May I suggest that you add Random Paintings just as you have added Random Textures for blocks? I think that would be amazing and I know I talked to the players on my server and they all said that they would love to see this added if it's possible.
I can't figure out how to change the target jar. I need this for Feed the beast but it only affects vanilla Minecraft. Does the fact I have the exe make a difference?
Minecraft has stopped running because it encountered a problem; Exception while adding particle
A full error report has been saved to C:\Users\Andrea\AppData\Roaming\.minecraft\crash-reports\crash-2013-02-13_14.43.26-client.txt - Please include a copy of that file (Not this screen!) if you report this crash to anyone; without it, they will not be able to help fix the crash
--- BEGIN ERROR REPORT 5ca7ecb8 --------
Full report at:
C:\Users\Andrea\AppData\Roaming\.minecraft\crash-reports\crash-2013-02-13_14.43.26-client.txt
Please show that file to Mojang, NOT just this screen!
Generated 13/02/13 02:43 PM
-- Head --
Stacktrace:
at com.pclewis.mcpatcher.mod.ColorMap.colorize(ColorMap.java:74)
at com.pclewis.mcpatcher.mod.Colorizer.colorizeBiome(Colorizer.java:191)
at azz.<init>(SourceFile:11)
at bav.b(RenderGlobal.java:1935)
-- Particle being added --
Details:
Name: suspended
Position: -11,79,61,48,249,41 - World: (-12,61,249), Chunk: (at 4,3,9 in -1,15; contains blocks -16,0,240 to -1,255,255), Region: (-1,0; contains chunks -32,0 to -1,31, blocks -512,0,0 to -1,255,511)
Stacktrace:
at bav.a(RenderGlobal.java:1866)
at yc.a(World.java:1495)
at akx.a(BlockFluid.java:385)
at ayp.G(WorldClient.java:368)
-- Affected level --
Details:
Level name: MpServer
All players: 1 total; [ays['Ejuliao10'/105, l='MpServer', x=-8,50, y=64,24, z=256,50]]
Chunk stats: MultiplayerChunkCache: 10
Level seed: 0
Level generator: ID 00 - default, ver 1. Features enabled: false
Level generator options:
Level spawn location: World: (0,64,248), Chunk: (at 0,4,8 in 0,15; contains blocks 0,0,240 to 15,255,255), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511)
Level time: 2 game time, 2 day time
Level dimension: 0
Level storage version: 0x00000 - Unknown?
Level weather: Rain time: 0 (now: false), thunder time: 0 (now: false)
Level game mode: Game mode: creative (ID 1). Hardcore: false. Cheats: false
Forced entities: 1 total; [ays['Ejuliao10'/105, l='MpServer', x=-8,50, y=64,24, z=256,50]]
Retry entities: 0 total; []
Stacktrace:
at ayp.a(WorldClient.java:439)
at net.minecraft.client.Minecraft.b(Minecraft.java:2401)
at net.minecraft.client.Minecraft.run(Minecraft.java:787)
at java.lang.Thread.run(Unknown Source)
java.lang.NullPointerException
at com.pclewis.mcpatcher.mod.ColorMap.colorize(ColorMap.java:74)
at com.pclewis.mcpatcher.mod.Colorizer.colorizeBiome(Colorizer.java:191)
at azz.<init>(SourceFile:11)
at bav.b(RenderGlobal.java:1935)
at bav.a(RenderGlobal.java:1866)
at yc.a(World.java:1495)
at akx.a(BlockFluid.java:385)
at ayp.G(WorldClient.java:368)
at net.minecraft.client.Minecraft.l(Minecraft.java:1896)
at net.minecraft.client.Minecraft.J(Minecraft.java:846)
at net.minecraft.client.Minecraft.run(Minecraft.java:771)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT fe282d5c ----------
Thanks for adding a texture pack converter for the snapshot version! I never was able to get the unstitcher to work properly, but MCPatcher made the conversion much easier, and as far as I can tell, the only issue my texture pack had was a buggy clock, which doesn't bother me much.
I agree. That's a great idea to implement!
I am already thinking of stuff that I could do with that!
Maybe a light blue colored version of glowstone in taiga/frozen/ice biomes!
Fantastic idea! That would be such an unbelievably powerful tool. Every single block would have the potential to be any style you wanted it to be for a given biome. Architecturally that would be so rich.
This idea is on the scale of discovering Minecraft for the first time and realizing it's relatively infinite. You deserve a medal for sure.
Heck! Just had a strange thought...would it not be possible in theory to make each biome a different favored texture pack? So for personal use, you could travel from say DokuJungles to JohnSmithDeserts, and whatever blocks you used in those biomes would be in the style of the chosen pack!
Can someone explain how to set up biome/height specific mobs with randomobs? I cant find any tutorials anywhere, and though I am not a complete idiot/noob when it comes to modding, I am kinda lost on this one. Help please?
Can someone explain how to set up biome/height specific mobs with randomobs? I cant find any tutorials anywhere, and though I am not a complete idiot/noob when it comes to modding, I am kinda lost on this one. Help please?
I need the same help too! It's hard to find help for setting up biome/height specific mobs. I have to look at texture packs(like Better than Default) to see how it works!
This means: If a creeper spawns at y=56 or below, it will generally use skin 8 (which is a grey one). There is no biome defined here, so all underground creepers in all biomes use the grey skin.
2nd case:
skins.2=2
biomes.2=Jungle JungleHills
If a creeper spawns in a Jungle biome, it will use skin 2 (which is a green one). Note that the first case has a higher priority, so there will be still all creepers at y=56 or below be grey. Only the ones spawning on the surface between the Jungle Trees use the green skin.
For this case, I defined all Creepers spawned in snowy biomes to use skin 6 (which is a white one) ...
7th case:
skins.7=7
biomes.7=Desert DesertHills Beach
... and this means all Creepers spawned on sand (Desert and Beach biomes) will use skin 7 (which is a sand-colored one).
Note that you can define several skins to be used in a specific biome, e.g. skins.1=0-10 13-15 20-22 ... (they're showing the common RandomMobs behavior in this case).
I hope this helps a bit, it's really not that hard ...
Thanks. That helped alot!!! I saw that in your Texture Pack & was trying to understand it. But now having it described to me, it seems extremely obvious what everything means! Thanks ALOT!!!
CTM animation dosn't support the mc animation properties. For example picture 11 is animated and is a 11.txt file in the same folder, CTM ignores it and run the animation without checking the .txt file. 11.txt
2.) New one: Crash when pressing the "Customize" button in the world generation menu (tested with Snapshot 13w07a, patched with the 3.0.0-beta6-patcher, the crash does not happen with a clean minecraft.jar!)
[solved] Note to posterity: Insomniac_lemon figured this out for me. what was happening was the leaves were decaying, and the metadata value didn't take this into account. leaves require 2 metadata values to function properly. add 8 to the metadata for that block and use that as the second. here's a list you can copy+paste from:
can anyone help me out? im having a huge... and rather nonsensical ctm problem.
i finally made some decent oak tree textures. a problem i had for a long time was that i didn't know that it was possible to seperate the oak/birch tree leaf textures, therefore since i liked my birch tree so much, i had to make oak fit it too, which was terrible. anyway. i found out about fixed ctm and metadata, and when i finally implemented it, this weird thing happened...
i planted 2 trees. oak on the left, birch on the right. from saplings, using bonemeal. immediately there was a problem. the "core" of the tree (all blocks adjasent to the trunk) showed up as the oak leaf texture, but the rest of the leaf blocks appeared as birch leaves:
anyway, the weirdest thing happened, once i broke a block, the textures started randomly shifting, going from birch to oak, and occasionally back to birch again, but eventually settling on oak and staying that way, but not all of them changed. a few stayed birch. the follow screenshots were taken about 10 seconds apart:
what's going on here: i used the fixed method and added metadata for log tops on spruce trees, and it worked fine. but it's being buggy for birch leaves.
now that i think of it, it might be because i have fancy and normal leaves being pulled from the same block... ill have to test this theory...
EDIT: i tested that theory, it didn't work. having 2 different tiles made no difference. but i did find out that if i set the graphics to fast, birch leaves appear as oak fully, but setting it to fancy causes them to go all weird again.
what's going on here: i used the fixed method and added metadata for log tops on spruce trees, and it worked fine. but it's being buggy for birch leaves.
now that i think of it, it might be because i have fancy and normal leaves being pulled from the same block... ill have to test this theory...
EDIT: i tested that theory, it didn't work. having 2 different tiles made no difference. but i did find out that if i set the graphics to fast, birch leaves appear as oak fully, but setting it to fancy causes them to go all weird again.
Leaves use three metadata regular, permanant, and decaying.
you're right. i just discovered this. a fourth too. permanently leaves seem to check themselves for decay, so add 8 to the permanent value and add it as the fourth metadata value)
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Curse PremiumI'll always second that!
May I suggest that you add Random Paintings just as you have added Random Textures for blocks? I think that would be amazing and I know I talked to the players on my server and they all said that they would love to see this added if it's possible.
It works now. Thank you so much!
