I often go down caving and come back up with a stack of iron.
So iron is rather common too.
I personally dont see a problem with it.
I guess I just find it a bit odd that the "too small to be detected" ores bump the tool up to Iron, and that Iron is also able to mine "the hardest material in existence" Adamantium. Seems kind of silly. But that's just my two cents.
---- Minecraft Crash Report ----
// On the bright side, I bought you a teddy bear!
Time: 12/20/12 10:22 AM
Description: Exception getting block type in world
java.lang.ArrayIndexOutOfBoundsException: 6
at florasoma.trees.worldgen.CherryTreeGen.generateLeaves(CherryTreeGen.java:312)
at florasoma.trees.worldgen.CherryTreeGen.a(CherryTreeGen.java:527)
at florasoma.trees.worldgen.TreeWorldgen.generate(TreeWorldgen.java:60)
at cpw.mods.fml.common.registry.GameRegistry.generateWorld(GameRegistry.java:90)
at im.a(ChunkProviderServer.java:259)
at zs.a(Chunk.java:1248)
at im.c(ChunkProviderServer.java:153)
at im.d(ChunkProviderServer.java:166)
at xv.e(World.java:528)
at xv.a(World.java:411)
at florasoma.clouds.CloudGen.a(CloudGen.java:40)
at florasoma.clouds.CloudWorldgen.generate(CloudWorldgen.java:63)
at cpw.mods.fml.common.registry.GameRegistry.generateWorld(GameRegistry.java:90)
at im.a(ChunkProviderServer.java:259)
at zs.a(Chunk.java:1253)
at im.c(ChunkProviderServer.java:153)
at il.<init>(PlayerInstance.java:35)
at ik.a(SourceFile:172)
at ik.d(SourceFile:300)
at gm.d(ServerConfigurationManager.java:219)
at iv.a(NetServerHandler.java:410)
at ec.a(SourceFile:136)
at cf.b(MemoryConnection.java:81)
at iv.d(NetServerHandler.java:136)
at iw.b(NetworkListenThread.java:57)
at bdr.b(IntegratedServerListenThread.java:109)
at net.minecraft.server.MinecraftServer.r(MinecraftServer.java:701)
at net.minecraft.server.MinecraftServer.q(MinecraftServer.java:597)
at bdo.q(IntegratedServer.java:123)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:496)
at fy.run(SourceFile:856)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at florasoma.trees.worldgen.CherryTreeGen.generateLeaves(CherryTreeGen.java:312)
at florasoma.trees.worldgen.CherryTreeGen.a(CherryTreeGen.java:527)
at florasoma.trees.worldgen.TreeWorldgen.generate(TreeWorldgen.java:60)
at cpw.mods.fml.common.registry.GameRegistry.generateWorld(GameRegistry.java:90)
at im.a(ChunkProviderServer.java:259)
at zs.a(Chunk.java:1248)
at im.c(ChunkProviderServer.java:153)
at im.d(ChunkProviderServer.java:166)
at xv.e(World.java:528)
-- Requested block coordinates --
Details:
Found chunk: true
Location: World: (-400,227,-421), Chunk: (at 0,14,11 in -25,-27; contains blocks -400,0,-432 to -385,255,-417), Region: (-1,-1; contains chunks -32,-32 to -1,-1, blocks -512,0,-512 to -1,255,-1)
Stacktrace:
at xv.a(World.java:411)
at florasoma.clouds.CloudGen.a(CloudGen.java:40)
at florasoma.clouds.CloudWorldgen.generate(CloudWorldgen.java:63)
at cpw.mods.fml.common.registry.GameRegistry.generateWorld(GameRegistry.java:90)
at im.a(ChunkProviderServer.java:259)
at zs.a(Chunk.java:1253)
at im.c(ChunkProviderServer.java:153)
at il.<init>(PlayerInstance.java:35)
at ik.a(SourceFile:172)
at ik.d(SourceFile:300)
at gm.d(ServerConfigurationManager.java:219)
at iv.a(NetServerHandler.java:410)
at ec.a(SourceFile:136)
at cf.b(MemoryConnection.java:81)
at iv.d(NetServerHandler.java:136)
at iw.b(NetworkListenThread.java:57)
at bdr.b(IntegratedServerListenThread.java:109)
at net.minecraft.server.MinecraftServer.r(MinecraftServer.java:701)
at net.minecraft.server.MinecraftServer.q(MinecraftServer.java:597)
at bdo.q(IntegratedServer.java:123)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:496)
at fy.run(SourceFile:856)
-- System Details --
Details:
Minecraft Version: 1.4.5
Operating System: Mac OS X (x86_64) version 10.7.5
Java Version: 1.6.0_37, Apple Inc.
Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Apple Inc.
Memory: 206687312 bytes (197 MB) / 554369024 bytes (528 MB) up to 1069416448 bytes (1019 MB)
JVM Flags: 3 total; -Xbootclasspath/a:/System/Library/PrivateFrameworks/JavaApplicationLauncher.framework/Resources/LauncherSupport.jar -Xms512M -Xmx1024M
AABB Pool Size: 2367 (132552 bytes; 0 MB) allocated, 2227 (124712 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 3, tallocated: 63
FML: MCP v7.23 FML v4.5.62.495 Minecraft Forge 6.4.2.445 17 mods loaded, 17 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
arcaneAscension [Arcane Ascension] (0-4.5.0 PR2 Arcane Ascension copy.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
Flora Berries [Flora and Soma Berries] (FloraSoma-Berries_1.4.5_2012.12.14.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
Flora Clouds [Flora and Soma Clouds] (FloraSoma-Clouds_1.4.5_2012.12.12.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
Soma Corruptor [Flora and Soma Corruptor] (FloraSoma-Corruptor_1.4.5_2012.12.12.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
Flora Crops [Flora and Soma Crops] (FloraSoma-Crops_1.4.5_2012.12.14.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
Flora Trees [Flora and Soma Trees] (FloraSoma-Trees_1.4.5_2012.12.13.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
InfiBlocks [InfiBlocks] (InfiBlocks_1.4.5_2012.12.12.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
Infi2x2 [Infi2x2] (InfiTools-2x2Extended_1.4.5_2012.12.16.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
InfiTools [InfiTools] (InfiTools-Base_1.4.5_2012.12.16.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
InfiHybrids [InfiHybrids] (InfiTools-Hybrids_1.4.5_2012.12.16.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
InfiLibrary [InfiLibrary] (InfiTools-Library_1.4.5_2012.12.16.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
Orizon Slime [Orizon Slime] (Orizon-SlimePools_1.4.5_2012.12.14.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
OrizonPastels [Stone, Pastels, and Marble] (Orizon-Stone_1.4.5_2012.12.16.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
SimpleBGM [Simple Background Music] (SimpleBGM_1.4.5_A2.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
Profiler Position: N/A (disabled)
Vec3 Pool Size: 35361 (1980216 bytes; 1 MB) allocated, 395 (22120 bytes; 0 MB) used
Player Count: 1 / 8; [iq['creeper11825'/208, l='Arcane', x=-258.04, y=72.01, z=-21.78]]
Type: Integrated Server (map_client.txt)
Is Modded: Definitely; Client brand changed to 'forge,fml'
I missed this comment. I'll remove the infinicraft and see if that helps. Thanks!
I guess I just find it a bit odd that the "too small to be detected" ores bump the tool up to Iron, and that Iron is also able to mine "the hardest material in existence" Adamantium. Seems kind of silly. But that's just my two cents.
Im pretty sure the reason that Tracestone was made to need iron was just because the fact you could get things that normally needed iron+ tools to obtain, like gold, redstone, and diamonds.
Im pretty sure the reason that Tracestone was made to need iron was just because the fact you could get things that normally needed iron+ tools to obtain, like gold, redstone, and diamonds.
Im pretty sure the reason that Tracestone was made to need iron was just because the fact you could get things that normally needed iron+ tools to obtain, like gold, redstone, and diamonds.
