Sweet, my Minecraft crashed, and now I get this error:
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem; Exception occured in ModLoader
This error has been saved to C:\Documents and Settings\John\Application Data\.minecraft\crash-reports\crash-2012-08-23_19.43.41-client.txt for your convenience. Please include a copy of this file if you report this crash to anyone.
--- BEGIN ERROR REPORT d6a95876 --------
Generated 8/23/12 7:43 PM
- Minecraft Version: 1.3.1
- Operating System: Windows XP (x86) version 5.1
- Java Version: 1.6.0_32, Sun Microsystems Inc.
- Java VM Version: Java HotSpot(TM) Client VM (mixed mode), Sun Microsystems Inc.
- Memory: 917034200 bytes (874 MB) / 1037959168 bytes (989 MB) up to 1037959168 bytes (989 MB)
- JVM Flags: 2 total; -Xms1024m -Xmx1024m
- ModLoader: Mods loaded: 3
ModLoader 1.3.1
mod_ReiMinimap v3.2_05 [1.3.1]
Timber! 1.3.1
java.lang.NoSuchMethodError: va.<init>(ILjava/lang/String;)V
at mod_CRM.<clinit>(mod_CRM.java:5)
at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
at sun.reflect.NativeConstructorAccessorImpl.newInstance(Unknown Source)
at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(Unknown Source)
at java.lang.reflect.Constructor.newInstance(Unknown Source)
at java.lang.Class.newInstance0(Unknown Source)
at java.lang.Class.newInstance(Unknown Source)
at ModLoader.addMod(ModLoader.java:327)
at ModLoader.readFromClassPath(ModLoader.java:1317)
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 magic.launcher.Launcher.a(Unknown Source)
at magic.launcher.j.a(Unknown Source)
at magic.launcher.q.println(Unknown Source)
at ModLoader.init(ModLoader.java:912)
at ModLoader.addAllRenderers(ModLoader.java:169)
at avx.<init>(RenderManager.java:86)
at avx.<clinit>(RenderManager.java:12)
at net.minecraft.client.Minecraft.a(SourceFile:260)
at net.minecraft.client.Minecraft.run(SourceFile:516)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT ed894efb ----------
Sweet, my Minecraft crashed, and now I get this error:
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem; Exception occured in ModLoader
This error has been saved to C:\Documents and Settings\John\Application Data\.minecraft\crash-reports\crash-2012-08-23_19.43.41-client.txt for your convenience. Please include a copy of this file if you report this crash to anyone.
--- BEGIN ERROR REPORT d6a95876 --------
Generated 8/23/12 7:43 PM
- Minecraft Version: 1.3.1
- Operating System: Windows XP (x86) version 5.1
- Java Version: 1.6.0_32, Sun Microsystems Inc.
- Java VM Version: Java HotSpot(TM) Client VM (mixed mode), Sun Microsystems Inc.
- Memory: 917034200 bytes (874 MB) / 1037959168 bytes (989 MB) up to 1037959168 bytes (989 MB)
- JVM Flags: 2 total; -Xms1024m -Xmx1024m
- ModLoader: Mods loaded: 3
ModLoader 1.3.1
mod_ReiMinimap v3.2_05 [1.3.1]
Timber! 1.3.1
java.lang.NoSuchMethodError: va.<init>(ILjava/lang/String;)V
at mod_CRM.<clinit>(mod_CRM.java:5)
at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
at sun.reflect.NativeConstructorAccessorImpl.newInstance(Unknown Source)
at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(Unknown Source)
at java.lang.reflect.Constructor.newInstance(Unknown Source)
at java.lang.Class.newInstance0(Unknown Source)
at java.lang.Class.newInstance(Unknown Source)
at ModLoader.addMod(ModLoader.java:327)
at ModLoader.readFromClassPath(ModLoader.java:1317)
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 magic.launcher.Launcher.a(Unknown Source)
at magic.launcher.j.a(Unknown Source)
at magic.launcher.q.println(Unknown Source)
at ModLoader.init(ModLoader.java:912)
at ModLoader.addAllRenderers(ModLoader.java:169)
at avx.<init>(RenderManager.java:86)
at avx.<clinit>(RenderManager.java:12)
at net.minecraft.client.Minecraft.a(SourceFile:260)
at net.minecraft.client.Minecraft.run(SourceFile:516)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT ed894efb ----------
Um, why are you using Minecraft 1.3.1?
