built and tested MultiMC4, it seems to work fairly well and its STABLE most of the time.
Crashes propogate to MultiMC: when MC has a fatal error, it kills MultiMC with it, if it has a white screen lockup, it locks up MultiMC too.
Settings do not appear to be saved-loaded between sessions. (if I set mod install order and restart, they're back to being unordered again, as a result, I dont even know if the installer is actually following the order i'm setting.)
--edit, also appears to be a crash bug when you close the MC session, MultiMC dies.
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Jun 12, 2012Posted in: Minecraft ToolsQuote from TPC
I just had the same problem and managed to find a solution. The library its supposed to link to is libmono-2.0.so so just create a symlink and it'll work.
this seems to have worked for me.
Hey, Mr. Code author, Seeing how this is supposed to have a "linux version", my #1 suggestion for that is START USING GNU TOOLCHAIN TO BUILD IT, get off the C# horse and learn C++, that will work for both windows AND resolve a lot of the issues you're having with MAC and Linux, (for instance if you build a binary for linux/mac against a version of mono that we DONT HAVE, we can download the source and type ./configure --prefix=/home/derp/multimc/ && make && make install like we would for almost any other unix application. For windows you can use something like mingw and it will work just as well.
for those of you that dont understand the command above, you could also separate the 3 commands that are separated by && above and enter them in sequence (&& is "logical AND", if the returning process gives an error indicator the following command does not run), you would replace the prefix path with wherever you want to install the compiled binary file. Unix tools generally include a configure script that parses system information to determine how best to build the tool with the available resources, and shits the bed if something critical is missing, usually with an informative error. make just calls on the Makefile that configure creates to control the actual compilation steps, and make install calls the special installation steps that are not normally called with the default "all" command that make (blank) uses.
sometimes the install step requires sudo or root user access, it depends where you're installing to.
Now get going on that conversion mr author, it'll get rid of a lot of these headaches.
I know that C# makes some of the windowing process easier, but a possible solution would be to use something like http://www.wxwidgets.org/ or QT http://qt.nokia.com/products/
Jun 6, 2012Posted in: Minecraft ModsQuote from tomtomtom09
Next update I have planned to change the food to stack up to 64 for easy storage. I like the idea of hanging the sausage to cure but i don't think i have the time to do something like that, I'll put it on my list and might attempt it one night
I've spent many hours trying to reduce block ids, I've added option to disable every part of this mod so you don't have to use all 66 tents,
Every block in this mod uses meta data so theirs no way to reduce the block ids anymore then what I've already done.
I don't think i would make an api for all the mods to use, I do like the idea but I'm quite a busy person maybe some time in the future but unlikely i would
Have a nice time camping
Thank you just hope the sun comes back xD Theirs not much more I can add to CampCraft apart from traps and camp seats.
I also want to improve the mobs when i get back, I don't really like how the rabbits hop and walk :/
New CampCraft bukkit version
*Includes both the client and bukkit version
CampCraft bukkit for minecraft 1.2.5 and craftbukkit R3.0
what exactly are the blockID/damagevalue combinations being used for that you can't recalculate on demand?
I'm just curious i don't mean to sound confrontational or anything.
May 30, 2012kotoroshinoto posted a message on Little Blocks Mod [126.96.36.199] Creation contest! [770KDLs]newest versions of forge -> DO NOT USE MODLOADER MP and the most recent builds assimilated modloader as well.Posted in: Minecraft Mods
May 30, 2012suggestion: u need to work on reducing the # of block IDS that you are utilizing, there are simply far too many for the amount of utility being provided. Using damage values the way eloraam does would be a start.Posted in: Minecraft Mods
Also, making the mod modular would be a great idea, the mobs/crops/tents should probably be separated, and u could have a core mod file that provides any API and common resources that they all use.
May 29, 2012Error is confirmed fixed, just a quick note, the bacon & sausage should be balanced against cooked pork so they're worth the two pieces of pork meat it takes to make them. It should either give more pieces or have each cooked item feed for a higher value. I think the bacon should go the route of more pieces and the sausage should have higher food value and lower piece count. (its more difficult to make sausage.) the total food value of the resulting pieces should be roughly equivalent to the sum of the pork that went into it (or slightly higher if you want, but not vastly lower). Probably makes sense to balance it against the raw AND cooked varieties.Posted in: Minecraft Mods
raw = 2 * ( 1.5 units of theFood Bar and 1.8 hunger saturation.) = 3 units food, 3.6 sat
cooked = 2 * ( 4 units of the Food Bar and 12.8 saturation when eaten.) = 8 units food, 25.6 sat
OH and the recovered items for an unlit campfire/campstove should be the campfire/campstove rather than broken bits. It makes sense to return bits for a lit campfire and the idea for the grill plate is perfect for the lit campstove, but if you accidentally place it and dont light it, you should be able to recover it unbroken.
--edit::another thought, the campstove should ideally be ABLE to cook single pieces of food too, if you dont happen to HAVE two of them. And the meat pizza should really still use cheese in the recipe, maybe have the meat be placed in the mug slot for that recipe.
--edit2: yet another thought, there should be a second output slot in case you'd like to cook 2 things at once, say a piece of bacon AND a sausage.
May 29, 2012Posted in: Minecraft ModsQuote from kotoroshinoto
Campfire is for when you're camping of course, if you're inside the main house, should be able to cook sausages without burning it down .
has the exception fix you mentioned been posted as an update on the main post?
Perhaps you should make a range and teapot sort of thing so we can make campfood when we're at home.. (range would have same UI as the camp stove, so we can make pizza & hot drinks at home). U could make it a new damage value instead of an entirely new block ID, though I doubt using a new blockID would be all that terrible.
May 29, 2012Posted in: Minecraft ModsQuote from tomtomtom09
I'll shall have the grill item done in the next CampCraft client update
If you go into your .minecraft folder and open the config folder. You should see a file called CampPackEditor.cfg. Open this and you can disable the mods you don't want to use.
I have fixed the uncaught exception and fully removed mob code, I missed a small line that was causing a few problems.
Thats how I've always installed my mods by dragging them into the jar xD Next time I update CampCraft I'll make zip files
If all the food was cookable on the furnace whats the point in the camp fire?
Love this idea, never thought about adding a hexamine burner, might make one in the coming future but only if i have the time quite busy with other things.
Campfire is for when you're camping of course, if you're inside the main house, should be able to cook sausages without burning it down :P.has the exception fix you mentioned been posted as an update on the main post?
May 28, 2012MASSIVE ERROR, cannot use wood as fuel for campfire, server took massive ****.Posted in: Minecraft Mods
Quote from kotoroshinoto
MASSIVE ERROR, cannot use wood as fuel for campfire, server took massive ****.
Trying to place sausage on campfire results in dead server from uncaught exception.
Attempting to give myself tough, frog legs, or rabbit meat causes client death.
Also, since you are not modifying any built in minecraft classes.
This mod should NOT be relying on its classes being placed into the jar, it needs to be packaged as a pair of zips that get dropped into the mods directory within the client .minecraft directory and the directory with the server jar and allow the modloader mod to do its job.
Meaning it shouldn't have a directory named Goes into minecraft.jar, it should have that stuff in a zip file.
May 28, 2012the mod generated both CampPackEditor.cfg and the mod _CampPack.cfg with entries. If you want us to use the editor file, ensure the other one is left blank, and maybe have it generate in a subdirectory of the config directory.Posted in: Minecraft Mods
oh and make sure the same behavior and EXACTLY the same file are generated by the client and server, so we can pass the config between them.
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