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    posted a message on [1.8.1][Nov 19] Lahwran's mods - WorldeditCUI
    Quote from lahwran

    Not at the moment.


    :sad.gif: Any paticular reason?
    Posted in: Minecraft Mods
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    posted a message on [1.8.1][Nov 19] Lahwran's mods - WorldeditCUI
    Quote from FrostyWolf

    Is it possible to get a direct link that does not change each version? Like a latest link? I'm making a small bat file that downloads the latest version of this, downloads the latest version of bukkitcontrib, then aplies them to the minecraft.jar. The problem is, your lastest version direct link changes every version.


    Sorry, I mean for the minimap, I forgot you have more then one thing listed here.
    Posted in: Minecraft Mods
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    posted a message on [1.8.1][Nov 19] Lahwran's mods - WorldeditCUI
    Is it possible to get a direct link that does not change each version? Like a latest link? I'm making a small bat file that downloads the latest version of this, downloads the latest version of bukkitcontrib, then aplies them to the minecraft.jar. The problem is, your lastest version direct link changes every version.
    Posted in: Minecraft Mods
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    posted a message on Working Rotating Lighthouse
    Quote from Arrow42 »
    Very cool!

    Quote from FrostyWolf »

    Only issue I have is that when the chunk unloads (get to far away from it, log off, etc) it stops working :sad.gif:



    If you use redstone torches rather then repeaters it will be self-restarting.


    I don't think I have room for that, lol. I might be able to squeese one in there tho, the problem is when they "freeze" some of the redstone stays on. If the redstone is on in the wrong place, its not going to restart, or if it does, its not going to rotate, its just going to be completely on.

    Did you have some kind of design in mind?
    Posted in: Videos
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    posted a message on Working Rotating Lighthouse
    Re did the whole entrance so that it traps anyone trying to come in the lighthouse (with a switch for me to let them out of course) and sets off a alarm.

    Currently working on some off shoot project right now for the lighthouse, fun fun!
    Posted in: Videos
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    posted a message on Working Rotating Lighthouse
    Thanks guys! I was a real pain fitting all the redstone in the limited amount of space in there, butI like it. I just wish i didn't have to "restart" it everytime the chunk gets unloaded.
    Posted in: Videos
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    posted a message on Show me your EPIC: Part 2


    A lighthouse I made. 100% legit, only mod being used there is the one to make pumkins react to redstone.
    Posted in: Screenshots
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    posted a message on Working Rotating Lighthouse
    Night:

    Day and Inside:

    Little something I've been working on for a while, all legit. I am using LightSwitch SMP mod to make jack-o-lanterns react to redstone.

    Only issue I have is that when the chunk unloads (get to far away from it, log off, etc) it stops working :sad.gif:
    Posted in: Videos
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    posted a message on Terrain Tweaker SMP Mod v2.1 - Updated for beta 1.2_01
    Quote from mwpher »
    Quote from FrostyWolf »

    I've never had this issue I use:
    screen -S smp java -Xmx2048M -Xms2048M -cp terraintweaker.jar:Minecraft_Mod.jar Main nogui


    And run everything found here:
    http://frostywolf.com/index.php/topic,40.msg168.html

    With 0 conflicts.


    Still gives me that same error. Only thing I change about the command is the memory sizes to 1GB since that's all the ram my so-called "Server" has. Is still broken :/ are you running hmod 130, or are you on an older version?


    It worked for me on b128 thru b131.
    Posted in: Mods Discussion
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    posted a message on Terrain Tweaker SMP Mod v2.1 - Updated for beta 1.2_01
    Quote from mwpher »
    Hey,

    I'm trying to get this working in hMod build 130 (on a linux box), but there seems to be a class conflict of some kind.

    I've tried all methods listed, including simply putting all files from the terraintweaker.jar into Minecraft_server.jar, but everything produces the same error.

    java.lang.IncompatibleClassChangeError: class ex has interface eq as super class
    	at java.lang.ClassLoader.defineClass1(Native Method)
    	at java.lang.ClassLoader.defineClassCond(ClassLoader.java:632)
    	at java.lang.ClassLoader.defineClass(ClassLoader.java:616)
    	at java.security.SecureClassLoader.defineClass(SecureClassLoader.java:141)
    	at java.net.URLClassLoader.defineClass(URLClassLoader.java:283)
    	at java.net.URLClassLoader.access$000(URLClassLoader.java:58)
    	at java.net.URLClassLoader$1.run(URLClassLoader.java:197)
    	at java.security.AccessController.doPrivileged(Native Method)
    	at java.net.URLClassLoader.findClass(URLClassLoader.java:190)
    	at java.lang.ClassLoader.loadClass(ClassLoader.java:307)
    	at sun.misc.Launcher$AppClassLoader.loadClass(Launcher.java:301)
    	at java.lang.ClassLoader.loadClass(ClassLoader.java:248)
    	at java.lang.ClassLoader.defineClass1(Native Method)
    	at java.lang.ClassLoader.defineClassCond(ClassLoader.java:632)
    	at java.lang.ClassLoader.defineClass(ClassLoader.java:616)
    	at java.security.SecureClassLoader.defineClass(SecureClassLoader.java:141)
    	at java.net.URLClassLoader.defineClass(URLClassLoader.java:283)
    	at java.net.URLClassLoader.access$000(URLClassLoader.java:58)
    	at java.net.URLClassLoader$1.run(URLClassLoader.java:197)
    	at java.security.AccessController.doPrivileged(Native Method)
    	at java.net.URLClassLoader.findClass(URLClassLoader.java:190)
    	at java.lang.ClassLoader.loadClass(ClassLoader.java:307)
    	at sun.misc.Launcher$AppClassLoader.loadClass(Launcher.java:301)
    	at java.lang.ClassLoader.loadClass(ClassLoader.java:248)
    	at Main.main(Main.java:29)


    Any ideas? I'd really love to have this working on my server. Looks completely awesome. :happy.gif:
    Thanks
    --Matt


    I've never had this issue I use:
    screen -S smp java -Xmx2048M -Xms2048M -cp terraintweaker.jar:Minecraft_Mod.jar Main nogui


    And run everything found here:
    http://frostywolf.com/index.php/topic,40.msg168.html

    With 0 conflicts.
    Posted in: Mods Discussion
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    posted a message on Terrain Tweaker SMP Mod v2.1 - Updated for beta 1.2_01
    Quote from Wickity »
    Quote from GreenBeanOmg »
    dang, can you please try to update single player? i mean, if there IS a server, GIVE ME LOGIN ID :biggrin.gif:
    cant wait to play.


    No, I won't be updating SP. Check out BiomeTerrainMod, most of the functionality is in that, except for the Subterranean stuff. I run my server for family and friends only, sorry, but you should be able to find someone to host a server for you running this mod. Ask around, start a movement. :-D

    Quote from FrostyWolf »
    Quote from Wickity »
    Oh, and v1.10 is up, compat with today's server release. (0.2.8)


    I'm still having shrubs everywhere :sad.gif:


    I'm still looking into it. It's something with the biome lookups/caching. I can't quite nail down even why it's going wrong, but it's on my list. As is the offset Acacia trees.
    Work is brutal this week, so it's slow going for now.


    I see, well, heres to hoping you nail it. If I can do anything to help you out (testing, data collecting, even server hosting) let me know.
    Posted in: Mods Discussion
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    posted a message on Terrain Tweaker SMP Mod v2.1 - Updated for beta 1.2_01
    Quote from Wickity »
    Oh, and v1.10 is up, compat with today's server release. (0.2.8)


    I'm still having shrubs everywhere :sad.gif:
    Posted in: Mods Discussion
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    posted a message on Lock this thread (hMod thread)
    Quote from JusticeInACan »
    Quote from Viability »
    Boats no longer are controllable in the b130 patch; I don't know if this is a problem with the latest update of Minecraft or just hMod

    Same here. It doesn't crash the server, but the boats don't work, regardless.


    Yeah, boats are working for me, but not controllable.
    Posted in: Server Support and Administration
  • 0

    posted a message on Terrain Tweaker SMP Mod v2.1 - Updated for beta 1.2_01
    Quote from Wickity »
    Quote from GreenBeanOmg »
    Wow, wow, wow, im sorry im so messed up right now...Does this work this the new update that JUST happend. i got a new one TODAY on 12-01-2010. so does it work right NOW? O3O


    Yes, read the OP, or even just the thread title. :-)


    I don't know if its just me, but I still feel I have shrubs popping everywhere. I went in and around a pine forest today with 64 saplings, and only 1-2 popped pine trees. I fir tree, and the rest shrubs.
    Posted in: Mods Discussion
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    posted a message on Terrain Tweaker SMP Mod v2.1 - Updated for beta 1.2_01
    Quote from Wickity »
    Quote from FrostyWolf »
    Quote from Wickity »
    Mod is good to go for server 0.2.7. Enjoy!


    Any insight on what I reported?


    Still working on the sapling stuff, but yeah, trees can grow into anything. This is how the default trees act, I think. Or at least, they used to. I can potentially change it, just letting my ideas on that marinate.

    My options as I see them:
    1.) Put leaves in no matter what. Your structures will pay the ultimate price.
    2.) Only put leaves into blocks with air in them. This will allow you to prune the growth Bonsai style.
    3.) Abort tree growth if there's a major impingement. This is what happens when there's not enough vertical clearance, I can add this check to the total tree.

    Any opinions?


    I'm pretty sure the default tree behavior doesn't pop a tree if theres a wall in the way, or prunes the leaves. I've never seem a sapling grow into a wall before O.o I'm all for the auto pruning.
    Posted in: Mods Discussion
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