--- BEGIN ERROR REPORT e9df3db --------
Generated 7/23/11 9:04 AM
Minecraft: Minecraft Beta 1.7.3
OS: Windows XP (x86) version 5.1
Java: 1.6.0_26, Sun Microsystems Inc.
VM: Java HotSpot(TM) Client VM (mixed mode), Sun Microsystems Inc.
LWJGL: 2.4.2
OpenGL: VisionTek Radeon X1550 Series version 2.1.8545 Release, ATI Technologies Inc.
java.lang.NoClassDefFoundError: BaseModMp
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClassCond(Unknown Source)
at java.lang.ClassLoader.defineClass(Unknown Source)
at java.security.SecureClassLoader.defineClass(Unknown Source)
at java.net.URLClassLoader.defineClass(Unknown Source)
at java.net.URLClassLoader.access$000(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at sun.misc.Launcher$AppClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at ModLoader.addMod(ModLoader.java:267)
at ModLoader.readFromClassPath(ModLoader.java:1104)
at ModLoader.init(ModLoader.java:812)
at ModLoader.AddAllRenderers(ModLoader.java:183)
at th.<init>(th.java:60)
at th.<clinit>(th.java:9)
at net.minecraft.client.Minecraft.a(SourceFile:318)
at net.minecraft.client.Minecraft.run(SourceFile:716)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: BaseModMp
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at sun.misc.Launcher$AppClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 21 more
--- END ERROR REPORT 18514352 ----------
Then can you add to the properties file which ones you want to crumble or not?
That would be rather difficult. You see, to keep backwards compatibility a dying golem triggers the tower crumble - regardless of the tower beneath it. The tower type is not saved in the Golem entity, either.
Hmmm one thing i have found thats rather odd,I used this with the aether mod,But when i enter the aether the game freezes but does not crash during the creation of the aether,Ik its this mod because i when i removed this mod from it the aether would no longer crash during creation.Hopefully you can get something fixed with that some day.
What about when 1.8 comes out? I wont be able to use the old ones then because freakstrich said he didnt need to update them anymore.
Get MCP for 1.7.3 and 1.8 (when that is out, assuming it still needs it). Decompile in mcp 1.7.3. Put source files in 1.8 mcp. Fix java sources as needed. Dont know how? Learn it. Recompile. Use.
C:\Users\Ville\Desktop\Ville\minecraft>java -Xmx1024M -Xms
net.minecraft.LauncherFrame
java.io.FileNotFoundException: C:\Users\Ville\AppData\Roam
in (this text was in finnish but it said cant find some file)
at java.io.FileInputStream.open(Native Method)
at java.io.FileInputStream.<init>(Unknown Source)
at net.minecraft.LoginForm.readUsername(LoginForm.
at net.minecraft.LoginForm.<init>(LoginForm.java:4
at net.minecraft.LauncherFrame.<init>(LauncherFram
at net.minecraft.LauncherFrame.main(LauncherFrame.
Using ShockAhPI r5
16 achievements
151 recipes
OptiFog_Optimine_1.7.3_HD_E_MT
Sat Jul 23 20:51:14 EEST 2011
OS: Windows 7 (amd64) version 6.1
Java: 1.7.0, Oracle Corporation
VM: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle
LWJGL: 2.4.2
OpenGL: ATI Radeon HD 5450 version 3.2.9655 Compatibili
I Technologies Inc.
OpenGL Version: 3.2
OpenGL Fancy fog: Not available (GL_NV_fog_distance)
ModLoader Beta 1.7.3 Initializing...
Failed to load mod from "mod_AS_BattleTowers.class"
You're trolling all my threads aren't you? While this mentions BattleTowers, the error clearly is in Minecraft.Loginform which means you tampered with your files or failed at installing some minecraft crack (OLOLOLO)
Holy Crap the Golem is hard, it took me, even when I froze him(Commands) about 3-5 minutes of non-stop hitting with diamond sword and arrow.
He's not that hard, I actually downed one of them in about 20 strikes from a diamond sword. Also, if he falls off the tower, the crumble doesn't actually effect the tower, but just whatever ground he's on. But the crumble does look really awesome on the tower, leaving sort of that ruins look. Are there supposed to be random holes in the floors leading up to the Golem? And the fight with the Golem isn't too interesting, but I'm not sure what other mechanics could be done to make it feel more epic.
