I installed the maod and get this error. This is from the 'crash-reports' folder.
---- Minecraft Crash Report ----
// There are four lights!
Time: 18-1-13 16:31
Description: Failed to start game
cpw.mods.fml.common.LoaderException: java.lang.ClassNotFoundException: darkhax.moreswordsmod.MoreSwordsMod
at cpw.mods.fml.common.LoadController.transition(LoadController.java:117)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:485)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:161)
at net.minecraft.client.Minecraft.a(Minecraft.java:410)
at asq.a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:744)
at java.lang.Thread.run(Thread.java:680)
Caused by: java.lang.ClassNotFoundException: darkhax.moreswordsmod.MoreSwordsMod
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:185)
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:57)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Class.java:247)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:416)
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:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:140)
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:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:83)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:479)
... 5 more
Caused by: java.lang.NullPointerException
at org.objectweb.asm.ClassReader.<init>(Unknown Source)
at net.minecraftforge.transformers.EventTransformer.transform(EventTransformer.java:29)
at cpw.mods.fml.relauncher.RelaunchClassLoader.runTransformers(RelaunchClassLoader.java:228)
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:173)
... 32 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.4.7
Operating System: Mac OS X (x86_64) version 10.6.8
Java Version: 1.6.0_37, Apple Inc.
Java VM Version: Java HotSpotâ„¢ 64-Bit Server VM (mixed mode), Apple Inc.
Memory: 492499944 bytes (469 MB) / 534708224 bytes (509 MB) up to 1069416448 bytes (1019 MB)
JVM Flags: 3 total; -Xbootclasspath/a:/System/Library/PrivateFrameworks/JavaApplicationLauncher.framework/Resources/LauncherSupport.jar -Xms512M -Xmx1024M
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 v7.26 FML v4.7.4.520 Minecraft Forge 6.6.0.497 6 mods loaded, 6 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed
FML [Forge Mod Loader] (coremods) Unloaded->Constructed
Forge [Minecraft Forge] (coremods) Unloaded->Constructed
Pixelmon [Pixelmon] (Pixelmon 1.9.2 Beta.zip) Unloaded->Constructed
Doggy Talents [Doggy Talents] ([1) Unloaded->Constructed
darkhax_msm [MoreSwordMod] (darkhax) Unloaded->Errored
LWJGL: 2.4.2
OpenGL: NVIDIA GeForce 9400 OpenGL Engine GL version 2.1 NVIDIA-1.6.36, NVIDIA Corporation
Is Modded: Definitely; Client brand changed to 'forge,fml'
Type: Client (map_client.txt)
Texture Pack: Default
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
hey welcome to the forums. From the error you posted I am going to guess you installed the mod wrong. To install simply place the zip file as it comes when downloads into the .minecraft/mods folder.
I love the mod! The swords are great ideas and original.
A few of the swords though, I dont like too much
Some of the swords in the mod take up alot fo your resources, without doing too much for your cause. Like the lapis sword, the infinity sword or the master sword. The master sword eats up alot fo your materials, whilst doing worse than the diamond sword. Although, for most fo these weapons, a passive or active bonus will make them way better, especially the glass sword
Also, I dont really like the idea of getting awoken swords from dungeon chests, maybe having an item that enchants swords may be a better idea.
Good luck on the mod, I know that you will fix some of these things
I love the mod! The swords are great ideas and original.
A few of the swords though, I dont like too much
Some of the swords in the mod take up alot fo your resources, without doing too much for your cause. Like the lapis sword, the infinity sword or the master sword. The master sword eats up alot fo your materials, whilst doing worse than the diamond sword. Although, for most fo these weapons, a passive or active bonus will make them way better, especially the glass sword
Also, I dont really like the idea of getting awoken swords from dungeon chests, maybe having an item that enchants swords may be a better idea.
Good luck on the mod, I know that you will fix some of these things
yea for sure. To be honest im not a fan of dungeon chest system either. I have an idea but it will require some advanced coding
also the swords will become more balanced over the next few updates, Right now im holding off until 1.5 before I do any major content releases however I will be working on many internal fixes and new systems. Some examples of this would be the overhauled config system and the new sound system I plan to implement.
