Any plans to make a multiplayer or server version of this?
He wanted to and tried many times; never worked, unfortunately.
Rollback Post to RevisionRollBack
Also, I've flipped shovel textures for Tinker's Construct and ExtraTiC for a more realistic-looking animation, check here: http://www.minecraft...hovel-textures/
He wanted to and tried many times; never worked, unfortunately.
......wha...what?
iv been off cave gen page for like 8 months and last time I was here the server stuff was ok for 1.5.2? or atleast the server I GO TO has this mod for 1.5.2 > server name: Under Growth.
that server had this mod and they had it working great?
iv been off cave gen page for like 8 months and last time I was here the server stuff was ok for 1.5.2? or atleast the server I GO TO has this mod for 1.5.2 > server name: Under Growth.
that server had this mod and they had it working great?
The only possible explanation that I can came up with is that they run some mod that allows them to use LAN world as server, as my mod works via LAN but not on classic multiplayer server. It is true that I tried to make it work several times. I might give it a try in the future, but I can't tell you when it will be, nor can I promise any new content, as I'm slowly starting to work on my bachelor's thesis.
But I will try to keep it updated for latest MC releases
nor can I promise any new content, as I'm slowly starting to work on my bachelor's thesis.
But I will try to keep it updated for latest MC releases
as I am very happy for you :/
can I ask.
or may I ask you said you cant promise any new content :?
but from the NEW ZONES I mentioned above
is there any that you can definitively say:
im going to add them....ad ventrally?
because I would like to see new 1.7 blocks in this mods world gen like a Canyon Zone:
made from clay and hardened clay's equivalent to the vanilla mesa biome.
Confucius Zone:
covered in Mossy Stone boulders and podzot soil, and has upside down trees hanging from the ceiling
(dark oak trees)
Waste Zone:
skeleton heads and cobwebs spawn naturally in small caves, the zones made from red Sand and sand and gravel and sand stone and this is the desert zone.
Transition Zones:
zones (under ground biomes) that are Boarder biomes of the MAIN zones
like the BOARDER zone for desert zone is a canyon zone which is ALSO the boarder zone for the cave zone the Confucius zone is the transition zone for ice and jungle zones
im not trying to be to pushy or demanding im just curious if any of these are good enough ideas
that you can make a list for later to add them
and which ones you will be adding first or if any of these you will add
I will be watching for your response (eagerly of coarse :D)
can I ask.
or may I ask you said you cant promise any new content :?
but from the NEW ZONES I mentioned above
is there any that you can definitively say:
im going to add them....ad ventrally?
because I would like to see new 1.7 blocks in this mods world gen like a Canyon Zone:
made from clay and hardened clay's equivalent to the vanilla mesa biome.
Confucius Zone:
covered in Mossy Stone boulders and podzot soil, and has upside down trees hanging from the ceiling
(dark oak trees)
Waste Zone:
skeleton heads and cobwebs spawn naturally in small caves, the zones made from red Sand and sand and gravel and sand stone and this is the desert zone.
Transition Zones:
zones (under ground biomes) that are Boarder biomes of the MAIN zones
like the BOARDER zone for desert zone is a canyon zone which is ALSO the boarder zone for the cave zone the Confucius zone is the transition zone for ice and jungle zones
im not trying to be to pushy or demanding im just curious if any of these are good enough ideas
that you can make a list for later to add them
and which ones you will be adding first or if any of these you will add
I will be watching for your response (eagerly of coarse )
Sorry, for the late reply, I'm a bit busy right now.
I prefer quality over quantity when making new zones, so if I would make one, I would thought about the combination of the three you mentioned, so there could be more things to do and discover in the zone
I cannot tell anything about the transition biomes, since I have no idea how are they handled yet and the way I handle biomes is a bit special. I'm not using the forge provided methods, as those would not get rid of rivers and oceans.
Also it will probably take some time to update the mod as it is to 1.7.2. It was mentioned at Forge forums that the soonest guess for updated forge is the beginning of December due to lot of changes in 1.7.2 update. So probably I will have to rewrite a lot of code too
I seem to recall a mod similar to this, a long while back... there was no way to reach the surface at all, though. The Overworld spawned like the Nether, with a bedrock layer at the top.
I seem to recall a mod similar to this, a long while back... there was no way to reach the surface at all, though. The Overworld spawned like the Nether, with a bedrock layer at the top.
