I meant the 6 months of Day/Night on the poles respectively.
Okay. It's not a "feature" but… it's a consequence of being at that location. I guess that's what confused me. I demonstrated it in the tutorial videos.
Okay. It's not a "feature" but… it's a consequence of being at that location. I guess that's what confused me. I demonstrated it in the tutorial videos.
Ok. So I'll watch the videos then. What I meant by the x/y/z thing was where the poles are in-game (by default spawn Latitude + Longitude), because the minecraft world is a lot bigger than earth, at something around 30,000,000 m2 by default (with a maximum of 960,000,000 m2). So are the poles at the same place in every world, or is it based on the spawn point?
Also, what does this mean for customizing the Axial Tilt of planets/satalites in Stellarium?
And a new question, with you be able to add in negative values for the day length for planets? (Making the planet spin counter-clockwise, like Venus?)
EDIT: My head exploded when I saw I had not capitalized Venus. Couldn't help myself.
EDIT EDIT: Turns out it goes by default to 60,000,000 m2, at it goes to +30 Million (x and z) and -30 Million (also x and z)
Ok. So I'll watch the videos then. What I meant by the x/y/z thing was where the poles are in-game (by default spawn Latitude + Longitude), because the minecraft world is a lot bigger than earth, at something around 30,000,000 m2 by default (with a maximum of 960,000,000 m2). So are the poles at the same place in every world, or is it based on the spawn point?
Also, what does this mean for customizing the Axial Tilt of planets/satalites in Stellarium?
And a new question, with you be able to add in negative values for the day length for planets? (Making the planet spin counter-clockwise, like Venus?)
EDIT: My head exploded when I saw I had not capitalized Venus. Couldn't help myself.
EDIT EDIT: Turns out it goes by default to 60,000,000 m2, at it goes to +30 Million (x and z) and -30 Million (also x and z)
Stellar Sky is meant to simulate our IRL earth solar system. Stellarium is the mod that will allow you to customize your solar/planetary systems… so that's where you'd customize things like Venus/Planet day length (or similar settings).
The latitude and longitude doesn't change, as the player moves through the world (x,z).
Axial Tilt was an idea I had to make it so that people who want to use Stellar Sky on a server that doesn't have Stellar Sky… could have a day/night cycle like Vanilla Minecraft. I haven't tested it or played with it yet since Abastro added it (haven't even seen the config file yet)… but basically, it's the tilt of the planet (world). I'm guessing here (again, because I haven't played with it yet) but I think if you set the planet to have zero tilt, it would have a Vanilla day/night cycle. That allows users to use the mod on a server, and match the Vanilla Server's sun positions in the sky. The reason for that was (read back several posts) people were seeing mobs during the morning when the sun was up, or before the sun was down. Or not seeing mobs at all, at some points of the night… depending on what they had set their Stellar Sky config file options to.
Stellar Sky is meant to simulate our IRL earth solar system. Stellarium is the mod that will allow you to customize your solar/planetary systems… so that's where you'd customize things like Venus/Planet day length (or similar settings).
The latitude and longitude doesn't change, as the player moves through the world (x,z).
Axial Tilt was an idea I had to make it so that people who want to use Stellar Sky on a server that doesn't have Stellar Sky… could have a day/night cycle like Vanilla Minecraft. I haven't tested it or played with it yet since Abastro added it (haven't even seen the config file yet)… but basically, it's the tilt of the planet (world). I'm guessing here (again, because I haven't played with it yet) but I think if you set the planet to have zero tilt, it would have a Vanilla day/night cycle. That allows users to use the mod on a server, and match the Vanilla Server's sun positions in the sky. The reason for that was (read back several posts) people were seeing mobs during the morning when the sun was up, or before the sun was down. Or not seeing mobs at all, at some points of the night… depending on what they had set their Stellar Sky config file options to.
Huh. The Longitude + Latitude not changing is weird. (How big must this planet be to move so may meters for so long and not change your longitude + latitude!)
The Axial tilt thing makes sense, but for Stellarium, with customization of a planet's tilt be an option? How will you determine what longitude + latitude the player will land at? ...Or do you get to choose?