And, maybe if possible, make it so not all of the blocks drop from the tower when it's destroyed and have it destroy the chests, so if you don't grab the loot it isn't there later.
Seems maybe the ground "crumbling" below the Golem when he's off the tower was an isolated thing, it happened again and the tower crumbled just fine.
He's not that hard, I actually downed one of them in about 20 strikes from a diamond sword. Also, if he falls off the tower, the crumble doesn't actually effect the tower, but just whatever ground he's on. But the crumble does look really awesome on the tower, leaving sort of that ruins look. Are there supposed to be random holes in the floors leading up to the Golem? And the fight with the Golem isn't too interesting, but I'm not sure what other mechanics could be done to make it feel more epic.
And, maybe if possible, make it so not all of the blocks drop from the tower when it's destroyed and have it destroy the chests, so if you don't grab the loot it isn't there later.
Seems maybe the ground "crumbling" below the Golem when he's off the tower was an isolated thing, it happened again and the tower crumbled just fine.
The intended way is to fight up the tower, looting everything in your path. Baiting the golem off the Tower should not be possible unless you use a fly cheat or build some blocks there.
I will add a heigh check for the Tower crumble mechanic i think, that should prevent ground Holes. It 'happens' because the "Tower Top" position is created when the golem awakes - and not saved upon leaving the game.
One thing that threw me about this mod, is that it requires ModloaderMP even if you're running it in SSP. Easy to assume you don't need it if you're not going to do it outside of SSP.
Do you have an issue with installing ModloaderMP? It does nothing unless used.
Well here is what happened.
I'm running Modloader, GuiAPI, Audiomod, and other mods that use them. I initially have been running Freak's V9 Battletowers version but your towers look bitchtits cool. So I removed his zip and installed yours. I read over the install instructions and assumed that ModloaderMP was only required if you were planning on hosting it multiplayer.
Naturally, I got an error message. It being late at the time and me being tired, I just chalked it up to it being incompatible with one of the mods I'm running and didn't really bother. Put Freak's version back in and called it a night.
Woke up this morning, got myself a gun, and hopped into my game. Saw a few BT's and decided to really investigate. Read over the install again, still thought the ModloaderMP was for servers, but figured I would install it anyway and give it a whirly gig.
Naturally, it worked.
I swear I'm not stupid but I'm not gonna say I'm a mod master by any stretch. But to alleviate the "ZOMG IT DOEZNT WORK HELP I RETARD!" flurry of posts, I figured a little clarification that ModloaderMP (which to me says, modloader for multiplayer) is required even if you're only going to play this in Survival Single Player.
I have installed Modloader and ModloaderMP. I created a MCP folder and the bat files such as "recompile" and "startclient" work. I put the contents of the "(CLIENT)copy_into_minecraft_folder" in the minecraft folder. I put the "(SERVER)copy_into_server_jars_folder" into the "jars" folder in the MCP folder.
What I need help with:
I don't know what to do with the "sourcecode" folder and the contents within it.
I have installed Modloader and ModloaderMP. I created a MCP folder and the bat files such as "recompile" and "startclient" work. I put the contents of the "(CLIENT)copy_into_minecraft_folder" in the minecraft folder. I put the "(SERVER)copy_into_server_jars_folder" into the "jars" folder in the MCP folder.
What I need help with:
I don't know what to do with the "sourcecode" folder and the contents within it.
Thanks.
Depends on what you're trying to do ... you dont need the sourcecode if all you want to do is play o_O
Depends on what you're trying to do ... you dont need the sourcecode if all you want to do is play o_O
I'm just trying to play Minecraft with this mod. There are no towers in my worlds (including newly created ones). I have to do something with the contents of the sourcecode folder, right?
I'm just trying to play Minecraft with this mod. There are no towers in my worlds (including newly created ones). I have to do something with the contents of the sourcecode folder, right?
The install is relatively simple.
Step 1: Install ModLoader and verify the META-INF folder has been deleted.
Step 2: Install ModloaderMP 1.7.3 (I had to use AS's alternate download because it looked like the original link was still 1.6.6)
Step 3: Ignore the SERVER folder.
Step 4: Ignore the sourcecode folder
Step 5: Copy the contents of the CLIENT folder into your .minecraft folder
Step 6: Play Minecraft and pwnzor the golemz.
Things to note: I've found the towers only have a chance of spawning in unexplored parts of your world, so if you've done a lot of adventuring in the existing world you've been playing, you'll need to travel farther for a chance of these towers to spawn.
