I have a fresh install of Minecraft and MagicLauncher for 1.6.2 and pointing environment to 1.6.2
When I load ModLoader 1.6.2, I get 10 errors.
MagicLauncher 1.1.6
java.home: /Library/Internet Plug-Ins/JavaAppletPlugin.plugin/Contents/Home
java.runtime.name: Java™ SE Runtime Environment
java.runtime.version: 1.7.0_25-b15
os.name: Mac OS X
os.version: 10.8.4
os.arch: x86_64
sun.arch.data.model: 64
Missing class member: public Z aoLightValuesCalculated, class: bfo, mod: ModLoader.zip
Missing class member: public F aoLightValueOpaque, class: bfo, mod: ModLoader.zip
Missing class member: public static Lbih; textureMapBlocks, class: bih, mod: ModLoader.zip
Missing class member: public static Lbih; textureMapItems, class: bih, mod: ModLoader.zip
Missing class member: public (Ljava/lang/String;)Lbii; getIconSafe, class: bih, mod: ModLoader.zip
Missing class member: public (DD)Lbii; getIconByUV, class: bih, mod: ModLoader.zip
Missing class member: public ()Lbii; getMissingSprite, class: bih, mod: ModLoader.zip
Missing class member: public ()I getMaxTextureIndex, class: bih, mod: ModLoader.zip
Missing class member: public (Lbjm;)V loadTextureSafe, class: bih, mod: ModLoader.zip
Missing class member: public (III)V updateMipmapLevel, class: bih, mod: ModLoader.zip
Error loading: [url="http://www.twitter-rss.com/user_timeline.php?screen_name=notch:"]http://www.twitter-r...een_name=notch:[/url] White spaces are required between publicId and systemId.
Error loading: [url="http://www.twitter-rss.com/user_timeline.php?screen_name=jeb_:"]http://www.twitter-r...reen_name=jeb_:[/url] White spaces are required between publicId and systemId.
Error loading: [url="http://www.twitter-rss.com/user_timeline.php?screen_name=Dinnerbone:"]http://www.twitter-r...ame=Dinnerbone:[/url] White spaces are required between publicId and systemId.
Missing class member: public Z aoLightValuesCalculated, class: bfo, mod: ModLoader.zip
Missing class member: public F aoLightValueOpaque, class: bfo, mod: ModLoader.zip
Missing class member: public static Lbih; textureMapBlocks, class: bih, mod: ModLoader.zip
Missing class member: public static Lbih; textureMapItems, class: bih, mod: ModLoader.zip
Missing class member: public (Ljava/lang/String;)Lbii; getIconSafe, class: bih, mod: ModLoader.zip
Missing class member: public (DD)Lbii; getIconByUV, class: bih, mod: ModLoader.zip
Missing class member: public ()Lbii; getMissingSprite, class: bih, mod: ModLoader.zip
Missing class member: public ()I getMaxTextureIndex, class: bih, mod: ModLoader.zip
Missing class member: public (Lbjm;)V loadTextureSafe, class: bih, mod: ModLoader.zip
Missing class member: public (III)V updateMipmapLevel, class: bih, mod: ModLoader.zip
I found a bug with the Biospheres mod.
When selecting the type of world generator, the name of the Biosphere generator is "generator.biosphere"
I can confirm this is a bug. ModLoader doesn't seem to be handling string localization right now, and is dumping the "ModLoader.addLocalization" method into the aether as if it wasn't even being called. I'm going to spend some time looking into what Risugami forgot to tweak, as there is definitely something he missed. If possible, I might submit a patch or at least find the offending line of code.
There seems to be a few bugs right now in ModLoader, so I hope he puts out an update with some bug fixes.
I'm also having trouble with the sound. After 30 seconds, all sound shuts off. I have ModLoader, Death Chest, Armor Stand, Biosphere, More Stackables, and Recipe book. I know at least Recipe book is working, I haven't had a chance to check the others yet. The sound issue is REALLY frustrating though!
