What changes does BTW make to the ze.class file (I'm guessing that's the Monster Spawner block).
I know he made a change that stops the Monster Spawner block from getting picked up by BTW's block dispensers. Is that what the change is? I'm trying to install this with Risugami's Spawner GUI mod, but want to be aware of the consequences of just overwriting it altogether. If I do, indeed, use this mod, then the change to not letting Block Dispensers pick them up is kinda irrelevant. :cool.gif:
What I want to know is that with these mods together a great mod pack could be made although I would not take credit as all these mods are in their own right outstanding. Would you allow a mod pack like this to be made? I have no contact details for you but would like to know your answer.
Nah, sorry man. As I state in the OP: No mod packs.
I know he made a change that stops the Monster Spawner block from getting picked up by BTW's block dispensers. Is that what the change is? I'm trying to install this with Risugami's Spawner GUI mod, but want to be aware of the consequences of just overwriting it altogether. If I do, indeed, use this mod, then the change to not letting Block Dispensers pick them up is kinda irrelevant. :cool.gif:
That actually handles the growing of mossy cobble around spawners, which was added a few versions ago. The Block Dispenser can't pick up spawners, so it's not related in any way.
hello, i've been getting this problem when adding in nethercraft.
Mods loaded: 4
ModLoader 1.0.0
mod_Nether NetherCraft v2.0 for MC 1.0.0
mod_TooManyItems 1.0.0 2011-11-29
mod_FCBetterThanWolves 3.30
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 24a23608 --------
Generated 12/11/11 1:38 PM
Minecraft: Minecraft 1.0.0
OS: Windows 7 (amd64) version 6.1
Java: 1.6.0_29, Sun Microsystems Inc.
VM: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Sun Microsystems Inc.
LWJGL: 2.4.2
OpenGL: GeForce GTX 560 Ti/PCI/SSE2 version 4.2.0, NVIDIA Corporation
java.lang.ArrayIndexOutOfBoundsException: 0
at ModLoader.getPrivateValue(ModLoader.java:551)
at mod_FCBetterThanWolves.SetAxeToBeEffectiveVsBlock(mod_FCBetterThanWolves.java:222)
at mod_FCBetterThanWolves.SetupCustomAxeProperties(mod_FCBetterThanWolves.java:119)
at mod_FCBetterThanWolves.SetupCustomToolProperties(mod_FCBetterThanWolves.java:108)
at mod_FCBetterThanWolves.load(mod_FCBetterThanWolves.java:40)
at ModLoader.init(ModLoader.java:830)
at ModLoader.AddAllRenderers(ModLoader.java:186)
at wb.<init>(wb.java:76)
at wb.<clinit>(wb.java:9)
at net.minecraft.client.Minecraft.a(SourceFile:265)
at net.minecraft.client.Minecraft.run(SourceFile:644)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT c9639364 ----------
originally the problem was a block id conflict. i tried changing the ids in the nethercraft config but it didnt want to read that because i saved the changes but the same id error came up. i then tried to change the btw config to make it work but then i get the above error.
modloader, itemsprite, scottools, btw, and nethercraft are the only mods i have installed. any suggestions? help is appreciated :smile.gif:
That actually handles the growing of mossy cobble around spawners, which was added a few versions ago. The Block Dispenser can't pick up spawners, so it's not related in any way.
Alright, so if I over-write this file with Spawner GUI, mossy cobble won't be renewable anymore, correct?
Actually, I'm using MCP, and Spawner GUI is something I don't need all the time, so I'll just turn it on when I need it, and leave it for Mossy Cobble farming when I don't.
Actually, I'm using MCP, and Spawner GUI is something I don't need all the time, so I'll just turn it on when I need it, and leave it for Mossy Cobble farming when I don't.
Yup, that's it. The code is isolated so you shouldn't experience any other negative repercussions.
Idea of this mod is great, but it have one strong minus - it wont work with anything. If BTW will work MC Forge... Moreover, with BuildCraft and IC^2... That will be epic fun... Hope we will see BTW compatibile with Forge soon.
Idea of this mod is great, but it have one strong minus - it wont work with anything. If BTW will work MC Forge... Moreover, with BuildCraft and IC^2... That will be epic fun... Hope we will see BTW compatibile with Forge soon.
Your a little too late there, it USED to be compatible. FC is trying to make it NOT be compatible. If you want it to be youll need to play on an older version with an older MC version as well.
though i am no expert on history, i can say that BTW most definitely is NOT medieval. it's a collection of timelines, which in reality would be impossible, but is possible within Minecraft due to certain Vanilla Features.
the Block Detector is one such item. and Redstone makes automation possible on a level they would never be able to comprehend in the medieval periods.
it's a mix and mash of timelines and technologies which are credible from a Minecraft Perspective.
Redstone doesn't exist, so whos to say that if it did that you couldn't make something like the detector with medieval tech? As it is, its following a timeline fully contained within the medieval period. If it ever extends beyond that idn, but it has a long way to go. Also considering Steve's obscure past, whos to know that he is from a society that isnt highly advanced? I mean really, hodoes he know how to make all that stuff? Do YOU know how to make a door, or a chest? Me thinks Steve is quite the knowledgeable engineer who is just stuck in a place where he is forced to resort to far lower technologies.
How about this for an idea: make bowstaves and bowstrings craftable separately. When the durability on a bow runs out, just the string breaks, but the bowstaff is returned, and a shapeless recipe (bowstaff + bowstring) makes the bow. Would be a nice, little convenience mod for when your bow is low on durability, but you're not close to a crafting table.
The Crossbow deals either the same or 1 more damage, but the big draw would be that it's used differently. Instead of charging it up like a bow, you take the same amount of time loading it (and you move slowly while loading it, too). Once it's loaded, you can release the RMB and it won't fire, and basically store the fully-charged bowshot until you fire it by using it again (causing a critical strike just like a fully-charged bow shot when you do).
Little known fact, bows break on the wooden part just as much as they do on the string. The wood can break if not oiled properly, and is ruined when it gets wet for too long. It makes the wood brittle and crack, where as the string is amazingly strong and resistant to breakage, as well as being fairly weatherproof. Bows can also just get old, and break if the string is pulled back too forcefully (which happened more than you'd think during combat). The string would more likely pop off of the ends of the bowstaff (which it is designed to do anyhow) than it would break.
Little known fact, bows break on the wooden part just as much as they do on the string. The wood can break if not oiled properly, and is ruined when it gets wet for too long. It makes the wood brittle and crack, where as the string is amazingly strong and resistant to breakage, as well as being fairly weatherproof. Bows can also just get old, and break if the string is pulled back too forcefully (which happened more than you'd think during combat). The string would more likely pop off of the ends of the bowstaff (which it is designed to do anyhow) than it would break.
I have to admit, I do somewhat like the idea of the string wearing out independently of the staff though, and having the possibility of restringing "in the field". Will think on it.
Little known fact, bows break on the wooden part just as much as they do on the string. The wood can break if not oiled properly, and is ruined when it gets wet for too long. It makes the wood brittle and crack, where as the string is amazingly strong and resistant to breakage, as well as being fairly weatherproof. Bows can also just get old, and break if the string is pulled back too forcefully (which happened more than you'd think during combat). The string would more likely pop off of the ends of the bowstaff (which it is designed to do anyhow) than it would break.
Oh, I'm sure. That said, I'm not entirely sure Minecraft would like one item having 2 separate durability values.
I have to admit, I do somewhat like the idea of the string wearing out independently of the staff though, and having the possibility of restringing "in the field". Will think on it.
Youd either need to make the bow recipe change, along with it's durability (can you make an item that breaks give you the remains of that item?), or make it only affect your bone bow, right? Would you require an actual "bowstring," or just string? Would provide a sort of "upgrade" capability if you had different string types.
It would be pretty cool if you could make it a random chance that the wood of the bow breaks, saving the string. (wooo! complications! :laugh.gif:)
Well, I can't get this mod to work whatsoever. My bin file is literally the exact same as one of a person who can get it to work, and it's not working for me. Minecraft just crashes after the Mojang logo and I have no idea to have that error box open long enough to read. Help?
EDIT: Now it just goes to the Mojang logo and crashes immediately after, no error screen!
Well, I can't get this mod to work whatsoever. My bin file is literally the exact same as one of a person who can get it to work, and it's not working for me. Minecraft just crashes after the Mojang logo and I have no idea to have that error box open long enough to read. Help?
