Minecraft jar location was invalid.Discovering minecraft.jar interface...
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Match strength: 83% Handler interface is: nh
Match strength: 86% Handler class is: e
Match strength: 92% Save class is: ry
Match strength: 43% Save-extra class is: yw
Match strength: 78% Biome Gen class is: vh
Ready!
Opening world...
Locating Minecraft save...
Minecraft Save object invocation failed!
Minecraft version was incompatible.
Minecraft classes failed to load the world.
seems it's having some problems handling the the new level dat stuff.
Edit:
I'm not sure if it's a problem with overviewer, but it doesn't color swamp biomes correctly, looks as though swamp biomes aren't getting biome shaded.(both land and water.).
Just an FYI that I've updated the class signatures for support with 1.1. It works as long as the server jar is also provided. I'm contacting Donkey now to see how they want to proceed. Either way a 1.1 compatible version should be available soon.
Edit:
I'm not sure if it's a problem with overviewer, but it doesn't color swamp biomes correctly, looks as though swamp biomes aren't getting biome shaded.(both land and water.).
This issue is actually a little confusing. Overviewer doesn't darken swamps correctly, that's true; it may need Biome Extractor support to do this though.
Swamps seem to be darkened in-game, on top of the biome colors that are drawn from foliagecolor.png and the others. Minecraft must have a way of deciding what areas to darken; if this info comes from somewhere other than the temperature / humidity already extracted, this will have to be added to the biome extractor. Otherwise, Overviewer (and other mappers) can figure it out on their own. The Minecraft Wiki doesn't seem to have a clear answer here.
How can I have it use my biome colors instead of the default minecraft colors without changing the files within the minecraft.jar file?
The Biome Extractor doesn't really deal with the colors. If you want to change that, you'll have to look for that option in your mapper. For Overviewer, at least, this means using --textures-path to point to your texture pack zip, like so:
Just an FYI that I've updated the class signatures for support with 1.1. It works as long as the server jar is also provided. I'm contacting Donkey now to see how they want to proceed. Either way a 1.1 compatible version should be available soon.
Thanks! I can't wait. As a temp solution: it works if you supply the minecraft.jar v1.0.
our server has a problem: a huge area in what was formerly a desert has somehow changed its biome designation to tundra. we still have the desert landscape, but water freezes and our stuff gets covered in snow. will this allow us to change the biome back to a desert?
Once MC releases with biome data embedded in the map data, it will be feasible to restore your map if you have an older version of minecraft (that presented the correct biome data for your map), and run this tool against it. The data should be able to be used to embed the correct biome data into the current map. I think you can count on someone writing the hypothetical tool to perform that second step. Of course, you'll still have jarring biome transitions on your map edges.
@Eggplant! @jaquadro so there is nothing we can do about it right now, but there eventually will be. Thanks for the info and replies! this will go a long way towards restoring aoiinazuma's sanity. he runs the server.
I predict that in the future update when biomes are stored with the world, MCEdit will be updated to make it possible to draw art with biome coloration.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
I tried to use this program, but I don't understand how to use it. The directions given don't work at all, opening up the jar file doesn't do anything.
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Adikista is not yet fully developed and open to the public. If you're highly interested and want to help, feel free to contact me. Otherwise, you are free to log in, but you probably won't have much to do yet.
Is anyone still working on updating this? I tried to get the version for beta 1.8.1 on GitHub fixed up for the current release and got the new class signatures, but it fails when it tries to instantiate a minecraftSave object with the exception "java.lang.NoClassDefFoundError: Could not initialize class abi" (with abi being listed as "BiomeGenBase" in MCP's documentation).
The way it works is witchcraft and often just updating the class signatures isn't enough if Minecraft changes too substantially.
Yeah, I figured as much. I was just wondering if anyone had a clue what that particular issue might be before it came time to start digging through the .class files themselves.
Hrm.
I assume this doesn't work with 1.2.4, on the off chance it does I tried anyways and got this:
Minecraft Biome Extractor (v0.9.0)
Discovering minecraft.jar interface...
Match strength: 83% Handler interface is: akp
Match strength: 86% Handler class is: eg
Match strength: 80% Save class is: xd
Match strength: 14%
Deobfuscation of minecraft.jar failed.
Signature match for save-extra class not found.
Class listing (1101entires)
[[[List of all the class files appears here, cut out because not needed. I am using a clean minecraft jar for this.]]]
Failed to bind to Minecraft, cannot generate biomes.
Review the above messages to see if there's anything you can do about it.
If not, check online for a new version.
When i try running it, the cmd window opens and closes quickly.
It reads.
"exception in thread main java.lang.noclassdeffounderror"
Then reads off the directory of BiomeExtractor-f5cf8ae.jar
What can i do to fix this?
Awesome, can't wait!
Then I can finally see how much of my beautiful biomes were changed into ugly swamps
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Minecraft jar location was invalid.Discovering minecraft.jar interface...
27 achievements
174 recipes
Match strength: 83% Handler interface is: nh
Match strength: 86% Handler class is: e
Match strength: 92% Save class is: ry
Match strength: 43% Save-extra class is: yw
Match strength: 78% Biome Gen class is: vh
Ready!
Opening world...
Locating Minecraft save...
Minecraft Save object invocation failed!
Minecraft version was incompatible.
Minecraft classes failed to load the world.
seems it's having some problems handling the the new level dat stuff.
Edit:
I'm not sure if it's a problem with overviewer, but it doesn't color swamp biomes correctly, looks as though swamp biomes aren't getting biome shaded.(both land and water.).
Just an FYI that I've updated the class signatures for support with 1.1. It works as long as the server jar is also provided. I'm contacting Donkey now to see how they want to proceed. Either way a 1.1 compatible version should be available soon.
This issue is actually a little confusing. Overviewer doesn't darken swamps correctly, that's true; it may need Biome Extractor support to do this though.
Swamps seem to be darkened in-game, on top of the biome colors that are drawn from foliagecolor.png and the others. Minecraft must have a way of deciding what areas to darken; if this info comes from somewhere other than the temperature / humidity already extracted, this will have to be added to the biome extractor. Otherwise, Overviewer (and other mappers) can figure it out on their own. The Minecraft Wiki doesn't seem to have a clear answer here.
The Biome Extractor doesn't really deal with the colors. If you want to change that, you'll have to look for that option in your mapper. For Overviewer, at least, this means using --textures-path to point to your texture pack zip, like so:
Thanks! I can't wait. As a temp solution: it works if you supply the minecraft.jar v1.0.
Nope. But I hear the new map format will store biome info in the map. So probably sometime soon you'll be able to edit biomes.
The volume of a pizza of thickness a and radius z can be described by the following formula: pi*z*z*a
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Tools I Develop: NBTExplorer -- Substrate
I predict that in the future update when biomes are stored with the world, MCEdit will be updated to make it possible to draw art with biome coloration.
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(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
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Yeah, I figured as much. I was just wondering if anyone had a clue what that particular issue might be before it came time to start digging through the .class files themselves.
I assume this doesn't work with 1.2.4, on the off chance it does I tried anyways and got this: