The new MC 1.3.2 FML-based version does not work on the server:
This is with just FML and this mod being loaded. To me, this looks like there are still some left-over client-side code references in the code (specifically, for MC directory determination). Adding the client JAR to the classpath does not fix it, though.
Good man! Fixed!
And to my defense, the major downside to modding for 1.3 is that MCP cannot launch a dedicated server for me to test stuff on. And Forge updates too quickly right now to keep a special dedicated testserver at hand.
Getting an error. I think it's related to Forge (Forge has apparently become a bloated pain in the ass since the days of using it in 1.2.5 with TC2), but I want to check to make sure before I have to register for ANOTHER mother****ing internet forum just to ask one question.
Crash log is:
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem; Exception in server tick loop
This error has been saved to C:\Documents and Settings\TestUser\Application Data\.minecraft\crash-reports\crash-2012-08-24_08.35.14-server.txt for your convenience. Please include a copy of this file if you report this crash to anyone.
--- BEGIN ERROR REPORT 202a0fa8 --------
Generated 8/24/12 8:35 AM
- Minecraft Version: 1.3.2
- Operating System: Windows XP (x86) version 5.1
- Java Version: 1.7.0_04-ea, Oracle Corporation
- Java VM Version: Java HotSpot(TM) Client VM (mixed mode), Oracle Corporation
- Memory: 763568352 bytes (728 MB) / 1037959168 bytes (989 MB) up to 1037959168 bytes (989 MB)
- JVM Flags: 2 total; -Xms1024m -Xmx1024m
- Is Modded: Definitely; 'forge,fml'
- Profiler Position: N/A (disabled)
- Player Count: 0 / 8; []
- World New World Entities: 0 total; []
- World New World Players: 0 total; []
- World New World Chunk Stats: ServerChunkCache: 0 Drop: 0
- Type: Integrated Server
java.lang.NullPointerException
at Reflector.callInt(Reflector.java:214)
at jw.d(EntityLiving.java:1030)
at jw.a(EntityLiving.java:882)
at nu.a(SourceFile:43)
at jw.z(EntityLiving.java:464)
at jn.h_(Entity.java:377)
at jw.h_(EntityLiving.java:671)
at nu.h_(SourceFile:30)
at nz.h_(SourceFile:30)
at up.a(World.java:2022)
at gr.a(WorldServer.java:538)
at up.g(World.java:1986)
at up.h(World.java:1867)
at gr.h(WorldServer.java:437)
at net.minecraft.server.MinecraftServer.q(MinecraftServer.java:616)
at net.minecraft.server.MinecraftServer.p(MinecraftServer.java:547)
at axv.p(IntegratedServer.java:102)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:453)
at ep.run(SourceFile:539)
--- END ERROR REPORT b70c03d8 ----------
Basically, what happens is: The world finishes loading, I take a few steps in any direction, and the world crashes and Minecraft tells me the server has closed. Using Forge universal 204, Optifine B3, and Ruins.
I'm getting the exact same crash without Ruins, so that makes me think it's very very likely Forge, which means I get to go register for another goddamned mother****ing internet forum account. sigh.
For what it's worth, I've tried launching via MC Patcher 2.4.2 as well as Magic Launcher 0.9.9. It's worth noting that, when Ruins is placed into the /mods/ folder properly, per the archive's instructions, Magic Launcher insists there's no actual mod there (I have Ruins 1.3.2.zip and the /resources/ folder in the .minecraft/mods/ folder.) Since Forge is apparently shitting itself immediately after the world loads, I haven't had any opportunity to explore and try to see if any of the ruins have been generated or not.
At any rate, I figured the feedback may be useful. Or maybe it won't. Either way, I like your mods.
Does the server console output mention the loading of the templates? You might have forgotten mods/resources? Or maybe i have a filepath issue, there was something while coding.
EDIT:
Checked server. Seemed to work.
