I just updated from 1.6.2 to 1.7.4 and went back to working on a world i've put a lot of time into. I backed it up by making a zip file of the save folder under "C:\Users\David\AppData\Roaming\.minecraft\saves", then opened it in 1.7.4 - it worked fine, so I made another zip file backup, then I wandered around a bit.
A creeper destroyed part of a structure I couldn't be bothered rebuilding, so I deleted the save folder, unzipped the 1.7.4 backup, and went back to reopen it. (This is something that I've done a million times before updating to 1.7.4 without any issue - the unzipped folder used to show up on the saved games screen without any trouble.)
It doesn't show up in the list of singleplayer games. Every other save folder, including ones from years ago (like 1.3) show up, but not the folderthat I just newly unzipped.
I've never seen Minecraft behave like that before. Does anyone know what the problem is?
Lou it's the strangest thing - I restored the 1.6.2 folder from the zip file so it should be same as it was before i tried that fix, but now SPC *does* work as normal. I don't know what could explain it all.
Oh yeah, desert and arctic damage, im in favour of it being turned off. I just like the feel of walking through a desert in minecraft and thought itd be cool to have some real threat to it. Minecraft: Bear Grylls edition, lol.
It's using Windows 7 running on a late 12th century Turkish abacus HP Pavilion G6 laptop, and i went through to step 14 but it still didn't work. Definitely says "release 1.6.2mod", and I've been careful to select the right profile each time. Ive actually gone to Edit Profile almost every time i started it, because i was paranoid that my changes weren't being saved so I double-checked each time.
edited to add:
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Holy poop, i just tried something else out of desperation. I backed up the 1.6.2 folder into a zip file, then deleted it so that the game no longer had the choice to use it. I figured if the game failed to function at all, then it would mean it wasn't finding the 1.6.2mod folder, so i would be narrowing down the problem.
Guess what? It works perfectly now. I didn't make any other changes except to delete that folder.
I don't know what that means, maybe it has something in it that always goes to the official release by default, even when you try to tell it not to?
Notepad works, but you must be cautious. There are some characters that aren't shown and if deleted things become extremely long nonsense.
There are one or two others that have this problem and I haven't been much help.
Try my installation through step 12. Does it open? If yes everything above is correct.
Have you modified the vanilla installation path?
Lou
I await your reply.
It does open fine after step 12. In terms of modifying the installation path, I load it using the regular Launcher, and under the Edit Profile screen, beneath the column "Version", it says "1.6.2mod" next to the profile i'm using.
What might be something better to use than Notepad?
Thanks for your reply LoRaM100. I tried it from scratch again, to make sure i had all the files copied across, and yet had the same result. I have been editing the 1.6.2mod.json file with Notepad and it seems to save fine.
I don't have any other mods installed, including Forge. I used to have earlier versions of SPC-WorldEdit installed before the 1.6 update, but i am overwriting the WorldEdit.jar file with the new one.
I have tried the instructions in the opening post, and I have tried the more detailed instructions provided by LoRaM100, and neither of them seem to work for me.
The difference I made when trying LoRaM100s instructions what I did was step 11 ("On the “Profile Editor” change “JVM Arguments:” to read: “-Xmx1G -Dfml.ignoreInvalidMinecraftCertificates=true -Dfml.ignorePatchDiscrepancies=true”. Save your profile.") - which does not appear in the original instructions.
LoRaM100 I am confused by your step 15, where you say "CREATE a new folder under *\.minecraft. Name it bin and put the WorldEdit.jar in it." - i didn't need to create any new folder, the bin folder was always there. Is this how it should be?
When I start minecraft, selecting the new profile i've just made, and making sure that it uses "1.6.2mod", and making sure the appropriate files have been renamed "1.6.2mod.jar" and "1.6.2mod.json", making sure WorldEdit is in the bin folder, and all the right SPC files have been copied into 1.6.2mod.jar, and JVM Arguments has been modified, SPC does not work.
The game starts fine, but no SPC or WorldEdit commands exist. It's just a normal unmodified game. Cane anyone suggest what might be wrong?