Another bug, ModLoader seems to be disabling sounds in game after 30 seconds...
Client> ERROR MESSAGE:
Client> SoundSystem did not load after 30 seconds.
Client>
Client> Starting up SoundSystem...
Client> Switching to No Sound
Client> (Silent Mode)
Client> Exception in thread "Thread-5" java.lang.UnsatisfiedLinkError: org.lwjgl.openal.AL10.nalSourcef(IIF)V
Client> at org.lwjgl.openal.AL10.nalSourcef(Native Method)
Client> at org.lwjgl.openal.AL10.alSourcef(AL10.java:810)
Client> at paulscode.sound.libraries.SourceLWJGLOpenAL.positionChanged(SourceLWJGLOpenAL.java:391)
Client> at paulscode.sound.Library.setListenerPosition(Library.java:958)
Client> at paulscode.sound.libraries.LibraryLWJGLOpenAL.setListenerPosition(LibraryLWJGLOpenAL.java:864)
Client> at paulscode.sound.SoundSystem.CommandSetListenerPosition(SoundSystem.java:2217)
Client> at paulscode.sound.SoundSystem.CommandQueue(SoundSystem.java:2546)
Client> at paulscode.sound.CommandThread.run(CommandThread.java:121)
Client>
Client> 2013-07-10 08:50:49 [SERVER] [INFO] Saving and pausing game...
Client> 2013-07-10 08:50:49 [SERVER] [INFO] Saving chunks for level 'Farmall'/Overworld
Client> 2013-07-10 08:50:49 [SERVER] [INFO] Saving chunks for level 'Farmall'/Nether
Client> 2013-07-10 08:50:49 [SERVER] [INFO] Saving chunks for level 'Farmall'/The End
Client> 2013-07-10 08:50:50 [SERVER] [INFO] Stopping server
Client> 2013-07-10 08:50:50 [SERVER] [INFO] Saving players
Client> java.io.IOException: The handle is invalid
Client> at java.io.RandomAccessFile.seek(Native Method)
Client> at aea.a(SourceFile:308)
Client> at aea.a(SourceFile:251)
Client> at aeb.close(SourceFile:232)
Client> at java.util.zip.DeflaterOutputStream.close(Unknown Source)
Client> at java.io.FilterOutputStream.close(Unknown Source)
Client> at aed.a(SourceFile:140)
Client> at aed.c(SourceFile:128)
Client> at amp.b(SourceFile:30)
Client> at amp.run(SourceFile:23)
Client> at java.lang.Thread.run(Unknown Source)
I'm also having trouble with the sound. After 30 seconds, all sound shuts off. I have ModLoader, Death Chest, Armor Stand, Biosphere, More Stackables, and Recipe book. I know at least Recipe book is working, I haven't had a chance to check the others yet. The sound issue is REALLY frustrating though!
All these bugs are caused by ModLoader trying to start the sound at the same time minecraft is. I wrote a patch for this in 1.6.1, and I am updating it for 1.6.2. I will upload a link when it is done.
I have a fresh install of Minecraft and MagicLauncher for 1.6.2 and pointing environment to 1.6.2
When I load ModLoader 1.6.2, I get 10 errors.