"Enchant On Old Recipe Crafting": False,
"Enchant On New Recipe Crafting": False,
If the first one is true then you will get awakened versions of the swords when crafting them.
if the seccond one is true then you will get awakened versions of the swords when crafting with the new recipes.
keep in mind. If you set the old recipe enchant to true then the old recipes will be automatically be activated even if the old recipe is set to false. Same goes for the new recipe option.
If you have not clue what old/new recipes mean I shall explain. I am making two sets of recipe for each item. the old ones will be the way they are currently. The new ones will be a complete remake of all the recipes. The new ones are enabled by default however you can disable the new recipe and use the old recipe if you would like, You can also have them both set to true and have both ways to craft them available.
If you have any configuration options please feel free to comment them or leave a request in my pm box.
so....that means we'll have new recipes in later updates?
I have installed it correctly. It says it can't find a class file.
BTW, I have a mac, does that matter?
PS: thx!
The class file that is missing is my core class file. The latest download does have it. check the zip for darkhax/moreswordsmod/MoreSwordsMod.class If that file is not there then the download probably bugged out or something, A simple re download will fix this up.
so....that means we'll have new recipes in later updates?
I am going to be changing up all of the recipes in the next release. The specific lines of code mentioned above were examples of what I am going to be adding in.
Synitar, You should check out Magic Launcher, It makes installing mods a lot easier. You just put the mods a folder somewhere and add them to the magic launcher. (put the more swords mod .zip in the mod folder that is created by Forge.)
Was playing around when I decided that this may look cool. Very early stages but I think It will be awesome. Texture needs to be redone however.
that looks pretty cool for the awakening you should make it so you have to get a gem of some sort with a tiny bit of experience to awaken them, sorta like an anvil and trading
hey welcome to the forums. From the error you posted I am going to guess you installed the mod wrong. To install simply place the zip file as it comes when downloads into the .minecraft/mods folder.
Farewell everyone o/
A few of the swords though, I dont like too much
Some of the swords in the mod take up alot fo your resources, without doing too much for your cause. Like the lapis sword, the infinity sword or the master sword. The master sword eats up alot fo your materials, whilst doing worse than the diamond sword. Although, for most fo these weapons, a passive or active bonus will make them way better, especially the glass sword
Also, I dont really like the idea of getting awoken swords from dungeon chests, maybe having an item that enchants swords may be a better idea.
Good luck on the mod, I know that you will fix some of these things
yea for sure. To be honest im not a fan of dungeon chest system either. I have an idea but it will require some advanced coding
also the swords will become more balanced over the next few updates, Right now im holding off until 1.5 before I do any major content releases however I will be working on many internal fixes and new systems. Some examples of this would be the overhauled config system and the new sound system I plan to implement.
Farewell everyone o/
I'm just a wanderer.....
The class file that is missing is my core class file. The latest download does have it. check the zip for darkhax/moreswordsmod/MoreSwordsMod.class If that file is not there then the download probably bugged out or something, A simple re download will fix this up.
Farewell everyone o/
I am going to be changing up all of the recipes in the next release. The specific lines of code mentioned above were examples of what I am going to be adding in.
they look like this now
"Awake on new crafting": true
Farewell everyone o/
Hello welcome to the forums. This is the download http://adf.ly/HHEdY you can find it in the main page under the (1.4.7)
Farewell everyone o/
and this is in the mods folder and not the bin? also are you using the latest forge?
Farewell everyone o/
Sure, whenever you have the chance. (:
MOD SHOWCASES AND MORE
All done.
Farewell everyone o/
http://i1128.photobucket.com/albums/m495/theraft777/allencraftbanner1.png
It is a fake enchantment that will make the user invisible.
Farewell everyone o/
You right-click to get the Invisibility buff for 16:30.
Make sure you're not wearing armor or holding anything while invisible, though! (:
MOD SHOWCASES AND MORE
Far better explanation XD
Farewell everyone o/
Farewell everyone o/
Swordinomicon ? or sword-awaking table?
I'm just a wanderer.....
http://i1128.photobucket.com/albums/m495/theraft777/allencraftbanner1.png
that looks pretty cool for the awakening you should make it so you have to get a gem of some sort with a tiny bit of experience to awaken them, sorta like an anvil and trading