I found that the issue was a classpath line in my manifest. I think maybe the localisation method you are using is iterating through all the classpaths in all mods and the guava libs are getting stuck on that manifest classpath line referring back to my mod (itself).
Thanks for coping with the problem. And yes, as what you said, it is the classpath class of the Guava getting stuck on the classpath line in the manifest
To point out, surprisingly, Java does not officially provide any methods to find contents in the classpaths, so I use Google's invention. And consequently, it shows a difference in behavior when compared to the standard(?) classloader.
Will this continue to work okay with the new Simple Ores 2 update (1.2.0), or should I wait for an update from you?
To be clear, it works even if you are not using SimpleOres...
I am planning to implement the custom stats like the latest SimpleOres does, but I am not going to do that right now.
So, at least for the forthcoming few days, 1.4.6-1.6.4 will still be the latest version of OnlySilver.
I am planning to implement the custom stats like the latest SimpleOres does, but I am not going to do that right now.
So, at least for the forthcoming few days, 1.4.6-1.6.4 will still be the latest version of OnlySilver.
Are you also doing his higher dimension generation?
I have versions for Simple Ores and Only Silver. I will be keeping my version for Simple Ores up for 1.6.2, as there are still mods that have not migrated.
My plug-in still works fine for your mod, so there is no rush. (Unless someone wants silver in *more* than 45 dimensions with *more* than 11 generation sets. )
Are you also doing his higher dimension generation?
I have versions for Simple Ores and Only Silver. I will be keeping my version for Simple Ores up for 1.6.2, as there are still mods that have not migrated.
My plug-in still works fine for your mod, so there is no rush. (Unless someone wants silver in *more* than 45 dimensions with *more* than 11 generation sets. )
I would like to also do the higher dimension generation, but in a different approach. At least in the next update, I am not going to let users to specify dimension id's in the config file to spawn silver ores in , but instead, I will look into the code of Twilight Forest, Mystcraft, etc. and integrate the silver ore generation into them. The reason for this approach would be allowing the generation of ores to the Twilight Forest structure named Hollow Hill, and every ages of the Mystcraft so users are not going to set the id's of the dimensions one by one.
For those users who want to custom the spawn rates or they have a mod that I have not yet implemented the ore generation, your work would definitely helps.
For those here who use Only Silver as part of Simple Ores, I have updated "Recycle Your Silver" (silver recycling recipes for the Fusion Furnace) for Simple Ores 1.2 (compiled on Forge 916). I also have updated versions of "Sterling Steel" and "Recycle Your Sterling".
For those here who use Simple Ores and my plug-ins, "Sterling Steel" has been updated to "Sterling & Black". This adds a second alloy, Black Silver, to Zot's Silver. In addition, Sterling Steel can be used to make minecart rails, and Black Silver is effective against werewolves from the "Mo' Creatures" mod. (Again, thank you Zot for explaining the code.)
- Fixed a bug that equips are attempted spawning on zombies and skeletons for each time a chunk reloads.
- Zombies and skeletons are not going to hold silver bows on spawning.
- Removed old localisation as it is now redundant.
- Added ru_RU localisation.
- Removed the "Use Alternative Texture for Silver Ore" toggle in the config file. The alternative is now standard.
- Re-organised the config file. Please delete the config file and let it generate a new one. (You are suggested to back up your worlds and config files if you are not using the default IDs)
- Reduced durability of silver tools (250 -> 226). Bow and armor are not affected.
- Added config options for tools, armor and block stats.
- Added a min spawn height setting.
- Silver is now spawning in all dimensions. You could define exclusions in the config file.
- Added silver golem which moves faster, immues to poison and does extra damage to werewolves but serve less health point.
- You could only make silver golem with the silver block in OnlySilver (it is the limit without base class edits), so there is an option to prioritize the silver block recipe. Turn it on if you have problem crafting the silver block provided by OnlySilver.
- Removed the "Use Alternative Texture for Silver Ore" toggle in the config file. The alternative is now standard.
Thank you. I think that one looks much better.
- Added config options for tools, armor and block stats.
- Added a min spawn height setting.
I guess I should follow suit with these changes.
- Silver is now spawning in all dimensions. You could define exclusions in the config file.
Question: Do all dimensions higher than 1 use the same ore generation parameters? If so, I will keep my higher dimension generation up. If someone wants to have a silver rich or silver poor world, they can have an exclusion in your config file and use the different config files in mine.
- Added silver golem which moves faster, immues to poison and does extra damage to werewolves but serve less health point.
- You could only make silver golem with the silver block in OnlySilver (it is the limit without base class edits), so there is an option to prioritize the silver block recipe. Turn it on if you have problem crafting the silver block provided by OnlySilver.
It is well past midnight here, which makes me sad. I want to see that.
I do have to ask if you can use a leash on them. In my world, passive mobs always migrate northwest. I have no idea why. The exception is snow golems, which migrate directly west, and squids, which stay in place. I have to tie my golems to fence posts or they will wander into a ravine to the northwest of my camp. It wasn't until I had leashes in my game that I could finally start rescuing golems from that ravine, which was a challenge.
Question: Do all dimensions higher than 1 use the same ore generation parameters? If so, I will keep my higher dimension generation up. If someone wants to have a silver rich or silver poor world, they can have an exclusion in your config file and use the different config files in mine.
Yes, all dimensions use the same parameters, so thank you for keeping the higher dimension generation up.
I do have to ask if you can use a leash on them. In my world, passive mobs always migrate northwest. I have no idea why. The exception is snow golems, which migrate directly west, and squids, which stay in place. I have to tie my golems to fence posts or they will wander into a ravine to the northwest of my camp. It wasn't until I had leashes in my game that I could finally start rescuing golems from that ravine, which was a challenge.
You should be able to use a leash on them exactly the same as on iron golems.
I have a Silver Golem in my creative test village.They are fast. For everyone else, if your mobs also tend to wander, leashing or corralling them is highly recommended.
Zot, years ago, I had fun with content addition for the game "Masters of Orion 3". I found a wonderful freeware program called Audacity (http://audacity.sourceforge.net/) that is very popular for modifying sound files. It is available for Win, Mac, and Linux, and supports Oog Vorbis (.oog) sound files. If you want to alter the golem sound files so Silver Golems sound different, that is a great utility to use. (Just remember that you are supposed to clearly indicate a mod contains sound if you add custom sound files. )
I've dropped the large set. Since Silver now generates in all worlds by default, my plug-in is really only for those who want worlds to have generation sets different from the default. I do not think the Large set is necessary anymore. I think most users can drop my plug-in.
Also, since minimum spawn height has been added (only for the Minecraft 1.6.4 build), it is best to move the old config file and let the plug-in re-create the config file.
I have two suggestions for The Amazing Zot. (I will break them up into two posts.)
First, for anyone else who wants to develop with Only Silver.
The API file you post is good, and works fine for coding in Eclipse. However, you cannot actually run it in eclipse. To test, you have to compile / obfuscate / package your code and then run it in the client.
If you could make a "fake" Only Silver, which uses the API file, that would anyone else who wants to develop. I know you do not want to release Only Silver as open source, and that is why I suggested a "fake" version. Strip out all the advanced configuration options. Strip out the Golem, and possibly even the bow. All I am suggesting is a very basic version that makes items for the silver tools, armor, and blocks. You could even remove the ore generation file and armor rendering. For the tools, you could set the durability to 10 and all other values to 1. The only thing that should be kept is the configuration file with the item / block ID's. I am suggesting something that is an absolute bare minimum of a mod.
Give instructions that *all* programming that hooks into Only Silver should *only* import the API file. That would not change.
Name the fake one "Only Silver", so the dependency can be set.
This would protect your work, but greatly speed up testing for anyone who wants to work off Only Silver. The fake Only Silver would not be useful for theft of your ideas. It would simply let silver items exist in Eclipse. Smelting or crafting or fusing could be tested within Eclipse,without "close / compile / package / load in game" between every batch of changes.
When the developer's code is exported, the developer will have already gone through in-Eclipse testing, and can test something close to the finished product in the game console (with the hard dependency already set).
The Silver Anvil would work like a regular anvil, but only for enchantments, and "backwards". You place an enchanted item (armor or tool) in the left slot. You place a Journal (the [Book + Feather + Ink] item) in the second slot. An enchanted book with the enchantments of the first item appears on the right. To pick it up ("make it"), you have to spend experience, like using an anvil.
This would let you turn nearly ruined armor with nice enchantments into books. Zombies sometimes drop armor with really nice enchantments. This would be a good way to harvest them.
The book could either get all the enchantments (cost more XP), or one enchantment at random. If it does one enchantment, it could either pick one when you place the second item (you could keep dropping the item until you get the book with the one enchantment you want), or it could be completely blind-random. Blind-random would be the cheapest XP cost.
cpw.mods.fml.common.LoaderException: java.lang.NoClassDefFoundError: OnlySilver/code/handlers/TickHandler
at cpw.mods.fml.common.LoadController.transition(LoadController.java:156)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:523)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:183)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:473)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:808)
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.NoClassDefFoundError: OnlySilver/code/handlers/TickHandler
at OnlySilver.code.handlers.ProxyClient.registerClientTickHandler(ProxyClient.java:54)
at OnlySilver.code.OnlySilver.preInit(OnlySilver.java:38)
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:545)
at sun.reflect.GeneratedMethodAccessor1.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:201)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:181)
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:112)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:522)
... 10 more
Caused by: java.lang.ClassNotFoundException: OnlySilver.code.handlers.TickHandler
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:186)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 38 more
Caused by: java.lang.ClassCircularityError: poersch/minecraft/core/IClassPatcher
at poersch.minecraft.core.ClassPatcher.transform(ClassPatcher.java:48)
at net.minecraft.launchwrapper.LaunchClassLoader.runTransformers(LaunchClassLoader.java:274)
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:172)
... 40 more
Rollback Post to RevisionRollBack
"Banthas are filthy animals. I don't eat filthy animals."
cpw.mods.fml.common.LoaderException: java.lang.NoClassDefFoundError: OnlySilver/code/handlers/TickHandler
at cpw.mods.fml.common.LoadController.transition(LoadController.java:156)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:523)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:183)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:473)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:808)
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.NoClassDefFoundError: OnlySilver/code/handlers/TickHandler
at OnlySilver.code.handlers.ProxyClient.registerClientTickHandler(ProxyClient.java:54)
at OnlySilver.code.OnlySilver.preInit(OnlySilver.java:38)
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:545)
at sun.reflect.GeneratedMethodAccessor1.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:201)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:181)
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:112)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:522)
... 10 more
Caused by: java.lang.ClassNotFoundException: OnlySilver.code.handlers.TickHandler
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:186)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 38 more
Caused by: java.lang.ClassCircularityError: poersch/minecraft/core/IClassPatcher
at poersch.minecraft.core.ClassPatcher.transform(ClassPatcher.java:48)
at net.minecraft.launchwrapper.LaunchClassLoader.runTransformers(LaunchClassLoader.java:274)
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:172)
... 40 more
That is your choice. However, I think a "Developer's Only Silver" would work fine. If it just loads items and tools into an Eclipse game, that would make development faster.
To point out, surprisingly, Java does not officially provide any methods to find contents in the classpaths, so I use Google's invention. And consequently, it shows a difference in behavior when compared to the standard(?) classloader.
--<@ My collection of Actually Somewhat Useful Minecraft Modding Links @>--
My Mods: Sinhika's Bark
Ported Mods: akkamaddi's Additions, akkamaddi's Ashenwheat, AleXndrTheGr8st's SimpleCore/SimpleOres/etc
Other Stuff: old/obsolete Ruins templates, updated to Ruins 1.7.10
I am planning to implement the custom stats like the latest SimpleOres does, but I am not going to do that right now.
So, at least for the forthcoming few days, 1.4.6-1.6.4 will still be the latest version of OnlySilver.
Are you also doing his higher dimension generation?
I have versions for Simple Ores and Only Silver. I will be keeping my version for Simple Ores up for 1.6.2, as there are still mods that have not migrated.
My plug-in still works fine for your mod, so there is no rush. (Unless someone wants silver in *more* than 45 dimensions with *more* than 11 generation sets. )
For those users who want to custom the spawn rates or they have a mod that I have not yet implemented the ore generation, your work would definitely helps.
For those here who use Only Silver as part of Simple Ores, I have updated "Recycle Your Silver" (silver recycling recipes for the Fusion Furnace) for Simple Ores 1.2 (compiled on Forge 916). I also have updated versions of "Sterling Steel" and "Recycle Your Sterling".
Thank you.
For those here who use Simple Ores and my plug-ins, "Sterling Steel" has been updated to "Sterling & Black". This adds a second alloy, Black Silver, to Zot's Silver. In addition, Sterling Steel can be used to make minecart rails, and Black Silver is effective against werewolves from the "Mo' Creatures" mod. (Again, thank you Zot for explaining the code.)
Thank you.
- Fixed a bug that equips are attempted spawning on zombies and skeletons for each time a chunk reloads.
- Zombies and skeletons are not going to hold silver bows on spawning.
- Removed old localisation as it is now redundant.
- Added ru_RU localisation.
- Removed the "Use Alternative Texture for Silver Ore" toggle in the config file. The alternative is now standard.
- Re-organised the config file. Please delete the config file and let it generate a new one. (You are suggested to back up your worlds and config files if you are not using the default IDs)
- Reduced durability of silver tools (250 -> 226). Bow and armor are not affected.
- Added config options for tools, armor and block stats.
- Added a min spawn height setting.
- Silver is now spawning in all dimensions. You could define exclusions in the config file.
- Added silver golem which moves faster, immues to poison and does extra damage to werewolves but serve less health point.
- You could only make silver golem with the silver block in OnlySilver (it is the limit without base class edits), so there is an option to prioritize the silver block recipe. Turn it on if you have problem crafting the silver block provided by OnlySilver.
Thank you. I think that one looks much better.
I guess I should follow suit with these changes.
Question: Do all dimensions higher than 1 use the same ore generation parameters? If so, I will keep my higher dimension generation up. If someone wants to have a silver rich or silver poor world, they can have an exclusion in your config file and use the different config files in mine.
It is well past midnight here, which makes me sad. I want to see that.
I do have to ask if you can use a leash on them. In my world, passive mobs always migrate northwest. I have no idea why. The exception is snow golems, which migrate directly west, and squids, which stay in place. I have to tie my golems to fence posts or they will wander into a ravine to the northwest of my camp. It wasn't until I had leashes in my game that I could finally start rescuing golems from that ravine, which was a challenge.
Yes, all dimensions use the same parameters, so thank you for keeping the higher dimension generation up.
You should be able to use a leash on them exactly the same as on iron golems.
I have a Silver Golem in my creative test village.They are fast. For everyone else, if your mobs also tend to wander, leashing or corralling them is highly recommended.
Zot, years ago, I had fun with content addition for the game "Masters of Orion 3". I found a wonderful freeware program called Audacity (http://audacity.sourceforge.net/) that is very popular for modifying sound files. It is available for Win, Mac, and Linux, and supports Oog Vorbis (.oog) sound files. If you want to alter the golem sound files so Silver Golems sound different, that is a great utility to use. (Just remember that you are supposed to clearly indicate a mod contains sound if you add custom sound files. )
I have updated the Higher Dimension Generator for Only Silver. See that link for more information.
I've dropped the large set. Since Silver now generates in all worlds by default, my plug-in is really only for those who want worlds to have generation sets different from the default. I do not think the Large set is necessary anymore. I think most users can drop my plug-in.
Also, since minimum spawn height has been added (only for the Minecraft 1.6.4 build), it is best to move the old config file and let the plug-in re-create the config file.
I have two suggestions for The Amazing Zot. (I will break them up into two posts.)
First, for anyone else who wants to develop with Only Silver.
The API file you post is good, and works fine for coding in Eclipse. However, you cannot actually run it in eclipse. To test, you have to compile / obfuscate / package your code and then run it in the client.
If you could make a "fake" Only Silver, which uses the API file, that would anyone else who wants to develop. I know you do not want to release Only Silver as open source, and that is why I suggested a "fake" version. Strip out all the advanced configuration options. Strip out the Golem, and possibly even the bow. All I am suggesting is a very basic version that makes items for the silver tools, armor, and blocks. You could even remove the ore generation file and armor rendering. For the tools, you could set the durability to 10 and all other values to 1. The only thing that should be kept is the configuration file with the item / block ID's. I am suggesting something that is an absolute bare minimum of a mod.
Give instructions that *all* programming that hooks into Only Silver should *only* import the API file. That would not change.
Name the fake one "Only Silver", so the dependency can be set.
This would protect your work, but greatly speed up testing for anyone who wants to work off Only Silver. The fake Only Silver would not be useful for theft of your ideas. It would simply let silver items exist in Eclipse. Smelting or crafting or fusing could be tested within Eclipse,without "close / compile / package / load in game" between every batch of changes.
When the developer's code is exported, the developer will have already gone through in-Eclipse testing, and can test something close to the finished product in the game console (with the hard dependency already set).
Given that Silver is very enchantable, make a Silver Dis-enchanting anvil!
(Or, it could be a disenchanting table, or a work bench, or something else.)
The idea is this:
[Enchanted item] + [Journal] >> (XP cost) >> [Enchanted book]
The Silver Anvil would work like a regular anvil, but only for enchantments, and "backwards". You place an enchanted item (armor or tool) in the left slot. You place a Journal (the [Book + Feather + Ink] item) in the second slot. An enchanted book with the enchantments of the first item appears on the right. To pick it up ("make it"), you have to spend experience, like using an anvil.
This would let you turn nearly ruined armor with nice enchantments into books. Zombies sometimes drop armor with really nice enchantments. This would be a good way to harvest them.
The book could either get all the enchantments (cost more XP), or one enchantment at random. If it does one enchantment, it could either pick one when you place the second item (you could keep dropping the item until you get the book with the one enchantment you want), or it could be completely blind-random. Blind-random would be the cheapest XP cost.
at cpw.mods.fml.common.LoadController.transition(LoadController.java:156)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:523)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:183)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:473)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:808)
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.NoClassDefFoundError: OnlySilver/code/handlers/TickHandler
at OnlySilver.code.handlers.ProxyClient.registerClientTickHandler(ProxyClient.java:54)
at OnlySilver.code.OnlySilver.preInit(OnlySilver.java:38)
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:545)
at sun.reflect.GeneratedMethodAccessor1.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:201)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:181)
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:112)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:522)
... 10 more
Caused by: java.lang.ClassNotFoundException: OnlySilver.code.handlers.TickHandler
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:186)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 38 more
Caused by: java.lang.ClassCircularityError: poersch/minecraft/core/IClassPatcher
at poersch.minecraft.core.ClassPatcher.transform(ClassPatcher.java:48)
at net.minecraft.launchwrapper.LaunchClassLoader.runTransformers(LaunchClassLoader.java:274)
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:172)
... 40 more
―Mace Windu
Maybe I should just make it open source then...
Good idea. I would think about it.
That is your choice. However, I think a "Developer's Only Silver" would work fine. If it just loads items and tools into an Eclipse game, that would make development faster.
Thank you.
- Fixed a bug that crashes server.
- Tweaked golem sounds.
Mod Files: OnlySilver-1.5.4-1.6.4
Source Files: OnlySilver-src-1.5.4-1.6.4
Client, I came across it while booting up my MC
―Mace Windu