I became inspired to create a mod version of the SkyBlock Map (see http://www.minecraft...-surv-skyblock/). What has inspired me is the minimalist nature of the map and how players are forced with this map to really study up on the mechanics of Minecraft and push to some pretty hard limits what can be done with a minimum amount of starting resources.
There are some things missing from that map, not to mention that I'd like to put in some flexibility and some features that can only be added through a mod instead of a map. While I appreciate Noobcrew for making that map and will openly acknowledge his work on that map as inspiration, this really is something new that I'm offering here with this mod.
Features different from SkyBlock v. 2.1:
Torch added to Sand Island (to keep Endermen from running off with blocks)
Obsidian turned into Lava blocks (to add an extra challenge)
Chests eliminated altogether
Endless empty chunks (you simply can't build to the "mainland" unlike on the map version)
"Creative Mode" building with the SkyZone
A Witch Hut, complete with caldron and potted mushroom!
With "Generate Structures" on, creates a micro Nether Fortress, Stronghold, Witch Hut, and Dungeon
Every achievement in vanilla Minecraft can be completed with the content in the map this mod creates
Additional small biome areas specific for spawning Ocelots & Wolves
Horses can spawn in this world.... in a small biome set aside for that purpose.
Every possible renewable resource can be obtained from maps generated with this mod, along with many types of non-renewable resources (although in admittedly limited quantities).
A custom version of The End
This mod hooks into the world generation routines when worlds are created. Instead of the "Default" and "Superflat" world types, a new type called "SkyZone" is made available for creating new worlds. Generate Structures option will generate the villager house if it is "On", or it will simply be an empty chunk if turned "Off".
The long term goal here is to provide the support necessary to start out from the most bare essential elements and eventually be able to accomplish almost every task possible and build any structure in Minecraft from just a block of Lava, some water, a couple logs, and a few pieces of dirt. Every renewable resource should also eventually be made available at some point or another when playing with this mod, but it won't be easy to get at them and may require some extra effort.
Pictures:
The main island where you spawn.
Sand Island with Cactus and Cane. Yes, there is nothing under the sand, so you need to figure out how to obtain everything here without it falling into the void in Survival Mode.
For an extra challenge, there is a pool of Lava floating in the sky. There should be enough blocks here to make a portal into the Nether.
Optional house for villagers. Select "Generate Structures: On" to create this building if you want it.
If you are getting hungry or simply want to make some snowmen, Pumpkins are somewhat close, but you need to build out to get them.
The Sky Zone extends even into the Nether, with just a few pieces of Glowstone for various projects.
For some extra touches of home, you can even grab some Netherrack, where a second source of water can be found... if you want to make the effort to get it. A couple of mushrooms can be found there too.
Videos (made by fans of this mod... I am not responsible for this content):
If you are experiencing some problems with ModLoader, there is also a ModLoader patch for 1.6.2 that you ought to consider: http://www.minecraft...s-in-modloader/
Apply that patch *before* you add the WorldGen API library.
In addition, you need a special API library for new world generation mods (WorldGen API for 1.6.2): http://adf.ly/RqXKG
(*Note* Updated for JDK 1.6+ --- Add to minecraft.jar after ModLoader and after Forge if using Forge-based mods)
(Also note that this library provides "partial compatibility" to mods using Minecraft Forge.... it isn't 100% though so beware of potential conflicts.... Forge is giving fits for me with this API, so it may not work)
These files need to be put into the minecraft.jar file after being extracted from the zip file (compressed only to keep them together as a group) and will replace class files in Minecraft. I will openly acknowledge that they are copied from Risugami's Biosphere mod and due credit goes to Risugami for coming up with this interface. Except when Minecraft updates, I don't anticipate these files need to be updated.
This file can be put into the "mods" folder more typical for ModLoader mods that should be a sub-directory of the ".minecraft" folder containing the main working files for Minecraft. It should be compatible with any mods which also use ModLoader.
Version History:
2.2 Update for 1.6.2 Added section in Nether replicating more closely Nether Fortress and spawning Wither Skeletons, fixed "bug" replacing coal ore block with iron ore block http://adf.ly/SpJI8
2.1 Update for 1.6.2 Replaced villagers with witches, added plains biome for horse spawning http://adf.ly/RqX11
0.99 The End generator Added
Removed Saddle from Dungeon (now can be purchased from Villagers) http://adf.ly/BxjXa
0.98 End Preview version (not widely released)
0.97 Bug fixes for 1.3.1
Removed Vines
Added Cocoa Bean pod on Jungle Tree
Fixed issue with random spawn location (with help from the updated WorldGenAPI) http://adf.ly/Ba9tG
0.9: Added Birch tree
Fixed flowing lava bug
Added some new achievements
Cracked and Mossy Stone Bricks added to Stronghold
Minor cleanup and bug fixes http://adf.ly/72ycP
0.8: Added Jungle biome in a fashion similar to the Tiaga biome with a "Jungle" tree and a vine
Added additional achievements and integrated achievement system into native Minecraft system more completely http://adf.ly/6nzSr
World Gen API update (not strictly needed, but provides more compatibility with Minecraft Forge mods): http://adf.ly/6o0ts
0.7: Added Achievements for only SkyZone worlds
Added Tiaga biome in a small area with "Spruce" tree
Minor bug fixes http://adf.ly/6g03z
0.6: "Downgraded" to Java SDK 1.6 (for Java version 6)
Fixed bug with End Portal Frame (any frame block can be the last one to activate the portal)
Fixed lighting bug on sand and "melon" islands http://adf.ly/6c6Sr
0.4: Added micro Nether fortress
Added micro Stronghold with End Portal (Eyes of Ender not included!)
Added micro Dungeon with Skeleton Spawner and "secret surprise"
General bug fixes and cleanup http://adf.ly/6VugR
0.3: Added alternate Nether generator
Added Netherrack Island with mushrooms & 2nd water source block (in Nether)
Added Mycellium Island with Pumpkin & Melon (in Overworld)
Updated WorldGen API to introduce custom Nether generator http://adf.ly/6QT2Y
Travel through Nether portals seems to sometimes (but not always) crash with a "network error"
Future mod goals:
Additional challenges and accomplishments into the Minecraft achievement system
"Extra challenging" generator even more minimalistic, but perhaps with some additional ways to generate hard to find resources.
Adding Multi-player (aka SMP) support
Working on alternate "survivial" type maps of a similar nature
Adding a very modest series of random islands going much further out
Disclaimer:
Disclaimer: This mod require altering minecraft.jar, and SMP or other aspects of Minecraft may or may not work with this mod installed. This mod may add new content. Do not load worlds with this new content if the respective mod is not installed. I am not responsible for any damage done to your computer, worlds, network, time lost and lowered productivity, or your copy of Minecraft. That said, backup your worlds and bin folder, but that is just friendly advise!
In other words, please ask if you want to redistribute this mod. I won't bite and the words "please" and "thank you" go a long way with me as well as others. Links to this thread are strongly encouraged through if you like this mod. Request for this permission can be done on this thread, but "private messages" are strongly encouraged.
FAQ:
Q: Minecraft seems to crash when I install this mod. What is going on!
A: If you want some help fixing problems like this, please make sure that Minecraft is running correctly with Rigusami's Mod Loader first. If that seems to be working (or you have other ModLoader mods you are working with), try to find the "ModLoader.txt" file in the ".minecraft" folder and post the contents where perhaps if the stars align and somebody cares, there might be an answer to help you in configuring your system for this to work.
Also, don't forget the WorldGen API. These classes are important for getting this mod to work correctly.
This mod was also created with the Java 6 SE SDK (JDK version 1.6), so if you are using earlier versions of Java there might be some conflicts where this mod won't be recognized. No, I won't be rolling back to an earlier version of Java, so update if you want to use this mod. Earlier versions of this mod used Java 7 SE, but due to many problems from other users I "downgraded" to Java 6. Try to resolve your Java system issues first if you can before posting on this thread, but I will try to help if I can and if I have time.
If you want to know where to get the latest version of Java, please go to:
Minecraft Forge unfortunately also uses some of the same classes that the WorldGen API is using. The latest version of the API tries to offer some partial compatibility with mods that need the Forge API. It should work for everything except those mods which open alternate "dimensions" besides the Nether and The End with custom world generation. I'm working on ideas to give better compatibility to those mods, but it may take some time and working with the Forge team to get this to be "100% compatible". Consider it to be more like "95% compatible" with Forge mods.
Q: My block of water keeps freezing. What is going on!
A: To add an extra challenge in this world, the entire world (with possibly a few chunks that are an exception that may be added in the future) is a frozen tundra biome. If you don't want the water to freeze, you need to put a block over the top of the water source block covering it from the sky.
Q: I need a bucket to move the water and lava. Why don't you put one in?
A: That is part of the challenge of this world. If you need a bucket, you need to craft one by killing some zombies and getting some iron ingots. There is also a village where eventually the villagers will build an Iron Golem, but that may take some time and considerable resources to expand the village and can only be accessed if you create a world with "Generate Structures" turned on.
Q: How do I mine Obsidian without a diamond pickaxe? I turned the lava into Obsidian, but now I can't build a portal.
A: Another challenge you need to figure out. Hint: Once you have a bucket, you can place the lava source blocks and turn them into obsidian at the location you want them at, then pour the water on top of the lava and "freezing" them into pace. Using blocks of stone to make "molds" is strongly recommended. It takes a bit more time to make a portal this way than simply placing obsidian blocks, but it does work and does not require advanced tools.
In addition, with Villager trading you can obtain Redstone dust as of 1.3.1 and later, which can in turn be used to create obsidian using the "Redstone Glitch". The trick is to place some redstone dust under falling lava that is also sitting next to a block of water. From a side profile, the "obsidian generator" should look something like this (air is represented by glass blocks due to limitations of this forum software, and obsidian where you should put the redstone dust):
Q: How do I light the portal to the Nether without Flint?
A: Again, a bit of a challenge if you wish to enter the Nether and complete all of the achievements. There are several videos on YouTube and elsewhere as well as several websites which show how to light a portal without flint, but the issue is that you need to create a "fire block" inside of the portal flame. If you have been careful, there should be at least one remaining block of lava after the portal has been built.
From the front, your portal should look like this:
(using glass blocks simply as placeholders.... please just leave them as "air" if you build this):
From the side profile, you need to put in some blocks that can catch fire from some lava:
After the blocks are placed in this fashion, what is needed next is simply waiting for the portal to light up. It may take a couple of minutes or happen shortly after you've placed the lava and the planks, but the portal will eventually open if this is done. Remember, nothing else can be inside of the portal except "air". What lights up the portal is having a "fire" block appear inside of the portal area, which happens when the side of one of the plank blocks catches fire on the face toward the inside of the portal.
Q: How do I get Emeralds?
A: Since you can't mine them directly, you need to obtain them by trading with the villagers. The two villagers that are spawned in the beginning may have an offer for some items you can get early on, but mainly you need to expand the village so they will breed and have more villagers which can make offers to you.
Q: How do I get a 2nd source block of water for an infinite water source?
A: It can be found in the Nether. You may need to look around a bit, but it is there.
Q: But that source block is a block of ice! It shatters when I try to break it in the Nether and I can't bring it back through the portal! How do I get that ice block back to my main island?
A: You need to get a pickaxe which has been enchanted with silk touch. This can be done either through trading with the villagers (hint: the "priests" or guys in the purple robes will perform some enchantments on some items) or you need to build an enchantment table and make a few pick axes with some enchantments. There are two diamonds which can be mined in the "overworld" to build the enchantment table, but you need to search for them. Obsidian can be made from the lava or using the redstone glitch (see above) and may be "mined out" with a diamond pickaxe that can sometimes be purchased from villagers or by finding the extra diamonds which are in the Nether.
Q: I am trying to build down in the Nether, but a "water ladder" doesn't work there! How do I build down in the Nether with nothing under me?
A: There are two possible ways, both of which do work. One is to manufacture a potion of Fire resistance and then use lava as a ladder as you may have used water in the overworld. Since the potion lasts for several minutes, it will give you time to place blocks going down and then allow you to get out of the lava before the potion expires. The other way is to build a contraption with pistons which push blocks down, then you can mine out those blocks to safely travel downward without having to resort to flying or some other cheat.
Q: How do I expand my village?
A: Building structures with a whole bunch of doors. A really good general Minecraft thread on the topic can be found here: http://www.minecraft...wander-off-aso/
I will note that expanding a village will likely take a whole bunch of resources, so be prepared to gather items like wood and cobblestone ahead of time.
Looks alright, I'll give it a shot. This is coming from a guy who's seen many mods and ignores over half of the mods here.
EDIT: ok i got the skyblock mod jar but how do i install it?
EDIT 2: never mind i missed the part about putting it in the mods folder. However It seems to crash on me after i put it in the mods folder. There is nothing wrong with modloader and the api however it has something to do with the mod itself. I'd like to give you a crash report but it likes to disappear before i can read anything.
EDIT 2: never mind i missed the part about putting it in the mods folder. However It seems to crash on me after i put it in the mods folder. There is nothing wrong with modloader and the api however it has something to do with the mod itself. I'd like to give you a crash report but it likes to disappear before i can read anything.
This gets a bit complicated, because Risugami hasn't put the world generation classes into ModLoader.
Two class files, "akv.class" and "vt.class" need to be put into the "minecraft.jar" file to replace Minecraft classes of the same name. This is the API library that Risugami created and that I'm borrowing.
The other file, "skyzone.jar", should simply be placed in the "mods" subfolder that is created by ModLoader. You can disable SkyZone simply by removing it from the mods folder.
If you haven't used ModLoader before, I'd strongly recommend doing this in baby steps and making sure Minecraft will run with just ModLoader and nothing else in the "mods" folder first, then in this case adding just the API files, running Minecraft with those files in the "minecraft.jar" file, then adding the SkyZone jar file into the mods folder after that.
If you still have problems running Minecraft with the SkyZone jar in the mods folder, I'll see if perhaps there is something else wrong with the mod itself.
*Edit*: If you want to submit a crash report, please simply show the contents of "ModLoader.txt" found in the ".minecraft" base folder.
Looks awesome, One thing, I crash with The Skyzone Mod installed,
Full Modloader
Mar 17, 2012 1:51:52 AM ModLoader init
FINE: ModLoader 1.2.2 Initializing...
Mar 17, 2012 1:51:52 AM ModLoader readFromClassPath
FINER: Adding mods from C:\Users\Jacob Shively\AppData\Roaming\.minecraft\bin\minecraft.jar
Mar 17, 2012 1:51:52 AM ModLoader readFromClassPath
FINER: Zip found.
Mar 17, 2012 1:51:52 AM ModLoader addMod
FINE: Mod Initialized: "mod_ClayMan 1.1.0 v.5" from mod_ClayMan.class
Mar 17, 2012 1:51:52 AM ModLoader addMod
FINE: Mod Initialized: "mod_ModLoaderMp 1.2.3v1" from mod_ModLoaderMp.class
Mar 17, 2012 1:51:52 AM ModLoader addMod
FINE: Mod Initialized: "mod_TooManyItems 1.2.2/1.2.3 2012-03-03" from mod_TooManyItems.class
Mar 17, 2012 1:51:53 AM ModLoader readFromModFolder
FINER: Adding mods from C:\Users\Jacob Shively\AppData\Roaming\.minecraft\mods\animalbikes 1.11.0.zip
Mar 17, 2012 1:51:53 AM ModLoader readFromModFolder
FINER: Zip found.
Mar 17, 2012 1:51:53 AM ModLoader setupProperties
FINER: DisableCow set to false
Mar 17, 2012 1:51:53 AM ModLoader setupProperties
FINER: CowId set to 159
Mar 17, 2012 1:51:53 AM ModLoader setupProperties
FINER: DisableSpider set to false
Mar 17, 2012 1:51:53 AM ModLoader setupProperties
FINER: SpiderId set to 160
Mar 17, 2012 1:51:53 AM ModLoader setupProperties
FINER: DisablePig set to false
Mar 17, 2012 1:51:53 AM ModLoader setupProperties
FINER: PigId set to 161
Mar 17, 2012 1:51:53 AM ModLoader setupProperties
FINER: DisableSheep set to false
Mar 17, 2012 1:51:53 AM ModLoader setupProperties
FINER: SheepId set to 162
Mar 17, 2012 1:51:53 AM ModLoader setupProperties
FINER: DisableChicken set to false
Mar 17, 2012 1:51:53 AM ModLoader setupProperties
FINER: ChickenId set to 163
Mar 17, 2012 1:51:53 AM ModLoader setupProperties
FINER: DisableWolf set to false
Mar 17, 2012 1:51:53 AM ModLoader setupProperties
FINER: WolfId set to 164
Mar 17, 2012 1:51:53 AM ModLoader setupProperties
FINER: DisableSquid set to false
Mar 17, 2012 1:51:53 AM ModLoader setupProperties
FINER: SquidId set to 165
Mar 17, 2012 1:51:53 AM ModLoader setupProperties
FINER: DisableCreeper set to false
Mar 17, 2012 1:51:53 AM ModLoader setupProperties
FINER: CreeperId set to 166
Mar 17, 2012 1:51:53 AM ModLoader setupProperties
FINER: NerfCreeper set to true
Mar 17, 2012 1:51:53 AM ModLoader setupProperties
FINER: DisablePony set to false
Mar 17, 2012 1:51:53 AM ModLoader setupProperties
FINER: PonyId set to 167
Mar 17, 2012 1:51:53 AM ModLoader setupProperties
FINER: DisableEnder set to false
Mar 17, 2012 1:51:53 AM ModLoader setupProperties
FINER: EnderId set to 168
Mar 17, 2012 1:51:53 AM ModLoader setupProperties
FINER: DisableDragon set to false
Mar 17, 2012 1:51:53 AM ModLoader setupProperties
FINER: DragonId set to 169
Mar 17, 2012 1:51:53 AM ModLoader setupProperties
FINER: DisableNotch set to false
Mar 17, 2012 1:51:53 AM ModLoader setupProperties
FINER: NotchId set to 170
Mar 17, 2012 1:51:53 AM ModLoader setupProperties
FINER: DisableReindeer set to false
Mar 17, 2012 1:51:53 AM ModLoader setupProperties
FINER: ReindeerId set to 171
Mar 17, 2012 1:51:53 AM ModLoader setupProperties
FINER: DisableSnowGollem set to false
Mar 17, 2012 1:51:53 AM ModLoader setupProperties
FINER: SnowGollemId set to 172
Mar 17, 2012 1:51:53 AM ModLoader setupProperties
FINER: DisableGhast set to false
Mar 17, 2012 1:51:53 AM ModLoader setupProperties
FINER: GhastId set to 173
Mar 17, 2012 1:51:53 AM ModLoader setupProperties
FINER: GhastSpawnInNormalWorld set to false
Mar 17, 2012 1:51:53 AM ModLoader setupProperties
FINER: IronGolemId set to 174
Mar 17, 2012 1:51:53 AM ModLoader setupProperties
FINER: DisableIronGolem set to false
Mar 17, 2012 1:51:53 AM ModLoader setupProperties
FINER: SetTerrainOnFire set to false
Mar 17, 2012 1:51:53 AM ModLoader setupProperties
FINER: FlyingEnabled set to true
Mar 17, 2012 1:51:53 AM ModLoader setupProperties
FINER: DisableSaddleRecipe set to false
Mar 17, 2012 1:51:53 AM ModLoader setupProperties
FINER: BikeSharesDamageWithRider set to false
Mar 17, 2012 1:51:53 AM ModLoader addMod
FINE: Mod Initialized: "mod_AnimalBikes AnimalBikes 1.11.0" from mod_AnimalBikes.class
Mar 17, 2012 1:51:53 AM ModLoader readFromModFolder
FINER: Adding mods from C:\Users\Jacob Shively\AppData\Roaming\.minecraft\mods\BiomeChanger-1.2.3-v003.zip
Mar 17, 2012 1:51:53 AM ModLoader readFromModFolder
FINER: Zip found.
Mar 17, 2012 1:51:53 AM ModLoader addMod
FINE: Mod Initialized: "mod_BiomeChanger 0.0.3" from mod_BiomeChanger.class
Mar 17, 2012 1:51:53 AM ModLoader readFromModFolder
FINER: Adding mods from C:\Users\Jacob Shively\AppData\Roaming\.minecraft\mods\mod_MCA.zip
Mar 17, 2012 1:51:53 AM ModLoader readFromModFolder
FINER: Zip found.
Mar 17, 2012 1:51:53 AM mod_MCA log
FINER: Minecraft Comes Alive: OS is Windows. Minecraft directory is C:\Users\Jacob Shively\AppData\Roaming/.minecraft
Mar 17, 2012 1:51:53 AM ModLoader addMod
FINE: Mod Initialized: "mod_MCA Minecraft Comes Alive v1.3.1" from mod_MCA.class
Mar 17, 2012 1:51:53 AM ModLoader readFromModFolder
FINER: Adding mods from C:\Users\Jacob Shively\AppData\Roaming\.minecraft\mods\SkyZone.jar
Mar 17, 2012 1:51:53 AM ModLoader readFromModFolder
FINER: Zip found.
Mar 17, 2012 1:51:53 AM ModLoader addMod
FINE: Failed to load mod from "mod_SkyZone.class"
Mar 17, 2012 1:51:53 AM ModLoader addMod
FINER: THROW
java.lang.UnsupportedClassVersionError: mod_SkyZone : Unsupported major.minor version 51.0
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClassCond(Unknown Source)
at java.lang.ClassLoader.defineClass(Unknown Source)
at java.security.SecureClassLoader.defineClass(Unknown Source)
at java.net.URLClassLoader.defineClass(Unknown Source)
at java.net.URLClassLoader.access$000(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at ModLoader.addMod(ModLoader.java:275)
at ModLoader.readFromModFolder(ModLoader.java:1270)
at ModLoader.init(ModLoader.java:873)
at ModLoader.addAllRenderers(ModLoader.java:186)
at aho.<init>(aho.java:79)
at aho.<clinit>(aho.java:9)
at net.minecraft.client.Minecraft.a(SourceFile:267)
at net.minecraft.client.Minecraft.run(SourceFile:650)
at java.lang.Thread.run(Unknown Source)
Mar 17, 2012 1:52:03 AM ModLoader readFromModFolder
FINER: Adding mods from C:\Users\Jacob Shively\AppData\Roaming\.minecraft\mods\sppcommands
Mar 17, 2012 1:52:03 AM ModLoader readFromModFolder
FINER: Directory found.
Mar 17, 2012 1:52:03 AM ModLoader addOverride
FINER: addOverride(/gui/items.png,/claymans/disruptor.png,38). 84 left.
Mar 17, 2012 1:52:03 AM ModLoader addOverride
FINER: addOverride(/gui/items.png,/claymans/doll.png,102). 83 left.
Mar 17, 2012 1:52:03 AM ModLoader addOverride
FINER: addOverride(/gui/items.png,/claymans/dollHorse.png,118). 82 left.
Mar 17, 2012 1:52:03 AM ModLoader addOverride
FINER: addOverride(/gui/items.png,/claymans/dollPegasus.png,119). 81 left.
Mar 17, 2012 1:52:03 AM ModLoader addOverride
FINER: addOverride(/gui/items.png,/claymans/dollBrick.png,120). 80 left.
Mar 17, 2012 1:52:03 AM ModLoader addOverride
FINER: addOverride(/gui/items.png,/claymans/noms.png,134). 79 left.
Mar 17, 2012 1:52:03 AM ModLoader addOverride
FINER: addOverride(/gui/items.png,/claymans/shield.png,144). 78 left.
