i need HELP. I'm trying to install it onto a server on a MAC, but once i turn the server.jar into a folder and put the stuff into it, I'm not really sure how to turn it into a jar, cuz the 1 time i got it to work, it said invalid or corrupt jar file. PLEASE help! i don't want to be defeated by SIMPLE winter mode! XD
You can leave it in a regular folder (I guess called minecraft_server.jar? whatever the jar name is) and it should be fine. That works for the client, I know.
EDIT: Nope
"Invalid or corrupt jarfile minecraft_server.jar"
Also not supposed to del meta-inf from server, might be that? If not, I'm out of ideas :smile.gif:
There is a command-line way to jar up the files, forget the syntax but you should be able to google it.. jar -xf something something (might be for extracting but there's a re-jar switch too)
Macs and Minecraft are WEIRD. Think I read somewhere on the wiki that on a Mac, you have to delete MOJANG_C.DSA and MOJANG_C.SF from the META-INF folder, but not MANIFEST.MF or the META-INF folder itself. Apparently, if Mac-Java doesn't see META-INF\MANIFEST.MF, it freaks out.
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Macs and Minecraft are WEIRD. Think I read somewhere on the wiki that on a Mac, you have to delete MOJANG_C.DSA and MOJANG_C.SF from the META-INF folder, but not MANIFEST.MF or the META-INF folder itself. Apparently, if Mac-Java doesn't see META-INF\MANIFEST.MF, it freaks out.
It also won't merge folders. Just overwrites the whole thing and to hell with the contents of the existing folder. Between the meta-inf thing and that, I don't even bother trying to get stuff working on my mac any more. It can be done, but I'm lazy that way.
That way I could play in normal biomes too. Good luck on advanced mode.
GuiAPI use will come later (I just found out yesterday how to add custom blockrenders in ModLoader, thanks Risugami for telling me mod_Shelf was a good example of what I needed!). But, what I was planning on doing once I finish the last few components of AWM 1.0 (snow thickness, harvest snow by hand, and snow slabs if I can figure out why Minecraft keeps resetting the metadata of inventory'd BlockSnow!), I'll add a config file to enable or disable components (namely, snow all biomes/snow all the time, if snow falls on special blocks like fences, snow thickness, etc).
I'd like to try and finish AWM 1.0 by Thursday, including maybe a small video about it, so I can show it to BebopVox in time for the last Minecraft Mondays of the year. After that, I'll fine-tune stuff, GuiAPI, whatever. Also, an SMP version of AWM will be a bit harder, not just because I now have to figure out ModLoaderMP, but because of the custom snowblock renders, it will be a "client and server must BOTH have the mod" type of thing. Simple Winter Mode will stay as-is (non-toggleable, and only the behaviors in Alpha), and will be available alongside the Advanced version, which will be configurable.
Also, have another teaser pic:
(The fence lighting bug, I have no idea why or how to fix it.)
Going to need a new gpu to handle it though, can't even run SWM right now. Redpower rubber trees and the perpetual snow each bring my poor little GT240 to a nervous breakdown (out of memory errors). But it'll happen.
woah woah woah, your saying i can have a snow biome AND a mountain biome?
What all is this not compatible with? since i use forge, and a few forge mods and optifine, and a custom ore generation mod, would there be any known issues? (asking to prevent work that would end up bad)
You'd have to compare classes between this and your ore mod. It works with my mega list (throw optifine in last, but everything else should be okay), just my hardware doesn't want to cooperate.
You know that feel you get when a mod you want has NO conflicting files with other mods you have? yea, its a good one :smile.gif:
edit: aw, i used optifine to set my view distance to the 3x far view, and before i could get a screenshot of the epic landscape, all snowed over, out of memory error
must try again, with more memory!
Yeah, snow is kinda brutal on some systems. Back in 1.6.6, I couldn't even play worlds with a tundra spawn... Even now, my framerate is about 2-3fps lower with SWM than without, using OptiFine in both cases (under 15fps anywhere without OptiFine).
File conflicts: The "Simple" version only affects BiomeGenBase, WorldInfo, BlockSnow, BlockLilyPad, and Entity. No conflict with ModLoader or any other APIs (thanks to a link posted in #risucraft, I was able to check Forge as well, and it's good). So afaik, the only possible conflict would be a biome-changing mod, like Hippoplatimus' World Generator.
Advanced Winter Mode currently uses those five files, plus Material.java (for a few BlockSnow placement cases), and two new classes, MaterialLogicSnowable and mod_AdvancedWinterMode (which obviously means AWM needs ModLoader). I'm debating whether or not to add a small tweak to BlockIce, but other than that...