EDIT: Now it just goes to the Mojang logo and crashes immediately after, no error screen!
in the .minecraft folder there should be a modloader.txt copy and show us that. :smile.gif:
Redstone doesn't exist, so whos to say that if it did that you couldn't make something like the detector with medieval tech? As it is, its following a timeline fully contained within the medieval period. If it ever extends beyond that idn, but it has a long way to go. Also considering Steve's obscure past, whos to know that he is from a society that isnt highly advanced? I mean really, hodoes he know how to make all that stuff? Do YOU know how to make a door, or a chest? Me thinks Steve is quite the knowledgeable engineer who is just stuck in a place where he is forced to resort to far lower technologies.
1: this is precisely my point
2: i know how to make a door or a chest. on the other hand, no idea how to make a block dispenser. guess i haven't collected enough souls yet. do you know a good haunted place?
Well, I can't get this mod to work whatsoever. My bin file is literally the exact same as one of a person who can get it to work, and it's not working for me. Minecraft just crashes after the Mojang logo and I have no idea to have that error box open long enough to read. Help?
EDIT: Now it just goes to the Mojang logo and crashes immediately after, no error screen!
1: go to your .Minecraft folder
2: open Modloader.txt
3: Copy all.
4: post here.
5: we might extract a solution from that
6: go to .minecraft
7: apply solution
8: play the game happily.
Youd either need to make the bow recipe change, along with it's durability (can you make an item that breaks give you the remains of that item?), or make it only affect your bone bow, right? Would you require an actual "bowstring," or just string? Would provide a sort of "upgrade" capability if you had different string types.
i know of 1 system:
-add a "wood" bow item (just the bow).
-add a random chance that the string breaks
-once the string is broken, you're left with the bow only, which has a damage value equal to the original bow
-the bow can be crafted into a new bow, which too inherits the damage value.
so i cant have this mod with buildcraft, eqex , etc ?
Makes me sad... Saw nice things from ipodmail about it .
Well... you see... the thing about that is... no... no you can not.
But the way I made my decision on this was like this:
Do I want to easily automate almost every process within the game or do I want to keep that almost vanilla feel with the added challenge of automation as a long term goal?
As I fell in love with vanilla Minecraft from the get go, the choice was easy. BTW adds a lot without changing the feel of the game. I enjoyed IndustrialCraft and BuildCraft, I enjoyed them a lot, but it came to a point where all that stuff strayed a bit too far from my original experience. Choice is yours man, we I won't judge. (Won't speak for everyone on that.)
they're's an actual page on the minecraft wiki full of idea's that Notch never got round to doing as he was too busy tweeting. If your looking for suggestions, why not just raid that?
Please help me! I followed a bunch of download tutorials and tried it multiple times, but every single time I get a screen that says "missingte" then MC crashes. I have a mac os. Please respond!
Does anyone know how to make Assassins craft and BTW compatible. I already read that it's incompatible with almost everything, I just wanted to know if there was a way. I know assassins craft isn't forge so I know thats not the issue. I would be awesome if somebody wanted to help.
I know he made a change that stops the Monster Spawner block from getting picked up by BTW's block dispensers. Is that what the change is? I'm trying to install this with Risugami's Spawner GUI mod, but want to be aware of the consequences of just overwriting it altogether. If I do, indeed, use this mod, then the change to not letting Block Dispensers pick them up is kinda irrelevant. :cool.gif:
Nah, sorry man. As I state in the OP: No mod packs.
That actually handles the growing of mossy cobble around spawners, which was added a few versions ago. The Block Dispenser can't pick up spawners, so it's not related in any way.
originally the problem was a block id conflict. i tried changing the ids in the nethercraft config but it didnt want to read that because i saved the changes but the same id error came up. i then tried to change the btw config to make it work but then i get the above error.
modloader, itemsprite, scottools, btw, and nethercraft are the only mods i have installed. any suggestions? help is appreciated :smile.gif:
Alright, so if I over-write this file with Spawner GUI, mossy cobble won't be renewable anymore, correct?
Actually, I'm using MCP, and Spawner GUI is something I don't need all the time, so I'll just turn it on when I need it, and leave it for Mossy Cobble farming when I don't.
Yup, that's it. The code is isolated so you shouldn't experience any other negative repercussions.
Not going to happen. I just left the Forge.
Your a little too late there, it USED to be compatible. FC is trying to make it NOT be compatible. If you want it to be youll need to play on an older version with an older MC version as well.
Redstone doesn't exist, so whos to say that if it did that you couldn't make something like the detector with medieval tech? As it is, its following a timeline fully contained within the medieval period. If it ever extends beyond that idn, but it has a long way to go. Also considering Steve's obscure past, whos to know that he is from a society that isnt highly advanced? I mean really, hodoes he know how to make all that stuff? Do YOU know how to make a door, or a chest? Me thinks Steve is quite the knowledgeable engineer who is just stuck in a place where he is forced to resort to far lower technologies.
Little known fact, bows break on the wooden part just as much as they do on the string. The wood can break if not oiled properly, and is ruined when it gets wet for too long. It makes the wood brittle and crack, where as the string is amazingly strong and resistant to breakage, as well as being fairly weatherproof. Bows can also just get old, and break if the string is pulled back too forcefully (which happened more than you'd think during combat). The string would more likely pop off of the ends of the bowstaff (which it is designed to do anyhow) than it would break.
I have to admit, I do somewhat like the idea of the string wearing out independently of the staff though, and having the possibility of restringing "in the field". Will think on it.
Youd either need to make the bow recipe change, along with it's durability (can you make an item that breaks give you the remains of that item?), or make it only affect your bone bow, right? Would you require an actual "bowstring," or just string? Would provide a sort of "upgrade" capability if you had different string types.
It would be pretty cool if you could make it a random chance that the wood of the bow breaks, saving the string. (wooo! complications! :laugh.gif:)
EDIT: Now it just goes to the Mojang logo and crashes immediately after, no error screen!
in the .minecraft folder there should be a modloader.txt copy and show us that. :smile.gif:
1: this is precisely my point
2: i know how to make a door or a chest. on the other hand, no idea how to make a block dispenser. guess i haven't collected enough souls yet. do you know a good haunted place?
1: go to your .Minecraft folder
2: open Modloader.txt
3: Copy all.
4: post here.
5: we might extract a solution from that
6: go to .minecraft
7: apply solution
8: play the game happily.
i know of 1 system:
-add a "wood" bow item (just the bow).
-add a random chance that the string breaks
-once the string is broken, you're left with the bow only, which has a damage value equal to the original bow
-the bow can be crafted into a new bow, which too inherits the damage value.
(coding practicality untested)
put it in the .jar, right after you put modloader in the .jar
EDIT: Oh wait... don't put the minecraft forge anywhere... unless you want BTW not to work
Well... you see... the thing about that is... no... no you can not.
But the way I made my decision on this was like this:
Do I want to easily automate almost every process within the game or do I want to keep that almost vanilla feel with the added challenge of automation as a long term goal?
As I fell in love with vanilla Minecraft from the get go, the choice was easy. BTW adds a lot without changing the feel of the game. I enjoyed IndustrialCraft and BuildCraft, I enjoyed them a lot, but it came to a point where all that stuff strayed a bit too far from my original experience. Choice is yours man,
weI won't judge. (Won't speak for everyone on that.)Because I'm not looking for suggestions
FINE: ModLoader 1.0.0 Initializing...
Dec 11, 2011 9:07:32 PM ModLoader readFromClassPath
FINER: Adding mods from C:\Users\Reece\AppData\Roaming\.minecraft\bin\minecraft.jar
Dec 11, 2011 9:07:32 PM ModLoader readFromClassPath
FINER: Zip found.
Dec 11, 2011 9:07:32 PM ModLoader addMod
FINE: Mod Initialized: "mod_FCBetterThanWolves 3.30" from mod_FCBetterThanWolves.class
Dec 11, 2011 9:07:32 PM ModLoader addMod
FINE: Mod Initialized: "mod_TooManyItems 1.0.0 2011-11-29" from mod_TooManyItems.class
Dec 11, 2011 9:07:32 PM ModLoader readFromModFolder
FINER: Adding mods from C:\Users\Reece\AppData\Roaming\.minecraft\mods\BTWConfig
Dec 11, 2011 9:07:32 PM ModLoader readFromModFolder
FINER: Directory found.
