Pretty cool. Even for a 1.2.5 player XD. But I have one problem. ALL the horses are white-blocks for me... Their textures not being loaded or something.
Is this an issue with the mod? Or is this the doing of another mod? Or wha?
I do feel this is a major concern:
How will the MC 1.6 update affect this mod, especially with the horses?
Will the horse part of this mod be made into an extension of the will be vanillas horses? Or will it overwrite it? Or coexist with it?
java.lang.IllegalArgumentException: Slot 202 is already occupied by kowloon.BlockRedGemOre@f52665 when adding drzhark.mocreatures.block.MoCBlockRock@abc2d1
at net.minecraft.block.Block.<init>(Block.java:340)
at drzhark.mocreatures.block.MoCBlock.<init>(MoCBlock.java:22)
at drzhark.mocreatures.block.MoCBlockRock.<init>(MoCBlockRock.java:28)
at drzhark.mocreatures.MoCreatures.InitItems(MoCreatures.java:725)
at drzhark.mocreatures.MoCreatures.load(MoCreatures.java:383)
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:494)
at sun.reflect.GeneratedMethodAccessor8.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:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:165)
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:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:98)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:690)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:206)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:447)
at net.minecraft.client.MinecraftAppletImpl.func_71384_a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:732)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT de61b84e ----------
Can you help me fix this error without deleting Kowloons mod? I would really rather keep it, AND use the more creatures mod.
java.lang.IllegalArgumentException: Slot 202 is already occupied by kowloon.BlockRedGemOre@f52665 when adding drzhark.mocreatures.block.MoCBlockRock@abc2d1
at net.minecraft.block.Block.<init>(Block.java:340)
at drzhark.mocreatures.block.MoCBlock.<init>(MoCBlock.java:22)
at drzhark.mocreatures.block.MoCBlockRock.<init>(MoCBlockRock.java:28)
at drzhark.mocreatures.MoCreatures.InitItems(MoCreatures.java:725)
at drzhark.mocreatures.MoCreatures.load(MoCreatures.java:383)
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:494)
at sun.reflect.GeneratedMethodAccessor8.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:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:165)
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:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:98)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:690)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:206)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:447)
at net.minecraft.client.MinecraftAppletImpl.func_71384_a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:732)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT de61b84e ----------
Can you help me fix this error without deleting Kowloons mod? I would really rather keep it, AND use the more creatures mod.
simple, go into the config file for either and change the block ID of the conflicting block to an unused ID
you may have to do it a few times
Guys, what's your favourite and least favourite monster in this mod? Remember how Xander said his least favourite monsters were werewolves, due to them being super-annoying at day? Well, my least favourite monsters are, well, hellrats and nether scorpions, because they sound ridiculous, and nether scorpions die from fire. However, my favourite mobs are ogres and golems, due to the fact that they are bringing a huge challenge. What is yours?
I do feel this is a major concern:
How will the MC 1.6 update affect this mod, especially with the horses?
Will the horse part of this mod be made into an extension of the will be vanillas horses? Or will it overwrite it? Or coexist with it?
well Dr. Zhark helped make the horses in MC atm, so i imagine he'd just wouldnt touch them for the mod or maybe add some pegasus or stuff regular MC is not meant for.
well Dr. Zhark helped make the horses in MC atm, so i imagine he'd just wouldnt touch them for the mod or maybe add some pegasus or stuff regular MC is not meant for.
Can any of you teach me how to reconfigure block IDs?
dirt simple
open the config file for the mod you want with a text editor, do not use notepad, wordpad or notepad++ works
then it is a simple matter of finding the block ID in the file, if there are any, and change it, range is 1-4096 for valid block ID's, item ID's can go much higher. Item IDs will not cause crashes, but will cause other issues. Most notably crafting issues. Block IDs 1-256 is the approx range for vanilla blocks so avoid using these.
then just save the file.
these files are usually inside the config folder inside the .minecraft folder, sometimes they are found within a subfolder inside the config folder
Let him take all the time he needs, all mods are updating kind of slow, due to all of the things being changed.
Hey, I have no idea how mods work anymore with this new thing.
Zark has to not only update all of this to the new thing, but also Add more to it to keep us happy.
The longer it takes, the better it will be.
Um. Notepad works. I always used notepad to edit the config files and it always work. I read each block name and the ID. Change the ID. Boom game loads just fine.
Um. Notepad works. I always used notepad to edit the config files and it always work. I read each block name and the ID. Change the ID. Boom game loads just fine.
Is this an issue with the mod? Or is this the doing of another mod? Or wha?
How will the MC 1.6 update affect this mod, especially with the horses?
Will the horse part of this mod be made into an extension of the will be vanillas horses? Or will it overwrite it? Or coexist with it?
at net.minecraft.block.Block.<init>(Block.java:340)
at drzhark.mocreatures.block.MoCBlock.<init>(MoCBlock.java:22)
at drzhark.mocreatures.block.MoCBlockRock.<init>(MoCBlockRock.java:28)
at drzhark.mocreatures.MoCreatures.InitItems(MoCreatures.java:725)
at drzhark.mocreatures.MoCreatures.load(MoCreatures.java:383)
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:494)
at sun.reflect.GeneratedMethodAccessor8.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:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:165)
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:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:98)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:690)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:206)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:447)
at net.minecraft.client.MinecraftAppletImpl.func_71384_a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:732)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT de61b84e ----------
Can you help me fix this error without deleting Kowloons mod? I would really rather keep it, AND use the more creatures mod.
That was the fix!
Thanks so much
need the FML-client-0.log file for when you try to play MC with MOC.
simple, go into the config file for either and change the block ID of the conflicting block to an unused ID
you may have to do it a few times
well Dr. Zhark helped make the horses in MC atm, so i imagine he'd just wouldnt touch them for the mod or maybe add some pegasus or stuff regular MC is not meant for.
He really helped make it? That is amazing.
dirt simple
open the config file for the mod you want with a text editor, do not use notepad, wordpad or notepad++ works
then it is a simple matter of finding the block ID in the file, if there are any, and change it, range is 1-4096 for valid block ID's, item ID's can go much higher. Item IDs will not cause crashes, but will cause other issues. Most notably crafting issues. Block IDs 1-256 is the approx range for vanilla blocks so avoid using these.
then just save the file.
these files are usually inside the config folder inside the .minecraft folder, sometimes they are found within a subfolder inside the config folder
Hey, I have no idea how mods work anymore with this new thing.
Zark has to not only update all of this to the new thing, but also Add more to it to keep us happy.
The longer it takes, the better it will be.
I'm thrilled to hear what the next update might contain.
what is the FML-client-0.log file and how do i get it??
sorry if this is a stupid question, im new to all of this
Um. Notepad works. I always used notepad to edit the config files and it always work. I read each block name and the ID. Change the ID. Boom game loads just fine.
FML= forge mod loader
inside the .minecraft folder, it autogenerates whenever you run MC with forge
you sure you are using notepad and not wordpad?
what? you can find no .cfg or .conf files in your config folder inside your .minecraft folder?