I do recommend that you go ahead and fix that bug with the selecting blocks not saving.
As TLUL has said, that's already fixed in his dev version and will be released along with the next version update, feature addition, or major bugfix; it's already included in the prerelease versions, but isn't major enough to merit its own release.
I've tried everything I can think of, go check out my video and tell me if I did anything wrong. Otherwise I've pretty much given up hope of trying to use this =[
Have you tried installing just this mod without Optifine? Also, try updating your version of Java.
Still didn't work, I really want this xray but it just doesn't work for me. I even tried to use just the mod, not the merge one, without optifine, and it still blackscreened. I've installed MANY mods and this one is just problematic.
I've installed this mod by itself, with and without the merge version. It just blackscreens.
I tried this today, and was surprised to find this message pop up;
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem; Unexpected error
This error has been saved to C:\Users\A.Culver\AppData\Roaming\.minecraft\crash-reports\crash-2012-08-25_03.24.46-client.txt for your convenience. Please include a copy of this file if you report this crash to anyone.
--- BEGIN ERROR REPORT 6a231b97 --------
Generated 25/08/12 03:24
- Minecraft Version: 1.3.2
- Operating System: Windows 7 (amd64) version 6.1
- Java Version: 1.6.0_24, Sun Microsystems Inc.
- Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Sun Microsystems Inc.
- Memory: 390333600 bytes (372 MB) / 514523136 bytes (490 MB) up to 954466304 bytes (910 MB)
- JVM Flags: 2 total; -Xms512m -Xmx1024m
- LWJGL: 2.4.2
- OpenGL: Intel(R) HD Graphics 3000 GL version 3.1.0 - Build 8.15.10.2696, Intel
- Is Modded: Very likely
- Type: Client
- Texture Pack: Sphax PureBDCraft 64x MC13.zip
- Profiler Position: N/A (disabled)
- World MpServer Entities: 1 total; [atg['Andoodle'/170, l='MpServer', x=2738.30, y=10.73, z=-729.30]]
- World MpServer Players: 1 total; [atg['Andoodle'/170, l='MpServer', x=2738.30, y=10.73, z=-729.30]]
- World MpServer Chunk Stats: MultiplayerChunkCache: 35
- Forced Entities: 1 total; [atg['Andoodle'/170, l='MpServer', x=2738.30, y=10.73, z=-729.30]]
- Retry Entities: 0 total; []
java.lang.NoSuchFieldError: texture
at com.pclewis.mcpatcher.mod.CTMUtils.start(CTMUtils.java:120)
at aus.a(SourceFile:94)
at avb.a(SourceFile:1115)
at auw.a(SourceFile:776)
at auw.b(SourceFile:683)
at net.minecraft.client.Minecraft.J(SourceFile:607)
at net.minecraft.client.Minecraft.run(SourceFile:535)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 1cf97002 ----------
I do have toomanyitems installed, but I'm not sure if this is related. Could someone please help me with this?
You need to install this mod first and use MCPatcher second, or you need to use MCPatcher's built-in mod installation tool to install this mod at the same time as you patch it.
i got it working with the optifine fix but when i tried to open the x-ray gui it crashed my minecraft i tried several times
I have this problem also:
Using MagicLauncher to chain it all together, and it appears to be Mod Marcos' interefering with X-Ray.
Mod Loading Order:
1. optifine 1.3.2_HD_U_B3
2. Xray-1.4-1.3.2-optifine1.3.2u
3. liteloader_1.3.2 ( which is a lightweight alternative to modloader which I prensently only have to load the macro mod )
Removing liteloader stops ctrl-x crashing it, but thats the best I can find.
java.lang.InternalError: Malformed class name
at java.lang.Class.getSimpleBinaryName(Unknown Source)
at java.lang.Class.getSimpleName(Unknown Source)
at net.eq2online.macros.core.MacroModCore.CurrentScreenIsContainer(MacroModCore.java:1260)
at net.eq2online.macros.gui.screens.GuiMacroModOverlay.DrawScreen(GuiMacroModOverlay.java:135)
at net.eq2online.macros.core.MacroModCore.OnTickInGame(MacroModCore.java:1026)
at net.eq2online.macros.LiteModMacros.onTick(LiteModMacros.java:36)
at com.mumfrey.liteloader.core.LiteLoader.onTick(LiteLoader.java:695)
at com.mumfrey.liteloader.core.LiteLoaderHook.b(LiteLoaderHook.java:49)
at net.minecraft.client.Minecraft.J(SourceFile:608)
at net.minecraft.client.Minecraft.run(SourceFile:535)
at java.lang.Thread.run(Unknown Source)
Using MagicLauncher to chain it all together, and it appears to be Mod Marcos' interefering with X-Ray.
Mod Loading Order:
1. optifine 1.3.2_HD_U_B3
2. Xray-1.4-1.3.2-optifine1.3.2u
3. liteloader_1.3.2 ( which is a lightweight alternative to modloader which I prensently only have to load the macro mod )
Removing liteloader stops ctrl-x crashing it, but thats the best I can find.
java.lang.InternalError: Malformed class name
at java.lang.Class.getSimpleBinaryName(Unknown Source)
at java.lang.Class.getSimpleName(Unknown Source)
at net.eq2online.macros.core.MacroModCore.CurrentScreenIsContainer(MacroModCore.java:1260)
at net.eq2online.macros.gui.screens.GuiMacroModOverlay.DrawScreen(GuiMacroModOverlay.java:135)
at net.eq2online.macros.core.MacroModCore.OnTickInGame(MacroModCore.java:1026)
at net.eq2online.macros.LiteModMacros.onTick(LiteModMacros.java:36)
at com.mumfrey.liteloader.core.LiteLoader.onTick(LiteLoader.java:695)
at com.mumfrey.liteloader.core.LiteLoaderHook.b(LiteLoaderHook.java:49)
at net.minecraft.client.Minecraft.J(SourceFile:608)
at net.minecraft.client.Minecraft.run(SourceFile:535)
at java.lang.Thread.run(Unknown Source)
Actually, that looks to be your macro mod causing the issue. It's the exact same issue that's causing problems with InvTweaks. I'm still trying to figure out what I can possibly do on this end to prevent the problem.
Edit: I did some digging and I think I know what's causing the problem: Sun's default implementation of Java places undocumented constraints on class names. This causes errors when handling classnames that the Java bytecode spec says are perfectly valid. However, some changes that I recently made to the build process look like they will actually fix this problem next release. Hooray for completely unintentional fixes!
Not bad, tested it in one of my single player maps and it really works. What I don't like about it is that the blocks are so dark. I've seen some other modes that, while they don't have so many options (like selecting the blocks you want to hide or not), they show bright and very visible ores, which makes a lot easier to see what kind of ore they are even if you're far from them. Anyway it's an interesting way to play xD though I don't really use this 'cause it makes the game too easy, so I'm just giving some feedback
Not bad, tested it in one of my single player maps and it really works. What I don't like about it is that the blocks are so dark. I've seen some other modes that, while they don't have so many options (like selecting the blocks you want to hide or not), they show bright and very visible ores, which makes a lot easier to see what kind of ore they are even if you're far from them. Anyway it's an interesting way to play xD though I don't really use this 'cause it makes the game too easy, so I'm just giving some feedback
The current version has a few lighting issues when smooth lighting is on; I'm working on fixing that but it's a rather large rewrite. Next version will have it fixed, though!
What mods are you looking for compatibility with? If they're Forge based, I'm afraid you'll have to wait until the next version - I'm doing a rather large rewrite that will ultimately make merging much easier but I'm not done yet. Other than that, there's a chance the issue is simply installation order (ModLoader, for example, will break this mod unless you install it first and this mod second). As for InvTweaks and a certain macro mod (there are a few and I'm not sure which one it is), the issue has now been fixed and I'm just about to update the OP to explain it.
Is there a way to get the block options to stick? I have a brick house and it's slightly annoying to have to turn off the brick block every time I login (as well as leaves, grass, and other things that should be default). I tried looking at the .dat file you have in the .minecraft folder, but that's encrypted, so all I get is gibberish when I try to open it in Wordpad, Notepad, or even Notepad++. I've never understood how some people can easily view and edit those kinds of files.
Is there a way to get the block options to stick? I have a brick house and it's slightly annoying to have to turn off the brick block every time I login (as well as leaves, grass, and other things that should be default). I tried looking at the .dat file you have in the .minecraft folder, but that's encrypted, so all I get is gibberish when I try to open it in Wordpad, Notepad, or even Notepad++. I've never understood how some people can easily view and edit those kinds of files.
Blocks are supposed to stick, but they don't at the moment due to a bug in the current version. It's already fixed for the next version. The .dat file is in a binary format, so you won't be able to edit the settings via a text editor - I originally wanted it to be text-readable but there are reliability and speed issues with reading/writing mostly numeric data to a text format, so I picked this instead. It's also extensible, meaning I can store much more complicated data in the future.
