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

    It's not currently available for server. I'm debating putting out an SMP version once 1.2.5 is out. No promises.


    Ah, okay. I read the bit about multiplayer bugginess and assumed it was actually intended for SMP as well. Thanks.
    Posted in: Minecraft Mods
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    posted a message on DaftPVF's Mods (Treecapitator, CrystalWing, StartingInv, FloatingRuins)
    I really love treecapitator, and am using it in single player. Trying to install it for a very small server, and it keeps crashing:

    ModLoader Server 1.2.4v1 Initializing...
    2012-04-03 21:10:25 [INFO] ModLoader Server 1.2.4v1 Initializing...
    Failed to load mod from "mod_treecapitator.class"
    java.lang.NoSuchFieldError: u
    	    at mod_treecapitator.<clinit>(mod_treecapitator.java:11)
    	    at sun.misc.Unsafe.ensureClassInitialized(Native Method)
    	    at sun.reflect.UnsafeFieldAccessorFactory.newFieldAccessor(Unknown Sourc
    e)
    	    at sun.reflect.ReflectionFactory.newFieldAccessor(Unknown Source)
    	    at java.lang.reflect.Field.acquireFieldAccessor(Unknown Source)
    	    at java.lang.reflect.Field.getFieldAccessor(Unknown Source)
    	    at java.lang.reflect.Field.get(Unknown Source)
    	    at ModLoader.setupProperties(ModLoader.java:1266)
    	    at ModLoader.addMod(ModLoader.java:140)
    	    at ModLoader.readFromModFolder(ModLoader.java:950)
    	    at ModLoader.init(ModLoader.java:578)
    	    at ModLoader.initialize(ModLoader.java:1626)
    	    at net.minecraft.server.MinecraftServer.s(MinecraftServer.java:160)
    	    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:425)
    	    at dn.run(SourceFile:490)


    How should I have installed it for a server?
    Posted in: Minecraft Mods
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    posted a message on [1.7.3] PhoenixTerrainMod (New status update 11/03/12)
    I saw the word of notch about the height map raising thing, but at no point did it say notch raised the map limit. That was done by the guy who wrote the letter to him, who outlined the difficulties and issues that could arise from doing something like this, and it didn't sound like he was happy with the total results so as to release it. What I'm more interested in is that the conversation was happening, and notch felt the need to share that, especially after saying that the terrain generation is vastly changing in the 1.8 update. Couple that with the picture of the in game actual mountain sized mountain, well, I'm excited if this comes to fruition, especially with PTM to make it more interesting.
    Posted in: Minecraft Mods
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    posted a message on PhoenixTerrainMod BOB sharing thread
    sorry for disappearing there, I apparently sussed my developing computer a bit trying to get mono and wine playing together. winetricks would have made it much easier... anywho I'll try to help you out with that, can't say I've compiled much on linux, just started using it a year or so ago. as soon as I sort out my machine I'll register for the source, hopefully it won't be a clean start (again) to get it all together.
    Posted in: Mods Discussion
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    posted a message on [1.7.3] PhoenixTerrainMod (New status update 11/03/12)
    Quote from Zanatos_Fox

    EDIT: Never mind, I was thinking of one of the SMP releases. The problem with replace on the bukkit version is if you replace stone with say, sandstone, it also replaces all of the minerals.

    I'm not trying to do stone, I'm trying to do gravel, and I already used the IDs. The problem being it's using the wrong ID system, it's using the entity ID not the block ID when I do that. During the start up of the server the log spits out skipping entity dolphin. Curious if this is the problem, or if I should be doing the hex value, or some other marker before the IDs.
    Posted in: Minecraft Mods
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    posted a message on [1.7.3] PhoenixTerrainMod (New status update 11/03/12)
    Edit*: got my bukkit server started using Wessexstock's Island Hopping map, PTMbukkitR15. I had to change the replacegravel line it didn't like that (crashed the server), so I put the block ID (replace13:12), but my server log says it skipped dolphins. What should I put to skip gravel?
    Posted in: Minecraft Mods
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    posted a message on WessexStock's Wild Maps (I'M BACK!)
    what happened to the island hopping map?
    Posted in: Maps
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    posted a message on [1.7.3] PhoenixTerrainMod (New status update 11/03/12)
    Quote from sfxworks

    How much would I have to pay you to


    - include this feature allowing me to draw my continents and oceans. (Or at least override its cave rendering system)

    - linkied caves between worlds using world layering.

    - linked mountains between worlds using world layering.

    - underground caverns and huge underground lakes for my underground world (that I will link to the regular world with layering)


    Time is of the essence so I would pay more if you could make this a priority and get it done asap.

    Why don't you just use those bukkit plugins you linked to? Seriously. That's what I'm doing when the bukkit version come out tonight or tomorrow (except bananaimage, cause I prefer the PTM generation method where I can be surprised).
    Posted in: Minecraft Mods
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    posted a message on PhoenixTerrainMod BOB sharing thread
    wb ohmusama, hope your time away was good. I've been trying to get this to run under wine in Linux but haven't had any luck, will there be any attempt to port this to either Linux or Mac?
    Posted in: Mods Discussion
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    posted a message on [1.7.3] PhoenixTerrainMod (New status update 11/03/12)
    Quote from britefire

    Quick question, is the bukkit release being worked on? No rush or anything, just wanting to know if I need to switch my server to default or if it's almost ready.