Yeah, but you need a Prometheus Chamber to get those things, and to get a Prometheus Chamber you need a diamond pickaxe for the obsidian anyway.
think the floating islands need to be a bit more awesome, like bigger, some flat-ish, some mountain-ish, flat-ish terrain with mountain-ish terrain as well, caves inside and the shapes, every island i've found has a weird round-ish flower kinda shape when looking at it from below or above
think the floating islands need to be a bit more awesome, like bigger, some flat-ish, some mountain-ish, flat-ish terrain with mountain-ish terrain as well, caves inside and the shapes, every island i've found has a weird round-ish flower kinda shape when looking at it from below or above
I dont know about caves, or so much variance, but they do really need to be spiced up a little.
I dont know about caves, or so much variance, but they do really need to be spiced up a little.
You can very well make them higher in the air, to give yourself more creative room. I personally feel they should at least be at Y 100. Oh yea, and don't worry about the 128 hight limit for generated structures (which was one reason why they originally had to be low), as Forge has managed to fix that so that land could generate above that high, as well as structures. Honestly, if you made the islands bigger, but put a lot of land formation into them, their rarity would be fine.
Imagine finding something like this floating above your ocean biome.
You can very well make them higher in the air, to give yourself more creative room. I personally feel they should at least be at Y 100. Oh yea, and don't worry about the 128 hight limit for generated structures (which was one reason why they originally had to be low), as Forge has managed to fix that so that land could generate above that high, as well as structures. Honestly, if you made the islands bigger, but put a lot of land formation into them, their rarity would be fine.
Imagine finding something like this floating above your ocean biome.
That is pretty cool I must admit.
Ill see what I can do once I get it virtually bugless.
That is pretty cool I must admit.
Ill see what I can do once I get it virtually bugless.
I am a Sonic fan (As if my avatar didn't give that away, lol), and Sonic Adventure 1 was my first Sonic game (hey, give me a break, had to start somewhere when I was 5 years old).
That is Angel Isle from that game. Beautiful then in Dreamcast style, and can't wait for Sonic Adventure 3 (Seems they are finally giving in and putting out the 3rd of the trilogy, at least as far as speculation goes based on them reserving sonicadventure3.com) to render it in high definition. One reason I always liked this mod was because those islands always remided me of Angel Isle.
Also, when do you think you can make the 1.4.6 update? Being a mod that affects terrain generation, I seriously don't want to update my Minecraft without your mod updated as well for risk of pretty much dropping the tracestone population to 0 within a massive radius of my base.
Also, this has given me a great idea for an addition to my base... Giant floating island above my tower, go.
I am a Sonic fan (As if my avatar didn't give that away, lol), and Sonic Adventure 1 was my first Sonic game (hey, give me a break, had to start somewhere when I was 5 years old).
That is Angel Isle from that game. Beautiful then in Dreamcast style, and can't wait for Sonic Adventure 3 (Seems they are finally giving in and putting out the 3rd of the trilogy, at least as far as speculation goes based on them reserving sonicadventure3.com) to render it in high definition. One reason I always liked this mod was because those islands always remided me of Angel Isle.
Also, when do you think you can make the 1.4.6 update? Being a mod that affects terrain generation, I seriously don't want to update my Minecraft without your mod updated as well for risk of pretty much dropping the tracestone population to 0 within a massive radius of my base.
Also, this has given me a great idea for an addition to my base... Giant floating island above my tower, go.
I figured that.
Ive never really been into sonic. Still a good game though.
I have already updated it to 1.4.6, and I am testing it right now, and finishing off the features I was implementing before the update.
It will most likely be released today!
I dont get what you mean?
Can you show me a picture?
I figured that.
Ive never really been into sonic. Still a good game though.
I have already updated it to 1.4.6, and I am testing it right now, and finishing off the features I was implementing before the update.
It will most likely be released today!
Thanks. Now just for Ars Magica to comment on when they are going to update... Already know my one other mod I am waiting on is updating today or tomorrow.
I dont get what you mean?
Can you show me a picture?
I figured that.
Ive never really been into sonic. Still a good game though.
I have already updated it to 1.4.6, and I am testing it right now, and finishing off the features I was implementing before the update.
It will most likely be released today!
Just released PR3!
Check the changelog for the changes.
I havent fixed/improved the generation code yet.
Still not SMP compatible.
The reason for this is because I just wanted to push the update out for 1.4.6.
The next update will have the fixes and more features for sure.
Just released PR3!
Check the changelog for the changes.
I havent fixed/improved the generation code yet.
Still not SMP compatible.
The reason for this is because I just wanted to push the update out for 1.4.6.
The next update will have the fixes and more features for sure.
Cool, thanks. Just checked here 2 minutes ago. Guess I could feel it ascending through my arcaneness.
I love the concept of this mod! Downloaded to test it out but there is a .rar and no .zip (as the install instructions state).
I am quite familiar with Minecraft Forge and regularly install mods into my client.
I made different attempts at an install by changing the .rar and the arcane ascension folder to .zip folders but have thus far been unsuccessful.
I am a Mac user, running MC 1.4.6, and also have 10 other mods installed (including Rei's Minimap, ExtraBiomesXL (doesn't look like it's conflicting with Arcane Ascension), Ruins, and the Twilight Forest).
---- Minecraft Crash Report ----
// Uh... Did I do that?
Time: 12/23/12 10:46 PM
Description: Failed to start game
cpw.mods.fml.common.LoaderException: java.lang.ClassNotFoundException: calebmanley.arcaneascension.ArcaneAscension
at cpw.mods.fml.common.LoadController.transition(LoadController.java:117)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:484)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:161)
at net.minecraft.client.Minecraft.a(Minecraft.java:410)
at asq.a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:744)
at java.lang.Thread.run(Thread.java:680)
Caused by: java.lang.ClassNotFoundException: calebmanley.arcaneascension.ArcaneAscension
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:179)
at java.lang.ClassLoader.loadClass(ClassLoader.java:306)
at java.lang.ClassLoader.loadClass(ClassLoader.java:247)
at cpw.mods.fml.common.ModClassLoader.loadClass(ModClassLoader.java:57)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Class.java:247)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:414)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:140)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:83)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:478)
... 5 more
Caused by: java.lang.NullPointerException
at org.objectweb.asm.ClassReader.<init>(Unknown Source)
at net.minecraftforge.transformers.EventTransformer.transform(EventTransformer.java:29)
at cpw.mods.fml.relauncher.RelaunchClassLoader.runTransformers(RelaunchClassLoader.java:222)
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:171)
... 32 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.4.6
Operating System: Mac OS X (x86_64) version 10.8.2
Java Version: 1.6.0_37, Apple Inc.
Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Apple Inc.
Memory: 485832832 bytes (463 MB) / 534708224 bytes (509 MB) up to 1065025536 bytes (1015 MB)
JVM Flags: 3 total; -Xbootclasspath/a:/System/Library/PrivateFrameworks/JavaApplicationLauncher.framework/Resources/LauncherSupport.jar -Xms512M -Xmx1024M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v7.25 FML v4.6.12.511 Minecraft Forge 6.5.0.467 Optifine OptiFine_1.4.6_HD_U_A2 11 mods loaded, 11 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed
FML [Forge Mod Loader] (coremods) Unloaded->Constructed
Forge [Minecraft Forge] (coremods) Unloaded->Constructed
mod_CodeChickenCore [CodeChicken Core] (coremods) Unloaded->Constructed
mod_NotEnoughItems [Not Enough Items] (coremods) Unloaded->Constructed
ExtrabiomesXL [ExtrabiomesXL] (ExtrabiomesXL-universal-1.4.6-3.7.0.jar) Unloaded->Constructed
AS_Ruins [Ruins Spawning System] (Ruins_1.4.6.zip) Unloaded->Constructed
AS_UpdateCheck [AtomicStryker Update Check Mod] (UpdateCheckerMod_1.4.6.zip) Unloaded->Constructed
mod_ReiMinimap [mod_ReiMinimap] ([1.4.6]ReiMinimap_v3.2_05.zip) Unloaded->Constructed
arcaneAscension [Arcane Ascension] (arcaneascension.zip) Unloaded->Errored
TwilightForest [The Twilight Forest] (twilightforest-1.14.0.zip) Unloaded->Constructed
LWJGL: 2.4.2
OpenGL: Intel HD Graphics 4000 OpenGL Engine GL version 2.1 APPLE-8.6.22, Intel Inc.
Is Modded: Definitely; Client brand changed to 'forge,fml'
Type: Client (map_client.txt)
Texture Pack: Sphax XmasBDcraft 128x.zip
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
I love the concept of this mod! Downloaded to test it out but there is a .rar and no .zip (as the install instructions state).
I am quite familiar with Minecraft Forge and regularly install mods into my client.
I made different attempts at an install by changing the .rar and the arcane ascension folder to .zip folders but have thus far been unsuccessful.
I am a Mac user, running MC 1.4.6, and also have 10 other mods installed (including Rei's Minimap, ExtraBiomesXL (doesn't look like it's conflicting with Arcane Ascension), Ruins, and the Twilight Forest).
---- Minecraft Crash Report ----
// Uh... Did I do that?
Time: 12/23/12 10:46 PM
Description: Failed to start game
cpw.mods.fml.common.LoaderException: java.lang.ClassNotFoundException: calebmanley.arcaneascension.ArcaneAscension
at cpw.mods.fml.common.LoadController.transition(LoadController.java:117)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:484)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:161)
at net.minecraft.client.Minecraft.a(Minecraft.java:410)
at asq.a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:744)
at java.lang.Thread.run(Thread.java:680)
Caused by: java.lang.ClassNotFoundException: calebmanley.arcaneascension.ArcaneAscension
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:179)
at java.lang.ClassLoader.loadClass(ClassLoader.java:306)
at java.lang.ClassLoader.loadClass(ClassLoader.java:247)
at cpw.mods.fml.common.ModClassLoader.loadClass(ModClassLoader.java:57)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Class.java:247)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:414)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:140)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:83)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:478)
... 5 more
Caused by: java.lang.NullPointerException
at org.objectweb.asm.ClassReader.<init>(Unknown Source)
at net.minecraftforge.transformers.EventTransformer.transform(EventTransformer.java:29)
at cpw.mods.fml.relauncher.RelaunchClassLoader.runTransformers(RelaunchClassLoader.java:222)
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:171)
... 32 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.4.6
Operating System: Mac OS X (x86_64) version 10.8.2
Java Version: 1.6.0_37, Apple Inc.
Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Apple Inc.
Memory: 485832832 bytes (463 MB) / 534708224 bytes (509 MB) up to 1065025536 bytes (1015 MB)
JVM Flags: 3 total; -Xbootclasspath/a:/System/Library/PrivateFrameworks/JavaApplicationLauncher.framework/Resources/LauncherSupport.jar -Xms512M -Xmx1024M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v7.25 FML v4.6.12.511 Minecraft Forge 6.5.0.467 Optifine OptiFine_1.4.6_HD_U_A2 11 mods loaded, 11 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed
FML [Forge Mod Loader] (coremods) Unloaded->Constructed
Forge [Minecraft Forge] (coremods) Unloaded->Constructed
mod_CodeChickenCore [CodeChicken Core] (coremods) Unloaded->Constructed
mod_NotEnoughItems [Not Enough Items] (coremods) Unloaded->Constructed
ExtrabiomesXL [ExtrabiomesXL] (ExtrabiomesXL-universal-1.4.6-3.7.0.jar) Unloaded->Constructed
AS_Ruins [Ruins Spawning System] (Ruins_1.4.6.zip) Unloaded->Constructed
AS_UpdateCheck [AtomicStryker Update Check Mod] (UpdateCheckerMod_1.4.6.zip) Unloaded->Constructed
mod_ReiMinimap [mod_ReiMinimap] ([1.4.6]ReiMinimap_v3.2_05.zip) Unloaded->Constructed
arcaneAscension [Arcane Ascension] (arcaneascension.zip) Unloaded->Errored
TwilightForest [The Twilight Forest] (twilightforest-1.14.0.zip) Unloaded->Constructed
LWJGL: 2.4.2
OpenGL: Intel HD Graphics 4000 OpenGL Engine GL version 2.1 APPLE-8.6.22, Intel Inc.