MagicLauncher 1.1.6
java.home: /Library/Internet Plug-Ins/JavaAppletPlugin.plugin/Contents/Home
java.runtime.name: Java™ SE Runtime Environment
java.runtime.version: 1.7.0_25-b15
os.name: Mac OS X
os.version: 10.8.4
os.arch: x86_64
sun.arch.data.model: 64
Missing class member: public Z aoLightValuesCalculated, class: bfo, mod: ModLoader.zip
Missing class member: public F aoLightValueOpaque, class: bfo, mod: ModLoader.zip
Missing class member: public static Lbih; textureMapBlocks, class: bih, mod: ModLoader.zip
Missing class member: public static Lbih; textureMapItems, class: bih, mod: ModLoader.zip
Missing class member: public (Ljava/lang/String;)Lbii; getIconSafe, class: bih, mod: ModLoader.zip
Missing class member: public (DD)Lbii; getIconByUV, class: bih, mod: ModLoader.zip
Missing class member: public ()Lbii; getMissingSprite, class: bih, mod: ModLoader.zip
Missing class member: public ()I getMaxTextureIndex, class: bih, mod: ModLoader.zip
Missing class member: public (Lbjm;)V loadTextureSafe, class: bih, mod: ModLoader.zip
Missing class member: public (III)V updateMipmapLevel, class: bih, mod: ModLoader.zip
Error loading: [url="http://www.twitter-rss.com/user_timeline.php?screen_name=notch:"]http://www.twitter-r...een_name=notch:[/url] White spaces are required between publicId and systemId.
Error loading: [url="http://www.twitter-rss.com/user_timeline.php?screen_name=jeb_:"]http://www.twitter-r...reen_name=jeb_:[/url] White spaces are required between publicId and systemId.
Error loading: [url="http://www.twitter-rss.com/user_timeline.php?screen_name=Dinnerbone:"]http://www.twitter-r...ame=Dinnerbone:[/url] White spaces are required between publicId and systemId.
Missing class member: public Z aoLightValuesCalculated, class: bfo, mod: ModLoader.zip
Missing class member: public F aoLightValueOpaque, class: bfo, mod: ModLoader.zip
Missing class member: public static Lbih; textureMapBlocks, class: bih, mod: ModLoader.zip
Missing class member: public static Lbih; textureMapItems, class: bih, mod: ModLoader.zip
Missing class member: public (Ljava/lang/String;)Lbii; getIconSafe, class: bih, mod: ModLoader.zip
Missing class member: public (DD)Lbii; getIconByUV, class: bih, mod: ModLoader.zip
Missing class member: public ()Lbii; getMissingSprite, class: bih, mod: ModLoader.zip
Missing class member: public ()I getMaxTextureIndex, class: bih, mod: ModLoader.zip
Missing class member: public (Lbjm;)V loadTextureSafe, class: bih, mod: ModLoader.zip
Missing class member: public (III)V updateMipmapLevel, class: bih, mod: ModLoader.zip
I appreciate any help you can give.
Is modloader first in your mod list? Mine did the same thing if it was not.
BUG: modloader is not sending any ontick signals to any mods if the first world you visit is a multiplayer world.
Here is why:
ideally Minecraft.instance's entityRenderer is set to new EntityRendererProxy(instance); It is EntityRendererProxy that calls ModLoader's onTick each time Minecraft's runGameLoop() calls updateCameraAndRender(float f). If instance's entityRenderer is not set to EntityRenderProxy, Modloader's (and hence all the mods') onTick() is never called.
The problem is instance.entityRenderer is set to EntityRendererProxy in ModLoader.registerServer(MinecraftServer server). This method is called from IntegratedServer's constructor.
If you visit a multiplayer world before a singleplayer world, integrated server is not instantiated, Minecraft's entityRenderer is not set to EntityRendererProxy, and neither Modloader nor your mods ever get their onTick methods called.
To replicate, have a mod installed that needs onTick (like, say, Zan's Minimap). Start Minecraft, join a server. No onTick (which in the case of Zan's means no map). Once you load a singleplayer world, onTick works the rest of the time that instance of Minecraft is running in SP and SMP.
Quoting the entire dang thing so he doesn't miss it again. Please fix this, it's extremely annoying!
The config file isn't showing up so i can't tell, but this appears to only use vanilla biomes is there any way to change this. I am using biomes o plenty and would like to integrate the two. Also do villages spawn in the spheres ever. I've never came across one.
The config file isn't showing up so i can't tell, but this appears to only use vanilla biomes is there any way to change this. I am using biomes o plenty and would like to integrate the two. Also do villages spawn in the spheres ever. I've never came across one.