Blocks are supposed to stick, but they don't at the moment due to a bug in the current version. It's already fixed for the next version. The .dat file is in a binary format, so you won't be able to edit the settings via a text editor - I originally wanted it to be text-readable but there are reliability and speed issues with reading/writing mostly numeric data to a text format, so I picked this instead. It's also extensible, meaning I can store much more complicated data in the future.
Oh wow, never thought about binary. Anyways, thank you for the speedy response as well as the good news. Thank you for the mod! Also can't wait for an update to Damage Counter. I'm currently using UseCount, but the tiny numbers are boring. I would love the size options you have planned.
It does seem to affect performance in the worst way, but it works as intended. Good job.
To all the people complaining about blackscreens:
Windows: Delete META-INF
Mac: Delete META-INF/MOJANG_C* (two files)
Other: an hero
As TLUL has said, that's already fixed in his dev version and will be released along with the next version update, feature addition, or major bugfix; it's already included in the prerelease versions, but isn't major enough to merit its own release.
Already is.
Have you tried installing just this mod without Optifine? Also, try updating your version of Java.
I've installed this mod by itself, with and without the merge version. It just blackscreens.
You need to install this mod first and use MCPatcher second, or you need to use MCPatcher's built-in mod installation tool to install this mod at the same time as you patch it.
I have this problem also:
Using MagicLauncher to chain it all together, and it appears to be Mod Marcos' interefering with X-Ray.
Mod Loading Order:
1. optifine 1.3.2_HD_U_B3
2. Xray-1.4-1.3.2-optifine1.3.2u
3. liteloader_1.3.2 ( which is a lightweight alternative to modloader which I prensently only have to load the macro mod )
Removing liteloader stops ctrl-x crashing it, but thats the best I can find.
java.lang.InternalError: Malformed class name
at java.lang.Class.getSimpleBinaryName(Unknown Source)
at java.lang.Class.getSimpleName(Unknown Source)
at net.eq2online.macros.core.MacroModCore.CurrentScreenIsContainer(MacroModCore.java:1260)
at net.eq2online.macros.gui.screens.GuiMacroModOverlay.DrawScreen(GuiMacroModOverlay.java:135)
at net.eq2online.macros.core.MacroModCore.OnTickInGame(MacroModCore.java:1026)
at net.eq2online.macros.LiteModMacros.onTick(LiteModMacros.java:36)
at com.mumfrey.liteloader.core.LiteLoader.onTick(LiteLoader.java:695)
at com.mumfrey.liteloader.core.LiteLoaderHook.b(LiteLoaderHook.java:49)
at net.minecraft.client.Minecraft.J(SourceFile:608)
at net.minecraft.client.Minecraft.run(SourceFile:535)
at java.lang.Thread.run(Unknown Source)
Actually, that looks to be your macro mod causing the issue. It's the exact same issue that's causing problems with InvTweaks. I'm still trying to figure out what I can possibly do on this end to prevent the problem.
Edit: I did some digging and I think I know what's causing the problem: Sun's default implementation of Java places undocumented constraints on class names. This causes errors when handling classnames that the Java bytecode spec says are perfectly valid. However, some changes that I recently made to the build process look like they will actually fix this problem next release. Hooray for completely unintentional fixes!
http://www.minecraft.../#entry17052240
The current version has a few lighting issues when smooth lighting is on; I'm working on fixing that but it's a rather large rewrite. Next version will have it fixed, though!
That's quite the lengthy post there!
Seriously though, either there was an issue when you posted or something's not loading for me.
What mods are you looking for compatibility with? If they're Forge based, I'm afraid you'll have to wait until the next version - I'm doing a rather large rewrite that will ultimately make merging much easier but I'm not done yet. Other than that, there's a chance the issue is simply installation order (ModLoader, for example, will break this mod unless you install it first and this mod second). As for InvTweaks and a certain macro mod (there are a few and I'm not sure which one it is), the issue has now been fixed and I'm just about to update the OP to explain it.
Blocks are supposed to stick, but they don't at the moment due to a bug in the current version. It's already fixed for the next version. The .dat file is in a binary format, so you won't be able to edit the settings via a text editor - I originally wanted it to be text-readable but there are reliability and speed issues with reading/writing mostly numeric data to a text format, so I picked this instead. It's also extensible, meaning I can store much more complicated data in the future.
Oh wow, never thought about binary. Anyways, thank you for the speedy response as well as the good news. Thank you for the mod! Also can't wait for an update to Damage Counter. I'm currently using UseCount, but the tiny numbers are boring. I would love the size options you have planned.
If it helps, I'm using http://www.minecraftforum.net/topic/467504-132-macro-keybind-mod-092-plus-liteloader-for-132/