by the way, can you make a tron server with the mod so that we make ideas on it???
Hosting a server is not cheap and currently the mod is not at a point where it should be on a public server. in a couple of versions when it can be played in survival mode then ill consider figuring out if i can by any means afford a server rent.
But speaking of the next update things I plan to add for V0.2.
- The working Code Rev Table (can actually install upgrades for the cost of XP, this may change in the future but I don't know)
- The Color Changing Table(allowing the Changing of color for any block or item of the mod for a cost on 1 XP bar maybe);
- The beings of the Light Tank(I haven't started it so I don't know how much I'm going to get working).
- The first Biome in the grid which will be the outland mountains(and a temp portal until i can make the laser setup)
thats some of the more noticeable things i plan to do. But as always this is a open Beta so nothing is written in stone.
I liked how the Laser Portal would work! How to get back then? The portal is still there?
i was thinking that to get back you would build a portal platform like the one in legacy (smaller tho) with some form of beacon type light going into the sky. and that will also be generated when you are going to the Grid.
I am trying to decide if the portal in the Grid Takes you back to your last location in the Overworld or if it should be like Neather portal that place you relative to where you were in the Neather.
Edit: or i could also use the players bed location.
My Crash log
---- Minecraft Crash Report ----
// Don't be sad, have a hug! <3
Time: 3/7/13 5:15 PM
Description: Failed to start game
cpw.mods.fml.common.LoaderException: java.lang.NoClassDefFoundError: Iamshortman/GridMod/Client/RenderAPI/GridCraftRenderPlayer
at cpw.mods.fml.common.LoadController.transition(LoadController.java:130)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:506)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:161)
at net.minecraft.client.Minecraft.a(Minecraft.java:412)
at asq.a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:746)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.NoClassDefFoundError: Iamshortman/GridMod/Client/RenderAPI/GridCraftRenderPlayer
at Iamshortman.GridMod.Client.Forge.ClientProxy.preInit(ClientProxy.java:46)
at Iamshortman.GridMod.GridCraft.preInit(GridCraft.java:63)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:487)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
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:153)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
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:86)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:505)
... 5 more
Caused by: java.lang.ClassNotFoundException: Iamshortman.GridMod.Client.RenderAPI.GridCraftRenderPlayer
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:185)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 33 more
Caused by: java.lang.NoClassDefFoundError: RenderPlayerBase
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClass(Unknown Source)
at java.security.SecureClassLoader.defineClass(Unknown Source)
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:174)
... 35 more
Caused by: java.lang.ClassNotFoundException: RenderPlayerBase
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:89)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 39 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.4.7
Operating System: Windows 7 (x86) version 6.1
Java Version: 1.7.0_15, Oracle Corporation
Java VM Version: Java HotSpot(TM) Client VM (mixed mode), Oracle Corporation
Memory: 419916216 bytes (400 MB) / 519110656 bytes (495 MB) up to 1037959168 bytes (989 MB)
JVM Flags: 2 total; -Xms512m -Xmx1024m
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v7.26a FML v4.7.35.556 Minecraft Forge 6.6.2.534 5 mods loaded, 5 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized
FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized
Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized
mod_TooManyItems [mod_TooManyItems] (minecraft.jar) Unloaded->Constructed->Pre-initialized
GridCraft [GridCraft] (GridCraftV0.1.zip) Unloaded->Constructed->Errored
---------------------------------------------------------------------------------------------------------------------------
All I have installed my minecraft is Too Many Items and Minecraft forge Build 6.6.2.534
My Crash log
---- Minecraft Crash Report ----
// Don't be sad, have a hug! <3
Time: 3/7/13 5:15 PM
Description: Failed to start game
cpw.mods.fml.common.LoaderException: java.lang.NoClassDefFoundError: Iamshortman/GridMod/Client/RenderAPI/GridCraftRenderPlayer
at cpw.mods.fml.common.LoadController.transition(LoadController.java:130)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:506)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:161)
at net.minecraft.client.Minecraft.a(Minecraft.java:412)
at asq.a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:746)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.NoClassDefFoundError: Iamshortman/GridMod/Client/RenderAPI/GridCraftRenderPlayer
at Iamshortman.GridMod.Client.Forge.ClientProxy.preInit(ClientProxy.java:46)
at Iamshortman.GridMod.GridCraft.preInit(GridCraft.java:63)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:487)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
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:153)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
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:86)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:505)
