There's a incompatibility with The spice of life mod.
I have already told the author of that mod about the problem and he says he's going to fix it.
I just wanted to let you know.
Interesting... this is the same error kreezxil got upthread: another mod getting a NoClassDefFoundError or net/minecraft/util/RegistryNamespaced. Repose does manipulate an instance of this class - by replacing the singleton in Block.java with a custom subclass instance. I can see how that might cause incompatibilities with other coremods, but they should still be able to see the original class even though the instance is different. Let me know if you hear back from the other mod's author.
Interesting... this is the same error kreezxil got upthread: another mod getting a NoClassDefFoundError or net/minecraft/util/RegistryNamespaced. Repose does manipulate an instance of this class - by replacing the singleton in Block.java with a custom subclass instance. I can see how that might cause incompatibilities with other coremods, but they should still be able to see the original class even though the instance is different. Let me know if you hear back from the other mod's author.
Hey, I'm the dev of The Spice of Life. I excluded my asm package from being transformed (which seems to have been the error; your mod was seemingly improperly transforming a class in my asm package), but now there is a different conflict seemingly having to do with cpw.mods.fml.common.Loader or perhaps EntityPlayer: http://tny.cz/d9eb060c
Could you detail a bit about what your class transformer is doing and which classes it targets? Do you happen to have your source code anywhere online? Reading decompiled scala is fairly difficult.
Hey, I'm the dev of The Spice of Life. I excluded my asm package from being transformed (which seems to have been the error; your mod was seemingly improperly transforming a class in my asm package), but now there is a different conflict seemingly having to do with cpw.mods.fml.common.Loader or perhaps EntityPlayer: http://tny.cz/d9eb060c
Could you detail a bit about what your class transformer is doing and which classes it targets? Do you happen to have your source code anywhere online? Reading decompiled scala is fairly difficult.
Thanks for posting the stack traces. I don't have an answer yet, but I'm PM'ing you my findings so far.
(Regarding source code: it's a private repo for now but I'll be publishing it on GitHub shortly after the release of my other mod "Streams" next month, which uses the same homegrown API. For now I'm happy to share some relevant code with you by PM.)
I've updated the mod to make a single version compatible with both 1.7.2 and 1.7.10, and which should also fix the mod conflicts reported in this thread. (Thanks squeek502 for your help!)
Players, please see the top post for a new download link, and let me know if you encounter any issues.
I've updated the mod to make a single version compatible with both 1.7.2 and 1.7.10, and which should also fix the mod conflicts reported in this thread. (Thanks squeek502 for your help!)
Players, please see the top post for a new download link, and let me know if you encounter any issues.
This is awesome! It works perfectly with the No Cubes mod.
Hey, you're right! I didn't know about that mod but I just tried it and it's like the two were made for each other. For those who don't know, No Cubes visually changes the blocky landscape of Minecraft into smooth curves. I encourage everyone to give it a try.
Thanks IStoleThePies for bringing this to our attention! I added a link to the mod in the first post.
Can you add the ability to change the amount of extra steps for a block in the config file? What I mean is the default would be 1, in which blocks would act like stairs. But if I set it to 0, I'd just walk up the block instantly. If I set it to 5 (useful for No Cubes), I'd take a total of 6 steps until I get to the next block. Maybe a maximum of 9?
Can you add the ability to change the amount of extra steps for a block in the config file? What I mean is the default would be 1, in which blocks would act like stairs. But if I set it to 0, I'd just walk up the block instantly. If I set it to 5 (useful for No Cubes), I'd take a total of 6 steps until I get to the next block. Maybe a maximum of 9?
That's difficult to do. As it is, each block is divided in 4 "columns" that are each half-height or full-height depending on the height of the neighbors in their corner. Adding granularity would require subdividing each block into larger squares of 9, 16, 25 or more columns which complicates the algorithm and would probably degrade performance.
That said I'll soon be releasing another mod from the same internal API and will be publishing the source code then, so others can give it a try. The code is in Scala but even for those unfamiliar with it, the Repose algorithm is fairly simple to understand I think.
Just to double check: the blocks that can be "auto-walked" is the same set as the blocks that collapse to 45 degree angles? (sand/dirt/etc) -- basically, the shovel blocks?
(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?
