in the root folder and not the config folder where it should be?
Otherwise great mod
here's the story: back when 1.2.0 came out, it came out with the config file and it was supposed to be moved to the config file in 1.3.0, but then I lost all the textures and the source code from 1.2.0 (because my town went without electric power and not only I lost the source code- it got corrupted) and I wasn't able to do anything so I had to start again from scratch
that's why the config file isn't in the config folder and that's why the new update is taking so long - because I again lost the source code - same reason
I don't know man I already lost the source code and to do that I have to decompile it, make over 100 lines of code changes because instead of using arrays I hard-coded everything and it's just a bunch of work. But anyway the config file will be removed in 1.3.0
I don't know man I already lost the source code and to do that I have to decompile it, make over 100 lines of code changes because instead of using arrays I hard-coded everything and it's just a bunch of work. But anyway the config file will be removed in 1.3.0
You can not use a decompiler to see most of your code. I know a good one that i have used to update a few mods for my mod pack before.
I know I get a lot of field_xxxxstuff but I know all the names I have to and I can easily compile it again
btw did you use your mods to decompile and update them our did you use someone else's mods, because I you're not allowed to do that o.O
I updated 3 old mods in my mod pack which is for personal use. It was 3 old 1.5 mods I wanted to play on 1.6.4 real bad and the mod authors could not be contacted because they have not been on for over 7 months and only god knows why. So I took it upon myself to update them for myself got tired of waiting . BTW the decompiler I have I have used on a ton of big mods just to learn some code and see some of the tricks they use. The decompiler i have I payed for and it gets it word for word almost every mod I try it on its spot on 75% of the time.
I am working on a huge RPG mod right now for 1.7.10 with a lot of code I have learned . I do not copy the code word for word as I know that is disrespectful so that is why I change all of code around even if it is just a tiny bit so know one complains and to keep everyone :-)
You can not use a decompiler to see most of your code. I know a good one that i have used to update a few mods for my mod pack before.
yes I can
I know I get a lot of field_xxxxstuff but I know all the names I have to and I can easily compile it again
btw did you use your mods to decompile and update them our did you use someone else's mods, because I you're not allowed to do that o.O
Hey man i got a crash
java.lang.ArrayIndexOutOfBoundsException: 28
at asphaltMod.common.CuboidsAsphalt_2.func_71858_a(CuboidsAsphalt_2.java:89)
at net.minecraft.client.renderer.RenderBlocks.func_94165_a(RenderBlocks.java:9050)
at net.minecraft.client.renderer.RenderBlocks.func_78600_a(RenderBlocks.java:8961)
at net.minecraft.client.renderer.entity.RenderItem.func_77014_a(RenderItem.java:113)
at net.minecraft.client.renderer.entity.RenderItem.func_76986_a(RenderItem.java:613)
at net.minecraft.client.renderer.entity.RenderManager.func_78719_a(RenderManager.java:312)
at net.minecraft.client.renderer.entity.RenderManager.func_78720_a(RenderManager.java:281)
at net.minecraft.client.renderer.RenderGlobal.func_72713_a(RenderGlobal.java:542)
at net.minecraft.client.renderer.EntityRenderer.func_78471_a(EntityRenderer.java:1525)
at net.minecraft.client.renderer.EntityRenderer.func_78480_b(EntityRenderer.java:1119)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:946)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:838)
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)
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 org.multimc.onesix.OneSixLauncher.launchWithMainClass(OneSixLauncher.java:273)
at org.multimc.onesix.OneSixLauncher.launch(OneSixLauncher.java:363)
at org.multimc.EntryPoint.listen(EntryPoint.java:165)
at org.multimc.EntryPoint.main(EntryPoint.java:54)
It is 1.6.4 man . Also i removed it because i could not get into my world with it on. I will put the mod back on and let it crash again and send the crash log your way in a few mins. Just some info to i have 287 mods in this mod pack and its weird because yesterday i played it for 8 hours straight and i turn my computer on today to play and finish redoing some roads in my city build with your wonderful mod that i worked on for almost 2 years now and i get a crash . I was like damn thats weird because i played for hours yesterday no prob at all and today it crashes as soon as i load my map .
I can send you a list of all the mods installed and a crash log. BTW its a mod pack i have worked on for 6 months now i am still waiting on permission for 16 mods before i can make it public. I was going to ask your permission to use your mod in the pack also , but now i get crash and don't know if it is going to work in this mod pack.
Can you please send me the crash file. I don't know what could go wrong o.O
Funny story man it has not crashed again :-/ I backed up my world though encase it dose and went ahead on replacing all the streets in my city. Stayed up till 4 last night doing it. I guess it is possible with over 280 mods that it could have conflicted with 1 or more of the mods but not id was because i have i id scanner i made in java that scans the config folder and compares all the ids in it i have 0 id conflicts . At least i can guarantee for the ids in mods that are changeable. Some mods have invisible ids that are not in a config file and i don't know why .
Oh, well next time your gonna stay awake for a month because my mod it going to use tile entities. Try replacing your walkway blocks with colored wool and then you can change that s#it in mcEdit.
Oh, well next time your gonna stay awake for a month because my mod it going to use tile entities. Try replacing your walkway blocks with colored wool and then you can change that s#it in mcEdit.
Ok man lol i was driving around on a dirtbike from the dirt bikes and more mod way on the outskirts of my city far away in a dasert and boom crash i dont understand why. Crash log here :-( http://pastebin.com/gKaDxM8d and heres your config file for your mod http://pastebin.com/NNncuzaj I think it is conflicting with the weather2 mod somehow man.
I really love this mod hope it gets fixed. Or at least hope you can tell me what i am doing wrong .
Hmm, it fails when rendering the cuboid for no reason, and the crash file makes no sense since there's only 16 metadatas (0-15), but it says that it's trying to load metadata 20.
But it's trying to render an entity, which means a dropped item makes it crash, which means you have to get rid of that somehow. Try using a world editor to remove all items in that chunk.
By the way make sure that your mods don't change the Minecraft code/classes since that may be the reason why it crashes.
Well I think this mod deserves much more attention because the roads in this mod put the other mod like this that starts with a f to shame. :-) BTW if anyone has a city build this is a must have mod.
Why is the config file for
[1.2.1]-PRE3
in the root folder and not the config folder where it should be?
Otherwise great mod
here's the story: back when 1.2.0 came out, it came out with the config file and it was supposed to be moved to the config file in 1.3.0, but then I lost all the textures and the source code from 1.2.0 (because my town went without electric power and not only I lost the source code- it got corrupted) and I wasn't able to do anything so I had to start again from scratch
that's why the config file isn't in the config folder and that's why the new update is taking so long - because I again lost the source code - same reason
You can not use a decompiler to see most of your code. I know a good one that i have used to update a few mods for my mod pack before.
yes I can
I know I get a lot of field_xxxx stuff but I know all the names I have to and I can easily compile it again
btw did you use your mods to decompile and update them our did you use someone else's mods, because I you're not allowed to do that o.O
I updated 3 old mods in my mod pack which is for personal use. It was 3 old 1.5 mods I wanted to play on 1.6.4 real bad and the mod authors could not be contacted because they have not been on for over 7 months and only god knows why. So I took it upon myself to update them for myself got tired of waiting . BTW the decompiler I have I have used on a ton of big mods just to learn some code and see some of the tricks they use. The decompiler i have I payed for and it gets it word for word almost every mod I try it on its spot on 75% of the time.
I am working on a huge RPG mod right now for 1.7.10 with a lot of code I have learned . I do not copy the code word for word as I know that is disrespectful so that is why I change all of code around even if it is just a tiny bit so know one complains and to keep everyone :-)
Hey man i got a crash
java.lang.ArrayIndexOutOfBoundsException: 28
at asphaltMod.common.CuboidsAsphalt_2.func_71858_a(CuboidsAsphalt_2.java:89)
at net.minecraft.client.renderer.RenderBlocks.func_94165_a(RenderBlocks.java:9050)
at net.minecraft.client.renderer.RenderBlocks.func_78600_a(RenderBlocks.java:8961)
at net.minecraft.client.renderer.entity.RenderItem.func_77014_a(RenderItem.java:113)
at net.minecraft.client.renderer.entity.RenderItem.func_76986_a(RenderItem.java:613)
at net.minecraft.client.renderer.entity.RenderManager.func_78719_a(RenderManager.java:312)
at net.minecraft.client.renderer.entity.RenderManager.func_78720_a(RenderManager.java:281)
at net.minecraft.client.renderer.RenderGlobal.func_72713_a(RenderGlobal.java:542)
at net.minecraft.client.renderer.EntityRenderer.func_78471_a(EntityRenderer.java:1525)
at net.minecraft.client.renderer.EntityRenderer.func_78480_b(EntityRenderer.java:1119)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:946)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:838)
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)
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 org.multimc.onesix.OneSixLauncher.launchWithMainClass(OneSixLauncher.java:273)
at org.multimc.onesix.OneSixLauncher.launch(OneSixLauncher.java:363)
at org.multimc.EntryPoint.listen(EntryPoint.java:165)
at org.multimc.EntryPoint.main(EntryPoint.java:54)
I can send you a list of all the mods installed and a crash log. BTW its a mod pack i have worked on for 6 months now i am still waiting on permission for 16 mods before i can make it public. I was going to ask your permission to use your mod in the pack also , but now i get crash and don't know if it is going to work in this mod pack.
Funny story man it has not crashed again :-/ I backed up my world though encase it dose and went ahead on replacing all the streets in my city. Stayed up till 4 last night doing it. I guess it is possible with over 280 mods that it could have conflicted with 1 or more of the mods but not id was because i have i id scanner i made in java that scans the config folder and compares all the ids in it i have 0 id conflicts . At least i can guarantee for the ids in mods that are changeable. Some mods have invisible ids that are not in a config file and i don't know why .
Ok man lol i was driving around on a dirtbike from the dirt bikes and more mod way on the outskirts of my city far away in a dasert and boom crash i dont understand why. Crash log here :-( http://pastebin.com/gKaDxM8d and heres your config file for your mod http://pastebin.com/NNncuzaj I think it is conflicting with the weather2 mod somehow man.
I really love this mod hope it gets fixed. Or at least hope you can tell me what i am doing wrong .
But it's trying to render an entity, which means a dropped item makes it crash, which means you have to get rid of that somehow. Try using a world editor to remove all items in that chunk.
By the way make sure that your mods don't change the Minecraft code/classes since that may be the reason why it crashes.