• 25

    posted a message on [Modjam 4]Elemental Caves - Vanilla Cave System Overhaul

    Elemental Caves - A New Element in Exploration


    NEWS

    September 28
    As A LOT of you have been asking, we are making a re-write to the cave API. We know they generate to often, replace vanilla caves, ect. We are working to remove all of that in the new cave API, we will simply generate new caves. This is not an easy task, expect some wait time.
    Thank you for your patience.

    OVERVIEW

    Ever found Vanilla Minecraft's caves unfathomably boring? Ever wished there were more rewards for exploration in the game? Do you, on a nightly basis, sit in your bed and softly pray that one day people will stop starting overviews with a series of questions that you have no way of responding to, as you shed a single tear for the deplorable soup of un-creativity that internet literature has fallen into? Well, if you answered yes to those first two questions and tl;dr: the third one, this is quite possibly the mod for you!

    Elemental Caves adds a series of "underground biomes" to the game; caves made of different stone types, containing various new blocks, items, and resources. Each cave is themed around a certain "element" -- the current three being Forest, Ice, and Fire -- and generates in biomes with corresponding climates. In addition to making exploration more interesting, the caves also feature a variety of useful resources, such as powerful new tools and armor, as well as transformative Crystals, which can be used to terraform the very earth around them.

    Due to some of the caves being more difficult to traverse than others, it may be difficult to explore certain types of caves early-game. If you are playing survival, it is HIGHLY recommended that you visit at least one normal cave before visiting any of the elemental ones, and then progress from there to the Forest cave, then to the Ice caves, and finally to the Fire caves. However, if you think you're pro enough to brave the dangers of the Fire caves before harnessing the freezing powers of the Ice caves, power to you. (You're probably going to die :D ). Elemental Caves was originally created for the 96 hour mod making competiton, modjam.

    CAVE TYPES

    These are the caves in order of progression (Which ones you should visit first to last).

    Forest Caves



    Forest Caves generate in Forest and Jungle biomes. Floored with Rich Grass and Soil, Forest Caves are incredibly useful when found early-game. The green Earth Crystals on the ceiling fertilize all nearby blocks. This property can be especially useful for setting up fast-growing farms in the caves, but the constant re-growth of Tall Grass and Flowers makes Forest Caves especially difficult to navigate.


    Ice Caves



    Ice Caves generate in snowy biomes, such as Snow Plains or Ice Spikes. While being much more easily navigable than the cluttered jungle of Forest Caves, moving through Ice Caves can be difficult, as the ground it composed entirely of the very slippery Ancient Ice that has formed in them over the years. The temperatures of the Ice Caves are also very low, causing the player to move much more slowly than normal. The blue Ice Crystals found here can be used to freeze blocks, and are especially useful for traversing through hot areas, if the player can obtain them.

    Fire Caves




    Fire caves generate in hot biomes, such as Deserts or Savannas. Due to the extreme underground heat caused in these biomes, most of their floor has melted into Lava, making them extremely dangerous, if not impossible to traverse without proper gear. However, the risk of these caves, in many cases, is well worth the reward, as the Diamond Ore that generates in them gives double drops, even without a Fortune-enchanted Pickaxe. The red Fire Crystals that spawn here are extremely volatile, and can melt or set fire to nearly anything within their area of effect.

    Gems/Crystals

    Forest Gem - Right click the throw, applies bonemeal in a 6 block radius of where it was thrown.
    Ice Gem - Right click to throw, applies freeze effect in a 6 block radius
    Magma Gem - Right click to throw, applies melt effect in a 6 block radius.

    All gems are used to craft their corresponding tool set.
    All tools apply there elemental effect when right clicked.

    Please note that we have many more caves and elements planned for the future :)
    For a complete list of features, visit the official Elemental Caves Features List Here.

    SHOWCASE

    SCREENSHOTS




    DOWNLOAD
    *Requires latest version of Minecraft Forge. Just download and run installer.


    All builds/pre-releases are located here.
    If you're looking for source code, it can be found here.

    CHANGELOG

    Found on the releases page of our github.

    CAVES API
    Create your own caves using our Caves API! Simply download the deobf and sources builds from our releases here. Link the deobf to your workspace, and link your source to your deobf jar once added to eclipse. In-depth tutorial coming soon.

    KNOWN BUGS

    -Sometimes, worlds may take very long to load, or chunks will not load at all. Try re-loading your world.
    -In some biomes, every cave is an elemental cave. We're working on this.
    -Rich Soil and Tilled Rich Soil are a bit buggy as far as what can be planted on them.
    -Icefloe cannot be picked up in a Bucket.

    If you find any bugs, please report them here. Make sure they aren't already on that list.

    CREDITS

    SoBiohazardous - Coder and Project Manager

    Delocuro - Texture Artist and Concept Creator

    Clashsoft - Resident Java Wizard
    Made during 4 day modding competition Modjam

    ALSO

    Be sure to check out our other mod, Minestrappolation! It's a massive compilation of all sorts of cool stuff, so if caves aren't your thing, check out Minestrapp here!

    Need a signature? Paste this into your signature bar!
    Posted in: Minecraft Mods
  • 32

    posted a message on [1.4.7][SMP][Forge]Baked Goods Mod Beta - Unique Food in Minecraft!
    *Crazy foods mod underway....follow @SoBiohazardous on twitter for dev updates.*


    Baked Goods Mod Beta V5.0

    -Now With-


    Table of Contents

    1. Downloads
    2. Changelog
    3. Installation
    4. Recipes

    Announcements:
    April 8
    Hello all, I would just like to say sorry for the wait of the update. However, I'm coding something BIG and EXITING. So if you all could be pacient, that would be great. You won't be disapointed. :D

    February 12
    I would just like to say that if you are hating or enjoying the mod, please leave your feed back. I need to know if I should continue to add the tons of new features planned.

    January 28
    The long awaited update is here! Check out the new features! Thanks to Lexadrik and Jokiva for there wonderful textures. Updated to 1.4.7

    January 13
    V5.0 is well under way! There will around 4 new crops, and tons of new foods and items! Stayed tuned, should be in the next few days or so.

    January 1
    Updated to 1.4.6, Still need texturers! Scroll down to apply! Check out the Changelog for more info.

    December 9
    Updated to 1.4.5. Can't update due to shortage of textures.

    November 16
    A Big update has arrived! check out the Changelog for more info. I'm tyding up the forum page, so don't freak out. Yes, I will be adding crops later. Beer does not have a recipe yet, wait for next update. Updated for 1.4.4 as well.








    These are the items needed for crafting the various foods.



    These are unique cakes so far.
    -Gold Apple cake gives you potion of regeneration each bite
    -Explosive cake places on the ground and looks normal, but explodes with a bite.
    -Nether cake gives you potion of fire resistance.
    -All other cakes act as they normally should.


    Here are all the food this mod has to offer. If this isn't enough for you, there will be more :)




    There is also a nice selection of pies


    With the new update, Baked Goods also has energy drinks. They each give a you a specific set of potions. If you combine them all, You get a Super Energy Drink. Drink it and see what happens :D


    Here are the additional recipes for V5.0. Not all were added, Because they are pretty obvious.



    ~V5.0 Screenshots and features~








    Plans for the Next Update
    -system for crafting beer.
    -Green apple tree is being re-coded and should act and look much better soon.

    Changelog:

    V5.0
    -updated to 1.4.7
    -Changed Pizza to placing a pizza
    -added slice pizza and recipe
    -tweaked marshmallow stats and added roasted marshmallow
    -added raw, cooked, and spicy chicken wings
    -added pepper, hotsauce, pepper seeds
    -added bgrass which now is how you get all seeds
    -removed rice paddys
    -added corn crops and seeds
    -added raw corn and cooked corn
    -added corn bread
    -added vanilla flowers, vanilla extract, and recipe
    -changed glass mug recipe
    -added icecream balls and recipe
    -added icecream cones, icecreams, and recipes
    -added chips and spicychips recipe
    -added crescent roll and recipe
    -texture improvement

    V4.3
    -Updated to minecraft 1.4.6
    -Bonemeal can now grow trees

    V4.2
    -Updated to minecraft 1.4.5

    V4.0
    -Added Nether Cake
    -Changed id's to be more compatible
    -Fixed bug where animals wouldn't drop things
    -Removed Pumpkin Pie
    -changed recipe images
    -changed cheese recipes to give 4
    -changed donut recipe to give 4
    -changed butter recipe to give 2
    -changed dough recipe to give 8
    -tweaked waffle food stats
    -added tin can and energy drink
    -updated too minecraft 1.4.4
    -added energy drinks
    -added beer and mug
    -added tab for bgm
    -changed pie recipes
    -fixed texture bug

    V3.2
    -Updated to 1.4.2
    -Updated Graphics
    -Fixed cake placing bug

    V3.1
    -Fixed name bug
    -changed apple log recipe
    -updated to newest forge

    V3.0:
    -Complete Forge Conversion
    -Changed To sprite Index
    -Updated to 1.3.2
    -New Burger Recipes
    -New Hotdog Recipes
    -A few Graphic Changes
    -Golden Apple Cake now gives you potion of regeneration
    -Squids drop raw camalari
    -sheep drop raw lambchop
    -Added green apple trees and green apples
    -Added a bunch of other foods

    V2.1

    -Added SMP Support

    V2.0

    -Fixed bug were cakes would give you no food points
    -When you eat bucket of fried chicken it gives you bucket back
    -Made config file
    -Added Icon to cakes (Yea Buddy!)
    -Adjusted Saturation Levels to more realistic
    -Added Brownie, Cheesy Bread, Pancake, Waffle, Oreo, and Oreo Cake

    V1.0
    -Initial Release

    Downloads:

    Universal:
    Universal just means it works for Client and SMP.

    NOW HOSTED BY NO­­SHURLOCK.COM!

    Baked Goods Mod V5.0 MC 1.4.7

    A good friend of mine made alternate textures for the mod as well. (Jokiva) You can download the full mod with all the textures here:
    Baked Goods Mod V5.0 MC 1.4.7 Alternate Textures


    If the link does not work above, Click this direct download:
    Baked Goods Mod V5.0 MC 1.4.7

    Required:
    Minecraft Forge Universal
    *Make sure you have V6.6.0.504 and above

    Older:

    Installation: (Client)


    1. Navigate to Roaming/.minecraft/bin and open minecraft.jar with any unzipping program (winrar, 7zip)
    2. Put all of minecraft forge contents into minecraft.jar
    3. Delete Meta-inf folder
    4. Navigate to .minecraft folder and place Baked Goods Mod Files in according folders (I have labeled them in the zip file)
    5. Play and Enjoy!

    Installation: (Server)

    1. Navigate to your server folder and open minecraft_server.jar with any unzipping program (winrar, 7zip)
    2. Put all Minecraft forge contents in that jar
    3. Open Baked Goods zip and place accordingly (folders are labeled in the zip file)
    4. Run server using a .bat

    Legal Information:

    This document is Copyright ©() and is the intellectual
    property of the author. Only Minecraftforum.net is able to host any of my material without my(crzyguitardude) consent. It may not be placed on any web site or otherwise distributed publicly without advance written permission. If you mirror this mod page or anything I've(crzyguitardude) made on any other site, I(crzyguitardude) may express my angst at you in the form of a lawsuit.

    Advertise! Banner/Signature:

    Copy and paste this into your signature!
    [IMG]http://i46.tinypic.com/2emooy9.png[/IMG]


    Credits:

    Coded and organized by: Crzyguitardude

    Textured by: Dylpickle373, Crazy_Leen, Lexadrik, and Jokiva

    Ideas by: TheSandwichMan

    If you like this mod, please click the button below :)
    Posted in: Minecraft Mods
  • 1

    posted a message on Minestrappolation 4: Pipes and Teleporters!

    *Sniff....they grow up so fast!


    Hard to believe this started as a simple more ores mod, now on its 4th generation, I'm proud to see what it has become.


    Nice work guys, and nice Resurrection! Appreciative the open source!

    Posted in: Minecraft Mods
  • 67

    posted a message on Minestrappolation 3.0 - A Complete Vanilla Overahaul!

    THREAD UPDATE

    This mod has officially been updated here.


    Minestrappolation - An Extrapolation of Vanilla Minecraft.


    News

    September 21, 2014
    Okay, big 3.3 update! Stone galore! Hopefully, we've ironed out all the major bugs by 3.3.1.1 - _-

    August 5th, 2014
    Versions 3.2.0 and 3.2.1 are released! 3.2.0 came with plenty of bugfixes, as well as a BUNCH of new features, and 3.2.1 comes with bugfixes for all the bugs we created in 3.2.0. :P

    July 21st, 2014
    Minestrappolation 3 is out!!!!! It's a good 80% less buggy than the last version, and contains a TON of new features! Download is at the bottom of the fancy new thread! :D

    Overview


    Minestrappolation is a massive mod designed for one purpose: to add useful and interesting gameplay content, while still maintaining the feel and aesthetic of Vanilla Minecraft. While the actual content of the mod varies from anything from Ores to Mob Loot, almost every item and block has been specifically designed to feel like something that could be added to Vanilla Minecraft. The mod is over 1 year in the making, but it's still a MASSIVE work in progress. We have a LOT of content planned, and we hope to continue to update and expand on the mod until we have most of it added.


    Due to the sheer amount of content in the mod, trying to figure out exactly how to use it all can be rather overwhelming. The mod contains a multitude of features, ranging from regenerative armor to hazardous radioactive materials, limitless bounds of decor blocks to hallucinogenic Ghast tentacles, and new food items to world-shattering explosives. However, despite the vast array of content added by the mod, almost all of it can be separated into one of three major categories: Ores, Decor, and Mob Loot. Below are some basic feature overviews for each of these three categories.



    Early-Game


    One of the goals of Minestrappolation's Ore content is to add a few more distinct gameplay tiers to the game, and this starts from the moment you enter the world. Throughout our playtesting, we've realized that the Wood tier of tools is one of Vanilla Minecraft's few weak points. The only purpose that Wooden Tools serve is to get stone tools, after which point they are nothing but a waste of inventory space. Thus, we've added an alternate option for beginning-game tools: Sandstone Tools! These can be crafted just how you could expect, and have slightly worse stats than Stone Tools. However, their main benefit is that, since Sandstone can be crafted with 4 Sand, these tools allow the player to bypass Wood Tools entirely, speeding up your gameplay progression significantly, assuming you are fortunate enough to spawn near a Sand deposit.


    If you've managed to get a starting Pickaxe, but can't seem to find any Iron, Minestrappolation has that covered, too. There are now multiple early-game tool tiers, including Copper and Slate, which are readily available as an alternative to Stone Tools at the beginning of the game. However, unlike Stone Tools, some of these new tool tiers can still be useful later on in the game, if you don't feel like wasting your precious materials on durability-intensive tasks like quarry-mining.




    Mid-Game Tiers


    In addition to filling the early-game tool tier gap, Minestrappolation also covers the blatantly massive tool tier gap between Iron and Diamond tools. Minestrappolation adds 10 new Tool materials, 5 of which compose the "Middle-Tier" between Iron and Diamond Tools. Some of these tools are crafted with normal Ore-smelted Ingots, while others are crafted with alloys of other existing Ingots, but each tier has a set of unique stats, and, occasionally, special properties, such as being able to ignite blocks by right-clicking them, or having tools that can block like Swords.



    More Reason for Cave Exploration


    Like our other mod, Elemental Caves (see the bottom of this post for a link), Minestrappolation aims to make cave-exploration in Minecraft more worthwhile. Minestrappolation's Ores segment adds 9 new Ores to the Overworld, and an additional 2 to the Nether. While some are used solely for Tools and Armor, others are used for various other purposes, such as the Overworld light block, Sunstone, or the useful but deadly Plutonium and Uranium.



    As of 3.3.0, Minestrappolation now replaces all stone with their respective biome type stone, and respective depth-biome type stone. Their ores are also replaced to match their texture.





    More End-Game Content


    Ever get to that point in your Minecraft world where you have nothing left to do? The Ender Dragon is dead, your house is walled with Beacons, and you've automated nearly every item in the game? Minestrappolation strives to fix this problem as well. The mod adds plenty of "late" late game content, and even gives you a few actual goals to strive for. Try to craft a piece of holy Godstone, so that you can smite the undead, even at night. Obtain enough Bedrock to craft a Bedrock Pickaxe (yes, Bedrock is minable with Minestrapp installed). Or even just obtain a ton of Uranium and Plutonium, craft it all into Nukes, destroy everything you've ever built with them, and try to survive in the smouldering crater! If Minestrappolation can't permanently end your end-game boredom, it will at least delay it by several explosions.




    More Building Blocks


    In the Decor section of the mod, our main goal is, of course, to add decor! And what better way to do so, than with 300+ new building blocks? One of the core features of Minestrappolation's decorative enhancements is the new Stonecutter block; a Crafting Table-like utility block that allows you to cut ANY stone-based block in the game into ANY other basic decorative variant. Can you cut Nether Quartz Bricks? Yes. Can you cut Stone Pillars? yes. Can you cut Netherrack Slabs? Yes. For just about any stone-based block you can imagine, Minestrapp adds anywhere from 8 to 15 new decorative variants of it -- ensuring you will never again run out of new materials to build with.


    And if ludicrous amounts of stone-based building blocks wasn't enough for you, Minestrappolation also covers a much-needed addition to Minecraft's basic decorative blocks; Wood varieties. Each type of Wood can now be crafted into Boards, Panels, Beveled Panels, Mossy Boards, Mossy Planks, and various other varieties, using Minestrapp’s new Carpenter’s Bench crafting block. Just because you're not a fan of quarry mining, doesn't mean you should be limited to building your house out of only Wood Planks. The Carpenter’s Bench also replaces a number of wood-based Vanilla recipes such as Beds and Doors, meaning that you actually have to survive and gather materials for a while before you can make your cozy, monster-proof house.


    Utility Decor


    But, of course, Minestrappolation's decor segment would be no better than the common "NEW DECOR BLOCKS LOLZ" mod if all it added was basic building blocks. Which is why we've added a number of actually useful new decorative blocks, which not only look nice, but can greatly assist you in your survival world. Tired of rummaging through Chests for Potions? Store your Potions, Water, and Milk in beautifully-modeled Goblets. Find carrying slabs of meat in your pockets a bit gross? Store all your foodstuffs on stylish golden Plates. Hate that you can't open Chests when there's a block over them? Try storing your goods in compact, stack-able Barrels. From easy-removal scaffolding to Ladders that don't require a block behind them, Minestrappolation attempts to fix almost every common Minecraft household problem.



    Item Storage


    Of course, with all the new items and blocks added by this mod, you'll probably be running a little low on storage space. Fortunately, the Minestrappolation thought of that, too. The mod's decor section also provides decorative storage blocks for various Vanilla items that should have been compressable from the get-go. Pave a shimmering, white beach out of Sugar Blocks! Compress all your useless Flint into blocks, and then cut them into decorative Bricks and Pillars! Make a meat castle! The possibilities are (somewhat) endless!




    Additional Food Sources


    Ever get one of those garbage seeds where you spawn in a place with no animals except Sheep? And do you then proceed to starve to death and regret everything you've ever done? Well consider that little gameplay issue fixed! Almost every passive mob in the game now drops a food item of some sort, making early-game food sources much less aggravating to find. Additionally, several of these new food sources also have side benefits, such as giving the player various beneficial Potion effects, or dropping Animal Bones after being eaten.



    Making Previously Worthless Mobs Useful


    Do you have problems with Bats? Of course you do. If it's not the squeaking or flapping that gets to you, it's the fact that, after spending 20 minutes trying to kill one, the realization that they drop nothing at all is absolutely soul-crushing. Fortunately, Minestrapp's Mob Loot section gives you PLENTY of reason to kill every Bat, Squid, Horse, or any other small, woodland creature that tries to get in your way.



    Strange New Item Mechanics


    Ever wondered what would happen if you chopped off a Ghast's Tentacle and ate it like Calamari? Curious as to whether or not other animals' feet are as lucky as Rabbits' Feet? With Minestrappolation's Mob Loot content, you can answer all of life's odd questions. So chow down on that gross, white, Ghast limb. Maybe it'll give you superpowers! Or maybe it will just make you have hallucinations about the Nether...



    Videos


    Minestrappolation 3.0 review by OtterInASuit:


    Info


    Since the overview above doesn't even BEGIN to describe the level of detailed features included in this mod, you may want to consider visiting our Complete Mod Features List HERE. It contains information on every single feature currently included in this mod, as well as everything we have planned for the future, so it should be able to answer most any question you have while playing the mod. The Features List is a constant work in progress, so occasionally you may even see one of the team members adding information on planned features, or modifying information on existing features that will be changed in an upcoming release.


    For more frequent updates on the mod's progress, you can follow us on Twitter at @MinestrappDev. You can also follow @SoBiohazardous and @ClashSoft, as they will also be posting mod update progress from time to time.


    And if you liked this mod, you should also go check out our other mod, Elemental Caves! It's a complete overhaul of Minecraft's cave generation, and a lot of its content works extremely well with that of Minestrappolations. You can visit its mod page by clicking HERE, or by clicking the banner in my signature.


    Download


    *Requires the latest version of Minecraft Forge, just download and run the installer.

    **Also requires Clashsoft's Clashsoft Lib and Brewing API. Download those and drop them in the mods folder.



    All older releases, pre-releases, and changelogs can be found HERE.


    Please report any bugs you find HERE. Every bug report helps to make the mod a little bit nicer.


    *DO NOT POST A CRASH REPORT UNLESS YOU ARE USING ALL LATEST DEPENDENCIES (FORGE, CL, BA)


    FAQ


    Q: "Does this mod work with ___?"

    A: Unless it’s NEI, I have no idea! We haven't tested the mod with many others yet, so the best way to find out is by trying it yourself. If it IS Not Enough Items that you’re wondering about, though, then yes! Minestrappolation contains full NEI support, allowing you to view all of the Crafting, Cutting, Melting, Plating, and Milling recipes added by the mod.


    Q: "Can you add support for ___ mod?"

    A: Eventually. We're barely able to keep our own mods updated as it is, so adding support for other mods is VERY low priority at the moment.


    Q: "Why can't I craft ___?"

    A: A lot of Vanilla Crafting recipes have been removed and replaced with Carpenter Bench and Stonecutter recipes in order to keep everything consistent. This mostly only applies to stone and wood-based decor blocks, but it also applies to a few other Vanilla blocks, such as Anvils, Beds, or Doors. If you have any questions as to how to cut something on the Stonecutter or mill something on the Carpenter’s Bench, I recommend experimenting with it yourself, but you can also consult the Features List linked above, which contains every crafting, cutting, and milling recipe.


    Q: "It crashed."

    A: First, try updating Forge to the latest version and see if it fixes it. If that doesn't work, give us the full crash report, as well as a description of what exactly you were doing when it crashed. Without those two things, it is VERY unlikely that we can fix your crash.


    Credits


    SoBiohazardous - Coder and Project Manager
    Delocuro - Texture Artist and Concept Creator
    Clashsoft - Resident Java God
    TheWerty - Coder and Bug Smasher

    Posted in: Minecraft Mods
  • 1

    posted a message on Minestrappolation 3.0 - A Complete Vanilla Overahaul!
    Quote from medsal15
    Gany's End, Gany's Surface and Gany's Nether go before Minestrappolation and their tools and armors can't be plated, the focused lava cell doesn't work on the Melter, the colored quartz is crafted by crafting table, Liquipack and JABBA work good. For the rest everythings is fine.

    Thank you for your testing and bug posts. These help us a lot!
    Quote from phil1914
    Everytime i try opening minecraft with this mod i get an error because of the cslib. Is this because of a mod conflict or is it simply because of the cslib?

    ---- Minecraft Crash Report ----
    // There are four lights!

    Time: 27-07-14 12:19
    Description: There was a severe problem during mod loading that has caused the game to fail

    cpw.mods.fml.common.LoaderException: java.lang.ClassNotFoundException: clashsoft.cslib.minecraft.CSLibMod
    at cpw.mods.fml.common.LoadController.transition(LoadController.java:162)
    at cpw.mods.fml.common.Loader.loadMods(Loader.java:501)
    at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:204)
    at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:467)
    at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:815)
    at net.minecraft.client.main.Main.main(SourceFile:103)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
    at java.lang.reflect.Method.invoke(Method.java:597)
    at net.minecraft.launchwrapper.Launch.launch(Launch.java:134)
    at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
    Caused by: java.lang.ClassNotFoundException: clashsoft.cslib.minecraft.CSLibMod
    at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:188)
    at java.lang.ClassLoader.loadClass(ClassLoader.java:306)
    at java.lang.ClassLoader.loadClass(ClassLoader.java:247)
    at cpw.mods.fml.common.ModClassLoader.loadClass(ModClassLoader.java:58)
    at java.lang.Class.forName0(Native Method)
    at java.lang.Class.forName(Class.java:249)
    at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:420)
    at sun.reflect.GeneratedMethodAccessor4.invoke(Unknown Source)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
    at java.lang.reflect.Method.invoke(Method.java:597)
    at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
    at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:47)
    at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
    at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
    at com.google.common.eventbus.EventBus.post(EventBus.java:267)
    at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:208)
    at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:187)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
    at java.lang.reflect.Method.invoke(Method.java:597)
    at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
    at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:47)
    at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
    at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
    at com.google.common.eventbus.EventBus.post(EventBus.java:267)
    at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:118)
    at cpw.mods.fml.common.Loader.loadMods(Loader.java:491)
    ... 10 more
    Caused by: java.lang.UnsupportedClassVersionError: clashsoft/cslib/minecraft/CSLibMod : Unsupported major.minor version 51.0
    at java.lang.ClassLoader.defineClass1(Native Method)
    at java.lang.ClassLoader.defineClassCond(ClassLoader.java:637)
    at java.lang.ClassLoader.defineClass(ClassLoader.java:621)
    at java.security.SecureClassLoader.defineClass(SecureClassLoader.java:141)
    at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:180)
    ... 37 more


    A detailed walkthrough of the error, its code path and all known details is as follows:
    ---------------------------------------------------------------------------------------

    -- System Details --
    Details:
    Minecraft Version: 1.7.2
    Operating System: Mac OS X (x86_64) version 10.9.4
    Java Version: 1.6.0_65, Apple Inc.
    Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Apple Inc.
    Memory: 76153856 bytes (72 MB) / 240082944 bytes (228 MB) up to 1060372480 bytes (1011 MB)
    JVM Flags: 5 total; -Xmx1G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
    AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
    IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
    FML: MCP v9.03 FML v7.2.217.1147 Minecraft Forge 10.12.2.1147 Optifine OptiFine_1.7.2_HD_D3 39 mods loaded, 39 mods active
    mcp{9.03} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed
    FML{7.2.217.1147} [Forge Mod Loader] (forge-1.7.2-10.12.2.1147.jar) Unloaded->Constructed
    Forge{10.12.2.1147} [Minecraft Forge] (forge-1.7.2-10.12.2.1147.jar) Unloaded->Constructed
    Aroma1997Core{1.0.2.4} [Aroma1997Core] (minecraft.jar) Unloaded->Constructed
    OpenEye{0.6} [OpenEye] (OpenEye-0.6-1.7.2.jar) Unloaded->Constructed
    TooManyItems{1.7.2} [TooManyItems] (minecraft.jar) Unloaded->Constructed
    VeinMiner_coremod{${version}_build-${buildnumber}} [Core mod] (minecraft.jar) Unloaded->Constructed
    simpleores{1.4.2} [SimpleOres 2] ([1.7.2] SimpleOres 2 + Plugins v1.4.2.jar) Unloaded->Constructed
    fusionplugin{1.4.2} [SimpleOres 2 Fusion Plugin] ([1.7.2] SimpleOres 2 + Plugins v1.4.2.jar) Unloaded->Constructed
    netherrocks{1.1.1} [SimpleOres 2 Netherrocks Plugin] ([1.7.2] SimpleOres 2 + Plugins v1.4.2.jar) Unloaded->Constructed
    bspkrsCore{6.11} [bspkrsCore] ([1.7.2]bspkrsCore-universal-6.11.jar) Unloaded->Constructed
    DamageIndicatorsMod{3.1.2} [Damage Indicators] ([1.7.2]DamageIndicatorsMod-3.1.2.jar) Unloaded->Constructed
    FloatingRuins{1.7.2.r06} [FloatingRuins] ([1.7.2]FloatingRuins-universal-1.7.2.r06.jar) Unloaded->Constructed
    StartingInventory{1.7.2.r03} [StartingInventory] ([1.7.2]StartingInventory-universal-1.7.2.r03.jar) Unloaded->Constructed
    Treecapitator{1.7.2} [Treecapitator] ([1.7.2]Treecapitator-universal-2.0.3.jar) Unloaded->Constructed
    animationwiz_bunchastuff{v1.4} [A Bunch of Stuff Mod] (A_Bunch_of_Stuff_Mod_v1.4-_1.7.2.jar) Unloaded->Constructed
    Aroma1997CoreHelper{1.0.2.4} [Aroma1997Core|Helper] (Aroma1997Core-1.7.2-1.0.2.4.jar) Unloaded->Constructed
    Aroma1997sDimension{1.0} [Aroma1997's Dimensional World] (Aroma1997s-Dimensional-World-1.7.2-1.0.2.16.jar) Unloaded->Constructed
    BetterChests{1.1.1.0.1} [BetterChests] (BetterChests-1.7.2-1.1.1.0.1.jar) Unloaded->Constructed
    betterstorage{0.9.1.105-dev} [BetterStorage] (BetterStorage-1.7.2-0.9.1.105-dev.jar) Unloaded->Constructed
    BiblioCraft{1.7.5} [BiblioCraft] (BiblioCraft[v1.7.5][MC1.7.2].jar) Unloaded->Constructed
    BiomesOPlenty{2.0.2} [Biomes O' Plenty] (BiomesOPlenty-1.7.2-2.0.2.933-universal.jar) Unloaded->Constructed
    BiblioWoodsBoP{1.6} [BiblioWoods Biomes O'Plenty Edition] (BiblioWoods[BiomesOPlenty][v1.6].jar) Unloaded->Constructed
    cslib{1.7.2-2.2.0} [Clashsoft Lib] (Clashsoft Lib 1.7.2-2.2.0.jar) Unloaded->Errored
    brewingapi{1.7.2-2.0.1} [Brewing API] (Brewing API 1.7.2-2.0.1.jar) Unloaded->Errored
    craftguide{1.6.8.1} [CraftGuide] (CraftGuide-1.6.8.1) Unloaded->Constructed
    emeraldmod{1.0} [EmeraldMod] (EmeraldMod 1.7.2 Forge V3.3.3.jar) Unloaded->Constructed
    eplus{1.7.2-2.0.3.1} [Enchanting Plus] (EnchantingPlus-1.7.2-2.0.3.1.jar) Unloaded->Constructed
    Finder Mod{1.2.172} [Finder Mod] (FinderMod-1.2.172.jar) Unloaded->Constructed
    flansmod{4.3.0} [Flan's Mod] (Flans Mod-1.7.2-4.3.0.jar) Unloaded->Constructed
    HopperDuctMod{1.3} [Hopper Ducts] (hopperductmod-1.3.jar) Unloaded->Constructed
    JABBA{1.1.4} [JABBA] (Jabba-1.1.4.jar) Unloaded->Constructed
    mcore{3.0.1} [Minestrappolation Core] (Minestrappolation-1.7.2-3.0.1.jar) Unloaded->Errored
    minestrappolation{3.0.1} [Minestrappolation] (Minestrappolation-1.7.2-3.0.1.jar) Unloaded->Errored
    telepads{1.6.4 v5} [Teleportation Pads] (Telepads-1.7.2_1.7.jar) Unloaded->Constructed
    TwilightForest{2.0.3} [The Twilight Forest] (twilightforest-1.7.2-2.0.3.jar) Unloaded->Constructed
    VeinMiner{0.15.0} [Vein Miner] (VeinMiner-1.7.2_0.15.0.jar) Unloaded->Constructed
    VeinMinerModSupport{0.15.0} [Mod Support] (VeinMiner-1.7.2_0.15.0.jar) Unloaded->Constructed
    voxelmap{1.7.2} [VoxelMap] (voxelmap-1.7.2-1.0.jar) Unloaded->Constructed


    Seems like a cslib error, are you installing it right, and are you using newest version of forge?
    Quote from Stygmax

    I'm still getting this crash, and it's for version 1.7.10.

    The crash is saying a field we are trying to access is not there. Make sure you are using latest version of forge.
    Quote from Xzomo

    Hi

    Staring mc in offline mode i placed all the blocks with no problem.


    Would it be possible for you to just alter the MinestrappolationVersionChecker (Extrapolated Decor VB1.3 MC 1.6.X.zip) and or DevCapesVersionChecker (Minestrappolation API V1.1.zip) to stop the crash from happening and post a new file for download ?

    Would be be mouch appriciated, if no. Please say so.
    I might be seen as nagging, but you should see it as people dedicated and liking your mod ;-)

    Best regards
    /Michael

    Yes, we are looking into this.
    Quote from creeperman999
    Likewise, I'm still crashing like no other whenever I take any form of damage.

    Noted, hopefully to be fixed.
    Posted in: Minecraft Mods
  • 1

    posted a message on Minestrappolation 3.0 - A Complete Vanilla Overahaul!
    Quote from SciazHP
    The mod is really awesome, i love the drops of the legs from the mobs, is a really fun mod, cheers!

    But (yes i tested it with my modpack so it may have issues because of that) apparently is crashing the 1.7.2 server version of Extra Utilities, no problems on the client version but makes Extra Utilities crash witch makes the server crash. i don't know if someone already reported this problem or if is fault of Extra Utilities (because i had the same problem with other mods of the same kind) so, yeah.

    Thanks, we'll be sure to look into this.
    Posted in: Minecraft Mods
  • 1

    posted a message on [Modjam 4]Elemental Caves - Vanilla Cave System Overhaul
    Quote from IStoleThePies

    I started on a completely new world (well, it used the same seed as another world I had), and it had Biomes O Plenty and a few world generation mods, but unless there are any incompatibilities, I don't think I did anything wrong.


    Well biomes o plenty uses its own world type, so caves do not spawn in biomes o plenty worlds. Support for this should come soon.
    Posted in: Minecraft Mods
  • 69

    posted a message on [1.7.2]SoBiohazardous's Forge Keybinding Tutorial
    Hello all,
    So I know these tutorials are a bit poop at the moment. However, I am trying to getting around to update them a bit, make them more clear. Just give me some, I have been super busy lately. I'll update them when I can.

    Today we're going to learn how to make a custom key bind that shows up in the options menu, which you can change in the options menu, and use for any boolean in your code.

    *Note that these are currently for 1.6.4. If you would like to have this for 1.7.2, scroll down, some of the old concepts can be used with the 1.7.2 update tutorial, if you do it right.

    Normal Keybind:

    Lets start in our main mod file.

    In our @Init method, we declare our button like so:
    KeyBinding[] key = {new KeyBinding("Name of Button", Keyboard.KEY_G)};
         boolean[] repeat = {false};
         KeyBindingRegistry.registerKeyBinding(new TutorialKeyBind(key, repeat));


    Note that the parameters can be changed to your liking.

    Now we are going to create our TutorialKeyBind class. Its set up like a ticking class:
    package package.name
    import java.util.EnumSet;
    import java.util.Iterator;
    import net.minecraft.client.settings.KeyBinding;
    import net.minecraft.entity.player.EntityPlayer;
    import net.minecraft.item.ItemStack;
    import net.minecraft.world.EnumSkyBlock;
    import net.minecraft.world.World;
    import cpw.mods.fml.client.registry.KeyBindingRegistry.KeyHandler;
    import cpw.mods.fml.common.TickType;
    class TutorialKeyBind extends KeyHandler
    {
         private EnumSet tickTypes = EnumSet.of(TickType.CLIENT);
    
         public TutorialKeyBind(KeyBinding[] keyBindings, boolean[] repeatings)
         {
             super(keyBindings, repeatings);
         }
         @Override
         public String getLabel()
         {
             return "TutorialKey";
         }
         @Override
         public void keyDown(EnumSet<TickType> types, KeyBinding kb, boolean tickEnd, boolean isRepeat)
         {
             //what to do when key is pressed/down
         }
         @Override
         public void keyUp(EnumSet<TickType> types, KeyBinding kb, boolean tickEnd)
         {
             //What to do when key is released/up
         }
         @Override
         public EnumSet<TickType> ticks()
         {
             return tickTypes;
         }
    }


    And that's all! Simply change the comments for what you want your keybind to toggle. Sometimes, I'll create a boolean elsewhere, such as an item class, and call check for it in my tick class.


    Applying to gui's

    Ok, so i'm assuming you have a working gui, and you want a block/item to open it. You also need a working keybind (look above)

    Head over to your keybind class and declare a variable:
    public static boolean keyPressed = false;


    Now add this to your keyDown method:
    keyPressed = true;


    and then this to your keyUp method:
    keyPressed = false;


    This is simple logic to check if your key is pressed or not. Now, simply check in your classes for it.

    Applying to Items:
    Add this to your item class:
    public void onUpdate(ItemStack par1ItemStack, World par2World, Entity par3Entity, int par4, boolean par5)
    {
    EntityPlayer player = (EntityPlayer)par3Entity;
    
    if(KeyBindSE.keyPressed)
    {
    // code for opening gui.
    //if your not sure, use player.openGui(MAINMODCLASS.instance, YOURGUIID, player.worldObj, (int) player.posX, (int) player.posY, (int) player.posZ);
    }

    Applying to Block:
    Add this method in block class:
    public void updateTick(World par1World, int par2, int par3, int par4, Random par5Random)
    {
    if(keyPressed)
    {
    //Gui opening code
    }
    }

    Simply add your gui opening code in the if statement.

    If your having trouble opening gui's, consult the gui tutorials all over the web.

    Doing various things to player when key is pressed (basically just getting EntityPlayer object)

    First, make a working keybind like the one used in the GUI tutorial.

