[1.0.0]Robinton's Mods
#3221
Posted 19 February 2012 - 10:57 PM
#3222
Posted 20 February 2012 - 03:56 AM
Thunderbeard 1, on 19 February 2012 - 04:54 AM, said:
#3223
Posted 20 February 2012 - 04:56 AM
Robinton, on 20 February 2012 - 03:56 AM, said:
See if they both just work together. If they don't, what classes do they co-modify? If it's just yq.class (ItemStack.java), you might try overwriting the 4096IDs class. It ought to work, though it might not... Back up whatever save you first try loading (or create a throwaway test), and good luck!
ID Resolver overwrites the ww.class of Forge without using the new hook.
#3224
Posted 20 February 2012 - 05:16 AM
Robinton, on 20 February 2012 - 03:56 AM, said:
See if they both just work together. If they don't, what classes do they co-modify? If it's just yq.class (ItemStack.java), you might try overwriting the 4096IDs class. It ought to work, though it might not... Back up whatever save you first try loading (or create a throwaway test), and good luck!
Hi Robinton, thanks for the fast response! I had a go with a few different combinations of ID resolver, 4096 and their respective requirements and I'm still being told I only have 133 block IDs.
lilmessi07, on 20 February 2012 - 04:56 AM, said:
I think you might be right. Is this something to alert the ID Resolver maintainer about?
#3225
Posted 20 February 2012 - 06:05 AM
Thunderbeard 1, on 20 February 2012 - 05:16 AM, said:
It seems someone has already posted on the thread about the problem and solution so it should just be a matter of time before it is fixed. I will be keeping an eye on the development.
#3226
Posted 20 February 2012 - 01:59 PM
#3227
Posted 20 February 2012 - 11:53 PM
creator4, on 20 February 2012 - 01:59 PM, said:
Sadly, since you mention 4096, no. It's only 256 high, which is still a great improvement. But it allows for 4096 BlockIDs, items and such.
Compressed Chunks! Exactly. Even Jebs Anvil needs something like that. I went up to 256 in 12w07b and couldn't see the terrain below in Normal view mode. A compressed far view has been needed in Minecraft since forever, and now doubly so.
#3228
Posted 21 February 2012 - 05:57 AM
#3229
Posted 21 February 2012 - 09:33 AM
pre fix class
eb 21, 2012 10:30:24 AM ModLoader init
FINE: ModLoader 1.1 Initializing...
feb 21, 2012 10:30:24 AM ModLoader init
FINE: null
feb 21, 2012 10:30:24 AM ModLoader readFromClassPath
FINER: Adding mods from C:\Users\CoolerMaster\AppData\Roaming\.minecraft\bin\minecraft.jar
feb 21, 2012 10:30:24 AM ModLoader readFromClassPath
FINER: Zip found.
feb 21, 2012 10:30:24 AM ModLoader addMod
FINE: Mod Initialized: "mod_ModLoaderMp 1.1" from mod_ModLoaderMp.class
feb 21, 2012 10:30:24 AM ModLoader addMod
FINE: Mod Initialized: "mod_MinecraftForge 1.3.3.12" from mod_MinecraftForge.class
feb 21, 2012 10:30:24 AM ModLoader addMod
FINE: Mod Initialized: "mod_TooManyItems 1.1 2012-01-12a" from mod_TooManyItems.class
feb 21, 2012 10:30:24 AM ModLoader addMod
FINE: Failed to load mod from "mod_4096IDs.class"
feb 21, 2012 10:30:24 AM ModLoader addMod
FINER: THROW
java.lang.NoSuchFieldError: isDebug
at mod_4096IDs.<init>(mod_4096IDs.java:249)
at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
at sun.reflect.NativeConstructorAccessorImpl.newInstance(Unknown Source)
at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(Unknown Source)
at java.lang.reflect.Constructor.newInstance(Unknown Source)
at java.lang.Class.newInstance0(Unknown Source)
at java.lang.Class.newInstance(Unknown Source)
at ModLoader.addMod(ModLoader.java:234)