Just to double check: the blocks that can be "auto-walked" is the same set as the blocks that collapse to 45 degree angles? (sand/dirt/etc) -- basically, the shovel blocks?
That's correct. There's also a config option to enable the same for "natural" stone blocks. The options screen tooltip lists all blocks concerned.
Version 1.2 is up. It should improve compatibility with other Forge coremods, including my own just-released Streams. It requires the same "Farseek" framework as Streams, also available in the Installation section.
Hello! I have repose.slopingBlocks=Both and the other options all false. This leaves me completely unable to nerd-pole. Is that intentional and, if not, could you take a look?
Hello! I have repose.slopingBlocks=Both and the other options all false. This leaves me completely unable to nerd-pole. Is that intentional and, if not, could you take a look?
I had to look up "nerd-pole"... I guess I learned something today. :-) It's sort of intentional - when I realized I couldn't jump high enough from a single dirt block to place another one below I thought it fit the mod philosophy of greater realism for such blocks. But some players might not want it so. I'll consider making that an option in the config.
I made a quick update to the mod, to version 1.2.1. There are no gameplay changes but it is compatible with the Farseek API 1.0.1 which is required by the latest version of the Streams mod (linked in my sig). If you don't use Streams then there's no need to upgrade.
I thought it fit the mod philosophy of greater realism for such blocks. But some players might not want it so. I'll consider making that an option in the config.
I had a feeling that could've been the idea behind it. The old nerd-pole is kind of an important mechanic for most people I'd imagine, especially for building. Configurable would be brilliant.
Interesting... this is the same error kreezxil got upthread: another mod getting a NoClassDefFoundError or net/minecraft/util/RegistryNamespaced. Repose does manipulate an instance of this class - by replacing the singleton in Block.java with a custom subclass instance. I can see how that might cause incompatibilities with other coremods, but they should still be able to see the original class even though the instance is different. Let me know if you hear back from the other mod's author.
My mods:
Hey, I'm the dev of The Spice of Life. I excluded my asm package from being transformed (which seems to have been the error; your mod was seemingly improperly transforming a class in my asm package), but now there is a different conflict seemingly having to do with cpw.mods.fml.common.Loader or perhaps EntityPlayer: http://tny.cz/d9eb060c
Could you detail a bit about what your class transformer is doing and which classes it targets? Do you happen to have your source code anywhere online? Reading decompiled scala is fairly difficult.
Thanks for posting the stack traces. I don't have an answer yet, but I'm PM'ing you my findings so far.
(Regarding source code: it's a private repo for now but I'll be publishing it on GitHub shortly after the release of my other mod "Streams" next month, which uses the same homegrown API. For now I'm happy to share some relevant code with you by PM.)
My mods:
Players, please see the top post for a new download link, and let me know if you encounter any issues.
My mods:
That's great!
Which Forge version?
It works for me on 1224/1225.
Hey, you're right! I didn't know about that mod but I just tried it and it's like the two were made for each other. For those who don't know, No Cubes visually changes the blocky landscape of Minecraft into smooth curves. I encourage everyone to give it a try.
Thanks IStoleThePies for bringing this to our attention! I added a link to the mod in the first post.
My mods:
That's difficult to do. As it is, each block is divided in 4 "columns" that are each half-height or full-height depending on the height of the neighbors in their corner. Adding granularity would require subdividing each block into larger squares of 9, 16, 25 or more columns which complicates the algorithm and would probably degrade performance.
That said I'll soon be releasing another mod from the same internal API and will be publishing the source code then, so others can give it a try. The code is in Scala but even for those unfamiliar with it, the Repose algorithm is fairly simple to understand I think.
My mods:
* 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?
That's correct. There's also a config option to enable the same for "natural" stone blocks. The options screen tooltip lists all blocks concerned.
My mods:
Could you look in your Minecraft "crash-reports" directory and copy the file from that crash on pastebin? Maybe I can help then.
My mods:
My mods:
I had to look up "nerd-pole"... I guess I learned something today. :-) It's sort of intentional - when I realized I couldn't jump high enough from a single dirt block to place another one below I thought it fit the mod philosophy of greater realism for such blocks. But some players might not want it so. I'll consider making that an option in the config.
My mods:
My mods:
I had a feeling that could've been the idea behind it. The old nerd-pole is kind of an important mechanic for most people I'd imagine, especially for building. Configurable would be brilliant.