MCPatcherUtils initialized:
Game directory: C:\Users\Walters\AppData\Roaming\.minecraft
Minecraft version: 1.6.1
MCPatcher version: 4.1.0
Max heap memory: 910.3MB
Max direct memory: 910.3MB
Time: 7/3/13 4:11 PM
Description: Initializing game
java.lang.NoClassDefFoundError: net/minecraft/src/SimpleResource
at com.prupe.mcpatcher.hd.AAHelper.<clinit>(AAHelper.java:24)
at atn.O(SourceFile:286) [Minecraft]
at atn.d(SourceFile:598) [Minecraft]
at net.minecraft.client.main.Main.main(SourceFile:101)
Caused by: java.lang.ClassNotFoundException: net.minecraft.src.SimpleResource
at java.net.URLClassLoader$1.run(URLClassLoader.java:365)
at java.net.URLClassLoader$1.run(URLClassLoader.java:354)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(URLClassLoader.java:353)
at java.lang.ClassLoader.loadClass(ClassLoader.java:423)
at sun.misc.Launcher$AppClassLoader.loadClass(Launcher.java:308)
at java.lang.ClassLoader.loadClass(ClassLoader.java:356)
... 4 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at com.prupe.mcpatcher.hd.AAHelper.<clinit>(AAHelper.java:24)
at atn.O(SourceFile:286) [Minecraft]
-- Initialization --
Details:
Stacktrace:
at atn.d(SourceFile:598) [Minecraft]
at net.minecraft.client.main.Main.main(SourceFile:101)
-- System Details --
Details:
Minecraft Version: 1.6.1
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.8.0-ea, Oracle Corporation
Java VM Version: Java HotSpotâ„¢ 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 482433344 bytes (460 MB) / 514523136 bytes (490 MB) up to 954466304 bytes (910 MB)
JVM Flags: 2 total; -Xmx1024M -Xms512M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: [com.prupe.mcpatcher.MCPatcherUtils, Config, MCLogger, ...], [com.prupe.mcpatcher.hd.AAHelper]
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
Launched Version: 1.6.1-mcpatcher
LWJGL: 2.9.0
OpenGL: ~~ERROR~~ RuntimeException: No OpenGL context found in the current thread.
Is Modded: Very likely; Jar signature invalidated
Type: Client (map_client.txt)
Resource Pack: SilverMines__64x___16.zip
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
#@[email protected]# Game crashed! Crash report saved to: #@[email protected]# C:\Users\Walters\AppData\Roaming\.minecraft\crash-reports\crash-2013-07-03_16.11.22-client.txt
Minecraft exited with status -1
Has anyone found out how to set up the NBT-based rules for Lore that's on an item. Because I can't find out how to do it. The problem I'm running into is how to make MCPatcher select/look at a certian line of Lore.
The code would be something like this:
nbt.display.Lore.???=XXX
The ??? is what I'm wandering about what to put. As in the code each line of lore isn't given a name like "1" or "2". It's just blank with a list of data that holds each line of lore.
The XXX is whatever lore you're trying to search for.
Can I force enable Antialias/Anisotropic Filtering settings within my texture pack?
For example, unless the end user has their own settings force-set to something, I can enable a little AA/AF when they load my pack just to smooth everything out?
1. We can have a mob have a certain skin when it has a certain name.(Example: Having a Zombie named "X"(X = a certain name) would make it take on skin "Y"(Y = a skin provided in the Resource Pack))
Here's what it might look like:
(optional)
name=<the mobs name(maybe can be a list too???)>
(required)
skins.<n>=<list of mob skins to use>
(optional)
weights.<n>=<same-size list of weights>
(optional)
biomes.<n>=<biome list>
(optional)
minHeight.<n>=<value>
maxHeight.<n>=<value>
2. We can have a mob have certain skin based on what the entity is.(Example: Have a way for the Giant(a mob that uses the Zombie texture) to be a different texture than a Normal Zombie. The Same can be applied to the Baby versions of mobs(maybe???).)
I sadly, at the time of writing this, have no idea how this could be set up in a config or how it should look. (I'll change it when I have an idea on how it should look)
3. Maybe include a similar type of NBT-Based Rules like from CIT. Including this may also could allow for the 1st & 2nd idea to be included too.(Example: An Angry Zombie Pigmen & a Non-Angry Zombie Pigmen can have 2 different textures, the baby versions of mobs can have different textures, Villagers that have certain trades can have a different texture that the rest of the villagers of the same type, etc.)
Is this happening for all texture packs, even default?
It was happening even with the default pack. I played around with it more today and found that if I enabled the 'Standard Blocks' option for Connected Textures, Better Grass does work. If that's intended, I might suggest adding that note to the Basic Instructions alongside how to enable Better Grass. I didn't enable that option because I'm not using any connected textures.
Thanks for your time, and for a great and necessary mod.
Hey, Kahr! Is the "horizontal" CTM method supposed to work on the top of the block? I set this method to planks in my texture pack like this (example is from the oak variant, should connect to anything else that looks like it, e.g. top of the bookshelves):
SGMCrafter, it should work if you used the tile... but you might have to set the 'top' texture for the Bookshelf itself using the same tiles.
Also a general note, if you patched 1.6, before 1.6.1... make sure you delete the 1.6 and 1.6-mcpatcher folders to make the patch stick on 1.6.1
Awesome job again Khar. More coding miles than the sun!
Also I wanna toss something your way, I know you use adf.ly to help yourself out; I wanna recommend adfoc.us to you mostly because you get about double per click. Just trying to be helpful for you being so helpful to the community.
I figured it out. Apparently when you load your game you need to have your profile set to load the MCpatcher folder as the version. If you don't it won't use your HD texture's font, connected textures and such correctly.
Just did this and now I get better glass, connected textures, the correct resource pack font, etc. Only thing that doesn't seem to be working is random mobs is still refusing to cycle through the mobs in my resource pack.
The pack is missing a pack.mcmeta file. Apparently Minecraft requires this file now whereas the equivalent pack.txt in 1.5 was optional. Just add a pack.mcmeta file and you should be good to go.
Tried this just now. However, it still doesn't show up. I also tried typing two lines of random text in the pack.mcmeta, and adding a pack.png (which was blank), but it still didn't work.
Bah found out that a few things like connected textures won't work correctly with modloader in the same jar file as the mcpatcher data. Moment you try to copy the Modloader stuff into the MCpatcher jar it messes up the connected textures and better glass stuff. So far I can't see how you can use something like MCpatcher AND use something like modloader or Forge to do mods at the same time.
EDIT: Yeah I feel dumb now. Apparently MCpatcher can be used to load mods into the jar file. Assuming if I use it to add in modloader and such everything sound run smoothly.
EDIT: Yeah nevermind that. If I try to use MCpatcher to add in modloader and Zan Minimap it crashes when I attempt to enter the game. It works fine if I just add modloader by iteself. Keeps giving me the below message.
A fatal error has been detected by the Java Runtime Environment:
#
# EXCEPTION_ACCESS_VIOLATION (0xc0000005) at pc=0x69fc0764, pid=4164, tid=4460
#
# JRE version: 7.0_17-b02
# Java VM: Java HotSpot(TM) Client VM (23.7-b01 mixed mode windows-x86 )
# Problematic frame:
# C [atioglxx.dll+0xf90764]
#
# Failed to write core dump. Minidumps are not enabled by default on client versions of Windows
#
# An error report file with more information is saved as:
# C:\Documents and Settings\Adam\Application Data\.minecraft\hs_err_pid4164.log
#
# If you would like to submit a bug report, please visit:
# http://bugreport.sun.com/bugreport/crash.jsp
# The crash happened outside the Java Virtual Machine in native code.
# See problematic frame for where to report the bug.
#
AL lib: (EE) alc_cleanup: 1 device not closed
Minecraft exited with status 1
Tried this just now. However, it still doesn't show up. I also tried typing two lines of random text in the pack.mcmeta, and adding a pack.png (which was blank), but it still didn't work.
The pack.mcmeta file is now unbelievably picky about what's in it. You'll need to have it like this:
{
"pack": {
"pack_format": 1,
"description": "Description of your pack here!"
}
}
Obviously, you can change the "Description of your pack here!" part, but everything else must be EXACTLY as I've shown it there.
Also, if you're using Windows, make sure it's NOT set to hide known file types, otherwise you might have a .txt extension on the end of the file name that you can't see, but will still make Minecraft ignore the file.
The pack.mcmeta file is now unbelievably picky about what's in it. You'll need to have it like this:
{
"pack": {
"pack_format": 1,
"description": "Description of your pack here!"
}
}
Obviously, you can change the "Description of your pack here!" part, but everything else must be EXACTLY as I've shown it there.
Also, if you're using Windows, make sure it's NOT set to hide known file types, otherwise you might have a .txt extension on the end of the file name that you can't see, but will still make Minecraft ignore the file.
Wow...
Really?
Thanks! It works now, CTM and all!
It also appears 1.6 has added separate files for birch leaf textures...
I'm not quite sure if this is an MCpatcher problem or Minecraft..
Client> 2013-07-03 21:25:14 [CLIENT] [SEVERE] Unable to parse animation metadata from minecraft:mcpatcher/ctm/cobweb/101.png: invalid frameindex 17
Client> 2013-07-03 21:25:14 [CLIENT] [SEVERE] Unable to parse animation metadata from minecraft:textures/blocks/water_flow.png: invalid frameindex 16
Client> 2013-07-03 21:25:14 [CLIENT] [SEVERE] Unable to parse animation metadata from minecraft:mcpatcher/ctm/cobweb/102.png: invalid frameindex 17
Client> 2013-07-03 21:25:14 [CLIENT] [SEVERE] Unable to parse animation metadata from minecraft:mcpatcher/ctm/cobweb/100.png: invalid frameindex 17
Client> 2013-07-03 21:25:14 [CLIENT] [SEVERE] Unable to parse animation metadata from minecraft:textures/blocks/lava_flow.png: invalid frameindex 40
Client> 2013-07-03 21:25:14 [CLIENT] [SEVERE] Unable to parse animation metadata from minecraft:textures/blocks/enchanting_table_top.png: invalid frameindex 32
Not all animated blocks/items are affected, just these ones.
EDIT- I figured it out.
For anybody else who gets these errors, it means that your animated block/item mcmeta file has too many cycles to go through. Just delete the final frame number (i.e. number 32 in the bottom one above) and make 31 the last frame it cycles to. That fixes it.
SGMCrafter, it should work if you used the tile... but you might have to set the 'top' texture for the Bookshelf itself using the same tiles.
Also a general note, if you patched 1.6, before 1.6.1... make sure you delete the 1.6 and 1.6-mcpatcher folders to make the patch stick on 1.6.1
As you can see in the code, I actually set the "matchTiles" property to "planks_oak", image that is also used for the top and bottom of the bookshelves, this should match not only the planks themselves, but also those parts of the bookshelves, the "connect" property is set to "tile" so it should connect to every block that use the matched tile on the face it uses it, and finally, the property "faces" is set to "all" which should make all of the faces being affected by this properties file. The error I'm getting is that the planks connect just fine on the sides, but on the top and the bottom they're not connecting, and, of course, if the top and bottom aren't connecting, it won't connect the planks with the top and bottom of the bookshelves.
Sorry if I didn't explain myself good enough.
Don't get me wrong, I'm not disqualifying you or anything, sorry if this post sounds rude.
Yeah this update made everything more annoying to work. I can't seem to use any modloader at the same time as MCpatcher without making MCpatcher load everything correctly. If I try to load a modloader into the game with MCpatcher it refuses to work right... Ugh.
hmm..
I can not get MCPatcher 4.1.0 to work with minecraftforge-universal-1.6.1-8.9.0.768 patching MC 1.6.1
The 2 no longer seem to get along with each other
BTW in my trials i found out that minecraftforge-universal-1.6.1-8.9.0.768 patching MC 1.6.1
also requires a special .json file (it has other things / libraries listed in it to the default MC1.6.1 .json file
so i used the one that came with the forge installer.
now at least when i apply the forge mod(with mcpatcher) MC recognizes it and runs . but if i turn on ANY of the MCPatcher mods it no longer works..and just crashes out
hmm..