One of the features that I hope Stellarium to have (that galacticraft never had, severely decreasing my love of the mod), was the ability to choose where you would land, and since Stellar Sky uses longitude + latitude, I would expect that before you landed on a planet you would get to (or have to) choose where you would land, with maybe at few areas of easy landing, but scarce resources, or hard landings with abundant resources.
Anyway, that's just my two cents.
(Is that how that metaphor works? I was never sure)
The Meaning of Life, the Universe, and Everything.
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Posts:
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Of course you will be able to choose them on Stellarium. But on Stellar Sky, varying longitude and latitude was impossible since minecraft considers that the sky is constant by space in a world.
Rollback Post to RevisionRollBack
Photoptics introduces optical instruments in minecraft such as binoculars and telescopes.
The Meaning of Life, the Universe, and Everything.
Location:
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Join Date:
7/2/2013
Posts:
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Location:
On Pluto. Send Help!
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The mod author is working on it. I checked the current state of it on the GitHub thing and it currently doesn't work. This is a big thing that they (gender neutral pronoun/multiple people) are working on, and it might take a long time. Heck, originaly, they had the release some time in August. Last year August. You should just favorite the forum page like I did, and check on it every once in a while. But boy, when this does come out, I hope it's good, so I can replace Galacticraft on my private modpacks forever! (It's so expensive =[ )
Does this mod changes the shape of planet minecraft making spherical or cubical?
Also it could create your own galaxy or the entire universe in minecraft?
Does this mod changes the shape of planet minecraft making spherical or cubical?
Also it could create your own galaxy or the entire universe in minecraft?
And how long it takes to do the mod?
Do you mean Stellarium?
In the case, planets will be spherical, and adding galaxy is far away feature.
Do you mean Stellarium?
In the case, planets will be spherical, and adding galaxy is far away feature.
Woah, what if in the future, Stellarium makes it so minecraft exists all on one big server, with real astronomical distances between worlds (planets/stars),
and to play with friends, you either have to start on the same planet or build a ship and meet them on another planet.
...wait
What if there was a star catalog, but custom, and You could name stars, and make calendars and catalogs, allowing other players on other planets to use your calendars/star catalogs, creating whole organizations based from planet to planet, with the ability to name your home world, causing other species (or players) to call your star/planet what you call it, because of the fact that it is yours. Or they could just carpet bomb your homeworld and them colonize the ashes, and then... and... the... uh... *blacks out*
Time: 5/15/16 10:06 AM
Description: There was a severe problem during mod loading that has caused the game to fail
cpw.mods.fml.common.LoaderException: java.lang.NoClassDefFoundError: stellarapi/api/lib/math/Matrix3
at cpw.mods.fml.common.LoadController.transition(LoadController.java:163)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:544)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:208)
at net.minecraft.client.Minecraft.func_71384_a(Unknown Source)
at net.minecraft.client.Minecraft.func_99999_d(Unknown Source)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
Caused by: java.lang.NoClassDefFoundError: stellarapi/api/lib/math/Matrix3
at stellarium.stellars.star.brstar.LayerBrStar.<clinit>(LayerBrStar.java:35)
at stellarium.stellars.layer.StellarLayerRegistry.<init>(StellarLayerRegistry.java:38)
at stellarium.stellars.layer.StellarLayerRegistry.getInstance(StellarLayerRegistry.java:30)
at stellarium.common.CommonSettings.<init>(CommonSettings.java:27)
at stellarium.CommonProxy.<init>(CommonProxy.java:23)
at stellarium.ClientProxy.<init>(ClientProxy.java:22)
at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
at sun.reflect.NativeConstructorAccessorImpl.newInstance(Unknown Source)
at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(Unknown Source)
at java.lang.reflect.Constructor.newInstance(Unknown Source)
at java.lang.Class.newInstance(Unknown Source)
at cpw.mods.fml.common.ProxyInjector.inject(ProxyInjector.java:59)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:512)
at sun.reflect.GeneratedMethodAccessor4.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:212)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:190)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:119)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:513)
... 10 more
Caused by: java.lang.ClassNotFoundException: stellarapi.api.lib.math.Matrix3
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:191)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 44 more
Caused by: java.lang.NullPointerException
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:182)
... 46 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