2012-08-24 16:58:14 [INFO] [ForgeModLoader] Forge Mod Loader version 3.0.148.332 for Minecraft client:1.3.2, server:1.3.2 loading
2012-08-24 16:58:14 [INFO] [STDOUT] 195 recipes
2012-08-24 16:58:14 [INFO] [STDOUT] 27 achievements
2012-08-24 16:58:15 [INFO] [ForgeModLoader] Attempting early MinecraftForge initialization
2012-08-24 16:58:15 [INFO] [ForgeModLoader] Completed early MinecraftForge initialization
2012-08-24 16:58:15 [INFO] [ForgeModLoader] Searching C:\Users\Atomic\AppData\Roaming\.minecraft\moddingmyself\mcp72\jars\mods for mods
2012-08-24 16:58:15 [INFO] [ForgeModLoader] No mcmod.info file found in directory bin
2012-08-24 16:58:15 [INFO] [ForgeModLoader] The mod container minecraft.jar appears to be missing an mcmod.info file
2012-08-24 16:58:16 [INFO] [ForgeModLoader] No mcmod.info file found in directory resources
2012-08-24 16:58:16 [INFO] [ForgeModLoader] Forge Mod Loader has identified 3 mods to load
2012-08-24 16:58:16 [INFO] [ForgeModLoader] Forge Mod Loader has successfully loaded 3 mods
2012-08-24 16:58:16 [INFO] [STDOUT] Unable to find spawn biome
2012-08-24 16:58:17 [INFO] [STDOUT] Parsed config line [Ocean=75], vars[CHANCE][0] set to 75
2012-08-24 16:58:17 [INFO] [STDOUT] Parsed config line [Plains=75], vars[CHANCE][1] set to 75
2012-08-24 16:58:17 [INFO] [STDOUT] Parsed config line [Desert=75], vars[CHANCE][2] set to 75
2012-08-24 16:58:17 [INFO] [STDOUT] Parsed config line [Extreme Hills=75], vars[CHANCE][3] set to 75
2012-08-24 16:58:17 [INFO] [STDOUT] Parsed config line [Forest=75], vars[CHANCE][4] set to 75
2012-08-24 16:58:17 [INFO] [STDOUT] Parsed config line [Taiga=75], vars[CHANCE][5] set to 75
2012-08-24 16:58:17 [INFO] [STDOUT] Parsed config line [Swampland=75], vars[CHANCE][6] set to 75
2012-08-24 16:58:17 [INFO] [STDOUT] Parsed config line [River=75], vars[CHANCE][7] set to 75
2012-08-24 16:58:17 [INFO] [STDOUT] Parsed config line [Hell=75], vars[CHANCE][8] set to 75
2012-08-24 16:58:17 [INFO] [STDOUT] Parsed config line [Sky=75], vars[CHANCE][9] set to 75
2012-08-24 16:58:17 [INFO] [STDOUT] Parsed config line [FrozenOcean=75], vars[CHANCE][10] set to 75
2012-08-24 16:58:17 [INFO] [STDOUT] Parsed config line [FrozenRiver=75], vars[CHANCE][11] set to 75
2012-08-24 16:58:17 [INFO] [STDOUT] Parsed config line [Ice Plains=75], vars[CHANCE][12] set to 75
2012-08-24 16:58:17 [INFO] [STDOUT] Parsed config line [Ice Mountains=75], vars[CHANCE][13] set to 75
2012-08-24 16:58:17 [INFO] [STDOUT] Parsed config line [MushroomIsland=75], vars[CHANCE][14] set to 75
2012-08-24 16:58:17 [INFO] [STDOUT] Parsed config line [MushroomIslandShore=75], vars[CHANCE][15] set to 75
2012-08-24 16:58:17 [INFO] [STDOUT] Parsed config line [Beach=75], vars[CHANCE][16] set to 75
2012-08-24 16:58:17 [INFO] [STDOUT] Parsed config line [DesertHills=75], vars[CHANCE][17] set to 75
2012-08-24 16:58:17 [INFO] [STDOUT] Parsed config line [ForestHills=75], vars[CHANCE][18] set to 75
2012-08-24 16:58:17 [INFO] [STDOUT] Parsed config line [TaigaHills=75], vars[CHANCE][19] set to 75
2012-08-24 16:58:17 [INFO] [STDOUT] Parsed config line [Extreme Hills Edge=75], vars[CHANCE][20] set to 75
2012-08-24 16:58:17 [INFO] [STDOUT] Parsed config line [Jungle=75], vars[CHANCE][21] set to 75
2012-08-24 16:58:17 [INFO] [STDOUT] Parsed config line [JungleHills=75], vars[CHANCE][22] set to 75
2012-08-24 16:58:18 [INFO] [STDOUT] Creating ruin C:\Users\Atomic\AppData\Roaming\.minecraft\moddingmyself\mcp72\jars\mods\resources\ruins\Extreme Hills\Beacon.tml of Biome 3 at x:-135, y:64, z:-152
2012-08-24 16:58:18 [INFO] [STDOUT] Creating ruin C:\Users\Atomic\AppData\Roaming\.minecraft\moddingmyself\mcp72\jars\mods\resources\ruins\Extreme Hills\StoneHouse.tml of Biome 3 at x:-135, y:62, z:-80
2012-08-24 16:58:18 [INFO] [STDOUT] Creating ruin C:\Users\Atomic\AppData\Roaming\.minecraft\moddingmyself\mcp72\jars\mods\resources\ruins\Extreme Hills\Beacon.tml of Biome 3 at x:-121, y:108, z:41
