This mod isnt working for me. I have modloader and i do everything correctly (installation) but when i load up minecraft, when it gets to the mojang page right after loging in, the screen goes white and this message comes up:
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem; Exception occured in ModLoader
This error has been saved to C:\Users\*****\AppData\Roaming\.minecraft\crash-reports\crash-2012-10-16_11.57.18-client.txt for your convenience. Please include a copy of this file if you report this crash to anyone.
--- BEGIN ERROR REPORT 3bbb2a73 --------
Generated 16/10/12 11:57 AM
- Minecraft Version: 1.3.2
- Operating System: Windows 7 (amd64) version 6.1
- Java Version: 1.7.0_07, Oracle Corporation
- Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Oracle Corporation
- Memory: 406373936 bytes (387 MB) / 514523136 bytes (490 MB) up to 954466304 bytes (910 MB)
- JVM Flags: 2 total; -Xms512m -Xmx1024m
- ModLoader: Mods loaded: 2
ModLoader 1.3.2
mod_TooManyItems 1.3.2 2012-09-13
java.lang.VerifyError: (class: mod_Zeppelin, method: takenFromCrafting signature: (Lyw;Laan;Lio;)V) Incompatible argument to function
at java.lang.Class.getDeclaredFields0(Native Method)
at java.lang.Class.privateGetDeclaredFields(Unknown Source)
at java.lang.Class.getDeclaredFields(Unknown Source)
at ModLoader.setupProperties(ModLoader.java:2064)
at ModLoader.addMod(ModLoader.java:342)
at ModLoader.readFromModFolder(ModLoader.java:1429)
at ModLoader.init(ModLoader.java:932)
at ModLoader.addAllRenderers(ModLoader.java:185)
at avy.<init>(RenderManager.java:87)
at avy.<clinit>(RenderManager.java:14)
at net.minecraft.client.Minecraft.a(SourceFile:260)
at net.minecraft.client.Minecraft.run(SourceFile:516)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT ac4439a ----------
The Crash report then says:
---- Minecraft Crash Report ----
// Who set us up the TNT?
Time: 16/10/12 11:57 AM
Description: Exception occured in ModLoader
java.lang.VerifyError: (class: mod_Zeppelin, method: takenFromCrafting signature: (Lyw;Laan;Lio;)V) Incompatible argument to function
at java.lang.Class.getDeclaredFields0(Native Method)
at java.lang.Class.privateGetDeclaredFields(Unknown Source)
at java.lang.Class.getDeclaredFields(Unknown Source)
at ModLoader.setupProperties(ModLoader.java:2064)
at ModLoader.addMod(ModLoader.java:342)
at ModLoader.readFromModFolder(ModLoader.java:1429)
at ModLoader.init(ModLoader.java:932)
at ModLoader.addAllRenderers(ModLoader.java:185)
at avy.<init>(RenderManager.java:87)
at avy.<clinit>(RenderManager.java:14)
at net.minecraft.client.Minecraft.a(SourceFile:260)
at net.minecraft.client.Minecraft.run(SourceFile:516)
at java.lang.Thread.run(Unknown Source)
Relevant Details:
- Minecraft Version: 1.3.2
- Operating System: Windows 7 (amd64) version 6.1
- Java Version: 1.7.0_07, Oracle Corporation
- Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Oracle Corporation
- Memory: 406373936 bytes (387 MB) / 514523136 bytes (490 MB) up to 954466304 bytes (910 MB)
- JVM Flags: 2 total; -Xms512m -Xmx1024m
- ModLoader: Mods loaded: 2
ModLoader 1.3.2
mod_TooManyItems 1.3.2 2012-09-13
As you can see, modloader works because its able to load the too many items mod, but then when i put the zeppelin mod on the game crashes.
So Please help D:
@asikar What texture does that belong to, in Glimmar's pack? I'm certain it isn't a wool texture, and I know it is isn't iron/nether
With Glimmar's pack you can change the texture. he's got a folder in it specifically named alternates. i just opened the texture.png in paint.net and cut and pasted the texture i wanted. this makes it very good for personalizing your own worlds the downside is that you keep having to explain to everybody what the blocks are.
how do you change the properties? i have a lot of extra blocks that i want to change to look like a different glass.
Ah...sorry, I said it like it was part of Glimmar's pack. It's Zombe's mod pack, and it's the "item mod" of the pack which allows you to change block properties. Basically after you install Zombe's mod pack, uncomment the part for "item mod" in the config.txt file then edit the "items.txt" file and input the parameters for the block you want to change its properties for.
Using this method, I am able to turn white and grey wool into blocks that do not burn, and emit as much light as glowstone. If you are interested in installing Zombe's pack, I can get you exact instructions on how to change the properties for your block. BTW, Zombe's mod pack is also a huge help for building stuff in the world, it's truly the swiss army knife of Minecraft.
Blakmajik, I don't think you have released a 1.3.2 version f the mod yet so I will take the opportunity to show you one of my ideas I incorporated for your mod and a recent issue that has recurring over the past few mod updates.
I have recently developed a massive airship hangar capable of housing up to 8-9 of my airship designs. And I utilize a system that involves moving my zeppelins around the hangar with a small service "tow vehicle" that locks on to my zeppelins with pistons and these tow vehicles maintain orientation with stone channels.
Here is an overall screenshot of my Hangar.
Here is one of my Vengeance class airships with one of my tow vehicles attached:
Main Hangar door:
Mein Deutsche Kameraden might like this:
Anyway, that is my hangar and after its finished I will place it underground and make a server revolved around zeppelin battles once additional zeppelin base/hangar facilities are complete. HOWEVER my problem is that I have tinkered with vehicles using your zeppelin mod that travel using stone channels as guides and this worked before on previous versions of your mod but with the latest version zeppelin vehicles of any kind WILL NOT MOVE when they are making direct contact with Dirt, Sand, Stone, Etc. while part of the zeppelin vehicle is contained in a channel or rail.( The zeppelin vehicle will not slide in the channels) They just get stuck. Is there any way you can fix this before you release your next update? If you can, my zeppelin hangar facility would be an excellent showcase for your mod.
Blakmajik, I don't think you have released a 1.3.2 version f the mod yet so I will take the opportunity to show you one of my ideas I incorporated for your mod and a recent issue that has recurring over the past few mod updates.
I have recently developed a massive airship hangar capable of housing up to 8-9 of my airship designs. And I utilize a system that involves moving my zeppelins around the hangar with a small service "tow vehicle" that locks on to my zeppelins with pistons and these tow vehicles maintain orientation with stone channels.
Here is an overall screenshot of my Hangar.
Here is one of my Vengeance class airships with one of my tow vehicles attached:
Main Hangar door:
Mein Deutsche Kameraden might like this:
Anyway, that is my hangar and after its finished I will place it underground and make a server revolved around zeppelin battles once additional zeppelin base/hangar facilities are complete. HOWEVER my problem is that I have tinkered with vehicles using your zeppelin mod that travel using stone channels as guides and this worked before on previous versions of your mod but with the latest version zeppelin vehicles of any kind WILL NOT MOVE when they are making direct contact with Dirt, Sand, Stone, Etc. while part of the zeppelin vehicle is contained in a channel or rail.( The zeppelin vehicle will not slide in the channels) They just get stuck. Is there any way you can fix this before you release your next update? If you can, my zeppelin hangar facility would be an excellent showcase for your mod.
Nice! Now a challenge: make the hangar door open and close using RedPower2 frames :D.
Blakmajik, I don't think you have released a 1.3.2 version f the mod yet so I will take the opportunity to show you one of my ideas I incorporated for your mod and a recent issue that has recurring over the past few mod updates.
