I see......just asking...would there be any way to hook the currency into say the villager trading system? Even if it takes adding say a few mf2 villagers to a village that will take the coins? This would add tons of extra value to what might end up as just another item to collect and shove in a box. ;>.> As for items that the villagers could sell....maybe things like raw ore lumps or even ingots, food/ healing items, or eve for large sums.... ingots of rare metals? Just a very ideas to put out there seeing as I love both mf mods with a passion and would love to mf evolve and keep going on n get more love.
1: Still haven't really looked into how to do that
2: F@*k villagers
I was actually going to put in a big config file with a whole bunch of recipe choices and stuff in though
Alrighty! after a somewhat significant hiatus, I decided to try to add this mod again.
It crashed, with this report.
---- Minecraft Crash Report ----
// You're mean.
Time: 4/8/16 4:43 PM
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(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:497)
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(Class.java:348)
at cpw.mods.fml.common.ProxyInjector.inject(ProxyInjector.java:59)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:512)
at sun.reflect.GeneratedMethodAccessor5.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:497)
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(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:497)
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(ClassLoader.java:424)
at java.lang.ClassLoader.loadClass(ClassLoader.java:357)
... 35 more
Caused by: java.lang.NoClassDefFoundError: mods/battlegear2/api/weapons/IBattlegearWeapon
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClass(ClassLoader.java:760)
at java.security.SecureClassLoader.defineClass(SecureClassLoader.java:142)
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(ClassLoader.java:424)
at java.lang.ClassLoader.loadClass(ClassLoader.java:357)
... 41 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
I didn't see tinkers construct in the stack trace, so I'm hoping this is just some other bug and not the incompatibility between the two that existed before.
EDIT: I put it in a mods folder under /src/main/java, but then my IDE complains about how it cannot resolve symbol 'experiance' and incompatible types with minefantasy.mf2.api.crafting.anvil.IAnvilRecipe with found IAnvilRecipe (all in the main class), and opening another class results in the package name not being in the right directory?
The saw advertise (well, actually the book make the claim) that it can cut planks more efficiently, but actually just break the table. I think I know how to make that work, but to be clear -- were talking about more plank items? I think I can do that (well, I know I can, I think I know a better way than to simple way I know would work). Also, wodden bucket -- just one? Or flimsy / well made variants.
EDIT:
I put it in a mods folder under /src/main/java, but then my IDE
complains about how it cannot resolve symbol 'experiance' and
incompatible types with minefantasy.mf2.api.crafting.anvil.IAnvilRecipe
with found IAnvilRecipe (all in the main class), and opening another
class results in the package name not being in the right directory?
I think this should work, just don't assume it will be there next week.
EDIT: That should work for compiling -- if you want to run from eclipse and have Minefantasy II running with it you need the deopf jar instead -- adding the bit of code to build.gradle that should be a page or two back and compiling Minefantasy should get you that.
Also, i see periodic console spam (09.04 13:06:34 [Server] INFO 1xitem.standard_bow@8)
Don't sure what cause that, MF2 or Thaumic Tinkerer (messages appeared after their update)
I've added saw recipes, not sure if I should: Commit? (Do I have access?) Make a branch? (Again, could I anyway?) Make fork that you can copy from? Just grin? Also, not sure if you wanted that as construction (what I have), artisanry, or just null. (Also, haven't worked out how knowledge bases work / how / if to add it.) But I have the saw working on planks, currently at 4 items per block when sawed.
I've added saw recipes, not sure if I should: Commit? (Do I have access?) Make a branch? (Again, could I anyway?) Make fork that you can copy from? Just grin? Also, not sure if you wanted that as construction (what I have), artisanry, or just null. (Also, haven't worked out how knowledge bases work / how / if to add it.) But I have the saw working on planks, currently at 4 items per block when sawed.
If its a small recipe added then it can be committed directly, Branches would be for something bigger.
If its a small recipe added then it can be committed directly, Branches would be for something bigger.
Server by the looks of it trying to find a name of something.
Well, I don't actually have permission to push to the new repo, but I'd already derped and push to the first one anyway before I tried. The old repo should actually contain the new version with my changes now.
Here, try this deobf version instead its the whole mod, just not re-obfuscated (and in between version) -- take the API out and put it in and it should work.
Which you need depends on what you're doing -- the class in API jars are handy if you want something to work with and without Minefantasy, but they can't run on there own. They would just need to be in you final jar if it might try to call them.
If you are writing something that will depend on Minefantasy being there you can use a mod dependency, like this:
Yeah, I tried loading the normal mod AND the deobfuscated jar, so I could test anvil recipes. I added the jar you put up as an API in IDEA, and I put the normal mod file in the mods folder. I don't think I need to do that anymore, but loading the deoobfuscated files in a test client seems to result in no Minefantasy 2 sounds ._.
And copy-pasting the api into a mods folder makes the IDE complain about dependencies.
I have a version with the other claywalls that I could push to the main repo. I trying to add a basic block with meta-data for stuff like that, but I get a strange crash I can't find on google or anywhere where the game registry tries to steal a vanilla items ID -- I don't know if I screwed up something in some arcane way, if its something about the way you organized the mod, or if I'm just that unlucky to find some exotic Forge bug (but I seem to be cursed in general). Anyway, starting to wonder how useful I could actually be with this.
EDIT: To the point, I was trying to create a system for registering basic blocks with meta-data using one BasicMetadataBackMF class, but to make it work it needs an ItemBlock subclass in the registration -- and I can't figure out where you register the blocks. I was hoping to make a system where variants of the same block, like the old claywalls variants could go. But I give up -- where are these things registered. Maybe this is too far along, and I'm too far behind, to do much now?
I found a relatively hard to replicate duplication bug when using the forge: If you time it just right- you can keep taking stacks of 32 by right clicking and splitting the stack of what ever you are heating up, but it only seems to rarely happen when the stack of ingots is just starting to heat up and flashes between "hot" and "cool". may not be of much concern with it being hard to reproduce but its just something to point out as people get worked up over this kind of stuff.
bloody hell, that change happens between ticks (1/20th a second), it does create a new stack in the process.. Suppose it could be reduced by removing the code that allows forges to turn "Hot Items" back to their original items...
Also, the Master Work items don't have infinite durability when creating a perfect forge, Ive gotten superior end tier weapons and armor that don't get the unbreakable NBT tag. Did you remove this intentionally? It still claims its true in the book.
Hey there Anonymous! Look I follow Minefantasy since the first versions and I would to know if the mighty mattocks (I think is the right name of the tool) will return on MineFantasy II, that tools that are used to create roads and also the roads could be customizable as they were on MineFantasy for 1.6.4?
1: Still haven't really looked into how to do that
2: F@*k villagers
I was actually going to put in a big config file with a whole bunch of recipe choices and stuff in though
still not a clue why it happens
Just made a new repository for MF2. Fresh start and a todo list incorperated.
https://github.com/AnonymousProductions/MineFantasyII-Cont
How would I add the API from this mod to a project?
Well moving the whole api folder should work, but it is a bit chunky
Where would I put it?
EDIT: I put it in a mods folder under /src/main/java, but then my IDE complains about how it cannot resolve symbol 'experiance' and incompatible types with minefantasy.mf2.api.crafting.anvil.IAnvilRecipe with found IAnvilRecipe (all in the main class), and opening another class results in the package name not being in the right directory?
The saw advertise (well, actually the book make the claim) that it can cut planks more efficiently, but actually just break the table. I think I know how to make that work, but to be clear -- were talking about more plank items? I think I can do that (well, I know I can, I think I know a better way than to simple way I know would work). Also, wodden bucket -- just one? Or flimsy / well made variants.
I think this should work, just don't assume it will be there next week.
EDIT: That should work for compiling -- if you want to run from eclipse and have Minefantasy II running with it you need the deopf jar instead -- adding the bit of code to build.gradle that should be a page or two back and compiling Minefantasy should get you that.
AP, see issue reports on Github)
Also, i see periodic console spam (09.04 13:06:34 [Server] INFO 1xitem.standard_bow@8)
Don't sure what cause that, MF2 or Thaumic Tinkerer (messages appeared after their update)
I've added saw recipes, not sure if I should: Commit? (Do I have access?) Make a branch? (Again, could I anyway?) Make fork that you can copy from? Just grin? Also, not sure if you wanted that as construction (what I have), artisanry, or just null. (Also, haven't worked out how knowledge bases work / how / if to add it.) But I have the saw working on planks, currently at 4 items per block when sawed.
If its a small recipe added then it can be committed directly, Branches would be for something bigger.
Server by the looks of it trying to find a name of something.
Well, I don't actually have permission to push to the new repo, but I'd already derped and push to the first one anyway before I tried. The old repo should actually contain the new version with my changes now.
well its public... I've added you as a collaborator maybe that works.
If you don't mind, I could help with any art assets you need.
EDIT: Tried running Minefantasy 2 in a development environment environment results in a crash:
http://pastebin.com/t58cAfT1
I think it might be related to the API I got.
Here, try this deobf version instead its the whole mod, just not re-obfuscated (and in between version) -- take the API out and put it in and it should work.
Which you need depends on what you're doing -- the class in API jars are handy if you want something to work with and without Minefantasy, but they can't run on there own. They would just need to be in you final jar if it might try to call them.
If you are writing something that will depend on Minefantasy being there you can use a mod dependency, like this:
...since all that stuff will then be there (as part of Minefantasy2) when it loads.
But either way, you need that deobf to run with Minefantasy (or any other mod) from eclipse.
It all depends on what you're doing, but it sound like you need the deobf.
(Note, the deobf won't work as a mod on its own, it must be run from the development environment, usually eclipse.)
EDIT: If you just want to use the API in something AP probably has the best idea when it comes to cutting-and-pasting it in.
Yeah, I tried loading the normal mod AND the deobfuscated jar, so I could test anvil recipes. I added the jar you put up as an API in IDEA, and I put the normal mod file in the mods folder. I don't think I need to do that anymore, but loading the deoobfuscated files in a test client seems to result in no Minefantasy 2 sounds ._.
And copy-pasting the api into a mods folder makes the IDE complain about dependencies.
I have a version with the other claywalls that I could push to the main repo. I trying to add a basic block with meta-data for stuff like that, but I get a strange crash I can't find on google or anywhere where the game registry tries to steal a vanilla items ID -- I don't know if I screwed up something in some arcane way, if its something about the way you organized the mod, or if I'm just that unlucky to find some exotic Forge bug (but I seem to be cursed in general). Anyway, starting to wonder how useful I could actually be with this.
EDIT: To the point, I was trying to create a system for registering basic blocks with meta-data using one BasicMetadataBackMF class, but to make it work it needs an ItemBlock subclass in the registration -- and I can't figure out where you register the blocks. I was hoping to make a system where variants of the same block, like the old claywalls variants could go. But I give up -- where are these things registered. Maybe this is too far along, and I'm too far behind, to do much now?
I found a relatively hard to replicate duplication bug when using the forge: If you time it just right- you can keep taking stacks of 32 by right clicking and splitting the stack of what ever you are heating up, but it only seems to rarely happen when the stack of ingots is just starting to heat up and flashes between "hot" and "cool". may not be of much concern with it being hard to reproduce but its just something to point out as people get worked up over this kind of stuff.
bloody hell, that change happens between ticks (1/20th a second), it does create a new stack in the process.. Suppose it could be reduced by removing the code that allows forges to turn "Hot Items" back to their original items...
Also, the Master Work items don't have infinite durability when creating a perfect forge, Ive gotten superior end tier weapons and armor that don't get the unbreakable NBT tag. Did you remove this intentionally? It still claims its true in the book.
Hey there Anonymous! Look I follow Minefantasy since the first versions and I would to know if the mighty mattocks (I think is the right name of the tool) will return on MineFantasy II, that tools that are used to create roads and also the roads could be customizable as they were on MineFantasy for 1.6.4?
There's any chance?
Is there any chance of ever incorporating other mod armours into the variable damage system?