is it possible to get a few more variations in the tall grass?
in plains biome it's most noticeable that its a sea of grass that's exactly the same, it would be great to have a little bit of variation in the grass, maybe even a slight colour randomization would do the job.
other than that, the only issues I've had is grass is occasionally showing up on dirt blocks, this is even occurring underground, it's rare though and could possibly be just a vanilla bug, it's not unheard of to find the odd flower by a pool of water anyway.
see's this in the forum threads, thinks someone is posting to hopefully get it attention from a modder who could update it...
now, i think i need to make a coffee, just so i can spit it out all out all over my computer.
i used this mod all through beta and it became my favorite mod. it was sad to see it die.
i look forward to playing with this again, some modders got close to recreating this but it was never the same. and i look forward to being able to share this with my friends who haven't been playing minecraft long enough to remember this mod.
now for the basic questions.
ExtrabiomesXL support coming? and will your grass currently work in its biomes to some extent?
will the vines,lilly pad flowers and biome related plants making a return?
and finally now that we have forge and you can basically go nuts and add whatever the hell you want without chewing up all our block id's do you plan on adding more to your mod?
basically put change all the blocks to 15,00 + for compatibility.
I tried the newdefault and it would crash on load with the same error as the others.
your 'default' default will start fine then crash in game soon after.
Edit:
hey, may have found part of the problem!!!
i changed those ID's to ones under 256 (within vanilla minecraft limits) i went for a fly around and had no crashes, i found an orange tree too so they were generating...
Edit2:
same results with the new default pack, the problem must be with the way forge handles block id's
cpw.mods.fml.common.LoaderException: java.lang.NoClassDefFoundError: cpw/mods/fml/client/CustomModLoadingErrorDisplayException
at cpw.mods.fml.common.LoadController.transition(LoadController.java:117)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:652)
at cpw.mods.fml.server.FMLServerHandler.finishServerLoading(FMLServerHandler.java:90)
at cpw.mods.fml.common.FMLCommonHandler.onServerStarted(FMLCommonHandler.java:348)
at ho.c(DedicatedServer.java:120)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:461)
at fy.run(SourceFile:856)
Caused by: java.lang.NoClassDefFoundError: cpw/mods/fml/client/CustomModLoadingErrorDisplayException
at xie.mods.xm.parser.JobItem.copyIconsFrom(JobItem.java:732)
at xie.mods.xm.parser.JobItem.expandIconNode(JobItem.java:679)
at xie.mods.xm.parser.JobItem.doWork(JobItem.java:94)
at xie.mods.xm.Work.resolveJobList(Work.java:273)
at xie.mods.xm.Work.doWork(Work.java:253)
at xie.mods.xm.XiesMod.load(XiesMod.java:107)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:440)
at sun.reflect.GeneratedMethodAccessor7.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:140)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:83)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:651)
... 5 more
Caused by: java.lang.ClassNotFoundException: cpw.mods.fml.client.CustomModLoadingErrorDisplayException
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:141)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 36 more
Caused by: java.lang.RuntimeException: Attempted to load class cpw/mods/fml/client/CustomModLoadingErrorDisplayException for invalid side SERVER
at cpw.mods.fml.common.asm.transformers.SideTransformer.transform(SideTransformer.java:38)
at cpw.mods.fml.relauncher.RelaunchClassLoader.runTransformers(RelaunchClassLoader.java:178)
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:133)
... 38 more
(i have no idea why i pasted that, it's completely useless to anyone)
when do you hope to have a server version out?
on the point of fixing your install instructions, you should probably make the install instructions a bit more obvious as well as maybe cleaning the main post, it's a bit of a mess, some spoiler tags would be great.
your mods has an extra step man, don't expect people to be able to figure it out
(it took me half an hour to get it working today, turns out i just put the mod it in the wrong MultiMC folder XD)
Minecraft has stopped running because it encountered a problem; Failed to start game
A full error report has been saved to C:\Users\Kids\AppData\Roaming\.minecraft\crash-reports\crash-2012-11-30_18.28.12-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 3a02758b --------
Full report at:
C:\Users\Kids\AppData\Roaming\.minecraft\crash-reports\crash-2012-11-30_18.28.12-client.txt
Please show that file to Mojang, NOT just this screen!
Generated 11/30/12 6:28 PM
-- System Details --
Details:
Minecraft Version: 1.4.5
Operating System: Windows Vista (x86) version 6.0
Java Version: 1.7.0_09, Oracle Corporation
Java VM Version: Java HotSpotâ„¢ Client VM (mixed mode), Oracle Corporation
Memory: 436151896 bytes (415 MB) / 519110656 bytes (495 MB) up to 1037959168 bytes (989 MB)
JVM Flags: 2 total; -Xms512m -Xmx1024m
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v7.23 FML v4.5.2.459 Minecraft Forge 6.4.0.397 4 mods loaded, 4 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed
FML [Forge Mod Loader] (coremods) Unloaded->Constructed
Forge [Minecraft Forge] (coremods) Unloaded->Constructed
Xie_RuntimeContentLoader [Xie's Mod] (minecraft.jar) Unloaded->Errored
LWJGL: 2.4.2
OpenGL: GeForce 9300M GS/PCI/SSE2 GL version 3.3.0, NVIDIA Corporation
Is Modded: Definitely; Client brand changed to 'forge,fml'
Type: Client (map_client.txt)
Texture Pack: Default
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
cpw.mods.fml.common.LoaderException: java.lang.ClassNotFoundException: xie.mods.xm.XiesMod
at cpw.mods.fml.common.LoadController.transition(LoadController.java:117)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:479)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:151)
at net.minecraft.client.Minecraft.a(Minecraft.java:424)
at net.minecraft.client.Minecraft.run(Minecraft.java:756)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: xie.mods.xm.XiesMod
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:141)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at cpw.mods.fml.common.ModClassLoader.loadClass(ModClassLoader.java:57)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:410)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:140)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:83)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:478)
... 4 more
Caused by: java.lang.NullPointerException
at org.objectweb.asm.ClassReader.<init>(Unknown Source)
at net.minecraftforge.transformers.EventTransformer.transform(EventTransformer.java:29)
at cpw.mods.fml.relauncher.RelaunchClassLoader.runTransformers(RelaunchClassLoader.java:178)
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:133)
... 31 more
--- END ERROR REPORT d61e4073 ----------
the mods looking for a file which isn't there, this means you've most likely accidentally messed up the install, try reinstalling the mod and it should work if everything is where it needs to be.
if your thinking of re-doing how the trees work definitely go with the 'matured' idea, my only gripe with the trees(since i started using this mod in beta) was that they were covered in 'apples'. going with the maturing idea would also allow for better farming of trees as we would no longer have to destroy the tree to harvest it.
don't go with the hanging fruit idea, it's what most of the other farming mods go with. It just looks silly and makes things feel cluttered.
hope you can get that update out this week, I've got a server waiting on you.(not intended to sound impatient, just your mods worth waiting for )
there's plenty of farming mods available for minecraft, however after 'googling around' i couldn't find a decent thread on which farming mod is the best, so I'm creating a topic here to hopefully get a decent answer.
so what is IN YOUR OP OPINION the best farming mod available? (hope to find some new ones )
I'm going to start by saying Xie's farming mod, it's subtle in the way it adds it's default content and your not overloaded with plants 5 minutes after starting a new world (this is why i don't like pam's farming mods) as well as this there's the fact it's so easy to customize to your liking, so if there's a certain tree you don't want you can remove it.
so what would you say is your favorite farming mod?
just found this from your reddit post and:
1. the fences are simple and look great, definately using, page bookmarked
2. screw the fences, THANKYOU for doing a 'remake' of the better blocks mod, i've been looking for this since the mod died and yours is by far the closest to i've seen. the other mods like it are mostly slab mods.
will you be doing any of the other features of better blocks such as the 'wood' bookshelves and the 3d ladders?
Probably a stupid question, but does this work on LAN?
as far as i know it won't work on LAN currently, like all other non smp mods(even for those you need a modded server), but hopefully the next update will containg the modding api aloowing that to happen.
no harm in trying it out, just both run the mod and see what happens, it might just send the block id's over an work.