Dec 11, 2011 9:07:32 PM ModLoader readFromModFolder
FINER: Adding mods from C:\Users\Reece\AppData\Roaming\.minecraft\mods\daftpvf
Dec 11, 2011 9:07:32 PM ModLoader readFromModFolder
FINER: Directory found.
Dec 11, 2011 9:07:32 PM ModLoader readFromModFolder
FINER: Adding mods from C:\Users\Reece\AppData\Roaming\.minecraft\mods\extra
Dec 11, 2011 9:07:32 PM ModLoader readFromModFolder
FINER: Directory found.
Dec 11, 2011 9:07:32 PM ModLoader readFromModFolder
FINER: Adding mods from C:\Users\Reece\AppData\Roaming\.minecraft\mods\gui
Dec 11, 2011 9:07:32 PM ModLoader readFromModFolder
FINER: Directory found.
Dec 11, 2011 9:07:32 PM ModLoader readFromModFolder
FINER: Adding mods from C:\Users\Reece\AppData\Roaming\.minecraft\mods\minecolony
Dec 11, 2011 9:07:32 PM ModLoader readFromModFolder
FINER: Directory found.
Dec 11, 2011 9:07:32 PM ModLoader readFromModFolder
FINER: Adding mods from C:\Users\Reece\AppData\Roaming\.minecraft\mods\MineColony 0.7rc13.zip
Dec 11, 2011 9:07:32 PM ModLoader readFromModFolder
FINER: Zip found.
Dec 11, 2011 9:07:32 PM ModLoader addMod
FINE: Failed to load mod from "mod_MineColony.class"
Dec 11, 2011 9:07:32 PM ModLoader addMod
FINER: THROW
java.lang.VerifyError: (class: mod_MineColony, method: OpenModGUI signature: (Lgs;Ljava/lang/Object;)Lid;) 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:1697)
at ModLoader.addMod(ModLoader.java:274)
at ModLoader.readFromModFolder(ModLoader.java:1293)
at ModLoader.init(ModLoader.java:826)
at ModLoader.AddAllRenderers(ModLoader.java:186)
at wb.<init>(wb.java:76)
at wb.<clinit>(wb.java:9)
at net.minecraft.client.Minecraft.a(SourceFile:265)
at net.minecraft.client.Minecraft.run(SourceFile:644)
at java.lang.Thread.run(Unknown Source)
Dec 11, 2011 9:07:42 PM ModLoader readFromModFolder
FINER: Adding mods from C:\Users\Reece\AppData\Roaming\.minecraft\mods\mob
Dec 11, 2011 9:07:42 PM ModLoader readFromModFolder
FINER: Directory found.
Dec 11, 2011 9:07:42 PM ModLoader readFromModFolder
FINER: Adding mods from C:\Users\Reece\AppData\Roaming\.minecraft\mods\moreHealth
Dec 11, 2011 9:07:42 PM ModLoader readFromModFolder
FINER: Directory found.
Dec 11, 2011 9:07:42 PM ModLoader readFromModFolder
FINER: Adding mods from C:\Users\Reece\AppData\Roaming\.minecraft\mods\rei_minimap
Dec 11, 2011 9:07:42 PM ModLoader readFromModFolder
FINER: Directory found.
Dec 11, 2011 9:07:42 PM ModLoader readFromModFolder
FINER: Adding mods from C:\Users\Reece\AppData\Roaming\.minecraft\mods\required
Dec 11, 2011 9:07:42 PM ModLoader readFromModFolder
FINER: Directory found.
Dec 11, 2011 9:07:42 PM ModLoader readFromModFolder
FINER: Adding mods from C:\Users\Reece\AppData\Roaming\.minecraft\mods\zombe
Dec 11, 2011 9:07:42 PM ModLoader readFromModFolder
FINER: Directory found.
Dec 11, 2011 9:07:42 PM ModLoader init
FINE: Mod Loaded: "mod_FCBetterThanWolves 3.30"
Dec 11, 2011 9:07:42 PM ModLoader init
FINE: Mod Loaded: "mod_TooManyItems 1.0.0 2011-11-29"
Dec 11, 2011 9:07:42 PM ModLoader AddAllRenderers
FINE: Initialized
Thanks :smile.gif: