Mods loaded: 3
ModLoader Beta 1.7_01
mod_MovePlus Version 1.9 for MC b1.7_01
mod_TooManyItems 1.7_01 2011-06-30
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem.
If you wish to report this, please copy this entire text and email it to [email protected].
Please include a description of what you did when the error occured.
--- BEGIN ERROR REPORT 63fbd66e --------
Generated 7/1/11 9:05 PM
Minecraft: Minecraft Beta 1.7
OS: Windows XP (x86) version 5.1
Java: 1.6.0_26, Sun Microsystems Inc.
VM: Java HotSpot(TM) Client VM (mixed mode), Sun Microsystems Inc.
LWJGL: 2.4.2
OpenGL: GeForce 9500 GT/PCI/SSE2 version 3.3.0, NVIDIA Corporation
java.lang.NoSuchMethodError: pc.h()Z
at cv.a(cv.java:1157)
at cv.b(cv.java:133)
at dk.a(SourceFile:173)
at n.a(SourceFile:1132)
at px.a(SourceFile:621)
at px.b(SourceFile:509)
at EntityRendererProxy.b(EntityRendererProxy.java:14)
at net.minecraft.client.Minecraft.run(SourceFile:781)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT aa60396a ----------
Moveplus crashes my minecraft. Dont know why but when I put it in it goes black, when its out minecraft works fine.
Do you know what going on?
here is the error report
--- BEGIN ERROR REPORT 654d31fc --------
Generated 7/2/11 6:50 PM
Minecraft: Minecraft Beta 1.7.2
OS: Windows 7 (amd64) version 6.1
Java: 1.6.0_25, Sun Microsystems Inc.
VM: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Sun Microsystems Inc.
LWJGL: 2.4.2
OpenGL: ATI Mobility Radeon HD 4200 Series version 3.3.10524 Compatibility Profile Context, ATI Technologies Inc.
java.lang.VerifyError: (class: mod_MovePlus, method: airControl signature: (Lsi;)V) Incompatible argument to function
at java.lang.Class.getDeclaredFields0(Native Method)
at java.lang.Class.privateGetDeclaredFields(Unknown Source)
at java.lang.Class.privateGetPublicFields(Unknown Source)
at java.lang.Class.getFields(Unknown Source)
at ModLoader.setupProperties(ModLoader.java:297)
at ModLoader.addMod(ModLoader.java:271)
at ModLoader.readFromClassPath(ModLoader.java:1227)
at ModLoader.init(ModLoader.java:880)
at ModLoader.AddAllRenderers(ModLoader.java:183)
at th.<init>(th.java:60)
at th.<clinit>(th.java:9)
at net.minecraft.client.Minecraft.a(SourceFile:318)
at net.minecraft.client.Minecraft.run(SourceFile:716)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT fbb28d5e ----------
are you planning updating your Pathing Mod? I really liked it but now it just crashes me... which of course is expected seeing as I have the version for 1.5...
Alrighty I've updated Pet Mod / NM Mode for 1.7.2, if you need older versions of the files just dig through the Info spoilers for the mod in question, I keep all old download links there, and they _should_ still work.
Will most likely be releasing a standalone version of Pathing Activated tonight, I recreated it while bored and waiting for MCP to update.
I also have another mod coming out soon, I gave the monsters of minecraft the ability to 'hear' and 'smell' the player, still tweaking it and want to add some more polish before I release it, here are the features so far:
- In short this mod changes how monsters perceive you using smell and sound, no more endless omnipotent monster chases.
- Being stealthy in Minecraft just became a LOT more important.
- Makes full use of pathfinding, a range of 128 blocks has been tested with MINIMAL to no cpu stutters, much smoother than Pathing Activated since they aren't constantly tracking you :biggrin.gif:
Blood:
- Every time you get hurt, you bleed once, if you are below 60% health, you bleed once in a while
- Every time you bleed, a 'scent' is dropped, these scents can be noticed by monsters and they will wander into the area it happened at, looking for something to eat, so don't stick around
- Be sure to keep healed to prevent occasional traces being dropped that attracts monsters
- Scents fade over time, so monsters will wander to more fresh sources, most likely where you are
Sound:
- Hurting anything, gives off a small sound source nearby monsters might hear.
- Killing animals, the squeeling of a pig in addition to the blood will attract monsters very well.
