finally got it working. though it really isnt obvious.
anyway, have rendering problems. i disable mipmap, anisotropy, natural textures, connected textures and working fine since then. dont know which one causing the problem. anyway, you should put this in the first post. plus, a simple graphic tutorial in the first post would be nice.
for improving performance, could you disable blue transparency? imho, solid blue outline is enough. also, would it possible to hide the schematic when you are far away(eg,2 times the dimension. if the building is large, you have to be really far before it disappear). also, would it be possible to only display first layer block and blocks that are adjacent to the filled block. this way i can easily see my building progress and what blocks needed to further complete the house.
this mod is really good. it give a sense of goals.
or maybe you could create another mod out of this. a mod which allows you to purchase house.
to browse available house user will be teleported to other flat dimension which build all available house in schematic folder. like a showroom. limit the house to be 10(or less) in each dimension(to reduce computation time)?
to own the house, user can
1. build it
user need to manually place correct block to build the house. first layer block are always visible. block adjacent to filled blocks are also visible(so user know what blocks to place.) types of blocks and number of blocks required (adjacent to filled blocks) are always display in hud(toggelable).
2. purchase it
purchase the house from a special villager. either in full cash(gold) or monthly installment. if installment are not payed for 3 months consecutively, house doors are locked. house blocks are also impossible to break/mine until full payment is made(to prevent cheating)
3. hire a contractor
required blocks are placed in a special chest. a hired villager will build the house based on items available in the chest. the types of blocks and number of blocks required are display in hud. 100 blocks will be built in a day. hire more contractors for faster building.
other notes
house can be sold
user can build more house to sell
Are you still planning on making this work with WorldEdit on servers?
I can't really recall saying anything about WE integration, but I won't exclude it either. I'll just say that it's not a high priority task at the moment.
finally got it working. though it really isnt obvious.
anyway, have rendering problems. i disable mipmap, anisotropy, natural textures, connected textures and working fine since then. dont know which one causing the problem. anyway, you should put this in the first post. plus, a simple graphic tutorial in the first post would be nice.
for improving performance, could you disable blue transparency? imho, solid blue outline is enough. also, would it possible to hide the schematic when you are far away(eg,2 times the dimension. if the building is large, you have to be really far before it disappear). also, would it be possible to only display first layer block and blocks that are adjacent to the filled block. this way i can easily see my building progress and what blocks needed to further complete the house.
this mod is really good. it give a sense of goals.
or maybe you could create another mod out of this. a mod which allows you to purchase house.
to browse available house user will be teleported to other flat dimension which build all available house in schematic folder. like a showroom. limit the house to be 10(or less) in each dimension(to reduce computation time)?
to own the house, user can
1. build it
user need to manually place correct block to build the house. first layer block are always visible. block adjacent to filled blocks are also visible(so user know what blocks to place.) types of blocks and number of blocks required (adjacent to filled blocks) are always display in hud(toggelable).
2. purchase it
purchase the house from a special villager. either in full cash(gold) or monthly installment. if installment are not payed for 3 months consecutively, house doors are locked. house blocks are also impossible to break/mine until full payment is made(to prevent cheating)
3. hire a contractor
required blocks are placed in a special chest. a hired villager will build the house based on items available in the chest. the types of blocks and number of blocks required are display in hud. 100 blocks will be built in a day. hire more contractors for faster building.
other notes
house can be sold
user can build more house to sell
thank you so much.
anyway, really nice mod.
There are some basic instructions on the download page (How to section) and the OP contains a few spotlights which should at least give a rough idea how the mod can be used (the GUI hasn't changed all that much).
Rendering issues, depends what kind of issues. If you have Optifine installed I can't guarantee that the mod will work as intended (Optifine does some funky stuff). If it's missing glass, book shelves or similar items it's connected textures. I still haven't gotten around checking out why that would stop rendering these blocks.
Improving performance. That might be actually a valid point. If nothing else I might make than configurable, even though I'm pretty sure that one can't draw lines using VBOs (I could be wrong, I'll have to ask a few people about it). And even if I could draw lines, they all would have the same thickness, unless I drew them using rectangles, so they'd scale properly with the distance.
Render distance, that's something I was supposed to fix ages ago. I'll get straight to it after I'm done with this post.