Anyway, I *think* I got pretty much every single nonstandard block that makes sense to have snow fall on...
Someone requested to remove tallgrass, which I'm not sure what controls tallgrass gen, but how about this as a compromise: Snow falls on all BlockPlant instances (saplings, tallgrass, flowers, even mushrooms, though you won't see it in practice), but it appears to occupy the same tile as the plant.
Oh, and a major point: With blocks like plants, single slabs, fences, rails, stairs, etc, where the snow appears to occupy the same tile as the block... it does NOT. The actual BlockSnow itself, where you have to put the cursor to harvest it, *is* above the block like normal. This is most noticeable (and annoying) for slabs, plants, and glass panes, and you'll have to target the top half of stair-snow.
There's also a hitbox problem where even for regular snow on the ground, the hitbox is in the original size and position; I'm not sure which Block function (or BaseMod override) controls the hitbox. This is different from block collision, which is just plain disabled for BlockSnow altogether (even with snow thickness 7, the size of an entire slab, you'll still walk through it like it was an air block).
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optifine has a better snow feature which does what your plants are doing in that picture, just fyi, although what you are doing seems to be an improvement past that
also, i managed to get a 3x normal view distance screenshot, far was to much somehow, for even my system
Quote from OptiFine Far View tooltip »
Far View is very resource demanding!
3x view distance => 9x chunks to be loaded => FPS / 9
Standard view distances: 32, 64, 128, 256
Far view distances: 96, 192, 384, 512
Yeah. Oddly enough, Far View Far is only 2x of Standard View Far... probably because you'd need one of those PS3 supercomputer clusters for a view distance of 768 (3/4 km radius!)
Anyway, one more screencap for the night. Call it feature creep if you want, but I just thought powered redstone should have an effect on adjacent snow. And yes, that bed is buried in deep snow.
Like I said, hoping to finish the mod by maybe Friday-ish (depending on how many more NullPointerExceptions get thrown at me, and if CamStudio cooperates for the demo vid).
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Well, the mc launcher does not pass java args and does not honor any args set in the javacpl. Using the error test batch file, I was able to lower the amount of ram that it sucks up and significantly extend my playing time. Also prob thanks to the new MT optifine... but at least I get snow again :smile.gif:
Should of stated in the OP to remove the snow/ice, you have to MCEdit it out.
I kind of already did...
"Simple Winter Mode does not add any block or item types whatsoever, so your saves stay safe! (I would back them up, though. If snow breaks your creations, only thing you can do is MCEdit->Block.snow->Delete This BlockID From World.) ModLoader is not required, and it only changes a few classes (BiomeGenBase, WorldInfo, and three block types), so it should work with any mod that doesn't change base classes, and even most that do. Only thing I can think of is mods that add biomes probably won't work."
Updated OP anyway to make it more clear.
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However, I do have an issue using it in multiplayer on my own server. On the server it is running fine but if I put all class files in my client the client just disconnects right after connecting to the server without giving a error message just showing a black window. But if I leave out the ia.class file it is working fine! If you need help testing this out in MP I am willing to help you out.
Mods that I have installed in addition to yours: ModLoader + Minimap + SmartMoving + PlayerAPI
ia.class is Entity.class, which is the base for pretty much every non-block thing, and it's probably conflicting with either SmartMoving or PlayerAPI (ModLoader doesn't have hooks there). It's fine to leave it out, the only difference you'll notice is mobs not burning in sunlight/snowfall.
Any chance you could add an In game Toggle for the snow all-day-every-day so that i can play a map where snow all-day-every-day is not intended? (think vechs super hostiles)
id rather not have to switch out jars just to play a different map :/
I'm not adding it for Simple Winter Mode (because the whole point is to have the Winter Mode behavior of Pre-Nether Minecraft Alpha, including the nontoggleability), but it is planned for Advanced Winter Mode; there'll be a config file where you can set stuff like this, including "snow all day erryday", "freeze ALL the biomes!", "Warm Redstone melts snow?", and whatever else makes sense.
Anyway, I only have a few features left to add (snow harvest by hand or by shovel based on snow thickness, a bit more balance stuff, and that config file), and then AWM will be ready. Hoping to release on Friday, since I also have to make a few more screenshots and a demo video for BebopVox...
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do redpower glass covers block out ic2 solars? if not you could put one of those on top of them and no snow would land on them
Snow doesn't collect on them, but they don't work in the rain, so they also don't work in the snow. It's ok though, geothermal power works just fine, and feels more appropriate on a 'frozen world' game anyway.
Snow doesn't collect on them, but they don't work in the rain, so they also don't work in the snow. It's ok though, geothermal power works just fine, and feels more appropriate on a 'frozen world' game anyway.
Uh, I'm not sure if I confused you guys earlier... What I did was make vanilla Redstone Dust melt snow if it's powered enough. Advanced Winter Mode doesn't take into account any other content mods, though it tries its best to be classfile-compatible.
Anyway, config thing working now, thanks again to #risucraft. Got two boolean switches (snowAllDayErryday and freezeAllTheBiomes, both set to true by default of course), but I don't know if I need to add any others...
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You can leave it in a regular folder (I guess called minecraft_server.jar? whatever the jar name is) and it should be fine. That works for the client, I know.
http://www.minecraftforum.net/topic/1189510-minecraft-with-mead-meadcraft/
"Invalid or corrupt jarfile minecraft_server.jar"
Also not supposed to del meta-inf from server, might be that? If not, I'm out of ideas :smile.gif:
There is a command-line way to jar up the files, forget the syntax but you should be able to google it.. jar -xf something something (might be for extracting but there's a re-jar switch too)
http://www.minecraftforum.net/topic/1189510-minecraft-with-mead-meadcraft/
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It also won't merge folders. Just overwrites the whole thing and to hell with the contents of the existing folder. Between the meta-inf thing and that, I don't even bother trying to get stuff working on my mac any more. It can be done, but I'm lazy that way.
http://www.minecraftforum.net/topic/1189510-minecraft-with-mead-meadcraft/
Creative / Survival / Hardcore / Winterland
That way I could play in normal biomes too. Good luck on advanced mode.
GuiAPI use will come later (I just found out yesterday how to add custom blockrenders in ModLoader, thanks Risugami for telling me mod_Shelf was a good example of what I needed!). But, what I was planning on doing once I finish the last few components of AWM 1.0 (snow thickness, harvest snow by hand, and snow slabs if I can figure out why Minecraft keeps resetting the metadata of inventory'd BlockSnow!), I'll add a config file to enable or disable components (namely, snow all biomes/snow all the time, if snow falls on special blocks like fences, snow thickness, etc).
I'd like to try and finish AWM 1.0 by Thursday, including maybe a small video about it, so I can show it to BebopVox in time for the last Minecraft Mondays of the year. After that, I'll fine-tune stuff, GuiAPI, whatever. Also, an SMP version of AWM will be a bit harder, not just because I now have to figure out ModLoaderMP, but because of the custom snowblock renders, it will be a "client and server must BOTH have the mod" type of thing. Simple Winter Mode will stay as-is (non-toggleable, and only the behaviors in Alpha), and will be available alongside the Advanced version, which will be configurable.
Also, have another teaser pic:
(The fence lighting bug, I have no idea why or how to fix it.)
"Urist McWackoMcGoose cancels Mod Minecraft: Discovered Dwarf Fortress"
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Going to need a new gpu to handle it though, can't even run SWM right now. Redpower rubber trees and the perpetual snow each bring my poor little GT240 to a nervous breakdown (out of memory errors). But it'll happen.
http://www.minecraftforum.net/topic/1189510-minecraft-with-mead-meadcraft/
You'd have to compare classes between this and your ore mod. It works with my mega list (throw optifine in last, but everything else should be okay), just my hardware doesn't want to cooperate.
Yes. Snow ALL the mountains!
http://www.minecraftforum.net/topic/1189510-minecraft-with-mead-meadcraft/
Yeah, snow is kinda brutal on some systems. Back in 1.6.6, I couldn't even play worlds with a tundra spawn... Even now, my framerate is about 2-3fps lower with SWM than without, using OptiFine in both cases (under 15fps anywhere without OptiFine).
File conflicts: The "Simple" version only affects BiomeGenBase, WorldInfo, BlockSnow, BlockLilyPad, and Entity. No conflict with ModLoader or any other APIs (thanks to a link posted in #risucraft, I was able to check Forge as well, and it's good). So afaik, the only possible conflict would be a biome-changing mod, like Hippoplatimus' World Generator.
Advanced Winter Mode currently uses those five files, plus Material.java (for a few BlockSnow placement cases), and two new classes, MaterialLogicSnowable and mod_AdvancedWinterMode (which obviously means AWM needs ModLoader). I'm debating whether or not to add a small tweak to BlockIce, but other than that...
Anyway, I *think* I got pretty much every single nonstandard block that makes sense to have snow fall on...
Someone requested to remove tallgrass, which I'm not sure what controls tallgrass gen, but how about this as a compromise: Snow falls on all BlockPlant instances (saplings, tallgrass, flowers, even mushrooms, though you won't see it in practice), but it appears to occupy the same tile as the plant.
Oh, and a major point: With blocks like plants, single slabs, fences, rails, stairs, etc, where the snow appears to occupy the same tile as the block... it does NOT. The actual BlockSnow itself, where you have to put the cursor to harvest it, *is* above the block like normal. This is most noticeable (and annoying) for slabs, plants, and glass panes, and you'll have to target the top half of stair-snow.
There's also a hitbox problem where even for regular snow on the ground, the hitbox is in the original size and position; I'm not sure which Block function (or BaseMod override) controls the hitbox. This is different from block collision, which is just plain disabled for BlockSnow altogether (even with snow thickness 7, the size of an entire slab, you'll still walk through it like it was an air block).
"Urist McWackoMcGoose cancels Mod Minecraft: Discovered Dwarf Fortress"
Ancient sig archive:
Paper Minecraft: Legend of the Music Discs... is on hiatus until I get a new high-end gaming laptop! Episode 2-4: watch?v=Lk4TjTnUJYU
Yeah. Oddly enough, Far View Far is only 2x of Standard View Far... probably because you'd need one of those PS3 supercomputer clusters for a view distance of 768 (3/4 km radius!)
Anyway, one more screencap for the night. Call it feature creep if you want, but I just thought powered redstone should have an effect on adjacent snow. And yes, that bed is buried in deep snow.
Like I said, hoping to finish the mod by maybe Friday-ish (depending on how many more NullPointerExceptions get thrown at me, and if CamStudio cooperates for the demo vid).
"Urist McWackoMcGoose cancels Mod Minecraft: Discovered Dwarf Fortress"
Ancient sig archive:
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http://www.minecraftforum.net/topic/1189510-minecraft-with-mead-meadcraft/
I kind of already did...
"Simple Winter Mode does not add any block or item types whatsoever, so your saves stay safe! (I would back them up, though. If snow breaks your creations, only thing you can do is MCEdit->Block.snow->Delete This BlockID From World.) ModLoader is not required, and it only changes a few classes (BiomeGenBase, WorldInfo, and three block types), so it should work with any mod that doesn't change base classes, and even most that do. Only thing I can think of is mods that add biomes probably won't work."
Updated OP anyway to make it more clear.
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Ancient sig archive:
Paper Minecraft: Legend of the Music Discs... is on hiatus until I get a new high-end gaming laptop! Episode 2-4: watch?v=Lk4TjTnUJYU
ia.class is Entity.class, which is the base for pretty much every non-block thing, and it's probably conflicting with either SmartMoving or PlayerAPI (ModLoader doesn't have hooks there). It's fine to leave it out, the only difference you'll notice is mobs not burning in sunlight/snowfall.
I'm not adding it for Simple Winter Mode (because the whole point is to have the Winter Mode behavior of Pre-Nether Minecraft Alpha, including the nontoggleability), but it is planned for Advanced Winter Mode; there'll be a config file where you can set stuff like this, including "snow all day erryday", "freeze ALL the biomes!", "Warm Redstone melts snow?", and whatever else makes sense.
Anyway, I only have a few features left to add (snow harvest by hand or by shovel based on snow thickness, a bit more balance stuff, and that config file), and then AWM will be ready. Hoping to release on Friday, since I also have to make a few more screenshots and a demo video for BebopVox...
"Urist McWackoMcGoose cancels Mod Minecraft: Discovered Dwarf Fortress"
Ancient sig archive:
Paper Minecraft: Legend of the Music Discs... is on hiatus until I get a new high-end gaming laptop! Episode 2-4: watch?v=Lk4TjTnUJYU
http://www.minecraftforum.net/topic/1189510-minecraft-with-mead-meadcraft/
Snow doesn't collect on them, but they don't work in the rain, so they also don't work in the snow. It's ok though, geothermal power works just fine, and feels more appropriate on a 'frozen world' game anyway.
http://www.minecraftforum.net/topic/1189510-minecraft-with-mead-meadcraft/
Uh, I'm not sure if I confused you guys earlier... What I did was make vanilla Redstone Dust melt snow if it's powered enough. Advanced Winter Mode doesn't take into account any other content mods, though it tries its best to be classfile-compatible.
Anyway, config thing working now, thanks again to #risucraft. Got two boolean switches (snowAllDayErryday and freezeAllTheBiomes, both set to true by default of course), but I don't know if I need to add any others...
"Urist McWackoMcGoose cancels Mod Minecraft: Discovered Dwarf Fortress"
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