Time: 5/15/16 10:06 AM
Description: There was a severe problem during mod loading that has caused the game to fail
cpw.mods.fml.common.LoaderException: java.lang.NoClassDefFoundError: stellarapi/api/lib/math/Matrix3
at cpw.mods.fml.common.LoadController.transition(LoadController.java:163)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:544)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:208)
at net.minecraft.client.Minecraft.func_71384_a(Unknown Source)
at net.minecraft.client.Minecraft.func_99999_d(Unknown Source)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
Caused by: java.lang.NoClassDefFoundError: stellarapi/api/lib/math/Matrix3
at stellarium.stellars.star.brstar.LayerBrStar.<clinit>(LayerBrStar.java:35)
at stellarium.stellars.layer.StellarLayerRegistry.<init>(StellarLayerRegistry.java:38)
at stellarium.stellars.layer.StellarLayerRegistry.getInstance(StellarLayerRegistry.java:30)
at stellarium.common.CommonSettings.<init>(CommonSettings.java:27)
at stellarium.CommonProxy.<init>(CommonProxy.java:23)
at stellarium.ClientProxy.<init>(ClientProxy.java:22)
at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
at sun.reflect.NativeConstructorAccessorImpl.newInstance(Unknown Source)
at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(Unknown Source)
at java.lang.reflect.Constructor.newInstance(Unknown Source)
at java.lang.Class.newInstance(Unknown Source)
at cpw.mods.fml.common.ProxyInjector.inject(ProxyInjector.java:59)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:512)
at sun.reflect.GeneratedMethodAccessor4.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:212)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:190)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:119)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:513)
... 10 more
Caused by: java.lang.ClassNotFoundException: stellarapi.api.lib.math.Matrix3
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:191)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 44 more
Caused by: java.lang.NullPointerException
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:182)
... 46 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
Okay. It's not a "feature" but… it's a consequence of being at that location. I guess that's what confused me. I demonstrated it in the tutorial videos.
Ok. So I'll watch the videos then. What I meant by the x/y/z thing was where the poles are in-game (by default spawn Latitude + Longitude), because the minecraft world is a lot bigger than earth, at something around 30,000,000 m2 by default (with a maximum of 960,000,000 m2). So are the poles at the same place in every world, or is it based on the spawn point?
Also, what does this mean for customizing the Axial Tilt of planets/satalites in Stellarium?
And a new question, with you be able to add in negative values for the day length for planets? (Making the planet spin counter-clockwise, like Venus?)
EDIT: My head exploded when I saw I had not capitalized Venus. Couldn't help myself.
EDIT EDIT: Turns out it goes by default to 60,000,000 m2, at it goes to +30 Million (x and z) and -30 Million (also x and z)
And now for some things that I'm less proud of:
I just took the Minecraft Noob test! Check out what I scored. Think you can beat me?!
To take the test, check out
http://minecraftnoobtest.com/test.php
Stellar Sky is meant to simulate our IRL earth solar system. Stellarium is the mod that will allow you to customize your solar/planetary systems… so that's where you'd customize things like Venus/Planet day length (or similar settings).
The latitude and longitude doesn't change, as the player moves through the world (x,z).
Axial Tilt was an idea I had to make it so that people who want to use Stellar Sky on a server that doesn't have Stellar Sky… could have a day/night cycle like Vanilla Minecraft. I haven't tested it or played with it yet since Abastro added it (haven't even seen the config file yet)… but basically, it's the tilt of the planet (world). I'm guessing here (again, because I haven't played with it yet) but I think if you set the planet to have zero tilt, it would have a Vanilla day/night cycle. That allows users to use the mod on a server, and match the Vanilla Server's sun positions in the sky. The reason for that was (read back several posts) people were seeing mobs during the morning when the sun was up, or before the sun was down. Or not seeing mobs at all, at some points of the night… depending on what they had set their Stellar Sky config file options to.
Huh. The Longitude + Latitude not changing is weird. (How big must this planet be to move so may meters for so long and not change your longitude + latitude!)
The Axial tilt thing makes sense, but for Stellarium, with customization of a planet's tilt be an option? How will you determine what longitude + latitude the player will land at? ...Or do you get to choose?
One of the features that I hope Stellarium to have (that galacticraft never had, severely decreasing my love of the mod), was the ability to choose where you would land, and since Stellar Sky uses longitude + latitude, I would expect that before you landed on a planet you would get to (or have to) choose where you would land, with maybe at few areas of easy landing, but scarce resources, or hard landings with abundant resources.