Rest of the post about the dimension and the other things, most likely not going to happen. Simply because this is a client side mod right now and a custom dimension is therefore impossible. Even after I finish the server side (which will be optional, but will be superior to the current printer) I won't be adding anything like that. It just doesn't fit the mod to create a dimension for the sole purpose of displaying schematics. The ideas sounds great, but it just doesn't fit in.
Soo.... i've copied this ship with schematica and when i try to do the print option it doesnt work. nothing happens. i just downloaded the mod so maybe i've missed something
Hey after i downloaded this mod som of my stuff turns into a black or pink screen and its very annoying. have i done anything wrong or is it just a bug?
Do you happen to have ThaumCraft installed? If so, take off the googles of revealing. Any other mods?
A question and a suggestion:Do you update to snapshots?Also, can you have a mode in Schematica where equivalent blocks are ignored for purposes of "wrong block"? I.e. all non-glowing solid blocks, all stairs with proper orientation, etc.
A question and a suggestion:Do you update to snapshots?Also, can you have a mode in Schematica where equivalent blocks are ignored for purposes of "wrong block"? I.e. all non-glowing solid blocks, all stairs with proper orientation, etc.
As Forge doesn't have any official snapshot builds I don't bother doing so.
can i ask.... i know how to use scematica but i am quite confused...
1. can it be placed in a water?
2.does it still works on a creative mode(i mean does it ignore material requirement when creative)
3.i want to remove a material requirement from a scematics. is ti possible
4.does scematics save mod blocks(ie. carpenter blocks)
5.does it save farming template(ie. a patch of wheat farm or a row of pumpkin)
6.does it save redstone mechanism properly?
7.is it possible to just put items from a nearby chest so your not cluttered in your inventory
It can be placed into water, but you won't be able to see what you have to place. Seeing that some people apparently really want to build things underwater I'll see if I can make something that will treat any and all liquid as air blocks.
It works in creative, you just need one of each block on your hotbar.
What exactly do you mean by removing material requirement?
Yes, it does, assuming they're not doing something weird.
Why wouldn't it?
Sadly not. That's a vanilla restriction for now. I will consider it for the importer however.
Is there any known incompatibility with Forge in general ? I get rendering errors when I load a schematic. Using forge 898.
What kind of rendering errors? There were some issues in a few of the recent versions from what I've seen on Github, either get the version the mod was compiled with or the latest and see if that fixes things.
quite curious, is this mod compatible with Worldedit schematics? If so that would be simply divine as i do a lot of stuff with WE then MCEdit.
WE, MCEdit and Schematica all use the same base format. Schematica and WE both have some extra things that the other two tools/mods don't, making it more convenient when used the second time (Schematica has icons, WE has world offsets).
What exactly would "hollowing out" do? I can think of at least two possible things, you might be thinking of something totally different.
For example if you had a Schematic of a statue thats not hollow but wanted it hollow and you wanted to use the Printer feature, yet when you use it, it builds the inside as well. Maybe have a kind of option to where it only builds the outside layer only?
Before I load a schematic, all the textures are rendered fine. When a schematic is loaded, things turn into what you see above.
Does the same thing happen on Forge #883 and/or the latest? Are any other mods installed? The rendering shouldn't affect the Minecraft world unless something major changed (in Forge or a mod).
For example if you had a Schematic of a statue thats not hollow but wanted it hollow and you wanted to use the Printer feature, yet when you use it, it builds the inside as well. Maybe have a kind of option to where it only builds the outside layer only?
I'll see if I can do something about it. Though, I see it as more of a standalone tool than a Schematica integration. I'm waiting for a working 1.7 build of Forge at the moment, which might be released next week, depending on how things go.
I'll see if I can do something about it. Though, I see it as more of a standalone tool than a Schematica integration. I'm waiting for a working 1.7 build of Forge at the moment, which might be released next week, depending on how things go.
Is there any quick way to "instantly" (Or close to it) build a schematic?
I want to migrate my house to a new world but do not want to rebuild it as it is simply too big and would take at least 2 weeks in survival to rebuild it -after- I manage to get all the materials.
I don't care about the item's i'll lose, I can get resources fairly quickly, but rebuilding the entire house even with a schematic helping is simply too much.
hey guys, i have mc 1.6.4 and i have forge working fine but then i try to place the schematica.zip into mods and nothing happens.
i go into the game and forge is running fine (with 3 mods running). ive tried almost everything so is there any other ideas??
thanks for pointing that out, turns out i had the wrong file (i dont know how though :/)
but now unfortunately the game crashes, heres the crash report.
EDIT: i just realised that the schematica i have is 1.6.2
i went to GitHub to get the latest one but it only has a zip file for me to download and then it says i have to build the .jar file. i wouldnt have a clue on how to do that.
any help would be appreciated.
---- Minecraft Crash Report ----
// I bet Cylons wouldn't have this problem.
Time: 26/10/13 8:16 PM
Description: Initializing game
java.lang.NoClassDefFoundError: lo
at lunatrius.schematica.Schematica.(Schematica.java:41)
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.newInstance(Unknown Source)
at cpw.mods.fml.common.ILanguageAdapter$JavaAdapter.getNewInstance(ILanguageAdapter.java:174)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:519)
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:313)
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:194)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:174)
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:313)
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:105)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:509)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:183)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:472)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:807)
at net.minecraft.client.main.Main.main(SourceFile:101)
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 net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
Caused by: java.lang.ClassNotFoundException: lo
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:186)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 40 more
Caused by: java.lang.NullPointerException
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:178)
... 42 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at lunatrius.schematica.Schematica.(Schematica.java:41)
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.newInstance(Unknown Source)
at cpw.mods.fml.common.ILanguageAdapter$JavaAdapter.getNewInstance(ILanguageAdapter.java:174)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:519)
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:313)
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:194)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:174)
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:313)
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:105)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:509)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:183)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:472)
-- Initialization --
Details:
Stacktrace:
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:807)
at net.minecraft.client.main.Main.main(SourceFile:101)
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 net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
-- System Details --
Details:
Minecraft Version: 1.6.4
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_25, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 45328176 bytes (43 MB) / 382533632 bytes (364 MB) up to 954466304 bytes (910 MB)
JVM Flags: 2 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v8.11 FML v6.4.20.916 Minecraft Forge 9.11.1.916 4 mods loaded, 4 mods active
mcp{8.09} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed
FML{6.4.20.916} [Forge Mod Loader] (minecraftforge-9.11.1.916.jar) Unloaded->Constructed
Forge{9.11.1.916} [Minecraft Forge] (minecraftforge-9.11.1.916.jar) Unloaded->Constructed
Schematica{1.5.3.52} [Schematica] ([1.6.2]Schematica.jar) Unloaded
Launched Version: 1.6.4-Forge9.11.1.916
LWJGL: 2.9.0
OpenGL: GeForce GTX 550 Ti/PCI/SSE2 GL version 4.1.0, NVIDIA Corporation
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Resource Pack: Default
Current Language: English (US)
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
The Meaning of Life, the Universe, and Everything.
Join Date:
12/17/2011
Posts:
265
Minecraft:
Nanakisan
Member Details
It would appear schematica has trouble placing slabs ontop of slabs. not sure if this is a limitation of the schematic in general or not. Its not a big deal really.
May i make one suggestion however? Your mod should put in checks to see if blocks its going to place when in printer mode. Are in the the line of sight of the player. I can see this being a issue in survival servers that have a form of anti-cheat on. NoCheat+ detects if blocks are placed out of line of sight by the player. Kicks them and warns them and such.
Rollback Post to RevisionRollBack
I am a lunatic wrapped in bacon. Sprinkled with swiss, smoothered in mustard and then buried in lettuce. I'm delicious!
It would appear schematica has trouble placing slabs ontop of slabs. not sure if this is a limitation of the schematic in general or not. Its not a big deal really.
May i make one suggestion however? Your mod should put in checks to see if blocks its going to place when in printer mode. Are in the the line of sight of the player. I can see this being a issue in survival servers that have a form of anti-cheat on. NoCheat+ detects if blocks are placed out of line of sight by the player. Kicks them and warns them and such.
Double slabs are a known issue and I might not even bother fixing them. It will be all way better with the import feature.
I can probably add that. However, if the server has NoCheat+ installed Schematica might very well be considered a cheat.
anyway, have rendering problems. i disable mipmap, anisotropy, natural textures, connected textures and working fine since then. dont know which one causing the problem. anyway, you should put this in the first post. plus, a simple graphic tutorial in the first post would be nice.
for improving performance, could you disable blue transparency? imho, solid blue outline is enough. also, would it possible to hide the schematic when you are far away(eg,2 times the dimension. if the building is large, you have to be really far before it disappear). also, would it be possible to only display first layer block and blocks that are adjacent to the filled block. this way i can easily see my building progress and what blocks needed to further complete the house.
this mod is really good. it give a sense of goals.
or maybe you could create another mod out of this. a mod which allows you to purchase house.
to browse available house user will be teleported to other flat dimension which build all available house in schematic folder. like a showroom. limit the house to be 10(or less) in each dimension(to reduce computation time)?
to own the house, user can
1. build it
user need to manually place correct block to build the house. first layer block are always visible. block adjacent to filled blocks are also visible(so user know what blocks to place.) types of blocks and number of blocks required (adjacent to filled blocks) are always display in hud(toggelable).
2. purchase it
purchase the house from a special villager. either in full cash(gold) or monthly installment. if installment are not payed for 3 months consecutively, house doors are locked. house blocks are also impossible to break/mine until full payment is made(to prevent cheating)
3. hire a contractor
required blocks are placed in a special chest. a hired villager will build the house based on items available in the chest. the types of blocks and number of blocks required are display in hud. 100 blocks will be built in a day. hire more contractors for faster building.
other notes
house can be sold
user can build more house to sell
thank you so much.
anyway, really nice mod.
I can't really recall saying anything about WE integration, but I won't exclude it either. I'll just say that it's not a high priority task at the moment.
There are some basic instructions on the download page (How to section) and the OP contains a few spotlights which should at least give a rough idea how the mod can be used (the GUI hasn't changed all that much).
Rendering issues, depends what kind of issues. If you have Optifine installed I can't guarantee that the mod will work as intended (Optifine does some funky stuff). If it's missing glass, book shelves or similar items it's connected textures. I still haven't gotten around checking out why that would stop rendering these blocks.
Improving performance. That might be actually a valid point. If nothing else I might make than configurable, even though I'm pretty sure that one can't draw lines using VBOs (I could be wrong, I'll have to ask a few people about it). And even if I could draw lines, they all would have the same thickness, unless I drew them using rectangles, so they'd scale properly with the distance.
Render distance, that's something I was supposed to fix ages ago. I'll get straight to it after I'm done with this post.
Rest of the post about the dimension and the other things, most likely not going to happen. Simply because this is a client side mod right now and a custom dimension is therefore impossible. Even after I finish the server side (which will be optional, but will be superior to the current printer) I won't be adding anything like that. It just doesn't fit the mod to create a dimension for the sole purpose of displaying schematics. The ideas sounds great, but it just doesn't fit in.
Do you happen to have ThaumCraft installed? If so, take off the googles of revealing. Any other mods?
1. can it be placed in a water?
2.does it still works on a creative mode(i mean does it ignore material requirement when creative)
3.i want to remove a material requirement from a scematics. is ti possible
4.does scematics save mod blocks(ie. carpenter blocks)
5.does it save farming template(ie. a patch of wheat farm or a row of pumpkin)
6.does it save redstone mechanism properly?
7.is it possible to just put items from a nearby chest so your not cluttered in your inventory
As Forge doesn't have any official snapshot builds I don't bother doing so.
It can be placed into water, but you won't be able to see what you have to place. Seeing that some people apparently really want to build things underwater I'll see if I can make something that will treat any and all liquid as air blocks.
It works in creative, you just need one of each block on your hotbar.
What exactly do you mean by removing material requirement?
Yes, it does, assuming they're not doing something weird.
Why wouldn't it?
Sadly not. That's a vanilla restriction for now. I will consider it for the importer however.
What kind of rendering errors? There were some issues in a few of the recent versions from what I've seen on Github, either get the version the mod was compiled with or the latest and see if that fixes things.
What exactly would "hollowing out" do? I can think of at least two possible things, you might be thinking of something totally different.
[Don't let the offline notice fool you.]
WE, MCEdit and Schematica all use the same base format. Schematica and WE both have some extra things that the other two tools/mods don't, making it more convenient when used the second time (Schematica has icons, WE has world offsets).
For example if you had a Schematic of a statue thats not hollow but wanted it hollow and you wanted to use the Printer feature, yet when you use it, it builds the inside as well. Maybe have a kind of option to where it only builds the outside layer only?
Does the same thing happen on Forge #883 and/or the latest? Are any other mods installed? The rendering shouldn't affect the Minecraft world unless something major changed (in Forge or a mod).
I'll see if I can do something about it. Though, I see it as more of a standalone tool than a Schematica integration. I'm waiting for a working 1.7 build of Forge at the moment, which might be released next week, depending on how things go.
All right cool
ref.emc.gs/boozle628
I want to migrate my house to a new world but do not want to rebuild it as it is simply too big and would take at least 2 weeks in survival to rebuild it -after- I manage to get all the materials.
I don't care about the item's i'll lose, I can get resources fairly quickly, but rebuilding the entire house even with a schematic helping is simply too much.
Any way to do this? Even if I need another mod.
Thanks.
i go into the game and forge is running fine (with 3 mods running). ive tried almost everything so is there any other ideas??
but now unfortunately the game crashes, heres the crash report.
EDIT: i just realised that the schematica i have is 1.6.2
i went to GitHub to get the latest one but it only has a zip file for me to download and then it says i have to build the .jar file. i wouldnt have a clue on how to do that.
any help would be appreciated.
---- Minecraft Crash Report ----
// I bet Cylons wouldn't have this problem.
Time: 26/10/13 8:16 PM
Description: Initializing game
java.lang.NoClassDefFoundError: lo
at lunatrius.schematica.Schematica.(Schematica.java:41)
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.newInstance(Unknown Source)
at cpw.mods.fml.common.ILanguageAdapter$JavaAdapter.getNewInstance(ILanguageAdapter.java:174)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:519)
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:313)
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:194)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:174)
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:313)
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:105)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:509)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:183)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:472)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:807)
at net.minecraft.client.main.Main.main(SourceFile:101)
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 net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
Caused by: java.lang.ClassNotFoundException: lo
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:186)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 40 more
Caused by: java.lang.NullPointerException
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:178)
... 42 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at lunatrius.schematica.Schematica.(Schematica.java:41)
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.newInstance(Unknown Source)
at cpw.mods.fml.common.ILanguageAdapter$JavaAdapter.getNewInstance(ILanguageAdapter.java:174)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:519)
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:313)
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:194)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:174)
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:313)
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:105)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:509)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:183)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:472)
-- Initialization --
Details:
Stacktrace:
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:807)
at net.minecraft.client.main.Main.main(SourceFile:101)
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 net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
-- System Details --
Details:
Minecraft Version: 1.6.4
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_25, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 45328176 bytes (43 MB) / 382533632 bytes (364 MB) up to 954466304 bytes (910 MB)
JVM Flags: 2 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v8.11 FML v6.4.20.916 Minecraft Forge 9.11.1.916 4 mods loaded, 4 mods active
mcp{8.09} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed
FML{6.4.20.916} [Forge Mod Loader] (minecraftforge-9.11.1.916.jar) Unloaded->Constructed
Forge{9.11.1.916} [Minecraft Forge] (minecraftforge-9.11.1.916.jar) Unloaded->Constructed
Schematica{1.5.3.52} [Schematica] ([1.6.2]Schematica.jar) Unloaded
Launched Version: 1.6.4-Forge9.11.1.916
LWJGL: 2.9.0
OpenGL: GeForce GTX 550 Ti/PCI/SSE2 GL version 4.1.0, NVIDIA Corporation
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Resource Pack: Default
Current Language: English (US)
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
May i make one suggestion however? Your mod should put in checks to see if blocks its going to place when in printer mode. Are in the the line of sight of the player. I can see this being a issue in survival servers that have a form of anti-cheat on. NoCheat+ detects if blocks are placed out of line of sight by the player. Kicks them and warns them and such.
[Don't let the offline notice fool you.]
Double slabs are a known issue and I might not even bother fixing them. It will be all way better with the import feature.
I can probably add that. However, if the server has NoCheat+ installed Schematica might very well be considered a cheat.