I added a few more mods to my server namely EE, RedPower, NEI, and Wireless Redstone CBE (along with Twilight Forest) and I noticed this conflict reported by the console:
CONFLICT @ -204 item slot already occupied by dd@146e381 while adding ItemMobSpawner@1024994
The server appears to run fine, but is there a way to resolve this conflict?
If this isn't related to Twilight Forest, that would be good to know as well.
So I destroyed the portal to the Twilight Forest and rebuilt it, without changing any of the plants around it. Throw my diamond in and it just fizzles, no portal.
Okay, so maybe you can't place a portal in the same place twice. I also noticed that there appears to be places where the portal just won't open. I set up for a portal in a new location and it still didn't work, but when I moved it just a few blocks over it did.
Or using only red flowers, or yellow flowers.
Then you'll stil be able to change everything surrounding it when it's open.
I did this and the portal worked.
Then I updated my server to the lastest build of Forge 3.3.8.164 and (realizing that I had installed Twilight Forest wrong the first time; it still worked to put in in the minecraft_server.jar file), I put the zip in the mods folder. (I also added Mystcraft to the JAR file)
I log back into my server and go though the portal, but I come out in the Nether instead. Go though the portal in the Nether and I'm back in the Overworld. So I destroyed the portal to the Twilight Forest and rebuilt it, without changing any of the plants around it. Throw my diamond in and it just fizzles, no portal. I check to see if the light level mattered and time of day etc.
Was I too eager to update my server? When I started the server I noticed the line:
Twilight Forest: MinecraftForge minor version mismatch, expecting 3.1.x, may lead to unexpected behavior
No errors so far, I just can't open the portal again. I know the Twilight Forest is still there, because I appeared there when I logged in.
Here is the full text of the server start up:
Mystcraft [2012.22.19 12:22:38]: Myst SymLoader: Adding Packets
Mystcraft [2012.22.19 12:22:38]: Modifying EntityList
Mystcraft [2012.22.19 12:22:38]: Succeeded in modifing EntityList
Mystcraft [2012.22.19 12:22:38]: Modifying TileEntity List
Mystcraft [2012.22.19 12:22:38]: Succeeded in modifing TileEntity List
188 recipes
27 achievements
2012-07-19 00:22:38 [INFO] Starting minecraft server version 1.2.5
Jul 19, 2012 12:22:38 AM cpw.mods.fml.common.FMLCommonHandler beginLoading
INFO: Attempting early MinecraftForge initialization
Jul 19, 2012 12:22:38 AM cpw.mods.fml.common.FMLCommonHandler beginLoading
INFO: Completed early MinecraftForge initialization
2012-07-19 00:22:38 [INFO] Forge Mod Loader version 2.2.106.176 for Minecraft c:1.2.5, s:1.2.5 loading
2012-07-19 00:22:38 [INFO] Loading mods from C:\Forge Server\mods
2012-07-19 00:22:38 [INFO] Forge Mod Loader has loaded 2 mods
2012-07-19 00:22:38 [INFO] Loading properties
2012-07-19 00:22:38 [INFO] Starting Minecraft server on *:25575
MinecraftForge v3.3.8.164 Initialized
2012-07-19 00:22:38 [INFO] MinecraftForge v3.3.8.164 Initialized
Twilight Forest: MinecraftForge minor version mismatch, expecting 3.1.x, may lead to unexpected behavior
2012-07-19 00:22:38 [INFO] Forge Mod Loader load complete, 2 mods loaded
2012-07-19 00:22:38 [INFO] Preparing level "world"
2012-07-19 00:22:38 [INFO] Default game type: 0
2012-07-19 00:22:38 [INFO] Preparing start region for level 7
2012-07-19 00:22:39 [INFO] Preparing start region for level 1
2012-07-19 00:22:39 [INFO] Preparing spawn area: 73%
2012-07-19 00:22:39 [INFO] Preparing start region for level -1
2012-07-19 00:22:40 [INFO] Preparing start region for level 0
2012-07-19 00:22:40 [INFO] Preparing spawn area: 12%
2012-07-19 00:22:41 [INFO] Done (2.786s)! For help, type "help" or "?"
