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    posted a message on Smart Moving
    I'm encountering this error:




    Minecraft has crashed!
    ----------------------

    Minecraft has stopped running because it encountered a problem; Exception occured in ModLoader
    This error has been saved to C:\Users\Allan\AppData\Roaming\.minecraft\crash-reports\crash-2012-09-09_23.23.15-client.txt for your convenience. Please include a copy of this file if you report this crash to anyone.



    --- BEGIN ERROR REPORT 80fb1d9a --------
    Generated 9/9/12 11:23 PM

    - Minecraft Version: 1.3.2
    - Operating System: Windows 7 (amd64) version 6.1
    - Java Version: 1.7.0_05, Oracle Corporation
    - Java VM Version: Java HotSpotâ„¢ 64-Bit Server VM (mixed mode), Oracle Corporation
    - Memory: 944942536 bytes (901 MB) / 1029046272 bytes (981 MB) up to 1029046272 bytes (981 MB)
    - JVM Flags: 2 total; -Xms1024m -Xmx1024m
    - ModLoader: Mods loaded: 2
    ModLoader 1.3.2
    mod_SmartMoving 10.1.1


    java.lang.IllegalArgumentException: The class 'net.smart.moving.playerapi.SmartMovingPlayerBase' can not be registered with the id 'Smart Moving' because the class 'net.smart.moving.playerapi.SmartMovingPlayerBase' has allready been registered with the same id
    at PlayerAPI.register(PlayerAPI.java:57)
    at PlayerAPI.register(PlayerAPI.java:29)
    at PlayerAPI.register(PlayerAPI.java:22)
    at net.smart.moving.playerapi.SmartMovingPlayerBase.registerPlayerBase(SmartMovingPlayerBase.java:11)
    at net.smart.moving.playerapi.SmartMoving.register(SmartMoving.java:12)
    at mod_SmartMoving.<init>(mod_SmartMoving.java:18)
    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.newInstance0(Unknown Source)
    at java.lang.Class.newInstance(Unknown Source)
    at ModLoader.addMod(ModLoader.java:378)
    at ModLoader.readFromClassPath(ModLoader.java:1344)
    at ModLoader.init(ModLoader.java:944)
    at ModLoader.addAllRenderers(ModLoader.java:186)
    at avy.<init>(RenderManager.java:87)
    at avy.<clinit>(RenderManager.java:14)
    at net.minecraft.client.Minecraft.a(SourceFile:260)
    at net.minecraft.client.Minecraft.run(SourceFile:516)
    at java.lang.Thread.run(Unknown Source)
    --- END ERROR REPORT 632ce97 ----------

    EDIT: I'm also having trouble running a Bukkit server. After installing everything and before deleting META-INF, the mod doesn't work at all but the game starts. Deleting META-INF corrupts the server. Am I missing something?

    DOUBLE EDIT: Turns out I'm not supposed to delete META-INF, but delete BUKKIT.SF inside it (but that doesn't exist).

    The server is saying it's loaded Smart Moving but it's still not working.

    EDIT THE THIRD: I gave up on the Bukkit server for now. Got it working with my client (Magic Launcher was screwing it up somehow) but I get the "bad packet id 230" error. I'm not running any other mods and neither is my friend, and I installed Modloader correctly (these were suggested issues). I'm getting really frustrated with all of this.

    EDIT vol. IV: THE FINAL EDIT: Got it working fully. Turns out you need Modloader AND ModLoaderMP installed to the client. Still no luck with the Bukkit server though. I'll keep checking back to see if anyone knows what's wrong there.

    FINAL ADDENDUM: I realized that the reason the Bukkit version wasn't working could be for the same reasons as the ModLoader server not working. It now works fine. Conveniently, Bukkit allows non-Smart Moving-modded clients to connect to the server, whereas the ModLoader version doesn't.

    So remember kids, use ModLoader and ModLoaderMP in your client.
    Posted in: Minecraft Mods
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    posted a message on [V1.6.2] Xie's Mod
    Quote from discodancepant

    I crafted the "fraging stick" but it calls it unknown object and the stick just behaves like a regular stick. :( my Minecraft version is 1.2.5 if that helps.


    That's weird, I don't have that problem. Have you tried right-clicking on tall grass?

    Also, it's "foraging."
    Posted in: Minecraft Mods
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    posted a message on [V1.6.2] Xie's Mod
    Quote from discodancepant

    I just installed this mod on top of the technic pack of mods with a few others, so I'm not sure if there's any conflict between them.

    All the items that should be installed show up on my NEI inventory. the thing is ... i hoe the ground and no seeds!
    Any ideas?
    They changed the way you find normal wheat seeds in Minecraft a long time ago. Also, the seeds added by this mod aren't obtained the same way either. You need a foraging stick, which is crafted by one flint and one stick diagonally. They're fragile, so you'll need a few of them.
    Posted in: Minecraft Mods
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    posted a message on [V1.6.2] Xie's Mod
    I can't seem to find salt naturally.
    Posted in: Minecraft Mods
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    posted a message on MineFantasy: B1.0 - Beta

    rawhide(dropped directly from cattle)

    it's since leather was replaced by hide - so animals can drop it instead) so the hide armour replaced the vanilla leather


    Hm, I didn't think about that. It makes more sense to me to have to cure the hide before you wear it. Maybe in an update? Although that makes things more difficult, I suppose.
    Posted in: Minecraft Mods
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    posted a message on MineFantasy: B1.0 - Beta
    How do you make hide armor? I know it exists, but using cured hide in the normal recipe for armor yields no results. What's the recipe?
    Posted in: Minecraft Mods
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    posted a message on MineFantasy: B1.0 - Beta
    Quote from harley9699

    Using Optifine?


    Why, yes, I am.
    Posted in: Minecraft Mods
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    posted a message on MineFantasy: B1.0 - Beta
    Slight problem. When I load up a save, the game freezes for a moment, and I experience slightly shorter instances of freezing while playing.
    Posted in: Minecraft Mods
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    posted a message on [1.2.5] [Forge] Mine & Blade: Battlegear - Discontinued

    the mod isn't exactly being discontinued: just being remade and split into smaller mods(because the system now isn't working well with 1.3 and it's "forced server".

    but as dead as duel wielding seems. there still could be an alternative(though it doesn't matter since it will be a future minecraft update)


    They've confirmed that they're working on a duel-wielding system then? Perhaps there's hope that this will be revived better than ever then.
    Posted in: Minecraft Mods
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    posted a message on [1.2.5] [Forge] Mine & Blade: Battlegear - Discontinued
    I'm really sad to hear that you're discontinuing this mod. It's only of my favorites and made the game exponentially more playable. I personally hope you'll reconsider in the future. I don't know how to code, but I'm sure there could be a way to make this work again, you've just yet to find it.
    Posted in: Minecraft Mods
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    posted a message on ExtrabiomesXL Universal 3.16.3 for MC 1.7.10
    Quote from ScottKillen

    Search shows the last post before yours dealing with Mo' Creatures was this interesting bit:
    http://www.minecraft...st__p__17213505


    Thanks. Fixed it. I guess it's a much more common problem than I thought. I really need to start checking to see if anyone else has had problems that I've had.
    Posted in: Minecraft Mods
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    posted a message on Bunyan 1.5 - Bug fixes (2012-07-25)
    Bunyan and Mo' Creatures clash. Two of the Quarter Huge Redwood logs overwrite the Unicorn Horn and Empty Staff. I have no idea how to fix it myself. Help is highly appreciated.
    Posted in: Minecraft Mods
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    posted a message on ExtrabiomesXL Universal 3.16.3 for MC 1.7.10
    Slight problem. Some items conflict with items in Mo' Creatures. They are leafpile 4091, cattail 4092, and sapling 4093, and they conflict with the Heart of Undead and both cooked and uncooked ostrich meat in Mo' Creatures. I've been trying to edit them but haven't found a value that works yet.
    Posted in: Minecraft Mods
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    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    Quote from wideload

    I wasn't being condescending. That's the way you read it. I was just pointing out some things as you said you were new to EBXL. The first part of your other post seemed to read that you had a setup with Mo' Creatures and you had the meat in your inventory. You then started using EBXL. This heavily implied that you installed EBXL and then loaded a non-EBXL world. That is why I mentioned that doing this can and probably will corrupt your save. World generation was the wrong term to use for your problem, especially as it is with items.


    Yeah, I've been told that I take things the wrong way through text. I apologize as well.

    Also, whether I'm on a new or an old save, the items are still overridden, so that point is actually kind of moot.

    Anyway, at first I thought it'd be simple to edit the IDs, but I have no idea what I'm doing. I've never actually done it before, just heard others talk about it. I was going to change the IDs for the items in Mo' Creatures but that required decompiling things and a lot of other coding stuff that I don't really know anything about. So, anyone have any idea which lines I have to edit in ExtraBiomesXL and Bunyan, and what values I should change them to? Other mods I'm running (that add items) are nerd-boy's Mine & Blade: Battlegear, Koopinator's Fancy Fences and Useful Storage mods, and AtomicStryker's Ropes+.

    EDIT: Fixed it by instruction from ScottKillen.
    Posted in: Minecraft Mods
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    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    Quote from wideload

    Are you saying that you had a jar with Mo Creatures (and a world save), then you installed EBXL and loaded that world?
    If so then I'm sorry but it's your own fault and not either mods fault. EBXL completely changes world generation and can cause replacements or other types of corruption on an existing world. It should always be used with a new world.
    If that's not the case then you can change EBXL ID's in the config file found in your .minecraft directory. Also some of EBXL's ID's need to be kept under 255 for it to work properly. If ostrich meat is being overwritten then you might want to lower the ID of autumn leaf saplings, and any other confilcts.


    How is it my fault that items added by mods that I didn't make replace items from other mods? It has nothing to do with world generation either. It's a simple case of conflicting item IDs that can be remedied very easily by mod creator and user alike. Noone is at fault here. There's no need to bring out the condescension.

    Also, I'm not sure if you were aware, but neither Mo' Creatures, ExtraBiomesXL, or Bunyan are placed in the .jar.
    Posted in: Minecraft Mods
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