I do have a 1.3.1 download in the older versions section if you didn't see that.
creative, and very cool... i like the idea and you should expand on this mod... make some kind of mob or other types of caves or something...also... what is the texture pack used in the pictures?
creative, and very cool... i like the idea and you should expand on this mod... make some kind of mob or other types of caves or something...
also... what is the texture pack used in the pictures?
Yeah, I was thinking of adding Crazy Caves to this mod. And then maybe even add crazy Strongholds, villages, etc. And about my texture pack... maybe if you read the whole post you'll find out
it'd be really cool if this could be tweaked to just have a world type that is massive canyon... with like hanging and carved villages and ruins (like the real world Chaco Canyon or Mule Canyon)
First:
Change the bottom of world where, over the bedrock, we have a 4-5 height lava blocks. And close to this, is the diamonds layer.
Diamond is more than rare. It's also dificult to get.
Like this:
L = LAVA, B = BEDROCK, D = DIAMOND, X = STONE, DIRT, OTHER STUFF...
Second:
The regular world just create water on the same level. There are some high water blocks, but it's not enough.I want to see some pools on high grounds.
3º:
The normal world have the normal ground level (ocean level) and well defined mountais and ravines. But I want see a better variantion of the ground level. Like high ground plains. Or...go walking and then go up just a little again and again.
I want something like bioms where the normal ground is really down. Or really high. Not just mountains, but large variations of ground. I want walk and then see a greate space with a large valley. And bioms inside. Something like this:
X = Big space, "-" = normal ocean level", ".." = Ignore this
"X................................................................................XXXXXXXXXXXXXX................................
.. X......................................................................XXXXX...........................XX.............................
.....X................................................................XX.........................................X............................
-----X-------------------------------------------------XX--------------------------------------X----------------------
........X..................................................XXX...................................................X...........................
..........XXX.......................................XXX.........................................................XXX.....................
................XXXXXXX..................XXX......................................................................XXXXXX........
.................................XXXXXXX...........................................................................................XXXX
Pretty good idea, I especially like the idea of having well defined mountains/valleys, and low or high plains. I'll see what I can do! If I do make some progress, I'll definetly leave a note on the main post!
Holy crap! This is awesome! I have been searching for a mod that generated larger caves off and on for a while now. I can't believe it took me this long to stumble across this.
I love the config file and I love that it edits so few classes as to remain compatible with other mods.
That's an interesting suggestion by that guy 2 posts up but please don't do it if it involves editing more base classes. And personally I'd prefer if this didn't edit ore distribution but just stuck to what it does best.
If anything it would be cool to add more config options like being able to specify cave and ravine generation for specific biomes.
Can't believe I've never stumbled upon this before... Decided to slap together a modded 1.2.5 setup, and this topic came up searching for world generation mods. Makes me feel like some huge catastrophy had recently passed, earthquakes and all that, definitely liking it so far =)
I just made a few test worlds to see if everything was working properly BUT;
Whenever i generate a world with the Crazy Ravines and Caves mod world type i can't find any BOP, EBXL & Highlands biomes. Only Vanilla with huge oceans.
When i generate a world with the Default world type i get BOP, EBXL, Highlands and vanilla biomes.
Somehow your mod doesn't wanna play nice with other biome mods.
I would imagine this is because the biome mods have either or both: world types, modified caves, and/or ravine classes. Most likely it's a world type issue.
Not much I can do about it. I actually tried re-coding it to MinecraftForge but ran into several problems, maybe I'll try again later.
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem; Exception occured in ModLoader
This error has been saved to C:\Documents and Settings\John\Application Data\.minecraft\crash-reports\crash-2012-08-23_19.43.41-client.txt for your convenience. Please include a copy of this file if you report this crash to anyone.
--- BEGIN ERROR REPORT d6a95876 --------
Generated 8/23/12 7:43 PM
- Minecraft Version: 1.3.1
- Operating System: Windows XP (x86) version 5.1
- Java Version: 1.6.0_32, Sun Microsystems Inc.
- Java VM Version: Java HotSpot(TM) Client VM (mixed mode), Sun Microsystems Inc.
- Memory: 917034200 bytes (874 MB) / 1037959168 bytes (989 MB) up to 1037959168 bytes (989 MB)
- JVM Flags: 2 total; -Xms1024m -Xmx1024m
- ModLoader: Mods loaded: 3
ModLoader 1.3.1
mod_ReiMinimap v3.2_05 [1.3.1]
Timber! 1.3.1
java.lang.NoSuchMethodError: va.<init>(ILjava/lang/String;)V
at mod_CRM.<clinit>(mod_CRM.java:5)
at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
at sun.reflect.NativeConstructorAccessorImpl.newInstance(Unknown Source)
at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(Unknown Source)
at java.lang.reflect.Constructor.newInstance(Unknown Source)
at java.lang.Class.newInstance0(Unknown Source)
at java.lang.Class.newInstance(Unknown Source)
at ModLoader.addMod(ModLoader.java:327)
at ModLoader.readFromClassPath(ModLoader.java:1317)
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 magic.launcher.Launcher.a(Unknown Source)
at magic.launcher.j.a(Unknown Source)
at magic.launcher.q.println(Unknown Source)
at ModLoader.init(ModLoader.java:912)
at ModLoader.addAllRenderers(ModLoader.java:169)
at avx.<init>(RenderManager.java:86)
at avx.<clinit>(RenderManager.java:12)
at net.minecraft.client.Minecraft.a(SourceFile:260)
at net.minecraft.client.Minecraft.run(SourceFile:516)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT ed894efb ----------
Um, why are you using Minecraft 1.3.1?
I do have a 1.3.1 download in the older versions section if you didn't see that.
Never mind, I wasn't on 1.3.1
Um, not according to your error report, it clearly says 1.3.1.
Sorry, like shortwind said, the error report clearly says your on 1.3.1, and all the mods you're using are for 1.3.1
Yeah, I was thinking of adding Crazy Caves to this mod. And then maybe even add crazy Strongholds, villages, etc. And about my texture pack... maybe if you read the whole post you'll find out
And here is what I want:
First:
Change the bottom of world where, over the bedrock, we have a 4-5 height lava blocks. And close to this, is the diamonds layer.
Diamond is more than rare. It's also dificult to get.
Like this:
L = LAVA, B = BEDROCK, D = DIAMOND, X = STONE, DIRT, OTHER STUFF...
XXXXXXXXXXXX
XXXXXXXLXXXX
XDDXXXLLLXXX
LLDLLLXLLLLXX
LLXLLLDLLDLXX
DLLLLLLLLLLDLL
LLLLLLLLLLBLLLL
LLBLLBLLLBBBLL
BBBLBBBLBBBB
BBBBBBBBBBBB
Second:
The regular world just create water on the same level. There are some high water blocks, but it's not enough.I want to see some pools on high grounds.
3º:
The normal world have the normal ground level (ocean level) and well defined mountais and ravines. But I want see a better variantion of the ground level. Like high ground plains. Or...go walking and then go up just a little again and again.
I want something like bioms where the normal ground is really down. Or really high. Not just mountains, but large variations of ground. I want walk and then see a greate space with a large valley. And bioms inside. Something like this:
X = Big space, "-" = normal ocean level", ".." = Ignore this
"X................................................................................XXXXXXXXXXXXXX................................
.. X......................................................................XXXXX...........................XX.............................
.....X................................................................XX.........................................X............................
-----X-------------------------------------------------XX--------------------------------------X----------------------
........X..................................................XXX...................................................X...........................
..........XXX.......................................XXX.........................................................XXX.....................
................XXXXXXX..................XXX......................................................................XXXXXX........
.................................XXXXXXX...........................................................................................XXXX
Please, give me a answer...what do you think???
Pretty good idea, I especially like the idea of having well defined mountains/valleys, and low or high plains. I'll see what I can do! If I do make some progress, I'll definetly leave a note on the main post!
I love the config file and I love that it edits so few classes as to remain compatible with other mods.
That's an interesting suggestion by that guy 2 posts up but please don't do it if it involves editing more base classes. And personally I'd prefer if this didn't edit ore distribution but just stuck to what it does best.
If anything it would be cool to add more config options like being able to specify cave and ravine generation for specific biomes.
http://cookiesandcakemc.tumblr.com/post/36907757671/crazy-ravines-mod-1-4-5
*edit*
I tried using it with Forge and it didn't work. =( It froze while loading the world.
I would imagine this is because the biome mods have either or both: world types, modified caves, and/or ravine classes. Most likely it's a world type issue.
Not much I can do about it. I actually tried re-coding it to MinecraftForge but ran into several problems, maybe I'll try again later.