This is saying that some mod is overwritting the uu class causing the crash, check which mods modify the uu class (mine surely won't as i don't any change original classes), changing the order in which they are installed may solve it.
My mod properties file is inside the minecraft.jar if you already have it installed, its the apothecarium.properties (change it to .txt if you can't edit it like it is now), if you can't find it download the mod again, check the jar folder, the properties file will be in there, edit it and throw inside the minecraft.jar overwritting the older one.
Based on what i read the affinity decides the type of potions from each reagent and so all potions are created using math instead of a set recipe? if so then here is a...
HUGE SUGGESTION: (not large, just a big deal)
A readable book that can be used with reagents and potions. When opened for the first time it displays an empty hand-draw table with a column for name, required affinity sum to make (Difficulty), and affinity output (Strength). As you use the book with each reagent or potions (by creating while having book in inventory, or by use of recording table maybe? (place book in one slot then reagent/potion in other then retrieve book with new entry) the table is filled in (everything would have a set place, in order of strength, so you just have to un-hide upon "discovery") with the info for each item. This would make a way for me to record my results without requiring a ton of work for you like would be neded to add a book that procedurally creates entries according to what you do. Also, it would make me feel more like the alchemist, recording my results for future reference, and most importantly, it allows me to look back at what I've done and logic through what I still need to do, which would mean I never have to look in your cheat sheet (which I didn't want to do but with having to constantly re-discover things and with it being complete guess work instead of based on some sort of notes its just not possible to guess everything once you get into higher level cauldrons.
Also, would replacing my version with the minecraft forge version be damaging to my save in any way? or would I be able to load the same save? Also, nether Craft has glowing green mushrooms that spawn in the nether so in minecraft forge have you made these two items synonymous? If not it definitively needs to be done because I want minecraft forge just because this and skokeeve's nether craft would go together so nicely (they are my two favorite mods thus far.)
Based on what i read the affinity decides the type of potions from each reagent and so all potions are created using math instead of a set recipe? if so then here is a...
HUGE SUGGESTION: (not large, just a big deal)
A readable book that can be used with reagents and potions. When opened for the first time it displays an empty hand-draw table with a column for name, required affinity sum to make (Difficulty), and affinity output (Strength). As you use the book with each reagent or potions (by creating while having book in inventory, or by use of recording table maybe? (place book in one slot then reagent/potion in other then retrieve book with new entry) the table is filled in (everything would have a set place, in order of strength, so you just have to un-hide upon "discovery") with the info for each item. This would make a way for me to record my results without requiring a ton of work for you like would be neded to add a book that procedurally creates entries according to what you do. Also, it would make me feel more like the alchemist, recording my results for future reference, and most importantly, it allows me to look back at what I've done and logic through what I still need to do, which would mean I never have to look in your cheat sheet (which I didn't want to do but with having to constantly re-discover things and with it being complete guess work instead of based on some sort of notes its just not possible to guess everything once you get into higher level cauldrons.
Also, would replacing my version with the minecraft forge version be damaging to my save in any way? or would I be able to load the same save? Also, nether Craft has glowing green mushrooms that spawn in the nether so in minecraft forge have you made these two items synonymous? If not it definitively needs to be done because I want minecraft forge just because this and skokeeve's nether craft would go together so nicely (they are my two favorite mods thus far.)
Sorry but im not making a book, will take way too much time and i prefer to invest this making more potions or other features, maybe if one day im really out of ideas i can make one.
Make a backup of your save just to be sure, but i doubt there will be any problem if you change to the forge version.
My mushrooms have nothing to do with the nethercraft ones.
Sorry but im not making a book, will take way too much time and i prefer to invest this making more potions or other features, maybe if one day im really out of ideas i can make one.
Make a backup of your save just to be sure, but i doubt there will be any problem if you change to the forge version.
My mushrooms have nothing to do with the nethercraft ones.
About the book: I think it would be cool but its your mod.
2. I will backup my save, thanks for responding
3. Well, if they are both green mushrooms (identical in size and color) and they both emit light, and they are both found in the nether, and they are both called glow- (glowshrooms and glowcaps) then they may be different in purpose but they are carbon copies in identity, It would make sense in my opinion to use the power of minecraft forge to eliminate the redundancy between them (especially because if i had both installed i would get the two confused). But that is just me and again, it is your mod, and I fully support you in doing whatever the heck you want with this mod because it is yours.
