- How does the repository work in reference to the packager? The details on CurseForge seem very sparse on this feature
- I currently use a python script to compile/reobfuscate/pack my code, will this cause issues?
- I have noticed there is currently no way to download minecraft mods within the curse client.
- Will this be something that is added in the future?
- What changes will we have to make in the files we upload to make our mod compatible with this feature (if it is added)?
- Will this feature also be avaliable for coremods? Furthemore will we be able to specicify both a coremod and a "regular forge mod" in our downloads? (My mod will soon require this)
- In the future what is the best way to contact the curesforge team about issues/question sucha s the ones above?
- Nerd_Boy
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Member for 13 years, 2 months, and 10 days
Last active Sat, Oct, 17 2015 00:17:41
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Jun 23, 2013Nerd_Boy posted a message on Upload Your Mods, Get Free Stuff!I think this is a great move for minecraft modding in general. I have already signed up and had a bit of a play. I do have a few questions thoughPosted in: News
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May 2, 2013Nerd_Boy posted a message on The New Minecraft Launcher: What Does It Mean For Minecraft?Posted in: NewsQuote from EnzerDeLeo
Yeah, seeing that the feature to select separate jars was added only last week, I am not too surprised that things are a little bumpy for getting a modified jar to work. Today is Thursday meaning we should be getting another snapshot, so who knows what new features will be pushed. The whole compartmentalizing to separate the engine and version sounds like something that is more in the works than something we will see immediately. While I wouldn't be surprised if that was a change made for 1.6, I also wouldn't doubt that there was a bit of misunderstand and that the whole version system was setting up ground work for such a change. From what we were told during Minecon 2012, the eventual goal is to have the game completely separated from the engine to the point where MC itself is a plugin.
I really don't mind the fiddling at the moment, I only did it to see if it would work. To tell you the truth I was actually quite surprised that it did. Although I guess in a way it does go to prove that having this functionality may not actually require so much work.
What keeps bugging me about the "engine split" is (coming from a modder's perspective now) what happens when something needs to be edited in the engine itself? Will that not destroy all the other "versions"? Sorry for bringing it back to the API, but we were told that the future modding API would allow us to edit "everything" (source) yet this engine/game spit seems to me that it would either make it more difficult, more prone to crashes and/or just more messy.
All in all, at the moment, I don't have any problems with the launcher (hell it makes playing minecraft on ubuntu less of a hassle) it will just be interesting to see exactly how this engine split thing will pan out. -
May 1, 2013Nerd_Boy posted a message on The New Minecraft Launcher: What Does It Mean For Minecraft?Posted in: NewsQuote from wiimanclassic
1. Learn to spell.
2. The engine and game being separate is part of the API they're working on, why the hell are you talking about it here like it's part of the launcher?
- Ohh wow, I miss-spelled launcher, whoopy doo.
- It specifically mentions that new versions will be compartmentalised (i.e. engine away from the versions)
-
May 1, 2013Nerd_Boy posted a message on The New Minecraft Launcher: What Does It Mean For Minecraft?Ok I have spent a bit of time investigating the new luancher a bit more in hopes of finding out how much of a blow this will be to modders (which I probably should have done before originally posting).Posted in: News
I was able to get a modded 1.5.1 minecraft with forge as well as a mod working using the new launcher. So short answer not a whole lot. Getting a modded version of the game however required renaming/editing of a few files, but I assume majong will automate this better. Interestingly forge still dumps the "/mods" folder inside the ".minecraft" folder meaning that Forge at least isn't compartmentalising it as Mojong seems to would like. This really seems like the only thing Forge might need to change for the new luancher (which is actually quite trivial).
Right now there is really none of this separate jars for the engine and version that is talked about in the OP. Weather that is a bit of misinformation or something that is not implemented yet is anyone's guess. If it is not misinformation I can see many mods being crippled by it. If it says how it is however changes will be easy to adapt to.
Quote from Monochron
Where will Mincraft be storing this info about what version I am using and all of that?
In the Registry? Some file in the .minecraft folder?
It is all stored in a .json file within the versions folders in .minecraft. Registry makes zero sense because minecraft is cross platform and the registry is not. -
Apr 30, 2013Nerd_Boy posted a message on The New Minecraft Launcher: What Does It Mean For Minecraft?Posted in: NewsQuote from EnzerDeLeo
The biggest breaks in format, from what I understand talking with other mod developers, have had to deal mostly with changes in the engine. I know that 1.5 had several changes in how rendering worked, causing a lot of rewrites. While I do not know for certain, I would bet pretty high that the changes to rendering were related to the rendering engine rewrite. Regardless, any major changes to any format is being done for the API, there is no reason to change formats for major parts of the game all willy nilly if it didn't have a good reason.
Yeah the big thing was changing how items/blocks are rendered. Lucky I had very few items in the current re-write and have gotten to know the item rendering code better than the back of my hand so it wasn't such a blow to me. Others have been quite crippled by it.
As a side note, I believe there was also suppose to be a lighting engine re-write on the horizon (I thought that was supose to be 1.6 has it changed?), yes this could also break mods.
Quote from EnzerDeLeo
The OP goes into this vary issue, it was one of the things they addressed. It is planned for Jars to be stored in a folder called versions, each update to minecraft would have its own folder in versions (1.5.1, 1.5.2, 1.6, etc). Mods that require modify the jar would have their own folder inside versions, so you would have a folder called something like Mine And Blade and inside that would be a copy of the minecraft jar that is modified however you needed it. That jar will not be touched by updates to minecraft and the client selects which version of the jar they wish to use. I assume they have a system planed that allows for multiple modded jars to be used. Again this is not a system that has been pushed out yet since it has not been finished, which is why there is no way for you to currently modify the jar. From the sound of it, it is something we will probably start seeing in about a week or at least hear solid details on how this works. It is too early to get in a huff about how this system works because we know very little detail outside of the Dev team asking mod developers to be patient.
Yeah I did read the OP, here is the quoted text
The new version of Minecraft is expected to be compartmentalized. Instead of having "Minecraft" as an entire game to modified, there will be a "core" Minecraft - essentially, the game's engine and crucial data - which all things will be built upon. Jar files which determine how the game runs will have their own locations, called "Versions", which will be selected from the new launcher. This includes everything from actual vanilla versions of Minecraft to the most complex mods imaginable. For example, if you were to install a mod called "Baconcraft" - which involved adding modified files to the minecraft.jar file, custom folders, assets, and textures - you could place it in a Version folder called "Baconcraft", and select it from the launcher when you started the game.
What I took from this is there is 1 jar for the engine, then many to determine how the game should run on the engine.But what happens when you need to edit things on both?
Now looking into the current state of the launcher, the "core minecraft engine" is basically just texture packs, lang files and sounds (which really isn't an engine). Which really seems like a bit of mis-information in the OP. If it does stay like this, then really no problems here and really shouldn't be too much of a burden. I also want to point out that the only reason I know this is because I did what others have told me I wasn't aloud to do, and that is download and test it myself.
Interestingly it looks like saves are also shared across versions
As for "there is no way for you to currently modify the jar", that is only because they wrote it to sync.
Quote from EnzerDeLeo
Not sure what part you are quoting here, may have misunderstood me. I do know that the github was something that was stopped when they had a developmental meeting to discuss how they were going to tackle the API and what needed to be done with it. They probably moved to keeping this somewhere else for the time being.
I quoted directly from your post to me, if I misunderstood sorry. But in any case, there really hasn't to my knowledge been much in the way of discussions with modders. Really seems like either they won't bother or it is still very far of (I actually hope for the 2nd)
Quote from EnzerDeLeo
This is my point exactly because there are several mod developers who are doing just this to the devs, including you in your early post. As someone who has gotten crap from mod users for not getting your stuff updated when the user wants you to get updated, I would expect you to understand how ironic it is when you turn around and do the same thing to the minecraft devs.
I voiced my concerns here, didn't constantly insult the devs personally, very big difference.
TBH I admit that I probably opened my mouth a bit to early and should have played with it a bit more (even though according to wiimanclassic I am not aloud to do this) and for that I am sorry. I am still worried that what I have been doing for the last couple of months will be for nothing, but will wait it out until it is more developed.
Quote from EnzerDeLeo
Again, people need to settle down and wait until solid information and a useable version of these features are out, everything is in a heavily WIP version right now and the majority of the features, while planned, have yet to be implemented.
I guess I thought it was in a more usable state to begin with (them releaseing a snapshot and all). It would also be good to get some more solid information, even some of the stuff in the OP doesn't make too much sense and may not be 100% correct (eg what I pointed out above). Probably just miscommunication somewhere.
I was also under the impression from the technical description that it was set up in a way that you can have a single mod enabled at once (getting this from the download source feature). Again this doesn't make sense and largely dismissing it until we see a more polished version. But it goes to show that more details should be released.
Quote from Chaospillager
So... Mod API is coming soon. Not really soon, but a few months soon. And I love being able to change versions. I hope I can play Alpha through the new launcher. If that happens, BEST. LAUNCHER. EVER! But I hope it's like where you have sub-folders, so you can choose which version. So there's Beta and inside are the version, and Full with those version in it, etc. But, they did say that it will be possible to open mods through the launcher, so maybe someone else will put the versions in there. Or maybe, there will be a launcher mod for it. OMG! DUMBEST IDEA EVER!
I wouldn't even say it is comming soon, a few months actually sounds optimistic. -
Apr 29, 2013Nerd_Boy posted a message on The New Minecraft Launcher: What Does It Mean For Minecraft?Posted in: News
I never said anything about engine rewrites which if memory serves is what this update was suppose to bring, I agree those need to be changed. I do have a problem with completely changing the format of the game like they have that will mean that I have to yet again throw out most of the code and start from scratch. And this is all for something that really doesn't seem all that useful.
When I said about trying the developmental version, it was all for a test to see how it delt with a modified jar. Yes I know it is in development, but what it does is re-downloads the minecraft jar on each run. The only reason to do this is to sync with some online server. There is currently no way of setting up a custom version which I am sure will be developed. What will really be the determining factor is how this is actually handled. If it is basically a separate copy of the version folder, and allow for example the "mods" folder within, then there really is no issue. Anything else may require me to toss basically all the code, making what I have been working on for the past couple of months entirely redundant. I guess it will also depend on how forge handles it.
As for "they are working to make a bunch of mod developers", do you have a link where I can sign up? the only time I have heard about anything along these lines was a project on github that has not been updated in about 9 months (I assume they have another code base) and a discussion about a year ago at an entirely inappropriate time for me (it was something like 3 am).
As for suggesting to wait a few updates, I know for a fact that mod users will abuse any modder who does this (I have been on the receiving end of it).
Look it may completely blow over and not end up being as bad as I think. Maybe I should have waited until all of these features are available to voice my concerns. But seeing how it is suppose to be released sometime within the next month I am still sceptical.
On the other hand, the new launcher is now downloading the correct versions of lwjgl for linux 64 bit so at least they have fixed that bug -
Apr 29, 2013Nerd_Boy posted a message on The New Minecraft Launcher: What Does It Mean For Minecraft?So basically modders yet again get the short end of the sword with yet another major mod breaking update. All this "new" and "ground breaking" luncher brings to me is yet another major rewrite to my mods. Every update requires small re-write, but the last few have required extensive rewrites. This seems like it will be even worse. Furthermore downloading the development luncher, it is currently impossible to edit the minecraft jar (all edits are overwritten)Posted in: News
We get promiced an API literally nearly 2 years ago and all we get is empty promises of an APi that will likely be inadequate for the majority of complex mods. Why do we continue to do this while majong treat us like second class citizens. - To post a comment, please login.
17
[center][b][size=xx-large][color=#008080]Crash Reports 101[/color][/size][/b][/center]
[hr]
[center][anchor='TOC'][b][size=large][color=#4b0082]Table of Contents[/color][/size][/b][/anchor][/center]
[numlist]
[*][goto='intro'][b]Part 1:[/b] Introduction[/goto][list]
[*][goto='why']Why does Minecraft crash?[/goto]
[*][goto='black']Minecraft didn't crash, it only blackscreened. What Do I do?[/goto]
[*][goto='metainf']The META-INF folder[/goto][/list]
[*][goto='obtain'][b]Part 2:[/b] Getting a crash report[/goto][list]
[*][goto='mc']Minecraft output[/goto]
[*][goto='txt']Crash txt files[/goto]
[*][goto='cmd]Command line[/goto]
[*][goto='patcher']McPatcher[/goto]
[*][goto='bat']Bat script[/goto][/list]
[*][goto='read'][b]Part 3:[/b] Reading the crash report[/goto][list]
[*][goto='structure']Crash report structure[/goto]
[*][goto='header']Header[/goto]
[*][goto='stacktrace']Stack Trace[/goto][/list]
[*][goto='common'][b]Part 4:[/b] Common crashes[/goto][list]
[*][goto='nodef']java.lang.NoClassDefFoundError: ...[/goto]
[*][goto='null']java.lang.NullPointerException[/goto]
[*][goto='block']Block ID conflict[/goto][/list]
[*][goto='post'][b]Part 5:[/b] Posting Guidelines[/goto][list]
[*][goto='checklist']Checklist[/goto]
[*][goto='posting']Posting[/goto][/list]
[/numlist]
[hr]
[center][anchor='intro'][b][size=large][color=#4b0082]Part 1
Introduction[/color][/size][/b][/anchor]
Why are you doing this?[/center]
[hr]
When playing minecraft, occasionally it will close unexpectedly and crash. The most common cause of this behaviour is due to mods (bugs in the game can also cause crashes). Many people will encounter a crash then instantly post on the last recent mod installed topic "This made my game crash". As a modder I cannot stress how annoying this behaviour is, especially when an answer can be obtained by this person by reading and understanding why it happened. Now I know that a great majority of people are not very technically minded, that's ok. It is for these people I have made this post for.
I will try and keep technical jargon at a minimum and explain any that is unavoidable. Hopefully this post may take the burden of some modders who get bogged down with crash report posts so they can get back to doing what they love, creating mods for the community. Furthermore I will try and keep things a bit more light hearted as well as providing random "Brotips"
[center][goto='TOC'] Go back to the Table of Contents[/goto][/center]
[anchor='why'][b][size=small][color=#008080]Why does Minecraft crash?[/color][/size][/b][/anchor]
In my experience there are a couple of main reasons minecraft crashes
[numlist]
[*]Improper installation of a mod or API
[*]Incompatibilities between mods
[*]Some sort of bug in a mod
[*]Pre-existing bug in minecraft
[/numlist]
There can be other "fringe" cases of crashes (eg faulty hardware or not enough RAM) but the above will cover 99% of crashes encountered.
Now I just want to say, please don't "blame" anyone for a crash. If it is due to an error in the modder coding (eg 2 or 3) cut them some slack. Most modders are not professional coders, they make mods for fun. If it is due to 1 (i.e. you made a mistake) just take a breath and re-read the installation instructions for both the mod and any APIs (as well as the rest of this guide).
[center][goto='TOC'] Go back to the Table of Contents[/goto][/center]
[anchor='black'][b][size=small][color=#008080]Minecraft didn't crash, it only blackscreened. What Do I do?[/color][/size][/b][/anchor]
I want to start with the TL;DR version [b][size=x-small]black screen = crash[/size][/b].
Sometimes rather than coming up with a nice little crash report, Minecraft will just show a black screen (Possibly flashing up "Saving Chunks" first). This is also a crash, and you should follow [goto='obtain']Part 2[/goto] of this guide. Crashes are generally caused by either exceptions or errors. These may or may not be caught by Minecraft's internal error logger. If the error logger does catch it, you will be displayed with the minecraft crash screen, if not just a black screen. There are ways to obtain the crash report as detailed in Part 2 below.
[center][goto='TOC'] Go back to the Table of Contents[/goto][/center]
[anchor='metainf'][b][size=small][color=#008080]The META-INF folder[/color][/size][/b][/anchor]
I just want to digress a bit to discuss what the META-INF folder is. Essentially all you need to know is this needs to be deleted if you want to mod minecraft. If you don't really care why then feel free to move to the next section. If you are curious, read on.
A java jar file is just a zip file with an optional META-INF folder. Because jars are not just a collection of .class files and resources, extra information is sometimes required (or desired) by application developers. The META-INF folder is a place to store package and extension configuration data, including security, versioning, extension and services. In Minecraft the security is the reason it must be deleted. The META-INF contains a file called "MAJONG_C.SF". This file contains a little code for each file within the jar which can be used to check if any file has been modified or corrupted. Therefore this file must be deleted to prevent the security check if you want to edit any of the files within the jar.
Now this is a very basic description of the META-INF folder as I was trying to make it as easy to understand as possible. If you are still interested look up the [url="http://docs.oracle.com/javase/1.4.2/docs/guide/jar/jar.html"].jar file documentation[/url] on the java website
[center][goto='TOC'] Go back to the Table of Contents[/goto][/center]
[hr]
[center][anchor='obtain'][b][size=large][color=#4b0082]Part 2
Getting a Crash Report[/color][/size][/b][/anchor]
Help! I don't know what to do[/center]
[hr]
Ok so you have identified that minecraft has crashed. How do we get the crash report?
[anchor='mc'][b][size=small][color=#008080]Minecraft output[/color][/size][/b][/anchor]
If you are lucky a nice screen would have popped up with the crash report right in front, if this is the case move on to [goto='read']Part 3[/goto].
The output should look something like this
[img]http://www.img-share.net/uploads/47106minecraft_crash.png[/img]
The part you need is in the white box.
If no crash is displayed on screen there are ways of obtaining the crash report, so use one of the methods detailed below.
[center][goto='TOC'] Go back to the Table of Contents[/goto][/center]
[anchor='txt'][b][size=small][color=#008080]Crash txt files[/color][/size][/b][/anchor]
Both Modloader and Minecraft Forge try and output any crash reports into folders. This should be the 1st place to check. Now you do have to be carefully because occasionally I get people posting the contents of one of these files that doesn't actually contain the crash log (i.e. not helpful). Don't worry if this is the case, I will detail in [goto='read]Part 3[/goto] how to read the crash report meaning you will know if you have the wrong file. If this is the case, try another method described below.
[b]Note:[/b] When I refer to directories in this section, everything is relative to the .minecraft directory. I will assume if you are installing mods you already know how to find it (It is dependent on your operating system)
[b]BroTip:[/b] In windows the directory can be easily found by pressing the windows key + 'R' and typing "%AppData" (without the "'s) in the run dialog and pressing Enter. This should bring up an explorer window withe the .minecraft directory somewhere near the top.
[b]Modloader[/b]
Modloader generally tries to output it's crash reports in a file called "Modloader.txt". The file should be located in the ".minecraft" directory. This will only be from the last run of minecraft (i.e overwritten on each run). This obviously will only be present if you have modloader installed (Minecraft Forge has a different way of reporting crashes).
[b]BroTip:[/b] If posting from the Modloader.txt file make sure it actually contains a crash, I couldn't tell you how many times people post me the contents of their Modloader.txt file when there is no crash in there.
[b]Minecraft Forge[/b]
There is a folder that Minecraft Forge creates devoted to crash logs. The folder is located in the .minecraft directory and is called "crash-reports". Each crash will display the date/time of the crash as well as the describing if the crash was in the client or server. Another thing that should be mentioned about this file is that it is set out differently to other crash logs. The Forge crash logs will have the stack trace at the top and the header information below it (they also contain a "witty" comment).
[b]BroTip:[/b] Try to avoid opening the forge crash logs with notepad on windows. Notepad does not recognise the newline character used (because it is quite crappy). Try opening it with wordpad instead (right click, go to open with and selected wordpad or "other programs" and find it).
[anchor='cmd'][b][size=small][color=#008080]Command Line[/color][/size][/b][/anchor]
Now because you are hear I am going to assume you are not very technically minded, therefore using the command line may scare you a little. I want to start with, don't be scared, the command line is a very powerful tool. Of course there are more "user friendly" ways, but the command line is quick and does not require downloading on any extra files. Now these do depend on your operating system so only read the relevant one below
[b]Windows[/b]
[numlist]
[*]Open the command prompt by pressing windows key + 'R' and typing cmd in the run dialog (and press enter)
[*]Type "cd %AppData%" and press enter
[*]Type "cd .minecraft" and press enter
[*]Enter the following command
[code]java -Xms1G -Xmx1G -cp Minecraft.exe net.minecraft.LauncherFrame[/code]
[b]Brotip[/b] This can be pasted by right clicking on the command line window and pressing paste
[*]Login, start minecraft & re-create the crash. The crash should be displayed in the command line window.
[*]Highlight the crash report in the window, right click and press copy.
[/numlist]
Note: for this to work you must have java as an environment variable. Read more [url="http://docs.oracle.com/javase/tutorial/essential/environment/paths.html"]here[/url]
[b]OSX[/b]
[b]Warning[/b] I do not have an Mac computer so I have not tested this and do not know how user friendly the method is. These instructions are from the Minecraft wiki page
[*]Go to Macintosh HD/Applications/Utilities and open Console.app
[*]Run minecraft and when it crashes the java log will be added to the console, which you can then select and copy
[/list]
[b]Linux[/b]
[list]
[*]Open a terminal (on distributions such as Ubuntu/Linux Mint, this is done with Ctrl + Alt + T)
[*]Run
[code]java -Xms512m -Xmx1024m -jar minecraft.jar [/code]
[*]Watch the console output. You can select and copy it after making the game crash.
[/list]
Note: Your current directory MUST be wherever the minecraft.jar file is. If you are using linux I am going to assume you know at least basic command line functions.
[center][goto='TOC'] Go back to the Table of Contents[/goto][/center]
[anchor='patcher'][b][size=small][color=#008080]MC Patcher[/color][/size][/b][/anchor]
MC Patcher can be a great tool for obtaining crash reports (personally I don't like it for it's HD patching capabilities because i don't like it's methods but that's just me). Start by downloading mcpatcher from [url="http://www.minecraftforum.net/topic/1496369-12w39b-132-125-etcupdate-930-mcpatcher-hd-fix-243-01/"]here[/url]
This is what the default interface should look like.
[IMG]http://i.imgur.com/Lz1rO.png[/IMG]
For this purpose I recommend unticking all boxes before proceeding and DO NOT hit patch. Hitting patch will make MCPatcher run through it's patching routine, problem is this has been known to interfere with the proper running of some mods including Minecraft Forge. Pressing "Test Minecraft" (Red Arrow) will launch minecraft in offline mode. Recreate the crash. The output will be displayed in the "log" tab (Red arrow in the picture below)
[IMG]http://i.imgur.com/Lz1rO.png[/IMG]
Now the great thing about mcpatcher is that it actually tries to give you the deobscurificated class/method/field names in the crash report. This can be an unbelievable help to the author of the mod if you have found a new bug or incompatibility.
[center][goto='TOC'] Go back to the Table of Contents[/goto][/center]
[anchor='bat'][b][size=small][color=#008080]Bat script[/color][/size][/b][/anchor]
[b]Windows Only[/b]
I have also developed a bat script to assist in the gathering of crash logs. Unfortunately I found a bug in it. I will correct the bug and upload it at a later date.
[center][goto='TOC'] Go back to the Table of Contents[/goto][/center]
[hr]
[center][anchor='read'][b][size=large][color=#4b0082]Part 3
Reading the Crash Report[/color][/size][/b][/anchor]
Ok so you have successfully retrieved your crash report so now we blindly post it on the last mod's forum page right?
[/center]
[hr]
Wrong
Doing this could result in the modder (or others) politely telling you the problem, the modder not responding (they may be away or busy) or a very grumpy response (modder may have had a hard day and you are the 10th person posting the exact same report). In any case, most of the time by simply reading and understanding the error report you can solve the problem yourself much quicker and easier then posting and waiting for a response. Sometimes posting is unavoidable (maybe you found a new bug) but it really should be the last resort, not the first.
Now this section actually has a duel purpose, I am writing this both for users who receive crash reports to at least try and diagnose their problems but also for mod makes or just general good guys who are trying to help others with their crashes.
A crash report generally contains 2 main elements. Now these don't really have formal names, but I generally refer to them as either the header or the stack trace. Also depending how you got the crash log there may also be other information that has been output that was likely left over mod debugging code, this can generally be ignored (although may be useful for the mod author).
Please note in this section I may interchange the word error and exception. There are important differences between these but I don't think we really need to get bogged down by that right now.
[anchor='header'][b][size=small][color=#008080]Header[/color][/size][/b][/anchor]
The header generally appears at the top of the crash report, it will generally contain things like your version of minecraft as well as the mods you have installed. Just a quick note on this, if you got your crash report from the forge "crash-reports" directory, the header will appear at the bottom and be set out slightly different. It will generally contain the same information just set out differently.
Here is an example of a header from someone who posted a crash report on my mod topic that uses Minecraft Forge.
[spoiler]
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem; Unexpected error
This error has been saved to /Users/********/Library/Application Support/minecraft/crash-reports/crash-2012-09-24_10.39.53-client.txt for your convenience. Please include a copy of this file if you report this crash to anyone.
--- BEGIN ERROR REPORT e8848218 --------
Generated 9/24/12 10:39 AM
- Minecraft Version: 1.3.2
- Operating System: Mac OS X (x86_64) version 10.7.4
- Java Version: 1.6.0_33, Apple Inc.
- Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Apple Inc.
- Memory: 496632856 bytes (473 MB) / 534708224 bytes (509 MB) up to 1065025536 bytes (1015 MB)
- JVM Flags: 3 total; -Xbootclasspath/a:/System/Library/PrivateFrameworks/JavaApplicationLauncher.framework/Resources/LauncherSupport.jar -Xms512M -Xmx1024M
- FML: FML v3.0.196.366 Minecraft Forge 4.1.1.251 4 mods loaded, 4 mods active
FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
MB_Core [Mine & Blade: Core] ([1.3.2] Mine & Blade - Core - Preview 1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
MB_Armoury [Mine & Blade: Armoury] ([1.3.2] Mine & Blade - Armoury - Preview 1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
- LWJGL: 2.4.2
- OpenGL: ATI Radeon HD 4670 OpenGL Engine GL version 2.1 ATI-7.18.18, ATI Technologies Inc.
- Is Modded: Definitely; 'forge,fml'
- Type: Client
- Texture Pack: Default
- Profiler Position: N/A (disabled)
[/spoiler]
Now right away from this we can see that this user is using the 1.3.2 version of minecraft, has minecraft forge installed, is using Mac OS X (64 bit) is using java 1.6, has 2 mods other than Minecraft Forge/FML both of which were loaded successfully (in this case they are both 2 parts of the same mod). Furthermore because the author (me) is so awesome and put the version of minecraft required in the zip name, we can tell that he is using a mod that is designed for the minecraft version he is using. So far everything looks great.
[b]Brotip:[/b] If you are super worried about privacy and do not want to post your username, remove that section of the crash report or start it out like I did above.
The Modloader styled headers are slightly different, However I do not have access to one on hand right now (I only mod with forge) but they also generally show similar information. Crashes may occur without either modloader or forge (jar mods only or bugs in the vanilla game), again these should show the minecraft version/java version/os etc but for obvious reasons will not show loaded mods.
[anchor='stacktrace'][b][size=small][color=#008080]Stack Trace[/color][/size][/b][/anchor]
The stacktrace is the main technical part of the crash log.
Here is an example (in this case it is the other half of the header posted in the above section)
[spoiler]
java.lang.NoClassDefFoundError: paulscode/sound/SoundSystem
at ayq.a(SoundManager.java:235)
at net.minecraft.client.Minecraft.a(Minecraft.java:1937)
at net.minecraft.client.Minecraft.a(Minecraft.java:1885)
at net.minecraft.client.Minecraft.a(Minecraft.java:1821)
at apq.e(SourceFile:142)
at apq.a(SourceFile:116)
at apn.a(SourceFile:64)
at apn.d(SourceFile:112)
at apn.m(SourceFile:100)
at net.minecraft.client.Minecraft.l(Minecraft.java:1482)
at net.minecraft.client.Minecraft.J(Minecraft.java:834)
at net.minecraft.client.Minecraft.run(Minecraft.java:764)
at java.lang.Thread.run(Thread.java:680)
Caused by: java.lang.ClassNotFoundException: paulscode.sound.SoundSystem
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:125)
at java.lang.ClassLoader.loadClass(ClassLoader.java:306)
at java.lang.ClassLoader.loadClass(ClassLoader.java:247)
... 13 more
Caused by: java.lang.NullPointerException
at org.objectweb.asm.ClassReader.<init>(Unknown Source)
at cpw.mods.fml.common.asm.transformers.SideTransformer.transform(SideTransformer.java:27)
at cpw.mods.fml.relauncher.RelaunchClassLoader.runTransformers(RelaunchClassLoader.java:167)
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:118)
... 15 more
--- END ERROR REPORT 99c3d4f5 ----------
[/spoiler]
Stack traces are always printed from most recent to the least recent step in the trace (kind of like your browser history is ordered from most recently visited sight to the site you viseted a long time ago). The first line will describe the type of error. Take note of this, it can help you diagnose most of the problems. In the example above this is
[code]java.lang.NoClassDefFoundError: paulscode/sound/SoundSystem[/code]
I will go into more detail about this error in the next section as it can be a common crash.
[b]Brotip: [/b] When dealing with this remember "Google is your friend" googling the 1st part of the error "java.lang.NoClassDefFoundError" can help you diagnose the general cause quite easily. Going to the 4th result (which is the java documentation tells us that this means "Thrown if the Java Virtual Machine or a ClassLoader instance tries to load in the definition of a class (as part of a normal method call or as part of creating a new instance using the new expression) and no definition of the class could be found.". In other words something that minecraft or the mod thinks is there is not actually there. This could be improper installation or a corrupted file, but right away we know quite a bit about the error.
Under the error name is a whole heap of at (classname).(method).... These can also be quite important to modders as it gives us a way to backtrack through the error to hopefully find the root of it. Again the most recent is at the top and least recent is at the bottom. This can be handy for those even without a background in programing. Sometimes you can find the culprit quite easily by scanning through the trace. For example if you see "mine_and_blade" in any part section, it is a good chance that the Mine & Blade mod is likely the source (In one way or another) of the crash.
For those who have a bit of programing experience what the above trace tells us is that the method a in ayq class had an error, it was called by the a method in the Minecraft class which was called by the next one down and so forth.
Now when we see a "Caused by" that means what we have is a "Chained Exception". This is important because it is often the case that one of the fundamental exceptions underlying the last encountered exception is the real culprit that must be appropriately addressed. So in other words, these secondary exceptions may be just as important. I can not tell you when they are and when they are not because it really depends on the particular error report.
[center][goto='TOC'] Go back to the Table of Contents[/goto][/center]
[hr]
[center][anchor='common'][b][size=large][color=#4b0082]Part 4
Causes of Common Crashes[/color][/size][/b][/anchor]
So now we have the crash report and we have a very basic understanding of it, what now?
[/center]
[hr]
So now we have the crash report and we have a very basic understanding of it, what now?
I thought I would start with a few common crashes that we might encounter. Again, if this can diagnose your problem we have saved you some time (you don't have to wait for a response) and we are allowing modders to continue modding rather than diagnose and solve Evey error.
[center][goto='TOC'] Go back to the Table of Contents[/goto][/center]
[anchor='nodef'][b][size=small][color=#008080] java.lang.NoClassDefFoundError: ... [/color][/size][/b][/anchor]
I wanted to start with the error I have been using in the examples above. Here is the full crash report
[spoiler]
--- BEGIN ERROR REPORT e8848218 --------
Generated 9/24/12 10:39 AM
- Minecraft Version: 1.3.2
- Operating System: Mac OS X (x86_64) version 10.7.4
- Java Version: 1.6.0_33, Apple Inc.
- Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Apple Inc.
- Memory: 496632856 bytes (473 MB) / 534708224 bytes (509 MB) up to 1065025536 bytes (1015 MB)
- JVM Flags: 3 total; -Xbootclasspath/a:/System/Library/PrivateFrameworks/JavaApplicationLauncher.framework/Resources/LauncherSupport.jar -Xms512M -Xmx1024M
- FML: FML v3.0.196.366 Minecraft Forge 4.1.1.251 4 mods loaded, 4 mods active
FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
MB_Core [Mine & Blade: Core] ([1.3.2] Mine & Blade - Core - Preview 1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
MB_Armoury [Mine & Blade: Armoury] ([1.3.2] Mine & Blade - Armoury - Preview 1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
- LWJGL: 2.4.2
- OpenGL: ATI Radeon HD 4670 OpenGL Engine GL version 2.1 ATI-7.18.18, ATI Technologies Inc.