at ModLoader.readFromClassPath(ModLoader.java:1202)
at ModLoader.init(ModLoader.java:716)
at ModLoader.AddAllRenderers(ModLoader.java:150)
at afq.<init>(afq.java:80)
at afq.<clinit>(afq.java:9)
at net.minecraft.client.Minecraft.a(Minecraft.java:238)
at net.minecraft.client.Minecraft.run(Minecraft.java:542)
at java.lang.Thread.run(Unknown Source)
================================================================
4096 id block,s :
java.lang.NoSuchMethodError: vq.isBlockSolidOnSide(IIII)Z
at ow.a(BlockTorch.java:104)
at aal.a(Chunk.java:385)
at vq.b(World.java:481)
at gs.a(SourceFile:322)
at gs.a(SourceFile:421)
at nd.a(SourceFile:348)
at oi.a(SourceFile:29)
at aeq.a(SourceFile:46)
at aji.a(SourceFile:430)
at jx.a(jx.java:125)
at aal.a(Chunk.java:908)
at jx.c(jx.java:68)
at jx.b(jx.java:76)
at vq.c(World.java:461)
at vq.a(World.java:397)
at net.minecraft.client.Minecraft.e(Minecraft.java:1764)
at net.minecraft.client.Minecraft.a(Minecraft.java:1675)
at net.minecraft.client.Minecraft.a(Minecraft.java:1633)
at net.minecraft.client.Minecraft.a(Minecraft.java:1536)
at vt.a(SourceFile:161)
at ug.a(SourceFile:72)
at vt.a(SourceFile:225)
at ug.f(SourceFile:120)
at ug.i(SourceFile:108)
at net.minecraft.client.Minecraft.k(Minecraft.java:1250)
at net.minecraft.client.Minecraft.x(Minecraft.java:616)
at net.minecraft.client.Minecraft.run(Minecraft.java:556)
at java.lang.Thread.run(Unknown Source)
what must i do now ???
#3230
Posted 21 February 2012 - 05:38 PM
MineCrak, on 20 February 2012 - 11:53 PM, said:
Compressed Chunks! Exactly. Even Jebs Anvil needs something like that. I went up to 256 in 12w07b and couldn't see the terrain below in Normal view mode. A compressed far view has been needed in Minecraft since forever, and now doubly so.
#3231
Posted 22 February 2012 - 12:41 AM
Fixing the far render distance seems fun. Sounds like a fun challenge. I like challenges.
#3232
Posted 22 February 2012 - 12:46 AM
Since we don't know when Minecraft 1.2 will go out, would it be possible to have a merge patch for the 4096 block id patch and minecraft forge? Because it is currently incompatible (even with the removal of l.class and vq.class (which cause an horrible icon bug) the conflict with aal.class make the game crash when breaking a block). It's just that I don't see the point of having more block ID without forge to support all these new mods. Thanks anyways
#3233
Posted 22 February 2012 - 01:00 AM
@ marcopolo1613: Thanks! You're right, it doesn't need that size. Still, having it would be very cool!
@EternalDensity:
@pwnzor17: Isn't there an alternate MediaFire link?
@Nocte: So, Sections, I now christen you Jenga Chunks!
How did you get your hands on the network packet? Has Forge updated for the Anvil test version? *Checks MCP* Apparently not. Are you just decompiling the bytecode?
@MineCrak: Thanks! I'm pretty sure I could read all of your post, but the posts that quoted yours were messed up, so thanks for quoting them!
@Bumber: Agreed.
@Grypher: First of all, please don't get mad because I disagree with you. I don't get nearly enough debates, and I'm delighted to get a chance at one!
"Evolution and Natural Selection only affect that which is hereditary, they have nothing to do with belief as they taught, not inherited which pretty much kills C.S Lewis’s argument." So, you're saying that intellect and logic (and the capacity for those) are non-hereditary? Then why haven't dolphins (or something of the sort) developed radios? Or Minecraft? And if they are hereditary, then C.S. Lewis's argument still holds water.