Is Modded: Definitely; Client brand changed to 'forge,fml'
Type: Client (map_client.txt)
Texture Pack: Sphax XmasBDcraft 128x.zip
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
Sorry about that, I had a derp moment and put it into a rar by accident... :/
I re-uploaded. Just download again.
Sorry for the inconvenience!
I love the concept of this mod! Downloaded to test it out but there is a .rar and no .zip (as the install instructions state).
I am quite familiar with Minecraft Forge and regularly install mods into my client.
I made different attempts at an install by changing the .rar and the arcane ascension folder to .zip folders but have thus far been unsuccessful.
I am a Mac user, running MC 1.4.6, and also have 10 other mods installed (including Rei's Minimap, ExtraBiomesXL (doesn't look like it's conflicting with Arcane Ascension), Ruins, and the Twilight Forest).
---- Minecraft Crash Report ----
// Uh... Did I do that?
Time: 12/23/12 10:46 PM
Description: Failed to start game
cpw.mods.fml.common.LoaderException: java.lang.ClassNotFoundException: calebmanley.arcaneascension.ArcaneAscension
at cpw.mods.fml.common.LoadController.transition(LoadController.java:117)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:484)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:161)
at net.minecraft.client.Minecraft.a(Minecraft.java:410)
at asq.a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:744)
at java.lang.Thread.run(Thread.java:680)
Caused by: java.lang.ClassNotFoundException: calebmanley.arcaneascension.ArcaneAscension
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:179)
at java.lang.ClassLoader.loadClass(ClassLoader.java:306)
at java.lang.ClassLoader.loadClass(ClassLoader.java:247)
at cpw.mods.fml.common.ModClassLoader.loadClass(ModClassLoader.java:57)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Class.java:247)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:414)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:140)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:83)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:478)
... 5 more
Caused by: java.lang.NullPointerException
at org.objectweb.asm.ClassReader.<init>(Unknown Source)
at net.minecraftforge.transformers.EventTransformer.transform(EventTransformer.java:29)
at cpw.mods.fml.relauncher.RelaunchClassLoader.runTransformers(RelaunchClassLoader.java:222)
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:171)
... 32 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.4.6
Operating System: Mac OS X (x86_64) version 10.8.2
Java Version: 1.6.0_37, Apple Inc.
Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Apple Inc.
Memory: 485832832 bytes (463 MB) / 534708224 bytes (509 MB) up to 1065025536 bytes (1015 MB)
JVM Flags: 3 total; -Xbootclasspath/a:/System/Library/PrivateFrameworks/JavaApplicationLauncher.framework/Resources/LauncherSupport.jar -Xms512M -Xmx1024M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v7.25 FML v4.6.12.511 Minecraft Forge 6.5.0.467 Optifine OptiFine_1.4.6_HD_U_A2 11 mods loaded, 11 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed
FML [Forge Mod Loader] (coremods) Unloaded->Constructed
Forge [Minecraft Forge] (coremods) Unloaded->Constructed
mod_CodeChickenCore [CodeChicken Core] (coremods) Unloaded->Constructed
mod_NotEnoughItems [Not Enough Items] (coremods) Unloaded->Constructed
ExtrabiomesXL [ExtrabiomesXL] (ExtrabiomesXL-universal-1.4.6-3.7.0.jar) Unloaded->Constructed
AS_Ruins [Ruins Spawning System] (Ruins_1.4.6.zip) Unloaded->Constructed
AS_UpdateCheck [AtomicStryker Update Check Mod] (UpdateCheckerMod_1.4.6.zip) Unloaded->Constructed
mod_ReiMinimap [mod_ReiMinimap] ([1.4.6]ReiMinimap_v3.2_05.zip) Unloaded->Constructed
arcaneAscension [Arcane Ascension] (arcaneascension.zip) Unloaded->Errored
TwilightForest [The Twilight Forest] (twilightforest-1.14.0.zip) Unloaded->Constructed
LWJGL: 2.4.2
OpenGL: Intel HD Graphics 4000 OpenGL Engine GL version 2.1 APPLE-8.6.22, Intel Inc.
Is Modded: Definitely; Client brand changed to 'forge,fml'
Type: Client (map_client.txt)
Texture Pack: Sphax XmasBDcraft 128x.zip
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
That is the problem, it works fine as a .rar file. When you turn a .rar into a .zip, it changes the file path slightly. If you know what you are doing, this is easy to fix, but it sounds like you don't. Two solutions...
Leave it as .rar.
Select the CONTENTS of the .rar (not the .rar itself) and compress those into a .zip. As is, when you zip a file, if you zip it from the largest file icon, it actually adds an extra step in the process that throws all class files off.
I guess I just find it a bit odd that the "too small to be detected" ores bump the tool up to Iron, and that Iron is also able to mine "the hardest material in existence" Adamantium. Seems kind of silly. But that's just my two cents.
Tell me how that goes.
When you think about it that way...
Your right...
Well thats also a good point...
Yeah, but you need a Prometheus Chamber to get those things, and to get a Prometheus Chamber you need a diamond pickaxe for the obsidian anyway.
I dont know about caves, or so much variance, but they do really need to be spiced up a little.
No crashes since I removed that. Thank you!
You can very well make them higher in the air, to give yourself more creative room. I personally feel they should at least be at Y 100. Oh yea, and don't worry about the 128 hight limit for generated structures (which was one reason why they originally had to be low), as Forge has managed to fix that so that land could generate above that high, as well as structures. Honestly, if you made the islands bigger, but put a lot of land formation into them, their rarity would be fine.
Imagine finding something like this floating above your ocean biome.
That is pretty cool I must admit.
Ill see what I can do once I get it virtually bugless.
I am a Sonic fan (As if my avatar didn't give that away, lol), and Sonic Adventure 1 was my first Sonic game (hey, give me a break, had to start somewhere when I was 5 years old).
That is Angel Isle from that game. Beautiful then in Dreamcast style, and can't wait for Sonic Adventure 3 (Seems they are finally giving in and putting out the 3rd of the trilogy, at least as far as speculation goes based on them reserving sonicadventure3.com) to render it in high definition. One reason I always liked this mod was because those islands always remided me of Angel Isle.
Also, when do you think you can make the 1.4.6 update? Being a mod that affects terrain generation, I seriously don't want to update my Minecraft without your mod updated as well for risk of pretty much dropping the tracestone population to 0 within a massive radius of my base.
Also, this has given me a great idea for an addition to my base... Giant floating island above my tower, go.
I dont get what you mean?
Can you show me a picture?
I figured that.
Ive never really been into sonic. Still a good game though.
I have already updated it to 1.4.6, and I am testing it right now, and finishing off the features I was implementing before the update.
It will most likely be released today!
Thanks. Now just for Ars Magica to comment on when they are going to update... Already know my one other mod I am waiting on is updating today or tomorrow.
Excellent! That's very exciting.
Check the changelog for the changes.
I havent fixed/improved the generation code yet.
Still not SMP compatible.
The reason for this is because I just wanted to push the update out for 1.4.6.
The next update will have the fixes and more features for sure.
Cool, thanks. Just checked here 2 minutes ago. Guess I could feel it ascending through my arcaneness.
I am quite familiar with Minecraft Forge and regularly install mods into my client.
I made different attempts at an install by changing the .rar and the arcane ascension folder to .zip folders but have thus far been unsuccessful.
I am a Mac user, running MC 1.4.6, and also have 10 other mods installed (including Rei's Minimap, ExtraBiomesXL (doesn't look like it's conflicting with Arcane Ascension), Ruins, and the Twilight Forest).
// Uh... Did I do that?
Time: 12/23/12 10:46 PM
Description: Failed to start game
cpw.mods.fml.common.LoaderException: java.lang.ClassNotFoundException: calebmanley.arcaneascension.ArcaneAscension
at cpw.mods.fml.common.LoadController.transition(LoadController.java:117)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:484)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:161)
at net.minecraft.client.Minecraft.a(Minecraft.java:410)
at asq.a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:744)
at java.lang.Thread.run(Thread.java:680)
Caused by: java.lang.ClassNotFoundException: calebmanley.arcaneascension.ArcaneAscension
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:179)
at java.lang.ClassLoader.loadClass(ClassLoader.java:306)
at java.lang.ClassLoader.loadClass(ClassLoader.java:247)
at cpw.mods.fml.common.ModClassLoader.loadClass(ModClassLoader.java:57)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Class.java:247)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:414)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:140)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:83)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:478)
... 5 more
Caused by: java.lang.NullPointerException
at org.objectweb.asm.ClassReader.<init>(Unknown Source)
at net.minecraftforge.transformers.EventTransformer.transform(EventTransformer.java:29)
at cpw.mods.fml.relauncher.RelaunchClassLoader.runTransformers(RelaunchClassLoader.java:222)
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:171)
... 32 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.4.6
Operating System: Mac OS X (x86_64) version 10.8.2
Java Version: 1.6.0_37, Apple Inc.
Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Apple Inc.
Memory: 485832832 bytes (463 MB) / 534708224 bytes (509 MB) up to 1065025536 bytes (1015 MB)
JVM Flags: 3 total; -Xbootclasspath/a:/System/Library/PrivateFrameworks/JavaApplicationLauncher.framework/Resources/LauncherSupport.jar -Xms512M -Xmx1024M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v7.25 FML v4.6.12.511 Minecraft Forge 6.5.0.467 Optifine OptiFine_1.4.6_HD_U_A2 11 mods loaded, 11 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed
FML [Forge Mod Loader] (coremods) Unloaded->Constructed
Forge [Minecraft Forge] (coremods) Unloaded->Constructed
mod_CodeChickenCore [CodeChicken Core] (coremods) Unloaded->Constructed
mod_NotEnoughItems [Not Enough Items] (coremods) Unloaded->Constructed
ExtrabiomesXL [ExtrabiomesXL] (ExtrabiomesXL-universal-1.4.6-3.7.0.jar) Unloaded->Constructed
AS_Ruins [Ruins Spawning System] (Ruins_1.4.6.zip) Unloaded->Constructed
AS_UpdateCheck [AtomicStryker Update Check Mod] (UpdateCheckerMod_1.4.6.zip) Unloaded->Constructed
mod_ReiMinimap [mod_ReiMinimap] ([1.4.6]ReiMinimap_v3.2_05.zip) Unloaded->Constructed
arcaneAscension [Arcane Ascension] (arcaneascension.zip) Unloaded->Errored
TwilightForest [The Twilight Forest] (twilightforest-1.14.0.zip) Unloaded->Constructed
LWJGL: 2.4.2
OpenGL: Intel HD Graphics 4000 OpenGL Engine GL version 2.1 APPLE-8.6.22, Intel Inc.
Is Modded: Definitely; Client brand changed to 'forge,fml'
Type: Client (map_client.txt)
Texture Pack: Sphax XmasBDcraft 128x.zip
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
Hah, made me laugh.
Sorry about that, I had a derp moment and put it into a rar by accident... :/
I re-uploaded. Just download again.
Sorry for the inconvenience!
That is the problem, it works fine as a .rar file. When you turn a .rar into a .zip, it changes the file path slightly. If you know what you are doing, this is easy to fix, but it sounds like you don't. Two solutions...
Leave it as .rar.
Select the CONTENTS of the .rar (not the .rar itself) and compress those into a .zip. As is, when you zip a file, if you zip it from the largest file icon, it actually adds an extra step in the process that throws all class files off.