---- Minecraft Crash Report ----
// Quite honestly, I wouldn't worry myself about that.
Time: 4/19/13 4:34 PM
Description: Failed to start game
java.lang.NullPointerException
at drzhark.mocreatures.MoCProxy.initializeBiomes(MoCProxy.java:1003)
at drzhark.mocreatures.MoCProxy.ConfigPostInit(MoCProxy.java:641)
at drzhark.mocreatures.client.MoCClientProxy.ConfigPostInit(MoCClientProxy.java:705)
at drzhark.mocreatures.MoCreatures.postInit(MoCreatures.java:467)
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 cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:515)
at sun.reflect.GeneratedMethodAccessor4.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:314)
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.propogateStateMessage(LoadController.java:165)
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:314)
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:98)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:695)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:206)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:444)
at net.minecraft.client.MinecraftAppletImpl.func_71384_a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:729)
at java.lang.Thread.run(Unknown Source)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
Try running the mod with ONLY: The recommended version of Forge, Custom Mob Spawner, GUI API, and Mo'Creatures. The problem could be with too many mods installed.
Try running the mod with ONLY: The recommended version of Forge, Custom Mob Spawner, GUI API, and Mo'Creatures. The problem could be with too many mods installed.
that's not the problem the problem is any time i add a biome group if freaks out
it works fine when i don't do any changes to the biome group
I honestly don't see the point you're trying to get across. What is the big difference if they add horses in vanilla? Do you just believe that everything Mojang does is for the worst? Based on how you're reacting to this news, I would say so. Personally, I enjoy this new addition, just like I enjoyed it when pistons arrived to Minecraft. Also, I don't see this "Imaginary Line" between vanilla and mods. It doesn't matter if it's a mod or the original, it's Minecraft, and I'm having fun. Another thing I'd like to point out is that I don't believe Mojang will be adding Ogres or mobs like that any time soon. Mojang tries their best to come up with somewhat original ideas, and I respect that, even though some people would disagree with me. Anyway, that was my opinion, hate it if you'd like, reply if you'd like, I just had to get this out of my system, and I won't carry on some pointless argument.
Nah bro. i was upset earlier. I don't have any issue now. It's their game. they could do whatever they damn please.
---- Minecraft Crash Report ----
// Quite honestly, I wouldn't worry myself about that.
Time: 4/19/13 4:34 PM
Description: Failed to start game
java.lang.NullPointerException
at drzhark.mocreatures.MoCProxy.initializeBiomes(MoCProxy.java:1003)
at drzhark.mocreatures.MoCProxy.ConfigPostInit(MoCProxy.java:641)
at drzhark.mocreatures.client.MoCClientProxy.ConfigPostInit(MoCClientProxy.java:705)
at drzhark.mocreatures.MoCreatures.postInit(MoCreatures.java:467)
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 cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:515)
at sun.reflect.GeneratedMethodAccessor4.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:314)
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.propogateStateMessage(LoadController.java:165)
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:314)
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:98)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:695)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:206)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:444)
at net.minecraft.client.MinecraftAppletImpl.func_71384_a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:729)
at java.lang.Thread.run(Unknown Source)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
The problem may be that MC is a stickler for case rules. Go back into your Biomes confing file and make sure everything matches the other examples. I noticed you didn't use pure caps for a few of your names where the default ones did.
like your Mystic forest list. You have it as FORESTm where I think it should be FORESTM
try that.
Vanilla will include the basic horses, donkeys. None of the magical horses will be there. Zebras won't be included either.
I think skeleton horses and zombie horses will make the cut, but they're not ready yet.
We will adjust things accordingly, so MoCreatures will provide whatever is left out of the vanilla horses.
Alright. Thanks for saying that. I was mostly mad cause I was wondering about the state of this mod if your horses are going to be in Vanilla (like if I were to have both vanilla and this mod. I didn't know how that would work.). I would just like to ask a few questions. How are you planning to make the special horses work? Is vanilla going to have the essenses in it? and are any other mobs of yours being planned to be put in Vanilla, if so, which ones? If you're allowed to say of course. OH and one more thing (in uncle voice), is Vanilla going to have naming? Oh and yet another thing. what are going to happen to the HD textures? I kinda like them better. Ok jeez. YET ANOTHER ONE XD!! I'm pouring these out of my uhh donkey. Aren't 2 saddles kinda redundant? can you suggest to just use one? If my like 20 questions get answered I'd really appreciate it.
You're creating new biome groups? I'm not sure that's a good idea. You're much better off adding biomes to existing biome groups.
Creating new biome groups is supported but I guess there was a bug in 5.1.1 =). It's fixed in 5.1.2 which I will be releasing tonight. It also includes the long awaited server admin commands which will allow you to modify anything in MoCProperties.cfg without restarting server.
Creating new biome groups is supported but I guess there was a bug in 5.1.1 =). It's fixed in 5.1.2 which I will be releasing tonight. It also includes the long awaited server admin commands which will allow you to modify anything in MoCProperties.cfg without restarting server.
i got version 5.0.8 of this and its amazing. the only thing thats very weird to me rite now is the fact that i cant dismount from a horse. i tried pressing shift a bunch of times but it doesnt work. is this a glitch?
i got version 5.0.8 of this and its amazing. the only thing thats very weird to me rite now is the fact that i cant dismount from a horse. i tried pressing shift a bunch of times but it doesnt work. is this a glitch?
Vanilla will include the basic horses, donkeys. None of the magical horses will be there. Zebras won't be included either.
I think skeleton horses and zombie horses will make the cut, but they're not ready yet.
We will adjust things accordingly, so MoCreatures will provide whatever is left out of the vanilla horses.
Your not removing your version of the standard horses, donkeys etc. though are you?
That would majorly suck because the vanilla horse armor looks awful compared to yours.
We will adjust things accordingly, so MoCreatures will provide whatever is left out of the vanilla horses.
Was gonna ask if that was the case
Good stuff all the same
Rollback Post to RevisionRollBack
The Emperor's Rage echoes through the hills. The Emperor's Strength grips this land with fists of iron. The Emperor's Courage burns everlasting. The Endless Army will crush the Emperor's foes.
that's not the problem the problem is any time i add a biome group if freaks out
it works fine when i don't do any changes to the biome group
Nah bro. i was upset earlier. I don't have any issue now. It's their game. they could do whatever they damn please.
The problem may be that MC is a stickler for case rules. Go back into your Biomes confing file and make sure everything matches the other examples. I noticed you didn't use pure caps for a few of your names where the default ones did.
like your Mystic forest list. You have it as FORESTm where I think it should be FORESTM
try that.
Alright. Thanks for saying that. I was mostly mad cause I was wondering about the state of this mod if your horses are going to be in Vanilla (like if I were to have both vanilla and this mod. I didn't know how that would work.). I would just like to ask a few questions. How are you planning to make the special horses work? Is vanilla going to have the essenses in it? and are any other mobs of yours being planned to be put in Vanilla, if so, which ones? If you're allowed to say of course. OH and one more thing (in uncle voice), is Vanilla going to have naming? Oh and yet another thing. what are going to happen to the HD textures? I kinda like them better. Ok jeez. YET ANOTHER ONE XD!! I'm pouring these out of my uhh donkey. Aren't 2 saddles kinda redundant? can you suggest to just use one? If my like 20 questions get answered I'd really appreciate it.
http://www.minecraftforum.net/topic/612536-151-guiapi-an-advanced-gui-toolkit/
there is an old versions section in the first post.
Creating new biome groups is supported but I guess there was a bug in 5.1.1 =). It's fixed in 5.1.2 which I will be releasing tonight. It also includes the long awaited server admin commands which will allow you to modify anything in MoCProperties.cfg without restarting server.
Help me support Mo Creatures SMP by donating for my time and effort=)
thanks
no. it has been changed to 'f'
http://upload.crazzy.com.br/show-image.php?id=c271eb0193ca5c650c23c3d36b36bb73
when I do the black and white horse always of a black horse, if possible please could someone help me?
Your not removing your version of the standard horses, donkeys etc. though are you?
That would majorly suck because the vanilla horse armor looks awful compared to yours.
Was gonna ask if that was the case
Good stuff all the same
[url="http://[url=http://signaturecraft.us/][/url]"]http://[url=http://signaturecraft.us/][/url][/url]
yes. to connect to a modded server all players must have the same mods and config file settings (at least as far as block and item ID settings)
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