- Is Modded: Definitely; 'forge,fml'
- Type: Client
- Texture Pack: Default
- Profiler Position: N/A (disabled)
java.lang.NoClassDefFoundError: paulscode/sound/SoundSystem
at ayq.a(SoundManager.java:235)
at net.minecraft.client.Minecraft.a(Minecraft.java:1937)
at net.minecraft.client.Minecraft.a(Minecraft.java:1885)
at net.minecraft.client.Minecraft.a(Minecraft.java:1821)
at apq.e(SourceFile:142)
at apq.a(SourceFile:116)
at apn.a(SourceFile:64)
at apn.d(SourceFile:112)
at apn.m(SourceFile:100)
at net.minecraft.client.Minecraft.l(Minecraft.java:1482)
at net.minecraft.client.Minecraft.J(Minecraft.java:834)
at net.minecraft.client.Minecraft.run(Minecraft.java:764)
at java.lang.Thread.run(Thread.java:680)
Caused by: java.lang.ClassNotFoundException: paulscode.sound.SoundSystem
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:125)
at java.lang.ClassLoader.loadClass(ClassLoader.java:306)
at java.lang.ClassLoader.loadClass(ClassLoader.java:247)
... 13 more
Caused by: java.lang.NullPointerException
at org.objectweb.asm.ClassReader.<init>(Unknown Source)
at cpw.mods.fml.common.asm.transformers.SideTransformer.transform(SideTransformer.java:27)
at cpw.mods.fml.relauncher.RelaunchClassLoader.runTransformers(RelaunchClassLoader.java:167)
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:118)
... 15 more
--- END ERROR REPORT 99c3d4f5 ----------
[/spoiler]
A NoClassDefFoundError is thrown whenever a java program can't find a particular class that it thinks should be there. The class will be displayed after the ':' as well as the package/folder it is contained in. In the example above that means that the class that cannot be found is called SoundSystem and it is located in the paulscode/sound package.
There are 3 main reasons this can occur listed below
[numlist]
[*]You have not installed a required dependency. This is probably the most common cause of this error. Most of the time you can guess the missed dependency by looking at the classname/package. One common one I have encountered is when people forget to install PlayerAPI. In this case the crash will display java.lang.NoClassDefFoundError: PlayerBase. Always go back and make sure you have installed all dependencies for a mod
[*]The next most common reason I have seen for this error is due to a corrupted file. This happens occasionally while downloading mods. Just try and re-download the mod or API and try again.
[*]The mod auther has not packaged a particular class file. This will generally mean that part of name/package will have something to do with the mod. Now this is more rare than the other 2 above because if a modder does make a mistake such as this they will generally address it quite quickly. Also remember that your 1st assumption should be a corrupt download (2 above) so try to re-download the mod 1st.
[/numlist]
Now the error posted above was actually due to a corrupted download of Minecraft Forge. After the user re-downloaded Forge everything worked again.
[center][goto='TOC'] Go back to the Table of Contents [/goto][/center]
[anchor='null'][b][size=small][color=#008080] java.lang.NullPointerException: ... [/color][/size][/b][/anchor]
The dreaded null pointer exception. The most common cause of this doosy is due to modder error. It can also be caused by incompatible mods or knock on effects from other errors but generally its because of dodgy code. Null pointer exceptions occur when java tried to access an empty object. Because the object doesn't actually exist, java will have a cry and break down. Mostly this can't be fixed by anyone other than the author of the mod(s) in question.
The only recommendations I can say for this is to
[numlist]
[*]Try and work out the mod causing the error by looking at the stack trace.
[*]Make sure you don't have mods that are known to be incompatible installed
[*]Check the forum page to see if anyone else has already posted this error, if so there may already be a solution in the works and there is little point in re-posting the same error (maybe just a "I got the same error as x") but there is really no point in posting the exact same error log
[/numlist]
Sorry I don't have an example right now, but these errors can be quite varied. If anyone really wants one I will find one later (or generate one myself) and post it.
[center][goto='TOC'] Go back to the Table of Contents [/goto][/center]
[anchor='block'][b][size=small][color=#008080] Block ID conflict [/color][/size][/b][/anchor]
This happens when you install a mod that is trying to use the same block ID as another mod. They can be identified by the first error being java.lang.IllegalArgumentException: Slot xxx, where xxx is a number.
Here is an example
[spoiler]
5 mods loaded
Minecraft Forge 3.2.5.120
FML v2.2.17.117
Forge Mod Loader version 2.2.17.117 for Minecraft 1.2.5
mod_MinecraftForge : Initialized (minecraft.jar)
mod_JammyFurniture : Initialized (1.2.5_Jammy_Furniture_Mod_Client_V3.6.zip)
Mine & Blade: Battlegear - 2.7.7.1 : Pre-initialized ([1.2.5] Mine & Blade Battlegear - 2.7.7.1.zip)
mod_UpdateManager : Pre-initialized ([1.2.5] Mine & Blade Battlegear - 2.7.7.1.zip)
mod_Armor : Pre-initialized (ArmorStand.zip)
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem.
--- BEGIN ERROR REPORT 96fc7838 --------
Generated 12/06/12 1:46 AM
Minecraft: Minecraft 1.2.5
OS: Windows 7 (amd64) version 6.1
Java: 1.7.0_04, Oracle Corporation
VM: Java HotSpot™ 64-Bit Server VM (mixed mode), Oracle Corporation
LWJGL: 2.4.2
OpenGL: ATI Radeon HD 5570 version 4.2.11631 Compatibility Profile Context, ATI Technologies Inc.
java.lang.IllegalArgumentException: Slot 211 is already occupied by JAMMY780.blocks.JAMMY780_BlockSpiderHead@723e9d6c when adding mine_and_blade.heraldry.BlockBanner_Forge@6cd1580c
at pb.<init>(Block.java:249)
at pb.<init>(Block.java:281)
at agy.<init>(BlockContainer.java:13)
at mine_and_blade.heraldry.BlockBanner.<init>(BlockBanner.java:29)
at mine_and_blade.heraldry.BlockBanner_Forge.<init>(BlockBanner_Forge.java:9)
at mine_and_blade.heraldry.HeraldryForgeInitialiser.initlaliseBanner(HeraldryForgeInitialiser.java:16)
at mod_MineAndBlade.load(mod_MineAndBlade.java:356)
at cpw.mods.fml.common.modloader.ModLoaderModContainer.init(ModLoaderModContainer.java:319)
at cpw.mods.fml.common.Loader.modInit(Loader.java:262)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:591)
at cpw.mods.fml.client.FMLClientHandler.onLoadComplete(FMLClientHandler.java:229)
at net.minecraft.client.Minecraft.a(Minecraft.java:426)
at net.minecraft.client.Minecraft.run(Minecraft.java:735)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 4721735d ----------
[/spoiler]
These are generally easy to fix, most mods have some sort of config file (generally in the config directory of the .minecraft folder) that is generated the first time a mod is loaded. A mod can customise the block/item ids used in this file. So your best bet is to find the offending block id and change it in one of the mods and try again. You may have to try a number of times to find free block ids. Also minecraft does have a limited number of block IDs available for vanilla/modloader the limit is 255 (the 1st ~ 150 or so are taken up by normal blocks) while Forge has increased this to a bit over 4000. I believe vanilla will increase this to 4000 but I don't think it is currently implemented.
