Is there any way to make different cultures more or less likely to spawn? I'd rather not have Mayans at all, and for some reason, they seem to be the only culture I've been getting lately.
11/11/11 - Busy with life. Updated ArtOfPainting and ScotTools. Added aSakofDonuts links to OP.[u]
ScotTools breaks Millenaire, or at least it does on my system. I had both up and running on 1.8.whatever. Is that something I ask you to fix, them to fix, or do I just give up on all mods needing ScotTools?
Here's the error message from Modloader.txt:
Dec 1, 2011 8:37:39 AM ModLoader addMod
FINE: Failed to load mod from "mod_Millenaire.class"
Dec 1, 2011 8:37:39 AM ModLoader addMod
FINER: THROW
java.lang.NoSuchMethodError: ads.<init>(IILnu;[Lyy;)V
at MLGood$ItemNormanAxe.<init>(MLGood.java:118)
at mod_Millenaire.<clinit>(mod_Millenaire.java:119)
at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
at sun.reflect.NativeConstructorAccessorImpl.newInstance(NativeConstructorAccessorImpl.java:39)
at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(DelegatingConstructorAccessorImpl.java:27)
at java.lang.reflect.Constructor.newInstance(Constructor.java:513)
at java.lang.Class.newInstance0(Class.java:355)
at java.lang.Class.newInstance(Class.java:308)
at ModLoader.addMod(ModLoader.java:275)
at ModLoader.readFromModFolder(ModLoader.java:1293)
at ModLoader.init(ModLoader.java:826)
at ModLoader.AddAllRenderers(ModLoader.java:186)
at wb.<init>(wb.java:76)
at wb.<clinit>(wb.java:9)
at net.minecraft.client.Minecraft.a(SourceFile:265)
at nm.a(nm.java:27)
at net.minecraft.client.Minecraft.run(SourceFile:644)
at java.lang.Thread.run(Thread.java:680)
I am excited for these to come out. You are making sure they are compatible with Coral Reefs, right? Sealife + Coral Reefs + Tropicraft would be a wonderful combination for one if those survival islands worlds.
Might be a conflict with a item, possibly the Norman Axe.
This morning I tried downloading a fresh jar and installed only a few mods. The first time it failed, then I removed Scottools and LordFlowers' mod, and it loaded fine. (W00t!) So now I am going to try my luck with Mo'Creatures....
I removed the .zip file from /mods, loaded and ran Minecraft just fine, then tried putting it back and got this error:
Nov 28, 2011 7:36:26 PM ModLoader readFromModFolder
FINER: Adding mods from /Users/ailsaek/Library/Application Support/minecraft/mods/millenaire1.10.3.zip
Nov 28, 2011 7:36:26 PM ModLoader readFromModFolder
FINER: Zip found.
Nov 28, 2011 7:36:26 PM ModLoader addMod
FINE: Failed to load mod from "mod_Millenaire.class"
Nov 28, 2011 7:36:26 PM ModLoader addMod
FINER: THROW
java.lang.NoSuchMethodError: ads.<init>(IILnu;[Lyy;)V
at MLGood$ItemNormanAxe.<init>(MLGood.java:118)
at mod_Millenaire.<clinit>(mod_Millenaire.java:119)
at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
at sun.reflect.NativeConstructorAccessorImpl.newInstance(NativeConstructorAccessorImpl.java:39)
at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(DelegatingConstructorAccessorImpl.java:27)
at java.lang.reflect.Constructor.newInstance(Constructor.java:513)
at java.lang.Class.newInstance0(Class.java:355)
at java.lang.Class.newInstance(Class.java:308)
at ModLoader.addMod(ModLoader.java:275)
at ModLoader.readFromModFolder(ModLoader.java:1293)
at ModLoader.init(ModLoader.java:826)
at ModLoader.AddAllRenderers(ModLoader.java:186)
at wb.<init>(wb.java:76)
at wb.<clinit>(wb.java:9)
at net.minecraft.client.Minecraft.a(SourceFile:265)
at nm.a(nm.java:27)
at net.minecraft.client.Minecraft.run(SourceFile:644)
at java.lang.Thread.run(Thread.java:680)
Anybody? I had it running on 1.8.whatever with no problems.
I was just loading Millenaire, and I got this error in my ModLoader.txt file:
Nov 28, 2011 2:08:52 PM ModLoader readFromModFolder
FINER: Adding mods from /Users/ailsaek/Library/Application Support/minecraft/mods/millenaire1.10.3.zip
Nov 28, 2011 2:08:52 PM ModLoader readFromModFolder
FINER: Zip found.
Nov 28, 2011 2:08:53 PM ModLoader addMod
FINE: Failed to load mod from "mod_Millenaire.class"
Nov 28, 2011 2:08:53 PM ModLoader addMod
FINER: THROW
java.lang.NoSuchMethodError: ads.<init>(IILnu;[Lyy;)V
at MLGood$ItemNormanAxe.<init>(MLGood.java:118)
at mod_Millenaire.<clinit>(mod_Millenaire.java:119)
at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
at sun.reflect.NativeConstructorAccessorImpl.newInstance(NativeConstructorAccessorImpl.java:39)
at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(DelegatingConstructorAccessorImpl.java:27)
at java.lang.reflect.Constructor.newInstance(Constructor.java:513)
at java.lang.Class.newInstance0(Class.java:355)
at java.lang.Class.newInstance(Class.java:308)
at ModLoader.addMod(ModLoader.java:275)
at ModLoader.readFromModFolder(ModLoader.java:1293)
at ModLoader.init(ModLoader.java:826)
at ModLoader.AddAllRenderers(ModLoader.java:186)
at wb.<init>(wb.java:76)
at wb.<clinit>(wb.java:9)
at net.minecraft.client.Minecraft.a(SourceFile:265)
at nm.a(nm.java:27)
at net.minecraft.client.Minecraft.run(SourceFile:644)
at java.lang.Thread.run(Thread.java:680)
I'm used to modloader asking me to change item IDs, and I can generally handle that fine, but I have no idea what it wants me to do here.
Yes, that's one of the plans. We may even have the different koi at different levels, but with the current version of the code, they have more freedom of movement, so their pre-programmed height isn't where they will be 100% of the time (it's more a minimum depth at this point). I'll try and convince DJ to set up an area for a nice video and we might get another video out before the 1.0 release.
W00t. This is one of my favorite mods and I'm very much looking forward to getting it back. The water doesn't look right without lots of fish swimming in it.
I discovered texturepacks in 1.7, and this is one of the two that I've redownloaded every time I update Minecraft versions. I love collecting texturepacks, just for the fun of having new and interesting things to look at, but I always come back to this one (and Steelfeathers' Enchanted).
Congrats. :smile.gif: I have been having a lot of fun grabbing my favorite art from various 64x and 128x packs and making a custom high-res kz.png file. The art from the (poor abandoned) ArabesqueHD pack is really nice too.
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ScotTools breaks Millenaire, or at least it does on my system. I had both up and running on 1.8.whatever. Is that something I ask you to fix, them to fix, or do I just give up on all mods needing ScotTools?
Here's the error message from Modloader.txt:
Dec 1, 2011 8:37:39 AM ModLoader addMod
FINE: Failed to load mod from "mod_Millenaire.class"
Dec 1, 2011 8:37:39 AM ModLoader addMod
FINER: THROW
java.lang.NoSuchMethodError: ads.<init>(IILnu;[Lyy;)V
at MLGood$ItemNormanAxe.<init>(MLGood.java:118)
at mod_Millenaire.<clinit>(mod_Millenaire.java:119)
at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
at sun.reflect.NativeConstructorAccessorImpl.newInstance(NativeConstructorAccessorImpl.java:39)
at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(DelegatingConstructorAccessorImpl.java:27)
at java.lang.reflect.Constructor.newInstance(Constructor.java:513)
at java.lang.Class.newInstance0(Class.java:355)
at java.lang.Class.newInstance(Class.java:308)
at ModLoader.addMod(ModLoader.java:275)
at ModLoader.readFromModFolder(ModLoader.java:1293)
at ModLoader.init(ModLoader.java:826)
at ModLoader.AddAllRenderers(ModLoader.java:186)
at wb.<init>(wb.java:76)
at wb.<clinit>(wb.java:9)
at net.minecraft.client.Minecraft.a(SourceFile:265)
at nm.a(nm.java:27)
at net.minecraft.client.Minecraft.run(SourceFile:644)
at java.lang.Thread.run(Thread.java:680)
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This morning I tried downloading a fresh jar and installed only a few mods. The first time it failed, then I removed Scottools and LordFlowers' mod, and it loaded fine. (W00t!) So now I am going to try my luck with Mo'Creatures....
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Anybody? I had it running on 1.8.whatever with no problems.
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Nov 28, 2011 2:08:52 PM ModLoader readFromModFolder
FINER: Adding mods from /Users/ailsaek/Library/Application Support/minecraft/mods/millenaire1.10.3.zip
Nov 28, 2011 2:08:52 PM ModLoader readFromModFolder
FINER: Zip found.
Nov 28, 2011 2:08:53 PM ModLoader addMod
FINE: Failed to load mod from "mod_Millenaire.class"
Nov 28, 2011 2:08:53 PM ModLoader addMod
FINER: THROW
java.lang.NoSuchMethodError: ads.<init>(IILnu;[Lyy;)V
at MLGood$ItemNormanAxe.<init>(MLGood.java:118)
at mod_Millenaire.<clinit>(mod_Millenaire.java:119)
at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
at sun.reflect.NativeConstructorAccessorImpl.newInstance(NativeConstructorAccessorImpl.java:39)
at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(DelegatingConstructorAccessorImpl.java:27)
at java.lang.reflect.Constructor.newInstance(Constructor.java:513)
at java.lang.Class.newInstance0(Class.java:355)
at java.lang.Class.newInstance(Class.java:308)
at ModLoader.addMod(ModLoader.java:275)
at ModLoader.readFromModFolder(ModLoader.java:1293)
at ModLoader.init(ModLoader.java:826)
at ModLoader.AddAllRenderers(ModLoader.java:186)
at wb.<init>(wb.java:76)
at wb.<clinit>(wb.java:9)
at net.minecraft.client.Minecraft.a(SourceFile:265)
at nm.a(nm.java:27)
at net.minecraft.client.Minecraft.run(SourceFile:644)
at java.lang.Thread.run(Thread.java:680)
I'm used to modloader asking me to change item IDs, and I can generally handle that fine, but I have no idea what it wants me to do here.
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W00t. This is one of my favorite mods and I'm very much looking forward to getting it back. The water doesn't look right without lots of fish swimming in it.
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Thank you two so so much, especially for coral reef. I'll keep an eye on this thread.
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And I liked the gold and iron blocks as they were, so I think I'll just keep the old version.
See? I think that looks pretty cool, and makes very nice kitchen tile.
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Hey, I'd take that one in a heartbeat!
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