I’d like to join your server, my IGN is dragon3d. I recommended Runecraft to a friend of mine half a year ago when he was asking for plug-in recommendations. However, I was the only person on his server to really experiment with runes, making a large teleporter maze among other things. Since then, I’ve set up my own server and have been working on some of the more advanced Runecraft projects, including a Topsy-Turvy Tower with automation.
I’d really like the opportunity to meet other Runecrafters and learn from the experts!
I haven't been able to move my Faith Islands more than once. I've been experimenting with Faith runes and have lifted three and moved them to waypoints, but when I try to move them again I get the message "The land around you is not stable enough to travel."
When I move an island I do not see the message "The aether relaxes" after I land. When I switch over to my server I see the console window filled with the following error message repeated about 4-5 times a second:
2012-05-26 19:47:40 [SEVERE] java.lang.IndexOutOfBoundsException: Index: 6, Size: 5
2012-05-26 19:47:40 [SEVERE] at java.util.LinkedList.entry(Unknown Source)
2012-05-26 19:47:40 [SEVERE] at java.util.LinkedList.set(Unknown Source)
2012-05-26 19:47:40 [SEVERE] at rct.run(Unknown Source)
2012-05-26 19:47:40 [SEVERE] at org.bukkit.craftbukkit.scheduler.CraftScheduler.mainThreadHeartbeat(CraftScheduler.java:126)
2012-05-26 19:47:40 [SEVERE] at net.minecraft.server.MinecraftServer.w(MinecraftServer.java:533)
2012-05-26 19:47:40 [SEVERE] at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:459)
2012-05-26 19:47:40 [SEVERE] at net.minecraft.server.ThreadServerApplication.run(SourceFile:492)
(The size number in the above error has increased with each island I've tried to move...) It appears that every time I try to move a faith island to a second location this error occurs. When I restart my server and try to move the island again I don't get the error in the console but I still get the "not stable enough to travel" message. I'm guessing this is a bug.
Found a curious bug with nikolite using Equivalant Exchange tools: I'm running Redpower 2.0 Pre3b with the current EE mod and when I use a Dark Matter Pickaxe or Destruction Catalyst on nikolite ores they turn into tungsten.
Is this how people keep finding my hidden underground houses in multiplayer? Great job letting people find and steal/grief all my stuff. Awesome for single player, very cheap for multiplayer.
There used to be an anti-xray mod to prevent mods like this from working on servers, it was a version or two back for NewbyModder's XRay 13. Maybe someone could update that...
Also, I noticed that this version of XRay uses many more source files than NewbyModder's XRay 13 (which only used three). These include several files from Modloader. Consulting my database here are the incompatibilities I know of so far:
CJB Mods v4.3.3
Nature Overhaul [v1.1.0.2]
Item Rarity r1
Achievements+ v1.4
BiomeWater v2.0
Nummy Noms v4
zombe's modpack
Blackmodule's Minecraft Suite v0.5
Zipline Mod
Fyores add Variety new Tools, Ores and much more
ID Resolver
Microcubes a.k.a Eighth blocks [WIP]
Rare Ores[v1.7] [SMP]
SteamCraft - Now with 1.7!
Cake with PHP and MySQL code. BTW: are you running it off a home server? or is it on a ree host or something? make sure your host supports both the PHP programming language and a MySQL DataBase.
I have hosting on a remote server (Hostony.com) and I do believe they support PHP and MySQL.
1) I suggest you use MySQL. its better for web-servers than Access.
2) I got a lot of experience with web stuff, I was dong that before I started modding. I also know PHP if that helps. so let me know if you ever need anything...
The above page is just an HTML output I formatted from Access. I would gladly convert this over to something better as I am currently banging my head over Assess to figure out how to make this work. I'll definitely look into MySQL, and I may indeed need some help to get this working.
My ultimate goal for this project would be to have a search-able database with lists of all the mods by name and category. The detail page for each mod would include basic installation requirements (modloader, audiomod, etc) and a sub-listing of mods for which it is incompatible.
Here is an example of what I have done so far. I'm still working out how to list them by mod with all the incompatible ones listed as well. This currently only lists those mods that modify the same files. I have over 350 mods in my database so far and most of them don't modify source files.
Sounds like a really nice idea!
Question when will this be coming?
I may not be able to implement the database aspect of the website right away, but I may post lists of mods which use the same files within the next week. So far I've been downloading the mods and scanning the contents for 1-2 letter file names. It takes awhile... The Block IDs will take longer to implement as they will require recovering the IDs using the ListID mod (which I've already found to be incompatible with one mod), unless I can get the information from the modder.
I’m working on database that would list all the released mods and their specs so they could be searched to find incompatibilities. So far I’ve converted an Excel doc into Access with 280 mods for MC version 1.6.6 (I will be adding 1.7.2 mods as they are released) and I have been inputting the additional data from the ones I’ve downloaded. The following is the information I’ve been organizing:
-----
MC Version #:
Mod Name:
Author: (their forum avatar)
Info page hyperlink:
Category: (Ores, Tools/Armor/Weapons/Food, Mechanism/Redstone, Plant, NPC/Animal/Monster, World/Terrain Gen, Texture, Mod Tool, Large Kit, Admin Edits, Existing Block/Item/Game Play Property Changer)
Description: (optional brief description of what it adds/changes)
[ ] SSP [ ] SMP
Installation Requirements: [ ] Modloader [ ] ModloaderMP [ ] AudioMod [ ] GUIAPI [ ] ScotTools API [ ] ToolUtills [ ] PropertyReader or [ ] No Requirements
Other Requirements: (additional mods not listed above)
Will Not work With: (known conflicts)
Recommends: (other mods/texture packs)
List of files modified from Vanilla MC and/or other files added to JAR file:
[ ] Block ID config file included in mod
Block IDs used:
Notes:
-----
Most of this information would be used to display the basic information about each mod at a glance. It is the last few lines where things get interesting. By gathering the names of the files modified it would be a quick search to find the mods with which it will not be compatible. I would also compare the Block IDs so that conflicts could be avoided, or at least known so numbers could be changed.
Let me know if there is something else I should add to the info gathering; I’m not interested in listing download links, pictures, or other content as I want to respect the modders info pages.
I would like to eventually set this up on a website somewhere so modders could contribute and players could search it but I don’t know as much about the server end of things, and I'm learning Access as I go. If anyone would like to help me with the database, website setup/hosting, or anything else, let me know.
I know that Mojang doesn't do anything to support Mods; my suggestion would not require them to do anything to the Vanilla program, or maybe a Modder could do this?
With so many mods and so many ways the game could be set-up, I would like to see on the log-in screen an option to select different configurations. I could see working by having separate and complete copies of all the files in the .minecraft folder including the saves and bin folders, that way you could add mods to one while keeping the other clean, etc. In the log-in screen, there could be a "configuration" button that would open a window and allow you to select which set of files you wanted it to load. This way you can avoid corrupting save files by loading them into a differently modded or upgraded version of Minecraft.
I looked at things like MCPatcher and MyCraft but they don't appear to have any support for save files, or preserving different configurations.
0
The server appears to run fine, but is there a way to resolve this conflict?
If this isn't related to Twilight Forest, that would be good to know as well.
0
Okay, so maybe you can't place a portal in the same place twice. I also noticed that there appears to be places where the portal just won't open. I set up for a portal in a new location and it still didn't work, but when I moved it just a few blocks over it did.
0
I did this and the portal worked.
Then I updated my server to the lastest build of Forge 3.3.8.164 and (realizing that I had installed Twilight Forest wrong the first time; it still worked to put in in the minecraft_server.jar file), I put the zip in the mods folder. (I also added Mystcraft to the JAR file)
I log back into my server and go though the portal, but I come out in the Nether instead. Go though the portal in the Nether and I'm back in the Overworld. So I destroyed the portal to the Twilight Forest and rebuilt it, without changing any of the plants around it. Throw my diamond in and it just fizzles, no portal. I check to see if the light level mattered and time of day etc.
Was I too eager to update my server? When I started the server I noticed the line:
No errors so far, I just can't open the portal again. I know the Twilight Forest is still there, because I appeared there when I logged in.
Here is the full text of the server start up:
0
I’d really like the opportunity to meet other Runecrafters and learn from the experts!
0
When I move an island I do not see the message "The aether relaxes" after I land. When I switch over to my server I see the console window filled with the following error message repeated about 4-5 times a second:
(The size number in the above error has increased with each island I've tried to move...) It appears that every time I try to move a faith island to a second location this error occurs. When I restart my server and try to move the island again I don't get the error in the console but I still get the "not stable enough to travel" message. I'm guessing this is a bug.
0
0
There used to be an anti-xray mod to prevent mods like this from working on servers, it was a version or two back for NewbyModder's XRay 13. Maybe someone could update that...
Also, I noticed that this version of XRay uses many more source files than NewbyModder's XRay 13 (which only used three). These include several files from Modloader. Consulting my database here are the incompatibilities I know of so far:
CJB Mods v4.3.3
Nature Overhaul [v1.1.0.2]
Item Rarity r1
Achievements+ v1.4
BiomeWater v2.0
Nummy Noms v4
zombe's modpack
Blackmodule's Minecraft Suite v0.5
Zipline Mod
Fyores add Variety new Tools, Ores and much more
ID Resolver
Microcubes a.k.a Eighth blocks [WIP]
Rare Ores[v1.7] [SMP]
SteamCraft - Now with 1.7!
0
I have hosting on a remote server (Hostony.com) and I do believe they support PHP and MySQL.
0
The above page is just an HTML output I formatted from Access. I would gladly convert this over to something better as I am currently banging my head over Assess to figure out how to make this work. I'll definitely look into MySQL, and I may indeed need some help to get this working.
My ultimate goal for this project would be to have a search-able database with lists of all the mods by name and category. The detail page for each mod would include basic installation requirements (modloader, audiomod, etc) and a sub-listing of mods for which it is incompatible.
0
http://www.dragon3d.net/minecraft/ListByFile.html
0
It looks like its happening with all the adf.ly links on these forums. Here's a screenshot:
0
I may not be able to implement the database aspect of the website right away, but I may post lists of mods which use the same files within the next week. So far I've been downloading the mods and scanning the contents for 1-2 letter file names. It takes awhile... The Block IDs will take longer to implement as they will require recovering the IDs using the ListID mod (which I've already found to be incompatible with one mod), unless I can get the information from the modder.
0
-----
MC Version #:
Mod Name:
Author: (their forum avatar)
Info page hyperlink:
Category: (Ores, Tools/Armor/Weapons/Food, Mechanism/Redstone, Plant, NPC/Animal/Monster, World/Terrain Gen, Texture, Mod Tool, Large Kit, Admin Edits, Existing Block/Item/Game Play Property Changer)
Description: (optional brief description of what it adds/changes)
[ ] SSP [ ] SMP
Installation Requirements: [ ] Modloader [ ] ModloaderMP [ ] AudioMod [ ] GUIAPI [ ] ScotTools API [ ] ToolUtills [ ] PropertyReader or [ ] No Requirements
Other Requirements: (additional mods not listed above)
Will Not work With: (known conflicts)
Recommends: (other mods/texture packs)
List of files modified from Vanilla MC and/or other files added to JAR file:
[ ] Block ID config file included in mod
Block IDs used:
Notes:
-----
Most of this information would be used to display the basic information about each mod at a glance. It is the last few lines where things get interesting. By gathering the names of the files modified it would be a quick search to find the mods with which it will not be compatible. I would also compare the Block IDs so that conflicts could be avoided, or at least known so numbers could be changed.
Let me know if there is something else I should add to the info gathering; I’m not interested in listing download links, pictures, or other content as I want to respect the modders info pages.
I would like to eventually set this up on a website somewhere so modders could contribute and players could search it but I don’t know as much about the server end of things, and I'm learning Access as I go. If anyone would like to help me with the database, website setup/hosting, or anything else, let me know.
0
I had the IDList mod originally to check for conflicts, but when I took it out Illumination Tube loaded fine.
Thanks! :smile.gif:
0
With so many mods and so many ways the game could be set-up, I would like to see on the log-in screen an option to select different configurations. I could see working by having separate and complete copies of all the files in the .minecraft folder including the saves and bin folders, that way you could add mods to one while keeping the other clean, etc. In the log-in screen, there could be a "configuration" button that would open a window and allow you to select which set of files you wanted it to load. This way you can avoid corrupting save files by loading them into a differently modded or upgraded version of Minecraft.
I looked at things like MCPatcher and MyCraft but they don't appear to have any support for save files, or preserving different configurations.