- Fixed light detection code, would sometimes use the light level of the wall next to the villager and force them outside.
- Changed 'requires light' configuration to be a numeric value (light level) instead of just on/off. This is useful if you have some darker spots and don't want your villagers running around because of it.
villager joe has had a stressful, normal diffuculty mode night of zombies banging on the door uselessly, the sun rises, and he goes outside, takes a deep breath in and.... gets mobbed by burning zombes.
if that wasn't clear enough, villagers shouldn't open doors if there are zombies anywhere outside in their detection radius, burning or not.
out of curiosity, what is the bed pinning you are talking about adding?, i assume it means they sleep in the beds?, if so, they should spread in houses so that they all have a bed to sleep in, that is, if there are beds, and wake up if zombies get their door down.
is there any way to make golems need less doors with this?, your wording confused me about it a little.
one good thing would be for villagers to be attracted to their blocks, librarions will hang around bookshelves, blacksmiths around furnaces, stuff like that.
they should be able to climb ladders to reach beds and/or doors, and to escape zombies, and my final opinion, they should not walk into water unless they are on fire, i have freed 4 villagers so far from their well.
i hope you reply so i can see what you think of these ideas.
I love the idea of idea of not opening the door if there's a zombie outside! I'll put that on the to-do list. You have the bed idea right, if I can ever find the time to sit down and figure it out at all. I definitely want to make them climb ladders (for the trapdoors and all). The avoid water bit.. I'll have to think about. Doesn't seem like it'd be too hard to do.
I'm not too keen on the block-attraction idea.. it's hard enough to get these guys to go where I want as it is without adding more complications!
The vanilla rules for golems are first you need 21 doors, and then every 10 villagers will produce 1 golem. Unfortunately, I can't find a way to change that initial 21 door limit, but you can change the number of villagers needed per golem in the config file. Does that answer your question?
Alright, I'll be using this mod from now on because Defensive villagers, though it was fun, was a complete mess. Golem/villager civil wars, slow when attacking and hyper when not, tiny reach distance... I just have to wait until Forge downloading servers aren't mobbed with downloaders from the recent update. Until then (and happy fourth of July )
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/
---- Minecraft Crash Report ----
// Quite honestly, I wouldn't worry myself about that.
Time: 7/5/13 4:46 PM
Description: Exception in server tick loop
java.lang.NoClassDefFoundError: net/minecraft/entity/ai/EntityAIMoveTwardsRestriction
at rivvest.Revamp.ServerTickerRevamp.runConversions(ServerTickerRevamp.java:222)
at rivvest.Revamp.ServerTickerRevamp.onStartTickInGame(ServerTickerRevamp.java:80)
at rivvest.Revamp.ServerTickerRevamp.tickStart(ServerTickerRevamp.java:63)
at cpw.mods.fml.common.SingleIntervalHandler.tickStart(SingleIntervalHandler.java:28)
at cpw.mods.fml.common.FMLCommonHandler.tickStart(FMLCommonHandler.java:122)
at cpw.mods.fml.common.FMLCommonHandler.onPreServerTick(FMLCommonHandler.java:287)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:574)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:129)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:482)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:582)
Caused by: java.lang.ClassNotFoundException: net.minecraft.entity.ai.EntityAIMoveTwardsRestriction
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:179)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 10 more
Caused by: java.lang.NullPointerException
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.6.1
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_17, Oracle Corporation
Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 108687664 bytes (103 MB) / 418775040 bytes (399 MB) up to 954466304 bytes (910 MB)
JVM Flags: 1 total; -Xmx1G
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: 1, tallocated: 63
FML: MCP v8.03 FML v6.1.34.771 Minecraft Forge 8.9.0.771 6 mods loaded, 6 mods active
mcp{7.51} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
FML{6.1.34.771} [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Forge{8.9.0.771} [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
DamageIndicatorsMod{2.8.2.0} [Damage Indicators] (1.6.1 DamageIndicators v2.8.2.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
IGML3{2.0.0.3} [In Game Mod List 3] ([1.6.1] IGML3 v2.0.0.3.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Revamp{1.1.1} [Rivvest's Enhancements to Villager and Mob Performance] (revamp-1.1.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Profiler Position: N/A (disabled)
Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Player Count: 0 / 8; []
Type: Integrated Server (map_client.txt)
Is Modded: Definitely; Client brand changed to 'fml,forge'
making a new world fixed it not fixed crashes on villager spawn
Hey, they finally fixed a typo! New version (for Forge 8.9.0.763+) will be up soon!
was that the problem XD
also don't they release a new forge almost daily? or seem to
also it says 8.9.0.763 was out on 07/03/2013 07:04:26 PM there onto 8.9.0.772 now... wait you mean a new version of Revamp. woops
was that the problem XD
also don't they release a new forge almost daily? or seem to
also it says 8.9.0.763 was out on 07/03/2013 07:04:26 PM there onto 8.9.0.772 now... wait you mean a new version of Revamp. woops
Usually a few a day.. My bad for not keeping up. Fortunately that was the only typo that I am using, so should be good from here on out (hopefully)!
This looks pretty interesting, anything to give the villagers a bit more common sense would be useful. Hell, even being able to herd the villagers around with emeralds is a great idea.
Default village generation also should have more torches. Villages are very dark places by default.
This looks pretty interesting, anything to give the villagers a bit more common sense would be useful. Hell, even being able to herd the villagers around with emeralds is a great idea.
Default village generation also should have more torches. Villages are very dark places by default.
I agree, and this would fit in great with the villagers needing light. I'm going to look into how feasible this is.
There's a lot of mention of "pinned" doors. I'm not sure what that means.
The villagers will try to use the same door night after night, instead of randomly selecting whichever one is closest. This helps them spread out across the village and prevent crowding into a single house.
I totally want this for our private server. I lost all faith in our planned village when I discovered that you can no longer lead villagers around. This mod would be a huge thing for me. Any word on a 1.6.2 release?
1.1.1b is compatible with 1.6.2, using up to Forge 9.10.0.789. (790 is crashing for me with or without the mod, but I assume I will continue to be future-compatible.)
---- Minecraft Crash Report ----
// I let you down. Sorry
Time: 7/13/13 6:04 PM
Description: There was a severe problem during mod loading that has caused the game to fail
cpw.mods.fml.common.LoaderException: java.lang.ClassNotFoundException: rivvest.Revamp.Revamp
at cpw.mods.fml.common.LoadController.transition(LoadController.java:148)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:520)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:172)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:470)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:796)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:57)
at net.minecraft.launchwrapper.Launch.main(Launch.java:18)
Caused by: java.lang.ClassNotFoundException: rivvest.Revamp.Revamp
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:179)
at java.lang.ClassLoader.loadClass(ClassLoader.java:306)
at java.lang.ClassLoader.loadClass(ClassLoader.java:247)
at cpw.mods.fml.common.ModClassLoader.loadClass(ModClassLoader.java:58)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Class.java:249)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:457)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
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:193)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:173)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
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:104)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:510)
... 10 more
Caused by: java.lang.NullPointerException
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:171)
... 38 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: Mac OS X (x86_64) version 10.8.4
Java Version: 1.6.0_51, Apple Inc.
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Apple Inc.
Memory: 36947232 bytes (35 MB) / 113299456 bytes (108 MB) up to 1069416448 bytes (1019 MB)
JVM Flags: 1 total; -Xmx1G
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 v6.2.16.784 Minecraft Forge 9.10.0.784 5 mods loaded, 5 mods active
mcp{8.04} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed
FML{6.2.16.784} [Forge Mod Loader] (coremods) Unloaded->Constructed
Forge{9.10.0.784} [Minecraft Forge] (coremods) Unloaded->Constructed
TooManyItems{1.6.2} [TooManyItems] (coremods) Unloaded->Constructed
Revamp{1.1.1} [Revamp] (rivvest) Unloaded->Errored
---- Minecraft Crash Report ----
// I let you down. Sorry
Time: 7/13/13 6:04 PM
Description: There was a severe problem during mod loading that has caused the game to fail
cpw.mods.fml.common.LoaderException: java.lang.ClassNotFoundException: rivvest.Revamp.Revamp
at cpw.mods.fml.common.LoadController.transition(LoadController.java:148)
Did you unzip the file? That can cause this error. It should remain zipped in the mods folder.
It's turning out to be quite the challenge, but I will keep plugging away at it.
This isn't really on my radar - I have no knowledge of village generation. Sorry! I hope you enjoy the mod otherwise!
Thank you!
http://www.minecraft...ob-performance/
- Fixed light detection code, would sometimes use the light level of the wall next to the villager and force them outside.
- Changed 'requires light' configuration to be a numeric value (light level) instead of just on/off. This is useful if you have some darker spots and don't want your villagers running around because of it.
http://www.minecraft...ob-performance/
http://www.minecraft...ob-performance/
I love the idea of idea of not opening the door if there's a zombie outside! I'll put that on the to-do list. You have the bed idea right, if I can ever find the time to sit down and figure it out at all. I definitely want to make them climb ladders (for the trapdoors and all). The avoid water bit.. I'll have to think about. Doesn't seem like it'd be too hard to do.
I'm not too keen on the block-attraction idea.. it's hard enough to get these guys to go where I want as it is without adding more complications!
The vanilla rules for golems are first you need 21 doors, and then every 10 villagers will produce 1 golem. Unfortunately, I can't find a way to change that initial 21 door limit, but you can change the number of villagers needed per golem in the config file. Does that answer your question?
http://www.minecraft...ob-performance/
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/
// Quite honestly, I wouldn't worry myself about that.
