I would say its time to take the dowmload link off the page until you fix it. You posted that you were fixing it last night so I redownloaded it this morning to find out that it still crashes the server as soon as I swing.
Quote from r4p70r »
I dont know if anyone else is getting this but I run a private 3 person server for a few of my real life friends and I installed the latest hMod build from hey0 and it runes smooth but when I put the new runecraft on there my server crashes 10 to 20 seconds after someone joins. The client side says
[info] Stopping Server ...
[info] Saving chunks ...
and shuts its self down as if someone ran a /stop command... The server stays running and error free until someone joins and then it stops... It was fine before the update
Do you have Hey0's mod? I heard that his update messed up Runecraft, so dont blame it on SuperLlama. There is a way to fix it, though. You remove jq.class from Minecraft_Mod.jar and copy this to minecraft_server.jar. I think jq.class has to do with items.....
That's caused by chickens trying to cast spells.
Seriously.
Zeerix fixed it but I never uploaded it, I'll try and get that out in a sec.
So THAT is why my mouse keeps burning down, the da** chickens are casting solar flare on it every night!! (lol j/k)
I'd like to see a way to chain runes together, so when 1 activates all runes in the chain activate. --- especially nice to linking doors, since right now you ger a 1x2 (upright) door or a 1x1 floor door, and to make it larger you have to open each one separately...
Also a way to teleport runes. i.e. make them "self-destruct" (except they're just moved to another location)
Third, a way to make a rune invisible, so only the mage who built it can see it...
I love the idea of reversing the mine-digging rune to make an upward shaft.
On another note:
I went back to windows 7 and outside of an occasional slowdown (which I think is Win7's Indexing service) I have no errors.
BUT
Runes dont always work right...
I cast "flash freeze" and the rune vanished it said "flash freeze accepted" but the water did not freeze (I did this underground, does it only work above ground?)
Also My personal teleporters only work with an ice block in the center... O_o
If I take the ice out and replace it with ANYTHING, they wont function...
You have to build & activate the upright hidden passages separately, but you can open/close them at once when they are connected. And you can build taller ones by repeating the pattern.
And in the personal teleporter, the center block is the key block. Try a (normal) torch instead.
I got the upright doors to link after some exparimentation, but I still cant get the single-block flat ones (in the floor) to link...
Normal torch worked! thanks! makes it a lot easier than having to /give myself water blocks! ^___^
I tried the jq.class fix inserted in either Minecraft_Mod.jar, minecraft_server.jar, and both. None of the options seem to work if Runecraft 2.2 is installed. When my server starts, it gets to the Preparing spawn area: 0% and then immediately stops the server with the saving chunks message. In other words, it stops even BEFORE anyone tries to log into it. If I remove Runecraft from the picture, it works fine.
What I would like to see is for Notch to incorporate the Plugin system of hey0's mod into the main server program, then let everyone make plugins rather than mod the server file itself. Hey0 could make a plugin for his stuff, and SuperLlama could make a Runecraft plugin. There should be some unified way of getting them all to work together.
Cuts a large chasm into the water so that you can walk in between it, distance based on tier
[] [] [] [] [] [] []
[] [] [] []
[] [] [] []
[] [] [] [] [] [] []
Creeper is the tier block, this rune can be turned on and off to change if the water is split or not.
Donate. I want toggleable water. Please.
No kidding. I donated a while ago and never requested anything, but MAN this would be nice/cool for a TON of reasons. A nice implementation might be allowing for the arrows to be wider/shorter to control the width of the split (the width of removed water) with tier determining the length of the split. Probably easiest to just make it apply across the entire Z dimension (would potentially remove springs deep underground, but that seems like a really minor problem).
Cuts a large chasm into the water so that you can walk in between it, distance based on tier
[] [] [] [] [] [] []
[] [] [] []
[] [] [] []
[] [] [] [] [] [] []
Creeper is the tier block, this rune can be turned on and off to change if the water is split or not.
Donate. I want toggleable water. Please.
No kidding. I donated a while ago and never requested anything, but MAN this would be nice/cool for a TON of reasons. A nice implementation might be allowing for the arrows to be wider/shorter to control the width of the split (the width of removed water) with tier determining the length of the split. Probably easiest to just make it apply across the entire Z dimension (would potentially remove springs deep underground, but that seems like a really minor problem).
one stupid idea I just thought of for using this for: making the Exodus in minecraft. prepare for the atheist flamers!
Cuts a large chasm into the water so that you can walk in between it, distance based on tier
[] [] [] [] [] [] []
[] [] [] []
[] [] [] []
[] [] [] [] [] [] []
Creeper is the tier block, this rune can be turned on and off to change if the water is split or not.
Donate. I want toggleable water. Please.
No kidding. I donated a while ago and never requested anything, but MAN this would be nice/cool for a TON of reasons. A nice implementation might be allowing for the arrows to be wider/shorter to control the width of the split (the width of removed water) with tier determining the length of the split. Probably easiest to just make it apply across the entire Z dimension (would potentially remove springs deep underground, but that seems like a really minor problem).
Also I was wondering how you could stop the water from falling back into the path, but if the water that makes the sides of the path are converted into still water that would easily solve this problem.
I also agree on it stretching past the entire Z plane, but then it should (to re-fill) at rune level -1 fill the top 3 layers of air with water, or if it's easier. Use the same code for Solar Flare and how it works on water, since this rune should probably only work on the ocean.
java.lang.ClassCastException: be cannot be cast to ep
at q.<init>(q.java:17)
at gs.a(SourceFile:120)
at gr.a(SourceFile:65)
at net.minecraft.server.MinecraftServer.h(SourceFile:269)
at net.minecraft.server.MinecraftServer.run(SourceFile:208)
at bw.run(SourceFile:482)
when i use a teleporter, yesterday it worked fine, today it doesnt
I'm having issues with runecraft tonight, trying to use it with hey0 but keeps crashing. have iconomy, antigrief, cuboid, stats, and achievements installed, any known issue with runecraft and these?
Wait, what works now? It now works properly with hMod?
Just remove jq.class from hMod's .jar file. Tell me if any plugin doesn't work.
It still doesn't work for me
Runs for a bit and then crashes and won't stop crashing
2010-11-16 12:31:50 [INFO] Done! For help, type "help" or "?"
2010-11-16 12:31:50 [INFO] Antigrief : sucessfuly loaded
java.lang.ClassCastException: be cannot be cast to ep
at q.<init>(q.java:17)
at gs.a(SourceFile:120)
at gr.a(SourceFile:65)
at net.minecraft.server.MinecraftServer.h(SourceFile:269)
at net.minecraft.server.MinecraftServer.run(SourceFile:208)
at bw.run(SourceFile:482)
2010-11-16 12:31:51 [SEVERE] Unexpected exception
java.lang.ClassCastException: be cannot be cast to ep
at q.<init>(q.java:17)
at gs.a(SourceFile:120)
at gr.a(SourceFile:65)
at net.minecraft.server.MinecraftServer.h(SourceFile:269)
at net.minecraft.server.MinecraftServer.run(SourceFile:208)
at bw.run(SourceFile:482)
Only plugin I have is AntiGrief, but am running hMod and llamacraft integrated into the server .jar file
My merged jq (hmod125+runecraft) previously exhibited the same issue that hMod 125 unofficial beta did when right-clicking without an item selected.
I've updated the aforementioned jq.class (here, same URL as before) to be on-par with hMod 125. It no longer causes crashes if you right-click with no item selected!
Place it in Minecraft_Mod.jar, or higher (on your classpath) and revel in full compatibility with hMod tool-using plugins and Runecraft!
This doesn't fix the "chickens casting spells" issue (the previous ClassCastException from q), however. Setting no-animals=true does!
When I remove all the redstone and place blocks at the bridge masters' previous location, it says "Bridge Master is gone..." but still moves the block.
Do you have Hey0's mod? I heard that his update messed up Runecraft, so dont blame it on SuperLlama. There is a way to fix it, though. You remove jq.class from Minecraft_Mod.jar and copy this to minecraft_server.jar. I think jq.class has to do with items.....
Use your brain and read the post above you.
So THAT is why my mouse keeps burning down, the da** chickens are casting solar flare on it every night!! (lol j/k)
I'd like to see a way to chain runes together, so when 1 activates all runes in the chain activate. --- especially nice to linking doors, since right now you ger a 1x2 (upright) door or a 1x1 floor door, and to make it larger you have to open each one separately...
Also a way to teleport runes. i.e. make them "self-destruct" (except they're just moved to another location)
Third, a way to make a rune invisible, so only the mage who built it can see it...
I love the idea of reversing the mine-digging rune to make an upward shaft.
On another note:
I went back to windows 7 and outside of an occasional slowdown (which I think is Win7's Indexing service) I have no errors.
BUT
Runes dont always work right...
I cast "flash freeze" and the rune vanished it said "flash freeze accepted" but the water did not freeze (I did this underground, does it only work above ground?)
Also My personal teleporters only work with an ice block in the center... O_o
If I take the ice out and replace it with ANYTHING, they wont function...
I got the upright doors to link after some exparimentation, but I still cant get the single-block flat ones (in the floor) to link...
Normal torch worked! thanks! makes it a lot easier than having to /give myself water blocks! ^___^
What I would like to see is for Notch to incorporate the Plugin system of hey0's mod into the main server program, then let everyone make plugins rather than mod the server file itself. Hey0 could make a plugin for his stuff, and SuperLlama could make a Runecraft plugin. There should be some unified way of getting them all to work together.
No kidding. I donated a while ago and never requested anything, but MAN this would be nice/cool for a TON of reasons. A nice implementation might be allowing for the arrows to be wider/shorter to control the width of the split (the width of removed water) with tier determining the length of the split. Probably easiest to just make it apply across the entire Z dimension (would potentially remove springs deep underground, but that seems like a really minor problem).
one stupid idea I just thought of for using this for: making the Exodus in minecraft. prepare for the atheist flamers!
Also I was wondering how you could stop the water from falling back into the path, but if the water that makes the sides of the path are converted into still water that would easily solve this problem.
I also agree on it stretching past the entire Z plane, but then it should (to re-fill) at rune level -1 fill the top 3 layers of air with water, or if it's easier. Use the same code for Solar Flare and how it works on water, since this rune should probably only work on the ocean.
http://getsatisfaction.com/mojang/topic ... onal_books
I hope to get a lot of support for this!
at q.<init>(q.java:17)
at gs.a(SourceFile:120)
at gr.a(SourceFile:65)
at net.minecraft.server.MinecraftServer.h(SourceFile:269)
at net.minecraft.server.MinecraftServer.run(SourceFile:208)
at bw.run(SourceFile:482)
when i use a teleporter, yesterday it worked fine, today it doesnt
Also, runes that edit the world (i.e. FAITH, FSL, ext.) should keep the data values,not just the blocks.
worked, thanks
It still doesn't work for me
Runs for a bit and then crashes and won't stop crashing
Only plugin I have is AntiGrief, but am running hMod and llamacraft integrated into the server .jar file
I've updated the aforementioned jq.class (here, same URL as before) to be on-par with hMod 125. It no longer causes crashes if you right-click with no item selected!
Place it in Minecraft_Mod.jar, or higher (on your classpath) and revel in full compatibility with hMod tool-using plugins and Runecraft!
This doesn't fix the "chickens casting spells" issue (the previous ClassCastException from q), however. Setting no-animals=true does!