I have recently developed a massive airship hangar capable of housing up to 8-9 of my airship designs. And I utilize a system that involves moving my zeppelins around the hangar with a small service "tow vehicle" that locks on to my zeppelins with pistons and these tow vehicles maintain orientation with stone channels.
Here is an overall screenshot of my Hangar.
Here is one of my Vengeance class airships with one of my tow vehicles attached:
Main Hangar door:
Mein Deutsche Kameraden might like this:
Anyway, that is my hangar and after its finished I will place it underground and make a server revolved around zeppelin battles once additional zeppelin base/hangar facilities are complete. HOWEVER my problem is that I have tinkered with vehicles using your zeppelin mod that travel using stone channels as guides and this worked before on previous versions of your mod but with the latest version zeppelin vehicles of any kind WILL NOT MOVE when they are making direct contact with Dirt, Sand, Stone, Etc. while part of the zeppelin vehicle is contained in a channel or rail.( The zeppelin vehicle will not slide in the channels) They just get stuck. Is there any way you can fix this before you release your next update? If you can, my zeppelin hangar facility would be an excellent showcase for your mod.
Very nice hangar, I love seeing stuff like this. For me, it's not just the airships, the hangars/factories/refuelling stations/etc. are also great ways to exercise the imagination with.
As for your problem, I run into this all the time and I believe that it has to do with orientation of the rails. For example...
This is a ship elevator storage facility. There are 5 platforms and 6 slots, and you can see that it is possible to move the platforms around so that you can bring any of them up or down. This works perfectly and none of the platforms get stuck, however you can see that the rails only allow movement up, down, left and right on a East-West axis. It does not move North-South, in other words the platforms do not go forward or back. I think that if the rails run North-South, they will not work and will get stuck.
Anyway, that is my hangar and after its finished I will place it underground and make a server revolved around zeppelin battles once additional zeppelin base/hangar facilities are complete. HOWEVER my problem is that I have tinkered with vehicles using your zeppelin mod that travel using stone channels as guides and this worked before on previous versions of your mod but with the latest version zeppelin vehicles of any kind WILL NOT MOVE when they are making direct contact with Dirt, Sand, Stone, Etc. while part of the zeppelin vehicle is contained in a channel or rail.( The zeppelin vehicle will not slide in the channels) They just get stuck. Is there any way you can fix this before you release your next update? If you can, my zeppelin hangar facility would be an excellent showcase for your mod.
The rail issue should be fixed now (whenever the next version comes out).
For everyone: here's a list of things that are still not working:
-Controlling the ship with commands
-Moving upwards without falling through
-Moving upwards without losing camera control
-Remote controls
-Breaking blocks or activating redstone does not update other multiplayers
-Still no proper support for forge textures
-Probably other things
So there are still some major blocks I have not been able to get working yet
BUT SMP creation of craft works, everyone can walk around on it, and ship/turntable movements work without issue.
The rail issue should be fixed now (whenever the next version comes out).
For everyone: here's a list of things that are still not working:
-Controlling the ship with commands
-Moving upwards without falling through
-Moving upwards without losing camera control
-Remote controls
-Breaking blocks or activating redstone does not update other multiplayers
-Still no proper support for forge textures
-Probably other things
So there are still some major blocks I have not been able to get working yet
BUT SMP creation of craft works, everyone can walk around on it, and ship/turntable movements work without issue.
Good work. keep coding, i know i couldn't do it.
i messed around with some basic, very basic robot programming and if you miss one line you have to go back through the whole thing to find that ONE FREAKING LINE that was wrong. raging aside, i am anticipating the release, even though there is still a ways to go.
Very nice hangar, I love seeing stuff like this. For me, it's not just the airships, the hangars/factories/refuelling stations/etc. are also great ways to exercise the imagination with.
As for your problem, I run into this all the time and I believe that it has to do with orientation of the rails. For example...
This is a ship elevator storage facility. There are 5 platforms and 6 slots, and you can see that it is possible to move the platforms around so that you can bring any of them up or down. This works perfectly and none of the platforms get stuck, however you can see that the rails only allow movement up, down, left and right on a East-West axis. It does not move North-South, in other words the platforms do not go forward or back. I think that if the rails run North-South, they will not work and will get stuck.
Thats a real neat contraption you have there GNS, I would like to see it working sometime. And I completely agree with you on building facilities to support zeppelins. Its not wise for players to have their vehicles lying around so that mobs can mess with them or they could get stolen by griefers is you are playing multiplayer. Its nice to have a safe place to store and even repair your craft when they are not in use also, its good to know I'm not the only one out there with this problem. By the way, I added some catwalks and a new loader vehicle that will travel along this stone rail here:
The rail issue should be fixed now (whenever the next version comes out).
For everyone: here's a list of things that are still not working:
-Controlling the ship with commands
-Moving upwards without falling through
-Moving upwards without losing camera control
-Remote controls
-Breaking blocks or activating redstone does not update other multiplayers
-Still no proper support for forge textures
-Probably other things
So there are still some major blocks I have not been able to get working yet
BUT SMP creation of craft works, everyone can walk around on it, and ship/turntable movements work without issue.
Its great to hear from you blakmajik and I'm glad you fixed the problem. Take as much time as you need to update the mod and when it is finished I would love to try out some of my support vehicles in my new hangar.
Hello there, quite enjoying the mod but I do have a few questions and issues(thankfully none of which is related to 'when R U updatingggg??)
1. I'm still running into the issue of becoming detached from the craft while it's in flight, and falling to my death and losing the craft as it slides out from underneath me and I phase through the nearest wall.
2. I've had the occasional problem of the craft completely popping out of existence while in flight, which is a something of a bummer when you painstakingly built the thing in survival mode.
3. How do I adjust various settings for the mod such as amount of blocks allowed on a craft? I've got this fantastic obsidian battleship set up with all kinds of neat functions, but not being able to move it anywhere kind of sucks. I know you're supposed to look in the configuration file, but when I did it came up as a read-only kind of file so I was unable to edit or interact with anything in it at all. I'm operating on a Mac if it makes any difference.
4. Would it ever be possible to somehow make two different kinds of controller blocks operate independently while their respective crafts are attached to one another? I was hoping to have independently swivelling turrets that could turn and fire while the ship is in motion (which is an academic issue of course, as I've been unable to get the ship moving for reasons mentioned above).
this is what i got (i don't know how to do the spoiler thing so it's long)
Minecraft has stopped running because it encountered a problem.
--- BEGIN ERROR REPORT 72335a2d --------
Generated 10/18/12 12:15 AM
Minecraft: Minecraft 1.2.3
OS: Windows Vista (x86) version 6.0
Java: 1.7.0_09, Oracle Corporation
VM: Java HotSpot(TM) Client VM (mixed mode), Oracle Corporation
LWJGL: 2.4.2
OpenGL: GeForce 6100 nForce 405/integrated/SSE2/3DNOW! version 2.1.2, NVIDIA Corporation
java.lang.NoSuchMethodError: fg.<init>(JIZZLvt;)V
at Zeppelin.BlockGrid.<init>(BlockGrid.java:72)
at Zeppelin.Craft.<init>(Craft.java:58)
at Zeppelin.CraftManager.createCraftFromController(CraftManager.java:136)
at Zeppelin.BlockController.activateController(BlockController.java:52)
at Zeppelin.BlockController.b(BlockController.java:81)
at afa.a(SourceFile:61)
at TMIPlayerControllerCreative.a(TMIPlayerControllerCreative.java:19)
at net.minecraft.client.Minecraft.c(Minecraft.java:1435)
at net.minecraft.client.Minecraft.k(Minecraft.java:1852)
at hn.k(MinecraftImpl.java:40)
at net.minecraft.client.Minecraft.x(Minecraft.java:891)
at net.minecraft.client.Minecraft.run(Minecraft.java:799)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 438ad1f0 ----------
it' not out for 1.3
it should pop up after minecraft crashes
CURRENT AIRSHIP: www.minecraftforum.net/topic/488434-125-zeppelin-031-wip/page__st__10880#entry18337335
With Glimmar's pack you can change the texture. he's got a folder in it specifically named alternates. i just opened the texture.png in paint.net and cut and pasted the texture i wanted. this makes it very good for personalizing your own worlds the downside is that you keep having to explain to everybody what the blocks are.
