---- Minecraft Crash Report ----
// Everything's going to plan. No, really, that was supposed to happen.
Time: 7/14/16 10:51 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: minefantasy/mf2/item/weapon/ItemWeaponMF
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(Minecraft.java:480)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:878)
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: minefantasy/mf2/item/weapon/ItemWeaponMF
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(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: minefantasy.mf2.item.weapon.ItemWeaponMF
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:191)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 35 more
Caused by: java.lang.NoClassDefFoundError: mods/battlegear2/api/weapons/IBattlegearWeapon
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClass(Unknown Source)
at java.security.SecureClassLoader.defineClass(Unknown Source)
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:182)
... 37 more
Caused by: java.lang.ClassNotFoundException: mods.battlegear2.api.weapons.IBattlegearWeapon
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:101)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 41 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
I only get this crash with ExtraTiC installed, Tinker's Construct works just fine with alongside MF2 with extraTiC removed.
One thing I noticed in this crash log is that it's referencing battlegear2's api. I do not have battlegear installed. That's really weird.
EDIT: The game no longer crashes on launch after adding Mine and Blade: Battlegear to the load order. So ExtraTiC and MineFantasy 2 are incompatible and crash on launch, but ONLY if Mine and Blade is not installed. Does that, in any way, make sense to ANYONE?
After having trouble trying to bake any cake i looked at the code in the github page. I think the output is messed up, as another person pointed up earlier. Also, is there any way to obtain a vanilla cake? I need it to use on other mods recipes, like Thaumcraft infusions. I'm doing it now with a Mminetweaker script that allows for free change between the vanilla cake and the mf2 one.
I'm eager to see the new content and the dwarven fortresses
to be honest.. adding 3d models just seemed to look out of place, suppose it's just that i've added too much detail to them.. I was going to try making a simple model with just pauldrons or something, similar to the cogwork model.
Thats what I talking about, a 3d design, but nothing so complicated, maybe a helmet like this
Is just an example, I can't find anything better than that, more simpler, maybe just two blocks making the form of the helmet, I try to find a image of the dark souls initial armor (the better looking for me and really similar to the style of this mod) but I can't find a complete body drawing, obviously its need to have a...more cubic look, but is the best example I can think
The Meaning of Life, the Universe, and Everything.
Join Date:
5/10/2016
Posts:
105
Member Details
add some more minerals, it has many alloys but few minerals. what do you think of the option of using gold to decorate armor? turn armors bealtiful without sacrificing protection, the old versions had decorated armor however little protection
add some more minerals, it has many alloys but few minerals. what do you think of the option of using gold to decorate armor? turn armors bealtiful without sacrificing protection, the old versions had decorated armor however little protection
Sooner or later a simple guilded armour may be added, there's not much possibility when it comes to multiple colours though, render system used only allows one layer to have custom materials (Ie. the base metal itself). but a plain golden plate or something may fit.
If only one layer can be coloured, that should be leather, but mostly cloth. The colour of the metal is based on the metal itself, the painting of leather isn't as easy as the cloth's. Battlegear 2 had a heraldic part, your coat-of-arms appeared on the armour.
That's how it was sure.. but that then means every single metal tier would need each individual piece of armour have its own texture. that's time consuming and rather a pain in the **** to create. And of course adding other-mod metals is a lot more difficult.
With this method: a new metal tier is but a few stats and a colour.
The Meaning of Life, the Universe, and Everything.
Join Date:
4/26/2011
Posts:
190
Minecraft:
tehblooper
Member Details
Have you ever thought of adding armor timing, like a time limit to put on and take off armor? Because i am sick of playing PVP and i break someone's chest plate and they just throw on a new one. If it's too difficult to add i understand.
Have you ever thought of adding armor timing, like a time limit to put on and take off armor? Because i am sick of playing PVP and i break someone's chest plate and they just throw on a new one. If it's too difficult to add i understand.
How the items works doesn't allow it. Nothing can stop simply putting it on the slot.
// Everything's going to plan. No, really, that was supposed to happen.