2012-08-24 16:58:19 [INFO] [STDOUT] Creating ruin C:\Users\Atomic\AppData\Roaming\.minecraft\moddingmyself\mcp72\jars\mods\resources\ruins\Extreme Hills\StoneHouse.tml of Biome 3 at x:-87, y:108, z:-11
2012-08-24 16:58:19 [INFO] [STDOUT] Creating ruin C:\Users\Atomic\AppData\Roaming\.minecraft\moddingmyself\mcp72\jars\mods\resources\ruins\Extreme Hills\Monolith.tml of Biome 3 at x:-72, y:82, z:51
2012-08-24 16:58:19 [INFO] [STDOUT] Creating ruin C:\Users\Atomic\AppData\Roaming\.minecraft\moddingmyself\mcp72\jars\mods\resources\ruins\Extreme Hills\Monolith.tml of Biome 3 at x:5, y:75, z:-3
2012-08-24 16:58:19 [INFO] [STDOUT] Creating ruin C:\Users\Atomic\AppData\Roaming\.minecraft\moddingmyself\mcp72\jars\mods\resources\ruins\Extreme Hills\PillarBase.tml of Biome 3 at x:-48, y:67, z:87
2012-08-24 16:58:20 [INFO] [STDOUT] Creating ruin C:\Users\Atomic\AppData\Roaming\.minecraft\moddingmyself\mcp72\jars\mods\resources\ruins\Extreme Hills\LargeStoneHouse.tml of Biome 3 at x:-26, y:67, z:74
2012-08-24 16:58:20 [INFO] [STDOUT] Creating ruin C:\Users\Atomic\AppData\Roaming\.minecraft\moddingmyself\mcp72\jars\mods\resources\ruins\Extreme Hills\Archway.tml of Biome 3 at x:-28, y:63, z:104
2012-08-24 16:58:20 [INFO] [STDOUT] Creating ruin C:\Users\Atomic\AppData\Roaming\.minecraft\moddingmyself\mcp72\jars\mods\resources\ruins\Extreme Hills\StoneHouse.tml of Biome 3 at x:32, y:74, z:-73
2012-08-24 16:58:21 [INFO] [STDOUT] Creating ruin C:\Users\Atomic\AppData\Roaming\.minecraft\moddingmyself\mcp72\jars\mods\resources\ruins\Extreme Hills\LargeStoneHouse.tml of Biome 3 at x:41, y:66, z:5
2012-08-24 16:58:21 [INFO] [STDOUT] Creating ruin C:\Users\Atomic\AppData\Roaming\.minecraft\moddingmyself\mcp72\jars\mods\resources\ruins\Extreme Hills\PillarBase.tml of Biome 3 at x:52, y:75, z:-49
2012-08-24 16:58:21 [INFO] [STDOUT] Creating ruin C:\Users\Atomic\AppData\Roaming\.minecraft\moddingmyself\mcp72\jars\mods\resources\ruins\Extreme Hills\LargeStoneTwoStoryHouse.tml of Biome 3 at x:75, y:71, z:-58
2012-08-24 16:58:21 [INFO] [STDOUT] Creating ruin C:\Users\Atomic\AppData\Roaming\.minecraft\moddingmyself\mcp72\jars\mods\resources\ruins\Extreme Hills\StoneHouse.tml of Biome 3 at x:93, y:66, z:60
2012-08-24 16:58:23 [INFO] [STDOUT] Creating ruin C:\Users\Atomic\AppData\Roaming\.minecraft\moddingmyself\mcp72\jars\mods\resources\ruins\Extreme Hills\LargeStoneHouseWBasement.tml of Biome 3 at x:129, y:71, z:179
2012-08-24 16:58:23 [INFO] [STDOUT] Creating ruin C:\Users\Atomic\AppData\Roaming\.minecraft\moddingmyself\mcp72\jars\mods\resources\ruins\Extreme Hills\Beacon.tml of Biome 3 at x:150, y:105, z:119
2012-08-24 16:58:23 [INFO] [STDOUT] Creating ruin C:\Users\Atomic\AppData\Roaming\.minecraft\moddingmyself\mcp72\jars\mods\resources\ruins\Extreme Hills\LargeStoneHouse.tml of Biome 3 at x:175, y:90, z:43
2012-08-24 16:58:24 [INFO] [STDOUT] Creating ruin C:\Users\Atomic\AppData\Roaming\.minecraft\moddingmyself\mcp72\jars\mods\resources\ruins\Extreme Hills\Monolith.tml of Biome 3 at x:190, y:88, z:89
2012-08-24 16:58:25 [INFO] [STDOUT] Creating ruin C:\Users\Atomic\AppData\Roaming\.minecraft\moddingmyself\mcp72\jars\mods\resources\ruins\Extreme Hills\Monolith.tml of Biome 3 at x:216, y:71, z:29
2012-08-24 16:58:25 [INFO] [ForgeModLoader] MinecraftForge v4.0.0.229 Initialized
2012-08-24 16:58:43 [INFO] [STDERR] 2012-08-24 16:58:15 [INFO] Starting minecraft server version 1.3.2
Adding the mcmod.info to the download helped me get past the same problem that Belubbly was having, now I'm onto a new problem where I create a new save, it loads, less than 5 seconds later it crashes with the following report:
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem; Exception in server tick loop
This error has been saved to C:\Users\Kitsune\AppData\Roaming\.minecraft\crash-reports\crash-2012-08-24_23.06.47-server.txt for your convenience. Please include a copy of this file if you report this crash to anyone.
--- BEGIN ERROR REPORT 3ead1f6b --------
Generated 24/08/12 23:06
- Minecraft Version: 1.3.2
- Operating System: Windows 7 (x86) version 6.1
- Java Version: 1.7.0_06, Oracle Corporation
- Java VM Version: Java HotSpot™ Client VM (mixed mode), Oracle Corporation
- Memory: 731451256 bytes (697 MB) / 1037959168 bytes (989 MB) up to 1037959168 bytes (989 MB)
- JVM Flags: 2 total; -Xms1024m -Xmx1024m
- Is Modded: Definitely; 'forge,fml'
- Profiler Position: N/A (disabled)
- Player Count: 1 / 8; [gu['Sentikins'/162, l='Lunacity', x=144.50, y=65.06, z=18.50]]
- World Lunacity Entities: 0 total; []
- World Lunacity Players: 0 total; []
- World Lunacity Chunk Stats: ServerChunkCache: 0 Drop: 0
- Type: Integrated Server
java.lang.NullPointerException
at Reflector.callInt(Reflector.java:214)
at jw.d(EntityLiving.java:1030)
at jw.a(EntityLiving.java:882)
at nu.a(SourceFile:43)
at jw.z(EntityLiving.java:464)
at jn.h_(Entity.java:377)
at jw.h_(EntityLiving.java:671)
at nu.h_(SourceFile:30)
at up.a(World.java:2022)
at gr.a(WorldServer.java:538)
at up.g(World.java:1986)
at up.h(World.java:1867)
at gr.h(WorldServer.java:437)
at net.minecraft.server.MinecraftServer.q(MinecraftServer.java:616)
at net.minecraft.server.MinecraftServer.p(MinecraftServer.java:547)
at axv.p(IntegratedServer.java:102)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:453)
at ep.run(SourceFile:539)
--- END ERROR REPORT a8023e2d ----------
I adore Ruins, any help on this is massively appreciated!
On old saves where Ruins was working, Minecraft crashes as soon as I venture into areas that force new generation.
Posting to let you know it was definitely outdated Forge that was causing the problems. Got Forge 230 and everything is running properly.
Time to dig in and see about adjusting those spawn rates...
Going off the readme files...
If I have three ruins for a specific biome's folder (and I have none in the root ruins folder), if I assign one a weight of 1, another with a weight of 5, and another with a weight of 10, the one with the weight of 10 will spawn the most frequently for that biome, right?
How does the unique modifier work? It seems simple enough; unique=1 means it can only be spawned once per entire world.
But what if the template's in a specific biome folder, rather than the root ruins directory? Does this mean it can be spawned more than once per world, but only once per individual biome? How does that work? If, for example, I have a ruined skyscraper in the Jungle biome and Ocean biome, will it only spawn twice per world at most, once in any Jungle biome, and once in any Ocean biome?
Or will it spawn up to once per individual Jungle biome; in other words, if I had a world that had four discrete Jungle biomes, would that mean that ruined skyscraper would potentially show up in each Jungle biome, or only one of the four Jungle biomes?
EDIT:
Last questions, this time about the ruins.txt in the .minecraft/mods/ folder.
The first setting, tries_per_chunk, determines whether or not a ruin (any ruin) will spawn per chunk, right?
The second setting, chance_for_site, is the chance that another (different?) ruin will spawn (in the same chunk?) in the same general area as another ruin. Assuming they can both fit inside the chunk that decided to spawn a ruin in the first place?
So even if you have a 1/100 chance of the first setting allowing a ruin (any ruin?) to spawn per-chunk, if you had a very high chance_for_site number, you would get ruins that frequently spawn together when ruins spawn, but with a low likelihood of ruins spawning at all? Does this go by per-chunk, or does it count multiple adjacent/nearby chunks when the chance_for_site thing overrides tries_per_chunk?
There's also a setting without an explanation, chunks_behind_normal. Is this what determines how many chunks chance_for_site uses?
Maybe a concrete example would work better.
Let's say I want desert biomes to have a very rare chance of spawning both a ruined skyscraper and a swimming pool together.
To make this happen, I would need the .tml files for the ruined skyscraper and swimming pool in the /desert/ (and any other relevant biomes I want these two ruins to spawn in) subfolder, to ensure they can spawn ONLY in the desert biome, right?
After that, I would want a very low tries_per_chunk_normal setting, right? Next, I would want a low chance_to_spawn_normal setting as well, right? Lastly, I would want chance_for_site_normal to be very high (in this case, probably 100) to ensure that once the mod decides to spawn a ruin (in this case, either the skyscraper or swimming pool), it will also attempt to spawn another ruin (would this be guaranteed to be the ruin it didn't already spawn, if there are only two templates for it to pick from?) in the same area.
So if I had tries_per_chunk at 1, chance_to_spawn at 1, and chance_for_site at 100, this would make the mod check once per chunk to see if it will spawn a ruin. Then, if the chunk can support any of the available ruins, it will then have a 1% chance to actually spawn a ruin. After that, if it decides to spawn a ruin, it would then have a 100% chance to spawn another ruin in the same area. Would the mod spawn a different ruin, or would it be allowed to spawn two identical ruins?
Sorry, I know this is a lot of questions, but I've got a concept I want to play with and your mod represents the potential to see it realized while still having these things generated randomly for me.
If tried starting with a fresh copy of everything and a new forge, but nothing.
Am I missing something?
All I want at this point is the structures already included in resources/ruins.
FML reports that the ruins structure generating system is loaded. (just 3 mods including Forge itself)
OK, I did find an error report in the FML log
AH! I figured it out by checking my 1.2.5 installations. I put the ruins folder in the wrong place. Doesn't go in .minecraft\resources. It goes in mods/resources.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
@PizzaSHARK; your post poked my brain into realising that I didn't have *the* latest FORGE (you mentioning 230 was the key) HUGE thanks to you mate
@Mitchmac; I have MagicLauncher 0.9.9 and then these mods (note the versions) in this order:
Minecraftforge-universal-4.0.0.230.zip
BWG3_FORGE_109.zip (notes 3 errors but it works fine)
OptiFine_1.3.2_HD_U_B3.zip
Recipe Book.zip
[1.3.2]ReiMinimap_v3.2_05.zip
BetterFonts_1.3.2.zip
External Mods:
Ruins 1.3.2.zip
That order, that configuration DOES work and it IS generating ruins.
Open the archive, go into the install folder. Take the Ruins 1.3.2 archive and /resources/ folder out of that folder and drop them in your .minecraft/mods/ folder.
@PizzaSHARK; your post poked my brain into realising that I didn't have *the* latest FORGE (you mentioning 230 was the key) HUGE thanks to you mate
@Mitchmac; I have MagicLauncher 0.9.9 and then these mods (note the versions) in this order:
Minecraftforge-universal-4.0.0.230.zip
BWG3_FORGE_109.zip (notes 3 errors but it works fine)
OptiFine_1.3.2_HD_U_B3.zip
Recipe Book.zip
[1.3.2]ReiMinimap_v3.2_05.zip
BetterFonts_1.3.2.zip
External Mods:
Ruins 1.3.2.zip
That order, that configuration DOES work and it IS generating ruins.
OptiFine should always be the last mod in the load order for best results. Otherwise I don't think it matters too much as long as Forge is first
Forge ModLoader is part of the Forge Universal download, but you can also download FML as a stand-alone mod in case you don't want the entire Forge package.
EDIT:
Did a little testing just now.
It seems that either each individual biome in a map is very small - so that even if you have a large, unbroken Forest biome, the game divides it into more than one small Forest biome - because I had two of the same ruin spawn right next to each other in the same biome type despite adding unique=1 to the ruin's .tml file.
That, or the unique=1 modifier either is not doing its job, or I'm misunderstanding its use.
AtomicStryker, can you provide a little more detail to how the mod handles the unique=<0/1> modifier in the .tml files?
Good man! Fixed!
And to my defense, the major downside to modding for 1.3 is that MCP cannot launch a dedicated server for me to test stuff on. And Forge updates too quickly right now to keep a special dedicated testserver at hand.
Crash log is:
Basically, what happens is: The world finishes loading, I take a few steps in any direction, and the world crashes and Minecraft tells me the server has closed. Using Forge universal 204, Optifine B3, and Ruins.
I'm getting the exact same crash without Ruins, so that makes me think it's very very likely Forge, which means I get to go register for another goddamned mother****ing internet forum account. sigh.
For what it's worth, I've tried launching via MC Patcher 2.4.2 as well as Magic Launcher 0.9.9. It's worth noting that, when Ruins is placed into the /mods/ folder properly, per the archive's instructions, Magic Launcher insists there's no actual mod there (I have Ruins 1.3.2.zip and the /resources/ folder in the .minecraft/mods/ folder.) Since Forge is apparently shitting itself immediately after the world loads, I haven't had any opportunity to explore and try to see if any of the ruins have been generated or not.
At any rate, I figured the feedback may be useful. Or maybe it won't. Either way, I like your mods.
EDIT:
Checked server. Seemed to work.
2012-08-24 16:58:14 [INFO] [ForgeModLoader] Forge Mod Loader version 3.0.148.332 for Minecraft client:1.3.2, server:1.3.2 loading
2012-08-24 16:58:14 [INFO] [STDOUT] 195 recipes
2012-08-24 16:58:14 [INFO] [STDOUT] 27 achievements
2012-08-24 16:58:15 [INFO] [ForgeModLoader] Attempting early MinecraftForge initialization
2012-08-24 16:58:15 [INFO] [ForgeModLoader] Completed early MinecraftForge initialization
2012-08-24 16:58:15 [INFO] [ForgeModLoader] Searching C:\Users\Atomic\AppData\Roaming\.minecraft\moddingmyself\mcp72\jars\mods for mods
2012-08-24 16:58:15 [INFO] [ForgeModLoader] No mcmod.info file found in directory bin
2012-08-24 16:58:15 [INFO] [ForgeModLoader] The mod container minecraft.jar appears to be missing an mcmod.info file
2012-08-24 16:58:16 [INFO] [ForgeModLoader] No mcmod.info file found in directory resources
2012-08-24 16:58:16 [INFO] [ForgeModLoader] Forge Mod Loader has identified 3 mods to load
2012-08-24 16:58:16 [INFO] [ForgeModLoader] Forge Mod Loader has successfully loaded 3 mods
2012-08-24 16:58:16 [INFO] [STDOUT] Unable to find spawn biome
2012-08-24 16:58:17 [INFO] [STDOUT] Parsed config line [Ocean=75], vars[CHANCE][0] set to 75