----------------------
Minecraft has stopped running because it encountered a problem; Exception while adding particle
A full error report has been saved to C:\Users\Andrea\AppData\Roaming\.minecraft\crash-reports\crash-2013-02-13_14.43.26-client.txt - Please include a copy of that file (Not this screen!) if you report this crash to anyone; without it, they will not be able to help fix the crash
--- BEGIN ERROR REPORT 5ca7ecb8 --------
Full report at:
C:\Users\Andrea\AppData\Roaming\.minecraft\crash-reports\crash-2013-02-13_14.43.26-client.txt
Please show that file to Mojang, NOT just this screen!
Generated 13/02/13 02:43 PM
-- Head --
Stacktrace:
at com.pclewis.mcpatcher.mod.ColorMap.colorize(ColorMap.java:74)
at com.pclewis.mcpatcher.mod.Colorizer.colorizeBiome(Colorizer.java:191)
at azz.<init>(SourceFile:11)
at bav.b(RenderGlobal.java:1935)
-- Particle being added --
Details:
Name: suspended
Position: -11,79,61,48,249,41 - World: (-12,61,249), Chunk: (at 4,3,9 in -1,15; contains blocks -16,0,240 to -1,255,255), Region: (-1,0; contains chunks -32,0 to -1,31, blocks -512,0,0 to -1,255,511)
Stacktrace:
at bav.a(RenderGlobal.java:1866)
at yc.a(World.java:1495)
at akx.a(BlockFluid.java:385)
at ayp.G(WorldClient.java:368)
-- Affected level --
Details:
Level name: MpServer
All players: 1 total; [ays['Ejuliao10'/105, l='MpServer', x=-8,50, y=64,24, z=256,50]]
Chunk stats: MultiplayerChunkCache: 10
Level seed: 0
Level generator: ID 00 - default, ver 1. Features enabled: false
Level generator options:
Level spawn location: World: (0,64,248), Chunk: (at 0,4,8 in 0,15; contains blocks 0,0,240 to 15,255,255), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511)
Level time: 2 game time, 2 day time
Level dimension: 0
Level storage version: 0x00000 - Unknown?
Level weather: Rain time: 0 (now: false), thunder time: 0 (now: false)
Level game mode: Game mode: creative (ID 1). Hardcore: false. Cheats: false
Forced entities: 1 total; [ays['Ejuliao10'/105, l='MpServer', x=-8,50, y=64,24, z=256,50]]
Retry entities: 0 total; []
Stacktrace:
at ayp.a(WorldClient.java:439)
at net.minecraft.client.Minecraft.b(Minecraft.java:2401)
at net.minecraft.client.Minecraft.run(Minecraft.java:787)
at java.lang.Thread.run(Unknown Source)
-- System Details --
Details:
Minecraft Version: 1.4.7
Operating System: Windows Vista (x86) version 6.0
Java Version: 1.7.0_09, Oracle Corporation
Java VM Version: Java HotSpot(TM) Client VM (mixed mode), Oracle Corporation
Memory: 304383752 bytes (290 MB) / 519110656 bytes (495 MB) up to 1037959168 bytes (989 MB)
JVM Flags: 2 total; -Xms512m -Xmx1024m
AABB Pool Size: 17219 (964264 bytes; 0 MB) allocated, 2 (112 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 3, tallocated: 63
FML: MCP v7.26a FML v4.7.22.539 Minecraft Forge 6.6.0.518 25 mods loaded, 25 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
GuiAPI [GuiAPI] (GuiAPI-0.15.2-1.4.6.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Backpack [Backpack] (backpack-1.6.8-1.4.7.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BuildCraft|Core [BuildCraft] (buildcraft-A-3.4.3.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BuildCraft|Builders [BC Builders] (buildcraft-A-3.4.3.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BuildCraft|Energy [BC Energy] (buildcraft-A-3.4.3.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BuildCraft|Factory [BC Factory] (buildcraft-A-3.4.3.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BuildCraft|Transport [BC Transport] (buildcraft-A-3.4.3.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BuildCraft|Silicon [BC Silicon] (buildcraft-A-3.4.3.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
CoFHCore [CoFH Core] (CoFHCore-1.4.7.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
CustomSpawner [DrZhark's CustomSpawner] (CustomMobSpawner 1.11.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MoCreatures [DrZhark's Mo'Creatures Mod] (DrZharks MoCreatures Mod v4.5.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ExtrabiomesXL [ExtrabiomesXL] (ExtrabiomesXL-universal-1.4.7-3.9.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ThermalExpansion [Thermal Expansion] (ThermalExpansion-2.2.1.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
IC2 [IndustrialCraft 2] (industrialcraft-2_1.112.170-lf.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
mod_InvTweaks [Inventory Tweaks] (InventoryTweaks_v1.49_(1.4.6).zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
IronChest [Iron Chest] (ironchest-universal-1.4.7-5.0.1.246.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Thaumcraft [Thaumcraft] (Thaumcraft3.0.3.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ThermalExpansion|Factory [Factory] (ThermalExpansion-2.2.1.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ThermalExpansion|Energy [Energy] (ThermalExpansion-2.2.1.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ThermalExpansion|Transport [Transport] (ThermalExpansion-2.2.1.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
TwilightForest [The Twilight Forest] (twilightforest-1.15.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MSC [Mob Spawn Controls] (Forge_MobSpawnControlsv1.4.6.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
LWJGL: 2.4.2
OpenGL: GeForce 8600M GT/PCI/SSE2 GL version 3.0.0, NVIDIA Corporation
Is Modded: Definitely; Client brand changed to 'forge,fml'
Type: Client (map_client.txt)
Texture Pack: faithful32pack.zip
Profiler Position: N/A (disabled)
Vec3 Pool Size: 29 (1624 bytes; 0 MB) allocated, 11 (616 bytes; 0 MB) used
java.lang.NullPointerException
at com.pclewis.mcpatcher.mod.ColorMap.colorize(ColorMap.java:74)
at com.pclewis.mcpatcher.mod.Colorizer.colorizeBiome(Colorizer.java:191)
at azz.<init>(SourceFile:11)
at bav.b(RenderGlobal.java:1935)
at bav.a(RenderGlobal.java:1866)
at yc.a(World.java:1495)
at akx.a(BlockFluid.java:385)
at ayp.G(WorldClient.java:368)
at net.minecraft.client.Minecraft.l(Minecraft.java:1896)
at net.minecraft.client.Minecraft.J(Minecraft.java:846)
at net.minecraft.client.Minecraft.run(Minecraft.java:771)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT fe282d5c ----------
I am already thinking of stuff that I could do with that!
Maybe a light blue colored version of glowstone in taiga/frozen/ice biomes!
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Curse PremiumPlus, we can finally have glowstone that looks rough and naturally occurring in the Nether and looks like a lamp in the Overworld!
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Curse PremiumFantastic idea! That would be such an unbelievably powerful tool.
This idea is on the scale of discovering Minecraft for the first time and realizing it's relatively infinite. You deserve a medal for sure.
Heck! Just had a strange thought...would it not be possible in theory to make each biome a different favored texture pack? So for personal use, you could travel from say DokuJungles to JohnSmithDeserts, and whatever blocks you used in those biomes would be in the style of the chosen pack!
Thanks.
Fixed!
Fixed!
And fixed!
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Retired Staffoak: metadata: 0 8
spruce: metadata: 1 9
birch: metadata 2 10
jungle: metadata 3 11
can anyone help me out? im having a huge... and rather nonsensical ctm problem.
i finally made some decent oak tree textures. a problem i had for a long time was that i didn't know that it was possible to seperate the oak/birch tree leaf textures, therefore since i liked my birch tree so much, i had to make oak fit it too, which was terrible. anyway. i found out about fixed ctm and metadata, and when i finally implemented it, this weird thing happened...
i planted 2 trees. oak on the left, birch on the right. from saplings, using bonemeal. immediately there was a problem. the "core" of the tree (all blocks adjasent to the trunk) showed up as the oak leaf texture, but the rest of the leaf blocks appeared as birch leaves:
anyway, the weirdest thing happened, once i broke a block, the textures started randomly shifting, going from birch to oak, and occasionally back to birch again, but eventually settling on oak and staying that way, but not all of them changed. a few stayed birch. the follow screenshots were taken about 10 seconds apart:
what's going on here: i used the fixed method and added metadata for log tops on spruce trees, and it worked fine. but it's being buggy for birch leaves.
here's my .properties for terrain 52&53:
now that i think of it, it might be because i have fancy and normal leaves being pulled from the same block... ill have to test this theory...
EDIT: i tested that theory, it didn't work. having 2 different tiles made no difference. but i did find out that if i set the graphics to fast, birch leaves appear as oak fully, but setting it to fancy causes them to go all weird again.
Edit2: updated post.
Leaves use three metadata regular, permanant, and decaying.
try
There is a third value for permanent leaves:
<type>: <normal> <Permanent> <Decaying> <check>
oak: 0 4 8 12
spruce: 1 5 9 13
birch: 2 6 10 14
jungle: 3 7 11 15
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Retired Staffyou're right. i just discovered this. a fourth too. permanently leaves seem to check themselves for decay, so add 8 to the permanent value and add it as the fourth metadata value)