• 0

    posted a message on Heirarchical texture packs
    First up: I love the LB Photorealistic texture pack. It looks fantastic. But the effect is spoiled by the jarring disconnect when a cave wall of 256x stone is broken by 16x default copper ore from a mod, or a 16x base texture for a mod-added machine.

    It has occurred to me that what would be a really awesome way to fix this would be if Minecraft allowed you to set a primary resource/texture pack and two or perhaps even three alternate texture packs in order of preference, and if Minecraft did not find a texture for a given block in your primary texturepack it would look for a texture in the alternate texturepacks, eventually falling back to vanilla textures if it didn't find anything else. Each time the game rendered a new blockID for the first time, it would find the preferred texture for that block, then add it to an internal list and look up from that list where to find its texture. This would allow players to pick a texture pack for the overall look of their world, then back it up with additional texture packs that support their favorite/most-used mods, instead of having to try to find one pack that covers everything in their world. There could even be a config-file-based hinting system by which players could tell their client to look in a specific texture pack to render a specific blockID.

    Thoughts....?
    Posted in: Suggestions
  • 0

    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    Quote from Ladyofthedrgns

    i feel like a fool asking this.

    Where is the coremods folder located in 1.6.2? It is the only step missing for me in the install to install the GUI.

    Please help?


    In 1.6.2 there is no need for a coremods folder any more. Everything goes in mods.
    Quote from bloodshot45

    Remove GuiAPI from server. It is client only.


    Thanks Bloodshot!
    Posted in: Minecraft Mods
  • 0

    posted a message on BiblioCraft [v2.4.5]-Bookcases, armor stands, shelves, printing presses, seats, clocks, the Atlas and more! Updated 06/21/2018
    I am unable to download from the ge.tt site. Is there any alternate download location?
    Posted in: Minecraft Mods
  • 0

    posted a message on DaftPVF's Mods (Treecapitator, CrystalWing, StartingInv, FloatingRuins)
    Quote from painter73

    I third this!! LOL Forge build 829 seems to work great, but all forge builds 830+ seem to screw EVERYTHING up!!! :(


    Thanks, that's useful information. So .829 is the Last Good Build, it appears...


    Update:
    .829 or lower on client side, with server mcpc-plus-1.6.2-R0.2-forge819-B53 - TreeCapitator loads and works.
    .829 or lower on client side, with server mcpc-plus-1.6.2-R0.2-forge836-B54 - TreeCapitator loads, client connects, but any attempt to break a tree block results in an internal server error and disconnect.
    .836 on client - TreeCapitator does not load in client, cannot connect to server.

    This looks to me like an FML bug. I've cross-reported it to the Forge devs.
    Posted in: Minecraft Mods
  • 0

    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    Crash with mcpc-plus-1.6.2-R0.2-forge819-B53.jar (spoilerized for length):


    10:45:00 [SEVERE] java.lang.NoClassDefFoundError: net/minecraft/client/gui/GuiOptions
    10:45:00 [SEVERE] at java.lang.Class.getDeclaredMethods0(Native Method)
    10:45:00 [SEVERE] at java.lang.Class.privateGetDeclaredMethods(Class.java:2521)
    10:45:00 [SEVERE] at java.lang.Class.getDeclaredMethods(Class.java:1845)
    10:45:00 [SEVERE] at cpw.mods.fml.common.FMLModContainer.gatherAnnotations(FMLModContainer.java:324)
    10:45:00 [SEVERE] at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:512)
    10:45:00 [SEVERE] at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    10:45:00 [SEVERE] at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
    10:45:00 [SEVERE] at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
    10:45:00 [SEVERE] at java.lang.reflect.Method.invoke(Method.java:606)
    10:45:00 [SEVERE] at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
    10:45:00 [SEVERE] at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
    10:45:00 [SEVERE] at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
    10:45:00 [SEVERE] at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
    10:45:00 [SEVERE] at com.google.common.eventbus.EventBus.post(EventBus.java:267)
    10:45:00 [SEVERE] at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:194)
    10:45:00 [SEVERE] at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:174)
    10:45:00 [SEVERE] at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    10:45:00 [SEVERE] at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
    10:45:00 [SEVERE] at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
    10:45:00 [SEVERE] at java.lang.reflect.Method.invoke(Method.java:606)
    10:45:00 [SEVERE] at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
    10:45:00 [SEVERE] at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
    10:45:00 [SEVERE] at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
    10:45:00 [SEVERE] at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
    10:45:00 [SEVERE] at com.google.common.eventbus.EventBus.post(EventBus.java:267)
    10:45:00 [SEVERE] at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:105)
    10:45:00 [SEVERE] at cpw.mods.fml.common.Loader.loadMods(Loader.java:510)
    10:45:00 [SEVERE] at cpw.mods.fml.server.FMLServerHandler.beginServerLoading(FMLServerHandler.java:86)
    10:45:00 [SEVERE] at cpw.mods.fml.common.FMLCommonHandler.onServerStart(FMLCommonHandler.java:350)
    10:45:00 [SEVERE] at net.minecraft.server.dedicated.DedicatedServer.func_71197_b(DedicatedServer.java:92)
    10:45:00 [SEVERE] at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:596)
    10:45:00 [SEVERE] at net.minecraft.server.ThreadMinecraftServer.run(ThreadMinecraftServer.java:16)
    10:45:00 [SEVERE] Caused by: java.lang.ClassNotFoundException: net.minecraft.client.gui.GuiOptions
    10:45:00 [SEVERE] at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:179)
    10:45:00 [SEVERE] at java.lang.ClassLoader.loadClass(ClassLoader.java:424)
    10:45:00 [SEVERE] at java.lang.ClassLoader.loadClass(ClassLoader.java:357)
    10:45:00 [SEVERE] ... 32 more
    10:45:00 [SEVERE] Caused by: java.lang.RuntimeException: Attempted to load class avt for invalid side SERVER
    10:45:00 [SEVERE] at cpw.mods.fml.common.asm.transformers.SideTransformer.transform(SideTransformer.java:50)
    10:45:00 [SEVERE] at net.minecraft.launchwrapper.LaunchClassLoader.runTransformers(LaunchClassLoader.java:267)
    10:45:00 [SEVERE] at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:165)
    10:45:00 [SEVERE] ... 34 more
    10:45:00 [SEVERE] Encountered an unexpected exception NoClassDefFoundError
    java.lang.NoClassDefFoundError: net/minecraft/client/gui/GuiOptions
    at java.lang.Class.getDeclaredMethods0(Native Method)
    at java.lang.Class.privateGetDeclaredMethods(Class.java:2521)
    at java.lang.Class.getDeclaredMethods(Class.java:1845)
    at cpw.mods.fml.common.FMLModContainer.gatherAnnotations(FMLModContainer.java:324)
    at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:512)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
    at java.lang.reflect.Method.invoke(Method.java:606)
    at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
    at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
    at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
    at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
    at com.google.common.eventbus.EventBus.post(EventBus.java:267)
    at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:194)
    at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:174)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
    at java.lang.reflect.Method.invoke(Method.java:606)
    at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
    at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
    at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
    at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
    at com.google.common.eventbus.EventBus.post(EventBus.java:267)
    at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:105)
    at cpw.mods.fml.common.Loader.loadMods(Loader.java:510)
    at cpw.mods.fml.server.FMLServerHandler.beginServerLoading(FMLServerHandler.java:86)
    at cpw.mods.fml.common.FMLCommonHandler.onServerStart(FMLCommonHandler.java:350)
    at net.minecraft.server.dedicated.DedicatedServer.func_71197_b(DedicatedServer.java:92)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:596)
    at net.minecraft.server.ThreadMinecraftServer.run(ThreadMinecraftServer.java:16)
    Caused by: java.lang.ClassNotFoundException: net.minecraft.client.gui.GuiOptions
    at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:179)
    at java.lang.ClassLoader.loadClass(ClassLoader.java:424)
    at java.lang.ClassLoader.loadClass(ClassLoader.java:357)
    ... 32 more
    Caused by: java.lang.RuntimeException: Attempted to load class avt for invalid side SERVER
    at cpw.mods.fml.common.asm.transformers.SideTransformer.transform(SideTransformer.java:50)
    at net.minecraft.launchwrapper.LaunchClassLoader.runTransformers(LaunchClassLoader.java:267)
    at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:165)
    ... 34 more
    10:45:00 [SEVERE] This crash report has been saved to: /opt/MCPC-Plus/./crash-reports/crash-2013-08-19_10.45.00-server.txt
    Posted in: Minecraft Mods
  • 0

    posted a message on DaftPVF's Mods (Treecapitator, CrystalWing, StartingInv, FloatingRuins)
    Quote from Laguy442

    Yeah, I have been getting crashes with forge .836 and TreeCapitator.Forge.1.6.2.r02. I am able to load game but as soon as I break any block (even none wood items) I get a crash. Removing TreeCapitator and the problem goes away.

    Checked my forge log file and getting the same issue Mykelca noted with forge not loading library.


    You don't need to remove TreeCapitator. Just downgrade Forge Modloader. I ran into this problem after I updated to FML .836 from .804 because either Buildcraft for 1.6.2 was requiring a minimum of .818, but I found that if I downgraded FML to EXACTLY .818, then both Buildcraft and TreeCapitator work fine.
    Posted in: Minecraft Mods
  • 0

    posted a message on ExtrabiomesXL Universal 3.16.3 for MC 1.7.10
    First of all, sorry if this is a FAQ, but...

    Is there any way to disable quicksand in jungle biomes? It doesn't appear to serve any useful purpose except for killing animals because they don't know to avoid it, and in general is a massive nuisance.
    Posted in: Minecraft Mods
  • 0

    posted a message on DaftPVF's Mods (Treecapitator, CrystalWing, StartingInv, FloatingRuins)
    TreeCapitator.Forge.1.6.2.r01 appears not to work with Forge ModLoader 9.10.0.836 on the client side. No crash occurs, but the mod is not loaded.
    Posted in: Minecraft Mods
  • 0

    posted a message on Help please ... custom modpack with 1.6.2
    Never mind ... I found the problem. The download site I got ForgeModLoader from gave me the wrong version.
    Posted in: Java Edition Support
  • 0

    posted a message on Help please ... custom modpack with 1.6.2
    First of all, sorry if this is a FAQ. But:
    I'm attempting to build a modded private server for Minecraft 1.6.2, using the MCPC+ server (currently mcpc-plus-1.6.2-R0.2-forge819-B53.jar). I'm able to install Minecraft Forge into the 1.6.2 client (Minecraft Coder Pack 8.04 and Forge ModLoader 6.2.19.710), and connect to MCPC+ 1.6.2 with no additional mods loaded without any problems using either the Minecraft 1.6 launcher or MagicLauncher, and everything works as expected. If I use MagicLauncher (v1.1.7), I can add OptiFine (1.6.2_HD_U_B4) and it will continue to work. I can add additional mods on the server side (typically starting with ExtraBiomesXL), and the server comes up fine so far; but as soon as I add any external Forge mods on the client side, either via MagicLauncher or by adding them to the mods folder and using the vanilla 1.6.2 launcher, the client either crashes on startup, with ForgeModLoader declaring itself "Unable to launch", or is unable to log into the server, declaring "Unable to login: Bad login". This is naturally making it rather difficult to build a 1.6.2 mod pack.

    Can anyone point out what I'm doing wrong or point me at resources that document how I should be doing this?
    Posted in: Java Edition Support
  • 1

    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    Quote from DrZhark

    Hi

    We've finished working on several new features of the mod, getting ready for the MC 1.6.2 migration. The latest version is available as a DEV version at the front page. Please empty your amulets and fishnets before updating or you will lose the stored pets. You will receive a item ID warning that can be ignored when loading the updated version.

    Once this has proven stable, we will release it as the final 1.5.2 compatible version and then we will complete the update of the Minecraft 1.6.2 version of Mo'Creatures.


    Awesome work, guys!
    Posted in: Minecraft Mods
  • 0

    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    Quote from Gurrok

    I remember reading about poor Gizmo when it was a new issue, and couldn't remember if it was ever resolved. I read the next couple of pages after, but found no mention of a fix. It seems they too were using a 1.4.7 backport, which unfortunately is way past being feasibly supported anymore. It may have ended up as loose end kind of thing. I know that the 1.5x kitties are ok, and I'm speculating that 1.6 kitties will be as well. So, once you make the jump to 1.6, the cats should be fine.


    Yeah, I'm kinda thinking that too, not going to sweat it at this point.

    Quote from bloodshot45

    I'm sorry to say this but posting issues for non-supported builds is pointless. Either update or deal with the bugs.


