to hear that you are working on this mod no matter how long it will take.
Thanks for making this mod and for working on the updates.