Time: 7/5/13 4:46 PM
Description: Exception in server tick loop
java.lang.NoClassDefFoundError: net/minecraft/entity/ai/EntityAIMoveTwardsRestriction
at rivvest.Revamp.ServerTickerRevamp.runConversions(ServerTickerRevamp.java:222)
at rivvest.Revamp.ServerTickerRevamp.onStartTickInGame(ServerTickerRevamp.java:80)
at rivvest.Revamp.ServerTickerRevamp.tickStart(ServerTickerRevamp.java:63)
at cpw.mods.fml.common.SingleIntervalHandler.tickStart(SingleIntervalHandler.java:28)
at cpw.mods.fml.common.FMLCommonHandler.tickStart(FMLCommonHandler.java:122)
at cpw.mods.fml.common.FMLCommonHandler.onPreServerTick(FMLCommonHandler.java:287)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:574)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:129)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:482)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:582)
Caused by: java.lang.ClassNotFoundException: net.minecraft.entity.ai.EntityAIMoveTwardsRestriction
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:179)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 10 more
Caused by: java.lang.NullPointerException
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.6.1
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_17, Oracle Corporation
Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 108687664 bytes (103 MB) / 418775040 bytes (399 MB) up to 954466304 bytes (910 MB)
JVM Flags: 1 total; -Xmx1G
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: 1, tallocated: 63
FML: MCP v8.03 FML v6.1.34.771 Minecraft Forge 8.9.0.771 6 mods loaded, 6 mods active
mcp{7.51} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
FML{6.1.34.771} [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Forge{8.9.0.771} [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
DamageIndicatorsMod{2.8.2.0} [Damage Indicators] (1.6.1 DamageIndicators v2.8.2.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
IGML3{2.0.0.3} [In Game Mod List 3] ([1.6.1] IGML3 v2.0.0.3.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Revamp{1.1.1} [Rivvest's Enhancements to Villager and Mob Performance] (revamp-1.1.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Profiler Position: N/A (disabled)
Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Player Count: 0 / 8; []
Type: Integrated Server (map_client.txt)
Is Modded: Definitely; Client brand changed to 'fml,forge'
making a new world fixed itnot fixed crashes on villager spawnHey, they finally fixed a typo! New version (for Forge 8.9.0.763+) will be up soon!
http://www.minecraft...ob-performance/
was that the problem XD
also don't they release a new forge almost daily? or seem to
also it says 8.9.0.763 was out on 07/03/2013 07:04:26 PM there onto 8.9.0.772 now... wait you mean a new version of Revamp. woops
Usually a few a day.. My bad for not keeping up. Fortunately that was the only typo that I am using, so should be good from here on out (hopefully)!
http://www.minecraft...ob-performance/
Default village generation also should have more torches. Villages are very dark places by default.
A double resolution texture pack that stays faithful to the original Minecraft textures.
It should be compatible with MCA, but I don't know that any of the Villager stuff will translate. I would definitely assume not to the guards.
I agree, and this would fit in great with the villagers needing light. I'm going to look into how feasible this is.
http://www.minecraft...ob-performance/
The villagers will try to use the same door night after night, instead of randomly selecting whichever one is closest. This helps them spread out across the village and prevent crowding into a single house.
http://www.minecraft...ob-performance/
1.1.1b is compatible with 1.6.2, using up to Forge 9.10.0.789. (790 is crashing for me with or without the mod, but I assume I will continue to be future-compatible.)
http://www.minecraft...ob-performance/
---- Minecraft Crash Report ----
// I let you down. Sorry
Time: 7/13/13 6:04 PM
Description: There was a severe problem during mod loading that has caused the game to fail
cpw.mods.fml.common.LoaderException: java.lang.ClassNotFoundException: rivvest.Revamp.Revamp
at cpw.mods.fml.common.LoadController.transition(LoadController.java:148)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:520)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:172)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:470)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:796)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:57)
at net.minecraft.launchwrapper.Launch.main(Launch.java:18)
Caused by: java.lang.ClassNotFoundException: rivvest.Revamp.Revamp
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:179)
at java.lang.ClassLoader.loadClass(ClassLoader.java:306)
at java.lang.ClassLoader.loadClass(ClassLoader.java:247)
at cpw.mods.fml.common.ModClassLoader.loadClass(ModClassLoader.java:58)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Class.java:249)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:457)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
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:193)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:173)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
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:104)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:510)
... 10 more
Caused by: java.lang.NullPointerException
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:171)
... 38 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: Mac OS X (x86_64) version 10.8.4
Java Version: 1.6.0_51, Apple Inc.
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Apple Inc.
Memory: 36947232 bytes (35 MB) / 113299456 bytes (108 MB) up to 1069416448 bytes (1019 MB)
JVM Flags: 1 total; -Xmx1G
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 v6.2.16.784 Minecraft Forge 9.10.0.784 5 mods loaded, 5 mods active
mcp{8.04} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed
FML{6.2.16.784} [Forge Mod Loader] (coremods) Unloaded->Constructed
Forge{9.10.0.784} [Minecraft Forge] (coremods) Unloaded->Constructed
TooManyItems{1.6.2} [TooManyItems] (coremods) Unloaded->Constructed
Revamp{1.1.1} [Revamp] (rivvest) Unloaded->Errored
Did you unzip the file? That can cause this error. It should remain zipped in the mods folder.
http://www.minecraft...ob-performance/