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    posted a message on [1.8.1]Dynamo 1.36 - Better than Wolves/IndustrialCraft² Addon
    Quote from jorgebonafe

    Can you post the modloader log?


    java.lang.ExceptionInInitializerError
    	at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
    	at sun.reflect.NativeConstructorAccessorImpl.newInstance(Unknown Source)
    	at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(Unknown Source)
    	at java.lang.reflect.Constructor.newInstance(Unknown Source)
    	at java.lang.Class.newInstance0(Unknown Source)
    	at java.lang.Class.newInstance(Unknown Source)
    	at ModLoader.addMod(ModLoader.java:275)
    	at ModLoader.readFromClassPath(ModLoader.java:1114)
    	at ModLoader.init(ModLoader.java:825)
    	at ModLoader.AddAllRenderers(ModLoader.java:186)
    	at aam.<init>(aam.java:61)
    	at aam.<clinit>(aam.java:10)
    	at net.minecraft.client.Minecraft.a(SourceFile:259)
    	at l.a(l.java:28)
    	at net.minecraft.client.Minecraft.run(SourceFile:629)
    	at java.lang.Thread.run(Unknown Source)
    Caused by: java.lang.IllegalArgumentException: Slot 185 is already occupied by [email protected] when adding [email protected]
    	at lr.<init>(Block.java:52)
    	at zt.<init>(BlockContainer.java:16)
    	at JBBlockDynamo.<init>(JBBlockDynamo.java:23)
    	at mod_JBDynamo.<clinit>(mod_JBDynamo.java:69)
    	... 16 more
    23-Oct-2011 13:01:19 ModLoader AddAllRenderers
    FINE: Initialized


    It looks like it's a block ID conflict but for some reason ID Resolver doesn't kick in to solve it :sad.gif:
    Posted in: Minecraft Mods
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    posted a message on [1.8.1]Dynamo 1.36 - Better than Wolves/IndustrialCraft² Addon
    I followed the instructions and the mod crashed. I can't say why, sorry. :sad.gif: I'll have to do further tests.
    Posted in: Minecraft Mods
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    posted a message on [1.8.1]Dynamo 1.36 - Better than Wolves/IndustrialCraft² Addon
    Thanks Jorge. I know. I did it by the letter. I'll try again just in case I did something wrong in the process :wink.gif:
    Posted in: Minecraft Mods
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    posted a message on [1.8.1]Dynamo 1.36 - Better than Wolves/IndustrialCraft² Addon
    The mod makes my Minecraft crash. Before installing I had 9 block IDs and 4 sprite IDs left. Could it be the reason?
    Posted in: Minecraft Mods
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    posted a message on [1.6.2/1.5.2][Forge][SMP]ComicRetrolution's Craftory Mods: Farming and much more! FishCraftory Beta available! (Updated Aug 18th
    Oh, I meant to say as well; you should also implement an option allowing you to decide what season to start with when you start a new world. I'd like to start in winter :smile.gif:
    Posted in: Minecraft Mods
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    posted a message on [Oct 8] Coros Mods: ZombieAwareness for 1.10.2 with new improvements
    Same for me but I think it's because there are different tiers of tornados. Maybe you can oly summon the weakest one.
    Posted in: Minecraft Mods
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    posted a message on [1.8.1] OptiFine + Water Shader Mod PATCH
    Quote from poxsonm

    As I say, it's important that you follow the install instructions for each one. I don't remember what the correct order is, but I can recheck what I did tomorrow. For now, here is a screen shot of Industrial Craft working with the Water Shader thanks to this patch...




    Thanks for your answer. I managed to get it to work with OptiFine and all my 40 mods ^^ Waiting for the patch for Optifine C now :wink.gif:
    Posted in: Minecraft Mods
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    posted a message on [1.0.0]Robinton's Mods
    I think at the moment it isn't compatible with a lot of things. I've not managed to make it work on anything else than a vanilla JAR.
    Posted in: Minecraft Mods
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    posted a message on [Oct 8] Coros Mods: ZombieAwareness for 1.10.2 with new improvements
    Hi. I've managed to install the mod, didn't do much testing but at a glance, the only change I've noticed is the blood I lose when being hit. I had to install the mod without the tz.class to make it work, otherwise I have the "saving chunks" error as soon as I load a world. What does this class do?

    Also, could you add blood loss from mobs please. That'd be great, espacially that I use Zombie dismemberment as well :smile.gif:

    Finally, could you make your mod compatible with this one:

    Proper fence behavior for mobs

    It's been updated for 1.8.1 at the bottom of the page.

    Thanks for these great mods :wink.gif:
    Posted in: Minecraft Mods
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    posted a message on [1.0.0]Robinton's Mods
    Quote from Robinton

    EDIT: Good job! acz.class is WorldProvider.java. The only way I edited it is to add variable cloud-height. Feel free to overwrite that if you don't care about clouds being so low. sz.class is EntityPlayer.java, and I'm afraid you need that if you want to have RMob or to have beds work reliably... Although, if you're willing to forgo those two things, you should be able to overwrite it.



    Right at the minute, I don't expect CC to be 100% compatible so i won't be using it for my custom launchers until Minecraft final release. However, I'll keep testing it for the time being to understand the potential and the possibilities of this great mod.

    Ultimately, I wish CC to give me the choice to calibrate terrain generation to my liking and give me vertically "unlimited" worlds. Correct me If I'm wrong but it looks like it is what you're aiming for. Like I said earlier, at the moment the generated worlds are too abrupt and "cliffy" or spiky. You have an editable config file but I don't know if it my understanding of english which is bad or the way you call things, I don't seem to be able to figure out what does what. My laptop is veeeery slow and It's hard for me to see what changes I've made do.

    Finally, regarding the increase of block ID storage. forge helps indeed but the sprites and block IDs aren't unlimited. As a matter of fact, they still run out very quickly. Minecraft Extended is not being updated and it looks like it won't. I'm afraid the community totally relies on you (no pressure eh :biggrin.gif: ). For example, I can run IC2, BuildCraft, EqExchange, Pam's Mods, Mo Creature, a couple more mobs mods, Flan's planes, MW3 weapons, Fossil/Archeology together but I have now ran out of sprites/block IDs. There's still at least a dozen more mods out there I know are compatible and that I'd like to use but I can't. And there at least twice as many mods I'd like but aren't compatible.
    Forge is a fantastic tool compatibility wise but it isn't use to it's full potential. For example, HarvestCraft from Pam's Mods used 30 block IDs even though it is made with Forge in mind. As I can gather, applying only 1 block ID to all of one mods' blocks is a pain in the ass to program. So Basically Forge is fantastic for compatibility but the fact you can only use 1 block ID for a mod isn't used to it's real potential. This is why Minecraft need extend block and sprite IDs.

    I'd also say that it is hard to predict what Notch is gonna come up with for mod support but a few months ago he did promise it. 3 weeks away from final release, we know bugger all about it. i have a feeling that Notch is going to leave modding and API to modders which isn't a good sign to me.
    Posted in: Minecraft Mods
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    posted a message on [1.1][Forge]MMW Modern Minecraft Weapons V4 Nukes, BouncingBettys, Landmines, and MORE!!!
    Off topic, I think forge has a bright future ahead. So far, all the mods made for Forge are compatible with each other and run absolutely great together (apart from pathways). I wished all the best mods out there would convert to Forge.

    However, it has its limits as well and I run out of Block IDs and sprite ID's before I install half the mods I'd like :biggrin.gif:

    EDIT: I've tried the jeep. Despite the texture that needs changing completely and even the 3D model of the car, the driving is not intuitive enough and a bit glitchy.
    Posted in: Minecraft Mods
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    posted a message on [1.0.0]Robinton's Mods
    Quote from Robinton

    @Welka1982: Don't worry. BTW, does Minecraft crash when you try to install both CC & Zombe's? If so, there is a "CubicChunksErrorFile.txt" in your .minecraft directory that contains the crash's error report, and would you post that file, please? If Minecraft doesn't crash, could you describe the problem more thoroughly?



    CC crashed but it looks like it has nothing to do with Zombe. I'd say it is due to OptiFine and the grass settings:

    java.lang.NoSuchFieldError: ofGrass
    at Config.isGrassFancy(Config.java:404)
    at iw.b(EntityRenderer.java:682)
    at ZER.b(ZER.java:15)
    at net.minecraft.client.Minecraft.run(Minecraft.java:531)
    at java.lang.Thread.run(Unknown Source)



    To be honest, I didn't even expect CC to work with my 40+ mods already installed ^^
    Posted in: Minecraft Mods
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    posted a message on [1.0.0]Robinton's Mods
    Quote from Welka1982

    Thanks for your help :smile.gif:

    EDIT: Also, one of the classes break Zombe's mod pack


    Quote from Robinton »
    Which one?


    I don't know, sorry. I'm just a dumbass Minecraft player. I know nothing about coding and java. I just push the WASD keys and like a bit of diggy diggy :tongue.gif:

    EDIT: quickly comparing Zombe's Modpack and CC, you can see that you have those classes in common: acz.class and sz.class
    Posted in: Minecraft Mods
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    posted a message on [1.1] More paintings!
    Thanks for updating :smile.gif:
    Posted in: Minecraft Mods
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