i cut the original zip files and paste them into my mods folder, i opened up minecraft, and it said 3 mods active. here's something that might relate to the problem, i set my minecraft to 1.7.2 instead of 1.7.10 because an installation video told me to do so. is that bad?
nope, this mod is for 1.7.2 not 1.7.10 so that is fine
if you downloaded those files as .lnk files instead of .zip files, you got the wrong files to begin with.
nope, this mod is for 1.7.2 not 1.7.10 so that is fine
if you downloaded those files as .lnk files instead of .zip files, you got the wrong files to begin with.
This is where you download Mo' Creatures mods. Verify you have the correct Forge Version first off; get that here. Install correct Forge version if needed and run it first. Download mods and place in mods folder. Now start Minecraft launcher and make sure you use the correct profile with the required Forge version, lower left of launcher.
Try to get into the habit of downloading mods directly from the mod authors sites. First of all it supports them and they know which mods to keep up to date. Second, you won't receive any viruses (if the sites use pages like adfly don't click anything but the skip ad button to get download) and you will get the most up to date versions. Third, because you visited the mod authors page you will know all the requirements and dependencies from OP (opening post) that made mod available.
This is where you download Mo' Creatures mods. Verify you have the correct Forge Version first off; get that here. Install correct Forge version if needed and run it first. Download mods and place in mods folder. Now start Minecraft launcher and make sure you use the correct profile with the required Forge version, lower left of launcher.
Try to get into the habit of downloading mods directly from the mod authors sites. First of all it supports them and they know which mods to keep up to date. Second, you won't receive any viruses (if the sites use pages like adfly don't click anything but the skip ad button to get download) and you will get the most up to date versions. Third, because you visited the mod authors page you will know all the requirements and dependencies from OP (opening post) that made mod available.
oh, i just realized i had the wrong version of forge. how do i uninstall the my current forge?
i didn't uninstall my old forge and downloaded the new forge i needed and when i opened up minecraft on my new forge account it still says only 3 mods active
if you got them as .zip files, you are not moving them from your downloads folder to your mods folder properly if they are anything but .zip in your mods folder.
and so long as your forge version is for 1.7.2 and is higher than the one required, that will work.
Hi Dr. Zhark, I really like your mod, I don't have a mob request at the moment, but I do have a request to be able to configure mob difficultly, health, damage, size, on hit effects and their drops. I think we can already decide what spawns and what doesn't along with spawn rates. I'm looking for different and unique ways to make the game more difficult and challenging. Even if you can't do this for a while, I plan to use the mod to some extent anyway. It could make the game more unique for people depending on how they configure mobs. For example I think the treant should have a lot more health but obviously would need to reduce it's damage to balance things. The fall damage is what kills you but if you just fight it in water, it wouldn't do any fall damage but it's hit damage is pretty weak. I think if you allow your player's to configure things like this you might see some unique and fun variations rather than a 3 hit max kill with a diamond sword. I used to have to hit werewolves like 20 times with an iron sword in 1.2.5 I think, now that was intense especially if there were two.
For Dr. Zhark I don't think it would take him long to figure out a way to do it, implementing it may be time consuming depending on how he codes it. As for us players to configure a config file it should be easy once you understand how it works, there should be some explanation somewhere.
The Block physics mod had a config file, he allowed you to configure the physics for any block that he was able to change. It was very time consuming but I rewrote the rules for every block I could not just for vanilla but some other mods too, now that was hard and very time consuming. Setting values for health, damage, size(maybe just a percentage of default size), on hit effects and potential drops, now that is easy but you still have to test it out. Plus I don't want to be picking up drops for features I may not even want to use.
For Dr. Zhark I don't think it would take him long to figure out a way to do it, implementing it may be time consuming depending on how he codes it. As for us players to configure a config file it should be easy once you understand how it works, there should be some explanation somewhere.
The Block physics mod had a config file, he allowed you to configure the physics for any block that he was able to change. It was very time consuming but I rewrote the rules for every block I could not just for vanilla but some other mods too, now that was hard and very time consuming. Setting values for health, damage, size(maybe just a percentage of default size), on hit effects and potential drops, now that is easy but you still have to test it out. Plus I don't want to be picking up drops for features I may not even want to use.
BlockPhysics ONLY focus on editing the vanilla block physics. MoC focuses on WAY more, and we don't even have a 1.7.10 update, which will probably come before your "health/drop/nearly everything about a mob" config, if that config ever comes at all. I don't think that any mod has any config like that, and I don't see why MoC needs one either. A mob drops something you don't want? Don't pick it up. Don't like that mob spawning at all because its too hard or too annoying to fight? Disable it. Not to sound rude, but your config idea would take way more time to make than it's worth, and that time could be spent on making new mobs and other updates for MoC.
BlockPhysics ONLY focus on editing the vanilla block physics. MoC focuses on WAY more, and we don't even have a 1.7.10 update, which will probably come before your "health/drop/nearly everything about a mob" config, if that config ever comes at all. I don't think that any mod has any config like that, and I don't see why MoC needs one either. A mob drops something you don't want? Don't pick it up. Don't like that mob spawning at all because its too hard or too annoying to fight? Disable it. Not to sound rude, but your config idea would take way more time to make than it's worth, and that time could be spent on making new mobs and other updates for MoC.
Yes, the creator only edited vanilla blocks in Block Physics but you had the ability to edit blocks for mods and that's what I did. Why is what you want more important than what I want? I think it would be worth it, can't you just appreciate and be content with the mobs he has added for a while? I don't expect him to do it or complete it before the 1.7.10 version either. You know what is a waste of time? People asking him to update to the latest version, he could add even more content if he just stayed with 1.6.4 until the last 1.7.x is completed and all the bugs are fixed. That would be 1 update to 1.7.10 (if that is the last one), rather than 10 seperate ones, how much time do you think that takes? Updating is not as much fun as adding new content. I don't go reply to every person asking for a new creature, saying he needs to do what I want first, so don't do it to me. If you don't want to configure any mobs, you don't have to, so why do you care?
Yes, the creator only edited vanilla blocks in Block Physics but you had the ability to edit blocks for mods and that's what I did. Why is what you want more important than what I want? I think it would be worth it, can't you just appreciate and be content with the mobs he has added for a while? I don't expect him to do it or complete it before the 1.7.10 version either. You know what is a waste of time? People asking him to update to the latest version, he could add even more content if he just stayed with 1.6.4 until the last 1.7.x is completed and all the bugs are fixed. That would be 1 update to 1.7.10 (if that is the last one), rather than 10 seperate ones, how much time do you think that takes? Updating is not as much fun as adding new content. I don't go reply to every person asking for a new creature, saying he needs to do what I want first, so don't do it to me. If you don't want to configure any mobs, you don't have to, so why do you care?
Most block physics are similar regardless of which mod you use, unless it adds a new block that disobeys all other previous physics. And once again, BlockPhysics ONLY focuses on editing block physics, it adds no new items, blocks, mobs, armor, dimensions, effects, etc. I never said what I want, so I don't know where you got that from. All I said is what he could do instead of adding that mostly pointless config. As for asking him to update, I don't do that, and I even tell others not to ask him to update, as its both rude and against the forum's rules. All I said is that adding that "control nearly everything about a mob" config would be very hard and draining. And I said that there is much more he could do in the time it would take to make that config, including updating, bugfixing, and adding new content, as opposed to a mostly pointless config. I never said "add this mob!!" and if I have an idea for a mob, I post it in the suggestion thread, not here. Most people already have a hard time with the spawning control, due to it no longer being a GUI, and something that essentially lets you recode a mob would have even less people editing it. And I don't reply to every person who asks for a new mob to be added, unless its necessary. And again, the config would take more time to make then it's worth, and that time could be spent adding new stuff that more than a few could enjoy and use.
The Meaning of Life, the Universe, and Everything.
Join Date:
2/20/2014
Posts:
43
Member Details
I am unable to tame a wyvern. I cannot place the crafted saddle on any wyverns nor do they drop any eggs. I have adjusted the config files to have an egg drop chance of 100% on both standard and mother wyverns but none of them have dropped an egg. Any help would be appreciated.
Basically, you need to download JAS (Just Another Spawner) and put it the mods folder. CustomMobSpawner can be moved out of the folder, it isnt needed for spawning anymore if youre using JAS.
I am using JAS on our 1.7.2 server, cause I like to fine-tune all spawns and JAS is offering lots of options and tags for individual spawning rules per creature/monster/biome.
I have downloaded JAS and ran MC. It crashed.
Also, I have seen no hostile mobs. The only Mo'Creatures Mobs I have seen are the Cricket, and the Snake. I've also seen the Worms, the Red Ant, the Ghost, the Ghost Skeleton, and the Rat from Orespawn. This was with CMS.