I have never used BioSpheres with custom biomes, but I think it does not use custom biomes. I have also never found a village in one, but it makes sense that they should be in there somewhere. On the other hand, risugami never adds new features to his mods and biospheres has been around longer than villages.
----------
I have updated my sound patch to include a fix for mods not getting onGameTick when on a server. So now my patch does two things:
1. Fixes the sound shutting down after 30 seconds when using modloader
2. Fixes mods with In-Game GUIs not working until a single player world has been loaded.
Thanks, that fixed it. I just added it first and it is working fine.
I'm glad I could help! If you have any issues with sound or mods not working on servers, you can download my patch here. Modloader does not work right with modloader for me without the patch.
I have never used BioSpheres with custom biomes, but I think it does not use custom biomes. I have also never found a village in one, but it makes sense that they should be in there somewhere. On the other hand, risugami never adds new features to his mods and biospheres has been around longer than villages.
----------
I have updated my sound patch to include a fix for mods not getting onGameTick when on a server. So now my patch does two things:
1. Fixes the sound shutting down after 30 seconds when using modloader
2. Fixes mods with In-Game GUIs not working until a single player world has been loaded.
Do we have to drag that file after installing modloader in the .jar?
Yes, copy the 2 files inside the zip into the minecraft.jar after modloader. If you install the patch before modloader, only the sound patch will work.
Yes, copy the 2 files inside the zip into the minecraft.jar after modloader. If you install the patch before modloader, only the sound patch will work.
Thank you soooo much, i was also wondering about the issue with the mods loading in single player first and u solved 2 problems at once, thanks!
Thank you soooo much, i was also wondering about the issue with the mods loading in single player first and u solved 2 problems at once, thanks!
If you find any more bugs tell me, and I will add them into the patch! Since risugami seems to not be in to mood to fix bugs, I am making a forum page for the patch. I will post a link to it when it is up, and you can check there for updates.
I have never used BioSpheres with custom biomes, but I think it does not use custom biomes. I have also never found a village in one, but it makes sense that they should be in there somewhere. On the other hand, risugami never adds new features to his mods and biospheres has been around longer than villages.
It should be pointed out that the Biospheres mod has its own generation algorithms, which is one of the reasons why it doesn't include every biome in the game. Risugami has tweaked it from time to time beyond just updating it for the next version of Minecraft. He doesn't seem all that interested in developing much new content at the moment though, so I'd agree that newer features of Minecraft are unlikely to be included. For instance, there is no custom Nether equivalent to the Biospheres and certainly not anything related to The End either.
The hooks that Risugami included for connecting the Biosphere mod to ModLoader are pretty interesting though and worth checking out if only to see their simplicity. One of the things I've admired about ModLoader (as opposed to other *cough* API libraries) is the minimalist approach that he takes. Just enough to get the job done and not much more. That is also a shortcoming of ModLoader as some mod developers want it to do more and add cruft getting that to happen.
It should be pointed out that the Biospheres mod has its own generation algorithms, which is one of the reasons why it doesn't include every biome in the game. Risugami has tweaked it from time to time beyond just updating it for the next version of Minecraft. He doesn't seem all that interested in developing much new content at the moment though, so I'd agree that newer features of Minecraft are unlikely to be included. For instance, there is no custom Nether equivalent to the Biospheres and certainly not anything related to The End either.
The hooks that Risugami included for connecting the Biosphere mod to ModLoader are pretty interesting though and worth checking out if only to see their simplicity. One of the things I've admired about ModLoader (as opposed to other *cough* API libraries) is the minimalist approach that he takes. Just enough to get the job done and not much more. That is also a shortcoming of ModLoader as some mod developers want it to do more and add cruft getting that to happen.
There actually is a nether biome in biospheres, but as far as I know you are right about the end. I actually like ModLoader's simplicity for several reasons. Other APIs either mod all the important classes, mod everything forge...., or are really weak. It also makes no changes to vanilla behavior, so most users have nothing against installing it.