This is getting a bit long, for the sake of those who want to skip the debate, I'll place the rest in a spoiler:
"And for something a little more on topic, good job on getting 4096IDs in Minecraft, I cant tell you how long I've waited for something like this. Also how well does Cubic Chunks play with other mods which also alter world generation, like RedPower, IC2 or the ExtraBiomes mod?" Thanks! And Cubic Chunks plays fairly well with them, as long as they use the ModLoader Chunk Population hook. They will generate ores correctly in Vanilla range, and probably not at all in the rest of the world. If they modify ChunkProvider, CC is probably not compatible...
@4C51: Thanks, but my internet filter doesn't like imgur, and I'd prefer to be able to see my own pictures... I might end up using it anyway, but it would be a hassle... And space exploration is exactly the idea!
@Kainzo: Thanks!
@lilmikey: I think I've fixed that since.
@MineCrak: Nice! Let me know if it grows any.
@bearbin: Thanks; I know! See @4C51, four responses up.
@cybrshdw: http://www.mediafire...9k9b7jjwckr4ra3
@HighPitchedRed: I think I've fixed that since.
@TheAddMe: Of Cubic Chunks?
@Darkhog: I'll probably wait and update Cubic Chunks straight to 1.2.
Time to go to Vocal! More responses hopefully tomorrow morning!
#3234
Posted 22 February 2012 - 02:14 AM
1. Is CC currently compatible with Terrain Control, or are there plans for supporting it? Or are you cooking up your own terrain generator? I apologize, but after watching the videos on youtube of 4000 block high mountains that were present in previous versions of CC, I have resorted to carrying a bucket around with me to contain the sheer amounts of drool escaping from my mouth.
2. Now that jeb has implemented 256 block worlds, he must have added 256 high vertical view distance, right? Does that mean CC will be getting *proper* cubic far view distance some time in the future?
P.S. I loved your debate argument. I only found one problem with it. Antibiotics generally affect bacteria, not viruses.
#3235
Posted 22 February 2012 - 05:57 AM
And, about your debate... Evolution doesn't prove Christianity wrong. It just provides a tool god could be using to create new life. So it doesn't really matter if it's true or not, it has little to do with the existence of a higher being or beings - Just a though. (Just because I said this does not necessarily mean I believe it. I'm just throwing a twist into it all.)
#3236
Posted 22 February 2012 - 10:27 AM
(I didn't say this to offend in anyway. I was just wanting to divert the topic back on topic.)
#3237
Posted 22 February 2012 - 11:29 AM
Robinton said:
Tali'Zorah, on 01 April 2186 - 05:30 AM, said:
#3238
Posted 22 February 2012 - 04:01 PM
------------------------------------
Per a Statement made by TkTech, codewarrior is adding Anvil Support to the Open-Source MCEdit! I guess he gets the Bounty.
Hopefully codewarrior will continue to keep contributing to his creation like this from time to time. Great to still see you around codewarrior.
* btw: The continuation of MCEdit Open Source is at a different address on Github then the initial Source Code release was at. The initial release, which is still unchanged, was in codewarriors folder on Github. The fully Open and continuing version is now in it's own account/folder on Github. This new address is where you will see the current updates by codewarrior and others on the project.
New Github for MCEdit - https://github.com/mcedit/mcedit
Initial Source Code Release for MCEdit - https://github.com/codewarrior0/mcedit
Original pymclevel project on Github - https://github.com/c...rior0/pymclevel
#3239
Posted 22 February 2012 - 04:21 PM
#3240
Posted 22 February 2012 - 05:11 PM
undefinedninja, on 22 February 2012 - 04:21 PM, said:
Could you do Robinton and your viewers a favor though and actually list him as the author of that mod in your youtube video description beneath the video? And also please always link to the actual thread that a mod comes from, not just the mods direct DL link. In this case the link below goes straight to the Shaped Charges part of the OP.
Shaped Charges Mod
In fact, it really is best to link only to the thread unless you are going to update the DL links below your video for every single version that comes out. Otherwise people will always be stuck with the same version of the mod and having no idea where it comes from in order to get a new version.
Thanks for the video!!

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