I'm not sure what I'm doing wrong.
Put your spoiler here.
--- Minecraft Crash Report ----
// Shall we play a game?
Time: 17/08/14 2:11 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: jas.common.JustAnotherSpawner
at cpw.mods.fml.common.LoadController.transition(LoadController.java:156)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:521)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:183)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:473)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:808)
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:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
Caused by: java.lang.ClassNotFoundException: jas.common.JustAnotherSpawner
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:186)
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:61)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Class.java:249)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:462)
at sun.reflect.GeneratedMethodAccessor4.invoke(Unknown Source)
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:201)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:181)
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:112)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:511)
... 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: 1.6.4
Operating System: Mac OS X (x86_64) version 10.6.8
Java Version: 1.6.0_65, Apple Inc.
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Apple Inc.
Memory: 89845064 bytes (85 MB) / 237387776 bytes (226 MB) up to 1060372480 bytes (1011 MB)
JVM Flags: 5 total; -Xmx1G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
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 v8.11 FML v6.4.49.965 Minecraft Forge 9.11.1.965 43 mods loaded, 43 mods active
mcp{8.09} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed
FML{6.4.49.965} [Forge Mod Loader] (minecraftforge-9.11.1.965.jar) Unloaded->Constructed
Forge{9.11.1.965} [Minecraft Forge] (minecraftforge-9.11.1.965.jar) Unloaded->Constructed
CodeChickenCore{0.9.0.9} [CodeChicken Core] (minecraft.jar) Unloaded->Constructed
NotEnoughItems{1.6.1.9} [Not Enough Items] (NotEnoughItems 1.6.1.9.jar) Unloaded->Constructed
DamageIndicatorsMod{2.9.2.4} [Damage Indicators] (1.6.4 DamageIndicatorsv2.9.2.4.zip) Unloaded->Constructed
lucky{4.2.1} [Lucky Block] ([1-6-4]_Lucky_Block_v4-2-1.jar) Unloaded->Constructed
Blokkit{v.1} [Blokkit] ([1.6.4] Blokkit v.1) Unloaded->Constructed
nohero_morehealth{5.3} [More Health Forge] ([Forge-1) Unloaded->Constructed
AnimationAPI{1.1.1} [AnimationAPI] (AnimationAPI v1) Unloaded->Constructed
Backpack{1.28.37} [Backpack] (backpack-1.28.37-1.6.x.jar) Unloaded->Constructed
betterbiomes{1.3.1 for MC 1.6.4} [Better Biomes] (Better Biomes 1) Unloaded->Constructed
ConfigMod{v1.0} [Extended Mod Config] (ConfigMod for MC v1.6.4.zip) Unloaded->Constructed
CoroAI{v1.0} [CoroAI] (CoroUtil for MC v1.6.4.zip) Unloaded->Constructed
CrazyOres{CrazyOres Core 1.0} [CrazyOres Core] (CrazuOres) Unloaded->Constructed
MoCreatures{6.1.0} [DrZhark's Mo'Creatures Mod] (DrZharks MoCreatures Mod v6) Unloaded->Constructed
DungeonPack{1.6.4} [DungeonPack] (DungeonPack 1.6.4.zip) Unloaded->Constructed
DynamicLights{1.2.8} [Dynamic Lights] (DynamicLights_1.6.4.jar) Unloaded->Constructed
DynamicLights_onFire{1.0.3} [Dynamic Lights on burning] (DynamicLights_1.6.4.jar) Unloaded->Constructed
DynamicLights_creepers{1.0.3} [Dynamic Lights on Creepers] (DynamicLights_1.6.4.jar) Unloaded->Constructed
DynamicLights_dropItems{1.0.5} [Dynamic Lights on ItemEntities] (DynamicLights_1.6.4.jar) Unloaded->Constructed
DynamicLights_entityClasses{1.0.0} [Dynamic Lights on specified Entities] (DynamicLights_1.6.4.jar) Unloaded->Constructed
DynamicLights_mobEquipment{1.0.3} [Dynamic Lights on Mob Equipment] (DynamicLights_1.6.4.jar) Unloaded->Constructed
DynamicLights_flameArrows{1.0.0} [Dynamic Lights on Flame enchanted Arrows] (DynamicLights_1.6.4.jar) Unloaded->Constructed
DynamicLights_otherPlayers{1.0.5} [Dynamic Lights Other Player Light] (DynamicLights_1.6.4.jar) Unloaded->Constructed
DynamicLights_thePlayer{1.0.9} [Dynamic Lights Player Light] (DynamicLights_1.6.4.jar) Unloaded->Constructed
ExtendedRenderer{v1.0} [Extended Renderer] (ExtendedRenderer for MC v1.6.4.zip) Unloaded->Constructed
LegendaryBeasts{a1.6.4.0} [Legendary Beasts] (Forge_LegendaryBeastsAlpha1.6.4.0.zip) Unloaded->Constructed
Hats{2.1.8} [Hats] (Hats2.1.8.zip) Unloaded->Constructed
JASCompatability{0.1.0} [JAS Compatability] (jas) Unloaded->Errored
BuildMod{v1.0} [Build Mod] (ModBuild for MC v1.6.4.zip) Unloaded->Constructed
MoreSwordsMod{2.6.0} [More Swords Mod] (More Swords Mod 2.6.0 For 1.6.4.jar) Unloaded->Constructed
Morph{0.7.1} [Morph] (Morph-Beta-0.7.1.zip) Unloaded->Constructed
MutantCreatures{1.4.4} [Mutant Creatures] (Mutant_Creatures_v1) Unloaded->Constructed
Oceancraft{1.2.1} [Oceancraft Mod] (Oceancraft v1) Unloaded->Constructed
OreSpawn{164.19} [OreSpawn] (orespawn164v19testjul18_2014) Unloaded->Constructed
Roguelike{1.3.3a} [Roguelike Dungeons] (roguelike-v1) Unloaded->Constructed
AS_Ruins{11.0} [Ruins Spawning System] (Ruins_1.6.4.zip) Unloaded->Constructed
shipwreck_winslow{1.6.2} [Shipwrecks!] (Shipwrecks_1) Unloaded->Constructed
AS_UpdateCheck{1.1.1} [AtomicStryker Update Check Mod] (UpdateCheckerMod_1.6.4.zip) Unloaded->Constructed
iChunUtil{2.4.0} [iChunUtil] (util^iChunUtil2.4.0.zip) Unloaded->Constructed
mod_ZanMinimap{0.9.4} [Zan's Minimap] (ZansMinimap1.6.4.zip) Unloaded->Constructed
JustAnotherSpawner{0.13.6} [Just Another Spawner] (jas) Unloaded->Errored
nope, this mod is for 1.7.2 not 1.7.10 so that is fine
if you downloaded those files as .lnk files instead of .zip files, you got the wrong files to begin with.
i downloaded them as .zip files from mediafire
This is where you download Mo' Creatures mods. Verify you have the correct Forge Version first off; get that here. Install correct Forge version if needed and run it first. Download mods and place in mods folder. Now start Minecraft launcher and make sure you use the correct profile with the required Forge version, lower left of launcher.
Try to get into the habit of downloading mods directly from the mod authors sites. First of all it supports them and they know which mods to keep up to date. Second, you won't receive any viruses (if the sites use pages like adfly don't click anything but the skip ad button to get download) and you will get the most up to date versions. Third, because you visited the mod authors page you will know all the requirements and dependencies from OP (opening post) that made mod available.
oh, i just realized i had the wrong version of forge. how do i uninstall the my current forge?
and so long as your forge version is for 1.7.2 and is higher than the one required, that will work.
The Block physics mod had a config file, he allowed you to configure the physics for any block that he was able to change. It was very time consuming but I rewrote the rules for every block I could not just for vanilla but some other mods too, now that was hard and very time consuming. Setting values for health, damage, size(maybe just a percentage of default size), on hit effects and potential drops, now that is easy but you still have to test it out. Plus I don't want to be picking up drops for features I may not even want to use.
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1283267-blockphysics-mod
BlockPhysics ONLY focus on editing the vanilla block physics. MoC focuses on WAY more, and we don't even have a 1.7.10 update, which will probably come before your "health/drop/nearly everything about a mob" config, if that config ever comes at all. I don't think that any mod has any config like that, and I don't see why MoC needs one either. A mob drops something you don't want? Don't pick it up. Don't like that mob spawning at all because its too hard or too annoying to fight? Disable it. Not to sound rude, but your config idea would take way more time to make than it's worth, and that time could be spent on making new mobs and other updates for MoC.
https://minecraft.curseforge.com/projects/a-minecrafters-odyssey
Yes, the creator only edited vanilla blocks in Block Physics but you had the ability to edit blocks for mods and that's what I did. Why is what you want more important than what I want? I think it would be worth it, can't you just appreciate and be content with the mobs he has added for a while? I don't expect him to do it or complete it before the 1.7.10 version either. You know what is a waste of time? People asking him to update to the latest version, he could add even more content if he just stayed with 1.6.4 until the last 1.7.x is completed and all the bugs are fixed. That would be 1 update to 1.7.10 (if that is the last one), rather than 10 seperate ones, how much time do you think that takes? Updating is not as much fun as adding new content. I don't go reply to every person asking for a new creature, saying he needs to do what I want first, so don't do it to me. If you don't want to configure any mobs, you don't have to, so why do you care?
Most block physics are similar regardless of which mod you use, unless it adds a new block that disobeys all other previous physics. And once again, BlockPhysics ONLY focuses on editing block physics, it adds no new items, blocks, mobs, armor, dimensions, effects, etc. I never said what I want, so I don't know where you got that from. All I said is what he could do instead of adding that mostly pointless config. As for asking him to update, I don't do that, and I even tell others not to ask him to update, as its both rude and against the forum's rules. All I said is that adding that "control nearly everything about a mob" config would be very hard and draining. And I said that there is much more he could do in the time it would take to make that config, including updating, bugfixing, and adding new content, as opposed to a mostly pointless config. I never said "add this mob!!" and if I have an idea for a mob, I post it in the suggestion thread, not here. Most people already have a hard time with the spawning control, due to it no longer being a GUI, and something that essentially lets you recode a mob would have even less people editing it. And I don't reply to every person who asks for a new mob to be added, unless its necessary. And again, the config would take more time to make then it's worth, and that time could be spent adding new stuff that more than a few could enjoy and use.
https://minecraft.curseforge.com/projects/a-minecrafters-odyssey
I have downloaded JAS and ran MC. It crashed.
Also, I have seen no hostile mobs. The only Mo'Creatures Mobs I have seen are the Cricket, and the Snake. I've also seen the Worms, the Red Ant, the Ghost, the Ghost Skeleton, and the Rat from Orespawn. This was with CMS.
I'm not sure what I'm doing wrong.
--- Minecraft Crash Report ----
// Shall we play a game?
Time: 17/08/14 2:11 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: jas.common.JustAnotherSpawner
at cpw.mods.fml.common.LoadController.transition(LoadController.java:156)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:521)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:183)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:473)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:808)
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:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
Caused by: java.lang.ClassNotFoundException: jas.common.JustAnotherSpawner
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:186)
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:61)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Class.java:249)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:462)
at sun.reflect.GeneratedMethodAccessor4.invoke(Unknown Source)
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:201)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:181)
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:112)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:511)
... 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: 1.6.4
Operating System: Mac OS X (x86_64) version 10.6.8
Java Version: 1.6.0_65, Apple Inc.