Update:
just tried to play the mod on LAN, of course Both users will need to have the mods installed (i was using modloader MP version, i presume you will need it for the game to send the modded blocks over, or not, idk)
but if you both have the mods, WITH the same config, you can run a modded LAN network fine.
YAY!!!
is it possible for a transperency option in textures, as in make a certain block support alpha layers?
having this would be great for many high resolution texture packs as they could have something like a tint in the glass texture so we can see the glass without having something in the middle of the texture.
also i'm guessing theres no way to fix the issue of the game making transperent textures behind a transperent texture invisible, if so it would have already been fixed.
also thanks for making the one mod that i can't play without.(not fps issues, i just love all the extra effects, minecraft without mipmaps looks horrible when i turn them off)
This might be a bit of work, but would it be possible to make a client-side version that is compatible with SMP servers? Rather than having custom blocks, maybe the Stalagmites/stalagtites could just be rendered somewhat randomly, without a block.
to do that I'm guessing (off very little knowledge) that it would just be too recourse intensive, this mod creates stalagmites/stalactites during generation. creating them off pre-generated chunks would probably require the mod to scan the world for locations where it can place it's blocks.
on paper that sounds great but it would probably be ridiculously intensive to do.
0
in plains biome it's most noticeable that its a sea of grass that's exactly the same, it would be great to have a little bit of variation in the grass, maybe even a slight colour randomization would do the job.
other than that, the only issues I've had is grass is occasionally showing up on dirt blocks, this is even occurring underground, it's rare though and could possibly be just a vanilla bug, it's not unheard of to find the odd flower by a pool of water anyway.
1
now, i think i need to make a coffee, just so i can spit it out all out all over my computer.
i used this mod all through beta and it became my favorite mod. it was sad to see it die.
i look forward to playing with this again, some modders got close to recreating this but it was never the same. and i look forward to being able to share this with my friends who haven't been playing minecraft long enough to remember this mod.
now for the basic questions.
ExtrabiomesXL support coming? and will your grass currently work in its biomes to some extent?
will the vines,lilly pad flowers and biome related plants making a return?
and finally now that we have forge and you can basically go nuts and add whatever the hell you want without chewing up all our block id's do you plan on adding more to your mod?
0
0
i have changed id's to make it compatible with feed the beast
no errors in xie.log
All jobs successfully resolved!
Found 20 block 57 item 110 recipe 11 spawn 23 alias jobs.
Added 20 blocks 57 items 1185 recipes 11 spawns 23 aliases.
Changed id's
]# Xie's Mod SMP v0.3
# Block IDs
fruitLeaves=1500
fruitSapling=1501
tomatoBush=1502
cornCrop=1503
cottonPlant=1504
lettucePlant=1506
hybridWheat=1507
saltDeposit=1508
campfire=1509
ashpile=1510
shrub=1511
roseBush=1512
dandelionBush=1513
riceCrop=1514
teaBush=1516
cocoaLeaves=1517
cocoaSapling=1518
soyCrop=1519
onionPlant=1520
carrotPlant=1521
# Item IDs
pumpkinPiece=1451
pumpkinCooked=1452
fruitSeed=1453
basically put change all the blocks to 15,00 + for compatibility.
I tried the newdefault and it would crash on load with the same error as the others.
your 'default' default will start fine then crash in game soon after.
Edit:
hey, may have found part of the problem!!!
i changed those ID's to ones under 256 (within vanilla minecraft limits) i went for a fly around and had no crashes, i found an orange tree too so they were generating...
Edit2:
same results with the new default pack, the problem must be with the way forge handles block id's
0
and both of them are up to date...
either this mod does something it shouldn't or your up for a reward in not reading pages.
0
didn't realize that was so dark till just after i uploaded it
Edit 2:
Slightly wider and brightness fixed
0
at cpw.mods.fml.common.LoadController.transition(LoadController.java:117)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:652)
at cpw.mods.fml.server.FMLServerHandler.finishServerLoading(FMLServerHandler.java:90)
at cpw.mods.fml.common.FMLCommonHandler.onServerStarted(FMLCommonHandler.java:348)
at ho.c(DedicatedServer.java:120)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:461)
at fy.run(SourceFile:856)
Caused by: java.lang.NoClassDefFoundError: cpw/mods/fml/client/CustomModLoadingErrorDisplayException
at xie.mods.xm.parser.JobItem.copyIconsFrom(JobItem.java:732)
at xie.mods.xm.parser.JobItem.expandIconNode(JobItem.java:679)
at xie.mods.xm.parser.JobItem.doWork(JobItem.java:94)
at xie.mods.xm.Work.resolveJobList(Work.java:273)
at xie.mods.xm.Work.doWork(Work.java:253)
at xie.mods.xm.XiesMod.load(XiesMod.java:107)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:440)
at sun.reflect.GeneratedMethodAccessor7.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:140)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:83)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:651)
... 5 more
Caused by: java.lang.ClassNotFoundException: cpw.mods.fml.client.CustomModLoadingErrorDisplayException
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:141)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 36 more
Caused by: java.lang.RuntimeException: Attempted to load class cpw/mods/fml/client/CustomModLoadingErrorDisplayException for invalid side SERVER
at cpw.mods.fml.common.asm.transformers.SideTransformer.transform(SideTransformer.java:38)
at cpw.mods.fml.relauncher.RelaunchClassLoader.runTransformers(RelaunchClassLoader.java:178)
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:133)
... 38 more
when do you hope to have a server version out?
on the point of fixing your install instructions, you should probably make the install instructions a bit more obvious as well as maybe cleaning the main post, it's a bit of a mess, some spoiler tags would be great.
your mods has an extra step man, don't expect people to be able to figure it out
(it took me half an hour to get it working today, turns out i just put the mod it in the wrong MultiMC folder XD)
1
0
"cpw.mods.fml.common.LoaderException: java.lang.ClassNotFoundException: xie.mods.xm.XiesMod"
the mods looking for a file which isn't there, this means you've most likely accidentally messed up the install, try reinstalling the mod and it should work if everything is where it needs to be.
0
don't go with the hanging fruit idea, it's what most of the other farming mods go with. It just looks silly and makes things feel cluttered.
hope you can get that update out this week, I've got a server waiting on you.(not intended to sound impatient, just your mods worth waiting for )
0
so what is IN YOUR OP OPINION the best farming mod available? (hope to find some new ones )
I'm going to start by saying Xie's farming mod, it's subtle in the way it adds it's default content and your not overloaded with plants 5 minutes after starting a new world (this is why i don't like pam's farming mods) as well as this there's the fact it's so easy to customize to your liking, so if there's a certain tree you don't want you can remove it.
so what would you say is your favorite farming mod?
2
1. the fences are simple and look great, definately using, page bookmarked
2. screw the fences, THANKYOU for doing a 'remake' of the better blocks mod, i've been looking for this since the mod died and yours is by far the closest to i've seen. the other mods like it are mostly slab mods.
will you be doing any of the other features of better blocks such as the 'wood' bookshelves and the 3d ladders?
as far as i know it won't work on LAN currently, like all other non smp mods(even for those you need a modded server), but hopefully the next update will containg the modding api aloowing that to happen.
no harm in trying it out, just both run the mod and see what happens, it might just send the block id's over an work.
Update:
just tried to play the mod on LAN, of course Both users will need to have the mods installed (i was using modloader MP version, i presume you will need it for the game to send the modded blocks over, or not, idk)
but if you both have the mods, WITH the same config, you can run a modded LAN network fine.
YAY!!!
0
having this would be great for many high resolution texture packs as they could have something like a tint in the glass texture so we can see the glass without having something in the middle of the texture.
also i'm guessing theres no way to fix the issue of the game making transperent textures behind a transperent texture invisible, if so it would have already been fixed.
also thanks for making the one mod that i can't play without.(not fps issues, i just love all the extra effects, minecraft without mipmaps looks horrible when i turn them off)
0
been using it with the sound pack mod as well as MAtmos with an extra adon i found, all i can say it's like a whole new game.
just out of intrest, seeing this is still alpha and already great, what are your plans for the future of this mod?
0
to do that I'm guessing (off very little knowledge) that it would just be too recourse intensive, this mod creates stalagmites/stalactites during generation. creating them off pre-generated chunks would probably require the mod to scan the world for locations where it can place it's blocks.
on paper that sounds great but it would probably be ridiculously intensive to do.