CURRENT AIRSHIP: www.minecraftforum.net/topic/488434-125-zeppelin-031-wip/page__st__10880#entry18337335
how do you change the properties? i have a lot of extra blocks that i want to change to look like a different glass.
Ah...sorry, I said it like it was part of Glimmar's pack. It's Zombe's mod pack, and it's the "item mod" of the pack which allows you to change block properties. Basically after you install Zombe's mod pack, uncomment the part for "item mod" in the config.txt file then edit the "items.txt" file and input the parameters for the block you want to change its properties for.
Using this method, I am able to turn white and grey wool into blocks that do not burn, and emit as much light as glowstone. If you are interested in installing Zombe's pack, I can get you exact instructions on how to change the properties for your block. BTW, Zombe's mod pack is also a huge help for building stuff in the world, it's truly the swiss army knife of Minecraft.
CURRENT AIRSHIP: www.minecraftforum.net/topic/488434-125-zeppelin-031-wip/page__st__10880#entry18337335
Sound's interesting, i think i'll look into it. PM me so we don't take up room in the forums. my email is on my profile.
I have recently developed a massive airship hangar capable of housing up to 8-9 of my airship designs. And I utilize a system that involves moving my zeppelins around the hangar with a small service "tow vehicle" that locks on to my zeppelins with pistons and these tow vehicles maintain orientation with stone channels.
Here is an overall screenshot of my Hangar.
Here is one of my Vengeance class airships with one of my tow vehicles attached:
Main Hangar door:
Mein Deutsche Kameraden might like this:
Anyway, that is my hangar and after its finished I will place it underground and make a server revolved around zeppelin battles once additional zeppelin base/hangar facilities are complete. HOWEVER my problem is that I have tinkered with vehicles using your zeppelin mod that travel using stone channels as guides and this worked before on previous versions of your mod but with the latest version zeppelin vehicles of any kind WILL NOT MOVE when they are making direct contact with Dirt, Sand, Stone, Etc. while part of the zeppelin vehicle is contained in a channel or rail.( The zeppelin vehicle will not slide in the channels) They just get stuck. Is there any way you can fix this before you release your next update? If you can, my zeppelin hangar facility would be an excellent showcase for your mod.
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Curse PremiumNice! Now a challenge: make the hangar door open and close using RedPower2 frames :D.
ok go to this* page and download the error test he links in the "trouble shooting" section an run it then do whatever is making minecraft crash
*http://www.minecraftforum.net/topic/182918-125flans-mod-rewritten-and-now-totally-awesome/
Very nice hangar, I love seeing stuff like this. For me, it's not just the airships, the hangars/factories/refuelling stations/etc. are also great ways to exercise the imagination with.
As for your problem, I run into this all the time and I believe that it has to do with orientation of the rails. For example...
This is a ship elevator storage facility. There are 5 platforms and 6 slots, and you can see that it is possible to move the platforms around so that you can bring any of them up or down. This works perfectly and none of the platforms get stuck, however you can see that the rails only allow movement up, down, left and right on a East-West axis. It does not move North-South, in other words the platforms do not go forward or back. I think that if the rails run North-South, they will not work and will get stuck.
CURRENT AIRSHIP: www.minecraftforum.net/topic/488434-125-zeppelin-031-wip/page__st__10880#entry18337335
PM sent
CURRENT AIRSHIP: www.minecraftforum.net/topic/488434-125-zeppelin-031-wip/page__st__10880#entry18337335
The rail issue should be fixed now (whenever the next version comes out).
