Oops! I appear to have gotten a crash. Considering you're a learning coder, I just installed your mod, and the crash has something to do with Ender something (which is relevant to mobs you just added) I'm figuring it was your mod that caused it.
---- Minecraft Crash Report ----
// Why did you do that?
Time: 4/3/13 6:40 PM
Description: Exception ticking world
java.lang.NoClassDefFoundError: net/minecraftforge/event/entity/living/EnderTeleportEvent
at java.lang.Class.getDeclaredConstructors0(Native Method)
at java.lang.Class.privateGetDeclaredConstructors(Unknown Source)
at java.lang.Class.getConstructor0(Unknown Source)
at java.lang.Class.getConstructor(Unknown Source)
at net.minecraft.world.SpawnerAnimals.func_77192_a(SpawnerAnimals.java:171)
at net.minecraft.world.WorldServer.func_72835_b(WorldServer.java:179)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:640)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:570)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:171)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:468)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:573)
Caused by: java.lang.ClassNotFoundException: net.minecraftforge.event.entity.living.EnderTeleportEvent
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:113)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 11 more
I suppose, alternatively, it could have been Millénaire; especially with the "DeclaredConstructors" part.
Rollback Post to RevisionRollBack
Black as the shadow that yet remains and Red for the blood that runs in our veins.
The easiest way to decide where to start is by following one of two options: One: Whatever people complain about the most frequently. Two: Whatever (sounds like it) is the easiest to fix.
A slightly harder choice would be to fix whatever you think people will come into contact with the most, complaining or not.
I will probably wait a week and gather all the reported bugs (if any). It is most likely more bugs shall appear when the big mods have finally been released.
Awesome mod..would love if you could make the config have the ability to change what biomes the mobs spawn. I am also using extrabiomesxl mod and none of your mobs will spawn in the biomes with that mod.
With making an ItemID and Spawn rate config file out of the way I will consider trying to make it ExtraBiomesXL compatible. Problem is when I did so before it ended up pretty messy, code wise.
A temporary solution to this is by using the mod "Mob Spawn Controls".
Oops! I appear to have gotten a crash. Considering you're a learning coder, I just installed your mod, and the crash has something to do with Ender something (which is relevant to mobs you just added) I'm figuring it was your mod that caused it.
---- Minecraft Crash Report ----
// Why did you do that?
Time: 4/3/13 6:40 PM
Description: Exception ticking world
java.lang.NoClassDefFoundError: net/minecraftforge/event/entity/living/EnderTeleportEvent
at java.lang.Class.getDeclaredConstructors0(Native Method)
at java.lang.Class.privateGetDeclaredConstructors(Unknown Source)
at java.lang.Class.getConstructor0(Unknown Source)
at java.lang.Class.getConstructor(Unknown Source)
at net.minecraft.world.SpawnerAnimals.func_77192_a(SpawnerAnimals.java:171)
at net.minecraft.world.WorldServer.func_72835_b(WorldServer.java:179)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:640)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:570)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:171)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:468)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:573)
Caused by: java.lang.ClassNotFoundException: net.minecraftforge.event.entity.living.EnderTeleportEvent
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:113)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 11 more
I suppose, alternatively, it could have been Millénaire; especially with the "DeclaredConstructors" part.
Noted. I checked the code I used for EnderTeleportEvent and it is exactly the same as the one the Enderman uses. Only two mobs in this mod uses this, the Ender Eye and Ender Dragon Girl (which only spawns in The End). Then again I modified the Ender Eye a bit so that it cannot pick up blocks. I will check it myself later.
Oops! I appear to have gotten a crash. Considering you're a learning coder, I just installed your mod, and the crash has something to do with Ender something (which is relevant to mobs you just added) I'm figuring it was your mod that caused it.
---- Minecraft Crash Report ----
// Why did you do that?
Time: 4/3/13 6:40 PM
Description: Exception ticking world
java.lang.NoClassDefFoundError: net/minecraftforge/event/entity/living/EnderTeleportEvent
at java.lang.Class.getDeclaredConstructors0(Native Method)
at java.lang.Class.privateGetDeclaredConstructors(Unknown Source)
at java.lang.Class.getConstructor0(Unknown Source)
at java.lang.Class.getConstructor(Unknown Source)
at net.minecraft.world.SpawnerAnimals.func_77192_a(SpawnerAnimals.java:171)
at net.minecraft.world.WorldServer.func_72835_b(WorldServer.java:179)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:640)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:570)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:171)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:468)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:573)
Caused by: java.lang.ClassNotFoundException: net.minecraftforge.event.entity.living.EnderTeleportEvent
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:113)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 11 more
I suppose, alternatively, it could have been Millénaire; especially with the "DeclaredConstructors" part.
I had this problem too but I solved it by updating Forge, I had build #605 before and now I have #608 so try updating yours as well.
