I have tried to install this mod at least a dozen times now and can't seem to get it to work. No crash, just doesn't seem to be spawning anything.
I've put the zip in the mods folder.
I've extracted the zip and put the gaia folder in the mods folder.
I've put the mods folder (from the zip) in the minecraft jar.
I've put the gaia folder in the minecraft jar.
I've installed 1.2.0, then 1.2.1, then 1.2.2. (in hopes of gaining whatever missing files I may need)
And I've tried removing all my other mods on the rare chance they were conflicting and still not crashing minecraft.
I have modloader. And modloader.txt shows its finding the gaia folder for the mod.
Apr 9, 2013 7:10:40 AM ModLoader init
FINE: ModLoader 1.5.1 Initializing...
Apr 9, 2013 7:10:40 AM ModLoader readFromClassPath
FINER: Adding mods from C:\Users\user\AppData\Roaming\.minecraft\bin\minecraft.jar
Apr 9, 2013 7:10:40 AM ModLoader readFromClassPath
FINER: Zip found.
Apr 9, 2013 7:10:40 AM ModLoader readFromModFolder
FINER: Adding mods from C:\Users\user\AppData\Roaming\.minecraft\mods\gaia
Apr 9, 2013 7:10:40 AM ModLoader readFromModFolder
FINER: Directory found.
Apr 9, 2013 7:10:40 AM ModLoader addAllRenderers
FINE: Initialized
This isn't the first time I've installed mods. There's mentions of a config file in this thread, but I have no config file in any of the minecraft folders for Grimoire of Gaia.
What the hell am I doing wrong here?
Update: Alright, I figured out I needed forge for it to work.
its very annoying that i cant play with this awesome mod definitly one of top 5 favorite mods
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem; Exception ticking world
A full error report has been saved to C:\Users\Oskar\AppData\Roaming\.minecraft\crash-reports\crash-2013-04-09_17.39.26-server.txt - Please include a copy of that file (Not this screen!) if you report this crash to anyone; without it, they will not be able to help fix the crash
--- BEGIN ERROR REPORT f166f8fb --------
Full report at:
C:\Users\Oskar\AppData\Roaming\.minecraft\crash-reports\crash-2013-04-09_17.39.26-server.txt
Please show that file to Mojang, NOT just this screen!
Generated 09-04-13 17:39
-- Head --
Stacktrace:
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:177)
-- Affected level --
Details:
Level name: testing
All players: 1 total; [EntityPlayerMP['oskarathomsen'/114, l='testing', x=-0,26, y=72,00, z=262,80]]
Chunk stats: ServerChunkCache: 772 Drop: 0
Level seed: 5102738025804816079
Level generator: ID 00 - default, ver 1. Features enabled: true
Level generator options:
Level spawn location: World: (-136,64,252), Chunk: (at 8,4,12 in -9,15; contains blocks -144,0,240 to -129,255,255), Region: (-1,0; contains chunks -32,0 to -1,31, blocks -512,0,0 to -1,255,511)
Level time: 25200 game time, 114253 day time
Level dimension: 0
Level storage version: 0x04ABD - Anvil
Level weather: Rain time: 138072 (now: false), thunder time: 2711 (now: false)
Level game mode: Game mode: creative (ID 1). Hardcore: false. Cheats: true
Stacktrace:
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:127)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:468)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:573)
-- System Details --
Details:
Minecraft Version: 1.5.1
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_15, Oracle Corporation
Java VM Version: Java HotSpotâ„¢ 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 488322120 bytes (465 MB) / 655163392 bytes (624 MB) up to 954466304 bytes (910 MB)
JVM Flags: 2 total; -Xms512m -Xmx1024m
AABB Pool Size: 1912 (107072 bytes; 0 MB) allocated, 8 (448 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 1, tallocated: 63
FML: MCP v7.44 FML v5.1.3.603 Minecraft Forge 7.7.0.603 4 mods loaded, 4 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
GrimoireGaia2 [Grimoire of Gaia 2] ([1.5.1]GrimoireofGaia2 1.2.2 (1).zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Profiler Position: N/A (disabled)
Vec3 Pool Size: 507 (28392 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Player Count: 1 / 8; [EntityPlayerMP['oskarathomsen'/114, l='testing', x=-0,26, y=72,00, z=262,80]]
Type: Integrated Server (map_client.txt)
Is Modded: Definitely; Client brand changed to 'forge,fml'
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:177)
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:127)
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:211)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 11 more
Caused by: java.lang.NullPointerException
--- END ERROR REPORT 4d388e15 ----------
Oh, hey, I got that crash before. I fixed it by updating my Forge. You should try that and see if it fixes it.
Rollback Post to RevisionRollBack
Black as the shadow that yet remains and Red for the blood that runs in our veins.
Wait, why? Can it have been imbalanced? I can see why you'd lower emerald shard drop rate; but why remove reward chests? Were they causing crashes? If they were removed due to causing crashes/bugs and not for balance reasons, I think you should increase the chance of dropping shards slightly and/or allow the shards to drop 1-2 instead of just 1 to compensate. Possibly only for tier 1 and tier 2 mobs and not tier 3 mobs. And possibly even if they were removed for balance.
Rollback Post to RevisionRollBack
Black as the shadow that yet remains and Red for the blood that runs in our veins.
Wait, why? Can it have been imbalanced? I can see why you'd lower emerald shard drop rate; but why remove reward chests? Were they causing crashes? If they were removed due to causing crashes/bugs and not for balance reasons, I think you should increase the chance of dropping shards slightly and/or allow the shards to drop 1-2 instead of just 1 to compensate. Possibly only for tier 1 and tier 2 mobs and not tier 3 mobs. And possibly even if they were removed for balance.
idk why they were removed, but loot bags were added which looks like they do something similar.
Rollback Post to RevisionRollBack
The config files are your friends! Get to know them, and shape your world!
That actually sounds kinda creepy to implement . I am planning to add something to the Abandoned Mineshafts but until now I am unsure if Stone Golems spawn in Strongholds so it is not something I am looking forward to implement.
Wait, why? Can it have been imbalanced? I can see why you'd lower emerald shard drop rate; but why remove reward chests? Were they causing crashes? If they were removed due to causing crashes/bugs and not for balance reasons, I think you should increase the chance of dropping shards slightly and/or allow the shards to drop 1-2 instead of just 1 to compensate. Possibly only for tier 1 and tier 2 mobs and not tier 3 mobs. And possibly even if they were removed for balance.
As Gurrok has stated, loot bags were added which replaced reward chests.
I initially wanted Reward Chests to be an actual item which has a random chance to spawn an item associated with them. Problem was I had no idea how to implement it until now. The bags are subject to change though. I might turn them (icon-wise) into small chests or boxes or something in the future.
I will test if I should increase the drop rate of shards slightly however they will probably remain only 1 per mob.
That actually sounds kinda creepy to implement . I am planning to add something to the Abandoned Mineshafts but until now I am unsure if Stone Golems spawn in Strongholds so it is not something I am looking forward to implement.
I haven't tested them yet, but if they don't spawn there I know how to make them do it... well, Crudedragos knows how actually and has made it so Strongholds, Mineshafts, Witch huts, and Nether Fortresses have editable spawn lists using JustAnotherSpawner(JAS).
Rollback Post to RevisionRollBack
The config files are your friends! Get to know them, and shape your world!
Unfortunatelly mod crashing game ... i am using minecraft forge 1.5.1-7.7.1.624, crash log similar to mr_mox ... i want to make this mod working >.< mobs are awesome ...
Released Grimoire of Gaia 2 (1.2.2). Fixes the mobs from not being disabled when set to 0 spawn rate in the config file (Thanks to DrZhark).
I also adjusted the mobs a bit and implemented a few new things (Such as Melee Centaur, Iron/Gold/Diamond Sacks and removal of Reward Chests). Hopefully this does not spawn any new bugs .
Please refer to the Changelog for the complete list of changes.
Hopefully in this update this is fixed. I myself have not been able to test if Day mobs can spawn within player made buildings yet.
is there a way to keep summon only mobs from spawning with out being summoned with mo creatures mods?
I haven't tested them yet, but if they don't spawn there I know how to make them do it... well, Crudedragos knows how actually and has made it so Strongholds, Mineshafts, Witch huts, and Nether Fortresses have editable spawn lists using JustAnotherSpawner(JAS).
That is rather convenient. I personally do not use spawn list modifiers (probably because I do not use much biome/mob mods) but I can see the possibilities especially being able to set specific structures to spawn specific mobs.
It seems he has also generously posted the source in GitHub. I might study and implement it (on Stone Golem at least) when I release another update.
Unfortunatelly mod crashing game ... i am using minecraft forge 1.5.1-7.7.1.624, crash log similar to mr_mox ... i want to make this mod working >.< mobs are awesome ...
Please update to the latest Forge version which I do believe is 7.7.1.643 moment I post this.
is there a way to keep summon only mobs from spawning with out being summoned with mo creatures mods?
I do not understand what you are asking .
If you want to stop summon only mobs from spawning with Mo Creatures set them to 0 within the config of Mo Creatures.
If you want summon only mobs to spawn without Mo Creatures I suggest trying to use a spawn mod. Other than that it is not possible.
First, I feel the need to congratulate you on one hell of a mod. I'm getting my butt kicked left and right by some of the coolest, and most formidable opponents I've ever faced.
Quick question... Are there any ways to make an area safe? Enough light did the trick in vanilla, but it seems to have little effect against these mobs. I've got a bunch of Centaurs camped outside my door, and a Bone Warrior tends to pop into my mine randomly even though it's very well lit... more so now that I've been seeing them.
Seriously though... This mod is incredible. These mobs are wiping the floor with me.
Rollback Post to RevisionRollBack
S Y S T E M:CPU:total 4 * Memory: 4k page, physical 6157592k(3742924k free), swap 7468312k(3909516k free)*vm_info: Java HotSpot(TM) 64-Bit Server VM (24.55-b03) for windows-amd64 JRE (1.7.0_55-b13), built on Mar 17 2014 19:45:30 by "java_re" with unknown MS VC++:1600
"Strive not to unravel the twisted intent of one who willingly embraces limitation." -from ElfQuest by Richard Pini
First, I feel the need to congratulate you on one hell of a mod. I'm getting my butt kicked left and right by some of the coolest, and most formidable opponents I've ever faced.
Quick question... Are there any ways to make an area safe? Enough light did the trick in vanilla, but it seems to have little effect against these mobs. I've got a bunch of Centaurs camped outside my door, and a Bone Warrior tends to pop into my mine randomly even though it's very well lit... more so now that I've been seeing them.
Seriously though... This mod is incredible. These mobs are wiping the floor with me.
Thanks. I made it specifically to make Minecraft a bit harder .
Centaurs and all day mobs will not spawn on crafted blocks (such as wood, cobblestone, wool, etc.) but will spawn on blocks found naturally (dirt, gravel, stone, etc.). If you place a block (such as dirt) yourself they can still spawn on it.
I suggest lowering the spawn rate. I plan to lower the rate of the Bone Knight and Flesh Lich in my next update. All night mobs use the same method of spawning vanilla Minecraft mobs use except for the fact they are limited to certain levels (Y) of the map. Basically, they should also be affected the same way vanilla Minecraft mobs are affected by light.
Centaurs and all day mobs will not spawn on crafted blocks (such as wood, cobblestone, wool, etc.) but will spawn on blocks found naturally (dirt, gravel, stone, etc.). If you place a block (such as dirt) yourself they can still spawn on it.
Goodness, how'd you manage that? I didn't realize there was a way to differentiate between player-placed and naturally-placed blocks. If this is in the 1.2.1 version, it would explain why I found a centaur in my incomplete stone brick tower, as I had two dirt blocks for a tree farm inside it.
I noticed the loot chests were removed.
Could you possibly reuse the model for a craftable decorative chest?
That would be really cool for treasure rooms. (Finally sort loot depending on rarity. No more signs)
I really enjoy this mod. I am using it in combination with usefull cobble on a skyblock map.
Needless to say its really hard to survive anyway, but with all the mods I have its worth it.
Goodness, how'd you manage that? I didn't realize there was a way to differentiate between player-placed and naturally-placed blocks. If this is in the 1.2.1 version, it would explain why I found a centaur in my incomplete stone brick tower, as I had two dirt blocks for a tree farm inside it.
I used the code your provided remember? What I meant by natural blocks are specified blocks which spawn naturally in biomes (Dirt, gravel, stone, etc.). In this mod there is no difference between player-placed and naturally-placed blocks which is why if you placed dirt, gravel, stone on your own they can still spawn on it.
I will probably increase the light condition for day mobs in the next update.
I noticed the loot chests were removed.
Could you possibly reuse the model for a craftable decorative chest?
That would be really cool for treasure rooms. (Finally sort loot depending on rarity. No more signs)
I really enjoy this mod. I am using it in combination with usefull cobble on a skyblock map.
Needless to say its really hard to survive anyway, but with all the mods I have its worth it.
Lookinbg forward to future updates.
Personally I cannot because I have no idea how but I am willing to provide the model to anyone who can. It is better reusing the model instead of me deleting and forgetting it.
If I was into making blocks or ores like before I would likely take up your offer but sadly I am not. If you want different themed/colored chests I suggest using the Iron Chests mod .
I need to decide whether I reallllly want Mo Creatures or not, because all the horses and birds and things keep crowding out your far more threatening mobs (and I'm far too lazy to adjust every single Mo Creatures mob downwards, or yours upwards).
I used this mod ages ago when it first came out, back when it was still an ore/mob hybrid mod. I loved the additional mobs.
I installed it again a few days ago when I decided to update Minecraft after a long hiatus. I fell in love all over again. Your models are superior to all vanilla models. Your work puts the vanilla stuff to shame. They're beautiful and varied. Even their skill sets are varied. Each mob has its own characteristics which make them dangerous in different ways. Some deflect arrows, others take no fall damage, others use potions. I love the variation among them.
I believe you've created one of the greatest mods available and hope you continue to work on it well into the future. The only suggestion I can come up with to make it better would be optional boss mobs for a unique, one of a kind challenge. Maybe requiring a rare drop from multiple mobs to summon.
Any chance you could 'update' version 1.2.2 for MC 1.4.7? I use FeedTheBest as do many others and we're stuck on 1.4.7 because of it. I really want to add your mod to my personal pack, but in my opinion version 1.1.0 has too many issues with it. Day mobs spawning at night, not being able to change the ids or spawn rates, etc etc. I'm not a modder but I don't think it would take very long to simply remove all the 1.5.1 aspects from it. Thanks!
I've put the zip in the mods folder.
I've extracted the zip and put the gaia folder in the mods folder.
I've put the mods folder (from the zip) in the minecraft jar.
I've put the gaia folder in the minecraft jar.
I've installed 1.2.0, then 1.2.1, then 1.2.2. (in hopes of gaining whatever missing files I may need)
And I've tried removing all my other mods on the rare chance they were conflicting and still not crashing minecraft.
I have modloader. And modloader.txt shows its finding the gaia folder for the mod.
Apr 9, 2013 7:10:40 AM ModLoader init
FINE: ModLoader 1.5.1 Initializing...
Apr 9, 2013 7:10:40 AM ModLoader readFromClassPath
FINER: Adding mods from C:\Users\user\AppData\Roaming\.minecraft\bin\minecraft.jar
Apr 9, 2013 7:10:40 AM ModLoader readFromClassPath
FINER: Zip found.
Apr 9, 2013 7:10:40 AM ModLoader readFromModFolder
FINER: Adding mods from C:\Users\user\AppData\Roaming\.minecraft\mods\gaia
Apr 9, 2013 7:10:40 AM ModLoader readFromModFolder
FINER: Directory found.
Apr 9, 2013 7:10:40 AM ModLoader addAllRenderers
FINE: Initialized
What the hell am I doing wrong here?
Update: Alright, I figured out I needed forge for it to work.
idk why they were removed, but loot bags were added which looks like they do something similar.
*sees it in the change log*
...FACK.
That actually sounds kinda creepy to implement . I am planning to add something to the Abandoned Mineshafts but until now I am unsure if Stone Golems spawn in Strongholds so it is not something I am looking forward to implement.
As Gurrok has stated, loot bags were added which replaced reward chests.
I initially wanted Reward Chests to be an actual item which has a random chance to spawn an item associated with them. Problem was I had no idea how to implement it until now. The bags are subject to change though. I might turn them (icon-wise) into small chests or boxes or something in the future.
I will test if I should increase the drop rate of shards slightly however they will probably remain only 1 per mob.
I haven't tested them yet, but if they don't spawn there I know how to make them do it... well, Crudedragos knows how actually and has made it so Strongholds, Mineshafts, Witch huts, and Nether Fortresses have editable spawn lists using JustAnotherSpawner(JAS).
is there a way to keep summon only mobs from spawning with out being summoned with mo creatures mods?
That is rather convenient. I personally do not use spawn list modifiers (probably because I do not use much biome/mob mods) but I can see the possibilities especially being able to set specific structures to spawn specific mobs.
It seems he has also generously posted the source in GitHub. I might study and implement it (on Stone Golem at least) when I release another update.
Please update to the latest Forge version which I do believe is 7.7.1.643 moment I post this.
I do not understand what you are asking .
If you want to stop summon only mobs from spawning with Mo Creatures set them to 0 within the config of Mo Creatures.
If you want summon only mobs to spawn without Mo Creatures I suggest trying to use a spawn mod. Other than that it is not possible.
Quick question... Are there any ways to make an area safe? Enough light did the trick in vanilla, but it seems to have little effect against these mobs. I've got a bunch of Centaurs camped outside my door, and a Bone Warrior tends to pop into my mine randomly even though it's very well lit... more so now that I've been seeing them.
Seriously though... This mod is incredible. These mobs are wiping the floor with me.
"Strive not to unravel the twisted intent of one who willingly embraces limitation." -from ElfQuest by Richard Pini
Thanks. I made it specifically to make Minecraft a bit harder .
Centaurs and all day mobs will not spawn on crafted blocks (such as wood, cobblestone, wool, etc.) but will spawn on blocks found naturally (dirt, gravel, stone, etc.). If you place a block (such as dirt) yourself they can still spawn on it.
I suggest lowering the spawn rate. I plan to lower the rate of the Bone Knight and Flesh Lich in my next update. All night mobs use the same method of spawning vanilla Minecraft mobs use except for the fact they are limited to certain levels (Y) of the map. Basically, they should also be affected the same way vanilla Minecraft mobs are affected by light.
Goodness, how'd you manage that? I didn't realize there was a way to differentiate between player-placed and naturally-placed blocks. If this is in the 1.2.1 version, it would explain why I found a centaur in my incomplete stone brick tower, as I had two dirt blocks for a tree farm inside it.
Could you possibly reuse the model for a craftable decorative chest?
That would be really cool for treasure rooms. (Finally sort loot depending on rarity. No more signs)
I really enjoy this mod. I am using it in combination with usefull cobble on a skyblock map.
Needless to say its really hard to survive anyway, but with all the mods I have its worth it.
Lookinbg forward to future updates.
I used the code your provided remember? What I meant by natural blocks are specified blocks which spawn naturally in biomes (Dirt, gravel, stone, etc.). In this mod there is no difference between player-placed and naturally-placed blocks which is why if you placed dirt, gravel, stone on your own they can still spawn on it.
I will probably increase the light condition for day mobs in the next update.
Personally I cannot because I have no idea how but I am willing to provide the model to anyone who can. It is better reusing the model instead of me deleting and forgetting it.
If I was into making blocks or ores like before I would likely take up your offer but sadly I am not. If you want different themed/colored chests I suggest using the Iron Chests mod .
I need to decide whether I reallllly want Mo Creatures or not, because all the horses and birds and things keep crowding out your far more threatening mobs (and I'm far too lazy to adjust every single Mo Creatures mob downwards, or yours upwards).
what do i do with this to get it to work do i make a text file or paste it in a config?
I installed it again a few days ago when I decided to update Minecraft after a long hiatus. I fell in love all over again. Your models are superior to all vanilla models. Your work puts the vanilla stuff to shame. They're beautiful and varied. Even their skill sets are varied. Each mob has its own characteristics which make them dangerous in different ways. Some deflect arrows, others take no fall damage, others use potions. I love the variation among them.
I believe you've created one of the greatest mods available and hope you continue to work on it well into the future. The only suggestion I can come up with to make it better would be optional boss mobs for a unique, one of a kind challenge. Maybe requiring a rare drop from multiple mobs to summon.