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Apple Inc.
Memory: 89845064 bytes (85 MB) / 237387776 bytes (226 MB) up to 1060372480 bytes (1011 MB)
JVM Flags: 5 total; -Xmx1G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
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 v8.11 FML v6.4.49.965 Minecraft Forge 9.11.1.965 43 mods loaded, 43 mods active
mcp{8.09} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed
FML{6.4.49.965} [Forge Mod Loader] (minecraftforge-9.11.1.965.jar) Unloaded->Constructed
Forge{9.11.1.965} [Minecraft Forge] (minecraftforge-9.11.1.965.jar) Unloaded->Constructed
CodeChickenCore{0.9.0.9} [CodeChicken Core] (minecraft.jar) Unloaded->Constructed
NotEnoughItems{1.6.1.9} [Not Enough Items] (NotEnoughItems 1.6.1.9.jar) Unloaded->Constructed
DamageIndicatorsMod{2.9.2.4} [Damage Indicators] (1.6.4 DamageIndicatorsv2.9.2.4.zip) Unloaded->Constructed
lucky{4.2.1} [Lucky Block] ([1-6-4]_Lucky_Block_v4-2-1.jar) Unloaded->Constructed
Blokkit{v.1} [Blokkit] ([1.6.4] Blokkit v.1) Unloaded->Constructed
nohero_morehealth{5.3} [More Health Forge] ([Forge-1) Unloaded->Constructed
AnimationAPI{1.1.1} [AnimationAPI] (AnimationAPI v1) Unloaded->Constructed
Backpack{1.28.37} [Backpack] (backpack-1.28.37-1.6.x.jar) Unloaded->Constructed
betterbiomes{1.3.1 for MC 1.6.4} [Better Biomes] (Better Biomes 1) Unloaded->Constructed
ConfigMod{v1.0} [Extended Mod Config] (ConfigMod for MC v1.6.4.zip) Unloaded->Constructed
CoroAI{v1.0} [CoroAI] (CoroUtil for MC v1.6.4.zip) Unloaded->Constructed
CrazyOres{CrazyOres Core 1.0} [CrazyOres Core] (CrazuOres) Unloaded->Constructed
MoCreatures{6.1.0} [DrZhark's Mo'Creatures Mod] (DrZharks MoCreatures Mod v6) Unloaded->Constructed
DungeonPack{1.6.4} [DungeonPack] (DungeonPack 1.6.4.zip) Unloaded->Constructed
DynamicLights{1.2.8} [Dynamic Lights] (DynamicLights_1.6.4.jar) Unloaded->Constructed
DynamicLights_onFire{1.0.3} [Dynamic Lights on burning] (DynamicLights_1.6.4.jar) Unloaded->Constructed
DynamicLights_creepers{1.0.3} [Dynamic Lights on Creepers] (DynamicLights_1.6.4.jar) Unloaded->Constructed
DynamicLights_dropItems{1.0.5} [Dynamic Lights on ItemEntities] (DynamicLights_1.6.4.jar) Unloaded->Constructed
DynamicLights_entityClasses{1.0.0} [Dynamic Lights on specified Entities] (DynamicLights_1.6.4.jar) Unloaded->Constructed
DynamicLights_mobEquipment{1.0.3} [Dynamic Lights on Mob Equipment] (DynamicLights_1.6.4.jar) Unloaded->Constructed
DynamicLights_flameArrows{1.0.0} [Dynamic Lights on Flame enchanted Arrows] (DynamicLights_1.6.4.jar) Unloaded->Constructed
DynamicLights_otherPlayers{1.0.5} [Dynamic Lights Other Player Light] (DynamicLights_1.6.4.jar) Unloaded->Constructed
DynamicLights_thePlayer{1.0.9} [Dynamic Lights Player Light] (DynamicLights_1.6.4.jar) Unloaded->Constructed
ExtendedRenderer{v1.0} [Extended Renderer] (ExtendedRenderer for MC v1.6.4.zip) Unloaded->Constructed
LegendaryBeasts{a1.6.4.0} [Legendary Beasts] (Forge_LegendaryBeastsAlpha1.6.4.0.zip) Unloaded->Constructed
Hats{2.1.8} [Hats] (Hats2.1.8.zip) Unloaded->Constructed
JASCompatability{0.1.0} [JAS Compatability] (jas) Unloaded->Errored
BuildMod{v1.0} [Build Mod] (ModBuild for MC v1.6.4.zip) Unloaded->Constructed
MoreSwordsMod{2.6.0} [More Swords Mod] (More Swords Mod 2.6.0 For 1.6.4.jar) Unloaded->Constructed
Morph{0.7.1} [Morph] (Morph-Beta-0.7.1.zip) Unloaded->Constructed
MutantCreatures{1.4.4} [Mutant Creatures] (Mutant_Creatures_v1) Unloaded->Constructed
Oceancraft{1.2.1} [Oceancraft Mod] (Oceancraft v1) Unloaded->Constructed
OreSpawn{164.19} [OreSpawn] (orespawn164v19testjul18_2014) Unloaded->Constructed
Roguelike{1.3.3a} [Roguelike Dungeons] (roguelike-v1) Unloaded->Constructed
AS_Ruins{11.0} [Ruins Spawning System] (Ruins_1.6.4.zip) Unloaded->Constructed
shipwreck_winslow{1.6.2} [Shipwrecks!] (Shipwrecks_1) Unloaded->Constructed
AS_UpdateCheck{1.1.1} [AtomicStryker Update Check Mod] (UpdateCheckerMod_1.6.4.zip) Unloaded->Constructed
iChunUtil{2.4.0} [iChunUtil] (util^iChunUtil2.4.0.zip) Unloaded->Constructed
mod_ZanMinimap{0.9.4} [Zan's Minimap] (ZansMinimap1.6.4.zip) Unloaded->Constructed
JustAnotherSpawner{0.13.6} [Just Another Spawner] (jas) Unloaded->Errored