... 5 more
Caused by: java.lang.ClassNotFoundException: Iamshortman.GridMod.Client.RenderAPI.GridCraftRenderPlayer
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:185)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 33 more
Caused by: java.lang.NoClassDefFoundError: RenderPlayerBase
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClass(Unknown Source)
at java.security.SecureClassLoader.defineClass(Unknown Source)
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:174)
... 35 more
Caused by: java.lang.ClassNotFoundException: RenderPlayerBase
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:89)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 39 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.4.7
Operating System: Windows 7 (x86) version 6.1
Java Version: 1.7.0_15, Oracle Corporation
Java VM Version: Java HotSpot™ Client VM (mixed mode), Oracle Corporation
Memory: 419916216 bytes (400 MB) / 519110656 bytes (495 MB) up to 1037959168 bytes (989 MB)
JVM Flags: 2 total; -Xms512m -Xmx1024m
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v7.26a FML v4.7.35.556 Minecraft Forge 6.6.2.534 5 mods loaded, 5 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized
FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized
Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized
mod_TooManyItems [mod_TooManyItems] (minecraft.jar) Unloaded->Constructed->Pre-initialized
GridCraft [GridCraft] (GridCraftV0.1.zip) Unloaded->Constructed->Errored
---------------------------------------------------------------------------------------------------------------------------
All I have installed my minecraft is Too Many Items and Minecraft forge Build 6.6.2.534
Idea for spawning in the Grid:
Since i think you'll be transported in the grid by a Scanner (like in the movies and games).
I think there should be a building representing that 'Digitizing Program' where you can also transport back to the Overworld.
If more then one Scanner is being build in the Overworld, more of those buildings can be found in the grid.
Each building being linked to a certain Scanner.
*Other ideas about terrain generation/digitizing (so i may get a little crazy here)*
The Scanner program is spawned on some flat area (representing the free disk space) surrounded by the Outlands.
And by installing 'Programs' on the computer linked to that Scanner, new buildings will be generated around that scanner building.
-Program ideas (taking from Tron 2.0)-
Low/Medium/High Security System
Containment
Game Grid
Email Client
Archive
...
If you have more then 1 scanner (or computer), you can travel trough the Outlands to it's 'Hard Drive'.
In the Outlands you can find some small Rogue Buildings containing, infected/corrupted Programs or ISO's.
Those are some ideas of mine, some might not be easy/able to implement.
But hey, i told you i could get a little crazy with these ideas.
I like that idea a lotI have a funny idea, the grid is called Apple. Get it?
its on my list but i still working out exactly how i am going to make them work. i would ask next time you don't post in all large letters, i read every comment posted so there is no reason for it.
Idea for spawning in the Grid:
Since i think you'll be transported in the grid by a Scanner (like in the movies and games).
I think there should be a building representing that 'Digitizing Program' where you can also transport back to the Overworld.
If more then one Scanner is being build in the Overworld, more of those buildings can be found in the grid.
Each building being linked to a certain Scanner.
*Other ideas about terrain generation/digitizing (so i may get a little crazy here)*
The Scanner program is spawned on some flat area (representing the free disk space) surrounded by the Outlands.
And by installing 'Programs' on the computer linked to that Scanner, new buildings will be generated around that scanner building.
-Program ideas (taking from Tron 2.0)-
Low/Medium/High Security System
Containment
Game Grid
Email Client
Archive
...
If you have more then 1 scanner (or computer), you can travel trough the Outlands to it's 'Hard Drive'.
In the Outlands you can find some small Rogue Buildings containing, infected/corrupted Programs or ISO's.
Those are some ideas of mine, some might not be easy/able to implement.
But hey, i told you i could get a little crazy with these ideas.
thats an interesting idea. i might use some parts of it but i still don't know what im doing at this point.
For those who have instalment issues plz follow the steps
1. Download forge
2. Download Render api
3. download mod
4. Extract .minecraft folder
5. Copy files from forge and place it into the minecraft folder
6. Than copy files from Render api and place in into the minecraft folder
(Must place forge first than render player api)
7. Load mc
8. Place mod zip into mod folder in minecraft folder
9. Load mc
10. Tada
Another idea, the Light Cycle could have Momentum! I mean, so it does not stops instantaneously, and it could not go backwards as well, that's kinda weird... But i loved the Light Jet! I mean, lets rain down lasers in the Pigs!
its an out come of the fact i think i spawn the light cycle a bit high so it doesn't spawn in the ground.
Did you like the pictures, I could send you the world save if you want.
i don't think im going to use it cause this mod wont be adding any generations to the over-world. all of its buildings will be generated in the Grid.
thats what im planing. you have to craft the laser from the movie and that will make the portal.