That seems like old version of this mod. The bedrock was removed from the top for several reasons.
I like the mod a lot, however there is one issue I have. For whatever reason, your biomes don't register properly with the mob spawning mod that comes with Dr MoZharks, so only vanilla mobs spawn. I also seem to have a problem getting cows to spawn on grass for probably the same reason.
All the biomes from Biomes o' Plenty, Better World Generation 4, and Twilight Forest show up, but not the ones from the cave gen mod.
I have played with this mod, and I must admit, it is unlike any other mod, but in a good way. I have a request for a 1.7.2 update. (Yes, I know this could take a while because of Forge updating and all that...) Apart from that, I would like the ability to change an option in the config and have these huge caves spawn in the Default Overworld. Yes, that does take a bit of the adventuring aspect away from the awesomeness that it already is, but this (in theory) allows room for other Overworld-Configuring mods such as Biomes-O-Plenty spawn above ground, and have epic caves beneath. This, IMHO, would make a great adventure. This may not even be possible, but I hope that it is. Good job already on this incredible mod!
im still working on a mod pack but plans have shifted to a new great idea
I AM GOING TO INCLUDE this mod into my server.
ill explain how
im going to load a map with this mod explore a ton of land and area
then turn the mod off > disable it.
then im going to generate normal world structures to insure it works without the mod (I have done it before)
I will be missing the rp, and the special items in this mod when I disable the mod but that's ok.
then I plan to use mc edit and combine that map with a already loaded mc fallout world I created and I will use "erosion" and mountain generation to generate and blend in the modded landscape into the normal landscape.
im already half way there im making a fallout America map using atleast this mods generation
thanks though ill give credits and a link soon as possible.
I like the mod a lot, however there is one issue I have. For whatever reason, your biomes don't register properly with the mob spawning mod that comes with Dr MoZharks, so only vanilla mobs spawn. I also seem to have a problem getting cows to spawn on grass for probably the same reason.
All the biomes from Biomes o' Plenty, Better World Generation 4, and Twilight Forest show up, but not the ones from the cave gen mod.
That is probably due to the way my biomes generate. They actually substite the original ones. This is the only way to get rid of ocean and river biomes. Friendly mobs like cows etc. are not supposed to spawn in Cave world.
I have played with this mod, and I must admit, it is unlike any other mod, but in a good way. I have a request for a 1.7.2 update. (Yes, I know this could take a while because of Forge updating and all that...) Apart from that, I would like the ability to change an option in the config and have these huge caves spawn in the Default Overworld. Yes, that does take a bit of the adventuring aspect away from the awesomeness that it already is, but this (in theory) allows room for other Overworld-Configuring mods such as Biomes-O-Plenty spawn above ground, and have epic caves beneath. This, IMHO, would make a great adventure. This may not even be possible, but I hope that it is. Good job already on this incredible mod!
I would also like to see the caves in vanilla world, unfortunatelly, I haven't found a way to achieve this. But it might happen in the future
im still working on a mod pack but plans have shifted to a new great idea
I AM GOING TO INCLUDE this mod into my server.
ill explain how
im going to load a map with this mod explore a ton of land and area
then turn the mod off > disable it.
then im going to generate normal world structures to insure it works without the mod (I have done it before)
I will be missing the rp, and the special items in this mod when I disable the mod but that's ok.
then I plan to use mc edit and combine that map with a already loaded mc fallout world I created and I will use "erosion" and mountain generation to generate and blend in the modded landscape into the normal landscape.
im already half way there im making a fallout America map using atleast this mods generation
thanks though ill give credits and a link soon as possible.
That sounds interesting, don't forget to take some screenshots and post them there
---- Minecraft Crash Report ----
// I blame Dinnerbone.
Time: 27/12/13 10:19 PM
Description: Exception in server tick loop
java.lang.NoClassDefFoundError: net/minecraft/client/multiplayer/WorldClient
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:457)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:194)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:174)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:105)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:509)
at cpw.mods.fml.server.FMLServerHandler.beginServerLoading(FMLServerHandler.java:99)
at cpw.mods.fml.common.FMLCommonHandler.onServerStart(FMLCommonHandler.java:350)
at net.minecraft.server.dedicated.DedicatedServer.func_71197_b(DedicatedServer.java:69)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:443)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:582)
Caused by: java.lang.ClassNotFoundException: net.minecraft.client.multiplayer.WorldClient
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:179)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 30 more
Caused by: java.lang.RuntimeException: Attempted to load class bda for invalid side SERVER
at cpw.mods.fml.common.asm.transformers.SideTransformer.transform(SideTransformer.java:50)
at net.minecraft.launchwrapper.LaunchClassLoader.runTransformers(LaunchClassLoader.java:267)
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:165)
... 32 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.6.2
Operating System: Windows 8 (amd64) version 6.2
Java Version: 1.7.0_45, Oracle Corporation
Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 3356288584 bytes (3200 MB) / 4116709376 bytes (3926 MB) up to 4116709376 bytes (3926 MB)
JVM Flags: 2 total; -Xmx4096M -Xms4096M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v8.04 FML v6.2.62.871 Minecraft Forge 9.10.1.871 15 mods loaded, 15 mods active
mcp{8.04} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed
FML{6.2.62.871} [Forge Mod Loader] (minecraftforge-universal-1.6.2-9.10.1.871.jar) Unloaded->Constructed
Forge{9.10.1.871} [Minecraft Forge] (minecraftforge-universal-1.6.2-9.10.1.871.jar) Unloaded->Constructed
PlayerAPI{1.3} [Player API] (minecraft.jar) Unloaded->Constructed
TConstruct-Preloader{0.0.1} [Tinkers Corestruct] (minecraft.jar) Unloaded->Constructed
cw.cavegen{2.27} [CaveGen] (CaveGen2.27_4[1.6.2].zip) Unloaded
eplus{1.16.5b} [Enchanting Plus] (EnchantingPlus-1.16.5.zip) Unloaded
iChunUtil{2.4.0} [iChunUtil] (iChunUtil2.4.0.zip) Unloaded
lantern{1.43} [Lantern mod] (Lantern1.43[1.6.2].zip) Unloaded
MoreSwordsMod{2.5.5} [More Swords Mod] (More Swords Mod 2.5.5. For 1.6.2.jar) Unloaded
PortalGun{2.0.1} [PortalGun] (PortalGun2.0.1.zip) Unloaded
QuantumCraft{1.02_mc164} [qCraft] (qCraft1.02_mc164.zip) Unloaded
mod_SmartMoving{Not available} [mod_SmartMoving] (Smart Moving Universal for ModLoader or Minecraft Forge or MCPC+.zip) Unloaded
mod_SmartRender{Not available} [mod_SmartRender] (Smart Moving Universal for ModLoader or Minecraft Forge or MCPC+.zip) Unloaded
TConstruct{1.6.X_1.5.1} [Tinkers' Construct] (TConstruct_1.6.4_1.5.1.jar) Unloaded
Profiler Position: N/A (disabled)
Is Modded: Definitely; Server brand changed to 'fml,forge'
Type: Dedicated Server (map_server.txt)
my server keeps crashing. dont know why, but i really like this mod so... yeah.
also sorry if the spoiler tags were wrong
---- Minecraft Crash Report ----
// I blame Dinnerbone.
Time: 27/12/13 10:19 PM
Description: Exception in server tick loop
java.lang.NoClassDefFoundError: net/minecraft/client/multiplayer/WorldClient
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:457)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:194)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:174)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:105)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:509)
at cpw.mods.fml.server.FMLServerHandler.beginServerLoading(FMLServerHandler.java:99)
at cpw.mods.fml.common.FMLCommonHandler.onServerStart(FMLCommonHandler.java:350)
at net.minecraft.server.dedicated.DedicatedServer.func_71197_b(DedicatedServer.java:69)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:443)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:582)
Caused by: java.lang.ClassNotFoundException: net.minecraft.client.multiplayer.WorldClient
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:179)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 30 more
Caused by: java.lang.RuntimeException: Attempted to load class bda for invalid side SERVER
at cpw.mods.fml.common.asm.transformers.SideTransformer.transform(SideTransformer.java:50)
at net.minecraft.launchwrapper.LaunchClassLoader.runTransformers(LaunchClassLoader.java:267)
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:165)
... 32 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.6.2
Operating System: Windows 8 (amd64) version 6.2
Java Version: 1.7.0_45, Oracle Corporation
Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 3356288584 bytes (3200 MB) / 4116709376 bytes (3926 MB) up to 4116709376 bytes (3926 MB)
JVM Flags: 2 total; -Xmx4096M -Xms4096M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v8.04 FML v6.2.62.871 Minecraft Forge 9.10.1.871 15 mods loaded, 15 mods active
mcp{8.04} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed
FML{6.2.62.871} [Forge Mod Loader] (minecraftforge-universal-1.6.2-9.10.1.871.jar) Unloaded->Constructed
Forge{9.10.1.871} [Minecraft Forge] (minecraftforge-universal-1.6.2-9.10.1.871.jar) Unloaded->Constructed
PlayerAPI{1.3} [Player API] (minecraft.jar) Unloaded->Constructed
TConstruct-Preloader{0.0.1} [Tinkers Corestruct] (minecraft.jar) Unloaded->Constructed
cw.cavegen{2.27} [CaveGen] (CaveGen2.27_4[1.6.2].zip) Unloaded
eplus{1.16.5b} [Enchanting Plus] (EnchantingPlus-1.16.5.zip) Unloaded
iChunUtil{2.4.0} [iChunUtil] (iChunUtil2.4.0.zip) Unloaded
lantern{1.43} [Lantern mod] (Lantern1.43[1.6.2].zip) Unloaded
MoreSwordsMod{2.5.5} [More Swords Mod] (More Swords Mod 2.5.5. For 1.6.2.jar) Unloaded
PortalGun{2.0.1} [PortalGun] (PortalGun2.0.1.zip) Unloaded
QuantumCraft{1.02_mc164} [qCraft] (qCraft1.02_mc164.zip) Unloaded
mod_SmartMoving{Not available} [mod_SmartMoving] (Smart Moving Universal for ModLoader or Minecraft Forge or MCPC+.zip) Unloaded
mod_SmartRender{Not available} [mod_SmartRender] (Smart Moving Universal for ModLoader or Minecraft Forge or MCPC+.zip) Unloaded
TConstruct{1.6.X_1.5.1} [Tinkers' Construct] (TConstruct_1.6.4_1.5.1.jar) Unloaded
Profiler Position: N/A (disabled)
Is Modded: Definitely; Server brand changed to 'fml,forge'
Type: Dedicated Server (map_server.txt)
my server keeps crashing. dont know why, but i really like this mod so... yeah.
also sorry if the spoiler tags were wrong
Sorry, this mod does not work on server. But it works on LAN fine. If you would want this mod on server a lot, the only solution right now is to use some mod like BetterLAN that turn LAN world into something very close to standard server and use it there.
“Computers are incredibly fast, accurate and stupid; humans are incredibly slow, inaccurate and brilliant; together they are powerful beyond imagination."
SO ive been playing this for about a day, i cant believe how fun it is! But I have a few questions, i tried to read through the posts to see if it was already asked but my god theres too many! I saw someone say there is a way to get saplings? is this true? i couldnt find any in any chests so far.
If i take a grass block (via silk touch) up to the surface and spread it to a dirt area ive sectioned off from the mycellium and then spread it, will sheep cows etc spawn up there? Or has it been coded so they cant spawn or something?
SO ive been playing this for about a day, i cant believe how fun it is! But I have a few questions, i tried to read through the posts to see if it was already asked but my god theres too many! I saw someone say there is a way to get saplings? is this true? i couldnt find any in any chests so far.
If i take a grass block (via silk touch) up to the surface and spread it to a dirt area ive sectioned off from the mycellium and then spread it, will sheep cows etc spawn up there? Or has it been coded so they cant spawn or something?
I'm glad you like it
Saplings can be found in chests, but only in certain ones. I cannot remember in which all it is (I added them a long time ago), but they should definitely have chance to spawn in chests in big dungeons.
Animals should be able to spawn on surface on grass as usual.
He wanted to and tried many times; never worked, unfortunately.
Also, I've flipped shovel textures for Tinker's Construct and ExtraTiC for a more realistic-looking animation, check here:
http://www.minecraft...hovel-textures/
......wha...what?
iv been off cave gen page for like 8 months and last time I was here the server stuff was ok for 1.5.2? or atleast the server I GO TO has this mod for 1.5.2 > server name: Under Growth.
that server had this mod and they had it working great?
The only possible explanation that I can came up with is that they run some mod that allows them to use LAN world as server, as my mod works via LAN but not on classic multiplayer server. It is true that I tried to make it work several times. I might give it a try in the future, but I can't tell you when it will be, nor can I promise any new content, as I'm slowly starting to work on my bachelor's thesis.
But I will try to keep it updated for latest MC releases
Divine smoker mod - Hookah in Minecraft: http://www.minecraftforum.net/topic/1689980-172splanspdivine-smoker-water-pipe-modhookahshisha-11/
as I am very happy for you :/
can I ask.
or may I ask you said you cant promise any new content :?
but from the NEW ZONES I mentioned above
is there any that you can definitively say:
im going to add them....ad ventrally?
because I would like to see new 1.7 blocks in this mods world gen like a
Canyon Zone:
made from clay and hardened clay's equivalent to the vanilla mesa biome.
Confucius Zone:
covered in Mossy Stone boulders and podzot soil, and has upside down trees hanging from the ceiling
(dark oak trees)
Waste Zone:
skeleton heads and cobwebs spawn naturally in small caves, the zones made from red Sand and sand and gravel and sand stone and this is the desert zone.
Transition Zones:
zones (under ground biomes) that are Boarder biomes of the MAIN zones
like the BOARDER zone for desert zone is a canyon zone which is ALSO the boarder zone for the cave zone the Confucius zone is the transition zone for ice and jungle zones
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
im not trying to be to pushy or demanding im just curious if any of these are good enough ideas
that you can make a list for later to add them
and which ones you will be adding first or if any of these you will add
I will be watching for your response (eagerly of coarse :D)
Sorry, for the late reply, I'm a bit busy right now.
I prefer quality over quantity when making new zones, so if I would make one, I would thought about the combination of the three you mentioned, so there could be more things to do and discover in the zone
I cannot tell anything about the transition biomes, since I have no idea how are they handled yet and the way I handle biomes is a bit special. I'm not using the forge provided methods, as those would not get rid of rivers and oceans.
Also it will probably take some time to update the mod as it is to 1.7.2. It was mentioned at Forge forums that the soonest guess for updated forge is the beginning of December due to lot of changes in 1.7.2 update. So probably I will have to rewrite a lot of code too
Divine smoker mod - Hookah in Minecraft: http://www.minecraftforum.net/topic/1689980-172splanspdivine-smoker-water-pipe-modhookahshisha-11/
Is there a way to adjust the spawn frequencies of structures?
That seems like old version of this mod. The bedrock was removed from the top for several reasons.
I believe it could be found in some chests, probably in dungeon chests. You cannot adjust the frequencies of the structures now.
Divine smoker mod - Hookah in Minecraft: http://www.minecraftforum.net/topic/1689980-172splanspdivine-smoker-water-pipe-modhookahshisha-11/
All the biomes from Biomes o' Plenty, Better World Generation 4, and Twilight Forest show up, but not the ones from the cave gen mod.
I AM GOING TO INCLUDE this mod into my server.
ill explain how
im going to load a map with this mod explore a ton of land and area
then turn the mod off > disable it.
then im going to generate normal world structures to insure it works without the mod (I have done it before)
I will be missing the rp, and the special items in this mod when I disable the mod but that's ok.
then I plan to use mc edit and combine that map with a already loaded mc fallout world I created and I will use "erosion" and mountain generation to generate and blend in the modded landscape into the normal landscape.
im already half way there im making a fallout America map using atleast this mods generation
thanks though ill give credits and a link soon as possible.
That is probably due to the way my biomes generate. They actually substite the original ones. This is the only way to get rid of ocean and river biomes. Friendly mobs like cows etc. are not supposed to spawn in Cave world.
I would also like to see the caves in vanilla world, unfortunatelly, I haven't found a way to achieve this. But it might happen in the future
That sounds interesting, don't forget to take some screenshots and post them there
Merry Christmas to everyone!
Divine smoker mod - Hookah in Minecraft: http://www.minecraftforum.net/topic/1689980-172splanspdivine-smoker-water-pipe-modhookahshisha-11/
// I blame Dinnerbone.
Time: 27/12/13 10:19 PM
Description: Exception in server tick loop
java.lang.NoClassDefFoundError: net/minecraft/client/multiplayer/WorldClient
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:457)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:194)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:174)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:105)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:509)
at cpw.mods.fml.server.FMLServerHandler.beginServerLoading(FMLServerHandler.java:99)
at cpw.mods.fml.common.FMLCommonHandler.onServerStart(FMLCommonHandler.java:350)
at net.minecraft.server.dedicated.DedicatedServer.func_71197_b(DedicatedServer.java:69)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:443)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:582)
Caused by: java.lang.ClassNotFoundException: net.minecraft.client.multiplayer.WorldClient
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:179)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 30 more
Caused by: java.lang.RuntimeException: Attempted to load class bda for invalid side SERVER
at cpw.mods.fml.common.asm.transformers.SideTransformer.transform(SideTransformer.java:50)
at net.minecraft.launchwrapper.LaunchClassLoader.runTransformers(LaunchClassLoader.java:267)
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:165)
... 32 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.6.2
Operating System: Windows 8 (amd64) version 6.2
Java Version: 1.7.0_45, Oracle Corporation
Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 3356288584 bytes (3200 MB) / 4116709376 bytes (3926 MB) up to 4116709376 bytes (3926 MB)
JVM Flags: 2 total; -Xmx4096M -Xms4096M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v8.04 FML v6.2.62.871 Minecraft Forge 9.10.1.871 15 mods loaded, 15 mods active
mcp{8.04} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed
FML{6.2.62.871} [Forge Mod Loader] (minecraftforge-universal-1.6.2-9.10.1.871.jar) Unloaded->Constructed
Forge{9.10.1.871} [Minecraft Forge] (minecraftforge-universal-1.6.2-9.10.1.871.jar) Unloaded->Constructed
PlayerAPI{1.3} [Player API] (minecraft.jar) Unloaded->Constructed
TConstruct-Preloader{0.0.1} [Tinkers Corestruct] (minecraft.jar) Unloaded->Constructed
cw.cavegen{2.27} [CaveGen] (CaveGen2.27_4[1.6.2].zip) Unloaded
eplus{1.16.5b} [Enchanting Plus] (EnchantingPlus-1.16.5.zip) Unloaded
iChunUtil{2.4.0} [iChunUtil] (iChunUtil2.4.0.zip) Unloaded
lantern{1.43} [Lantern mod] (Lantern1.43[1.6.2].zip) Unloaded
MoreSwordsMod{2.5.5} [More Swords Mod] (More Swords Mod 2.5.5. For 1.6.2.jar) Unloaded
PortalGun{2.0.1} [PortalGun] (PortalGun2.0.1.zip) Unloaded
QuantumCraft{1.02_mc164} [qCraft] (qCraft1.02_mc164.zip) Unloaded
mod_SmartMoving{Not available} [mod_SmartMoving] (Smart Moving Universal for ModLoader or Minecraft Forge or MCPC+.zip) Unloaded
mod_SmartRender{Not available} [mod_SmartRender] (Smart Moving Universal for ModLoader or Minecraft Forge or MCPC+.zip) Unloaded
TConstruct{1.6.X_1.5.1} [Tinkers' Construct] (TConstruct_1.6.4_1.5.1.jar) Unloaded
Profiler Position: N/A (disabled)
Is Modded: Definitely; Server brand changed to 'fml,forge'
Type: Dedicated Server (map_server.txt)
my server keeps crashing. dont know why, but i really like this mod so... yeah.
also sorry if the spoiler tags were wrong
Sorry, this mod does not work on server. But it works on LAN fine. If you would want this mod on server a lot, the only solution right now is to use some mod like BetterLAN that turn LAN world into something very close to standard server and use it there.
Divine smoker mod - Hookah in Minecraft: http://www.minecraftforum.net/topic/1689980-172splanspdivine-smoker-water-pipe-modhookahshisha-11/
Uh what? I'm not really sure what do you mean. Sorry, I'm learning for exams so I'm a bit tired
Divine smoker mod - Hookah in Minecraft: http://www.minecraftforum.net/topic/1689980-172splanspdivine-smoker-water-pipe-modhookahshisha-11/
together they are powerful beyond imagination."
Thanks
Divine smoker mod - Hookah in Minecraft: http://www.minecraftforum.net/topic/1689980-172splanspdivine-smoker-water-pipe-modhookahshisha-11/
If i take a grass block (via silk touch) up to the surface and spread it to a dirt area ive sectioned off from the mycellium and then spread it, will sheep cows etc spawn up there? Or has it been coded so they cant spawn or something?
I'm glad you like it
Saplings can be found in chests, but only in certain ones. I cannot remember in which all it is (I added them a long time ago), but they should definitely have chance to spawn in chests in big dungeons.
Animals should be able to spawn on surface on grass as usual.
Divine smoker mod - Hookah in Minecraft: http://www.minecraftforum.net/topic/1689980-172splanspdivine-smoker-water-pipe-modhookahshisha-11/