I don't know if this is something on my end or not, but I keep getting this crash report. http://pastebin.com/ydKEABGw
I have Mo Creatures installed as well.
Have you tried playing/testing it offline? Mo Creatures requires a ton of system resource as a server and adding this mod certainly does not help with it.
Have you tried playing/testing it offline? Mo Creatures requires a ton of system resource as a server and adding this mod certainly does not help with it.
Pretty sure my computer can handle both. I need to use server since I play with friends. I tested out taking Mo Creatures off and I still get the same crash report. This line sticks out to me the most when looking at the crash report. What exactly does that mean?
Caused by: java.lang.ArrayIndexOutOfBoundsException: 900
at mods.gaia.EntityDayMob.func_70601_bi(EntityDayMob.java:48)
Pretty sure my computer can handle both. I need to use server since I play with friends. I tested out taking Mo Creatures off and I still get the same crash report. This line sticks out to me the most when looking at the crash report. What exactly does that mean?
Caused by: java.lang.ArrayIndexOutOfBoundsException: 900
at mods.gaia.EntityDayMob.func_70601_bi(EntityDayMob.java:48)
Spawn condition. Basically it is the requirement which a chunk must meet before a mob can spawn in it. Mobs which spawn during the day use this (Dryad, Siren, Naga, etc.).
I thought Mob Spawn Controls was incompatible but when I tested it myself it worked fine. It seems ExtrabiomesXL is causing the problem. It is even affecting mobs which spawn during the night. If you set any of the mobs in this mod to one of the new biomes it will crash. I may have an idea what may be causing this and I will fix it in my next update.
Spawn condition. Basically it is the requirement which a chunk must meet before a mob can spawn in it. Mobs which spawn during the day use this (Dryad, Siren, Naga, etc.).
I thought Mob Spawn Controls was incompatible but when I tested it myself it worked fine. It seems ExtrabiomesXL is causing the problem. It is even affecting mobs which spawn during the night. If you set any of the mobs in this mod to one of the new biomes it will crash. I may have an idea what may be causing this and I will fix it in my next update.
I thought it was extrabiomesxl as well, but I tested it out a world without that mod, and I still got the same error/crash.
I also was not using Mob Spawn Controls when i did that test.
So maybe a temporarily fix for me for now would to be disable the daytime mobs?
I thought it was extrabiomesxl as well, but I tested it out a world without that mod, and I still got the same error/crash.
I also was not using Mob Spawn Controls when i did that test.
So maybe a temporarily fix for me for now would to be disable the daytime mobs?
I have no idea what may be causing it if not ExtraBiomesXL. The main reason why it is crashing is because the condition has a block condition. Meaning if the biome uses a custom block, it crashes.
Maybe. All daytime mobs have a default spawn rate of 2 in the config which easily distinguishes them from the rest.
I have no idea what may be causing it if not ExtraBiomesXL. The main reason why it is crashing is because the condition has a block condition. Meaning if the biome uses a custom block, it crashes.
Maybe. All daytime mobs have a default spawn rate of 2 in the config which easily distinguishes them from the rest.
So far having all day mobs set to 0 in spawn frequency has worked, no crashes yet. I can't get that to work with Mob Spawn Controls though so I can put the night time mobs in the extrabiomesxl biomes, but this will have to do for now. I can't seem to get configs for MSC to work even after following what some people have put in here for them to work. The configs don't seem to want to follow the settings I put, but they follow in the in-game GUI that MSC has.
WOO! Finally it's out! sadly... i had to get a new hard drive cause my old one broke... and i lost all my data and stuff... and they also gave me a default-issue hard drive. so now i can't play Minecraft cause my computer is saving and loading things too slow. hopefully i can play MInecraft again by this weekend!
I have no idea what may be causing it if not ExtraBiomesXL. The main reason why it is crashing is because the condition has a block condition. Meaning if the biome uses a custom block, it crashes.
Maybe. All daytime mobs have a default spawn rate of 2 in the config which easily distinguishes them from the rest.
I think I figured it out. Instead of using the MobSpawnControls mod, I used Mo Creatures CustomSpawner. I assigned all mobs to the appropriate biome, including extrabiomesxl. So far I have not gotten any crash reports since doing this and this has been the longest stretch so far today without a crash.
WOO! Finally it's out! sadly... i had to get a new hard drive cause my old one broke... and i lost all my data and stuff... and they also gave me a default-issue hard drive. so now i can't play Minecraft cause my computer is saving and loading things too slow. hopefully i can play MInecraft again by this weekend!
I hope you can.
I changed the item IDs and mob IDs around so I honestly would not recommend using it on an old save anyway.
I think I figured it out. Instead of using the MobSpawnControls mod, I used Mo Creatures CustomSpawner. I assigned all mobs to the appropriate biome, including extrabiomesxl. So far I have not gotten any crash reports since doing this and this has been the longest stretch so far today without a crash.
