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Does the new version require minetweaker or something? Running it on server results in this crash
---- Minecraft Crash Report -------- Minecraft Crash Report ----// Would you like a cupcake?
Time: 1/13/18 2:33 AMDescription: Exception in server tick loop
cpw.mods.fml.common.LoaderException: java.lang.NoClassDefFoundError: minetweaker/IRecipeRemover at cpw.mods.fml.common.LoadController.transition(LoadController.java:163) at cpw.mods.fml.common.Loader.loadMods(Loader.java:544) at cpw.mods.fml.server.FMLServerHandler.beginServerLoading(FMLServerHandler.java:87) at cpw.mods.fml.common.FMLCommonHandler.onServerStart(FMLCommonHandler.java:320) at net.minecraft.server.dedicated.DedicatedServer.func_71197_b(DedicatedServer.java:176) at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:643) at java.lang.Thread.run(Unknown Source)Caused by: java.lang.NoClassDefFoundError: minetweaker/IRecipeRemover at java.lang.Class.forName0(Native Method) at java.lang.Class.forName(Unknown Source) at cpw.mods.fml.common.ProxyInjector.inject(ProxyInjector.java:59) at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:512) at sun.reflect.GeneratedMethodAccessor4.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) at java.lang.reflect.Method.invoke(Unknown Source) at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74) at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47) at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322) at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304) at com.google.common.eventbus.EventBus.post(EventBus.java:275) at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:212) at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:190) 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.EventSubscriber.handleEvent(EventSubscriber.java:74) at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47) at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322) at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304) at com.google.common.eventbus.EventBus.post(EventBus.java:275) at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:119) at cpw.mods.fml.common.Loader.loadMods(Loader.java:513) ... 5 moreCaused by: java.lang.ClassNotFoundException: minetweaker.IRecipeRemover at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:191) at java.lang.ClassLoader.loadClass(Unknown Source) at java.lang.ClassLoader.loadClass(Unknown Source) ... 30 moreCaused by: java.lang.NullPointerException at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:182) ... 32 more
Also I should mention: If/when this mod is recreated from scratch it definately needs a change in format. it was mentioned when MF2 was starting it was going to be modular, but wasn't. However through both mod developments; it is really hard to both update, and maintain a mod of this size. I'm sure while you were working together on this that it's a mess. So a reworking from a modular design should be attempted if mf3 is created.
You may have seen the recent MF_Combat mod has been intended to work stand-alone or with mods, as it was ment to be separate from mf3 content just as the rest. But the advantages of allowing sections of the mod (crafting, mobs, combat, engineering, etc) to be separate mods could mean one could work on one section and have no effect on someone working on another section. It also of course makes the mods more compact, and easier to manage.
So: For future reference; if MF3 (or MF-Reforged) were to be made from scratch, I would recommend the following structure or something similar.
1: The main core.Pretty much an anvil, carpenter bench, and the methods of creating multiple metals, woods and leathers (even cloth) for the production of items. There would also be a small library to store the metal/wood/leather libraries so side mods can still work without MF installed.
2: The combat mod. This has already been made, but something that works alone or with MF installed. MF can also be installed alone without the combat mod. It just adds more depth to weapon and armour design.
3: Food and Cooking: This mod probably would work alone or with MF installed. it adds the food and a few tools and blocks. Tools will use MF material code, but can be crafted with vanilla preset "Iron" "Gold" and "Diamond" materials with vanilla crafting, but use anvils when MF is present, allowing any metal and wood to be used. And of course, stamina from the combat mod would be integrated if it is installed. Food and cooking mod will also contain herbalism and such.
4: Engineering / Renaissance: The addition of some new tool types and blocks. Depending on what content is active, I can't imagine this would work without MF, but MF can work without this, so its more of an expansion than a separate mod. Therefore; anvil crafting recpies along with material customisation would be part of the mod. The mod would add crossbows and guns, cogwork, and ofcourse automated alternatives to MF processes.
5: Mobs. Each mob (Hound, Dragon, Etc) would be its own mod. In this case, Ice and Fire could just be used instead of a dedicated MF Dragon mod. As for hounds, the hound armour would use the MF materials code, but have basic vanilla crafting for the "Iron" "Gold" and "Diamond" Sets, while expanding to anvils if MF is installed. Mob mods can work alone or with MF installed, and MF does not require these either.
This can be up for discussion for when the time comes anyway.
Also I should mention: If/when this mod is recreated from scratch it definately needs a change in format. it was mentioned when MF2 was starting it was going to be modular, but wasn't. However through both mod developments; it is really hard to both update, and maintain a mod of this size. I'm sure while you were working together on this that it's a mess. So a reworking from a modular design should be attempted if mf3 is created.
You may have seen the recent MF_Combat mod has been intended to work stand-alone or with mods, as it was ment to be separate from mf3 content just as the rest. But the advantages of allowing sections of the mod (crafting, mobs, combat, engineering, etc) to be separate mods could mean one could work on one section and have no effect on someone working on another section. It also of course makes the mods more compact, and easier to manage.
So: For future reference; if MF3 (or MF-Reforged) were to be made from scratch, I would recommend the following structure or something similar.
1: The main core.Pretty much an anvil, carpenter bench, and the methods of creating multiple metals, woods and leathers (even cloth) for the production of items. There would also be a small library to store the metal/wood/leather libraries so side mods can still work without MF installed.
2: The combat mod. This has already been made, but something that works alone or with MF installed. MF can also be installed alone without the combat mod. It just adds more depth to weapon and armour design.
3: Food and Cooking: This mod probably would work alone or with MF installed. it adds the food and a few tools and blocks. Tools will use MF material code, but can be crafted with vanilla preset "Iron" "Gold" and "Diamond" materials with vanilla crafting, but use anvils when MF is present, allowing any metal and wood to be used. And of course, stamina from the combat mod would be integrated if it is installed. Food and cooking mod will also contain herbalism and such.
4: Engineering / Renaissance: The addition of some new tool types and blocks. Depending on what content is active, I can't imagine this would work without MF, but MF can work without this, so its more of an expansion than a separate mod. Therefore; anvil crafting recpies along with material customisation would be part of the mod. The mod would add crossbows and guns, cogwork, and ofcourse automated alternatives to MF processes.
5: Mobs. Each mob (Hound, Dragon, Etc) would be its own mod. In this case, Ice and Fire could just be used instead of a dedicated MF Dragon mod. As for hounds, the hound armour would use the MF materials code, but have basic vanilla crafting for the "Iron" "Gold" and "Diamond" Sets, while expanding to anvils if MF is installed. Mob mods can work alone or with MF installed, and MF does not require these either.
This can be up for discussion for when the time comes anyway.
That's actually a good design for other reasons. It would be simpler to use separate mods that to turn a bunch of things on and off in a bunch of large config files.
Not sure about giving every single mob its own mod though -- maybe separate types of mobs (MFMonsters vs. MFAnimals or something). Similar or related mobs can have some shared code, share ID spaces, etc. Looking at existing mobs mods, all the popular ones I can think of (Mo'Creatures, Lycanite's Mobs, AtmosMobs going way back, etc.) give sets of similarly themed mobs; Lycanite's were modular by biome / theme early on, but now only the full pack is available, probably because that's what everyone wanted anyway. One mod per mob would just create a cluttered mess of mods if more than a handful were made. (I have started making mobs, but not MF related so far -- mobs are actually easier than coplex blocks in new game versions.)
EDIT: If all the goal were to just bring back the classic mobs (minotaur, basilisk, drake, skeletal knight, hounds) then one MFMobs mod would do IMO. Packs by type would mostly make sense if the mobs were expanded to include other monsters and animals.
Hm. Yeh I see your point about the mobs. It would make a better design that way, filtering out the harder combat-oriented mobs over the passive animals would help with setting up modpacks and such.
However one exception: Hounds probably would benefit being their own mod. Since hounds were generally pretty useful, and had a range of different elements to them: having them as a separate mod would be useful, mainly if someone wanted hounds alone without MF.
and maybe a "Steed"(Improved horse) would fit with the hound mod as well, since their both sort of similar.
Has anyone successfully used Metallurgy with this mod and been able to create anything with those metals in MF2? I can't seem to get it work, but maybe I just don't know what to do. Maybe it's not possible.
Wondering if anyone might have any information on this?
So, I've been trying to make a Kcauldron server with this and I've run into a problem. I'm trying to make a kit that gives the player a certain set of armor and weapon, so I put in the IDs for said items but instead of giving me the correct item it ends up giving me a lets say "any chain coif"
So, I've been trying to make a Kcauldron server with this and I've run into a problem. I'm trying to make a kit that gives the player a certain set of armor and weapon, so I put in the IDs for said items but instead of giving me the correct item it ends up giving me a lets say "any chain coif"
If you're using the give command, you'd need to use a format similar to this to give items with the correct properties. Of course, you'd have to change it around depending on what properties you want your items to actually have. The below example is giving a player an Iron Sword from MF2 with an Oakwood haft.
give <player> minefantasy2:standard_sword {MF_CustomMaterials:{main_metal: "Iron", half_wood: "oakwood"}}
hmmm.. It still doesn't seem to be working. I'm putting the command as an exact copy of what you said and it doesn't seem to work...
I'll test it when I get home and post back. I'll try to do it today, but if I don't end up getting on today I will probably be on tomorrow so I can check then.
Does the new version require minetweaker or something? Running it on server results in this crash
---- Minecraft Crash Report -------- Minecraft Crash Report ----// Would you like a cupcake?
Time: 1/13/18 2:33 AMDescription: Exception in server tick loop
cpw.mods.fml.common.LoaderException: java.lang.NoClassDefFoundError: minetweaker/IRecipeRemover at cpw.mods.fml.common.LoadController.transition(LoadController.java:163) at cpw.mods.fml.common.Loader.loadMods(Loader.java:544) at cpw.mods.fml.server.FMLServerHandler.beginServerLoading(FMLServerHandler.java:87) at cpw.mods.fml.common.FMLCommonHandler.onServerStart(FMLCommonHandler.java:320) at net.minecraft.server.dedicated.DedicatedServer.func_71197_b(DedicatedServer.java:176) at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:643) at java.lang.Thread.run(Unknown Source)Caused by: java.lang.NoClassDefFoundError: minetweaker/IRecipeRemover at java.lang.Class.forName0(Native Method) at java.lang.Class.forName(Unknown Source) at cpw.mods.fml.common.ProxyInjector.inject(ProxyInjector.java:59) at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:512) at sun.reflect.GeneratedMethodAccessor4.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) at java.lang.reflect.Method.invoke(Unknown Source) at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74) at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47) at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322) at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304) at com.google.common.eventbus.EventBus.post(EventBus.java:275) at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:212) at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:190) 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.EventSubscriber.handleEvent(EventSubscriber.java:74) at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47) at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322) at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304) at com.google.common.eventbus.EventBus.post(EventBus.java:275) at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:119) at cpw.mods.fml.common.Loader.loadMods(Loader.java:513) ... 5 moreCaused by: java.lang.ClassNotFoundException: minetweaker.IRecipeRemover at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:191) at java.lang.ClassLoader.loadClass(Unknown Source) at java.lang.ClassLoader.loadClass(Unknown Source) ... 30 moreCaused by: java.lang.NullPointerException at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:182) ... 32 more
Sry, i'm forgotten optional.interface annotation. Please, test that build - http://s000.tinyupload.com/index.php?file_id=35140956711366080649
Same crash.
Tested with minetweaker present and there's no crash. So something in the updated after. 2.8.14.1u is making minetweaker a dependency.
Fixed and tested, CurseForge update on moderation now
hey sirse have some Mobs and structures planned?
Also I should mention: If/when this mod is recreated from scratch it definately needs a change in format. it was mentioned when MF2 was starting it was going to be modular, but wasn't. However through both mod developments; it is really hard to both update, and maintain a mod of this size. I'm sure while you were working together on this that it's a mess. So a reworking from a modular design should be attempted if mf3 is created.
You may have seen the recent MF_Combat mod has been intended to work stand-alone or with mods, as it was ment to be separate from mf3 content just as the rest. But the advantages of allowing sections of the mod (crafting, mobs, combat, engineering, etc) to be separate mods could mean one could work on one section and have no effect on someone working on another section. It also of course makes the mods more compact, and easier to manage.
So: For future reference; if MF3 (or MF-Reforged) were to be made from scratch, I would recommend the following structure or something similar.
1: The main core.Pretty much an anvil, carpenter bench, and the methods of creating multiple metals, woods and leathers (even cloth) for the production of items. There would also be a small library to store the metal/wood/leather libraries so side mods can still work without MF installed.
2: The combat mod. This has already been made, but something that works alone or with MF installed. MF can also be installed alone without the combat mod. It just adds more depth to weapon and armour design.
3: Food and Cooking: This mod probably would work alone or with MF installed. it adds the food and a few tools and blocks. Tools will use MF material code, but can be crafted with vanilla preset "Iron" "Gold" and "Diamond" materials with vanilla crafting, but use anvils when MF is present, allowing any metal and wood to be used. And of course, stamina from the combat mod would be integrated if it is installed. Food and cooking mod will also contain herbalism and such.
4: Engineering / Renaissance: The addition of some new tool types and blocks. Depending on what content is active, I can't imagine this would work without MF, but MF can work without this, so its more of an expansion than a separate mod. Therefore; anvil crafting recpies along with material customisation would be part of the mod. The mod would add crossbows and guns, cogwork, and ofcourse automated alternatives to MF processes.
5: Mobs. Each mob (Hound, Dragon, Etc) would be its own mod. In this case, Ice and Fire could just be used instead of a dedicated MF Dragon mod. As for hounds, the hound armour would use the MF materials code, but have basic vanilla crafting for the "Iron" "Gold" and "Diamond" Sets, while expanding to anvils if MF is installed. Mob mods can work alone or with MF installed, and MF does not require these either.
This can be up for discussion for when the time comes anyway.
That's actually a good design for other reasons. It would be simpler to use separate mods that to turn a bunch of things on and off in a bunch of large config files.
Not sure about giving every single mob its own mod though -- maybe separate types of mobs (MFMonsters vs. MFAnimals or something). Similar or related mobs can have some shared code, share ID spaces, etc. Looking at existing mobs mods, all the popular ones I can think of (Mo'Creatures, Lycanite's Mobs, AtmosMobs going way back, etc.) give sets of similarly themed mobs; Lycanite's were modular by biome / theme early on, but now only the full pack is available, probably because that's what everyone wanted anyway. One mod per mob would just create a cluttered mess of mods if more than a handful were made. (I have started making mobs, but not MF related so far -- mobs are actually easier than coplex blocks in new game versions.)
EDIT: If all the goal were to just bring back the classic mobs (minotaur, basilisk, drake, skeletal knight, hounds) then one MFMobs mod would do IMO. Packs by type would mostly make sense if the mobs were expanded to include other monsters and animals.
Hm. Yeh I see your point about the mobs. It would make a better design that way, filtering out the harder combat-oriented mobs over the passive animals would help with setting up modpacks and such.
However one exception: Hounds probably would benefit being their own mod. Since hounds were generally pretty useful, and had a range of different elements to them: having them as a separate mod would be useful, mainly if someone wanted hounds alone without MF.
and maybe a "Steed"(Improved horse) would fit with the hound mod as well, since their both sort of similar.
How would you go about making a Masterwork crucible?
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I'm looking for somebody, who can remake MF2 models (and some models from MF1) to JSON formatted models.
Well, I hate these JSON files (mostly because I suck at them), but it might not be too hard for anyone if they use this tool:
MrCrayfish's Model Creator: https://mrcrayfish.com/tools?id=mc
Wondering if anyone might have any information on this?
Is there a way to disable the combat system this mod adds?
To take the test, check out
https://minecraftnoobtest.com/test.php
So, I've been trying to make a Kcauldron server with this and I've run into a problem. I'm trying to make a kit that gives the player a certain set of armor and weapon, so I put in the IDs for said items but instead of giving me the correct item it ends up giving me a lets say "any chain coif"
If you're using the give command, you'd need to use a format similar to this to give items with the correct properties. Of course, you'd have to change it around depending on what properties you want your items to actually have. The below example is giving a player an Iron Sword from MF2 with an Oakwood haft.
give <player> minefantasy2:standard_sword {MF_CustomMaterials:{main_metal: "Iron", half_wood: "oakwood"}}
hmmm.. It still doesn't seem to be working. I'm putting the command as an exact copy of what you said and it doesn't seem to work...
I'll test it when I get home and post back. I'll try to do it today, but if I don't end up getting on today I will probably be on tomorrow so I can check then.
You sir, are a life saver. I appreciate your help very much so.
Hey Ravenous,
I'm about to get on - What were you trying to spawn in exactly? I'll see if I can figure it out.
EDIT:
Okay, so from the server console, try:
give playername minefantasy2:standard_sword 1 0 {MF_CustomMaterials:{main_metal: "Iron", half_wood: "oakwood"}}
"1" represents quantity, "0" represents durability damage. I had to specify that for some reason or it would not work.
You could change "Iron" and "oakwood" to whatever material you want. . and of course, the "standard_sword" to a different item.