About the book: I think it would be cool but its your mod.
2. I will backup my save, thanks for responding
3. Well, if they are both green mushrooms (identical in size and color) and they both emit light, and they are both found in the nether, and they are both called glow- (glowshrooms and glowcaps) then they may be different in purpose but they are carbon copies in identity, It would make sense in my opinion to use the power of minecraft forge to eliminate the redundancy between them (especially because if i had both installed i would get the two confused). But that is just me and again, it is your mod, and I fully support you in doing whatever the heck you want with this mod because it is yours.
The thing about programming is that two objects can be exactly the same, but as long as they are not the same object (be in the same memory adress) i can't access the second one even if i can access the first, so i can't tell my mod to use the mushroom from nethercraft since they don't exist when im programming the mod because i have to do so with only modloader and my mod.
The thing about programming is that two objects can be exactly the same, but as long as they are not the same object (be in the same memory adress) i can't access the second one even if i can access the first, so i can't tell my mod to use the mushroom from nethercraft since they don't exist when im programming the mod because i have to do so with only modloader and my mod.
haha, I understand that, my recommendation was to get together with skoveeve and cause them be the same entity, that way if I only install one of them i would still have the mushroom in either one, but if I installed both the second copy would overwrite the first and there would only be one. Minecraft forge is designed to help mods be compatible and you seem interested in that and part of being compatible is when you have two copies of the same thing to not cause a redundancy (i.e., the mechanical parts in the industrial mods). Its just a suggestion but it would make two of the best mods out there work together much more nicely.
Also, could you post how the cauldron figures out what it is making and a list of the values for what it will accept? A sort of "Alchemist's Guide" if you will.
haha, I understand that, my recommendation was to get together with skoveeve and cause them be the same entity, that way if I only install one of them i would still have the mushroom in either one, but if I installed both the second copy would overwrite the first and there would only be one. Minecraft forge is designed to help mods be compatible and you seem interested in that and part of being compatible is when you have two copies of the same thing to not cause a redundancy (i.e., the mechanical parts in the industrial mods). Its just a suggestion but it would make two of the best mods out there work together much more nicely.
Also, could you post how the cauldron figures out what it is making and a list of the values for what it will accept? A sort of "Alchemist's Guide" if you will.
Oh, well integration with different mods is on the original plans, but that will stay in the plans for a while.
Im not posting the cauldron functions, i wish them to remain secret or all the fun of making experiments would be spoiled.
Oh, well integration with different mods is on the original plans, but that will stay in the plans for a while.
Im not posting the cauldron functions, i wish them to remain secret or all the fun of making experiments would be spoiled.
I can wait for the integration.
If you wont post them I would appreciate a PM, if you still don't want to that is fine, but in my opinion having a system to infer things off of is way better than guess-and-check, that's why I thought a book with cryptic values would be cool, because you have to figure it out once, but then you have recordings to refer back to and try and imagine a new solution based on previous knowledge. The way it is now because you have such a large sample size it would be thousands of experiments to establish the system and then a ton more just to find out what makes what. Data creates Data and so because I have no data, getting any is quite difficult.
If you wont post them I would appreciate a PM, if you still don't want to that is fine, but in my opinion having a system to infer things off of is way better than guess-and-check, that's why I thought a book with cryptic values would be cool, because you have to figure it out once, but then you have recordings to refer back to and try and imagine a new solution based on previous knowledge. The way it is now because you have such a large sample size it would be thousands of experiments to establish the system and then a ton more just to find out what makes what. Data creates Data and so because I have no data, getting any is quite difficult.
I will think about it man, during the weekend maybe.
This is saying that some mod is overwritting the uu class causing the crash, check which mods modify the uu class (mine surely won't as i don't any change original classes), changing the order in which they are installed may solve it.
My mod properties file is inside the minecraft.jar if you already have it installed, its the apothecarium.properties (change it to .txt if you can't edit it like it is now), if you can't find it download the mod again, check the jar folder, the properties file will be in there, edit it and throw inside the minecraft.jar overwritting the older one.