Time: 7/14/16 10:51 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: minefantasy/mf2/item/weapon/ItemWeaponMF
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(Minecraft.java:480)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:878)
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: minefantasy/mf2/item/weapon/ItemWeaponMF
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(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: minefantasy.mf2.item.weapon.ItemWeaponMF
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:191)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 35 more
Caused by: java.lang.NoClassDefFoundError: mods/battlegear2/api/weapons/IBattlegearWeapon
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClass(Unknown Source)
at java.security.SecureClassLoader.defineClass(Unknown Source)
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:182)
... 37 more
Caused by: java.lang.ClassNotFoundException: mods.battlegear2.api.weapons.IBattlegearWeapon
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:101)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 41 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 (amd64) version 6.1
Java Version: 1.8.0_91, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 592097136 bytes (564 MB) / 1281884160 bytes (1222 MB) up to 2863661056 bytes (2731 MB)
JVM Flags: 5 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -XX:-OmitStackTraceInFastThrow -Xms512M -Xmx3072M -XX:MetaspaceSize=256M
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 10.13.4.1558 37 mods loaded, 37 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-1.7.10-10.13.4.1558-1.7.10-universal.jar)
UC Forge{10.13.4.1558} [Minecraft Forge] (forge-1.7.10-10.13.4.1558-1.7.10-universal.jar)
UC CodeChickenCore{1.0.7.47} [CodeChicken Core] (minecraft.jar)
UC NotEnoughItems{1.0.5.120} [Not Enough Items] (NotEnoughItems-1.7.10-1.0.5.120-universal.jar)
UC OpenModsCore{0.9.1} [OpenModsCore] (minecraft.jar)
UC FastCraft{1.23} [FastCraft] (fastcraft-1.23.jar)
UC antiidconflict{1.3.5} [Anti Id Conflict] (AntiIdConflict-LATEST-1.7.10.jar)
UC exoticbirds{1.0} [Exotic Birds] (Exotic Birds 1.7.10 - 1.0.3b.jar)
UC Mantle{1.7.10-0.3.2.jenkins191} [Mantle] (Mantle-1.7.10-0.3.2b.jar)
UC Waila{1.5.10} [Waila] (Waila-1.5.10_1.7.10.jar)
UC TConstruct{1.7.10-1.8.8.build988} [Tinkers' Construct] (TConstruct-1.7.10-1.8.8.jar)
UC ExtraTiC{1.4.6} [ExtraTiC] (ExtraTiC-1.7.10-1.4.6.jar)
UC llibrary{1.4.1} [LLibrary] (llibrary-1.4.1-1.7.10.jar)
UC fossil{7.3.0} [Fossils and Archeology Revival] (Fossils_Archeology_Revival-1.7.10_Build-7.3.jar)
UC Growthcraft{1.7.10-2.6.1} [Growthcraft] (growthcraft-1.7.10-2.6.1-complete.jar)
UC Growthcraft|Cellar{1.7.10-2.6.1} [Growthcraft Cellar] (growthcraft-1.7.10-2.6.1-complete.jar)
UC Growthcraft|Apples{1.7.10-2.6.1} [Growthcraft Apples] (growthcraft-1.7.10-2.6.1-complete.jar)
UC Growthcraft|Bamboo{1.7.10-2.6.1} [Growthcraft Bamboo] (growthcraft-1.7.10-2.6.1-complete.jar)
UC Growthcraft|Bees{1.7.10-2.6.1} [Growthcraft Bees] (growthcraft-1.7.10-2.6.1-complete.jar)
UC Growthcraft|Fishtrap{1.7.10-2.6.1} [Growthcraft Fishtrap] (growthcraft-1.7.10-2.6.1-complete.jar)
UC Growthcraft|Grapes{1.7.10-2.6.1} [Growthcraft Grapes] (growthcraft-1.7.10-2.6.1-complete.jar)
UC Growthcraft|Hops{1.7.10-2.6.1} [Growthcraft Hops] (growthcraft-1.7.10-2.6.1-complete.jar)
UC Growthcraft|Milk{1.7.10-2.6.1} [Growthcraft Milk] (growthcraft-1.7.10-2.6.1-complete.jar)
UC Growthcraft|Rice{1.7.10-2.6.1} [Growthcraft Rice] (growthcraft-1.7.10-2.6.1-complete.jar)
UC HelpFixer{1.0.7} [HelpFixer] (HelpFixer-1.0.7.jar)
UE minefantasy2{Alpha_2.7.3} [MineFantasyII] (MineFantasyII-2.7.3.jar)
UC MineTweaker3{3.0.10} [MineTweaker 3] (MineTweaker3-1.7.10-3.0.10.jar)
UC ayamitsu.mobconfinement{2.3.forge1121} [MobConfinement_EB] (MobConfinement-2.3.forge1121.jar)
UC MobProperties{1.0.2} [Mob Properties] (MobProperties-1.7.10-1.0.2.jar)
UC modtweaker2{0.9.6} [Mod Tweaker 2] (ModTweaker2-0.9.6.jar)
UC OpenMods{0.9.1} [OpenMods] (OpenModsLib-1.7.10-0.9.1.jar)
UC OpenBlocks{1.5.1} [OpenBlocks] (OpenBlocks-1.7.10-1.5.1.jar)
UC TiCTooltips{1.2.5} [TiC Tooltips] (TiCTooltips-mc1.7.10-1.2.5.jar)
UC ultimate_unicorn_mod{1.4.19} [Wings, Horns, and Hooves, the Ultimate Unicorn Mod!] (ultimate_unicorn_mod-1.7.10-1.4.19.jar)