    Great mod by the way! :smile.gif:


    A couple pages back he said that Olat was working on the bukkit version. They have made a few changes recently to bukkit, and between that and the fever code I can see why it's taking awhile. I too am waiting on the bukkit version, though I'm debating just pre-generating a really large area with the SMP version and playing in bukkit.
    Posted in: Minecraft Mods
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    posted a message on [1.7.3] PhoenixTerrainMod (New status update 11/03/12)
    Wessex, please post that map fast. I may have voted for rolling plains, but i'm a sucker for some gorgeous floating islands....
    Posted in: Minecraft Mods
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    posted a message on PhoenixTerrainMod BOB sharing thread
    will there be any attempt to port this to mac or linux? windows is the only OS I don't have available :tongue.gif:
    Posted in: Mods Discussion
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    posted a message on [1.8.7 / 1.7.10 and earlier][update 4/23] MCPatcher HD fix 5.0.3
    Quote from LFCkid373

    I love this, before I was just playing plane old vanilla minecraft. Now I'm using the mods and I love it. I have encountered some difficulty, however, with the millenaire mod. For some reason I add it to the mods, patch it up, and get regular minecraft, no millenaire. Can you or someone help me on this issue. I want to try out the mod and then kill them and do all sorts of stuff that makes minecraft what it is. It would be a huge help thanks! :DORE:

    millenaire doesn't actually get patched into the minecraft.jar file. if you open the .zip file it will have several folders that you will extract into the .minecraft folder and the mod folder inside the .minecraft folder (don't worry the folders are labeled as such). Also make sure you have modloader patched in or else it won't work.

    As a separate thing, I would really love it if you guys could implement a profiles type thing. So say I'm playing SSP, and then want to switch over to SMP, I don't have to uncheck and recheck the mods and possibly rearrange them before patching. I could just click a menu option or something and it will automatically resort them and check the appropriate ones according to settings I had previously implemented and saved.

    *Edit: Oh, and awesome job, I use this to patch in nigh on every mod now. One bug I've noticed though is that occasionally the patcher won't find all of the subfolders in a .zip (I know CTM did this, there might have been some others). Anyways, keep up the good work.
    Posted in: Resource Packs
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    posted a message on [1.7.3] PhoenixTerrainMod (New status update 11/03/12)
    Quote from Crunkatog

    Take care RTB and remember you can't code (or do anything else) if you're a ghost.

    Quick question. I'm using PTM SSP R1B10 + SMP R1B9 + BBOB, I put 9 BOBjects in the BobPlugins folder in both SSP and SMP. Custom Objects is set to True and frequency is fairly high at 100. I generated a custom map in SSP, wandered around it a bit, saw no BOBjects. Thinking it needed to generate out further I put it in SMP and used MLG to generate 1800 x 1800. No BOBjects.

    If I only have 3 custom palm trees inside the BOBPlugins it generates them per the usual distribution just fine.

    Is there a limit to how many BOBjects are allowed for one map type?

    Note: The different BOB trees I made all have somewhat overlapping placement rules, but are all a bit different. For instance, the two Murphy pines spawn in all grassy biomes, and I have two sets of palms, one which spawns on grass/dirt and another which spawns on sand. Lastly I made two custom cycads that spawn on grass but only in rainforest and shrubland. Previous tests with just the palms shows that they place abundantly and correctly.

    Maybe it's just too many competing arguments for the BOB part of the mod?


    I had a similar issue, I figured the bob was just broken though. I kept finding single spots of dirt that I assumed were the spawn locations for the 'abandoned shack'. I don't recall if that affected the tree spawns as well, as I deleted the shack from the list pretty quick after that. Of course those were all .bob files not the .bo2, which I still haven't gotten a chance to utilize (i'm interested in the bukkit build only, no offense to the rest of the distros). But the shack would have put me at four or five bobjects.
    Posted in: Minecraft Mods
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    posted a message on [V1.4_01] BiomeTerrainMod update (Re-read readme!)
    Quote from Ricowan »
    Quote from Peaced »
    I just hope there will be a way to work on ore distribution in a more efficient way.
    Right now the settings apply for every chunks, so you have the same chances of finding ore, no matter where you are.
    <snip>

    Unfortunately, from what I can tell while playing with the code, this simply isn't possible. Chunk B has no knowledge of what exists in Chunk A, or Chunk Z, or any other previously generated chunk, period. Since BTM simply enhances the existing Minecraft code for generating a chunk, you're basically asking for a different mod, or at the very least a complete re-write. And even then, what would need to happen is either a lot more memory is consumed storing this extra information about each chunk, or a lot more file IO happens, reading in existing neighboring chunks before a new chunk is generated. Both options means less performance, which IMO is a bad thing.

    I'm going to preface this with I have no idea how the code being implemented works, I haven't looked at the source personally, I would think that as a per biome thing it would work for these sorts of things. Of course the settings file is long enough as it is.
    Posted in: Minecraft Mods
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