- Killing mobs, has a decent chance of alerting nearby monsters
- Digging/mining blocks, this causes a tiny sound source, but can be amplified if frequently happening
- Anything else that has a decent sound volume and occurs near the player gets noticed and creates a small sound source
- Shooting many arrows off in the distance serves as a good distraction to monsters while you escape some other way
- On top of all these sound triggers, there is a system for tracking how frequent sounds are happening, which then places a 'stronger' sound source for monsters to pick up, stronger as in a greater range that monsters can hear it from
- The strength of the sounds keep multiplying as you continue to make sounds within a certain time threshold
- Like scents, sound sources also decay, rate of decay is being worked on still
So far I'm getting FANTASTIC results from this, this adds a great new dynamic to the game, a lot more sneaking required.
I need to do more testing in caves, right now I think I have the ranges too high and a little too much comes from everywhere when I start mining out blocks in deep caves, I'm going to look into making entities do idle movement in a MUCH greater range, default is a 10 block wander area, maybe I'll up that to 30 and see how it goes.
Not sure on a name yet for this Mod, I'm thinking "Zombie Awareness" or "Stealthcraft", I'm not sure if I want to start putting 'craft' in my mod names heh.
Another random note: Zombies wont burn in daylight, also I'm considering only having this added awareness on Zombies too. I hate skeletons, goddamn bastards keep making me bleed all over the place!
umm i dont know if its the mod or what, but everytime i fall i take no damage, i want to be able to so i can actually play the game normally. I hope some1 know the problem, also in my ssp falldamaeg and damage are on so i thought it was that but it isnt
i have another suggestion since u can now get leaves u could make it that when u have a shear and ur next to a tree that u just cut all the wood away from it will auto harvest them
PetMod is neat, but can you make the healthbars optional? I feed my pets any time they take damage so I don't need it, and I find it annoying. Auto heal makes it irrelevant too.
I got
--- BEGIN ERROR REPORT 8f8df890 --------
Generated 7/9/11 10:23 AM
Minecraft: Minecraft Beta 1.7.3
OS: Windows XP (x86) version 5.1
Java: 1.6.0_26, Sun Microsystems Inc.
VM: Java HotSpot(TM) Client VM (mixed mode), Sun Microsystems Inc.
LWJGL: 2.4.2
OpenGL: GeForce 9500 GT/PCI/SSE2 version 3.3.0, NVIDIA Corporation
java.lang.NoSuchMethodError: EntityHooks.h(DDD)V
at EntityHooks.h(EntityHooks.java:102)
at ls.o(EntityLiving.java:710)
at ls.w_(EntityLiving.java:232)
at ii.w_(EntityCreature.java:35)
at fd.a(SourceFile:1181)
at fd.f(SourceFile:1157)
at fd.g(SourceFile:1100)
at net.minecraft.client.Minecraft.k(SourceFile:1494)
at net.minecraft.client.Minecraft.run(SourceFile:754)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT f2b40fa0 ----------
Adf.ly is forcing us to take a survey. Not only is it extremely long and annoying, but it triggers my antimalware software. Please make an alternate link available. I want to help get you revenue but not with adf.ly & their shady BS.
Edit: Found the links at the very end. Thanks for the 'z' key toggle, BTW. Can't wait to try that out! Hated dashing off scaffolding to my death in SMP.
Oh it is, MovePlus 1.7_01 seems to work fine for 1.7.2, try updating to ModLoader Beta 1.7.2.
Into the cellar! There's a ternader a'comin!
Thanks yeah found that out from reading it again to see what it was.
Do you know what going on?
here is the error report
--- BEGIN ERROR REPORT 654d31fc --------
Generated 7/2/11 6:50 PM
Minecraft: Minecraft Beta 1.7.2
OS: Windows 7 (amd64) version 6.1
Java: 1.6.0_25, Sun Microsystems Inc.
VM: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Sun Microsystems Inc.
LWJGL: 2.4.2
OpenGL: ATI Mobility Radeon HD 4200 Series version 3.3.10524 Compatibility Profile Context, ATI Technologies Inc.
java.lang.VerifyError: (class: mod_MovePlus, method: airControl signature: (Lsi;)V) Incompatible argument to function
at java.lang.Class.getDeclaredFields0(Native Method)
at java.lang.Class.privateGetDeclaredFields(Unknown Source)
at java.lang.Class.privateGetPublicFields(Unknown Source)
at java.lang.Class.getFields(Unknown Source)
at ModLoader.setupProperties(ModLoader.java:297)
at ModLoader.addMod(ModLoader.java:271)
at ModLoader.readFromClassPath(ModLoader.java:1227)
at ModLoader.init(ModLoader.java:880)
at ModLoader.AddAllRenderers(ModLoader.java:183)
at th.<init>(th.java:60)
at th.<clinit>(th.java:9)
at net.minecraft.client.Minecraft.a(SourceFile:318)
at net.minecraft.client.Minecraft.run(SourceFile:716)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT fbb28d5e ----------
You have just made me the happiest man in the universe. THANK YOU COROS!
also gui api is updated to 1.7 :wink.gif:
Will most likely be releasing a standalone version of Pathing Activated tonight, I recreated it while bored and waiting for MCP to update.
I also have another mod coming out soon, I gave the monsters of minecraft the ability to 'hear' and 'smell' the player, still tweaking it and want to add some more polish before I release it, here are the features so far:
- In short this mod changes how monsters perceive you using smell and sound, no more endless omnipotent monster chases.
- Being stealthy in Minecraft just became a LOT more important.
- Makes full use of pathfinding, a range of 128 blocks has been tested with MINIMAL to no cpu stutters, much smoother than Pathing Activated since they aren't constantly tracking you :biggrin.gif:
Blood:
- Every time you get hurt, you bleed once, if you are below 60% health, you bleed once in a while
- Every time you bleed, a 'scent' is dropped, these scents can be noticed by monsters and they will wander into the area it happened at, looking for something to eat, so don't stick around
- Be sure to keep healed to prevent occasional traces being dropped that attracts monsters
- Scents fade over time, so monsters will wander to more fresh sources, most likely where you are
Sound:
- Hurting anything, gives off a small sound source nearby monsters might hear.
- Killing animals, the squeeling of a pig in addition to the blood will attract monsters very well.
- Killing mobs, has a decent chance of alerting nearby monsters
- Digging/mining blocks, this causes a tiny sound source, but can be amplified if frequently happening
- Anything else that has a decent sound volume and occurs near the player gets noticed and creates a small sound source
- Shooting many arrows off in the distance serves as a good distraction to monsters while you escape some other way
- On top of all these sound triggers, there is a system for tracking how frequent sounds are happening, which then places a 'stronger' sound source for monsters to pick up, stronger as in a greater range that monsters can hear it from
- The strength of the sounds keep multiplying as you continue to make sounds within a certain time threshold
- Like scents, sound sources also decay, rate of decay is being worked on still
So far I'm getting FANTASTIC results from this, this adds a great new dynamic to the game, a lot more sneaking required.
I need to do more testing in caves, right now I think I have the ranges too high and a little too much comes from everywhere when I start mining out blocks in deep caves, I'm going to look into making entities do idle movement in a MUCH greater range, default is a 10 block wander area, maybe I'll up that to 30 and see how it goes.
Not sure on a name yet for this Mod, I'm thinking "Zombie Awareness" or "Stealthcraft", I'm not sure if I want to start putting 'craft' in my mod names heh.
Another random note: Zombies wont burn in daylight, also I'm considering only having this added awareness on Zombies too. I hate skeletons, goddamn bastards keep making me bleed all over the place!
Into the cellar! There's a ternader a'comin!
--- BEGIN ERROR REPORT 8f8df890 --------
Generated 7/9/11 10:23 AM
Minecraft: Minecraft Beta 1.7.3
OS: Windows XP (x86) version 5.1
Java: 1.6.0_26, Sun Microsystems Inc.
VM: Java HotSpot(TM) Client VM (mixed mode), Sun Microsystems Inc.
LWJGL: 2.4.2
OpenGL: GeForce 9500 GT/PCI/SSE2 version 3.3.0, NVIDIA Corporation
java.lang.NoSuchMethodError: EntityHooks.h(DDD)V
at EntityHooks.h(EntityHooks.java:102)
at ls.o(EntityLiving.java:710)
at ls.w_(EntityLiving.java:232)
at ii.w_(EntityCreature.java:35)
at fd.a(SourceFile:1181)
at fd.f(SourceFile:1157)
at fd.g(SourceFile:1100)
at net.minecraft.client.Minecraft.k(SourceFile:1494)
at net.minecraft.client.Minecraft.run(SourceFile:754)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT f2b40fa0 ----------
:sad.gif:
Edit: Found the links at the very end. Thanks for the 'z' key toggle, BTW. Can't wait to try that out! Hated dashing off scaffolding to my death in SMP.