UC wawla{1.3.1} [What Are We Looking At] (Wawla-1.0.5.120.jar)
UC aobd{2.9.2} [Another One Bites The Dust] (AOBD-2.9.2.jar)
GL info: ' Vendor: 'NVIDIA Corporation' Version: '4.5.0 NVIDIA 368.39' Renderer: 'GeForce GTX 970/PCIe/SSE2'
OpenModsLib class transformers: [stencil_patches:FINISHED],[movement_callback:FINISHED],[map_gen_fix:ENABLED],[gl_capabilities_hook:FINISHED],[player_render_hook:ENABLED]
Class transformer null safety: all safe
Mantle Environment: Environment healthy.
TConstruct Environment: Environment healthy.
I only get this crash with ExtraTiC installed, Tinker's Construct works just fine with alongside MF2 with extraTiC removed.
One thing I noticed in this crash log is that it's referencing battlegear2's api. I do not have battlegear installed. That's really weird.
EDIT: The game no longer crashes on launch after adding Mine and Blade: Battlegear to the load order. So ExtraTiC and MineFantasy 2 are incompatible and crash on launch, but ONLY if Mine and Blade is not installed. Does that, in any way, make sense to ANYONE?
Hi again.
After having trouble trying to bake any cake i looked at the code in the github page. I think the output is messed up, as another person pointed up earlier. Also, is there any way to obtain a vanilla cake? I need it to use on other mods recipes, like Thaumcraft infusions. I'm doing it now with a Mminetweaker script that allows for free change between the vanilla cake and the mf2 one.
I'm eager to see the new content and the dwarven fortresses
Thats what I talking about, a 3d design, but nothing so complicated, maybe a helmet like this
Is just an example, I can't find anything better than that, more simpler, maybe just two blocks making the form of the helmet, I try to find a image of the dark souls initial armor (the better looking for me and really similar to the style of this mod) but I can't find a complete body drawing, obviously its need to have a...more cubic look, but is the best example I can think
Can I not use resources from other mods with this mod's blocks? Can't seem to use copper ore from any separate mod in the bloomery.
how to produce steel without using the anvil?
You don't. "Hardcore Ingots" option allows smelting in fireclay crucible when disabled though.
add some more minerals, it has many alloys but few minerals. what do you think of the option of using gold to decorate armor? turn armors bealtiful without sacrificing protection, the old versions had decorated armor however little protection
I am actually trying to make an armet design for the plate.Probably the best that can be done without looking too out of place.
Sooner or later a simple guilded armour may be added, there's not much possibility when it comes to multiple colours though, render system used only allows one layer to have custom materials (Ie. the base metal itself). but a plain golden plate or something may fit.
and all armors are dyeable
As I said, only one layer in render can have custom colouring.
If only one layer can be coloured, that should be leather, but mostly cloth. The colour of the metal is based on the metal itself, the painting of leather isn't as easy as the cloth's. Battlegear 2 had a heraldic part, your coat-of-arms appeared on the armour.
That's how it was sure.. but that then means every single metal tier would need each individual piece of armour have its own texture. that's time consuming and rather a pain in the **** to create. And of course adding other-mod metals is a lot more difficult.
With this method: a new metal tier is but a few stats and a colour.
Have you ever thought of adding armor timing, like a time limit to put on and take off armor? Because i am sick of playing PVP and i break someone's chest plate and they just throw on a new one. If it's too difficult to add i understand.
I would really rather not. It's much better the way it is, especially considering the ability to add materials is much more useful than dyeing it.
How the items works doesn't allow it. Nothing can stop simply putting it on the slot.
I see
Might have a look again to see if there's a way to allow for both to work.
Good luck! i hope you find something.
why in the research book says to not walk with a tanning knife?
"don't run with knives", haven't you heard of that saying...