I'm having some trouble getting my server running ProjectZulu.
The server loads up fine without the ProjectZulu mods, but as soon as I add them to the server mods folder, it crashes. I'm running a number of other mods, but everything seems to work fine without ProjectZulu.
In Single-player I appear to be having a similar problem to Sikki above, where the ProjectZulu mods are not loading at all.
I'm sure there's a step I'm missing, or maybe my server is just setup really wrong, I'm not sure. I'm by no means an expert. This is just a private LAN server for me and some friends.
[INFO] Starting minecraft server version 1.6.2
[SEVERE] Encountered an unexpected exception NoClassDefFoundError
java.lang.NoClassDefFoundError: net/minecraft/client/renderer/entity/Render
at projectzulu.common.ProjectZulu_Mobs.declareModuleEntities(ProjectZulu_Mobs.java:86)
at projectzulu.common.ProjectZulu_Mobs.(ProjectZulu_Mobs.java:65)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:457)
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:313)
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.sendEventToModContainer(LoadController.java:193)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:173)
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:313)
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:104)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:510)
at cpw.mods.fml.server.FMLServerHandler.beginServerLoading(FMLServerHandler.java:86)
at cpw.mods.fml.common.FMLCommonHandler.onServerStart(FMLCommonHandler.java:350)
at net.minecraft.server.dedicated.DedicatedServer.func_71197_b(DedicatedServer.java:69)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:443)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:582)
Caused by: java.lang.ClassNotFoundException: net.minecraft.client.renderer.entity.Render
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:179)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 32 more
Caused by: java.lang.NullPointerException
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:171)
... 34 more
[SEVERE] This crash report has been saved to: C:\games\minecraft\SERVER\.\crash-reports\crash-2013-07-12_18.08.18-server.txt
The issue is on my end and I am working on a fix. It is a different issue than the one Sikki had.
I'm having some trouble getting my server running ProjectZulu.
The server loads up fine without the ProjectZulu mods, but as soon as I add them to the server mods folder, it crashes. I'm running a number of other mods, but everything seems to work fine without ProjectZulu.
In Single-player I appear to be having a similar problem to Sikki above, where the ProjectZulu mods are not loading at all.
I'm sure there's a step I'm missing, or maybe my server is just setup really wrong, I'm not sure. I'm by no means an expert. This is just a private LAN server for me and some friends.
Project Zuluv1.1.4.10 should solve your serve issue. I misread your post the first time and missed the client not loading. I did check this release and it loaded on an actual client, so if your client problem is not gone please re-report with your installation instructions so I can compare (along with a ForgeModloader log, as always). (FYI all I do is Forgeinstaller --> select forge profile in launcher --> push play --> exit drop mod in mods folder --> push play again).
Project Zulu v1.1.4.10
* Fix render declarations crashing server
My logs made my post too big, so I used pastebin. Hope that's alright.
Ok so here are the most if not all of the steps I've taken.
For now, I'm using official launcher from Mojang, not Magic Launcher or anything else. Also, I haven't altered any jar files directly (deleting META-INF, etc). I may change that later on at some point for Optifine, but one thing at a time, right? >.<
First I delete launcher_profiles.json and the versions folder in .minecraft. Then I run the launcher to recreate the default profile. I then create a single player world and walk around a bit to make sure everything is working fine in vanilla.
Next I exit the game and close the launcher. I run the installer jar file for minecraftforge (minecraftforge-installer-1.6.2-9.10.0.789.jar). I choose client, leave it as the default and click OK. The installation appears to work fine.
At this point I backup my mods folder by moving it to my desktop. I'll copy over mods individually until I get a crash or malfunction, trying different combinations. For the first launch with Forge, I go with the mods folder empty.
I run the Minecraft launcher, choose the newly created Forge profile and launch the game. I create a new world in single player, punch down a few trees, and then quit the game and close the launcher.
For this documented procedural, I first tried ProjectZulu, all by itself.
It worked! I think... First encounter was with some alligators. They seemed to be kind of immobile. But hey! At least I'm seeing ProjectZulu stuff in game finally! I traveled around a bit and it seems all the animals are immobile except the birds. I didn't see anything else from ProjectZulu besides mobs before I moved on, and all the mobs were stuck in place unless I punched them.
So next I added Zan's minimap and Biomes-O-Plenty to my mods folder.
Created a new world in single player and found an alligator in an arctic biome, but not much else until I found a savanna biome where there were some rhinos and ostriches. Several biomes had a lot of vanilla sheep, cows, and pigs, but didn't see much else. The ProjectZulu mobs I did encounter were still immobile.
I moved just one more mod in (MobSpawnControls) and then moved on to trying the server.
Again, just to make sure everything was working fine vanilla-wise, I launched the default 1.6.2 server and connected with my vanilla profile. No problems there.
I deleted the world folder and then ran the Forge installer, this time choosing server and selecting the folder where my server files reside. The server mods folder has the same mod files as my client folder, with the exception of Zan's minimap.
The server appeared to launch without crashing this time! But then when I try to connect I get a lot of ID mismatches:
Then I re-tried the whole process with the 1.6.2-9.10.0.790 version of forge.
The server jar would not launch. Just completely unresponsive.
The client does not move beyond the "Play" button in the launcher. Here is the log: http://pastebin.com/bi5QKRj2
Well, hopefully my logs will be of some help. I'd be happy to keep at it if there are some other things to try. I'm excited to see this mod work with 1.6.2 Thanks!
Then I re-tried the whole process with the 1.6.2-9.10.0.790 version of forge.
The server jar would not launch. Just completely unresponsive.
The client does not move beyond the "Play" button in the launcher. Here is the log:
This appears to just be an issue with Forge. Without anything installed it seems to fail for me as well. just use 789 (the recommended version).
Just a quick test without disabling all my other mods:
Still getting type mismatch IDs in multiplayer. http://pastebin.com/gLzq0NjX
In single player I wandered around for quite awhile before running into something from ProjectZulu. In a desert biome I found some armadillos and rhinos. And they move now! Yay!
Just a quick test without disabling all my other mods:
Still getting type mismatch IDs in multiplayer. http://pastebin.com/gLzq0NjX
The difference set problem:client-server ID mismatched (I didn't realise FML did though its awesome and will help point prevent a ton of not-so obvious errors for the end-user) are solved by copying configs from client --> Server or vice versa. Its not possible to send this data from the server as block/items are declared on game start before you connect to the server.
'Default values' do not exist on a practical level (if a slot is already taken it will grab a free slot). They can vary wildly by order of mod installation (which has essentially no guarantees except via declared hard dependencies). You should not expect an installation to have the same values upon successive installation. (i.e. make sure to save your configs )
As a santiy check, I did just connect to a local server from the client I have setup (FYI, I love that the forge installer downloads the server for you, so easy). My first connection attemp had mismatched components, copying configs client --> server solved the problem and connected fine.
In single player I wandered around for quite awhile before running into something from ProjectZulu. In a desert biome I found some armadillos and rhinos. And they move now! Yay!
Crudedragos, it would be awesome if you added these mobs:
Creatures:
Fish:
Drops: Raw Fish, Fins, Gills
Description: Passive Mob. Only moves in water.
Monsters:
Shark (same type as the vulture)
Drops: Raw Fish, Fins, Gills
Description. Collision-Attack Mob. Hostile. Only moves in water. When player drops in water, the nearby shark will circle around the player, charge, and then follow the same attack pattern.
Sounds good?
P.S I heard you are making all animals tameable. That's awesome.
Added Gamerules to customize player death drops. By default they are disabled and do nothing. They are dropArmor, dropInventory, dropHotbar, and dropXP. For optimal use enable vanilla gamerule keepInventory. Configuration settings located under General Controls.gamerule_settings in ProjectZuluConfig.cfg
Can you give an example set up? What do you mean "For optimal use enable vanilla gamerule keepInventory." This has to be on before setting the other options?
Crudedragos, it would be awesome if you added these mobs:
Creatures:
Fish:
Drops: Raw Fish, Fins, Gills
Description: Passive Mob. Only moves in water.
Monsters:
Shark (same type as the vulture)
Drops: Raw Fish, Fins, Gills
Description. Collision-Attack Mob. Hostile. Only moves in water. When player drops in water, the nearby shark will circle around the player, charge, and then follow the same attack pattern.
Sounds good?
P.S I heard you are making all animals tameable. That's awesome.
Water entities will eventually be added, but its not top priority.
Can you give an example set up? What do you mean "For optimal use enable vanilla gamerule keepInventory." This has to be on before setting the other options?
Depends what you want. You get exactly what it says irrelevant to the vanilla gamerule. But vanilla will still try to drop items after the PZ gamerules (as well as other mods, presumably). Note the gamerules are titles dropX not keepX. The default behaviour in minecraft is to drop everything anyway.
The PZ gamerules drop and empty the player inventory before the regular dropping/keeping occurs for vanilla. The gamerules function indepdently. If you enabled dropArmor it would drop armour before vanilla tries to drop/keep stuff. If gamerule keepInventory is not set, vanilla will empty anything left in the players inventory anyway.
This could be desired: consider if you want to drop everything but only damage armour, instead of configuring all the gamerules, you need only configure dropArmor to damage the armour. Everything would still be dropped as once it gets to vanilla it'll drop whatever is left in the player's inventory.
Assuming you wanted to keep everything and drop all armor. You'd configure the dropArmor gamerule as in the above scenario, but then enable gamerule keepInventory. PZ will drop the armor, but vanilla will not drop the remaining items.
Crudedragos, can you change these mobs behaviour? It would be good if you did.
Armadillo: Passive (curls up into a ball when hit or targeted with a bow)
Beaver: Passive
Eagle: Neutral (also attacks when approached)
Giraffe: Passive
Hornbill: Passive
Horse (PZ): Passive
Pelican: Passive
Lizard: Always neutral
Vulture: Neutral (only attacks when hit or when player has 3 hearts left)
I'm sorry for the suggestion. I just thought neutral horses were kind of ridiculous. Of course, the eagle, vulture, and alligator suggestion may sound overwhelming to you, but, I thought it would be more realistic. I'm sorry.
I'm sorry for the suggestion. I just thought neutral horses were kind of ridiculous. Of course, the eagle, vulture, and alligator suggestion may sound overwhelming to you, but, I thought it would be more realistic. I'm sorry.
In general, I dislike completely passive animals. Most animals tend to attack at some point. If this is an important issue for you, you'll be happy when I do this (https://github.com/ProjectZulu/Project-Zulu/issues/62 ) which will allow end users to disable attacking if desired.
(Horse)
(Armadillo)
(Giraffe)
(Pelican)
Vultures already sort of function like that. It;s proportional to the number of nearby vultures, if player health < nearbyVultures * 4 they will stop "following" and attack. There is also a cap on how high the health will be before they attack (check configuration for maxTargetHealthToAttack).
So Technically the full condition to attack is currentHealth < maxTarget && currentHealth < nearbyVultures * 4.
In general, I dislike completely passive animals. Most animals tend to attack at some point. If this is an important issue for you, you'll be happy when I do this (https://github.com/P...-Zulu/issues/62 ) which will allow end users to disable attacking if desired.
(Horse)
(Armadillo)
(Giraffe)
(Pelican)
Vultures already sort of function like that. It;s proportional to the number of nearby vultures, if player health < nearbyVultures * 4 they will stop "following" and attack. There is also a cap on how high the health will be before they attack (check configuration for maxTargetHealthToAttack).
So Technically the full condition to attack is currentHealth < maxTarget && currentHealth < nearbyVultures * 4.
Anything that is commonly happening during theses occurrences?
Oh. Sorry. It's just that when I saw Firehazurd's armadillo, it was passive. And I've only heard of horses kicking people, not attacking them straight on. And why did the pelican eat the pigeon? Anyways, sorry for the inconvienience.
Oh. Sorry. It's just that when I saw Firehazurd's armadillo, it was passive. And I've only heard of horses kicking people, not attacking them straight on. And why did the pelican eat the pigeon? Anyways, sorry for the inconvienience.
The issue is on my end and I am working on a fix. It is a different issue than the one Sikki had.
Project Zuluv1.1.4.10 should solve your serve issue. I misread your post the first time and missed the client not loading. I did check this release and it loaded on an actual client, so if your client problem is not gone please re-report with your installation instructions so I can compare (along with a ForgeModloader log, as always). (FYI all I do is Forgeinstaller --> select forge profile in launcher --> push play --> exit drop mod in mods folder --> push play again).
Project Zulu v1.1.4.10
* Fix render declarations crashing server
Ok so here are the most if not all of the steps I've taken.
For now, I'm using official launcher from Mojang, not Magic Launcher or anything else. Also, I haven't altered any jar files directly (deleting META-INF, etc). I may change that later on at some point for Optifine, but one thing at a time, right? >.<
First I delete launcher_profiles.json and the versions folder in .minecraft. Then I run the launcher to recreate the default profile. I then create a single player world and walk around a bit to make sure everything is working fine in vanilla.
Next I exit the game and close the launcher. I run the installer jar file for minecraftforge (minecraftforge-installer-1.6.2-9.10.0.789.jar). I choose client, leave it as the default and click OK. The installation appears to work fine.
At this point I backup my mods folder by moving it to my desktop. I'll copy over mods individually until I get a crash or malfunction, trying different combinations. For the first launch with Forge, I go with the mods folder empty.
I run the Minecraft launcher, choose the newly created Forge profile and launch the game. I create a new world in single player, punch down a few trees, and then quit the game and close the launcher.
For this documented procedural, I first tried ProjectZulu, all by itself.
It worked! I think... First encounter was with some alligators. They seemed to be kind of immobile. But hey! At least I'm seeing ProjectZulu stuff in game finally! I traveled around a bit and it seems all the animals are immobile except the birds. I didn't see anything else from ProjectZulu besides mobs before I moved on, and all the mobs were stuck in place unless I punched them.
So next I added Zan's minimap and Biomes-O-Plenty to my mods folder.
Created a new world in single player and found an alligator in an arctic biome, but not much else until I found a savanna biome where there were some rhinos and ostriches. Several biomes had a lot of vanilla sheep, cows, and pigs, but didn't see much else. The ProjectZulu mobs I did encounter were still immobile.
I moved just one more mod in (MobSpawnControls) and then moved on to trying the server.
Again, just to make sure everything was working fine vanilla-wise, I launched the default 1.6.2 server and connected with my vanilla profile. No problems there.
I deleted the world folder and then ran the Forge installer, this time choosing server and selecting the folder where my server files reside. The server mods folder has the same mod files as my client folder, with the exception of Zan's minimap.
The server appeared to launch without crashing this time! But then when I try to connect I get a lot of ID mismatches:
http://pastebin.com/D5M5mB0j
Then I re-tried the whole process with the 1.6.2-9.10.0.790 version of forge.
The server jar would not launch. Just completely unresponsive.
The client does not move beyond the "Play" button in the launcher. Here is the log:
http://pastebin.com/bi5QKRj2
Well, hopefully my logs will be of some help. I'd be happy to keep at it if there are some other things to try. I'm excited to see this mod work with 1.6.2 Thanks!
grotesque.
Ugg, I dont like these weird models.
All that aside, Good job!
Yep, that's normal. It gets really crazy on occasion and you need to split the log into multiple pastebins.
First, thank you for reporting these issues.
Second, v1.1.4.11 should fix it. Turns out everything was working perfectly, the entities were just really slow.
Project Zuluv1.1.4.11
* Fix entities moving at the speed of 0
This appears to just be an issue with Forge. Without anything installed it seems to fail for me as well. just use 789 (the recommended version).
Still getting type mismatch IDs in multiplayer.
http://pastebin.com/gLzq0NjX
In single player I wandered around for quite awhile before running into something from ProjectZulu. In a desert biome I found some armadillos and rhinos. And they move now! Yay!
The difference set problem:client-server ID mismatched (I didn't realise FML did though its awesome and will help point prevent a ton of not-so obvious errors for the end-user) are solved by copying configs from client --> Server or vice versa. Its not possible to send this data from the server as block/items are declared on game start before you connect to the server.
'Default values' do not exist on a practical level (if a slot is already taken it will grab a free slot). They can vary wildly by order of mod installation (which has essentially no guarantees except via declared hard dependencies). You should not expect an installation to have the same values upon successive installation. (i.e. make sure to save your configs )
As a santiy check, I did just connect to a local server from the client I have setup (FYI, I love that the forge installer downloads the server for you, so easy). My first connection attemp had mismatched components, copying configs client --> server solved the problem and connected fine.
Good to hear.
Extintion doesn't have to be forever.
The plan is all non-monster types will be tameable. Eventually. I wouldn't hold my breath.
Creatures:
Fish:
Drops: Raw Fish, Fins, Gills
Description: Passive Mob. Only moves in water.
Monsters:
Shark (same type as the vulture)
Drops: Raw Fish, Fins, Gills
Description. Collision-Attack Mob. Hostile. Only moves in water. When player drops in water, the nearby shark will circle around the player, charge, and then follow the same attack pattern.
Sounds good?
P.S I heard you are making all animals tameable. That's awesome.
Can you give an example set up? What do you mean "For optimal use enable vanilla gamerule keepInventory." This has to be on before setting the other options?
Water entities will eventually be added, but its not top priority.
Depends what you want. You get exactly what it says irrelevant to the vanilla gamerule. But vanilla will still try to drop items after the PZ gamerules (as well as other mods, presumably). Note the gamerules are titles dropX not keepX. The default behaviour in minecraft is to drop everything anyway.
The PZ gamerules drop and empty the player inventory before the regular dropping/keeping occurs for vanilla. The gamerules function indepdently. If you enabled dropArmor it would drop armour before vanilla tries to drop/keep stuff. If gamerule keepInventory is not set, vanilla will empty anything left in the players inventory anyway.
This could be desired: consider if you want to drop everything but only damage armour, instead of configuring all the gamerules, you need only configure dropArmor to damage the armour. Everything would still be dropped as once it gets to vanilla it'll drop whatever is left in the player's inventory.
Assuming you wanted to keep everything and drop all armor. You'd configure the dropArmor gamerule as in the above scenario, but then enable gamerule keepInventory. PZ will drop the armor, but vanilla will not drop the remaining items.
--<@ My collection of Actually Somewhat Useful Minecraft Modding Links @>--
My Mods: Sinhika's Bark
Ported Mods: akkamaddi's Additions, akkamaddi's Ashenwheat, AleXndrTheGr8st's SimpleCore/SimpleOres/etc
Other Stuff: old/obsolete Ruins templates, updated to Ruins 1.7.10
PZ horses are independent from vanilla horses.
Armadillo: Passive (curls up into a ball when hit or targeted with a bow)
Beaver: Passive
Eagle: Neutral (also attacks when approached)
Giraffe: Passive
Hornbill: Passive
Horse (PZ): Passive
Pelican: Passive
Lizard: Always neutral
Vulture: Neutral (only attacks when hit or when player has 3 hearts left)
I'm sorry for the suggestion. I just thought neutral horses were kind of ridiculous. Of course, the eagle, vulture, and alligator suggestion may sound overwhelming to you, but, I thought it would be more realistic. I'm sorry.
PZ-20: Finches sometimes don't flap their wings (tested in 1.5.2)
Please fix if you haven't done so already!
In general, I dislike completely passive animals. Most animals tend to attack at some point. If this is an important issue for you, you'll be happy when I do this (https://github.com/ProjectZulu/Project-Zulu/issues/62 ) which will allow end users to disable attacking if desired.
(Horse)
(Armadillo)
(Giraffe)
(Pelican)
Vultures already sort of function like that. It;s proportional to the number of nearby vultures, if player health < nearbyVultures * 4 they will stop "following" and attack. There is also a cap on how high the health will be before they attack (check configuration for maxTargetHealthToAttack).
So Technically the full condition to attack is currentHealth < maxTarget && currentHealth < nearbyVultures * 4.
Anything that is commonly happening during theses occurrences?
Oh. Sorry. It's just that when I saw Firehazurd's armadillo, it was passive. And I've only heard of horses kicking people, not attacking them straight on. And why did the pelican eat the pigeon? Anyways, sorry for the inconvienience.
Not that you don't have enough to do. But. I personally, REALLY want this feature
I assumed because it was hungry. http://news.bbc.co.uk/2/hi/6098678.stm
You're interest has been noticed. Progress on the next update is moving along slowly: steam sales are cutting pretty heavily into my free time.