For everyone: here's a list of things that are still not working:
-Controlling the ship with commands
-Moving upwards without falling through
-Moving upwards without losing camera control
-Remote controls
-Breaking blocks or activating redstone does not update other multiplayers
-Still no proper support for forge textures
-Probably other things
So there are still some major blocks I have not been able to get working yet
BUT SMP creation of craft works, everyone can walk around on it, and ship/turntable movements work without issue.
Good work. keep coding, i know i couldn't do it.
i messed around with some basic, very basic robot programming and if you miss one line you have to go back through the whole thing to find that ONE FREAKING LINE that was wrong. raging aside, i am anticipating the release, even though there is still a ways to go.
Thats a real neat contraption you have there GNS, I would like to see it working sometime. And I completely agree with you on building facilities to support zeppelins. Its not wise for players to have their vehicles lying around so that mobs can mess with them or they could get stolen by griefers is you are playing multiplayer. Its nice to have a safe place to store and even repair your craft when they are not in use also, its good to know I'm not the only one out there with this problem. By the way, I added some catwalks and a new loader vehicle that will travel along this stone rail here:
Its great to hear from you blakmajik and I'm glad you fixed the problem. Take as much time as you need to update the mod and when it is finished I would love to try out some of my support vehicles in my new hangar.
1. I'm still running into the issue of becoming detached from the craft while it's in flight, and falling to my death and losing the craft as it slides out from underneath me and I phase through the nearest wall.
2. I've had the occasional problem of the craft completely popping out of existence while in flight, which is a something of a bummer when you painstakingly built the thing in survival mode.
3. How do I adjust various settings for the mod such as amount of blocks allowed on a craft? I've got this fantastic obsidian battleship set up with all kinds of neat functions, but not being able to move it anywhere kind of sucks. I know you're supposed to look in the configuration file, but when I did it came up as a read-only kind of file so I was unable to edit or interact with anything in it at all. I'm operating on a Mac if it makes any difference.
4. Would it ever be possible to somehow make two different kinds of controller blocks operate independently while their respective crafts are attached to one another? I was hoping to have independently swivelling turrets that could turn and fire while the ship is in motion (which is an academic issue of course, as I've been unable to get the ship moving for reasons mentioned above).
Minecraft has stopped running because it encountered a problem.
--- BEGIN ERROR REPORT 72335a2d --------
Generated 10/18/12 12:15 AM
Minecraft: Minecraft 1.2.3
OS: Windows Vista (x86) version 6.0
Java: 1.7.0_09, Oracle Corporation
VM: Java HotSpot(TM) Client VM (mixed mode), Oracle Corporation
LWJGL: 2.4.2
OpenGL: GeForce 6100 nForce 405/integrated/SSE2/3DNOW! version 2.1.2, NVIDIA Corporation
java.lang.NoSuchMethodError: fg.<init>(JIZZLvt;)V
at Zeppelin.BlockGrid.<init>(BlockGrid.java:72)
at Zeppelin.Craft.<init>(Craft.java:58)
at Zeppelin.CraftManager.createCraftFromController(CraftManager.java:136)
at Zeppelin.BlockController.activateController(BlockController.java:52)
at Zeppelin.BlockController.b(BlockController.java:81)
at afa.a(SourceFile:61)
at TMIPlayerControllerCreative.a(TMIPlayerControllerCreative.java:19)
at net.minecraft.client.Minecraft.c(Minecraft.java:1435)
at net.minecraft.client.Minecraft.k(Minecraft.java:1852)
at hn.k(MinecraftImpl.java:40)
at net.minecraft.client.Minecraft.x(Minecraft.java:891)
at net.minecraft.client.Minecraft.run(Minecraft.java:799)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 438ad1f0 ----------