Anyway, that's just my two cents.
(Is that how that metaphor works? I was never sure)
And now for some things that I'm less proud of:
I just took the Minecraft Noob test! Check out what I scored. Think you can beat me?!
To take the test, check out
http://minecraftnoobtest.com/test.php
Of course you will be able to choose them on Stellarium. But on Stellar Sky, varying longitude and latitude was impossible since minecraft considers that the sky is constant by space in a world.
Photoptics introduces optical instruments in minecraft such as binoculars and telescopes.
+ InvWorks
When can we go into space in stellarium 1.7.10,1.8,1.9
The mod author is working on it. I checked the current state of it on the GitHub thing and it currently doesn't work. This is a big thing that they (gender neutral pronoun/multiple people) are working on, and it might take a long time. Heck, originaly, they had the release some time in August. Last year August. You should just favorite the forum page like I did, and check on it every once in a while. But boy, when this does come out, I hope it's good, so I can replace Galacticraft on my private modpacks forever! (It's so expensive =[ )
And now for some things that I'm less proud of:
I just took the Minecraft Noob test! Check out what I scored. Think you can beat me?!
To take the test, check out
http://minecraftnoobtest.com/test.php
Does this mod changes the shape of planet minecraft making spherical or cubical?
Also it could create your own galaxy or the entire universe in minecraft?
And how long it takes to do the mod?
Do you mean Stellarium?
In the case, planets will be spherical, and adding galaxy is far away feature.
Photoptics introduces optical instruments in minecraft such as binoculars and telescopes.
+ InvWorks
Woah, what if in the future, Stellarium makes it so minecraft exists all on one big server, with real astronomical distances between worlds (planets/stars),
and to play with friends, you either have to start on the same planet or build a ship and meet them on another planet.
...wait
What if there was a star catalog, but custom, and You could name stars, and make calendars and catalogs, allowing other players on other planets to use your calendars/star catalogs, creating whole organizations based from planet to planet, with the ability to name your home world, causing other species (or players) to call your star/planet what you call it, because of the fact that it is yours. Or they could just carpet bomb your homeworld and them colonize the ashes, and then... and... the... uh... *blacks out*
EDIT: *head explodes*
Now my desk is messy. Great.
And now for some things that I'm less proud of:
I just took the Minecraft Noob test! Check out what I scored. Think you can beat me?!
To take the test, check out
http://minecraftnoobtest.com/test.php
Is Stellar Sky mod compatible with shader packs?If not, can you make it compatible?
IDK, you should test it.
Photoptics introduces optical instruments in minecraft such as binoculars and telescopes.
+ InvWorks
in Stellarium
Does change the size of the world of minecraft?
I'm reeeeeeeeeeeeeeeeeeeeeeeeeeaaaaaaaaaaaaaaaaaaaaaallllllyyyy excited for stellarium 2.0
Will you add telescopes to stellarium?
I bookmarked the thread so that I can check it everyday.
Yes the size will be variable.
Find Photoptics mod, it is telescope part companion of Stellar Sky.
Photoptics introduces optical instruments in minecraft such as binoculars and telescopes.
+ InvWorks
Is the space stellarium is a separate dimension?
When the stellarium come out with their true abilities?
If I make a world world painter mod gives the planet the size chosen in world painter?
It crashed my game, here's the crash report:
---- Minecraft Crash Report ----
// Sorry
Time: 5/15/16 10:06 AM
Description: There was a severe problem during mod loading that has caused the game to fail
cpw.mods.fml.common.LoaderException: java.lang.NoClassDefFoundError: stellarapi/api/lib/math/Matrix3
at cpw.mods.fml.common.LoadController.transition(LoadController.java:163)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:544)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:208)
at net.minecraft.client.Minecraft.func_71384_a(Unknown Source)
at net.minecraft.client.Minecraft.func_99999_d(Unknown Source)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
Caused by: java.lang.NoClassDefFoundError: stellarapi/api/lib/math/Matrix3
at stellarium.stellars.star.brstar.LayerBrStar.<clinit>(LayerBrStar.java:35)
at stellarium.stellars.layer.StellarLayerRegistry.<init>(StellarLayerRegistry.java:38)
at stellarium.stellars.layer.StellarLayerRegistry.getInstance(StellarLayerRegistry.java:30)
at stellarium.common.CommonSettings.<init>(CommonSettings.java:27)
at stellarium.CommonProxy.<init>(CommonProxy.java:23)
at stellarium.ClientProxy.<init>(ClientProxy.java:22)
at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
at sun.reflect.NativeConstructorAccessorImpl.newInstance(Unknown Source)
at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(Unknown Source)
at java.lang.reflect.Constructor.newInstance(Unknown Source)
at java.lang.Class.newInstance(Unknown Source)
at cpw.mods.fml.common.ProxyInjector.inject(ProxyInjector.java:59)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:512)
at sun.reflect.GeneratedMethodAccessor4.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:212)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:190)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:119)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:513)
... 10 more
Caused by: java.lang.ClassNotFoundException: stellarapi.api.lib.math.Matrix3
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:191)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 44 more
Caused by: java.lang.NullPointerException
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:182)
... 46 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.7.10
Operating System: Windows 7 (x86) version 6.1
Java Version: 1.8.0_91, Oracle Corporation
Java VM Version: Java HotSpot(TM) Client VM (mixed mode, sharing), Oracle Corporation
Memory: 12669040 bytes (12 MB) / 187699200 bytes (179 MB) up to 259522560 bytes (247 MB)
JVM Flags: 1 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v9.05 FML v7.10.99.99 Minecraft Forge 10.13.4.1481 Optifine OptiFine_1.7.10_HD_U_D3 45 mods loaded, 45 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
UC mcp{9.05} [Minecraft Coder Pack] (minecraft.jar)
UC FML{7.10.99.99} [Forge Mod Loader] (forge-1.7.10-10.13.4.1481-1.7.10.jar)
UC Forge{10.13.4.1481} [Minecraft Forge] (forge-1.7.10-10.13.4.1481-1.7.10.jar)
UC CodeChickenCore{1.0.7.47} [CodeChicken Core] (minecraft.jar)
UC itemphysic{1.1.5} [ItemPhysic] (minecraft.jar)
UC NotEnoughItems{1.0.5.118} [Not Enough Items] (NotEnoughItems-1.7.10-1.0.5.118-universal.jar)
UC battlegear2{1.7.10} [Mine & Blade Battlegear 2 - Bullseye] (1.7.10-MB_Battlegear2-Bullseye-1.0.8.2.jar)
UC bspkrsCore{6.15} [bspkrsCore] ([1.7.10]bspkrsCore-universal-6.15.jar)
UC Treecapitator{1.7.10} [Treecapitator] ([1.7.10]Treecapitator-universal-2.0.4.jar)
UC adventurebackpack{1.7.10-0.8b} [Adventure Backpack] (adventurebackpack-1.7.10-0.8b.jar)
UC hud{1.3.5} [Better HUD] (Better HUD by NukeDuck [1.7.10][1.3.5].jar)
UC betterbeginnings{0.9.4-R2} [Better Beginnings] (betterbeginnings-MC1.7.10-b0.9.4-R2.jar)
UC BetterFoliage{1.0.15} [Better Foliage] (BetterFoliage-mc1.7-1.0.15.jar)
UC bigtrees{1.7.2b} [The BigTrees Mod] (BigTrees-172b-forge1060.jar)
UC CosmeticArmor{1.0.5} [Cosmetic Armor] (CosmeticArmor-1.7.10-1.0.5.B8-universal.jar)
UC creativecore{1.3.14} [CreativeCore] (CreativeCore v1.3.21 mc1.7.10.jar)
UC DynamicLights{1.3.5} [Dynamic Lights] (DynamicLights-1.7.10.jar)
UC DynamicLights_onFire{1.0.4} [Dynamic Lights Burning Entity Module] (DynamicLights-1.7.10.jar)
UC DynamicLights_creepers{1.0.4} [Dynamic Lights Creeper Module] (DynamicLights-1.7.10.jar)
UC DynamicLights_dropItems{1.0.7} [Dynamic Lights EntityItem Module] (DynamicLights-1.7.10.jar)
UC DynamicLights_entityClasses{1.0.1} [Dynamic Lights Entity Light Module] (DynamicLights-1.7.10.jar)
UC DynamicLights_mobEquipment{1.0.5} [Dynamic Lights Mob Equipment Light Module] (DynamicLights-1.7.10.jar)
UC DynamicLights_flameArrows{1.0.0} [Dynamic Lights Fiery Arrows Light Module] (DynamicLights-1.7.10.jar)
UC DynamicLights_floodLights{1.0.1} [Dynamic Lights Flood Light] (DynamicLights-1.7.10.jar)
UC DynamicLights_otherPlayers{1.0.7} [Dynamic Lights OtherPlayers Light Module] (DynamicLights-1.7.10.jar)
UC DynamicLights_thePlayer{1.1.3} [Dynamic Lights Player Light Module] (DynamicLights-1.7.10.jar)
UC dsurround{1.0.5.6} [Dynamic Surroundings] (DynamicSurroundings-1.7.10-1.0.5.6.jar)
UC enviromine{1.3.124} [EnviroMine] (EnviroMine-1.3.124.jar)
UC Growthcraft{2.1.0a} [Growthcraft] (growthcraft-core-1.7.10-2.1.0a.jar)
UC Growthcraft|Cellar{2.1.0a} [Growthcraft Cellar] (growthcraft-cellar-1.7.10-2.1.0a.jar)
UC Growthcraft|Apples{2.1.0} [Growthcraft Apples] (growthcraft-apples-1.7.10-2.1.0.jar)
UC Growthcraft|Bamboo{2.1.0} [Growthcraft Bamboo] (growthcraft-bamboo-1.7.10-2.1.0.jar)
UC Growthcraft|Bees{2.1.0} [Growthcraft Bees] (growthcraft-bees-1.7.10-2.1.0.jar)
UC Growthcraft|Fishtrap{2.1.0a} [Growthcraft Fishtrap] (growthcraft-fishtrap-1.7.10-2.1.0a.jar)
UC Growthcraft|Grapes{2.1.0} [Growthcraft Grapes] (growthcraft-grapes-1.7.10-2.1.0.jar)
UC Growthcraft|Hops{2.1.0} [Growthcraft Hops] (growthcraft-hops-1.7.10-2.1.0.jar)
UC Growthcraft|Rice{2.1.0a} [Growthcraft Rice] (growthcraft-rice-1.7.10-2.1.0a.jar)
UC mobends{0.20.1} [Mo' Bends] (MoBends-0.20.1 for MC 1.7.10.jar)
UC RTG{0.7.0} [Realistic Terrain Generation] (RTG-1.7.10-0.7.0.jar)
UC sciapi{1.1.0.0} [SciAPI] (SciAPI-1.1.0.0[1.7.10].jar)
UC StellarAPI{0.1.1.4d} [Stellar API] (Stellar API-0.1.1.4d.jar)
UE stellarsky{0.1.3.8} [Stellar Sky] (Stellar Sky-0.1.3.8.jar)
UC VersionChecker{1.1.9} [Version Checker] (VersionChecker-1.1.9.jar)
UC Waila{1.5.10} [Waila] (Waila-1.5.10_1.7.10.jar)
UC XaeroMinimap{1.7.3.1} [Xaero's Minimap] (xaeros_minimap_v1.7.3.1_Forge_1.7.10.jar)
GL info: ' Vendor: 'NVIDIA Corporation' Version: '4.5.0 NVIDIA 365.10' Renderer: 'GeForce GT 740M/PCIe/SSE2'
OptiFine Version: OptiFine_1.7.10_HD_U_D3
Render Distance Chunks: 8
Mipmaps: 4
Anisotropic Filtering: 1
Antialiasing: 0
Multitexture: false
OpenGlVersion: 4.5.0 NVIDIA 365.10
OpenGlRenderer: GeForce GT 740M/PCIe/SSE2
OpenGlVendor: NVIDIA Corporation
CpuCount: 8
Checked, incompatible with Shader mods.
Depending on the shader mod, two things can happen:
1)Stellar sky won't work;
2) Sky will become black and glitchy.
Can you fix it?
You are using wrongvm version of Stellar API.
Use v0.1.1.4f
Photoptics introduces optical instruments in minecraft such as binoculars and telescopes.
+ InvWorks
What do you mean by 'wont work'?
And what shader mod and shader packs did you used?
Photoptics introduces optical instruments in minecraft such as binoculars and telescopes.
+ InvWorks