    Bloodshot45, I'm not for one moment expecting nor asking anyone to go back and fix backports. I apologize if you thought I was. I was just asking whether there were already known fixes for the textures, whether the "self taming" animals were an odd glitch or something I'd misconfigured, etc. New backport fixes were the furthest thing from my mind. As previously noted, this is a scratch server at this point that I'm pretty much using as a sandbox to work out how to make everything work together. For the official record, I am EXPLICITLY NOT asking for any backport support from the Mo'Creatures dev team who have more important things to do. As I noted, this is my first Mo'Creatures install and I'm still finding my feet; I was just looking for some tips or pointers from the rest of the Mo'Creatures user community, and the inestimable Gurrok stepped up there with all I was looking for.

    That said, the pointer regarding Immibis is a useful one, and I'll check it out — thank you for it. I have heard Eloraam is back in play, but I will definitely look at the Immibis alternative.
    Posted in: Minecraft Mods
  • 0

    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    Quote from Gurrok

    If you're going from 1.4.7, don't jump directly to 1.6.2 if you have any tamed animals you want to keep. The 1.5x updates to this mod are important if you have any tamed animals. Skipping these will guarantee your tamed animals will disappear once you make the change to 1.6. Read the former posts from Bloodshot about the pet saving system for details.

    As for your questions:
    1. Go into your config folder, then MoCreatures folder, then open MoCGlobal.cfg with a text editor. Look for the "max amount of" section (looks like this, probably with different numbers).
    # Max amount of ambients.
    I:maxAmbients=100
    
    # Max amount of animals.
    I:maxCreatures=70
    
    # Max amount of monster.
    I:maxMonsters=70
    
    # Max amount of watercreatures.
    I:maxWaterCreatures=60

    Lowering these numbers will lower the overall population for the appropriate entity type. See if that helps first, then if you're still experiencing too many of something you can dig into spawn rates.

    ...and while we're on the subject, how about a PSA?

    Remember, kids, the config files are your friends! Get to know them, and shape your world!

    2. Some animals become tamed by picking them up (bunnies) or even eating items on the ground (birds, goats). You just happen to be close enough when they do, and the game thinks you're actively taming them. Short of using a scroll to untame them, I think your only option is to kill them if you don't want them.

    3. I remember hearing about this issue a while back and have no idea what the fix is. Try searching this thread, I know it has been discussed here before.


    I detect butthurt. BTW, "never" is a valid response to a question asking "when".


    Thanks, Gurrok.

    I'm aware of the pet-saving issues, yes ... been following that along. This is kind of a "scratch world" right now, so I probably won't worry too much about tamed animals. We're certainly not going to be breeding enough rares at this point to justify building a whole intervening-version server.

    Spawn numbers: I have no explanation for how I managed to skip past those when looking through the config file. I shall look again armed with the knowledge that they are indeed there.

    Self-taming animals: Didn't realize it worked that way, but the explanation makes sense. :)

    Kitty textures: No joy yet, but I'll keep looking.
    Posted in: Minecraft Mods
  • 0

    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    I'm working on a 1.4.7 "beta" server to build up a mod pack and resolve issues, preparatory to updating everything to 1.6.2 after Mo'Creatures and RedPower are updated to 1.6.2. I'm using bloodshot45's 4.7.0 back-port of 5.1.5. Everything,s working fine except for three issues:
    1. The global spawn rate is really high. We're drowning in elephants, ostriches, foxes, lions, bears, scorpions, and at night the werewolves and ogres hunt in packs. (It's not pretty.) As a Mo'Creatures n00b, I presume there's a single global setting somewhere that I can adjust to turn down all the spawn rates together? (Better yet, if I can turn the monsters down a bit more than the regular creatures. It's hard to secure a perimeter and get construction going when you're up to your ass in werewolves.)
    2. I keep getting "Name your pet" dialogs popping up when I haven't tamed anything.
    3. The cat (kitty) textures appear to be badly corrupted. I'm not sure what it is that they're getting instead of "kitty". Looks like it might be badly fragmented bits of human-form-werewolf texture.
    Posted in: Minecraft Mods
  • 3

    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    Quote from Donthak

    The only thing that could make this mod better would be tamed, armored bears.

    Tamed, armored POLAR bears. :)
    Posted in: Minecraft Mods
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