This is by far the most beautiful and elaborate mod I have ever seen. The fact you set this up without a background in coding is absolutely amazing. I'm eagerly waiting for the 1.4.6 forge version to fill my oceans with life.
Keep your head up and adfly your download links when you update, as this mod is absolutely essential for everybody who plays modded Minecraft. You have my support, bro.
The problem is not with minecraft or forge on osx, its only your mod Im afraid I have a custom install with about 80 mods that works on both windows, linux & osx, but when I add your mod to minecraft, minecraft stops working on osx.
That doesn't make any sense as JVM is used to read the program. His code is independent of the OS. Your black screen is Metadata folder not being deleted, forge not installed correctly/wrong version, or a conflict that will have a crash report with an indication. If you have 80 mods running and you put it together yourself, you should know this.
Nice job on the mod. I love your house designs but is it normal that mcore disables itself on start? I saw it on mod list and it says it is disabled by config.
Yes, and it says so in the OP. Please take the time to read it.
no idea what is making this crash. so here's a log
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem; Code Chicken Core
A full error report has been saved to C:\Users\Master Zombie\AppData\Roaming\.minecraft\crash-reports\crash-2012-12-30_20.48.49-client.txt - Please include a copy of that file (Not this screen!) if you report this crash to anyone; without it, they will not be able to help fix the crash
--- BEGIN ERROR REPORT dd8e88b5 --------
Full report at:
C:\Users\Master Zombie\AppData\Roaming\.minecraft\crash-reports\crash-2012-12-30_20.48.49-client.txt
Please show that file to Mojang, NOT just this screen!
java.io.EOFException: Unexpected end of ZLIB input stream
at java.util.zip.InflaterInputStream.fill(Unknown Source)
at java.util.zip.InflaterInputStream.read(Unknown Source)
at java.util.zip.ZipInputStream.read(Unknown Source)
at java.util.zip.ZipInputStream.closeEntry(Unknown Source)
at java.util.zip.ZipInputStream.getNextEntry(Unknown Source)
at codechicken.core.ClassDiscoverer.readFromZipFile(ClassDiscoverer.java:102)
at codechicken.core.ClassDiscoverer.findClasspathMods(ClassDiscoverer.java:85)
at codechicken.core.ClassDiscoverer.findClasses(ClassDiscoverer.java:41)
at codechicken.nei.NEIClientConfig.loadConfig(NEIClientConfig.java:691)
at codechicken.nei.NEIClientConfig.loadWorld(NEIClientConfig.java:296)
at codechicken.nei.ClientPacketHandler.handleSMPCheck(ClientPacketHandler.java:123)
at codechicken.nei.ClientPacketHandler.handlePacket(ClientPacketHandler.java:26)
at codechicken.core.PacketCustom$ClientPacketHander.handle(PacketCustom.java:88)
at codechicken.core.PacketCustom$CustomPacketHandler.onPacketData(PacketCustom.java:57)
at cpw.mods.fml.common.network.NetworkRegistry.handlePacket(NetworkRegistry.java:243)
at cpw.mods.fml.common.network.NetworkRegistry.handleCustomPacket(NetworkRegistry.java:233)
at cpw.mods.fml.common.network.FMLNetworkHandler.handlePacket250Packet(FMLNetworkHandler.java:71)
at ayh.a(NetClientHandler.java:1478)
at di.a(SourceFile:59)
at cf.b(MemoryConnection.java:80)
at net.minecraft.client.Minecraft.l(Minecraft.java:1909)
at net.minecraft.client.Minecraft.J(Minecraft.java:846)
at net.minecraft.client.Minecraft.run(Minecraft.java:771)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 61b6843e ----------
Says the issue is with Chicken Core, try updating it and all associated with it.
Also, this seems to be incompatible with redpower, as whenever I have this and redpower, redpower refuses to generate configs. If I do have configs, it says block x is assigned to 240, and so is block y, even though they aren't. (When I remove block y's module, it says the same for block z.)
Run without Ars Magica so that Red Power generates a config. Then change Red Power's block IDs. Reinstall Ars Magica. Make sure RP2's autoassign is off.
Edit: I'm running it with RP2 right now.
I'm getting the power lockup initialization lock. Here's my list, rather extensive as I'm running almost 100 mods. I'm also using Forge 489 as some of the mods won't run with 471.
Jar Mods:
minecraftforge-universal-1.4.6-6.5.0.489.zip
Version: 6.5.0.489
Filename: minecraftforge-universal-1.4.6-6.5.0.489.zip
Thanks for the update, Mithion. I didn't realize how much I was missing on my 1.4.6 world until I added Ars Magic back in. Absolutely amazing mod that I would put in the top 3, if not the top mod available.
I did all the work, so it's my choice regarding modpacks; and I said no. I don't owe anyone an explanation as to why, least of all when it is asked like this. If you'd like to try again and ask nicely without taking shots at anyone, I might be more inclined to have a conversation with you.
People like Slowpoke put a LOT of work into their modpacks and making them work, as well as facilitate communication between the authors for compatibility purposes. You coming in here and slandering them with no proof or reason only demeans you and undermines your stance. There's no need for it, so just don't bother.
You made your point, but my stance hasn't changed: Ars Magica is not allowed in any mod packs.
As for the other mods, feel free to take it up with the other authors via PM. I don't speak for them.
I'm very happy you take this stance, and wanted to take this chance to say thanks for being such a resilient person in this. It's like the Direwolf mod spotlight brought in a flood of impatient, entitled jerks, and I can only imagine how frustrating it is for you as the developer when I cringe and get frustrated at reading another veiled comment insisting on you updating. Like many more have said before me, thanks for the absolutely amazing mod. When I first stumbled upon it I was amazed it was in WIP, as it contains so much polished and coherent content it deserves front page mention. Please don't let people's persistent stupidity get you down, your work of art is appreciated by more than the pestering hyenas that have flooded this thread.
I appreciate the answers and I look forward to all future updates. Due to some recent crashes on my 1.4.5 server (just not being able to log in at all without bringing a crash report, ticking exceptions and the like)
Try double checking that you have the exact mod load out as the server. Consistently, ticking errors have been client side having more or extra mods than the server and have been easily fixed by trimming my client to the exact server list.
I need:
-Meteorite block, going to be in a chunk when generated so needs to tesselate well. Would be light colored
-A block with a similar color scheme used as ground cover in a planet. Looks like surface of moon
Hello all, I just recently started learning Java with the sole purpose of developing a mod I've wanted to make.
I'm still extremely new to it, but wanted some advice/direction on specific features I intend to implement.
1-Dimensional portal that responds to a metadata block that is included in it's frame.
I intend to have a portal frame with an individual block that can have an item used on it to change it's metadata mutiple times and want the portal to be able to update per the block.
-Is it possible?
-Can a portal block be defined and have a metadata value to it?
2-Large caves
I'd like to generate caves similar to how vanilla does now, but much wider and taller in this new dimension.
-Where is a good place to start looking for this
-Can it replace the normal cave spawning without issues when used only in the dimension?
3-Hostile mob with AI based on light level (Not sunlight) and limited in spawn by depth.
I was reading a topic earlier in which a guy had his ore change texture by lightlevel. Basically I want to have a mob that avoids light, stays at the edge of it, and will only proceed to attack in darkness, or flee if light is placed.
-Is it possible?
-Any direction would be helpful
-Best way to keep the mob checking light level for quick response to updates?
4-The dimension is going to be space-like, and I want it to require progression
I currently want the player to arrive in a spacestation on the surface of this planet when they step through the portal, but I'm not sure how I want to/if I can make it that the area in the station is safe without item x while outside you die without item x. Another idea I had was to make a sort of metaswitch, in which the player becomes flagged permenantly after using an item (ie injecting alien dna) and this flag allows them to exist outside the spacestation without item x.
-Any ideas at all to flesh it out
-Can a player be flagged permenantly via item use and can it be used to determine if they are safe
-Is it possible to dictate the air in a generated structure is safe and the air outside it is not without an item?
Like I said, I'm brand new to this, but extremely determined, and any and all help would be appreciated.
RP solar panels were intentionally temporary overpowered, since there was no other means to create BT.
I know, but it also hadn't changed in the recent forgecraft things I've seen. Infact, the conversion of BT to MJ makes it even more broken. One of Direwolf20's server plays he was building a automatic Railcraft rail builder and the BT converter powered everything with 2-3 RP solar panels.I really hope that gets changed, as I love RP, but it's game breaking when played with other mods. Though Gregtech would hopefully adress it.
Gregtech and effort? Well, I guess you could see it that way. The goal is the same, the only difference is the time spent doing it.
Obviously gregtech is going to nerf a lot of aspects from RP2 to try "balance" it, the frame quarry, which is quite powerful, least to say. But in the end all that it does is increase the time taken. That's it. It doesn't do it in any clever way, which is why I guess some people have a problem with it. Something takes 1 diamond to make - Well, lets increase it to 10 and call it "balanced"! But that isn't really balance now is it? In the end you'll have your automatic mining facilities set up, which pretty much negate *everything* gregtech tries to "balance". So what is the point?
Don't get me wrong here! I like the gregtech mod, I just don't like the way he is "balancing" other mods.
Not being offensive when I say this, but I'm assuming you haven't played Gregtech without the cheap recipes config, because I had the exact same opinion until I turned them off for a new world. If the cheap solar panel is turned off, you have to build an industrial blast furnace to get to a solar panel, which is a completely new machine and set up that isn't needed at all with the cheap recipe. So, yes, it takes longer, but it also adds new, satisfyingly-complicated machines that make sense to the progression.
On Red Power, it is relatively easy to get infinite energy, and not impossible to have free smelting/infinite free energy in a few hours. It's fun the first few times, but breaks the game early. And all of this is my opinion, not meaning any offense to anybody.
0
Keep your head up and adfly your download links when you update, as this mod is absolutely essential for everybody who plays modded Minecraft. You have my support, bro.
0
That doesn't make any sense as JVM is used to read the program. His code is independent of the OS. Your black screen is Metadata folder not being deleted, forge not installed correctly/wrong version, or a conflict that will have a crash report with an indication. If you have 80 mods running and you put it together yourself, you should know this.
0
Read the last few pages or the OP, known incompatibility. Being worked on.
0
Yes, and it says so in the OP. Please take the time to read it.
0
Direwolf20's video in the OP explains it well.
0
Says the issue is with Chicken Core, try updating it and all associated with it.
Run without Ars Magica so that Red Power generates a config. Then change Red Power's block IDs. Reinstall Ars Magica. Make sure RP2's autoassign is off.
Edit: I'm running it with RP2 right now.
0
Factorization. Take it out and it works.
After extensive mod-by-mod testing, I found only
-Harken Scythe
-Factorization
needed to be taken out of my mods to allow a working boot., So there are two known conflicting mods.
I've been running Factorization with Forestry without issues.
0
0
Keep up the awesome work, we all appreciate it.
0
I'm very happy you take this stance, and wanted to take this chance to say thanks for being such a resilient person in this. It's like the Direwolf mod spotlight brought in a flood of impatient, entitled jerks, and I can only imagine how frustrating it is for you as the developer when I cringe and get frustrated at reading another veiled comment insisting on you updating. Like many more have said before me, thanks for the absolutely amazing mod. When I first stumbled upon it I was amazed it was in WIP, as it contains so much polished and coherent content it deserves front page mention. Please don't let people's persistent stupidity get you down, your work of art is appreciated by more than the pestering hyenas that have flooded this thread.
Try double checking that you have the exact mod load out as the server. Consistently, ticking errors have been client side having more or extra mods than the server and have been easily fixed by trimming my client to the exact server list.
0
0
-Meteorite block, going to be in a chunk when generated so needs to tesselate well. Would be light colored
-A block with a similar color scheme used as ground cover in a planet. Looks like surface of moon
If you want to try, I'd love the help.
0
I'm still extremely new to it, but wanted some advice/direction on specific features I intend to implement.
1-Dimensional portal that responds to a metadata block that is included in it's frame.
I intend to have a portal frame with an individual block that can have an item used on it to change it's metadata mutiple times and want the portal to be able to update per the block.
-Is it possible?
-Can a portal block be defined and have a metadata value to it?
2-Large caves
I'd like to generate caves similar to how vanilla does now, but much wider and taller in this new dimension.
-Where is a good place to start looking for this
-Can it replace the normal cave spawning without issues when used only in the dimension?
3-Hostile mob with AI based on light level (Not sunlight) and limited in spawn by depth.
I was reading a topic earlier in which a guy had his ore change texture by lightlevel. Basically I want to have a mob that avoids light, stays at the edge of it, and will only proceed to attack in darkness, or flee if light is placed.
-Is it possible?
-Any direction would be helpful
-Best way to keep the mob checking light level for quick response to updates?
4-The dimension is going to be space-like, and I want it to require progression
I currently want the player to arrive in a spacestation on the surface of this planet when they step through the portal, but I'm not sure how I want to/if I can make it that the area in the station is safe without item x while outside you die without item x. Another idea I had was to make a sort of metaswitch, in which the player becomes flagged permenantly after using an item (ie injecting alien dna) and this flag allows them to exist outside the spacestation without item x.
-Any ideas at all to flesh it out
-Can a player be flagged permenantly via item use and can it be used to determine if they are safe
-Is it possible to dictate the air in a generated structure is safe and the air outside it is not without an item?
Like I said, I'm brand new to this, but extremely determined, and any and all help would be appreciated.
0
I know, but it also hadn't changed in the recent forgecraft things I've seen. Infact, the conversion of BT to MJ makes it even more broken. One of Direwolf20's server plays he was building a automatic Railcraft rail builder and the BT converter powered everything with 2-3 RP solar panels.I really hope that gets changed, as I love RP, but it's game breaking when played with other mods. Though Gregtech would hopefully adress it.
0
Not being offensive when I say this, but I'm assuming you haven't played Gregtech without the cheap recipes config, because I had the exact same opinion until I turned them off for a new world. If the cheap solar panel is turned off, you have to build an industrial blast furnace to get to a solar panel, which is a completely new machine and set up that isn't needed at all with the cheap recipe. So, yes, it takes longer, but it also adds new, satisfyingly-complicated machines that make sense to the progression.
On Red Power, it is relatively easy to get infinite energy, and not impossible to have free smelting/infinite free energy in a few hours. It's fun the first few times, but breaks the game early. And all of this is my opinion, not meaning any offense to anybody.