If anyone has an answer as to how they resolved this, please post. Thanks.
*I'm using MagicLauncher
When I load ModLoader 1.6.2, I get 10 errors.
I appreciate any help you can give.
I can confirm this is a bug. ModLoader doesn't seem to be handling string localization right now, and is dumping the "ModLoader.addLocalization" method into the aether as if it wasn't even being called. I'm going to spend some time looking into what Risugami forgot to tweak, as there is definitely something he missed. If possible, I might submit a patch or at least find the offending line of code.
There seems to be a few bugs right now in ModLoader, so I hope he puts out an update with some bug fixes.
Version 2.1 now updated for MC 1.6.2
All these bugs are caused by ModLoader trying to start the sound at the same time minecraft is. I wrote a patch for this in 1.6.1, and I am updating it for 1.6.2. I will upload a link when it is done.
Is modloader first in your mod list? Mine did the same thing if it was not.
Quoting the entire dang thing so he doesn't miss it again. Please fix this, it's extremely annoying!
I am already maintaining a patch for modloader's sound, if I can find a fix I will integrate it into my patch.
----------------
I have finished updating the sound patch for 1.6.2, here is a download link: http://www.mediafire.com/download/1bancng97qcf870/[1.6.2]ModLoaderSoundFix.zip. Please verify that it works correctly!
I have never used BioSpheres with custom biomes, but I think it does not use custom biomes. I have also never found a village in one, but it makes sense that they should be in there somewhere. On the other hand, risugami never adds new features to his mods and biospheres has been around longer than villages.
----------
I have updated my sound patch to include a fix for mods not getting onGameTick when on a server. So now my patch does two things:
1. Fixes the sound shutting down after 30 seconds when using modloader
2. Fixes mods with In-Game GUIs not working until a single player world has been loaded.
Here is the new download link: http://www.mediafire...LoaderPatch.zip
Thanks, that fixed it. I just added it first and it is working fine.
I'm glad I could help! If you have any issues with sound or mods not working on servers, you can download my patch here. Modloader does not work right with modloader for me without the patch.
Thanks, I guess I won't be using this mod too much then.
It's a cool mod, I wouldn't drop it just because it doesn't work with custom biomes. Who knows, maybe risu will add that feature?
Do we have to drag that file after installing modloader in the .jar?
Yes, copy the 2 files inside the zip into the minecraft.jar after modloader. If you install the patch before modloader, only the sound patch will work.
Thank you soooo much, i was also wondering about the issue with the mods loading in single player first and u solved 2 problems at once, thanks!
If you find any more bugs tell me, and I will add them into the patch! Since risugami seems to not be in to mood to fix bugs, I am making a forum page for the patch. I will post a link to it when it is up, and you can check there for updates.
It should be pointed out that the Biospheres mod has its own generation algorithms, which is one of the reasons why it doesn't include every biome in the game. Risugami has tweaked it from time to time beyond just updating it for the next version of Minecraft. He doesn't seem all that interested in developing much new content at the moment though, so I'd agree that newer features of Minecraft are unlikely to be included. For instance, there is no custom Nether equivalent to the Biospheres and certainly not anything related to The End either.
The hooks that Risugami included for connecting the Biosphere mod to ModLoader are pretty interesting though and worth checking out if only to see their simplicity. One of the things I've admired about ModLoader (as opposed to other *cough* API libraries) is the minimalist approach that he takes. Just enough to get the job done and not much more. That is also a shortcoming of ModLoader as some mod developers want it to do more and add cruft getting that to happen.
Version 2.1 now updated for MC 1.6.2
There actually is a nether biome in biospheres, but as far as I know you are right about the end. I actually like ModLoader's simplicity for several reasons. Other APIs either mod all the important classes, mod everything forge...., or are really weak. It also makes no changes to vanilla behavior, so most users have nothing against installing it.