I haven't found a mushroom island yet, but I don't support this. I really think it's cool that they are super-rare. They make the minecraft world feel big and explorable. I don't want to feel like, "Well, i've seen all there is to see. Guess I'll go play something else."
I was taking potshots at zombies just now, and you all must have noticed the way that arrows follow a very natural parabolic trajectory (they go up in a smooth arc, then fall again).
I was wondering if it was possible at all to create a mod that lets you see the potential trajectory of an arrow - or, perhaps even better, see the place where the arrow is going to land.
That way, you could, for example, hit a zombie on the other side of a wall, or take out a mob that's standing right next to you by aiming almost straight up.
Perhaps the mod could be packaged as a new type of bow, call it a "training bow".
I'm not sure what use this would really have, I just thought it might be an interesting project.
I think what the OP is saying is that it would be cool to have ruins etc. I agree - it's the reason temples were added, after all. Ruins are cool. They give you a reason to explore.
I actually spend a bit of time crafting "ruins" in my minecraft worlds. Ancient agora, that sort of thing. I think it's neat. I wouldn't be opposed to having more potential structures in the world generator, and ruins are a good direction to go in.
- We have hostile mobs because challenge makes gameplay more fun, and provokes creativity. Hostile animal mobs would provide an extra challenge. They would require us to be on guard against different threats, at different times of the day (not just night). They would provoke us into designing ways to avoid specific exotic animal threats (thats why skeletons, spiders and creepers all attack in different ways).
* Exploration is fun
- We have different sorts of trees and precipitation because it adds to the ambience. It makes it feel like you're in a "real" world, trying to survive. Different biomes make exploration fun. But many of the biomes feel "empty". Forests and taiga have only a single unique, native fauna (ocelots and wolves, respectively). Oceans only have squid. Deserts have nothing at all. I want a reason to duck into my house and lock my door if I'm caught outside unarmed - and it'd be cool if we didn't just have supernatural reasons.
* Ambience is fun
- One of the main reasons many of play minecraft is for the versatility of building design. We can build almost anything we want. But at the moment, all that a forest lookout "looks out" on are trees. You can build a vast, creative undersea dome out of glass - and then have a view of... blue?
* Minecraft feels empty - and Mojang have done a good job of addressing that, but they could do more
- One of the reasons animals and villagers were introduced at all was to make Minecraft feel less empty. Why not push forward with that aspect? Create some biome-specific faunas (as exists currently with ocelots, wolves and squid - but expand on this). We have a lot of domesticate-able animals. I would like to see some wildlife, to fill out the world a little. Particularly in the ocean - which is currently a vast, blue desert. I don't necessary need the animals to be useful - tameable, or food sources, or anything like that. I'd like them to be occasionally threatening, but also just capable of making the world look big and explorable and varied.
1. Go to the ".minecraft/bin" directory and backup minecraft.jar
2. Using 7zip or equally capable archive viewer open minecraft.jar
3. Delete the META-INF folder (if on a MAC *only* delete the Mojang_c files)
4. Copy the "com" directory contained within the mod to minecraft.jar, replacing the existing one.
5. Close minecraft.jar
6. Copy ALL the ".jar" files contained within the mod to the ".minecraft/bin" directory (the same directory as minecraft.jar). This means copy WorldEdit.jar into ".minecraft/bin" NOT into Minecraft.jar
7. Enjoy the mod.
...for the previously posted development version of 1.4.4, and I cannot complete step 4. 7zip just doesn't seem to have the option of pasting a folder into minecraft.jar
"Paste" simply doesn't exist on the right-click menu when i have the cursor over 7zip.
PROBLEM SOLVED. Apparently you can drag-and-drop. Sorry, I am used to not bothering with drag-and-drop, having been trained out of it by inconsistent treatments of that action between different programs. Now I have learnt that it not only works with 7zip, but is the only way to do it. Interesting.
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Edited to add:
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It also just occured to me, what do you do with the "ayk.class" and "iq.class" files? I assume you copy-and-paste them into the same place, right? Otherwise, why would they exist...?
All of those have been suggested about a million times. Welcome to Minecraft.
Also, what we really need is multiple worlds, with new kinds of portals to connect them.
I find these two sentences extremely ironic, so close together
Having said that, I really want more filled-out ocean biomes. A variety of sea creatures, plus decorative things like coral/sponges (sponges-as-in-the-animal, not those sponges-the-old-minecraft-block), would really make me happy. I'd like to be able to build underwater glass cities with glowstones lighting up weird undersea views, plus an element of danger beyond drowning - some (all?) the new mobs would be potential dangers.
I know this is something they sort of want to do, so I hold out hope that the next major update will look in this direction.
I think this would produce the highest happiness/effort-required-to-code-this ratio... other things that have been suggested are not so much dull to me, but more just 'i wouldn't appreciate the effort it took them as much'.
0
I just updated from 1.6.2 to 1.7.4 and went back to working on a world i've put a lot of time into. I backed it up by making a zip file of the save folder under "C:\Users\David\AppData\Roaming\.minecraft\saves", then opened it in 1.7.4 - it worked fine, so I made another zip file backup, then I wandered around a bit.
A creeper destroyed part of a structure I couldn't be bothered rebuilding, so I deleted the save folder, unzipped the 1.7.4 backup, and went back to reopen it. (This is something that I've done a million times before updating to 1.7.4 without any issue - the unzipped folder used to show up on the saved games screen without any trouble.)
It doesn't show up in the list of singleplayer games. Every other save folder, including ones from years ago (like 1.3) show up, but not the folderthat I just newly unzipped.
I've never seen Minecraft behave like that before. Does anyone know what the problem is?
I really don't want to lose this save!
0
I've spent some time in the Namibian desert, a few months doing palaeo fieldwork, but not much beyond that. Pretty unimpressive for an Australian!
1
Oh yeah, desert and arctic damage, im in favour of it being turned off. I just like the feel of walking through a desert in minecraft and thought itd be cool to have some real threat to it. Minecraft: Bear Grylls edition, lol.
0
late 12th century Turkish abacusHP Pavilion G6 laptop, and i went through to step 14 but it still didn't work. Definitely says "release 1.6.2mod", and I've been careful to select the right profile each time. Ive actually gone to Edit Profile almost every time i started it, because i was paranoid that my changes weren't being saved so I double-checked each time.edited to add:
------------------------
Holy poop, i just tried something else out of desperation. I backed up the 1.6.2 folder into a zip file, then deleted it so that the game no longer had the choice to use it. I figured if the game failed to function at all, then it would mean it wasn't finding the 1.6.2mod folder, so i would be narrowing down the problem.
Guess what? It works perfectly now. I didn't make any other changes except to delete that folder.
I don't know what that means, maybe it has something in it that always goes to the official release by default, even when you try to tell it not to?
Thank-you so much for sticking with me.
0
What might be something better to use than Notepad?
0
I don't have any other mods installed, including Forge. I used to have earlier versions of SPC-WorldEdit installed before the 1.6 update, but i am overwriting the WorldEdit.jar file with the new one.
0
I have tried the instructions in the opening post, and I have tried the more detailed instructions provided by LoRaM100, and neither of them seem to work for me.
The difference I made when trying LoRaM100s instructions what I did was step 11 ("On the “Profile Editor” change “JVM Arguments:” to read: “-Xmx1G -Dfml.ignoreInvalidMinecraftCertificates=true -Dfml.ignorePatchDiscrepancies=true”. Save your profile.") - which does not appear in the original instructions.
LoRaM100 I am confused by your step 15, where you say "CREATE a new folder under *\.minecraft. Name it bin and put the WorldEdit.jar in it." - i didn't need to create any new folder, the bin folder was always there. Is this how it should be?
When I start minecraft, selecting the new profile i've just made, and making sure that it uses "1.6.2mod", and making sure the appropriate files have been renamed "1.6.2mod.jar" and "1.6.2mod.json", making sure WorldEdit is in the bin folder, and all the right SPC files have been copied into 1.6.2mod.jar, and JVM Arguments has been modified, SPC does not work.