Hosting a server is not cheap and currently the mod is not at a point where it should be on a public server. in a couple of versions when it can be played in survival mode then ill consider figuring out if i can by any means afford a server rent.
But speaking of the next update things I plan to add for V0.2.
- The working Code Rev Table (can actually install upgrades for the cost of XP, this may change in the future but I don't know)
- The Color Changing Table(allowing the Changing of color for any block or item of the mod for a cost on 1 XP bar maybe);
- The beings of the Light Tank(I haven't started it so I don't know how much I'm going to get working).
- The first Biome in the grid which will be the outland mountains(and a temp portal until i can make the laser setup)
thats some of the more noticeable things i plan to do. But as always this is a open Beta so nothing is written in stone.
no sig yay
i was thinking that to get back you would build a portal platform like the one in legacy (smaller tho) with some form of beacon type light going into the sky. and that will also be generated when you are going to the Grid.
I am trying to decide if the portal in the Grid Takes you back to your last location in the Overworld or if it should be like Neather portal that place you relative to where you were in the Neather.
Edit: or i could also use the players bed location.
---- Minecraft Crash Report ----
// Don't be sad, have a hug! <3
Time: 3/7/13 5:15 PM
Description: Failed to start game
cpw.mods.fml.common.LoaderException: java.lang.NoClassDefFoundError: Iamshortman/GridMod/Client/RenderAPI/GridCraftRenderPlayer
at cpw.mods.fml.common.LoadController.transition(LoadController.java:130)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:506)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:161)
at net.minecraft.client.Minecraft.a(Minecraft.java:412)
at asq.a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:746)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.NoClassDefFoundError: Iamshortman/GridMod/Client/RenderAPI/GridCraftRenderPlayer
at Iamshortman.GridMod.Client.Forge.ClientProxy.preInit(ClientProxy.java:46)
at Iamshortman.GridMod.GridCraft.preInit(GridCraft.java:63)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:487)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
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:153)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
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:86)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:505)
... 5 more
Caused by: java.lang.ClassNotFoundException: Iamshortman.GridMod.Client.RenderAPI.GridCraftRenderPlayer
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:185)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 33 more
Caused by: java.lang.NoClassDefFoundError: RenderPlayerBase
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClass(Unknown Source)
at java.security.SecureClassLoader.defineClass(Unknown Source)
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:174)
... 35 more
Caused by: java.lang.ClassNotFoundException: RenderPlayerBase
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:89)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 39 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.4.7
Operating System: Windows 7 (x86) version 6.1
Java Version: 1.7.0_15, Oracle Corporation
Java VM Version: Java HotSpot(TM) Client VM (mixed mode), Oracle Corporation
Memory: 419916216 bytes (400 MB) / 519110656 bytes (495 MB) up to 1037959168 bytes (989 MB)
JVM Flags: 2 total; -Xms512m -Xmx1024m
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v7.26a FML v4.7.35.556 Minecraft Forge 6.6.2.534 5 mods loaded, 5 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized
FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized
Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized
mod_TooManyItems [mod_TooManyItems] (minecraft.jar) Unloaded->Constructed->Pre-initialized
GridCraft [GridCraft] (GridCraftV0.1.zip) Unloaded->Constructed->Errored
---------------------------------------------------------------------------------------------------------------------------
All I have installed my minecraft is Too Many Items and Minecraft forge Build 6.6.2.534
You need to install renderAPI into the jar.
RenderPlayerAPI: http://www.minecraftforum.net/topic/1261354-147api-render-player-api/
currently there is no building needed to be done. ill message you when there is.
Thanks a bunch for helping. there are times i cant make it on and its nice to have other people who can help with install problems.
Ok
I like that idea a lotI have a funny idea, the grid is called Apple. Get it?
hey no problem man
its on my list but i still working out exactly how i am going to make them work. i would ask next time you don't post in all large letters, i read every comment posted so there is no reason for it.
thats an interesting idea. i might use some parts of it but i still don't know what im doing at this point.
no sig yay
I made a mod spotlight for the mod right here !
1. Download forge
2. Download Render api
3. download mod
4. Extract .minecraft folder
5. Copy files from forge and place it into the minecraft folder
6. Than copy files from Render api and place in into the minecraft folder
(Must place forge first than render player api)
7. Load mc
8. Place mod zip into mod folder in minecraft folder
9. Load mc
10. Tada
no sig yay