They are the 2 versions of the mod, choose one and install the required API (modloader or modloader+forge)
yep, good job.
well thanks you sir :smile.gif: can you write mac tutorial by Taieb912?
HUGE SUGGESTION: (not large, just a big deal)
A readable book that can be used with reagents and potions. When opened for the first time it displays an empty hand-draw table with a column for name, required affinity sum to make (Difficulty), and affinity output (Strength). As you use the book with each reagent or potions (by creating while having book in inventory, or by use of recording table maybe? (place book in one slot then reagent/potion in other then retrieve book with new entry) the table is filled in (everything would have a set place, in order of strength, so you just have to un-hide upon "discovery") with the info for each item. This would make a way for me to record my results without requiring a ton of work for you like would be neded to add a book that procedurally creates entries according to what you do. Also, it would make me feel more like the alchemist, recording my results for future reference, and most importantly, it allows me to look back at what I've done and logic through what I still need to do, which would mean I never have to look in your cheat sheet (which I didn't want to do but with having to constantly re-discover things and with it being complete guess work instead of based on some sort of notes its just not possible to guess everything once you get into higher level cauldrons.
Also, would replacing my version with the minecraft forge version be damaging to my save in any way? or would I be able to load the same save? Also, nether Craft has glowing green mushrooms that spawn in the nether so in minecraft forge have you made these two items synonymous? If not it definitively needs to be done because I want minecraft forge just because this and skokeeve's nether craft would go together so nicely (they are my two favorite mods thus far.)
Done
Sorry but im not making a book, will take way too much time and i prefer to invest this making more potions or other features, maybe if one day im really out of ideas i can make one.
Make a backup of your save just to be sure, but i doubt there will be any problem if you change to the forge version.
My mushrooms have nothing to do with the nethercraft ones.
About the book: I think it would be cool but its your mod.
2. I will backup my save, thanks for responding
3. Well, if they are both green mushrooms (identical in size and color) and they both emit light, and they are both found in the nether, and they are both called glow- (glowshrooms and glowcaps) then they may be different in purpose but they are carbon copies in identity, It would make sense in my opinion to use the power of minecraft forge to eliminate the redundancy between them (especially because if i had both installed i would get the two confused). But that is just me and again, it is your mod, and I fully support you in doing whatever the heck you want with this mod because it is yours.
The thing about programming is that two objects can be exactly the same, but as long as they are not the same object (be in the same memory adress) i can't access the second one even if i can access the first, so i can't tell my mod to use the mushroom from nethercraft since they don't exist when im programming the mod because i have to do so with only modloader and my mod.
Orange Dye, Slimeball, Slimeball - Healing Potion x3
Gunpowder, Firebloom Leaf, Antidote Potion - Fertilizer x3
Sugar, Brown Spore, Firebloom Leaf - Acid Poison x3
Antidote, Antidote, Slime Core - Acid Poison x3
Nice.
haha, I understand that, my recommendation was to get together with skoveeve and cause them be the same entity, that way if I only install one of them i would still have the mushroom in either one, but if I installed both the second copy would overwrite the first and there would only be one. Minecraft forge is designed to help mods be compatible and you seem interested in that and part of being compatible is when you have two copies of the same thing to not cause a redundancy (i.e., the mechanical parts in the industrial mods). Its just a suggestion but it would make two of the best mods out there work together much more nicely.
Also, could you post how the cauldron figures out what it is making and a list of the values for what it will accept? A sort of "Alchemist's Guide" if you will.
Oh, well integration with different mods is on the original plans, but that will stay in the plans for a while.
Im not posting the cauldron functions, i wish them to remain secret or all the fun of making experiments would be spoiled.
I can wait for the integration.
If you wont post them I would appreciate a PM, if you still don't want to that is fine, but in my opinion having a system to infer things off of is way better than guess-and-check, that's why I thought a book with cryptic values would be cool, because you have to figure it out once, but then you have recordings to refer back to and try and imagine a new solution based on previous knowledge. The way it is now because you have such a large sample size it would be thousands of experiments to establish the system and then a ton more just to find out what makes what. Data creates Data and so because I have no data, getting any is quite difficult.
I will think about it man, during the weekend maybe.