The game starts fine, but no SPC or WorldEdit commands exist. It's just a normal unmodified game. Cane anyone suggest what might be wrong?
0
Go to "Suggestions".
Or, hey, check my sig.
0
1
0
I was taking potshots at zombies just now, and you all must have noticed the way that arrows follow a very natural parabolic trajectory (they go up in a smooth arc, then fall again).
I was wondering if it was possible at all to create a mod that lets you see the potential trajectory of an arrow - or, perhaps even better, see the place where the arrow is going to land.
That way, you could, for example, hit a zombie on the other side of a wall, or take out a mob that's standing right next to you by aiming almost straight up.
Perhaps the mod could be packaged as a new type of bow, call it a "training bow".
I'm not sure what use this would really have, I just thought it might be an interesting project.
0
I actually spend a bit of time crafting "ruins" in my minecraft worlds. Ancient agora, that sort of thing. I think it's neat. I wouldn't be opposed to having more potential structures in the world generator, and ruins are a good direction to go in.
0
* Challenge is fun
- We have hostile mobs because challenge makes gameplay more fun, and provokes creativity. Hostile animal mobs would provide an extra challenge. They would require us to be on guard against different threats, at different times of the day (not just night). They would provoke us into designing ways to avoid specific exotic animal threats (thats why skeletons, spiders and creepers all attack in different ways).
* Exploration is fun
- We have different sorts of trees and precipitation because it adds to the ambience. It makes it feel like you're in a "real" world, trying to survive. Different biomes make exploration fun. But many of the biomes feel "empty". Forests and taiga have only a single unique, native fauna (ocelots and wolves, respectively). Oceans only have squid. Deserts have nothing at all. I want a reason to duck into my house and lock my door if I'm caught outside unarmed - and it'd be cool if we didn't just have supernatural reasons.
* Ambience is fun
- One of the main reasons many of play minecraft is for the versatility of building design. We can build almost anything we want. But at the moment, all that a forest lookout "looks out" on are trees. You can build a vast, creative undersea dome out of glass - and then have a view of... blue?
* Minecraft feels empty - and Mojang have done a good job of addressing that, but they could do more
- One of the reasons animals and villagers were introduced at all was to make Minecraft feel less empty. Why not push forward with that aspect? Create some biome-specific faunas (as exists currently with ocelots, wolves and squid - but expand on this). We have a lot of domesticate-able animals. I would like to see some wildlife, to fill out the world a little. Particularly in the ocean - which is currently a vast, blue desert. I don't necessary need the animals to be useful - tameable, or food sources, or anything like that. I'd like them to be occasionally threatening, but also just capable of making the world look big and explorable and varied.
0
...for the previously posted development version of 1.4.4, and I cannot complete step 4.
7zip just doesn't seem to have the option of pasting a folder into minecraft.jar
"Paste" simply doesn't exist on the right-click menu when i have the cursor over 7zip.
PROBLEM SOLVED. Apparently you can drag-and-drop. Sorry, I am used to not bothering with drag-and-drop, having been trained out of it by inconsistent treatments of that action between different programs. Now I have learnt that it not only works with 7zip, but is the only way to do it. Interesting.
-------------------
Edited to add:
-------------------
It also just occured to me, what do you do with the "ayk.class" and "iq.class" files? I assume you copy-and-paste them into the same place, right? Otherwise, why would they exist...?
0
Having said that, I really want more filled-out ocean biomes. A variety of sea creatures, plus decorative things like coral/sponges (sponges-as-in-the-animal, not those sponges-the-old-minecraft-block), would really make me happy. I'd like to be able to build underwater glass cities with glowstones lighting up weird undersea views, plus an element of danger beyond drowning - some (all?) the new mobs would be potential dangers.
I know this is something they sort of want to do, so I hold out hope that the next major update will look in this direction.
I think this would produce the highest happiness/effort-required-to-code-this ratio... other things that have been suggested are not so much dull to me, but more just 'i wouldn't appreciate the effort it took them as much'.