I can not get MCPatcher 4.1.0 to work with minecraftforge-universal-1.6.1-8.9.0.768 patching MC 1.6.1
The 2 no longer seem to get along with each other
BTW in my trials i found out that minecraftforge-universal-1.6.1-8.9.0.768 patching MC 1.6.1
also requires a special .json file (it has other things / libraries listed in it to the default MC1.6.1 .json file
so i used the one that came with the forge installer.
now at least when i apply the forge mod(with mcpatcher) MC recognizes it and runs . but if i turn on ANY of the MCPatcher mods it no longer works..and just crashes out
Ah good so I am not the only one that is having trouble making any mods and/or modloading programs work with MCpatcher.
Yeah this update made everything more annoying to work. I can't seem to use any modloader at the same time as MCpatcher without making MCpatcher load everything correctly. If I try to load a modloader into the game with MCpatcher it refuses to work right... Ugh.
I think that's because Mojang said 1.6 was a major step in the direction of Modding API. Which is, I believe, intended to be a Mojang-implemented and supported method to modding the game. A replacement for Mod Loader/Forge, If you will.
Rollback Post to RevisionRollBack
24/7 Medieval Fantasy RP Server
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Full log for a test after patching with everything under "Mods" checked:
Launching C:\Users\Walters\AppData\Roaming\.minecraft\versions\1.6.1-mcpatcher\1.6.1-mcpatcher.jar
java -cp C:\Users\Walters\AppData\Roaming\.minecraft\libraries\net\sf\jopt-simple\jopt-simple\4.5\jopt-simple-4.5.jar;C:\Users\Walters\AppData\Roaming\.minecraft\libraries\com\paulscode\codecjorbis\20101023\codecjorbis-20101023.jar;C:\Users\Walters\AppData\Roaming\.minecraft\libraries\com\paulscode\codecwav\20101023\codecwav-20101023.jar;C:\Users\Walters\AppData\Roaming\.minecraft\libraries\com\paulscode\libraryjavasound\20101123\libraryjavasound-20101123.jar;C:\Users\Walters\AppData\Roaming\.minecraft\libraries\com\paulscode\librarylwjglopenal\20100824\librarylwjglopenal-20100824.jar;C:\Users\Walters\AppData\Roaming\.minecraft\libraries\com\paulscode\soundsystem\20120107\soundsystem-20120107.jar;C:\Users\Walters\AppData\Roaming\.minecraft\libraries\org\lwjgl\lwjgl\lwjgl\2.9.0\lwjgl-2.9.0.jar;C:\Users\Walters\AppData\Roaming\.minecraft\libraries\org\lwjgl\lwjgl\lwjgl_util\2.9.0\lwjgl_util-2.9.0.jar;C:\Users\Walters\AppData\Roaming\.minecraft\libraries\argo\argo\2.25_fixed\argo-2.25_fixed.jar;C:\Users\Walters\AppData\Roaming\.minecraft\libraries\org\bouncycastle\bcprov-jdk15on\1.47\bcprov-jdk15on-1.47.jar;C:\Users\Walters\AppData\Roaming\.minecraft\libraries\com\google\guava\guava\14.0\guava-14.0.jar;C:\Users\Walters\AppData\Roaming\.minecraft\libraries\org\apache\commons\commons-lang3\3.1\commons-lang3-3.1.jar;C:\Users\Walters\AppData\Roaming\.minecraft\libraries\commons-io\commons-io\2.4\commons-io-2.4.jar;C:\Users\Walters\AppData\Roaming\.minecraft\libraries\net\java\jinput\jinput\2.0.5\jinput-2.0.5.jar;C:\Users\Walters\AppData\Roaming\.minecraft\libraries\net\java\jutils\jutils\1.0.0\jutils-1.0.0.jar;C:\Users\Walters\AppData\Roaming\.minecraft\libraries\com\google\code\gson\gson\2.2.2\gson-2.2.2.jar;C:\Users\Walters\AppData\Roaming\.minecraft\versions\1.6.1-mcpatcher\1.6.1-mcpatcher.jar; -Djava.library.path=C:\Users\Walters\AppData\Roaming\.minecraft\versions\1.6.1-mcpatcher\1.6.1-mcpatcher-natives -Xmx1024M -Xms512M net.minecraft.client.main.Main --version 1.6.1-mcpatcher --assetsDir C:\Users\Walters\AppData\Roaming\.minecraft\assets --gameDir C:\Users\Walters\AppData\Roaming\.minecraft
MCPatcherUtils initialized:
Game directory: C:\Users\Walters\AppData\Roaming\.minecraft
Minecraft version: 1.6.1
MCPatcher version: 4.1.0
Max heap memory: 910.3MB
Max direct memory: 910.3MB
2013-07-03 16:11:22 [CLIENT] [INFO] Setting user: Player123
2013-07-03 16:11:22 [CLIENT] [INFO] (Session ID is null)
2013-07-03 16:11:22 [CLIENT] [INFO] LWJGL Version: 2.9.0
---- Minecraft Crash Report ----
// Oops.
Time: 7/3/13 4:11 PM
Description: Initializing game
java.lang.NoClassDefFoundError: net/minecraft/src/SimpleResource
at com.prupe.mcpatcher.hd.AAHelper.<clinit>(AAHelper.java:24)
at atn.O(SourceFile:286) [Minecraft]
at atn.d(SourceFile:598) [Minecraft]
at net.minecraft.client.main.Main.main(SourceFile:101)
Caused by: java.lang.ClassNotFoundException: net.minecraft.src.SimpleResource
at java.net.URLClassLoader$1.run(URLClassLoader.java:365)
at java.net.URLClassLoader$1.run(URLClassLoader.java:354)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(URLClassLoader.java:353)
at java.lang.ClassLoader.loadClass(ClassLoader.java:423)
at sun.misc.Launcher$AppClassLoader.loadClass(Launcher.java:308)
at java.lang.ClassLoader.loadClass(ClassLoader.java:356)
... 4 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at com.prupe.mcpatcher.hd.AAHelper.<clinit>(AAHelper.java:24)
at atn.O(SourceFile:286) [Minecraft]
-- Initialization --
Details:
Stacktrace:
at atn.d(SourceFile:598) [Minecraft]
at net.minecraft.client.main.Main.main(SourceFile:101)
-- System Details --
Details:
Minecraft Version: 1.6.1
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.8.0-ea, Oracle Corporation
Java VM Version: Java HotSpotâ„¢ 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 482433344 bytes (460 MB) / 514523136 bytes (490 MB) up to 954466304 bytes (910 MB)
JVM Flags: 2 total; -Xmx1024M -Xms512M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: [com.prupe.mcpatcher.MCPatcherUtils, Config, MCLogger, ...], [com.prupe.mcpatcher.hd.AAHelper]
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
Launched Version: 1.6.1-mcpatcher
LWJGL: 2.9.0
OpenGL: ~~ERROR~~ RuntimeException: No OpenGL context found in the current thread.
Is Modded: Very likely; Jar signature invalidated
Type: Client (map_client.txt)
Resource Pack: SilverMines__64x___16.zip
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
#@[email protected]# Game crashed! Crash report saved to: #@[email protected]# C:\Users\Walters\AppData\Roaming\.minecraft\crash-reports\crash-2013-07-03_16.11.22-client.txt
Minecraft exited with status -1
The code would be something like this:
The ??? is what I'm wandering about what to put. As in the code each line of lore isn't given a name like "1" or "2". It's just blank with a list of data that holds each line of lore.
The XXX is whatever lore you're trying to search for.
For example, unless the end user has their own settings force-set to something, I can enable a little AA/AF when they load my pack just to smooth everything out?
1. We can have a mob have a certain skin when it has a certain name.(Example: Having a Zombie named "X"(X = a certain name) would make it take on skin "Y"(Y = a skin provided in the Resource Pack))
Here's what it might look like:
2. We can have a mob have certain skin based on what the entity is.(Example: Have a way for the Giant(a mob that uses the Zombie texture) to be a different texture than a Normal Zombie. The Same can be applied to the Baby versions of mobs(maybe???).)
I sadly, at the time of writing this, have no idea how this could be set up in a config or how it should look. (I'll change it when I have an idea on how it should look)
3. Maybe include a similar type of NBT-Based Rules like from CIT. Including this may also could allow for the 1st & 2nd idea to be included too.(Example: An Angry Zombie Pigmen & a Non-Angry Zombie Pigmen can have 2 different textures, the baby versions of mobs can have different textures, Villagers that have certain trades can have a different texture that the rest of the villagers of the same type, etc.)
It was happening even with the default pack. I played around with it more today and found that if I enabled the 'Standard Blocks' option for Connected Textures, Better Grass does work. If that's intended, I might suggest adding that note to the Basic Instructions alongside how to enable Better Grass. I didn't enable that option because I'm not using any connected textures.
Thanks for your time, and for a great and necessary mod.
Tell me if this is a bug or I'm doing something wrong, please. Thanks in advance.
Visit my Youtube channel here (still empty) if you're a strange gamer!
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Curse PremiumAlso a general note, if you patched 1.6, before 1.6.1... make sure you delete the 1.6 and 1.6-mcpatcher folders to make the patch stick on 1.6.1
Awesome job again Khar. More coding miles than the sun!
Also I wanna toss something your way, I know you use adf.ly to help yourself out; I wanna recommend adfoc.us to you mostly because you get about double per click. Just trying to be helpful for you being so helpful to the community.
Just did this and now I get better glass, connected textures, the correct resource pack font, etc. Only thing that doesn't seem to be working is random mobs is still refusing to cycle through the mobs in my resource pack.
EDIT: Yeah I feel dumb now. Apparently MCpatcher can be used to load mods into the jar file. Assuming if I use it to add in modloader and such everything sound run smoothly.
EDIT: Yeah nevermind that. If I try to use MCpatcher to add in modloader and Zan Minimap it crashes when I attempt to enter the game. It works fine if I just add modloader by iteself. Keeps giving me the below message.
Anyone know what to do to fix it?
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Moderator{ "pack": { "pack_format": 1, "description": "Description of your pack here!" } }Obviously, you can change the "Description of your pack here!" part, but everything else must be EXACTLY as I've shown it there.
Also, if you're using Windows, make sure it's NOT set to hide known file types, otherwise you might have a .txt extension on the end of the file name that you can't see, but will still make Minecraft ignore the file.
Really?
Thanks! It works now, CTM and all!
It also appears 1.6 has added separate files for birch leaf textures...
Not all animated blocks/items are affected, just these ones.
EDIT- I figured it out.
For anybody else who gets these errors, it means that your animated block/item mcmeta file has too many cycles to go through. Just delete the final frame number (i.e. number 32 in the bottom one above) and make 31 the last frame it cycles to. That fixes it.
Does not appear to be. I'll post another crash log if it happens again.
IMPORTANT!!!
As you can see in the code, I actually set the "matchTiles" property to "planks_oak", image that is also used for the top and bottom of the bookshelves, this should match not only the planks themselves, but also those parts of the bookshelves, the "connect" property is set to "tile" so it should connect to every block that use the matched tile on the face it uses it, and finally, the property "faces" is set to "all" which should make all of the faces being affected by this properties file. The error I'm getting is that the planks connect just fine on the sides, but on the top and the bottom they're not connecting, and, of course, if the top and bottom aren't connecting, it won't connect the planks with the top and bottom of the bookshelves.
Sorry if I didn't explain myself good enough.
Don't get me wrong, I'm not disqualifying you or anything, sorry if this post sounds rude.
Visit my Youtube channel here (still empty) if you're a strange gamer!
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Curse Premium.minecraft\resourcepacks\Resource Pack\assets\minecraft\mcpatcher\mobs\steve2.png
Also,Does Randomobs work for Armor?
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Retired StaffI can not get MCPatcher 4.1.0 to work with minecraftforge-universal-1.6.1-8.9.0.768 patching MC 1.6.1
The 2 no longer seem to get along with each other
BTW in my trials i found out that minecraftforge-universal-1.6.1-8.9.0.768 patching MC 1.6.1
also requires a special .json file (it has other things / libraries listed in it to the default MC1.6.1 .json file
so i used the one that came with the forge installer.
now at least when i apply the forge mod(with mcpatcher) MC recognizes it and runs . but if i turn on ANY of the MCPatcher mods it no longer works..and just crashes out
Ah good so I am not the only one that is having trouble making any mods and/or modloading programs work with MCpatcher.
I think that's because Mojang said 1.6 was a major step in the direction of Modding API. Which is, I believe, intended to be a Mojang-implemented and supported method to modding the game. A replacement for Mod Loader/Forge, If you will.