Hi everyone, I'm running 1.5.2 and my game has just crashed. I think the issue is this mod. I had problems with it before but sorted them (put GUI into coremods, didn't realise I had to do this as I'd previously been running 1.6.4), but I just tried to add a new mod and it crashed! So I took it out and now this one is playing up again the crash report is
---- Minecraft Crash Report ----
// Ooh. Shiny.
Time: 02/01/14 02:35
Description: Failed to start game
java.lang.StringIndexOutOfBoundsException: String index out of range: -1
at java.lang.String.substring(Unknown Source)
at drzhark.mocreatures.MoCProxy.parseName(MoCProxy.java:1466)
at drzhark.mocreatures.MoCProxy.initializeBiomes(MoCProxy.java:1418)
at drzhark.mocreatures.MoCProxy.ConfigPostInit(MoCProxy.java:649)
at drzhark.mocreatures.client.MoCClientProxy.ConfigPostInit(MoCClientProxy.java:741)
at drzhark.mocreatures.MoCreatures.postInit(MoCreatures.java:485)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:494)
at sun.reflect.GeneratedMethodAccessor5.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:192)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:172)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:103)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:696)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:213)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:448)
at net.minecraft.client.MinecraftAppletImpl.func_71384_a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:733)
at java.lang.Thread.run(Unknown Source)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
So what do I do, delete the .minecraft file (I think) then run minecraft and see if it creates a new .minecraft file?
Tell me some instructions on how to get the (updated) .minecraft file for my new updated minecraft or how to make sure it is now the .minecraft for the new one?
PS.: I´m stupid DX
no. the new launcher no longer keeps one MC jar file. it now creates a new version folder for each version of MC you use.
selecting a version of MC is done inside the launcher.
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Joshua725
Member Details
Hi Dr Zhark.
You did a great job with this mod. I don't have any particular feelings for it. But, I run a private server and certain players love what the mod can do. I'll admit the one thing I do do with it is modify the custom spawner so that animals don't spawn uncontrollably, something I had a particular problem with when I first experimented with it. But, one thing that it is doing that I didn't realize until now was overriding all spawn controls in Vanilla. This is an issue because I, also, use Lunatrius' Monster Spawn Highlighter and it doesn't work while your mod is loaded. I guessed, and I think he de-compiled some files to find out, that your mod completely overrides all Vanilla spawning to the point that MSH can't even render a spawn layout. I knew your mod needed a new spawn system to handle all your creatures. I just didn't realize how drastically the spawn system would change Vanilla spawning. I thought about disabling custom spawning in the Mo'C config file so that it would use Vanilla spawning to see if that would help MSH render a spawn layout. It didn't help.
Now, obviously, you have indicated that your mod overrides Vanilla spawning. As such, it's up to the user to decided if they really want that. But, is there some way you can allow some of the Vanilla spawn line of code to be view-able by other mods?
1. spoiler tags
2. delete MOC CMS config files, something in there is corrupted/wrong.
not all mods require an explicit update to 1.6.4 from 1.6.2
try toggling spawning on and off
no. the new launcher no longer keeps one MC jar file. it now creates a new version folder for each version of MC you use.
selecting a version of MC is done inside the launcher.
How do I toggle it? And by the way this is with vanilla and modded.
skydaz installer? what? all you need is the three files, GUIAPI, CMS, and MOC. All of them have to be the 1.6.2/4 version and it will work in 1.6.4 (and forge but that is a given for modding period)
there is no need for any external installer for these, or any, non jar file mods.
... If your computer 'can't handle' the simple opening and moving of files, I have to wonder how it can handle Minecraft, or anything at all for that matter.
... If your computer 'can't handle' the simple opening and moving of files, I have to wonder how it can handle Minecraft, or anything at all for that matter.
Aucullly, just when I try, it wont work and sometimes when I log in it just crashes be4 the title screen
Aucullly, just when I try, it wont work and sometimes when I log in it just crashes be4 the title screen
Then you're likely just doing something wrong with installing Forge and mods. Forge now has an automatic installer, which was honestly the most difficult part of the process (which wasn't really that difficult at all to begin with). Now it's just a matter of running the installer, downloading the mods you want, and dropping them into the mods folder. That's literally all there is to it for a majority of mods out there.
There's also the possibility of ID conflicts (pre-1.7), which can cause Minecraft to fail to load as well. Those are pretty easy to sort out though, all you really need is a text editor like Notepad and reassign IDs that conflict to unused IDs. There's a mod or two out there that makes this process a lot easier, such as IDFix.
Then you're likely just doing something wrong with installing Forge and mods. Forge now has an automatic installer, which was honestly the most difficult part of the process (which wasn't really that difficult at all to begin with). Now it's just a matter of running the installer, downloading the mods you want, and dropping them into the mods folder. That's literally all there is to it for a majority of mods out there.
There's also the possibility of ID conflicts (pre-1.7), which can cause Minecraft to fail to load as well. Those are pretty easy to sort out though, all you really need is a text editor like Notepad and reassign IDs that conflict to unused IDs. There's a mod or two out there that makes this process a lot easier, such as IDFix.
Using Skydaz is OK, just I need to know if the 1.6.2 Mo'creatures on skydaz works with the 1.6.4
When I tried many different mods by themselves and it still didn't load, so ID conflicts are not problems (I don't think)
Also, I just want to get rid of the kitties, I think that the ocelots work just fine
hey Dr. Zhark I was wondering if there is any thing else you could have the werewolf "humans" do other than wander around. quit often after I have seen werewolves around I would go out after the sun comes up and I would see the werewolf "humans" wandering around and some times wish I could do more with them then just kill them like maybe trade with them. maybe give them tools for animal mob drop or something.
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I am not a coder or texture maker. I am just your average minecrafter with my own ideas on how to improve my own minecraft experience and maybe others (if they like them) as well.
hey Dr. Zhark I was wondering if there is any thing else you could have the werewolf "humans" do other than wander around. quit often after I have seen werewolves around I would go out after the sun comes up and I would see the werewolf "humans" wandering around and some times wish I could do more with them then just kill them like maybe trade with them. maybe give them tools for animal mob drop or something.
Yeah, the human wares are boring, trading would be nice maybe like villagers were it's all emerald-based
And I don't think DrZhark comes on this anymore he has tones of other mods to deal with.
Using Skydaz is OK, just I need to know if the 1.6.2 Mo'creatures on skydaz works with the 1.6.4
When I tried many different mods by themselves and it still didn't load, so ID conflicts are not problems (I don't think)
Also, I just want to get rid of the kitties, I think that the ocelots work just fine
copy and paste if you can't move them...which sounds like you've got some OS setting wonky or a virus
MOC 6.0.1 is the one that works in both.
to get rid of the kitties put the freq to 0 (don't think the can spawn setting works right in 6.0.1)
also, the FML-client-0.log file will always generate and contain all the data you need to solve errors
wait, vanilla isn't spawning? that is some other problem....
copy and paste if you can't move them...which sounds like you've got some OS setting wonky or a virus
MOC 6.0.1 is the one that works in both.
to get rid of the kitties put the freq to 0 (don't think the can spawn setting works right in 6.0.1)
also, the FML-client-0.log file will always generate and contain all the data you need to solve errors
to make a 1.6.2 forge server with mo creatures on it do you have to use the gui api file in the server mods folder because I keep getting a failed exception
1. spoiler tags
2. delete MOC CMS config files, something in there is corrupted/wrong.
not all mods require an explicit update to 1.6.4 from 1.6.2
try toggling spawning on and off
no. the new launcher no longer keeps one MC jar file. it now creates a new version folder for each version of MC you use.
selecting a version of MC is done inside the launcher.
So where´s the new folder please?
(Where can I search for it, on START?
Hey, I used the breeding chart, and when I bred 2 horses, I got a baby version of one of the horses that were breeding, but, according to the chart, I should have gotten a brown and white horse. I am taming the horses, and feeding them pumpkins and waiting for half of a day. Am I doing anything wrong?
Hey, I was breeding horses, and instead of getting a new horse, I just got a baby version of one of the horses I was breeding. I am taming them with an apple, and then feeding them a pumpkin to start breeding. I am making sure no other mobs are around, and I stay away myself until it tells me to name my new pet. Am I doing anything wrong?
1. spoiler tags
2. delete MOC CMS config files, something in there is corrupted/wrong.
not all mods require an explicit update to 1.6.4 from 1.6.2
try toggling spawning on and off
no. the new launcher no longer keeps one MC jar file. it now creates a new version folder for each version of MC you use.
selecting a version of MC is done inside the launcher.
You did a great job with this mod. I don't have any particular feelings for it. But, I run a private server and certain players love what the mod can do. I'll admit the one thing I do do with it is modify the custom spawner so that animals don't spawn uncontrollably, something I had a particular problem with when I first experimented with it. But, one thing that it is doing that I didn't realize until now was overriding all spawn controls in Vanilla. This is an issue because I, also, use Lunatrius' Monster Spawn Highlighter and it doesn't work while your mod is loaded. I guessed, and I think he de-compiled some files to find out, that your mod completely overrides all Vanilla spawning to the point that MSH can't even render a spawn layout. I knew your mod needed a new spawn system to handle all your creatures. I just didn't realize how drastically the spawn system would change Vanilla spawning. I thought about disabling custom spawning in the Mo'C config file so that it would use Vanilla spawning to see if that would help MSH render a spawn layout. It didn't help.
Now, obviously, you have indicated that your mod overrides Vanilla spawning. As such, it's up to the user to decided if they really want that. But, is there some way you can allow some of the Vanilla spawn line of code to be view-able by other mods?
How do I toggle it? And by the way this is with vanilla and modded.
My computer just cant handle it
... If your computer 'can't handle' the simple opening and moving of files, I have to wonder how it can handle Minecraft, or anything at all for that matter.
Aucullly, just when I try, it wont work and sometimes when I log in it just crashes be4 the title screen
Then you're likely just doing something wrong with installing Forge and mods. Forge now has an automatic installer, which was honestly the most difficult part of the process (which wasn't really that difficult at all to begin with). Now it's just a matter of running the installer, downloading the mods you want, and dropping them into the mods folder. That's literally all there is to it for a majority of mods out there.
There's also the possibility of ID conflicts (pre-1.7), which can cause Minecraft to fail to load as well. Those are pretty easy to sort out though, all you really need is a text editor like Notepad and reassign IDs that conflict to unused IDs. There's a mod or two out there that makes this process a lot easier, such as IDFix.
Using Skydaz is OK, just I need to know if the 1.6.2 Mo'creatures on skydaz works with the 1.6.4
When I tried many different mods by themselves and it still didn't load, so ID conflicts are not problems (I don't think)
Also, I just want to get rid of the kitties, I think that the ocelots work just fine
I would like comments (good or bad) to help me adjust my ideas so that hopefully some one will help me bring them to life.
If you like my Ideas check out my others at http://www.minecraftforum.net/topic/2177041-request-looking-for-modders/
Yeah, the human wares are boring, trading would be nice maybe like villagers were it's all emerald-based
And I don't think DrZhark comes on this anymore he has tones of other mods to deal with.
copy and paste if you can't move them...which sounds like you've got some OS setting wonky or a virus
MOC 6.0.1 is the one that works in both.
to get rid of the kitties put the freq to 0 (don't think the can spawn setting works right in 6.0.1)
also, the FML-client-0.log file will always generate and contain all the data you need to solve errors
OK, so whats OS anyway?
operating system, IE Win 7, OS X, Linux.
So where´s the new folder please?
(Where can I search for it, on START?
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