2012-08-24 16:58:17 [INFO] [STDOUT] Parsed config line [Plains=75], vars[CHANCE][1] set to 75
2012-08-24 16:58:17 [INFO] [STDOUT] Parsed config line [Desert=75], vars[CHANCE][2] set to 75
2012-08-24 16:58:17 [INFO] [STDOUT] Parsed config line [Extreme Hills=75], vars[CHANCE][3] set to 75
2012-08-24 16:58:17 [INFO] [STDOUT] Parsed config line [Forest=75], vars[CHANCE][4] set to 75
2012-08-24 16:58:17 [INFO] [STDOUT] Parsed config line [Taiga=75], vars[CHANCE][5] set to 75
2012-08-24 16:58:17 [INFO] [STDOUT] Parsed config line [Swampland=75], vars[CHANCE][6] set to 75
2012-08-24 16:58:17 [INFO] [STDOUT] Parsed config line [River=75], vars[CHANCE][7] set to 75
2012-08-24 16:58:17 [INFO] [STDOUT] Parsed config line [Hell=75], vars[CHANCE][8] set to 75
2012-08-24 16:58:17 [INFO] [STDOUT] Parsed config line [Sky=75], vars[CHANCE][9] set to 75
2012-08-24 16:58:17 [INFO] [STDOUT] Parsed config line [FrozenOcean=75], vars[CHANCE][10] set to 75
2012-08-24 16:58:17 [INFO] [STDOUT] Parsed config line [FrozenRiver=75], vars[CHANCE][11] set to 75
2012-08-24 16:58:17 [INFO] [STDOUT] Parsed config line [Ice Plains=75], vars[CHANCE][12] set to 75
2012-08-24 16:58:17 [INFO] [STDOUT] Parsed config line [Ice Mountains=75], vars[CHANCE][13] set to 75
2012-08-24 16:58:17 [INFO] [STDOUT] Parsed config line [MushroomIsland=75], vars[CHANCE][14] set to 75
2012-08-24 16:58:17 [INFO] [STDOUT] Parsed config line [MushroomIslandShore=75], vars[CHANCE][15] set to 75
2012-08-24 16:58:17 [INFO] [STDOUT] Parsed config line [Beach=75], vars[CHANCE][16] set to 75
2012-08-24 16:58:17 [INFO] [STDOUT] Parsed config line [DesertHills=75], vars[CHANCE][17] set to 75
2012-08-24 16:58:17 [INFO] [STDOUT] Parsed config line [ForestHills=75], vars[CHANCE][18] set to 75
2012-08-24 16:58:17 [INFO] [STDOUT] Parsed config line [TaigaHills=75], vars[CHANCE][19] set to 75
2012-08-24 16:58:17 [INFO] [STDOUT] Parsed config line [Extreme Hills Edge=75], vars[CHANCE][20] set to 75
2012-08-24 16:58:17 [INFO] [STDOUT] Parsed config line [Jungle=75], vars[CHANCE][21] set to 75
2012-08-24 16:58:17 [INFO] [STDOUT] Parsed config line [JungleHills=75], vars[CHANCE][22] set to 75
2012-08-24 16:58:18 [INFO] [STDOUT] Creating ruin C:\Users\Atomic\AppData\Roaming\.minecraft\moddingmyself\mcp72\jars\mods\resources\ruins\Extreme Hills\Beacon.tml of Biome 3 at x:-135, y:64, z:-152
2012-08-24 16:58:18 [INFO] [STDOUT] Creating ruin C:\Users\Atomic\AppData\Roaming\.minecraft\moddingmyself\mcp72\jars\mods\resources\ruins\Extreme Hills\StoneHouse.tml of Biome 3 at x:-135, y:62, z:-80
2012-08-24 16:58:18 [INFO] [STDOUT] Creating ruin C:\Users\Atomic\AppData\Roaming\.minecraft\moddingmyself\mcp72\jars\mods\resources\ruins\Extreme Hills\Beacon.tml of Biome 3 at x:-121, y:108, z:41
2012-08-24 16:58:19 [INFO] [STDOUT] Creating ruin C:\Users\Atomic\AppData\Roaming\.minecraft\moddingmyself\mcp72\jars\mods\resources\ruins\Extreme Hills\StoneHouse.tml of Biome 3 at x:-87, y:108, z:-11
2012-08-24 16:58:19 [INFO] [STDOUT] Creating ruin C:\Users\Atomic\AppData\Roaming\.minecraft\moddingmyself\mcp72\jars\mods\resources\ruins\Extreme Hills\Monolith.tml of Biome 3 at x:-72, y:82, z:51
2012-08-24 16:58:19 [INFO] [STDOUT] Creating ruin C:\Users\Atomic\AppData\Roaming\.minecraft\moddingmyself\mcp72\jars\mods\resources\ruins\Extreme Hills\Monolith.tml of Biome 3 at x:5, y:75, z:-3
2012-08-24 16:58:19 [INFO] [STDOUT] Creating ruin C:\Users\Atomic\AppData\Roaming\.minecraft\moddingmyself\mcp72\jars\mods\resources\ruins\Extreme Hills\PillarBase.tml of Biome 3 at x:-48, y:67, z:87
2012-08-24 16:58:20 [INFO] [STDOUT] Creating ruin C:\Users\Atomic\AppData\Roaming\.minecraft\moddingmyself\mcp72\jars\mods\resources\ruins\Extreme Hills\LargeStoneHouse.tml of Biome 3 at x:-26, y:67, z:74
2012-08-24 16:58:20 [INFO] [STDOUT] Creating ruin C:\Users\Atomic\AppData\Roaming\.minecraft\moddingmyself\mcp72\jars\mods\resources\ruins\Extreme Hills\Archway.tml of Biome 3 at x:-28, y:63, z:104
2012-08-24 16:58:20 [INFO] [STDOUT] Creating ruin C:\Users\Atomic\AppData\Roaming\.minecraft\moddingmyself\mcp72\jars\mods\resources\ruins\Extreme Hills\StoneHouse.tml of Biome 3 at x:32, y:74, z:-73
2012-08-24 16:58:21 [INFO] [STDOUT] Creating ruin C:\Users\Atomic\AppData\Roaming\.minecraft\moddingmyself\mcp72\jars\mods\resources\ruins\Extreme Hills\LargeStoneHouse.tml of Biome 3 at x:41, y:66, z:5
2012-08-24 16:58:21 [INFO] [STDOUT] Creating ruin C:\Users\Atomic\AppData\Roaming\.minecraft\moddingmyself\mcp72\jars\mods\resources\ruins\Extreme Hills\PillarBase.tml of Biome 3 at x:52, y:75, z:-49
2012-08-24 16:58:21 [INFO] [STDOUT] Creating ruin C:\Users\Atomic\AppData\Roaming\.minecraft\moddingmyself\mcp72\jars\mods\resources\ruins\Extreme Hills\LargeStoneTwoStoryHouse.tml of Biome 3 at x:75, y:71, z:-58
2012-08-24 16:58:21 [INFO] [STDOUT] Creating ruin C:\Users\Atomic\AppData\Roaming\.minecraft\moddingmyself\mcp72\jars\mods\resources\ruins\Extreme Hills\StoneHouse.tml of Biome 3 at x:93, y:66, z:60
2012-08-24 16:58:23 [INFO] [STDOUT] Creating ruin C:\Users\Atomic\AppData\Roaming\.minecraft\moddingmyself\mcp72\jars\mods\resources\ruins\Extreme Hills\LargeStoneHouseWBasement.tml of Biome 3 at x:129, y:71, z:179
2012-08-24 16:58:23 [INFO] [STDOUT] Creating ruin C:\Users\Atomic\AppData\Roaming\.minecraft\moddingmyself\mcp72\jars\mods\resources\ruins\Extreme Hills\Beacon.tml of Biome 3 at x:150, y:105, z:119
2012-08-24 16:58:23 [INFO] [STDOUT] Creating ruin C:\Users\Atomic\AppData\Roaming\.minecraft\moddingmyself\mcp72\jars\mods\resources\ruins\Extreme Hills\LargeStoneHouse.tml of Biome 3 at x:175, y:90, z:43
2012-08-24 16:58:24 [INFO] [STDOUT] Creating ruin C:\Users\Atomic\AppData\Roaming\.minecraft\moddingmyself\mcp72\jars\mods\resources\ruins\Extreme Hills\Monolith.tml of Biome 3 at x:190, y:88, z:89
2012-08-24 16:58:25 [INFO] [STDOUT] Creating ruin C:\Users\Atomic\AppData\Roaming\.minecraft\moddingmyself\mcp72\jars\mods\resources\ruins\Extreme Hills\Monolith.tml of Biome 3 at x:216, y:71, z:29
2012-08-24 16:58:25 [INFO] [ForgeModLoader] MinecraftForge v4.0.0.229 Initialized
2012-08-24 16:58:43 [INFO] [STDERR] 2012-08-24 16:58:15 [INFO] Starting minecraft server version 1.3.2
I'm adding a mcmod.info to the download regardless.
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem; Exception in server tick loop
This error has been saved to C:\Users\Kitsune\AppData\Roaming\.minecraft\crash-reports\crash-2012-08-24_23.06.47-server.txt for your convenience. Please include a copy of this file if you report this crash to anyone.
--- BEGIN ERROR REPORT 3ead1f6b --------
Generated 24/08/12 23:06
- Minecraft Version: 1.3.2
- Operating System: Windows 7 (x86) version 6.1
- Java Version: 1.7.0_06, Oracle Corporation
- Java VM Version: Java HotSpot™ Client VM (mixed mode), Oracle Corporation
- Memory: 731451256 bytes (697 MB) / 1037959168 bytes (989 MB) up to 1037959168 bytes (989 MB)
- JVM Flags: 2 total; -Xms1024m -Xmx1024m
- Is Modded: Definitely; 'forge,fml'
- Profiler Position: N/A (disabled)
- Player Count: 1 / 8; [gu['Sentikins'/162, l='Lunacity', x=144.50, y=65.06, z=18.50]]
- World Lunacity Entities: 0 total; []
- World Lunacity Players: 0 total; []
- World Lunacity Chunk Stats: ServerChunkCache: 0 Drop: 0
- Type: Integrated Server
java.lang.NullPointerException
at Reflector.callInt(Reflector.java:214)
at jw.d(EntityLiving.java:1030)
at jw.a(EntityLiving.java:882)
at nu.a(SourceFile:43)
at jw.z(EntityLiving.java:464)
at jn.h_(Entity.java:377)
at jw.h_(EntityLiving.java:671)
at nu.h_(SourceFile:30)
at up.a(World.java:2022)
at gr.a(WorldServer.java:538)
at up.g(World.java:1986)
at up.h(World.java:1867)
at gr.h(WorldServer.java:437)
at net.minecraft.server.MinecraftServer.q(MinecraftServer.java:616)
at net.minecraft.server.MinecraftServer.p(MinecraftServer.java:547)
at axv.p(IntegratedServer.java:102)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:453)
at ep.run(SourceFile:539)
--- END ERROR REPORT a8023e2d ----------
I adore Ruins, any help on this is massively appreciated!
On old saves where Ruins was working, Minecraft crashes as soon as I venture into areas that force new generation.
Time to dig in and see about adjusting those spawn rates...
Going off the readme files...
If I have three ruins for a specific biome's folder (and I have none in the root ruins folder), if I assign one a weight of 1, another with a weight of 5, and another with a weight of 10, the one with the weight of 10 will spawn the most frequently for that biome, right?
How does the unique modifier work? It seems simple enough; unique=1 means it can only be spawned once per entire world.
But what if the template's in a specific biome folder, rather than the root ruins directory? Does this mean it can be spawned more than once per world, but only once per individual biome? How does that work? If, for example, I have a ruined skyscraper in the Jungle biome and Ocean biome, will it only spawn twice per world at most, once in any Jungle biome, and once in any Ocean biome?
Or will it spawn up to once per individual Jungle biome; in other words, if I had a world that had four discrete Jungle biomes, would that mean that ruined skyscraper would potentially show up in each Jungle biome, or only one of the four Jungle biomes?
EDIT:
Last questions, this time about the ruins.txt in the .minecraft/mods/ folder.
The first setting, tries_per_chunk, determines whether or not a ruin (any ruin) will spawn per chunk, right?
The second setting, chance_for_site, is the chance that another (different?) ruin will spawn (in the same chunk?) in the same general area as another ruin. Assuming they can both fit inside the chunk that decided to spawn a ruin in the first place?
So even if you have a 1/100 chance of the first setting allowing a ruin (any ruin?) to spawn per-chunk, if you had a very high chance_for_site number, you would get ruins that frequently spawn together when ruins spawn, but with a low likelihood of ruins spawning at all? Does this go by per-chunk, or does it count multiple adjacent/nearby chunks when the chance_for_site thing overrides tries_per_chunk?
There's also a setting without an explanation, chunks_behind_normal. Is this what determines how many chunks chance_for_site uses?
Maybe a concrete example would work better.
Let's say I want desert biomes to have a very rare chance of spawning both a ruined skyscraper and a swimming pool together.
To make this happen, I would need the .tml files for the ruined skyscraper and swimming pool in the /desert/ (and any other relevant biomes I want these two ruins to spawn in) subfolder, to ensure they can spawn ONLY in the desert biome, right?
After that, I would want a very low tries_per_chunk_normal setting, right? Next, I would want a low chance_to_spawn_normal setting as well, right? Lastly, I would want chance_for_site_normal to be very high (in this case, probably 100) to ensure that once the mod decides to spawn a ruin (in this case, either the skyscraper or swimming pool), it will also attempt to spawn another ruin (would this be guaranteed to be the ruin it didn't already spawn, if there are only two templates for it to pick from?) in the same area.
So if I had tries_per_chunk at 1, chance_to_spawn at 1, and chance_for_site at 100, this would make the mod check once per chunk to see if it will spawn a ruin. Then, if the chunk can support any of the available ruins, it will then have a 1% chance to actually spawn a ruin. After that, if it decides to spawn a ruin, it would then have a 100% chance to spawn another ruin in the same area. Would the mod spawn a different ruin, or would it be allowed to spawn two identical ruins?
Sorry, I know this is a lot of questions, but I've got a concept I want to play with and your mod represents the potential to see it realized while still having these things generated randomly for me.
I am not getting any structures generated.
If tried starting with a fresh copy of everything and a new forge, but nothing.
Am I missing something?
All I want at this point is the structures already included in resources/ruins.
FML reports that the ruins structure generating system is loaded. (just 3 mods including Forge itself)
OK, I did find an error report in the FML log
AH! I figured it out by checking my 1.2.5 installations. I put the ruins folder in the wrong place. Doesn't go in .minecraft\resources. It goes in mods/resources.
1. Is this possible?
2. If it is, where's the link? (All I found were 132 download links)
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
@Mitchmac; I have MagicLauncher 0.9.9 and then these mods (note the versions) in this order:
Minecraftforge-universal-4.0.0.230.zip
BWG3_FORGE_109.zip (notes 3 errors but it works fine)
OptiFine_1.3.2_HD_U_B3.zip
Recipe Book.zip
[1.3.2]ReiMinimap_v3.2_05.zip
BetterFonts_1.3.2.zip
External Mods:
Ruins 1.3.2.zip
That order, that configuration DOES work and it IS generating ruins.
See old version graveyard on bottom of my Ruins site
[img]
Open the archive, go into the install folder. Take the Ruins 1.3.2 archive and /resources/ folder out of that folder and drop them in your .minecraft/mods/ folder.
[img]
OptiFine should always be the last mod in the load order for best results. Otherwise I don't think it matters too much as long as Forge is first
Forge ModLoader is part of the Forge Universal download, but you can also download FML as a stand-alone mod in case you don't want the entire Forge package.
EDIT:
Did a little testing just now.
It seems that either each individual biome in a map is very small - so that even if you have a large, unbroken Forest biome, the game divides it into more than one small Forest biome - because I had two of the same ruin spawn right next to each other in the same biome type despite adding unique=1 to the ruin's .tml file.
That, or the unique=1 modifier either is not doing its job, or I'm misunderstanding its use.
AtomicStryker, can you provide a little more detail to how the mod handles the unique=<0/1> modifier in the .tml files?