Mar 17, 2012 1:52:03 AM ModLoader addOverride
FINER: addOverride(/gui/items.png,/claymans/shields.png,145). 77 left.
Mar 17, 2012 1:52:03 AM ModLoader addOverride
FINER: addOverride(/gui/items.png,/claymans/dollTurtle.png,146). 76 left.
Mar 17, 2012 1:52:03 AM ModLoader addOverride
FINER: addOverride(/gui/items.png,/claymans/dollMelon.png,147). 75 left.
Mar 17, 2012 1:52:03 AM ModLoader addOverride
FINER: addOverride(/gui/items.png,/claymans/dollPumpkin.png,148). 74 left.
Mar 17, 2012 1:52:03 AM ModLoader addOverride
FINER: addOverride(/gui/items.png,/claymans/wing.png,149). 73 left.
Mar 17, 2012 1:52:03 AM ModLoader addOverride
FINER: addOverride(/gui/items.png,/claymans/dollShell.png,150). 72 left.
Mar 17, 2012 1:52:03 AM ModLoader init
FINE: Mod Loaded: "mod_ClayMan 1.1.0 v.5"
Mar 17, 2012 1:52:03 AM ModLoader init
FINE: Mod Loaded: "mod_ModLoaderMp 1.2.3v1"
Mar 17, 2012 1:52:03 AM ModLoader init
FINE: Mod Loaded: "mod_TooManyItems 1.2.2/1.2.3 2012-03-03"
Mar 17, 2012 1:52:03 AM ModLoaderMp log
FINE: ModLoaderMP 1.0.0 Initialized
Mar 17, 2012 1:52:03 AM ModLoader addOverride
FINER: addOverride(/gui/items.png,/mob/animalbikes/cow.png,152). 71 left.
Mar 17, 2012 1:52:03 AM ModLoader addOverride
FINER: addOverride(/gui/items.png,/mob/animalbikes/spider.png,160). 70 left.
Mar 17, 2012 1:52:03 AM ModLoader addOverride
FINER: addOverride(/gui/items.png,/mob/animalbikes/pig.png,161). 69 left.
Mar 17, 2012 1:52:03 AM ModLoader addOverride
FINER: addOverride(/gui/items.png,/mob/animalbikes/sheep.png,162). 68 left.
Mar 17, 2012 1:52:03 AM ModLoader addOverride
FINER: addOverride(/gui/items.png,/mob/animalbikes/chicken.png,163). 67 left.
Mar 17, 2012 1:52:03 AM ModLoader addOverride
FINER: addOverride(/gui/items.png,/mob/animalbikes/wolf.png,164). 66 left.
Mar 17, 2012 1:52:03 AM ModLoader addOverride
FINER: addOverride(/gui/items.png,/mob/animalbikes/squid.png,165). 65 left.
Mar 17, 2012 1:52:03 AM ModLoader addOverride
FINER: addOverride(/gui/items.png,/mob/animalbikes/creeper.png,166). 64 left.
Mar 17, 2012 1:52:03 AM ModLoader addOverride
FINER: addOverride(/gui/items.png,/mob/animalbikes/pony.png,168). 63 left.
Mar 17, 2012 1:52:03 AM ModLoader addOverride
FINER: addOverride(/gui/items.png,/mob/animalbikes/ender.png,170). 62 left.
Mar 17, 2012 1:52:03 AM ModLoader addOverride
FINER: addOverride(/gui/items.png,/mob/animalbikes/dragon.png,176). 61 left.
Mar 17, 2012 1:52:03 AM ModLoader addOverride
FINER: addOverride(/gui/items.png,/mob/animalbikes/notch.png,177). 60 left.
Mar 17, 2012 1:52:03 AM ModLoader addOverride
FINER: addOverride(/gui/items.png,/mob/animalbikes/reindeer.png,178). 59 left.
Mar 17, 2012 1:52:03 AM ModLoader addOverride
FINER: addOverride(/gui/items.png,/mob/animalbikes/snow.png,179). 58 left.
Mar 17, 2012 1:52:03 AM ModLoader addOverride
FINER: addOverride(/gui/items.png,/mob/animalbikes/ghast.png,180). 57 left.
Mar 17, 2012 1:52:03 AM ModLoader addOverride
FINER: addOverride(/gui/items.png,/mob/animalbikes/irongolem.png,181). 56 left.
Mar 17, 2012 1:52:03 AM ModLoader init
FINE: Mod Loaded: "mod_AnimalBikes AnimalBikes 1.11.0"
Mar 17, 2012 1:52:03 AM ModLoader init
FINE: Mod Loaded: "mod_BiomeChanger 0.0.3"
Mar 17, 2012 1:52:03 AM mod_MCA log
FINER: Minecraft Comes Alive: Loading mod properties...
Mar 17, 2012 1:52:03 AM mod_MCA log
FINER: Minecraft Comes Alive: Loading dialogue...
Mar 17, 2012 1:52:03 AM mod_MCA log
FINER: Minecraft Comes Alive: Loading names...
Mar 17, 2012 1:52:03 AM mod_MCA log
FINER: Minecraft Comes Alive: Loading skins...
Mar 17, 2012 1:52:03 AM mod_MCA log
FINER: Minecraft Comes Alive: OS is Windows. Minecraft directory is C:\Users\Jacob Shively\AppData\Roaming/.minecraft
Mar 17, 2012 1:52:03 AM ModLoader addOverride
FINER: addOverride(/gui/items.png,/MCA/ItemRing.png,182). 55 left.
Mar 17, 2012 1:52:03 AM ModLoader addOverride
FINER: addOverride(/gui/items.png,/MCA/ItemArrangerRing.png,183). 54 left.
Mar 17, 2012 1:52:03 AM ModLoader addOverride
FINER: addOverride(/gui/items.png,/MCA/ItemBabyBoy.png,184). 53 left.
Mar 17, 2012 1:52:03 AM ModLoader addOverride
FINER: addOverride(/gui/items.png,/MCA/ItemBabyGirl.png,185). 52 left.
Mar 17, 2012 1:52:03 AM ModLoader addOverride
FINER: addOverride(/gui/items.png,/MCA/ItemTombstone.png,186). 51 left.
Mar 17, 2012 1:52:03 AM ModLoader addOverride
FINER: addOverride(/gui/items.png,/MCA/ItemEgg.png,187). 50 left.
Mar 17, 2012 1:52:03 AM ModLoader init
FINE: Mod Loaded: "mod_MCA Minecraft Comes Alive v1.3.1"
Mar 17, 2012 1:52:03 AM ModLoader addAllRenderers
FINE: Initialized
TL:DR
FINE: Failed to load mod from "mod_SkyZone.class"
Mar 17, 2012 1:51:53 AM ModLoader addMod
FINER: THROW
java.lang.UnsupportedClassVersionError: mod_SkyZone : Unsupported major.minor version 51.0
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClassCond(Unknown Source)
at java.lang.ClassLoader.defineClass(Unknown Source)
at java.security.SecureClassLoader.defineClass(Unknown Source)
at java.net.URLClassLoader.defineClass(Unknown Source)
at java.net.URLClassLoader.access$000(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at ModLoader.addMod(ModLoader.java:275)
at ModLoader.readFromModFolder(ModLoader.java:1270)
at ModLoader.init(ModLoader.java:873)
at ModLoader.addAllRenderers(ModLoader.java:186)
at aho.<init>(aho.java:79)
at aho.<clinit>(aho.java:9)
at net.minecraft.client.Minecraft.a(SourceFile:267)
at net.minecraft.client.Minecraft.run(SourceFile:650)
at java.lang.Thread.run(Unknown Source)
Looks awesome, One thing, I crash with The Skyzone Mod installed,
Full Modloader
Mar 17, 2012 1:51:52 AM ModLoader init
FINE: ModLoader 1.2.2 Initializing...
Mar 17, 2012 1:51:52 AM ModLoader readFromClassPath
FINER: Adding mods from C:\Users\Jacob Shively\AppData\Roaming\.minecraft\bin\minecraft.jar
Mar 17, 2012 1:51:52 AM ModLoader readFromClassPath
FINER: Zip found.
Mar 17, 2012 1:51:52 AM ModLoader addMod
FINE: Mod Initialized: "mod_ClayMan 1.1.0 v.5" from mod_ClayMan.class
Mar 17, 2012 1:51:52 AM ModLoader addMod
FINE: Mod Initialized: "mod_ModLoaderMp 1.2.3v1" from mod_ModLoaderMp.class
Mar 17, 2012 1:51:52 AM ModLoader addMod
FINE: Mod Initialized: "mod_TooManyItems 1.2.2/1.2.3 2012-03-03" from mod_TooManyItems.class
Mar 17, 2012 1:51:53 AM ModLoader readFromModFolder
FINER: Adding mods from C:\Users\Jacob Shively\AppData\Roaming\.minecraft\mods\animalbikes 1.11.0.zip
Mar 17, 2012 1:51:53 AM ModLoader readFromModFolder
FINER: Zip found.
Mar 17, 2012 1:51:53 AM ModLoader setupProperties
FINER: DisableCow set to false
Mar 17, 2012 1:51:53 AM ModLoader setupProperties
FINER: CowId set to 159
Mar 17, 2012 1:51:53 AM ModLoader setupProperties
FINER: DisableSpider set to false
Mar 17, 2012 1:51:53 AM ModLoader setupProperties
FINER: SpiderId set to 160
Mar 17, 2012 1:51:53 AM ModLoader setupProperties
FINER: DisablePig set to false
Mar 17, 2012 1:51:53 AM ModLoader setupProperties
FINER: PigId set to 161
Mar 17, 2012 1:51:53 AM ModLoader setupProperties
FINER: DisableSheep set to false
Mar 17, 2012 1:51:53 AM ModLoader setupProperties
FINER: SheepId set to 162
Mar 17, 2012 1:51:53 AM ModLoader setupProperties
FINER: DisableChicken set to false
Mar 17, 2012 1:51:53 AM ModLoader setupProperties
FINER: ChickenId set to 163
Mar 17, 2012 1:51:53 AM ModLoader setupProperties
FINER: DisableWolf set to false
Mar 17, 2012 1:51:53 AM ModLoader setupProperties
FINER: WolfId set to 164
Mar 17, 2012 1:51:53 AM ModLoader setupProperties
FINER: DisableSquid set to false
Mar 17, 2012 1:51:53 AM ModLoader setupProperties
FINER: SquidId set to 165
Mar 17, 2012 1:51:53 AM ModLoader setupProperties
FINER: DisableCreeper set to false
Mar 17, 2012 1:51:53 AM ModLoader setupProperties
FINER: CreeperId set to 166
Mar 17, 2012 1:51:53 AM ModLoader setupProperties
FINER: NerfCreeper set to true
Mar 17, 2012 1:51:53 AM ModLoader setupProperties
FINER: DisablePony set to false
Mar 17, 2012 1:51:53 AM ModLoader setupProperties
FINER: PonyId set to 167
Mar 17, 2012 1:51:53 AM ModLoader setupProperties
FINER: DisableEnder set to false
Mar 17, 2012 1:51:53 AM ModLoader setupProperties
FINER: EnderId set to 168
Mar 17, 2012 1:51:53 AM ModLoader setupProperties
FINER: DisableDragon set to false
Mar 17, 2012 1:51:53 AM ModLoader setupProperties
FINER: DragonId set to 169
Mar 17, 2012 1:51:53 AM ModLoader setupProperties
FINER: DisableNotch set to false
Mar 17, 2012 1:51:53 AM ModLoader setupProperties
FINER: NotchId set to 170
Mar 17, 2012 1:51:53 AM ModLoader setupProperties
FINER: DisableReindeer set to false
Mar 17, 2012 1:51:53 AM ModLoader setupProperties
FINER: ReindeerId set to 171
Mar 17, 2012 1:51:53 AM ModLoader setupProperties
FINER: DisableSnowGollem set to false
Mar 17, 2012 1:51:53 AM ModLoader setupProperties
FINER: SnowGollemId set to 172
Mar 17, 2012 1:51:53 AM ModLoader setupProperties
FINER: DisableGhast set to false
Mar 17, 2012 1:51:53 AM ModLoader setupProperties
FINER: GhastId set to 173
Mar 17, 2012 1:51:53 AM ModLoader setupProperties
FINER: GhastSpawnInNormalWorld set to false
Mar 17, 2012 1:51:53 AM ModLoader setupProperties
FINER: IronGolemId set to 174
Mar 17, 2012 1:51:53 AM ModLoader setupProperties
FINER: DisableIronGolem set to false
Mar 17, 2012 1:51:53 AM ModLoader setupProperties
FINER: SetTerrainOnFire set to false
Mar 17, 2012 1:51:53 AM ModLoader setupProperties
FINER: FlyingEnabled set to true
Mar 17, 2012 1:51:53 AM ModLoader setupProperties
FINER: DisableSaddleRecipe set to false
Mar 17, 2012 1:51:53 AM ModLoader setupProperties
FINER: BikeSharesDamageWithRider set to false
Mar 17, 2012 1:51:53 AM ModLoader addMod
FINE: Mod Initialized: "mod_AnimalBikes AnimalBikes 1.11.0" from mod_AnimalBikes.class
Mar 17, 2012 1:51:53 AM ModLoader readFromModFolder
FINER: Adding mods from C:\Users\Jacob Shively\AppData\Roaming\.minecraft\mods\BiomeChanger-1.2.3-v003.zip
Mar 17, 2012 1:51:53 AM ModLoader readFromModFolder
FINER: Zip found.
Mar 17, 2012 1:51:53 AM ModLoader addMod
FINE: Mod Initialized: "mod_BiomeChanger 0.0.3" from mod_BiomeChanger.class
Mar 17, 2012 1:51:53 AM ModLoader readFromModFolder
FINER: Adding mods from C:\Users\Jacob Shively\AppData\Roaming\.minecraft\mods\mod_MCA.zip
Mar 17, 2012 1:51:53 AM ModLoader readFromModFolder
FINER: Zip found.
Mar 17, 2012 1:51:53 AM mod_MCA log
FINER: Minecraft Comes Alive: OS is Windows. Minecraft directory is C:\Users\Jacob Shively\AppData\Roaming/.minecraft
Mar 17, 2012 1:51:53 AM ModLoader addMod
FINE: Mod Initialized: "mod_MCA Minecraft Comes Alive v1.3.1" from mod_MCA.class
Mar 17, 2012 1:51:53 AM ModLoader readFromModFolder
FINER: Adding mods from C:\Users\Jacob Shively\AppData\Roaming\.minecraft\mods\SkyZone.jar
Mar 17, 2012 1:51:53 AM ModLoader readFromModFolder
FINER: Zip found.
Mar 17, 2012 1:51:53 AM ModLoader addMod
FINE: Failed to load mod from "mod_SkyZone.class"
Mar 17, 2012 1:51:53 AM ModLoader addMod
FINER: THROW
java.lang.UnsupportedClassVersionError: mod_SkyZone : Unsupported major.minor version 51.0
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClassCond(Unknown Source)
at java.lang.ClassLoader.defineClass(Unknown Source)
at java.security.SecureClassLoader.defineClass(Unknown Source)
at java.net.URLClassLoader.defineClass(Unknown Source)
at java.net.URLClassLoader.access$000(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at ModLoader.addMod(ModLoader.java:275)
at ModLoader.readFromModFolder(ModLoader.java:1270)
at ModLoader.init(ModLoader.java:873)
at ModLoader.addAllRenderers(ModLoader.java:186)
at aho.<init>(aho.java:79)
at aho.<clinit>(aho.java:9)
at net.minecraft.client.Minecraft.a(SourceFile:267)
at net.minecraft.client.Minecraft.run(SourceFile:650)
at java.lang.Thread.run(Unknown Source)
Mar 17, 2012 1:52:03 AM ModLoader readFromModFolder
FINER: Adding mods from C:\Users\Jacob Shively\AppData\Roaming\.minecraft\mods\sppcommands
Mar 17, 2012 1:52:03 AM ModLoader readFromModFolder
FINER: Directory found.
Mar 17, 2012 1:52:03 AM ModLoader addOverride
FINER: addOverride(/gui/items.png,/claymans/disruptor.png,38). 84 left.
Mar 17, 2012 1:52:03 AM ModLoader addOverride
FINER: addOverride(/gui/items.png,/claymans/doll.png,102). 83 left.
Mar 17, 2012 1:52:03 AM ModLoader addOverride
FINER: addOverride(/gui/items.png,/claymans/dollHorse.png,118). 82 left.
Mar 17, 2012 1:52:03 AM ModLoader addOverride
FINER: addOverride(/gui/items.png,/claymans/dollPegasus.png,119). 81 left.
Mar 17, 2012 1:52:03 AM ModLoader addOverride
FINER: addOverride(/gui/items.png,/claymans/dollBrick.png,120). 80 left.
Mar 17, 2012 1:52:03 AM ModLoader addOverride
FINER: addOverride(/gui/items.png,/claymans/noms.png,134). 79 left.
Mar 17, 2012 1:52:03 AM ModLoader addOverride
FINER: addOverride(/gui/items.png,/claymans/shield.png,144). 78 left.
Mar 17, 2012 1:52:03 AM ModLoader addOverride
FINER: addOverride(/gui/items.png,/claymans/shields.png,145). 77 left.
Mar 17, 2012 1:52:03 AM ModLoader addOverride
FINER: addOverride(/gui/items.png,/claymans/dollTurtle.png,146). 76 left.
Mar 17, 2012 1:52:03 AM ModLoader addOverride
FINER: addOverride(/gui/items.png,/claymans/dollMelon.png,147). 75 left.
Mar 17, 2012 1:52:03 AM ModLoader addOverride
FINER: addOverride(/gui/items.png,/claymans/dollPumpkin.png,148). 74 left.
Mar 17, 2012 1:52:03 AM ModLoader addOverride
FINER: addOverride(/gui/items.png,/claymans/wing.png,149). 73 left.
Mar 17, 2012 1:52:03 AM ModLoader addOverride
FINER: addOverride(/gui/items.png,/claymans/dollShell.png,150). 72 left.
Mar 17, 2012 1:52:03 AM ModLoader init
FINE: Mod Loaded: "mod_ClayMan 1.1.0 v.5"
Mar 17, 2012 1:52:03 AM ModLoader init
FINE: Mod Loaded: "mod_ModLoaderMp 1.2.3v1"
Mar 17, 2012 1:52:03 AM ModLoader init
FINE: Mod Loaded: "mod_TooManyItems 1.2.2/1.2.3 2012-03-03"
Mar 17, 2012 1:52:03 AM ModLoaderMp log
FINE: ModLoaderMP 1.0.0 Initialized
Mar 17, 2012 1:52:03 AM ModLoader addOverride
FINER: addOverride(/gui/items.png,/mob/animalbikes/cow.png,152). 71 left.
Mar 17, 2012 1:52:03 AM ModLoader addOverride
FINER: addOverride(/gui/items.png,/mob/animalbikes/spider.png,160). 70 left.
Mar 17, 2012 1:52:03 AM ModLoader addOverride
FINER: addOverride(/gui/items.png,/mob/animalbikes/pig.png,161). 69 left.
Mar 17, 2012 1:52:03 AM ModLoader addOverride
FINER: addOverride(/gui/items.png,/mob/animalbikes/sheep.png,162). 68 left.
Mar 17, 2012 1:52:03 AM ModLoader addOverride
FINER: addOverride(/gui/items.png,/mob/animalbikes/chicken.png,163). 67 left.
Mar 17, 2012 1:52:03 AM ModLoader addOverride
FINER: addOverride(/gui/items.png,/mob/animalbikes/wolf.png,164). 66 left.
Mar 17, 2012 1:52:03 AM ModLoader addOverride
FINER: addOverride(/gui/items.png,/mob/animalbikes/squid.png,165). 65 left.
Mar 17, 2012 1:52:03 AM ModLoader addOverride
FINER: addOverride(/gui/items.png,/mob/animalbikes/creeper.png,166). 64 left.
Mar 17, 2012 1:52:03 AM ModLoader addOverride
FINER: addOverride(/gui/items.png,/mob/animalbikes/pony.png,168). 63 left.
Mar 17, 2012 1:52:03 AM ModLoader addOverride
FINER: addOverride(/gui/items.png,/mob/animalbikes/ender.png,170). 62 left.
Mar 17, 2012 1:52:03 AM ModLoader addOverride
FINER: addOverride(/gui/items.png,/mob/animalbikes/dragon.png,176). 61 left.
Mar 17, 2012 1:52:03 AM ModLoader addOverride
FINER: addOverride(/gui/items.png,/mob/animalbikes/notch.png,177). 60 left.
Mar 17, 2012 1:52:03 AM ModLoader addOverride
FINER: addOverride(/gui/items.png,/mob/animalbikes/reindeer.png,178). 59 left.
Mar 17, 2012 1:52:03 AM ModLoader addOverride
FINER: addOverride(/gui/items.png,/mob/animalbikes/snow.png,179). 58 left.
Mar 17, 2012 1:52:03 AM ModLoader addOverride
FINER: addOverride(/gui/items.png,/mob/animalbikes/ghast.png,180). 57 left.
Mar 17, 2012 1:52:03 AM ModLoader addOverride
FINER: addOverride(/gui/items.png,/mob/animalbikes/irongolem.png,181). 56 left.
Mar 17, 2012 1:52:03 AM ModLoader init
FINE: Mod Loaded: "mod_AnimalBikes AnimalBikes 1.11.0"
Mar 17, 2012 1:52:03 AM ModLoader init
FINE: Mod Loaded: "mod_BiomeChanger 0.0.3"
Mar 17, 2012 1:52:03 AM mod_MCA log
FINER: Minecraft Comes Alive: Loading mod properties...
Mar 17, 2012 1:52:03 AM mod_MCA log
FINER: Minecraft Comes Alive: Loading dialogue...
Mar 17, 2012 1:52:03 AM mod_MCA log
FINER: Minecraft Comes Alive: Loading names...
Mar 17, 2012 1:52:03 AM mod_MCA log
FINER: Minecraft Comes Alive: Loading skins...
Mar 17, 2012 1:52:03 AM mod_MCA log
FINER: Minecraft Comes Alive: OS is Windows. Minecraft directory is C:\Users\Jacob Shively\AppData\Roaming/.minecraft
Mar 17, 2012 1:52:03 AM ModLoader addOverride
FINER: addOverride(/gui/items.png,/MCA/ItemRing.png,182). 55 left.
Mar 17, 2012 1:52:03 AM ModLoader addOverride
FINER: addOverride(/gui/items.png,/MCA/ItemArrangerRing.png,183). 54 left.
Mar 17, 2012 1:52:03 AM ModLoader addOverride
FINER: addOverride(/gui/items.png,/MCA/ItemBabyBoy.png,184). 53 left.
Mar 17, 2012 1:52:03 AM ModLoader addOverride
FINER: addOverride(/gui/items.png,/MCA/ItemBabyGirl.png,185). 52 left.
Mar 17, 2012 1:52:03 AM ModLoader addOverride
FINER: addOverride(/gui/items.png,/MCA/ItemTombstone.png,186). 51 left.
Mar 17, 2012 1:52:03 AM ModLoader addOverride
FINER: addOverride(/gui/items.png,/MCA/ItemEgg.png,187). 50 left.
Mar 17, 2012 1:52:03 AM ModLoader init
FINE: Mod Loaded: "mod_MCA Minecraft Comes Alive v1.3.1"
Mar 17, 2012 1:52:03 AM ModLoader addAllRenderers
FINE: Initialized
TL:DR
FINE: Failed to load mod from "mod_SkyZone.class"
Mar 17, 2012 1:51:53 AM ModLoader addMod
FINER: THROW
java.lang.UnsupportedClassVersionError: mod_SkyZone : Unsupported major.minor version 51.0
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClassCond(Unknown Source)
at java.lang.ClassLoader.defineClass(Unknown Source)
at java.security.SecureClassLoader.defineClass(Unknown Source)
at java.net.URLClassLoader.defineClass(Unknown Source)
at java.net.URLClassLoader.access$000(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at ModLoader.addMod(ModLoader.java:275)
at ModLoader.readFromModFolder(ModLoader.java:1270)
at ModLoader.init(ModLoader.java:873)
at ModLoader.addAllRenderers(ModLoader.java:186)
at aho.<init>(aho.java:79)
at aho.<clinit>(aho.java:9)
at net.minecraft.client.Minecraft.a(SourceFile:267)
at net.minecraft.client.Minecraft.run(SourceFile:650)
at java.lang.Thread.run(Unknown Source)
Without It I get no Error, Little Help? D:
The mod was written with a different version of Java than you're running.
The mod was written with a different version of Java than you're running.
I think this is a consequence of using a new computer to build this mod. There are many things I like about Windows 7, but its uncanny tendency to spontaneously update to the "latest version" on many of the key software packages is something that can backfire in situations like this. Sadly, "downgrading" to earlier versions of Java is even harder than downgrading to earlier versions of Minecraft.
The Java version I'm currently using (hence what I've used to compile this mod) is Java 7, Update 3.
If i put this mod on do i have to use it on a skyblock map or can i just create a new world?
You do not need the SkyBlock map by Noobcrew in order to use this mod. The purpose of this mod is to generate that map instead, so the answer is yes, you merely create a new world. The only difference is when you create the world, you need to select "More World Options" and then toggle through the world types until you get the option "World Type:SkyZone".
Other world types are also possible, including other mods as well. I have Rigusami's Biosphere mod running concurrently with SkyZone also, and others could follow the same API to introduce yet more generation mods so it isn't unique for just this mod.
BTW, if you happen to be using this mod with Noobcrew's SkyBlock map, it can be used but playing on that map would completely ignore this mod in terms of chunk generation and spawning as that map is tied to the "Default" world type generator and Noobcrew only used MCEdit (or some similar program) to create the chunks.
This is absolutely amazing and since its a mod I know how to get it, unlike having to make a server with the original I can just get this mod! I LOVE IT
Yay i got it finally working! Btw how are you meant to get an infinite water source with only 1 water?
Yeah, that is a problem, isn't it
I might throw a temporary fix by simply creating another island with another tree type and a single block of water that you need to build out to for fetching another water source block, but my intention is for players to retrieve the 2nd block of water from the Nether, just like the original SkyBlock map. I'm trying to figure out how to create a new Nether map generator that would link to this world generator, but not interfere with other maps which could continue to use Notch's Hell chunk generator. Not an impossible task, but it will take some creative effort in order to get it put in and might require some changes to the "API" for it to work the way that I want. What I'm looking for is a mostly empty Nether similar to the "overworld" but has the characteristics and spawning behavior of the Nether.
That is also where the "micro fortress" is going to come into play, where I want to put in the option (with generate structures being turned on) for a very simple structure to appear in the Nether (another island) made of Nether Brick that would have a Blaze spawner so you can harvest blaze rods. I also want to throw in a few lava blocks somewhere in the Nether and add a few diamond blocks somewhere so you can build an Enchantment Table.
On that notion, where would a logical place be to put the diamond blocks? I considered putting them under the lava on the Lava Island, but that may be too easy. Does it seem too out of place for diamond ore blocks to be found in the Nether, or should it be in the overworld somewhere?
Added Netherrack Island with mushrooms & 2nd water source block (in Nether)
Added Mycellium Island with Pumpkin & Melon (in Overworld)
Updated WorldGen API to introduce custom Nether generator
At this point you ought to be able to create infinite water sources, assuming you can find iron bars and craft a bucket (Iron golems or Zombies are some sources). I have also put in everything found in the original SkyBlock map in terms of materials to complete any challenges and be able to create any kind of food.
I'm toying with the idea of adding in a single chunk of Tiaga biome area to permit the ability to spawn a Wolf and the same with a chunk of Jungle to spawn an Ocelot. If anybody thinks this is a good idea, please reply. Perhaps a Mushroom biome area too (where the Mycellium blocks are at perhaps?)
I like this mod alot but in the next version can you add more glowstone? remember you can't get silktouch = you lose about 1/4 of the glowstone in the map to begin with from my experience so if you wanted to give the player say 20 glowstone you need to place 20/0.75=26.66666666 glowstone in the map so around 27 glowstone for 20 blocks Thanks for making this btw
Edit: the 16 placed here will give 16*0.75= around 12 glowstone
and if you want to give the player 16 glowstone then it is: 16/0.75= around 21.333 or 22 blocks generated
Edit 2: yeah I'm all for the 1 biome of other types how about a jungle sapling birch sapling and redwood sapling (maybe with a block above to prevent growth.)
I like this mod alot but in the next version can you add more glowstone? remember you can't get silktouch = you lose about 1/4 of the glowstone in the map to begin with from my experience so if you wanted to give the player say 20 glowstone you need to place
The original SkyBlock map had 27 blocks of Glowstone, so doubling the current 16 doesn't seem to be overpowering what the original had. Considering Glowstone is non-renewable, a slight increase like that isn't really going over the top either. I think I'll go ahead and double the number of Glowstone blocks for v. 0.4. Thanks for the feedback!
Also i made an idea of what you could do, you could put an island in the END. but if you cant that would be ok because that does sound relatively hard. And for the 0.3 update do i have to update the world API?
Edit: got it working (i did need new world API)
I would have to update the API again to put in a version of the End, but the same process could easily be accommodated. On that, I'm not entirely sure what a minimalistic version of The End might even be like, as it seems like defeating the dragon would be far too easy with just one tower or a minimalistic set of blocks. Besides trying to defeat the Dragon and mining the End stone, there isn't really much else to be done in the End at the moment. I've seen a version of an Enderman-only farm built in the End (using a huge amount of Redstone too) but I'm not sure what can be done with renewable resources in that realm.
If you have an idea for what to put into the End that would fit the theme of this mod, I am totally open to suggestions. I am going to build somewhere on the map an End portal, as well as build a Nether fortress with a Blaze spawner in a future update.
At the moment, I'm going to aim in the short term the ability to be able to earn every achievement in vanilla Minecraft with maps generated by this mod. I have some ideas on where to put some extra lava blocks and some diamonds, but the only achievement that seems to go completely against the theme of this mod is crafting an iron ingot... especially as the chief way to get them as a renewable resource is to kill mobs that drop the ingots in finished form rather than the raw ore. I'm thinking of throwing in just a single block of Iron Ore somewhere in the mod just to be able to complete this achievement.
Anyway.... thanks for all of the feedback. It is very much appreciated!
*Edit* I am curious if the amount of sand in this world is enough. I don't want to go overboard, but between crafting some glass panes (one of the original SkyBlock challenges), introducing the ability to craft some potions, and the needs for growing some cactus and reeds sort of uses up all of the sand. Is the current amount of 27 blocks of sand sufficient for completing some basic challenges, or should a few more (perhaps doubling the amount) be more in order?
Edit: Does the villager house need glass (to fill in the holes) for the villagers to "make more villagers".
As far as I know, sand is not needed for villagers. The big thing that impacts the size of a village is doors. From what I've seen in some YouTube clips, the shape of a house for a village can be very abstract and doesn't even have to look much like a house at all if you want to go to an extreme. From an aesthetic POV, I happen to like at least a small room made out of wood blocks, but that is all you really need. If you want windows, ice blocks can work just fine (just keep the torches some distance from the window if you do that)
If a new update comes out would i have to delete my world or will the thing from the update still be in my previous world. By world i mean skyzone world.
I'm going to work hard to update this mod ASAP with the 1.2.4 release of Minecraft. In that sense, you need to suffer through the issues that all mod users go through, usually waiting for the MCP guys and Rigusami to get up to speed with whatever changes that Mojang has made to the game and to adapt to the new class names. It mainly depends on how many new classes Mojang has added, if anything new is added.
There have been a few bug-only updates by Mojang that didn't require recompiling the mods, and we may be lucky. I am not holding my breath on that however. Otherwise, I'd suggest not using any maps used with any mods until the mod that created the content on those maps has been updated to the latest version of Minecraft.
I do need to find out what will happen if I play a map generated with this mod on a vanilla version of Minecraft. Sadly, that isn't something I've tested yet. I haven't introduced any new block types nor have I really done much of anything other than change the behavior of the generator. Still, there is a generator parameter that goes into the save file indicating which generator Minecraft should be using when it loads the file (used by Notch, Jeb & company to figure out if you are using Superflat or normal chunk generators), and I don't know what happens if an "invalid" generator type is encountered.
I became inspired to create a mod version of the SkyBlock Map (see http://www.minecraft...-surv-skyblock/). What has inspired me is the minimalist nature of the map and how players are forced with this map to really study up on the mechanics of Minecraft and push to some pretty hard limits what can be done with a minimum amount of starting resources.
There are some things missing from that map, not to mention that I'd like to put in some flexibility and some features that can only be added through a mod instead of a map. While I appreciate Noobcrew for making that map and will openly acknowledge his work on that map as inspiration, this really is something new that I'm offering here with this mod.
Features different from SkyBlock v. 2.1:
The long term goal here is to provide the support necessary to start out from the most bare essential elements and eventually be able to accomplish almost every task possible and build any structure in Minecraft from just a block of Lava, some water, a couple logs, and a few pieces of dirt. Every renewable resource should also eventually be made available at some point or another when playing with this mod, but it won't be easy to get at them and may require some extra effort.
Pictures:
The main island where you spawn.
Sand Island with Cactus and Cane. Yes, there is nothing under the sand, so you need to figure out how to obtain everything here without it falling into the void in Survival Mode.
For an extra challenge, there is a pool of Lava floating in the sky. There should be enough blocks here to make a portal into the Nether.
Optional house for villagers. Select "Generate Structures: On" to create this building if you want it.
If you are getting hungry or simply want to make some snowmen, Pumpkins are somewhat close, but you need to build out to get them.
The Sky Zone extends even into the Nether, with just a few pieces of Glowstone for various projects.
For some extra touches of home, you can even grab some Netherrack, where a second source of water can be found... if you want to make the effort to get it. A couple of mushrooms can be found there too.
Videos (made by fans of this mod... I am not responsible for this content):
Reviews:
Let's Play series:
Auf Deutsch:
Mod files:
Requires Risugami's ModLoader for Minecraft 1.6.2:
http://www.minecraft...s-mods-updated/
If you are experiencing some problems with ModLoader, there is also a ModLoader patch for 1.6.2 that you ought to consider:
http://www.minecraft...s-in-modloader/
Apply that patch *before* you add the WorldGen API library.
In addition, you need a special API library for new world generation mods (WorldGen API for 1.6.2):
http://adf.ly/RqXKG
(*Note* Updated for JDK 1.6+ --- Add to minecraft.jar after ModLoader and after Forge if using Forge-based mods)
(Also note that this library provides "partial compatibility" to mods using Minecraft Forge.... it isn't 100% though so beware of potential conflicts.... Forge is giving fits for me with this API, so it may not work)
These files need to be put into the minecraft.jar file after being extracted from the zip file (compressed only to keep them together as a group) and will replace class files in Minecraft. I will openly acknowledge that they are copied from Risugami's Biosphere mod and due credit goes to Risugami for coming up with this interface. Except when Minecraft updates, I don't anticipate these files need to be updated.
The mod itself (Skyzone v. 2.2 for Minecraft 1.6.2):
http://adf.ly/SpJI8
This file can be put into the "mods" folder more typical for ModLoader mods that should be a sub-directory of the ".minecraft" folder containing the main working files for Minecraft. It should be compatible with any mods which also use ModLoader.
Version History:
2.2 Update for 1.6.2 Added section in Nether replicating more closely Nether Fortress and spawning Wither Skeletons, fixed "bug" replacing coal ore block with iron ore block
http://adf.ly/SpJI8
2.1 Update for 1.6.2 Replaced villagers with witches, added plains biome for horse spawning
http://adf.ly/RqX11
WorldGen API 1.6.2
http://adf.ly/RqXKG
2.0 Update for 1.6.1
http://adf.ly/Rg3uz
WorldGen API 1.6.1
http://adf.ly/Rg2uQ
2.0 Update for 1.5.2 Added saddle back into chest in the dungeon (for now) in anticipation of horses.
http://adf.ly/Rg3OB
WorldGenAPI 1.5.2
http://adf.ly/Rg2gA
1.0 Update for 1.3.2 and simply declaring the main part "feature complete". More updates may happen though.
http://adf.ly/BzzZq
WorldGenAPI 1.3.2:
http://adf.ly/BzzNDhttp://adf.ly/D6i1P (WorldGenAPI 1.3.2a this is a bug fix)
0.99 The End generator Added
Removed Saddle from Dungeon (now can be purchased from Villagers)
http://adf.ly/BxjXa
0.98 End Preview version (not widely released)
0.97 Bug fixes for 1.3.1
Removed Vines
Added Cocoa Bean pod on Jungle Tree
Fixed issue with random spawn location (with help from the updated WorldGenAPI)
http://adf.ly/Ba9tG
WorldGenAPI 1.3.1a (2nd version for 1.3.1):
http://adf.ly/Ba8vJ
0.96: Emergency Update due to some fatal bugs (sorry about that if you got 0.95)
http://adf.ly/BVsGO
0.95: Updated for version 1.3.1
Very minor tweaks and changes
http://adf.ly/BVcRG
also updated WorldGen API for 1.3.1
http://adf.ly/BVcn9
0.9: Added Birch tree
Fixed flowing lava bug
Added some new achievements
Cracked and Mossy Stone Bricks added to Stronghold
Minor cleanup and bug fixes
http://adf.ly/72ycP
0.8: Added Jungle biome in a fashion similar to the Tiaga biome with a "Jungle" tree and a vine
Added additional achievements and integrated achievement system into native Minecraft system more completely
http://adf.ly/6nzSr
World Gen API update (not strictly needed, but provides more compatibility with Minecraft Forge mods):
http://adf.ly/6o0ts
0.7: Added Achievements for only SkyZone worlds
Added Tiaga biome in a small area with "Spruce" tree
Minor bug fixes
http://adf.ly/6g03z
0.6: "Downgraded" to Java SDK 1.6 (for Java version 6)
Fixed bug with End Portal Frame (any frame block can be the last one to activate the portal)
Fixed lighting bug on sand and "melon" islands
http://adf.ly/6c6Sr
WorldGen API for Java 6 "downgrade":
http://adf.ly/6cB8q
0.5: Updated for Minecraft 1.2.4
Added "hack" to try and deal with lava issue in overworld
http://adf.ly/6a8UY
WorldGen API for 1.2.4:
http://adf.ly/6a87O
0.4: Added micro Nether fortress
Added micro Stronghold with End Portal (Eyes of Ender not included!)
Added micro Dungeon with Skeleton Spawner and "secret surprise"
General bug fixes and cleanup
http://adf.ly/6VugR
0.3: Added alternate Nether generator
Added Netherrack Island with mushrooms & 2nd water source block (in Nether)
Added Mycellium Island with Pumpkin & Melon (in Overworld)
Updated WorldGen API to introduce custom Nether generator
http://adf.ly/6QT2Y
World Gen API for 1.2.3 (needed for version 0.3 +):
http://adf.ly/6QSsM
0.2: Added functioning village when structures are turned on with two villagers
Fixed door bug
Fixed roof material for village hut
http://adf.ly/6OAw7
0.1: Initial public release
http://adf.ly/6N3IN
Known bugs:
Disclaimer: This mod require altering minecraft.jar, and SMP or other aspects of Minecraft may or may not work with this mod installed. This mod may add new content. Do not load worlds with this new content if the respective mod is not installed. I am not responsible for any damage done to your computer, worlds, network, time lost and lowered productivity, or your copy of Minecraft. That said, backup your worlds and bin folder, but that is just friendly advise!
Copyright:
Copyright © 2012, Robert Horning (aka "King Korihor"), all rights reserved. A license is granted in perpetuity to Mojang AB to fold, spindle, and mutilate to their heart's content as per their user agreement or simply as a gift to that company with thanks to Notch for creating this game in the first place, and to nobody else unless explicitly authorized in writing. This includes mod packs and alternate distribution systems.
In other words, please ask if you want to redistribute this mod. I won't bite and the words "please" and "thank you" go a long way with me as well as others. Links to this thread are strongly encouraged through if you like this mod. Request for this permission can be done on this thread, but "private messages" are strongly encouraged.
FAQ:
Q: Minecraft seems to crash when I install this mod. What is going on!
A: If you want some help fixing problems like this, please make sure that Minecraft is running correctly with Rigusami's Mod Loader first. If that seems to be working (or you have other ModLoader mods you are working with), try to find the "ModLoader.txt" file in the ".minecraft" folder and post the contents where perhaps if the stars align and somebody cares, there might be an answer to help you in configuring your system for this to work.
Also, don't forget the WorldGen API. These classes are important for getting this mod to work correctly.
This mod was also created with the Java 6 SE SDK (JDK version 1.6), so if you are using earlier versions of Java there might be some conflicts where this mod won't be recognized. No, I won't be rolling back to an earlier version of Java, so update if you want to use this mod. Earlier versions of this mod used Java 7 SE, but due to many problems from other users I "downgraded" to Java 6. Try to resolve your Java system issues first if you can before posting on this thread, but I will try to help if I can and if I have time.
If you want to know where to get the latest version of Java, please go to:
http://www.oracle.co...ad-1501631.html
Additional note:
Minecraft Forge unfortunately also uses some of the same classes that the WorldGen API is using. The latest version of the API tries to offer some partial compatibility with mods that need the Forge API. It should work for everything except those mods which open alternate "dimensions" besides the Nether and The End with custom world generation. I'm working on ideas to give better compatibility to those mods, but it may take some time and working with the Forge team to get this to be "100% compatible". Consider it to be more like "95% compatible" with Forge mods.
Q: My block of water keeps freezing. What is going on!
A: To add an extra challenge in this world, the entire world (with possibly a few chunks that are an exception that may be added in the future) is a frozen tundra biome. If you don't want the water to freeze, you need to put a block over the top of the water source block covering it from the sky.
Q: I need a bucket to move the water and lava. Why don't you put one in?
A: That is part of the challenge of this world. If you need a bucket, you need to craft one by killing some zombies and getting some iron ingots. There is also a village where eventually the villagers will build an Iron Golem, but that may take some time and considerable resources to expand the village and can only be accessed if you create a world with "Generate Structures" turned on.
Q: How do I mine Obsidian without a diamond pickaxe? I turned the lava into Obsidian, but now I can't build a portal.
A: Another challenge you need to figure out. Hint: Once you have a bucket, you can place the lava source blocks and turn them into obsidian at the location you want them at, then pour the water on top of the lava and "freezing" them into pace. Using blocks of stone to make "molds" is strongly recommended. It takes a bit more time to make a portal this way than simply placing obsidian blocks, but it does work and does not require advanced tools.
In addition, with Villager trading you can obtain Redstone dust as of 1.3.1 and later, which can in turn be used to create obsidian using the "Redstone Glitch". The trick is to place some redstone dust under falling lava that is also sitting next to a block of water. From a side profile, the "obsidian generator" should look something like this (air is represented by glass blocks due to limitations of this forum software, and obsidian where you should put the redstone dust):
Q: How do I light the portal to the Nether without Flint?
A: Again, a bit of a challenge if you wish to enter the Nether and complete all of the achievements. There are several videos on YouTube and elsewhere as well as several websites which show how to light a portal without flint, but the issue is that you need to create a "fire block" inside of the portal flame. If you have been careful, there should be at least one remaining block of lava after the portal has been built.
From the front, your portal should look like this:
(using glass blocks simply as placeholders.... please just leave them as "air" if you build this):
From the side profile, you need to put in some blocks that can catch fire from some lava:
After the blocks are placed in this fashion, what is needed next is simply waiting for the portal to light up. It may take a couple of minutes or happen shortly after you've placed the lava and the planks, but the portal will eventually open if this is done. Remember, nothing else can be inside of the portal except "air". What lights up the portal is having a "fire" block appear inside of the portal area, which happens when the side of one of the plank blocks catches fire on the face toward the inside of the portal.
Q: How do I get Emeralds?
A: Since you can't mine them directly, you need to obtain them by trading with the villagers. The two villagers that are spawned in the beginning may have an offer for some items you can get early on, but mainly you need to expand the village so they will breed and have more villagers which can make offers to you.
Q: How do I get a 2nd source block of water for an infinite water source?
A: It can be found in the Nether. You may need to look around a bit, but it is there.
Q: But that source block is a block of ice! It shatters when I try to break it in the Nether and I can't bring it back through the portal! How do I get that ice block back to my main island?
A: You need to get a pickaxe which has been enchanted with silk touch. This can be done either through trading with the villagers (hint: the "priests" or guys in the purple robes will perform some enchantments on some items) or you need to build an enchantment table and make a few pick axes with some enchantments. There are two diamonds which can be mined in the "overworld" to build the enchantment table, but you need to search for them. Obsidian can be made from the lava or using the redstone glitch (see above) and may be "mined out" with a diamond pickaxe that can sometimes be purchased from villagers or by finding the extra diamonds which are in the Nether.
Q: I am trying to build down in the Nether, but a "water ladder" doesn't work there! How do I build down in the Nether with nothing under me?
A: There are two possible ways, both of which do work. One is to manufacture a potion of Fire resistance and then use lava as a ladder as you may have used water in the overworld. Since the potion lasts for several minutes, it will give you time to place blocks going down and then allow you to get out of the lava before the potion expires. The other way is to build a contraption with pistons which push blocks down, then you can mine out those blocks to safely travel downward without having to resort to flying or some other cheat.
Q: How do I expand my village?
A: Building structures with a whole bunch of doors. A really good general Minecraft thread on the topic can be found here: http://www.minecraft...wander-off-aso/
I will note that expanding a village will likely take a whole bunch of resources, so be prepared to gather items like wood and cobblestone ahead of time.
Version 2.1 now updated for MC 1.6.2
EDIT: ok i got the skyblock mod jar but how do i install it?
EDIT 2: never mind i missed the part about putting it in the mods folder. However It seems to crash on me after i put it in the mods folder. There is nothing wrong with modloader and the api however it has something to do with the mod itself. I'd like to give you a crash report but it likes to disappear before i can read anything.
This gets a bit complicated, because Risugami hasn't put the world generation classes into ModLoader.
Two class files, "akv.class" and "vt.class" need to be put into the "minecraft.jar" file to replace Minecraft classes of the same name. This is the API library that Risugami created and that I'm borrowing.
The other file, "skyzone.jar", should simply be placed in the "mods" subfolder that is created by ModLoader. You can disable SkyZone simply by removing it from the mods folder.
If you haven't used ModLoader before, I'd strongly recommend doing this in baby steps and making sure Minecraft will run with just ModLoader and nothing else in the "mods" folder first, then in this case adding just the API files, running Minecraft with those files in the "minecraft.jar" file, then adding the SkyZone jar file into the mods folder after that.
If you still have problems running Minecraft with the SkyZone jar in the mods folder, I'll see if perhaps there is something else wrong with the mod itself.
*Edit*: If you want to submit a crash report, please simply show the contents of "ModLoader.txt" found in the ".minecraft" base folder.
Version 2.1 now updated for MC 1.6.2
Full Modloader
Mar 17, 2012 1:51:52 AM ModLoader init
FINE: ModLoader 1.2.2 Initializing...
Mar 17, 2012 1:51:52 AM ModLoader readFromClassPath
FINER: Adding mods from C:\Users\Jacob Shively\AppData\Roaming\.minecraft\bin\minecraft.jar
Mar 17, 2012 1:51:52 AM ModLoader readFromClassPath
FINER: Zip found.
Mar 17, 2012 1:51:52 AM ModLoader addMod
FINE: Mod Initialized: "mod_ClayMan 1.1.0 v.5" from mod_ClayMan.class
Mar 17, 2012 1:51:52 AM ModLoader addMod
FINE: Mod Initialized: "mod_ModLoaderMp 1.2.3v1" from mod_ModLoaderMp.class
Mar 17, 2012 1:51:52 AM ModLoader addMod
FINE: Mod Initialized: "mod_TooManyItems 1.2.2/1.2.3 2012-03-03" from mod_TooManyItems.class
Mar 17, 2012 1:51:53 AM ModLoader readFromModFolder
FINER: Adding mods from C:\Users\Jacob Shively\AppData\Roaming\.minecraft\mods\animalbikes 1.11.0.zip
Mar 17, 2012 1:51:53 AM ModLoader readFromModFolder
FINER: Zip found.
Mar 17, 2012 1:51:53 AM ModLoader setupProperties
FINER: DisableCow set to false
Mar 17, 2012 1:51:53 AM ModLoader setupProperties
FINER: CowId set to 159
Mar 17, 2012 1:51:53 AM ModLoader setupProperties
FINER: DisableSpider set to false
Mar 17, 2012 1:51:53 AM ModLoader setupProperties
FINER: SpiderId set to 160
Mar 17, 2012 1:51:53 AM ModLoader setupProperties
FINER: DisablePig set to false
Mar 17, 2012 1:51:53 AM ModLoader setupProperties
FINER: PigId set to 161
Mar 17, 2012 1:51:53 AM ModLoader setupProperties
FINER: DisableSheep set to false
Mar 17, 2012 1:51:53 AM ModLoader setupProperties
FINER: SheepId set to 162
Mar 17, 2012 1:51:53 AM ModLoader setupProperties
FINER: DisableChicken set to false
Mar 17, 2012 1:51:53 AM ModLoader setupProperties
FINER: ChickenId set to 163
Mar 17, 2012 1:51:53 AM ModLoader setupProperties
FINER: DisableWolf set to false
Mar 17, 2012 1:51:53 AM ModLoader setupProperties
FINER: WolfId set to 164
Mar 17, 2012 1:51:53 AM ModLoader setupProperties
FINER: DisableSquid set to false
Mar 17, 2012 1:51:53 AM ModLoader setupProperties
FINER: SquidId set to 165
Mar 17, 2012 1:51:53 AM ModLoader setupProperties
FINER: DisableCreeper set to false
Mar 17, 2012 1:51:53 AM ModLoader setupProperties
FINER: CreeperId set to 166
Mar 17, 2012 1:51:53 AM ModLoader setupProperties
FINER: NerfCreeper set to true
Mar 17, 2012 1:51:53 AM ModLoader setupProperties
FINER: DisablePony set to false
Mar 17, 2012 1:51:53 AM ModLoader setupProperties
FINER: PonyId set to 167
Mar 17, 2012 1:51:53 AM ModLoader setupProperties
FINER: DisableEnder set to false
Mar 17, 2012 1:51:53 AM ModLoader setupProperties
FINER: EnderId set to 168
Mar 17, 2012 1:51:53 AM ModLoader setupProperties
FINER: DisableDragon set to false
Mar 17, 2012 1:51:53 AM ModLoader setupProperties
FINER: DragonId set to 169
Mar 17, 2012 1:51:53 AM ModLoader setupProperties
FINER: DisableNotch set to false
Mar 17, 2012 1:51:53 AM ModLoader setupProperties
FINER: NotchId set to 170
Mar 17, 2012 1:51:53 AM ModLoader setupProperties
FINER: DisableReindeer set to false
Mar 17, 2012 1:51:53 AM ModLoader setupProperties
FINER: ReindeerId set to 171
Mar 17, 2012 1:51:53 AM ModLoader setupProperties
FINER: DisableSnowGollem set to false
Mar 17, 2012 1:51:53 AM ModLoader setupProperties
FINER: SnowGollemId set to 172
Mar 17, 2012 1:51:53 AM ModLoader setupProperties
FINER: DisableGhast set to false
Mar 17, 2012 1:51:53 AM ModLoader setupProperties
FINER: GhastId set to 173
Mar 17, 2012 1:51:53 AM ModLoader setupProperties
FINER: GhastSpawnInNormalWorld set to false
Mar 17, 2012 1:51:53 AM ModLoader setupProperties
FINER: IronGolemId set to 174
Mar 17, 2012 1:51:53 AM ModLoader setupProperties
FINER: DisableIronGolem set to false
Mar 17, 2012 1:51:53 AM ModLoader setupProperties
FINER: SetTerrainOnFire set to false
Mar 17, 2012 1:51:53 AM ModLoader setupProperties
FINER: FlyingEnabled set to true
Mar 17, 2012 1:51:53 AM ModLoader setupProperties
FINER: DisableSaddleRecipe set to false
Mar 17, 2012 1:51:53 AM ModLoader setupProperties
FINER: BikeSharesDamageWithRider set to false
Mar 17, 2012 1:51:53 AM ModLoader addMod
FINE: Mod Initialized: "mod_AnimalBikes AnimalBikes 1.11.0" from mod_AnimalBikes.class
Mar 17, 2012 1:51:53 AM ModLoader readFromModFolder
FINER: Adding mods from C:\Users\Jacob Shively\AppData\Roaming\.minecraft\mods\BiomeChanger-1.2.3-v003.zip
Mar 17, 2012 1:51:53 AM ModLoader readFromModFolder
FINER: Zip found.
Mar 17, 2012 1:51:53 AM ModLoader addMod
FINE: Mod Initialized: "mod_BiomeChanger 0.0.3" from mod_BiomeChanger.class
Mar 17, 2012 1:51:53 AM ModLoader readFromModFolder
FINER: Adding mods from C:\Users\Jacob Shively\AppData\Roaming\.minecraft\mods\mod_MCA.zip
Mar 17, 2012 1:51:53 AM ModLoader readFromModFolder
FINER: Zip found.
Mar 17, 2012 1:51:53 AM mod_MCA log
FINER: Minecraft Comes Alive: OS is Windows. Minecraft directory is C:\Users\Jacob Shively\AppData\Roaming/.minecraft
Mar 17, 2012 1:51:53 AM ModLoader addMod
FINE: Mod Initialized: "mod_MCA Minecraft Comes Alive v1.3.1" from mod_MCA.class
Mar 17, 2012 1:51:53 AM ModLoader readFromModFolder
FINER: Adding mods from C:\Users\Jacob Shively\AppData\Roaming\.minecraft\mods\SkyZone.jar
Mar 17, 2012 1:51:53 AM ModLoader readFromModFolder
FINER: Zip found.
Mar 17, 2012 1:51:53 AM ModLoader addMod
FINE: Failed to load mod from "mod_SkyZone.class"
Mar 17, 2012 1:51:53 AM ModLoader addMod
FINER: THROW
java.lang.UnsupportedClassVersionError: mod_SkyZone : Unsupported major.minor version 51.0
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClassCond(Unknown Source)
at java.lang.ClassLoader.defineClass(Unknown Source)
at java.security.SecureClassLoader.defineClass(Unknown Source)
at java.net.URLClassLoader.defineClass(Unknown Source)
at java.net.URLClassLoader.access$000(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at ModLoader.addMod(ModLoader.java:275)
at ModLoader.readFromModFolder(ModLoader.java:1270)
at ModLoader.init(ModLoader.java:873)
at ModLoader.addAllRenderers(ModLoader.java:186)
at aho.<init>(aho.java:79)
at aho.<clinit>(aho.java:9)
at net.minecraft.client.Minecraft.a(SourceFile:267)
at net.minecraft.client.Minecraft.run(SourceFile:650)
at java.lang.Thread.run(Unknown Source)
Mar 17, 2012 1:52:03 AM ModLoader readFromModFolder
FINER: Adding mods from C:\Users\Jacob Shively\AppData\Roaming\.minecraft\mods\sppcommands
Mar 17, 2012 1:52:03 AM ModLoader readFromModFolder
FINER: Directory found.
Mar 17, 2012 1:52:03 AM ModLoader addOverride
FINER: addOverride(/gui/items.png,/claymans/disruptor.png,38). 84 left.
Mar 17, 2012 1:52:03 AM ModLoader addOverride
FINER: addOverride(/gui/items.png,/claymans/doll.png,102). 83 left.
Mar 17, 2012 1:52:03 AM ModLoader addOverride
FINER: addOverride(/gui/items.png,/claymans/dollHorse.png,118). 82 left.
Mar 17, 2012 1:52:03 AM ModLoader addOverride
FINER: addOverride(/gui/items.png,/claymans/dollPegasus.png,119). 81 left.
Mar 17, 2012 1:52:03 AM ModLoader addOverride
FINER: addOverride(/gui/items.png,/claymans/dollBrick.png,120). 80 left.
Mar 17, 2012 1:52:03 AM ModLoader addOverride
FINER: addOverride(/gui/items.png,/claymans/noms.png,134). 79 left.
Mar 17, 2012 1:52:03 AM ModLoader addOverride
FINER: addOverride(/gui/items.png,/claymans/shield.png,144). 78 left.
Mar 17, 2012 1:52:03 AM ModLoader addOverride
FINER: addOverride(/gui/items.png,/claymans/shields.png,145). 77 left.
Mar 17, 2012 1:52:03 AM ModLoader addOverride
FINER: addOverride(/gui/items.png,/claymans/dollTurtle.png,146). 76 left.
Mar 17, 2012 1:52:03 AM ModLoader addOverride
FINER: addOverride(/gui/items.png,/claymans/dollMelon.png,147). 75 left.
Mar 17, 2012 1:52:03 AM ModLoader addOverride
FINER: addOverride(/gui/items.png,/claymans/dollPumpkin.png,148). 74 left.
Mar 17, 2012 1:52:03 AM ModLoader addOverride
FINER: addOverride(/gui/items.png,/claymans/wing.png,149). 73 left.
Mar 17, 2012 1:52:03 AM ModLoader addOverride
FINER: addOverride(/gui/items.png,/claymans/dollShell.png,150). 72 left.
Mar 17, 2012 1:52:03 AM ModLoader init
FINE: Mod Loaded: "mod_ClayMan 1.1.0 v.5"
Mar 17, 2012 1:52:03 AM ModLoader init
FINE: Mod Loaded: "mod_ModLoaderMp 1.2.3v1"
Mar 17, 2012 1:52:03 AM ModLoader init
FINE: Mod Loaded: "mod_TooManyItems 1.2.2/1.2.3 2012-03-03"
Mar 17, 2012 1:52:03 AM ModLoaderMp log
FINE: ModLoaderMP 1.0.0 Initialized
Mar 17, 2012 1:52:03 AM ModLoader addOverride
FINER: addOverride(/gui/items.png,/mob/animalbikes/cow.png,152). 71 left.
Mar 17, 2012 1:52:03 AM ModLoader addOverride
FINER: addOverride(/gui/items.png,/mob/animalbikes/spider.png,160). 70 left.
Mar 17, 2012 1:52:03 AM ModLoader addOverride
FINER: addOverride(/gui/items.png,/mob/animalbikes/pig.png,161). 69 left.
Mar 17, 2012 1:52:03 AM ModLoader addOverride
FINER: addOverride(/gui/items.png,/mob/animalbikes/sheep.png,162). 68 left.
Mar 17, 2012 1:52:03 AM ModLoader addOverride
FINER: addOverride(/gui/items.png,/mob/animalbikes/chicken.png,163). 67 left.
Mar 17, 2012 1:52:03 AM ModLoader addOverride
FINER: addOverride(/gui/items.png,/mob/animalbikes/wolf.png,164). 66 left.
Mar 17, 2012 1:52:03 AM ModLoader addOverride
FINER: addOverride(/gui/items.png,/mob/animalbikes/squid.png,165). 65 left.
Mar 17, 2012 1:52:03 AM ModLoader addOverride
FINER: addOverride(/gui/items.png,/mob/animalbikes/creeper.png,166). 64 left.
Mar 17, 2012 1:52:03 AM ModLoader addOverride
FINER: addOverride(/gui/items.png,/mob/animalbikes/pony.png,168). 63 left.
Mar 17, 2012 1:52:03 AM ModLoader addOverride
FINER: addOverride(/gui/items.png,/mob/animalbikes/ender.png,170). 62 left.
Mar 17, 2012 1:52:03 AM ModLoader addOverride
FINER: addOverride(/gui/items.png,/mob/animalbikes/dragon.png,176). 61 left.
Mar 17, 2012 1:52:03 AM ModLoader addOverride
FINER: addOverride(/gui/items.png,/mob/animalbikes/notch.png,177). 60 left.
Mar 17, 2012 1:52:03 AM ModLoader addOverride
FINER: addOverride(/gui/items.png,/mob/animalbikes/reindeer.png,178). 59 left.
Mar 17, 2012 1:52:03 AM ModLoader addOverride
FINER: addOverride(/gui/items.png,/mob/animalbikes/snow.png,179). 58 left.
Mar 17, 2012 1:52:03 AM ModLoader addOverride
FINER: addOverride(/gui/items.png,/mob/animalbikes/ghast.png,180). 57 left.
Mar 17, 2012 1:52:03 AM ModLoader addOverride
FINER: addOverride(/gui/items.png,/mob/animalbikes/irongolem.png,181). 56 left.
Mar 17, 2012 1:52:03 AM ModLoader init
FINE: Mod Loaded: "mod_AnimalBikes AnimalBikes 1.11.0"
Mar 17, 2012 1:52:03 AM ModLoader init
FINE: Mod Loaded: "mod_BiomeChanger 0.0.3"
Mar 17, 2012 1:52:03 AM mod_MCA log
FINER: Minecraft Comes Alive: Loading mod properties...
Mar 17, 2012 1:52:03 AM mod_MCA log
FINER: Minecraft Comes Alive: Loading dialogue...
Mar 17, 2012 1:52:03 AM mod_MCA log
FINER: Minecraft Comes Alive: Loading names...
Mar 17, 2012 1:52:03 AM mod_MCA log
FINER: Minecraft Comes Alive: Loading skins...
Mar 17, 2012 1:52:03 AM mod_MCA log
FINER: Minecraft Comes Alive: OS is Windows. Minecraft directory is C:\Users\Jacob Shively\AppData\Roaming/.minecraft
Mar 17, 2012 1:52:03 AM ModLoader addOverride
FINER: addOverride(/gui/items.png,/MCA/ItemRing.png,182). 55 left.
Mar 17, 2012 1:52:03 AM ModLoader addOverride
FINER: addOverride(/gui/items.png,/MCA/ItemArrangerRing.png,183). 54 left.
Mar 17, 2012 1:52:03 AM ModLoader addOverride
FINER: addOverride(/gui/items.png,/MCA/ItemBabyBoy.png,184). 53 left.
Mar 17, 2012 1:52:03 AM ModLoader addOverride
FINER: addOverride(/gui/items.png,/MCA/ItemBabyGirl.png,185). 52 left.
Mar 17, 2012 1:52:03 AM ModLoader addOverride
FINER: addOverride(/gui/items.png,/MCA/ItemTombstone.png,186). 51 left.
Mar 17, 2012 1:52:03 AM ModLoader addOverride
FINER: addOverride(/gui/items.png,/MCA/ItemEgg.png,187). 50 left.
Mar 17, 2012 1:52:03 AM ModLoader init
FINE: Mod Loaded: "mod_MCA Minecraft Comes Alive v1.3.1"
Mar 17, 2012 1:52:03 AM ModLoader addAllRenderers
FINE: Initialized
FINE: Failed to load mod from "mod_SkyZone.class"
Mar 17, 2012 1:51:53 AM ModLoader addMod
FINER: THROW
java.lang.UnsupportedClassVersionError: mod_SkyZone : Unsupported major.minor version 51.0
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClassCond(Unknown Source)
at java.lang.ClassLoader.defineClass(Unknown Source)
at java.security.SecureClassLoader.defineClass(Unknown Source)
at java.net.URLClassLoader.defineClass(Unknown Source)
at java.net.URLClassLoader.access$000(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at ModLoader.addMod(ModLoader.java:275)
at ModLoader.readFromModFolder(ModLoader.java:1270)
at ModLoader.init(ModLoader.java:873)
at ModLoader.addAllRenderers(ModLoader.java:186)
at aho.<init>(aho.java:79)
at aho.<clinit>(aho.java:9)
at net.minecraft.client.Minecraft.a(SourceFile:267)
at net.minecraft.client.Minecraft.run(SourceFile:650)
at java.lang.Thread.run(Unknown Source)
The mod was written with a different version of Java than you're running.
Oh? But I downloaded the new version the other day..O.o
I think this is a consequence of using a new computer to build this mod. There are many things I like about Windows 7, but its uncanny tendency to spontaneously update to the "latest version" on many of the key software packages is something that can backfire in situations like this. Sadly, "downgrading" to earlier versions of Java is even harder than downgrading to earlier versions of Minecraft.
The Java version I'm currently using (hence what I've used to compile this mod) is Java 7, Update 3.
BTW, thanks for diagnosing this issue.
Version 2.1 now updated for MC 1.6.2
Changes include:
Version 2.1 now updated for MC 1.6.2
You do not need the SkyBlock map by Noobcrew in order to use this mod. The purpose of this mod is to generate that map instead, so the answer is yes, you merely create a new world. The only difference is when you create the world, you need to select "More World Options" and then toggle through the world types until you get the option "World Type:SkyZone".
Other world types are also possible, including other mods as well. I have Rigusami's Biosphere mod running concurrently with SkyZone also, and others could follow the same API to introduce yet more generation mods so it isn't unique for just this mod.
BTW, if you happen to be using this mod with Noobcrew's SkyBlock map, it can be used but playing on that map would completely ignore this mod in terms of chunk generation and spawning as that map is tied to the "Default" world type generator and Noobcrew only used MCEdit (or some similar program) to create the chunks.
Version 2.1 now updated for MC 1.6.2
-Rockstorm7
ヽ༼ຈل͜ຈ༽ノ raise your dongers ヽ༼ຈل͜ຈ༽ノ
Yeah, that is a problem, isn't it
I might throw a temporary fix by simply creating another island with another tree type and a single block of water that you need to build out to for fetching another water source block, but my intention is for players to retrieve the 2nd block of water from the Nether, just like the original SkyBlock map. I'm trying to figure out how to create a new Nether map generator that would link to this world generator, but not interfere with other maps which could continue to use Notch's Hell chunk generator. Not an impossible task, but it will take some creative effort in order to get it put in and might require some changes to the "API" for it to work the way that I want. What I'm looking for is a mostly empty Nether similar to the "overworld" but has the characteristics and spawning behavior of the Nether.
That is also where the "micro fortress" is going to come into play, where I want to put in the option (with generate structures being turned on) for a very simple structure to appear in the Nether (another island) made of Nether Brick that would have a Blaze spawner so you can harvest blaze rods. I also want to throw in a few lava blocks somewhere in the Nether and add a few diamond blocks somewhere so you can build an Enchantment Table.
On that notion, where would a logical place be to put the diamond blocks? I considered putting them under the lava on the Lava Island, but that may be too easy. Does it seem too out of place for diamond ore blocks to be found in the Nether, or should it be in the overworld somewhere?
Version 2.1 now updated for MC 1.6.2
I'm toying with the idea of adding in a single chunk of Tiaga biome area to permit the ability to spawn a Wolf and the same with a chunk of Jungle to spawn an Ocelot. If anybody thinks this is a good idea, please reply. Perhaps a Mushroom biome area too (where the Mycellium blocks are at perhaps?)
Version 2.1 now updated for MC 1.6.2
Edit: the 16 placed here will give 16*0.75= around 12 glowstone
and if you want to give the player 16 glowstone then it is: 16/0.75= around 21.333 or 22 blocks generated
Edit 2: yeah I'm all for the 1 biome of other types how about a jungle sapling birch sapling and redwood sapling (maybe with a block above to prevent growth.)
The original SkyBlock map had 27 blocks of Glowstone, so doubling the current 16 doesn't seem to be overpowering what the original had. Considering Glowstone is non-renewable, a slight increase like that isn't really going over the top either. I think I'll go ahead and double the number of Glowstone blocks for v. 0.4. Thanks for the feedback!
I would have to update the API again to put in a version of the End, but the same process could easily be accommodated. On that, I'm not entirely sure what a minimalistic version of The End might even be like, as it seems like defeating the dragon would be far too easy with just one tower or a minimalistic set of blocks. Besides trying to defeat the Dragon and mining the End stone, there isn't really much else to be done in the End at the moment. I've seen a version of an Enderman-only farm built in the End (using a huge amount of Redstone too) but I'm not sure what can be done with renewable resources in that realm.
If you have an idea for what to put into the End that would fit the theme of this mod, I am totally open to suggestions. I am going to build somewhere on the map an End portal, as well as build a Nether fortress with a Blaze spawner in a future update.
At the moment, I'm going to aim in the short term the ability to be able to earn every achievement in vanilla Minecraft with maps generated by this mod. I have some ideas on where to put some extra lava blocks and some diamonds, but the only achievement that seems to go completely against the theme of this mod is crafting an iron ingot... especially as the chief way to get them as a renewable resource is to kill mobs that drop the ingots in finished form rather than the raw ore. I'm thinking of throwing in just a single block of Iron Ore somewhere in the mod just to be able to complete this achievement.
Anyway.... thanks for all of the feedback. It is very much appreciated!
*Edit* I am curious if the amount of sand in this world is enough. I don't want to go overboard, but between crafting some glass panes (one of the original SkyBlock challenges), introducing the ability to craft some potions, and the needs for growing some cactus and reeds sort of uses up all of the sand. Is the current amount of 27 blocks of sand sufficient for completing some basic challenges, or should a few more (perhaps doubling the amount) be more in order?
Version 2.1 now updated for MC 1.6.2
As far as I know, sand is not needed for villagers. The big thing that impacts the size of a village is doors. From what I've seen in some YouTube clips, the shape of a house for a village can be very abstract and doesn't even have to look much like a house at all if you want to go to an extreme. From an aesthetic POV, I happen to like at least a small room made out of wood blocks, but that is all you really need. If you want windows, ice blocks can work just fine (just keep the torches some distance from the window if you do that)
Version 2.1 now updated for MC 1.6.2
I'm going to work hard to update this mod ASAP with the 1.2.4 release of Minecraft. In that sense, you need to suffer through the issues that all mod users go through, usually waiting for the MCP guys and Rigusami to get up to speed with whatever changes that Mojang has made to the game and to adapt to the new class names. It mainly depends on how many new classes Mojang has added, if anything new is added.
There have been a few bug-only updates by Mojang that didn't require recompiling the mods, and we may be lucky. I am not holding my breath on that however. Otherwise, I'd suggest not using any maps used with any mods until the mod that created the content on those maps has been updated to the latest version of Minecraft.
I do need to find out what will happen if I play a map generated with this mod on a vanilla version of Minecraft. Sadly, that isn't something I've tested yet. I haven't introduced any new block types nor have I really done much of anything other than change the behavior of the generator. Still, there is a generator parameter that goes into the save file indicating which generator Minecraft should be using when it loads the file (used by Notch, Jeb & company to figure out if you are using Superflat or normal chunk generators), and I don't know what happens if an "invalid" generator type is encountered.
Version 2.1 now updated for MC 1.6.2