Just a note, conflicting Item ids will not cause a crash, but these can be identified by items randomly changing to another item on startup/crafting.
[b]Brotip 1:[/b] A tool such as TMI can be used to help identify free block ids. The TMI side bar interface displays the block id used by whichever block you are overing over.
[b]Brotip 2:[/b] If you can help it, always change the block ID of the most recently installed mod. Blocks in your world will also change.
[center][goto='TOC'] Go back to the Table of Contents [/goto][/center]
[hr]
[center][anchor='post'][b][size=large][color=#4b0082]Part 5
Posting Guidelines[/color][/size][/b][/anchor]
So I have a crash report, done basic diagnostics and I am ready to post, how should I post it?
[/center]
[hr]
[anchor='checklist'][b][size=small][color=#008080]Checklist[/color][/size][/b][/anchor]
I thought I would start with a basic checklist about posting crash reports.
[numlist]
[*]Obtain the crash report
[*]Make sure it is actually a crash report (i.e. has a java stack trace)
[*]Do basic diagnostics yourself (read the thread)
[*]Make sure it is not one of the common crashes seen here
[*]Identify the mod causing the error
[*]Try the mod on a fresh jar with only the required APIs, this will help determine if the problem is caused by an incompatability.
[*]Read the Troubleshooting/FAQ section of the Mod page to make sure it is not a common problem that can be fixed
[*]Read the known bugs on the Mod page to make sure your are not-reposting a known bug
[*]Read the Incompatible mods section to make sure that you are not using incompatible mods
[*]Read the last page or two to make sure someone hasn't recently posted the same report (no point in reposting unless you have more information to add)
[*]Do a quick search on the forum topic using the most recent error (eg java.lang.NoClassDefFoundError: paulscode/sound/SoundSystem) as someone else may have already posted the same error a while ago and it has since been solved.
[*]Post your error using the guidelines below.
[/numlist]
Always remember that posting the error should generally be your last resort. You will generally solve the problem quicker yourself as a modder is not always online to answer questions. You may not get a response for a few days and you can't blame the modder for this. It is therefore in your best interest to at least try and solve it yourself.
[center][goto='TOC'] Go back to the Table of Contents[/goto][/center]
[anchor='posting'][b][size=small][color=#008080]Posting Guidelines[/color][/size][/b][/anchor]
Now before I start, if a modder has another way they like to describe an error report follow theirs. This is just a suggestion.
When posting an crash report having as much detail as possible is the key. If you write stuff that's not needed, who cares? But not having enough detail can be very annoying for those trying to help.
At minimum you want
[numlist]
[*]The crash report (the most important part)
[*]A detailed description of your problem (when did it crash, what were you doing in game etc). Again the more details the better, even if you don't think they are relevant. Better to be safe then missing an important detail.
[*]A list of mods APIs and patches used, sometimes this may not be needed as the might be displayed in the crash log, however sometimes not all are displayed. This includes APIs such as Minecraft Forge & PlayerAPI as well as patches like McPatcher or jarmods like Optifine.
[*]Generally the OS that you use is not needed, java is generally cross platform. Although some mods may not like some OS because of the way certain features are written. Use your best judgement on this (especially considering it may already be in the crash report).
[*]Any other mod specific information that might be required. This one really depends on the mod you are using and will mainly apply to very special cases\
[*]Be Polite, as a modder I am much more likely to be more helpful to someone who has both been polite and actually tried to do a little homework (i.e stuff on this post) then to someone who as not.
[/numlist]
[b]Brotip: [/b] Crash logs can be quite long. Always put them in a spoiler as this will tidy up the post a bit. A spoiler can be made like this
[code][spoiler] Paste crash log here [/spoiler][/code]
If you do do this it might also be a good idea to also write what the crash was somewhere outside of the spoiler so it can be search for by other users easily.
An example post might look something like this
[hr]
Hi <modders name>,
My minecraft crashed on startup with a java.lang.NoClassDefFoundError: paulscode/sound/SoundSystem.
I was using no other mods or APIs (other than those required by this mod) at the time. When I installed the APIs I used a fresh jar.
here is the crash report
[spoiler]
--- BEGIN ERROR REPORT e8848218 --------
Generated 9/24/12 10:39 AM
- Minecraft Version: 1.3.2
- Operating System: Mac OS X (x86_64) version 10.7.4
- Java Version: 1.6.0_33, Apple Inc.
- Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Apple Inc.
- Memory: 496632856 bytes (473 MB) / 534708224 bytes (509 MB) up to 1065025536 bytes (1015 MB)
- JVM Flags: 3 total; -Xbootclasspath/a:/System/Library/PrivateFrameworks/JavaApplicationLauncher.framework/Resources/LauncherSupport.jar -Xms512M -Xmx1024M
- FML: FML v3.0.196.366 Minecraft Forge 4.1.1.251 4 mods loaded, 4 mods active
FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
MB_Core [Mine & Blade: Core] ([1.3.2] Mine & Blade - Core - Preview 1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
MB_Armoury [Mine & Blade: Armoury] ([1.3.2] Mine & Blade - Armoury - Preview 1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
- LWJGL: 2.4.2
- OpenGL: ATI Radeon HD 4670 OpenGL Engine GL version 2.1 ATI-7.18.18, ATI Technologies Inc.
- Is Modded: Definitely; 'forge,fml'
- Type: Client
- Texture Pack: Default
- Profiler Position: N/A (disabled)
java.lang.NoClassDefFoundError: paulscode/sound/SoundSystem
at ayq.a(SoundManager.java:235)
at net.minecraft.client.Minecraft.a(Minecraft.java:1937)
at net.minecraft.client.Minecraft.a(Minecraft.java:1885)
at net.minecraft.client.Minecraft.a(Minecraft.java:1821)
at apq.e(SourceFile:142)
at apq.a(SourceFile:116)
at apn.a(SourceFile:64)
at apn.d(SourceFile:112)
at apn.m(SourceFile:100)
at net.minecraft.client.Minecraft.l(Minecraft.java:1482)
at net.minecraft.client.Minecraft.J(Minecraft.java:834)
at net.minecraft.client.Minecraft.run(Minecraft.java:764)
at java.lang.Thread.run(Thread.java:680)
Caused by: java.lang.ClassNotFoundException: paulscode.sound.SoundSystem
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:125)
at java.lang.ClassLoader.loadClass(ClassLoader.java:306)
at java.lang.ClassLoader.loadClass(ClassLoader.java:247)
... 13 more
Caused by: java.lang.NullPointerException
at org.objectweb.asm.ClassReader.<init>(Unknown Source)
at cpw.mods.fml.common.asm.transformers.SideTransformer.transform(SideTransformer.java:27)
at cpw.mods.fml.relauncher.RelaunchClassLoader.runTransformers(RelaunchClassLoader.java:167)
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:118)
... 15 more
--- END ERROR REPORT 99c3d4f5 ----------
[/spoiler]
[hr]
The above is clear and concise and provides all required information.
Thank-you for reading this post. I hope this will help out anyone with crashes in the future. Also feel free to post links to this topic to anyone who requires it.
If you have any suggestions to add to it or to clean up anything please let me know.
nerd-boy
List tags are malformed.
0
It's still the same issue, did you even try what it said in the FAQ?
And stop trying to push the idea I already rejected.
What I am planning on doing is adding a command that will bring up a GUI that you can select which mobs a unit will attack. I still have to think of the best way to do it.
I don't know if he was refering to you (question has been asked a few times) but more than likely refering to the "add items from battlegear people" which I am now reporting for "update spam"
I don't give my self self imposed deadlines.
Read the FAQ about Lag, it would be computer dependent.
II can't really make a server, my internet upload speed is quite slow.
0
I was actually considering that, but I have a few ongoing conversations with a few other modders. I was also consernded if that would prevent admins/moderators contacting me (I have had a few contacting me in clarification about reports) but I assume you guys can get around that.
I was also wondering what is the current punishment for this behaviour. I assume it is different for a simple "update now" compared to an abusing message with swearing and insults or constant repeated offenses. But I would actually like to know the usual punishments that are usually given (actually for all 3 examples would be great)
0
Please read the planned features, it has the proposed unit tree and clearly states that archers will be the next units implemented.
Especially with the constant streams of abuse I have been copping from people about battlegear. It's actually making me consider leaving the forums entirely.
Lucky for the guy above (and the ones below) I just vented my anger on the ice hockey rink.
and
Why don't you guys read the FAQ?
Phonix96, I have noticed this isn't the first time you have asked simple questions that are clearly stated in the OP. Please actually read it before posting in the future.
0
I would like to know if there is any process I can go through to bring these up with moderators so you can tell these rude people that their behaviour is not tolerated.
Furthermore can you please increase the penalty issued for this behaviour. I generally wouldn't have bothered bring this issue up but the fact it the problem has become beyond a joke now. In the last 24 hours I am into double digits on the amount of times that I have been abused. Users are obviously not currently getting the message that this kind of behaviour isn't on. It is getting to the stage where I don't think I really want to be apart of this community anymore.
0
No idea, no one else has reported anything like this.
Enimies will probably have varied weapons like my soldiers so you arn't fighting clones. No plans for allied factions
Try the one in ther changelog again, it was pointing to the incorrect file. No idea why the usual download link isn't working. Possibly it doesn't like how I do the file re-direction, what browser are you using? Also what virus scanner (it may think the re-direction is to download a viruis)
0
Archers are what i am working on for the next release, I have not done much at all on them yet to be honest. Right now I am just trying to get the quiver to display how I want it. I am also tossing up weather or not I want I want the quivers to change colour depending on the colour of the soldier or not.
Thanks for letting me know, I will fix that. Although next time if you are posting 2 things in a row it might be better to edit the previous post. I will answer both questions.
0
Exactly the same reason you can't spam their threads
0
I will be doing this when I upgrade the whole team based thing.
Read the FAQ.
The soldiers don't even hold items, it is just an alternate rendering routine to mimic them. The thing is the mechanics from the weapons from battlegear wouldn't work in 1.3+ (the whole random change thing). So I would have to devise new mechanics for each of the weapons. I am not prepared to do this, also if I was to add weapons it is a slippery slope because then people would be
askingdemanding I add shields then duel wielding.The fact is player features such as these are very different from applying them to NPCs.
It's a jar not a zip. Try the links in the changelog instead.
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do you mean legend .... wait for it.... dary?
I am not a bottle of milk
Not sure if reporting was really warranted, he was mainly giving his (wrong) opinions. He probably should have been less rude about it, guess the mods will decide if action should be taken.
But thanks guys for "having my back"
Nice work, if you make all the units I will add it to the OP as an alternative texture pack.
I actually did have a go at it ages ago (from the old battlecraft mod), I am not prepared to do the whole thing but this might inspire people.
Shooting lightning will be their primary attack
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The problem in my opinion should be dealt with in more of a harsh matter in my opinion. This issue is quite widespread in my experience and should be stamped out. For example just today I was sent 2 PMs and left 7 messages from the same guy harassing me to update. And the funny thing is, that behavior is not really out of the ordenary. Basically I agree that it should be revised, I think it should be delt with MORE harshly so people realise that this kind of behavior is not tolerated because the obviously arn't getting that message now.
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How was my last comment "disgusted"? I was just explaining that I will not "backport" this to 1.2.5? The only reason I crack it at people for continually (and it is continues) asking for me to do duel wielding is that I have ssaid on multiple occasions (and even in my final announcement on the battlegear thread) that it is simply not possible to implement duel wielding the way I did in 1.3+. People are either not reading (because they are lazy) or are simply not wanting to face that hard truth. To be honest battlegear was more of an experiment that go out of hand. I never really enjoyed coding it like I did for this type of mod. So needed a complete rewrite (that would also have a severely reduced feature set) was a good oppotinity to retire it and get back to what I actually liked coding.
There is nowhere near "all of the features" to implement Battlegear in 1.3+.
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Sorry that was actually suppose to be to the guy asking about the download link, I got a bit muddled up. (I will edit my post)
For you for some reason you have copied the formatting. Try copiying the code into a plain text editor (eg notepad) the copying it from there before pasting into the signiture field.
I don't know why it too the formatting for you
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Unit commands are different from the console commands.
Eventually yes, but that is quite a bit down the line
Yeah that would make sense that they are doing that. I might have a go at playing around with the AI a bit.
No, that would also scroll your weapon. You can also move the selection by pressing 'z'. Hitting return is the only way to actually select a command though (but that can be bound to whatever you want)
No, but I have faith that in the community there is some awersome texturer who may want to do something like this for some factions *hint hint*
To tell you the truth, I was waiting on AtlanticCraft's mod review
The link is defiantly working. If your browser is having a cry over the re-directs try the download link in the changelog.
Again not going to happen, this mod takes advantage of hooks that were not implemented back in 1.2.5 (new way FML handels stuff, ASM etc)
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Thanks, this has also now been fixed if you re-download. I just added the wrong texture sheet.
Please read the troop tree.
So are you complaining because the are balanced?