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    posted a message on 1.7.10 Forge Fly Boys Server Help

    I want to play the fly boys modpack this one: link

    with a few of my friends but there is no server available. So I decided to make my own.

    I copied everything I needed (the flan folder, the mods folder and the configs folder) into a new server folder and then installed forge. the server keeps crashing with what I suspect to be flan’s mod but I am not sure.

    log

    here is my entire folder: Link

    Posted in: Mod Packs
  • 0

    posted a message on Forge Crash (MAC)

    Okay I think I know what is doing in. I was using the LATEST version of forge not the RECOMMENDED version.

    Using the recommended version, the game was able to launch.

    Posted in: Java Edition Support
  • 0

    posted a message on Forge Crash (MAC)

    I am getting the same thing

    Are you using forge version 10.13.3.1403-1.7.10?

    here is the error

    I wanted to "test run forge" before I put all of the mods in my modpack into the mods folder. Minecraft goes to the mojang screen for second before it crashes on me with these errors everytime.

    ---- Minecraft Crash Report ----
    // This doesn't make any sense!

    Time: 5/8/15 11:37 AM
    Description: Initializing game

    java.lang.RuntimeException: java.lang.IllegalStateException: From thread Thread[Client thread,5,main]: Thread[Thread-9,5,] already has the context current
    at cpw.mods.fml.client.SplashProgress.finish(SplashProgress.java:486)
    at cpw.mods.fml.client.FMLClientHandler.onInitializationComplete(FMLClientHandler.java:403)
    at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:574)
    at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:878)
    at net.minecraft.client.main.Main.main(SourceFile:148)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
    at java.lang.reflect.Method.invoke(Method.java:597)
    at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
    at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
    Caused by: java.lang.IllegalStateException: From thread Thread[Client thread,5,main]: Thread[Thread-9,5,] already has the context current
    at org.lwjgl.opengl.ContextGL.checkAccess(ContextGL.java:184)
    at org.lwjgl.opengl.ContextGL.makeCurrent(ContextGL.java:189)
    at org.lwjgl.opengl.DrawableGL.makeCurrent(DrawableGL.java:110)
    at cpw.mods.fml.client.SplashProgress.finish(SplashProgress.java:478)
    ... 10 more


    A detailed walkthrough of the error, its code path and all known details is as follows:
    ---------------------------------------------------------------------------------------

    -- Head --
    Stacktrace:
    at cpw.mods.fml.client.SplashProgress.finish(SplashProgress.java:486)
    at cpw.mods.fml.client.FMLClientHandler.onInitializationComplete(FMLClientHandler.java:403)
    at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:574)

    -- Initialization --
    Details:
    Stacktrace:
    at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:878)
    at net.minecraft.client.main.Main.main(SourceFile:148)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
    at java.lang.reflect.Method.invoke(Method.java:597)
    at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
    at net.minecraft.launchwrapper.Launch.main(Launch.java:28)

    -- System Details --
    Details:
    Minecraft Version: 1.7.10
    Operating System: Mac OS X (x86_64) version 10.9.5
    Java Version: 1.6.0_65, Apple Inc.
    Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Apple Inc.
    Memory: 82677560 bytes (78 MB) / 262680576 bytes (250 MB) up to 1060372480 bytes (1011 MB)
    JVM Flags: 5 total; -Xmx1G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
    AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
    IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
    FML: MCP v9.05 FML v7.10.141.1403 Minecraft Forge 10.13.3.1403 3 mods loaded, 3 mods active
    mcp{9.05} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
    FML{7.10.141.1403} [Forge Mod Loader] (forge-1.7.10-10.13.3.1403-1.7.10.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
    Forge{10.13.3.1403} [Minecraft Forge] (forge-1.7.10-10.13.3.1403-1.7.10.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
    GL info: ~~ERROR~~ RuntimeException: No OpenGL context found in the current thread.
    Launched Version: 1.7.10-Forge10.13.3.1403-1.7.10
    LWJGL: 2.9.1
    OpenGL: ~~ERROR~~ RuntimeException: No OpenGL context found in the current thread.
    GL Caps: Using GL 1.3 multitexturing.
    Using framebuffer objects because ARB_framebuffer_object is supported and separate blending is supported.
    Anisotropic filtering is supported and maximum anisotropy is 16.
    Shaders are available because OpenGL 2.1 is supported.

    Is Modded: Definitely; Client brand changed to 'fml,forge'
    Type: Client (map_client.txt)
    Resource Packs: []
    Current Language: English (US)
    Profiler Position: N/A (disabled)
    Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
    Anisotropic Filtering: Off (1)
    Posted in: Java Edition Support
  • 0

    posted a message on new functions/methods
    This would help me out a lot to. It is hard to find what then New functions do until I read someone else's code and see how it works. Also the ModPE functions list is not to helpful either, it just says what type of data to enter. Not the specific inputs and what the do. If someone knew I would greatly appreciate it if they would post how to use these new functions.
    Posted in: MCPE: Mod / Tool Help & Requests
  • 0

    posted a message on can someone please teach me how to mod i really need how to get mods for andriod
    Learning to mod wasn't a particularly hard thing to do it was just time consuming. I am going to assume that you have no coding experience what so ever. I first started by watching the new Boston's javascript series (javascript is the language that mod pe uses). Then I read many Wikipedia articales on how javascript worked until I got to know the language pretty well. Next I watched all of arjay07's "mod school" vidoes until I knew some of the things I do with modpe and how it worked. Then I read through the modpe functions wiki and saw all of the things I could do with it. Then I kept experimenting until I got to know what I can and can't do. After that, I kept pushing myself to do more and more complicated things until I am where I am today. PS Google is your friend, if you wonder about ANYTHING just google it. It will help you out alot.
    Posted in: MCPE: Mod / Tool Help & Requests
  • 0

    posted a message on some help with crafting recipes
    You can also use Item.addRecipe(int output id, int output amount, int output damage, [int input Id, int input amount, int input damage]); if you want to add shapeless recipe like for example the mushroom soup recipe. Also if you want more inputs, just repeat the pattern within the square brackets (I'd, amount, damage).
    Posted in: MCPE: Mod / Tool Help & Requests
  • 0

    posted a message on [WIP] Carpenter's Blocks Official Port: mcpe 0.9.x, 0.10.x
    Quote from artus9033»
    ModPE version progress: approx. 80%.
    Wow I can't wait. Carpenter's blocks is one of my favorite pc mods. When do you think the official version will be out?
    Posted in: MCPE: WIP Mods / Tools
  • 0

    posted a message on The 50 line ModPE Script challenge
    Cool Mod
    Posted in: MCPE: Mods / Tools
  • 0

    posted a message on Thecactigods modscripts! [NEW] No Projectile Gravity, Laser mod, and mob fireworks! 20 mods!
    Why did you delete them? You should've at least kept them so someone else could take over. You made some great simple mods and now there gone. *sigh*
    Posted in: MCPE: Mods / Tools
  • 0

    posted a message on The 50 line ModPE Script challenge
    Yes I did. I debated posting my mod but decided that it would be a cool thing for everyone to see. So I posted it anyway.
    Posted in: MCPE: Mods / Tools
  • 0

    posted a message on The 50 line ModPE Script challenge
    I would like to enter:

    Mod: Nuke Mod eight lines Link: https://www.dropbox.com/s/szevxvn604aof2x/MCPE 50 line challenge.js?dl=0
    Simply tap the ground with a stick to kill everything!

     
    function useItem(bx, by, bz, item){
     if (item == 280){
     for(var x = -5; x <= 5; x++){
     for(var y = -5; y <= 5; y++){
     for(var z = -5; z <= 5; z++){
     if(x * x + y * y + z * z <= 25){
     Level.explode(bx + x*12, by + y*12, bz + z*12, 60);
    }}}}}}
    Posted in: MCPE: Mods / Tools
  • 0

    posted a message on block inventories?
    Sorry I'm not really sure. You mean like marking a custom chest?
    Posted in: MCPE: Mod / Tool Help & Requests
  • 0

    posted a message on Create custom UI for MCPE Mods (Add Buttons)
    If you want to make another button, coppy the button code and paste it after you do GUI variable.addView(button vairable); you don't need to create another gui variable, but changer the butt on variable to something like button2 or a name for what your button does. Beatz_unknown's gui templates can be very helpful.
    Posted in: MCPE: Mod / Tool Help & Requests
  • 0

    posted a message on Create custom UI for MCPE Mods (Add Buttons)
    Hi I am having trouble with bitmaps. I have tried copying the code from beatz_unknown's bitmap template and replacing the standard button code with it. That gave me an error. Where do I put the code? I want to display a image on the screen.
    Posted in: MCPE: Mod / Tool Help & Requests
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