    Then, your going to need a PlayerTickHandler class:
    package monkeys.bananas;
    import java.util.EnumSet;
    import sobiohazardous.crazyfoods.TutorialKeyBind;
    import net.minecraft.entity.player.EntityPlayer;
    import net.minecraft.world.World;
    import cpw.mods.fml.common.ITickHandler;
    import cpw.mods.fml.common.TickType;
    public class PlayerTickHandler implements ITickHandler
    {
    private final EnumSet<TickType> ticksToGet;
    
    /*
         * This Tick Handler will fire for whatever TickType's you construct and register it with.
         */
    public PlayerTickHandler(EnumSet<TickType> ticksToGet)
    {
         this.ticksToGet = ticksToGet;
    }
    /*
         * I suggest putting all your tick Logic in EITHER of these, but staying in one
         */
    @Override
    public void tickStart(EnumSet<TickType> type, Object... tickData)
    {
         playerTick((EntityPlayer)tickData[0]);
    }
    @Override
    public void tickEnd(EnumSet<TickType> type, Object... tickData)
    {
    }
    @Override
    public EnumSet<TickType> ticks()
    {
         return ticksToGet;
    }
    @Override
    public String getLabel()
    {
         return "TutorialPlayerTick";
    }
    
    public static void playerTick(EntityPlayer player)
    {
         if(TutorialKeyBind.keyPressed)
         {
    //Code for when the key is pressed. Notice how you have the player parameter
         }
    }
    }


    Don't forget to register it like so in your @Init method:
    TickRegistry.registerTickHandler(new PlayerTickHandler(EnumSet.of(TickType.PLAYER)), Side.SERVER);


    And there you go! Notice the comment in the PlayerTickHandler class, that is how you have access to the player object.

    Making it so the key must be "tapped" and not just held down (Thanks to Thobro)

    Basically, this is for something like switching modes of an item, ect.
    Please read the previous sections, as some of the code is missing in this section.

    First, you need to modify your keyDown(*) and keyUp(*) method so it looks similar to this in your keybind class:
    public void keyDown(EnumSet<TickType> types, KeyBinding kb, boolean tickEnd, boolean isRepeat)
                     {
                     keyHasBeenPressed = true;
                     }
                     @Override
                     public void keyUp(EnumSet<TickType> types, KeyBinding kb, boolean tickEnd)
                     {
                     if (keyHasBeenPressed) {
                     keyHasBeenPressed = false;
                     keyPressed = true; }


    Now from previous sections of this tutorial, you can call
    if (KeyBind.keyPressed) {
    KeyBind.keyPressed = false;
    //Insert other code
    }

    Now the code should only happen once when the key is pressed and held down.
    If you're getting any problems, view the other sections. This correlates heavily with the above sections.


    Updating to 1.7.2

    So forge has changed a lot in 1.7.2, if you hadn't noticed, so they have completely removed the keybinding class, it just uses key handler now.

    Make a new class, I called mine KeyHandlerTutorial.
    public class KeyHandlerTutorial // note that before we extended KeyHandler, but that class no longer exists
    {
    /** Key index for easy handling */
    public static final int CUSTOM_INV = 0;
    /** Key descriptions; use a language file to localize the description later */
    private static final String[] desc = {"key.tut_inventory.desc"};
    /** Default key values */
    private static final int[] keyValues = {Keyboard.KEY_P};
    private final KeyBinding[] keys;
    public KeyHandler() {
    keys = new KeyBinding[desc.length];
    for (int i = 0; i < desc.length; ++i) {
    keys[i] = new KeyBinding(desc[i], keyValues[i], "key.tutorial.category");
    ClientRegistry.registerKeyBinding(keys[i]);
    }
    }
    /**
    * KeyInputEvent is in the FML package, so we must register to the FML event bus
    */
    @SubscribeEvent
    public void onKeyInput(KeyInputEvent event) {
    // FMLClientHandler.instance().getClient().inGameHasFocus
    if (!FMLClientHandler.instance().isGUIOpen(GuiChat.class)) {
    if (keys[CUSTOM_INV].isPressed()) {
    TutorialMain.packetPipeline.sendToServer(new OpenGuiPacket(TutorialMain.GUI_CUSTOM_INV));
    }
    }
    }
    }

    The comments along the way should help you figure it out.
    Be sure to register the class as an event!
    FMLCommonHandler.instance().bus().register(new KeyHandlerTutorial())

    Carry over and then delete your old keybinding code. You should be good to go.

    Special thanks to coolAlias

    Tips

    Need the world object?
    World world = Minecraft.getMinecraft().theWorld;


    That is a variable of the type World that should help you if you are in a pinch.

    Also, here is some examples of various keybind things by coolAlias.

    Leave reply's if help is needed.

    Leave a If this helped you!
    Posted in: Mapping and Modding Tutorials
  • 1

    posted a message on [1.6.x] Mod Ideas For Experienced Modders
    Quote from TheSun

    Bump... with the new MC out, modding is a lot easier, so can someone please help out?


    We'll consider making these for our mod...click my signature for information.
    Posted in: Requests / Ideas For Mods
  • 2

    posted a message on Please Help Me! (modding in forge)
    Quote from Mazetar

    Seemingly not.
    I'm kinda intrigued why you are using base edites and forge, wouldn't forge eliminate the need for base edits?
    Oh and how did you deactivate forge's kill switch? The one which prevents your mod from working if it's base editing?


    This is exactly true. Also, since you edited forge, its differently installed on your normal obsfucated environment then on your eclipse environment, and your mod doesn't overwrite it.

    What you want to do can be done completely without editing base classes.
    Posted in: Modification Development
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