• 1

    posted a message on ExtrabiomesXL Universal 3.16.3 for MC 1.7.10
    Quote from Sandstein

    So... many (like me) have the problems with White Leaves in the John Smithes Texture-Pack and ExtraBiomesXL. After 1 hour of learning by doing i found a result:
    It's very simpel: Copy from "minecraft.jar/misc/foliagecolor.png" into your John Smith Texture-Pack in the folder "misc" and overwrite these.

    This are the basic colors for leaves and gras. I don't know if that have any complications with other John Smith Textures (i found nothing... it looks ok). When somebody found a mistake please let me know.


    The RPG addon addresses this.
    Quote from JojHeywood

    If you can't find it, you're doing it wrong.


    Thanks... *sunglasses* ...for the pointer.
    Posted in: Minecraft Mods
  • 0

    posted a message on ExtrabiomesXL Universal 3.16.3 for MC 1.7.10
    Quote from pero

    for 1.1 :)

    .
    I meant I do have the RPG addon for EBXL 1.1 for Minecraft 1.2.3. Am I on the right track? Sorry, seven sleepy.
    Posted in: Minecraft Mods
  • 0

    posted a message on ExtrabiomesXL Universal 3.16.3 for MC 1.7.10
    Quote from DevonX

    What config file ? :S


    Caused by: java.lang.IllegalArgumentException: Slot 150 is already occupied by [email protected] when adding [email protected]

    In ExtraBiomesXL.cfg, change whatever has slot ID 150 to another number (~200).
    Posted in: Minecraft Mods
  • 0

    posted a message on ExtrabiomesXL Universal 3.16.3 for MC 1.7.10
    Quote from pero

    May I ask for rpg add-on version 1.1 please?
    if anyone doesn't mind to upload for me
    because I accidentally deleted it :(
    just want to do some testing

    thank you~


    The one for 1.2.3?
    Posted in: Minecraft Mods
  • 0

    posted a message on ExtrabiomesXL Universal 3.16.3 for MC 1.7.10
    Quote from DevonX

    Here

    apr 12, 2012 9:27:48 PM ModLoader init
    FINE: ModLoader 1.2.5 Initializing...
    apr 12, 2012 9:27:48 PM ModLoader readFromClassPath
    FINER: Adding mods from C:\Users\Daniel\Desktop\Minecraft_1.0\.minecraft\bin\minecraft.jar
    apr 12, 2012 9:27:48 PM ModLoader readFromClassPath
    FINER: Zip found.
    apr 12, 2012 9:27:48 PM ModLoader addMod
    FINE: Mod Initialized: "mod_ModLoaderMp 1.2.5v1" from mod_ModLoaderMp.class
    apr 12, 2012 9:27:48 PM ModLoader addMod
    FINE: Mod Initialized: "mod_MinecraftForge 3.0.1.77" from mod_MinecraftForge.class
    apr 12, 2012 9:27:48 PM ModLoader addMod
    FINE: Mod Initialized: "mod_ExtraBiomesXL ExtraBiomesXL V1.1 + ExtraBiomesRPG for Minecraft 1.2.4" from mod_ExtraBiomesXL.class
    apr 12, 2012 9:27:48 PM forge.ForgeHooks <clinit>
    INFO: MinecraftForge v3.0.1.77 Initialized

    apr 12, 2012 9:27:48 PM ModLoader addMod
    FINE: Failed to load mod from "mod_MoreOres.class"
    apr 12, 2012 9:27:48 PM ModLoader addMod
    FINER: THROW
    java.lang.ExceptionInInitializerError
    at sun.misc.Unsafe.ensureClassInitialized(Native Method)
    at sun.reflect.UnsafeFieldAccessorFactory.newFieldAccessor(Unknown Source)
    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:1766)
    at ModLoader.addMod(ModLoader.java:293)
    at ModLoader.readFromClassPath(ModLoader.java:1210)
    at ModLoader.init(ModLoader.java:886)
    at ModLoader.addAllRenderers(ModLoader.java:189)
    at ahu.<init>(ahu.java:77)
    at ahu.<clinit>(ahu.java:8)
    at net.minecraft.client.Minecraft.a(Minecraft.java:394)
    at net.minecraft.client.Minecraft.run(Minecraft.java:732)
    at java.lang.Thread.run(Unknown Source)
    Caused by: java.lang.IllegalArgumentException: Slot 150 is already occupied by [email protected] when adding [email protected]
    at pb.<init>(Block.java:249)
    at pb.<init>(Block.java:281)
    at MBlockMultiBlock1.<init>(MBlockMultiBlock1.java:12)
    at mod_MoreOres.<clinit>(mod_MoreOres.java:395)
    ... 16 more

    apr 12, 2012 9:27:58 PM ModLoader readFromModFolder
    FINER: Adding mods from C:\Users\Daniel\Desktop\Minecraft_1.0\.minecraft\mods\DJoslin
    apr 12, 2012 9:27:58 PM ModLoader readFromModFolder
    FINER: Directory found.
    apr 12, 2012 9:27:58 PM ModLoader init
    FINE: Mod Loaded: "mod_ModLoaderMp 1.2.5v1"
    apr 12, 2012 9:27:58 PM ModLoader init
    FINE: Mod Loaded: "mod_MinecraftForge 3.0.1.77"
    apr 12, 2012 9:27:58 PM ModLoader init
    FINE: Mod Loaded: "mod_ExtraBiomesXL ExtraBiomesXL V1.1 + ExtraBiomesRPG for Minecraft 1.2.4"
    apr 12, 2012 9:27:58 PM ModLoaderMp log
    FINE: ModLoaderMP 1.0.0 Initialized
    apr 12, 2012 9:27:58 PM ModLoader addAllRenderers
    FINE: Initialized



    ID conflict. Change one ID to another value via config file.
    Posted in: Minecraft Mods
  • 0

    posted a message on ExtrabiomesXL Universal 3.16.3 for MC 1.7.10
    Quote from nphyx

    Regarding mods: I have thaumcraft, EBXL, better dungeons, and sonic ether's shaders working happily together. I have an occasional crash but it's not giving me an error log so I don't know why, and it hasn't been frequent enough to be disruptive. In order to get everything working I patched in this order:

    Modloader; forge; optifine; thaumcraft 2; ebxl. Then ran the shader installer.

    Pics or it didn't happen, you say? :D Found this while exploring. So awesome! I love the autumn forest biome.




    What version of Thaumcraft are you using?

    EDIT Scrap it.
    Posted in: Minecraft Mods
  • 0

    posted a message on ExtrabiomesXL Universal 3.16.3 for MC 1.7.10
    BTW, Scott mah boi... what does the ahw.class do?
    Posted in: Minecraft Mods
  • 1

    posted a message on ExtrabiomesXL Universal 3.16.3 for MC 1.7.10
    Quote from ScottKillen

    See here, nphyx: http://www.minecraft...st__p__14195022

    I spent some time looking at this last night...there is an array of acceptable biomes for the overworld. These are chosen by index from the array. The index is generated in some way from the x & z coordinates of a column of blocks (0-256 in the y-axis) by manipulating the seed through this...some of the code suggests a weighting of some kind...vanilla has some edge biomes that are forced in place to insure smooth transitions between mountains and flatlands...the code is really bad and in places it looks like the programmer gave up when adding new biomes and just forced them in place.

    I cannot figure out how to control a biome's shape, size or frequency from the code...the only alternative at this point would be writing custom terrain gen code, which would not be compatible with most other mods that affect terrain gen in some way. (Like Thaumcraft)

    If Mojang/Notch had used object oriented techniques or design patterns for the biomes, inheritance would work very well here...but (in the same way that blocks and items work) biomes are referred to in the code by an integer id...for a certain coordinate, the code can query the world to find out what biome exists there...the return is an integer ID that does not contain any information about the relationship of one biome with another. Mods that work with biomes do things based on what integer biome ID they get for a location and they act on it...for a mod to be compatible with this one, they have to know about and act upon our biome ids.

    Once we finish our API, I will look into being able to extend compatibility to other mods through their APIs...but a lot of this will depend on their APIs allowing new biomes to be introduced.

    I agree with you that it would be nice to subclass a desert and have everyone recognize that the new class is a desert variant...

    Something tells me that notch never read Effective Java.


    EDIT: One more thing to illustrate how strange the biome code is...if you remove the river biome from the list of usable biomes, you still get rivers. Oh...and icy plains are hard coded in and never appear in the list of usable biomes.


    ...Hm. I'm starting to get a grasp what's going on now. So essentially it's a crapshoot whether or not full biome control is available because Notch went maverick on the formulae?
    Quote from JojHeywood

    He tried it one.

    It was not his *Equips Sunglasses* Cup of Coffee.
    YYYYYYYYEEEEEEEEAAAAAAAAHHHHHHHHHH!


    Posted in: Minecraft Mods
  • 0

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

    Okay,
    I've put modloader, audiomod and GuiAPI -clases into a vanilla minecraft.jat, delete META-INF,
    copy&paste MoCreatures.zip and CostumMobSpawner.zip into the "mods" folder, run minecraft and...
    it still freez after the login when it shows the Mojang Logo...

    so i've try it again with magiclauncher and get the following error:
    Mods loaded: 13
    ModLoader 1.2.5
    mod_ReiMinimap v3.0_04 [1.2.5]
    mod_Arrows 1.2.5
    mod_Stackables 1.2.5
    mod_PCcore 2.4 for 1.2.4
    mod_PClogic 2.4 for 1.2.4
    mod_PCmachines 2.4 for 1.2.4
    mod_PCmobile 2.4 for 1.2.4
    mod_PCtransport 2.4 for 1.2.4
    mod_PCwireless 2.4 for 1.2.4
    mod_RecipeBook 1.2.5
    mod_XtraFood XtraFood 1.0.5 for 1.2.4
    Lavender Dust Minecraft 1.2.5
    	  Minecraft has crashed!	
    	  ----------------------	
    Minecraft has stopped running because it encountered a problem.
    
    
    --- BEGIN ERROR REPORT dc57dcf3 --------
    Generated 12.04.12 19:07
    Minecraft: Minecraft 1.2.5
    OS: Windows 7 (amd64) version 6.1
    Java: 1.6.0_30, Sun Microsystems Inc.
    VM: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Sun Microsystems Inc.
    LWJGL: 2.4.2
    OpenGL: GeForce GTX 550 Ti/PCI/SSE2 version 4.1.0, NVIDIA Corporation
    java.lang.VerifyError: (class: mod_mocreatures, method: onTickInGame signature: (FLnet/minecraft/client/Minecraft;)Z) Incompatible object argument for function call
    at java.lang.Class.getDeclaredFields0(Native Method)
    at java.lang.Class.privateGetDeclaredFields(Unknown Source)
    at java.lang.Class.getDeclaredFields(Unknown Source)
    at ModLoader.setupProperties(ModLoader.java:1763)
    at ModLoader.addMod(ModLoader.java:293)
    at ModLoader.readFromModFolder(ModLoader.java:1276)
    at ModLoader.init(ModLoader.java:887)
    at ModLoader.addAllRenderers(ModLoader.java:189)
    at ahu.<init>(ahu.java:77)
    at ahu.<clinit>(ahu.java:8)
    at net.minecraft.client.Minecraft.a(SourceFile:273)
    at net.minecraft.client.Minecraft.run(SourceFile:657)
    at java.lang.Thread.run(Unknown Source)
    --- END ERROR REPORT 7ace27f2 ----------



    Manually. As in 'scrap magiclauncher and install everything by hand' manually. No other mods either, just Mo Creatures and the mods it needs. I'm saying this because MagicLauncher is known to do unpredictable things to mods.
    Posted in: Minecraft Mods
  • 0

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

    I've a Problem with the installation, i've followed the instructions, but it didn't work...

    -snip snap-

    And now my problem:
    When I start the game with clicking on "login", minecraft will freeze -.- and nothing will happend until i kill the process. When I remove "Mo' Creatures" it will run normally ...
    I really want to play with the mod, its so amazing !!
    Pls help me and sorry for my bad english...


    Try putting Mo Creatures in the mods folder and it's prerequisites manually in a 'test' jar (copy/paste minecraft.jar, force update, move mods out of mods folder, install). See what happens.
    Posted in: Minecraft Mods
  • 0

    posted a message on ExtrabiomesXL Universal 3.16.3 for MC 1.7.10
    Quote from jsprmp

    Thank you so much for this! I have been trying for 3 day to figure out why my game crashes when i try to update MineCraftForge for this mod to work. The copy that millenaire uses was messing everything up. Now i know not to touch anything with maliciously borked code in it.


    Don't bash something you hardly understand. It's not 'malicious' by any means. The Sprite Extender, what it's called, is a cut down version of Forge. Not all of it, just the parts Millenaire, and only Millenaire, needs. It's more maintainable than some 30+ class changes so updates between Minecraft versions come quicker. If you have a problem with it, overwrite the classes with Forge. Simple as that.
    Posted in: Minecraft Mods
  • 0

    posted a message on ExtrabiomesXL Universal 3.16.3 for MC 1.7.10
    Quote from nphyx

    I'm wondering if there's something about the way the biome system works that creates strong biases toward certain biome types. For instance, doing sequential checking over a list rather than selecting from an index. It seems that every world I spawn, and I've spawned dozens, has preferences toward certain vanilla and ebxl biomes over others.


    From what I've heard, that's entirely correct. It reads from a list. Biomes topmost are more common than ones on the bottom, oceans being the most common.
    Posted in: Minecraft Mods
  • 0

    posted a message on ChickenBones Mods
    Quote from Dracolyth

    This is from the op:

    The process for installing NEI has changed. (For the easier).
    On the client
    Install Modloader into the jar.
    Install NEI into the jar.
    Install CodeChickenCore into the mods folder.


    So, I don't know what you're talking about. Where should I put it then?


    On the tip top portion of the post, in plain view, I might add:




    Latest News
    If you are getting crashes.

    1. Update Forge if you have it.
    2. Risu stuffed something in Modloader so you need to put CodeChickenCore in the jar too. (latest NEI downloads should contain a Modloader.class that fixes the issue)



    Objections? Redownload.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.0.0]Robinton's Mods
    Aww, no Forge edition? That's blue-balling, dammit! Blue-balling!
    *shakes fist*
    Posted in: Minecraft Mods
  • 0

    posted a message on ChickenBones Mods
    Quote from bkwsk

    I'm having that exact same problem with forge .77. And yes, CodeChickenCore is installed on the mods folder.

    Pictures in spoiler.







    Huh, apparently the system quote something I didn't want to. Referring to my last post just above this one, this is the error message I get:



    Mods loaded: 3
    ModLoader 1.2.5
    mod_ModLoaderMp 1.2.5v1
    mod_MinecraftForge 3.0.1.77

    Minecraft has crashed!
    ----------------------

    Minecraft has stopped running because it encountered a problem.




    --- BEGIN ERROR REPORT 42a68d39 --------
    Generated 12/04/12 17:19

    Minecraft: Minecraft 1.2.5
    OS: Mac OS X (x86_64) version 10.6.8
    Java: 1.6.0_31, Apple Inc.
    VM: Java HotSpotâ„¢ 64-Bit Server VM (mixed mode), Apple Inc.
    LWJGL: 2.4.2
    OpenGL: ATI Radeon HD 4850 OpenGL Engine version 2.1 ATI-1.6.36, ATI Technologies Inc.

    java.lang.NoClassDefFoundError: codechicken/core/ICustomPacketHandler
    at java.lang.Class.getDeclaredFields0(Native Method)
    at java.lang.Class.privateGetDeclaredFields(Class.java:2291)
    at java.lang.Class.getDeclaredFields(Class.java:1743)
    at ModLoader.setupProperties(ModLoader.java:1889)
    at ModLoader.addMod(ModLoader.java:286)
    at ModLoader.readFromClassPath(ModLoader.java:1285)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
    at java.lang.reflect.Method.invoke(Method.java:597)
    at magic.launcher.Launcher.a(Unknown Source)
    at magic.launcher.j.a(Unknown Source)
    at magic.launcher.p.println(Unknown Source)
    at ModLoader.init(ModLoader.java:850)
    at ModLoader.addAllRenderers(ModLoader.java:155)
    at ahu.<init>(ahu.java:77)
    at ahu.<clinit>(ahu.java:8)
    at net.minecraft.client.Minecraft.a(Minecraft.java:394)
    at net.minecraft.client.Minecraft.run(Minecraft.java:732)
    at java.lang.Thread.run(Thread.java:680)
    Caused by: java.lang.ClassNotFoundException: codechicken.core.ICustomPacketHandler
    at java.net.URLClassLoader$1.run(URLClassLoader.java:202)
    at java.security.AccessController.doPrivileged(Native Method)
    at java.net.URLClassLoader.findClass(URLClassLoader.java:190)
    at java.lang.ClassLoader.loadClass(ClassLoader.java:306)
    at java.lang.ClassLoader.loadClass(ClassLoader.java:247)
    ... 20 more
    --- END ERROR REPORT aa3ed499 ----------


    Read the OP. CCC doesn't go in the mods folder anymore.
    Posted in: Minecraft Mods
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