Quick question: I'm copying the "Mod" folder to resources, but windows is asking if I want to merge it with the existing Mod folder. Should I say "Yes" or should I delete the old folder and paste in the new one?
I seem to be having a problem. I try to put in a custom texture, but that makes the game crash when I start it. I'm going to assume this is due to all of the missing textures, but I don't want to have to edit an individual file in the .jar every time I want to change a texture. Is there a possibility that in a later version you just include a texture pack that goes along with it? Even if it just covers items in the FancyPack.
Specifically, I'm speaking of the clay and bone figurines as I often edit those to suit my mood.
I seem to be having a problem. I try to put in a custom texture, but that makes the game crash when I start it. I'm going to assume this is due to all of the missing textures, but I don't want to have to edit an individual file in the .jar every time I want to change a texture. Is there a possibility that in a later version you just include a texture pack that goes along with it? Even if it just covers items in the FancyPack.
Specifically, I'm speaking of the clay and bone figurines as I often edit those to suit my mood.
fancypack uses modloader to copy its textures over the textures in the jar file that belong to minecraft (or any other tex pack you install). and fancypack is screwing up lighting (my cobblestone turns blue, red, or green). ill see if i can adjust those accordingly.
So, what you're saying is if I just load my custom terrain.png into the minecraft.jar, it'll automatically take the files from there? So I suppose the game crashing was due to me not having textures for the new mobs then?
Thanks for all the work you're putting into this, by the way. (Not to mention all the original modders. XOXO)
I was so afraid to install any mods beside the fancypack because I thought it'd break the game.
So, what you're saying is if I just load my custom terrain.png into the minecraft.jar, it'll automatically take the files from there? So I suppose the game crashing was due to me not having textures for the new mobs then?
Thanks for all the work you're putting into this, by the way. (Not to mention all the original modders. XOXO)
I was so afraid to install any mods beside the fancypack because I thought it'd break the game.
i think fancypack is kinda loosely tied together as a mod, i might consider removing it to make way for more mods, due to conflicts.
im not working on it anymore today as i have other plans but prepare for this winterbreak shall be awesome with MOD.
Aw, really? I liked the fancypack mod. Most of the area I'm colonizing right now is based around it. :sad.gif: Oh, well.
I'm sorry it wasn't able to work out, but if it won't, it's fine. I wouldn't want you to rework the FancyPack on account of me.
Aw, really? I liked the fancypack mod. Most of the area I'm colonizing right now is based around it. :sad.gif: Oh, well.
I'm sorry it wasn't able to work out, but if it won't, it's fine. I wouldn't want you to rework the FancyPack on account of me.
In case you're interested, I think I found a way to make the Battle Towers work with Fancy Pack.
You get a clean minecraft.jar, and only load it with modloader, audioloader, and battletowers.
Make a new world, and let the map generate itself.
then once its generated, exit minecraft (saving, of course) and go to your .jar file and delete "worldgentower.class"
Then load up all your other mods and see how it goes. im trying it out right now.
nevermind...however i isolated the problem: mod_BattleTower.class and mod_Fancypack.class conflict each other. I think its because they both extend BaseMod.class. I'll try to figure a way to combine the two.
nevermind...however i isolated the problem: mod_BattleTower.class and mod_Fancypack.class conflict each other. I think its because they both extend BaseMod.class. I'll try to figure a way to combine the two.
I don't know why they are conflicting, but I can assure you that it isn't because they extend BaseMod. All mods that require ModLoader extend BaseMod. This means that they inherit BaseMod, and may use all the functions in BaseMod, among other things.
nevermind...however i isolated the problem: mod_BattleTower.class and mod_Fancypack.class conflict each other. I think its because they both extend BaseMod.class. I'll try to figure a way to combine the two.
Instead of dragging the mods into the jar, drag all mods into a folder instead. That way you'll get an overwrite warning and immediately know if any conflict.
While playing ModCraft, I found a weird block, a pink x the size of a normal block; when I used my fist on it the game freezes and then this happens...