I never knew that you can add new mobs to Mo Creatures CustomSpawner. I guess if you do not use Mo Creatures you can use Mob Spawn Controls instead.
Either way I managed to fix it and it will be uploaded in a few days along with a few other adjustments.
I never knew that you can add new mobs to Mo Creatures CustomSpawner. I guess if you do not use Mo Creatures you can use Mob Spawn Controls instead.
Either way I managed to fix it and it will be uploaded in a few days along with a few other adjustments.
I think it is something new with 1.5.1. It was actually fairly easy to do as well. The properties file that generates upon load up gets populated with all the mobs, even mods that add mobs. All I had to do was put what biome all of the mobs should spawn in.
thanks for the update! (i can't wait to try it!)
I will probably wait a week and gather all the reported bugs (if any). It is most likely more bugs shall appear when the big mods have finally been released.
With making an ItemID and Spawn rate config file out of the way I will consider trying to make it ExtraBiomesXL compatible. Problem is when I did so before it ended up pretty messy, code wise.
A temporary solution to this is by using the mod "Mob Spawn Controls".
Based on the "Tanuki" by Kenkou Cross. I have updated the front page to make this clearer.
Thanks for pointing it out. Updated front page.
No problem. It was about time I gathered up bugs/suggestion posted here and finally act on them .
Noted. I checked the code I used for EnderTeleportEvent and it is exactly the same as the one the Enderman uses. Only two mobs in this mod uses this, the Ender Eye and Ender Dragon Girl (which only spawns in The End). Then again I modified the Ender Eye a bit so that it cannot pick up blocks. I will check it myself later.
I had this problem too but I solved it by updating Forge, I had build #605 before and now I have #608 so try updating yours as well.
I have Mo Creatures installed as well.
Have you tried playing/testing it offline? Mo Creatures requires a ton of system resource as a server and adding this mod certainly does not help with it.
Pretty sure my computer can handle both. I need to use server since I play with friends. I tested out taking Mo Creatures off and I still get the same crash report. This line sticks out to me the most when looking at the crash report. What exactly does that mean?
Caused by: java.lang.ArrayIndexOutOfBoundsException: 900
at mods.gaia.EntityDayMob.func_70601_bi(EntityDayMob.java:48)
Spawn condition. Basically it is the requirement which a chunk must meet before a mob can spawn in it. Mobs which spawn during the day use this (Dryad, Siren, Naga, etc.).
I thought Mob Spawn Controls was incompatible but when I tested it myself it worked fine. It seems ExtrabiomesXL is causing the problem. It is even affecting mobs which spawn during the night. If you set any of the mobs in this mod to one of the new biomes it will crash. I may have an idea what may be causing this and I will fix it in my next update.
I thought it was extrabiomesxl as well, but I tested it out a world without that mod, and I still got the same error/crash.
I also was not using Mob Spawn Controls when i did that test.
So maybe a temporarily fix for me for now would to be disable the daytime mobs?
I have no idea what may be causing it if not ExtraBiomesXL. The main reason why it is crashing is because the condition has a block condition. Meaning if the biome uses a custom block, it crashes.
Maybe. All daytime mobs have a default spawn rate of 2 in the config which easily distinguishes them from the rest.
So far having all day mobs set to 0 in spawn frequency has worked, no crashes yet. I can't get that to work with Mob Spawn Controls though so I can put the night time mobs in the extrabiomesxl biomes, but this will have to do for now. I can't seem to get configs for MSC to work even after following what some people have put in here for them to work. The configs don't seem to want to follow the settings I put, but they follow in the in-game GUI that MSC has.
I think I figured it out. Instead of using the MobSpawnControls mod, I used Mo Creatures CustomSpawner. I assigned all mobs to the appropriate biome, including extrabiomesxl. So far I have not gotten any crash reports since doing this and this has been the longest stretch so far today without a crash.
I hope you can.
I changed the item IDs and mob IDs around so I honestly would not recommend using it on an old save anyway.
I never knew that you can add new mobs to Mo Creatures CustomSpawner. I guess if you do not use Mo Creatures you can use Mob Spawn Controls instead.
Either way I managed to fix it and it will be uploaded in a few days along with a few other adjustments.
I think it is something new with 1.5.1. It was actually fairly easy to do as well. The properties file that generates upon load up gets populated with all the mobs, even mods that add mobs. All I had to do was put what biome all of the mobs should spawn in.
Also, would anyone be able to tell me if it's compatible with the Divine RPG mod? Thanks.
Released Grimoire of Gaia 2 (1.2.1). A small update mostly with fixing a few bugs:
Changes:
I must thank FinAndTonic for further helping me with the spawn code. Having day mobs spawn at night along with night mobs was never meant to be.
Thanks!
I see no reason why they would be incompatible.
Main menu? Like a skin? Or a spawn controller such as the one in Mo Creatures?
I believe that they mean using http://www.minecraftforum.net/topic/1757119- this mod.
Profile pic by Cheshirette c: