I found a way around requiring a custom ModLoader.
1. Start the Mod Manager without any form of Modloader. It'll create the modmanager.txt configuration file.
2. Close Minecraft, open the modmanager.txt file and rename the \\externalmods to \\mods.
3. Rename the mod folder from \\externalmods to \\mods.
4. Stick ModLoader and any other mods in their own uniquely named folder in \\mods.
5. When the mods load, they'll create their own configuration folders within \\mods. Be sure to disable them in the mod list, no reason for them to be injected into your game.jar file.
6. Voila, a working ModLoader, Mod Manager and all accomanying mods without requiring modified ModLoader files.
This trick is also useful for when new Minecraft versions come out. I haven't used the OP's version of ModLoader, ever, and I have no problems running 15 mods at a time (both ModLoader and normal). Good luck!
The next question is, what could they be for? There are a number of possibilities:
1. That's all there is. Nothing special about it, just more non-natural stuff in Minecraft.
2. New sandstone towns. I mean, you also saw a town with 2 farms and a well. Maybe Jeb and Jon are working on different layouts and styles for towns...
3. It could eventually lead to underground ruins. I know we both dug under and around the area and didn't find too much (there was an abandoned mineshaft, some cave spider spawners, and a LOT of coal, but there may be old, run-down sandstone ruins coming in the next snapshot).
4. Maybe they'll start putting less water pools in desert biomes, replacing them with little wells like this one (it seems if you take water from one of these wells, more appears), making the whole game slightly more realistic.
5. Large, above-ground sandstone ruins, castles or cities. Who knows, we might get smarter-looking villagers that build sandstone colosseums?
There are many other things this could mean. I say as long as Jeb and Jon improve the structure generator to be able to detect other structures before placing new ones (I mean, how many ravines have YOU seen cutting through an abandoned mineshaft? It's insane!), then all should be good.
I was able to get this to work with ModLoader on 1.1 by changing the Mod Manager's config to the /mods/ directory instead of /externalmods/ and renaming my /externalmods/ folder to the same. While both ModLoader config files and Mod Manager mods will be in the same folder, it works.
It seems, after doing a //set 0 then //undo of the area, 4 blocks deep, the problem is gone. The most likely cause is the only redstone contraption that was in the area, a 'lock' someone made late last night, and likely finished this morning.
Thanks guys for all your suggestions, if the problem arises again I'll probably bump this post.
Could be corrupted area or semitransparent blocks-- big farms frequently cause annoying stuff like this.
Redstone, even off, can also cause heavy lag.
This is a Freebuild world, where I've set the ground as stone (at least 5 blocks deep) in every direction, so there is no use for farms (Creative inventory). Using CommandBook's time-lock feature, time is frozen. On my minimap, I saw no indication of nearby blocks of any kind. Any idea how far redstone-lag can spread?
I think it's important to mention this is a Bukkit server.
I was wondering if it's possible to have this running (not the installation, the actual MineOS) on a USB Key?
I've tried it multiple times on two keys, and instead of starting the services (after the installation and reboot, eg. the HTTP login) it simply gives this:
sd 8:0:0:0: [sda] Assuming drive cache: write through
No matter what machine I use it on. Help please?
Also, is there currently any MySQL support, or will I have to find a secondary MySQL host (for bukkit plugins like BigBrother and iConomy)?
Above is a screenshot of my Minecraft server on Windows. As you can see, when a player connects, Java gives multiple errors then kicks the player.
As well as that, it constantly gives me "server overloaded" and "memory low" errors.
When it does work however, the same thing happens just with the following error:
Usually with a different packet ID.
And here's another one:
Anyone know what's wrong?
Note: This is for a home LAN server, and is set to offline mode.
PC specs below:
Windows 7 Professional 64-bit
Intel Core 2 Duo 2.16GHz
4GB RAM
Ati Mobility Radeon 3400 with 256MB
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Edit: Thank you IRC. It's a stick on a plank.
Edit: My poor elf arm. How did I ever lose half of it?
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0
1. Start the Mod Manager without any form of Modloader. It'll create the modmanager.txt configuration file.
2. Close Minecraft, open the modmanager.txt file and rename the \\externalmods to \\mods.
3. Rename the mod folder from \\externalmods to \\mods.
4. Stick ModLoader and any other mods in their own uniquely named folder in \\mods.
5. When the mods load, they'll create their own configuration folders within \\mods. Be sure to disable them in the mod list, no reason for them to be injected into your game.jar file.
6. Voila, a working ModLoader, Mod Manager and all accomanying mods without requiring modified ModLoader files.
This trick is also useful for when new Minecraft versions come out. I haven't used the OP's version of ModLoader, ever, and I have no problems running 15 mods at a time (both ModLoader and normal). Good luck!
0
The next question is, what could they be for? There are a number of possibilities:
1. That's all there is. Nothing special about it, just more non-natural stuff in Minecraft.
2. New sandstone towns. I mean, you also saw a town with 2 farms and a well. Maybe Jeb and Jon are working on different layouts and styles for towns...
3. It could eventually lead to underground ruins. I know we both dug under and around the area and didn't find too much (there was an abandoned mineshaft, some cave spider spawners, and a LOT of coal, but there may be old, run-down sandstone ruins coming in the next snapshot).
4. Maybe they'll start putting less water pools in desert biomes, replacing them with little wells like this one (it seems if you take water from one of these wells, more appears), making the whole game slightly more realistic.
5. Large, above-ground sandstone ruins, castles or cities. Who knows, we might get smarter-looking villagers that build sandstone colosseums?
There are many other things this could mean. I say as long as Jeb and Jon improve the structure generator to be able to detect other structures before placing new ones (I mean, how many ravines have YOU seen cutting through an abandoned mineshaft? It's insane!), then all should be good.
1
0
I was able to get this to work with ModLoader on 1.1 by changing the Mod Manager's config to the /mods/ directory instead of /externalmods/ and renaming my /externalmods/ folder to the same. While both ModLoader config files and Mod Manager mods will be in the same folder, it works.
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Thanks guys for all your suggestions, if the problem arises again I'll probably bump this post.
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The area was already rendered, and modified (maybe a week ago) by me.
I've seen nothing in the console about chunk errors, but I'm starting to think this may be the cause.
I did a /butcher (from WorldEdit) to see if this was it, no luck.
This is a Freebuild world, where I've set the ground as stone (at least 5 blocks deep) in every direction, so there is no use for farms (Creative inventory). Using CommandBook's time-lock feature, time is frozen. On my minimap, I saw no indication of nearby blocks of any kind. Any idea how far redstone-lag can spread?
I think it's important to mention this is a Bukkit server.
0
0
It
shoulddoes, as well as MySQL.0
I've tried it multiple times on two keys, and instead of starting the services (after the installation and reboot, eg. the HTTP login) it simply gives this:
No matter what machine I use it on. Help please?
Also, is there currently any MySQL support, or will I have to find a secondary MySQL host (for bukkit plugins like BigBrother and iConomy)?
0
Above is a screenshot of my Minecraft server on Windows. As you can see, when a player connects, Java gives multiple errors then kicks the player.
As well as that, it constantly gives me "server overloaded" and "memory low" errors.
When it does work however, the same thing happens just with the following error:
Usually with a different packet ID.
And here's another one:
Anyone know what's wrong?
Note: This is for a home LAN server, and is set to offline mode.
PC specs below:
Windows 7 Professional 64-bit
Intel Core 2 Duo 2.16GHz
4GB RAM
Ati Mobility Radeon 3400 with 256MB