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem.
If you wish to report this, please copy this entire text and email it to [email protected].
Please include a description of what you did when the error occured.
--- BEGIN ERROR REPORT a1dce528 --------
Generated 12/16/10 11:23 AM
Minecraft: Minecraft Alpha v1.2.6
OS: Windows Vista (x86) version 6.0
Java: 1.6.0_22, Sun Microsystems Inc.
VM: Java HotSpot(TM) Client VM (mixed mode), Sun Microsystems Inc.
LWJGL: 2.4.2
OpenGL: GeForce 9800 GT/PCI/SSE2/3DNOW! version 3.2.0, NVIDIA Corporation
java.lang.NullPointerException
at fp.b(SourceFile:67)
at af.a(SourceFile:64)
at af.a(SourceFile:16)
at mn.a(mn.java:109)
at mn.a(mn.java:103)
at f.a(SourceFile:288)
at kb.c(SourceFile:381)
at kb.b(SourceFile:312)
at net.minecraft.client.Minecraft.run(SourceFile:622)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT f778564b ----------
What did I do wrong? I'm going to try again (thank the gods I made a back-up of the original) and place the files in by hand.
Rollback Post to RevisionRollBack
And on the 13th day of the 11th year of the 2nd millennium, Notch said "The cake is not a lie!"
Does not work.
Dragged it into Minecraft.Jar and it failed.
Did you put all the files in their proper folders, or did you just drag and drop the files into the .jar? If you're dragging and dropping everything into the main .jar, you're probably overwriting the original .jars files.
I've got the mod to work on my game, except there are weird pink X shape blocks around the world; if you try to dig through them, the game crashes. I'm guessing they're one of the flowers or something.
Rollback Post to RevisionRollBack
And on the 13th day of the 11th year of the 2nd millennium, Notch said "The cake is not a lie!"
You probably replaced the files instead of merging them with their folders.
also delte META-INF in your folder.
I'm having the same problem with the pink blocks, and these blocks cause the game to crash if I try to do anything to them aside from walking through it. I deleted the META-INF, and the only files I written over were the necessary class files. Could you provide an in-depth installation guide, or provide a game fix?
Rollback Post to RevisionRollBack
And on the 13th day of the 11th year of the 2nd millennium, Notch said "The cake is not a lie!"
It was working yesterday but today its not so i tried to re install it and the screen just turns black so i re tried and the mods wont be applied plz help cuz its killing me
Thanks.
fancypack is screwing up lighting (my cobblestone turns blue, red, or green).
Just wanted to point this out. What's happening is that blocks are colored based on metadata, so only blocks that don't normally use metadata can be colored. This means blocks that don't activate or do much, like wood, gravel, stone, etc.
However, sometimes, cobblestone already has metadata. If cobblestone is created by water touching lava, that water changes its blockID to become cobblestone, but retains the metadata it had when it was water (water's metadata affects the depth of its flow). As a result, you get something you normally don't: cobblestone with naturally-occurring metadata. This causes the cobblestone to change its color, and appear dyed.
This could be fixed, but it would mean cobblestone could no longer be dyed. I've chosen to leave it in, even though it results in what some people call "naturally-occurring fruity pebbles".
Also if you'd like to remove my mod from the list, feel free. I understand some other popular mods conflict (like battle towers) and a pack like this can only balance so many additions.
Leiden, merge it with your original folder.
I seem to be having a problem. I try to put in a custom texture, but that makes the game crash when I start it. I'm going to assume this is due to all of the missing textures, but I don't want to have to edit an individual file in the .jar every time I want to change a texture. Is there a possibility that in a later version you just include a texture pack that goes along with it? Even if it just covers items in the FancyPack.
Specifically, I'm speaking of the clay and bone figurines as I often edit those to suit my mood.
fancypack uses modloader to copy its textures over the textures in the jar file that belong to minecraft (or any other tex pack you install). and fancypack is screwing up lighting (my cobblestone turns blue, red, or green). ill see if i can adjust those accordingly.
thanks!
Thanks for all the work you're putting into this, by the way. (Not to mention all the original modders. XOXO)
I was so afraid to install any mods beside the fancypack because I thought it'd break the game.
i think fancypack is kinda loosely tied together as a mod, i might consider removing it to make way for more mods, due to conflicts.
im not working on it anymore today as i have other plans but prepare for this winterbreak shall be awesome with MOD.
I'm sorry it wasn't able to work out, but if it won't, it's fine. I wouldn't want you to rework the FancyPack on account of me.
In case you're interested, I think I found a way to make the Battle Towers work with Fancy Pack.
You get a clean minecraft.jar, and only load it with modloader, audioloader, and battletowers.
Make a new world, and let the map generate itself.
then once its generated, exit minecraft (saving, of course) and go to your .jar file and delete "worldgentower.class"
Then load up all your other mods and see how it goes. im trying it out right now.
also delte META-INF in your folder.
I don't know why they are conflicting, but I can assure you that it isn't because they extend BaseMod. All mods that require ModLoader extend BaseMod. This means that they inherit BaseMod, and may use all the functions in BaseMod, among other things.
Instead of dragging the mods into the jar, drag all mods into a folder instead. That way you'll get an overwrite warning and immediately know if any conflict.
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem.
If you wish to report this, please copy this entire text and email it to [email protected].
Please include a description of what you did when the error occured.
--- BEGIN ERROR REPORT a1dce528 --------
Generated 12/16/10 11:23 AM
Minecraft: Minecraft Alpha v1.2.6
OS: Windows Vista (x86) version 6.0
Java: 1.6.0_22, Sun Microsystems Inc.
VM: Java HotSpot(TM) Client VM (mixed mode), Sun Microsystems Inc.
LWJGL: 2.4.2
OpenGL: GeForce 9800 GT/PCI/SSE2/3DNOW! version 3.2.0, NVIDIA Corporation
java.lang.NullPointerException
at fp.b(SourceFile:67)
at af.a(SourceFile:64)
at af.a(SourceFile:16)
at mn.a(mn.java:109)
at mn.a(mn.java:103)
at f.a(SourceFile:288)
at kb.c(SourceFile:381)
at kb.b(SourceFile:312)
at net.minecraft.client.Minecraft.run(SourceFile:622)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT f778564b ----------
What did I do wrong? I'm going to try again (thank the gods I made a back-up of the original) and place the files in by hand.
Dragged it into Minecraft.Jar and it failed.
Did you put all the files in their proper folders, or did you just drag and drop the files into the .jar? If you're dragging and dropping everything into the main .jar, you're probably overwriting the original .jars files.
I've got the mod to work on my game, except there are weird pink X shape blocks around the world; if you try to dig through them, the game crashes. I'm guessing they're one of the flowers or something.
I'm having the same problem with the pink blocks, and these blocks cause the game to crash if I try to do anything to them aside from walking through it. I deleted the META-INF, and the only files I written over were the necessary class files. Could you provide an in-depth installation guide, or provide a game fix?
Just wanted to point this out. What's happening is that blocks are colored based on metadata, so only blocks that don't normally use metadata can be colored. This means blocks that don't activate or do much, like wood, gravel, stone, etc.
However, sometimes, cobblestone already has metadata. If cobblestone is created by water touching lava, that water changes its blockID to become cobblestone, but retains the metadata it had when it was water (water's metadata affects the depth of its flow). As a result, you get something you normally don't: cobblestone with naturally-occurring metadata. This causes the cobblestone to change its color, and appear dyed.
This could be fixed, but it would mean cobblestone could no longer be dyed. I've chosen to leave it in, even though it results in what some people call "naturally-occurring fruity pebbles".
Also if you'd like to remove my mod from the list, feel free. I understand some other popular mods conflict (like battle towers) and a pack like this can only balance so many additions.