You can also edit the battletowers.txt file in your mods folder to increase the frequency of towers spawning and change the that towers can spawn next to each other.
I'm just trying to play Minecraft with this mod. There are no towers in my worlds (including newly created ones). I have to do something with the contents of the sourcecode folder, right?
No, you don't need the source code unless you need to look at the source. Do you know what source code is?
It seems that with your mod , minecraft works with the aether however this is only the case if the aether has been generated before installing your mod . After installing it and going to the aether minecraft crashes as it seems that your mod interferes with the terrain generation of the aether mod . Why this happens I have no idea but I know for certain that your mod is the cause , due to isolating it with the aether mod only . This needs to be fixed because everyone loves the aether mod ^^ .Perhaps you should as well as fixing this implement some aether towers such as a holystone tower which would be nice . Anyways thanks for your hard work, hope you can fix this
I had what seemed to be a similar problem.. after a game-crash on respawn, I tried reloading the game and it said soemthing like "spawning golden oak" or "planting golden oak" or something, which I know is aether related, and then it would crash. happend 4 or 5 times in a row before I gave up.. I FRAPS'd it, and could post the video if anyone wants to see. Now I dont know if its Battle Towers causing the problem, as it was working fine before. In fact, I find it odd that I was getting any sort of aether generation at all since I had not gone to the aether at all.
On a seperate note.. HOW THE F**K DO I KILL THE #@$@#$%$#@%#@ %^ Golem!?!?!? That thing owned me at least 6 times in a row.. the last 4 were me just trying desperately to recover my gear so I could run away >.> my best attempt I had an iron sword, full iron armor, and a bar full of cooked pork, but i died so quickly I didnt have time to eat. >.> HALP!
--- BEGIN ERROR REPORT e9df3db --------
Generated 7/23/11 9:04 AM
Minecraft: Minecraft Beta 1.7.3
OS: Windows XP (x86) version 5.1
Java: 1.6.0_26, Sun Microsystems Inc.
VM: Java HotSpot(TM) Client VM (mixed mode), Sun Microsystems Inc.
LWJGL: 2.4.2
OpenGL: VisionTek Radeon X1550 Series version 2.1.8545 Release, ATI Technologies Inc.
java.lang.NoClassDefFoundError: BaseModMp
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClassCond(Unknown Source)
at java.lang.ClassLoader.defineClass(Unknown Source)
at java.security.SecureClassLoader.defineClass(Unknown Source)
at java.net.URLClassLoader.defineClass(Unknown Source)
at java.net.URLClassLoader.access$000(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at sun.misc.Launcher$AppClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at ModLoader.addMod(ModLoader.java:267)
at ModLoader.readFromClassPath(ModLoader.java:1104)
at ModLoader.init(ModLoader.java:812)
at ModLoader.AddAllRenderers(ModLoader.java:183)
at th.<init>(th.java:60)
at th.<clinit>(th.java:9)
at net.minecraft.client.Minecraft.a(SourceFile:318)
at net.minecraft.client.Minecraft.run(SourceFile:716)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: BaseModMp
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at sun.misc.Launcher$AppClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 21 more
--- END ERROR REPORT 18514352 ----------
Now read the OP again.
What about when 1.8 comes out? I wont be able to use the old ones then because freakstrich said he didnt need to update them anymore.
Think I will be on here often? Haha no.
That would be rather difficult. You see, to keep backwards compatibility a dying golem triggers the tower crumble - regardless of the tower beneath it. The tower type is not saved in the Golem entity, either.
Use it with aether myself, no problems.
Get MCP for 1.7.3 and 1.8 (when that is out, assuming it still needs it). Decompile in mcp 1.7.3. Put source files in 1.8 mcp. Fix java sources as needed. Dont know how? Learn it. Recompile. Use.
You're trolling all my threads aren't you? While this mentions BattleTowers, the error clearly is in Minecraft.Loginform which means you tampered with your files or failed at installing some minecraft crack (OLOLOLO)
He's not that hard, I actually downed one of them in about 20 strikes from a diamond sword. Also, if he falls off the tower, the crumble doesn't actually effect the tower, but just whatever ground he's on. But the crumble does look really awesome on the tower, leaving sort of that ruins look. Are there supposed to be random holes in the floors leading up to the Golem? And the fight with the Golem isn't too interesting, but I'm not sure what other mechanics could be done to make it feel more epic.
And, maybe if possible, make it so not all of the blocks drop from the tower when it's destroyed and have it destroy the chests, so if you don't grab the loot it isn't there later.
Seems maybe the ground "crumbling" below the Golem when he's off the tower was an isolated thing, it happened again and the tower crumbled just fine.
Bandcamp
Also if you are open to suggestions for mods please look at this and comment. If you are interested PM me and I'll Pm you the Pics I made.
Here It is
The intended way is to fight up the tower, looting everything in your path. Baiting the golem off the Tower should not be possible unless you use a fly cheat or build some blocks there.
I will add a heigh check for the Tower crumble mechanic i think, that should prevent ground Holes. It 'happens' because the "Tower Top" position is created when the golem awakes - and not saved upon leaving the game.
If you cannot run it, you should not.
Might want to emphasize that on the install.
Well here is what happened.
I'm running Modloader, GuiAPI, Audiomod, and other mods that use them. I initially have been running Freak's V9 Battletowers version but your towers look bitchtits cool. So I removed his zip and installed yours. I read over the install instructions and assumed that ModloaderMP was only required if you were planning on hosting it multiplayer.
Naturally, I got an error message. It being late at the time and me being tired, I just chalked it up to it being incompatible with one of the mods I'm running and didn't really bother. Put Freak's version back in and called it a night.
Woke up this morning, got myself a gun, and hopped into my game. Saw a few BT's and decided to really investigate. Read over the install again, still thought the ModloaderMP was for servers, but figured I would install it anyway and give it a whirly gig.
Naturally, it worked.
I swear I'm not stupid but I'm not gonna say I'm a mod master by any stretch. But to alleviate the "ZOMG IT DOEZNT WORK HELP I RETARD!" flurry of posts, I figured a little clarification that ModloaderMP (which to me says, modloader for multiplayer) is required even if you're only going to play this in Survival Single Player.
The image sums it up for the tl;dr people.
What I have done:
I have installed Modloader and ModloaderMP. I created a MCP folder and the bat files such as "recompile" and "startclient" work. I put the contents of the "(CLIENT)copy_into_minecraft_folder" in the minecraft folder. I put the "(SERVER)copy_into_server_jars_folder" into the "jars" folder in the MCP folder.
What I need help with:
I don't know what to do with the "sourcecode" folder and the contents within it.
Thanks.
Depends on what you're trying to do ... you dont need the sourcecode if all you want to do is play o_O
I'm just trying to play Minecraft with this mod. There are no towers in my worlds (including newly created ones). I have to do something with the contents of the sourcecode folder, right?
The install is relatively simple.
Step 1: Install ModLoader and verify the META-INF folder has been deleted.
Step 2: Install ModloaderMP 1.7.3 (I had to use AS's alternate download because it looked like the original link was still 1.6.6)
Step 3: Ignore the SERVER folder.
Step 4: Ignore the sourcecode folder
Step 5: Copy the contents of the CLIENT folder into your .minecraft folder
Step 6: Play Minecraft and pwnzor the golemz.
Things to note: I've found the towers only have a chance of spawning in unexplored parts of your world, so if you've done a lot of adventuring in the existing world you've been playing, you'll need to travel farther for a chance of these towers to spawn.
You can also edit the battletowers.txt file in your mods folder to increase the frequency of towers spawning and change the that towers can spawn next to each other.
No, you don't need the source code unless you need to look at the source. Do you know what source code is?
Kind of a redundant question, isn't it?
I had what seemed to be a similar problem.. after a game-crash on respawn, I tried reloading the game and it said soemthing like "spawning golden oak" or "planting golden oak" or something, which I know is aether related, and then it would crash. happend 4 or 5 times in a row before I gave up.. I FRAPS'd it, and could post the video if anyone wants to see. Now I dont know if its Battle Towers causing the problem, as it was working fine before. In fact, I find it odd that I was getting any sort of aether generation at all since I had not gone to the aether at all.
On a seperate note.. HOW THE F**K DO I KILL THE #@$@#$%$#@%#@ %^ Golem!?!?!? That thing owned me at least 6 times in a row.. the last 4 were me just trying desperately to recover my gear so I could run away >.> my best attempt I had an iron sword, full iron armor, and a bar full of cooked pork, but i died so quickly I didnt have time to eat. >.> HALP!