• 0

    posted a message on Autofish Mod

    Is there a way to change the delay between a catch and the next cast?

    Posted in: Minecraft Mods
  • 1

    posted a message on LiteLoader
    Quote from Mumfrey»

    The logs indicate that the container is valid, so if you make the container invalid then it will show that up as an error. However if the container is valid but doesn't contain any valid mod classes, then it's not going to show up in the list. The relevant part of the log is where it says "Discovering mods in valid mod files...", if it shows no results then it's because your jar doesn't actually contain any valid mods.

    For a mod class to be valid it must:

    • Start with the prefix LiteMod
    • Implement one or more of the Liteloader listener interfaces

    I suggest you start with the ExampleMod and check that you can get it building, and then move from there. If in doubt, please provide the whole startup log since it's difficult to tell exactly what's going on from looking at only snippets.



    Ohh I failed to realize the class had to start with "LiteMod". It's always something so simple haha. Thanks a lot!

    Posted in: Minecraft Mods
  • 0

    posted a message on LiteLoader

    Well, using the example mod on the site as a template, I managed to get a mod setup and everything seems to be working fine. Here's some snippets from the output when running the generated "Minecraft Client" run configuration:


    [07:43:37] [main/INFO]: Inspecting jar metadata in 'mod-liteloadertest-1.0-mc1.12.1.litemod'
    [07:43:37] [main/INFO]: Considering valid mod file: C:\Users\502ba\IdeaProjects\liteloadertest\run\mods\1.12.1\mod-liteloadertest-1.0-mc1.12.1.litemod
    [07:43:37] [main/INFO]: Adding newest valid mod file 'C:\Users\502ba\IdeaProjects\liteloadertest\run\mods\1.12.1\mod-liteloadertest-1.0-mc1.12.1.litemod' at revision 11.0000
    
    [07:43:53] [main/INFO]: Successfully injected mod file 'C:\Users\502ba\IdeaProjects\liteloadertest\run\mods\1.12.1\mod-liteloadertest-1.0-mc1.12.1.litemod' into classpath


    However, when it finishes opening, my mod does not show up in the mod list, and the onTick in the mod isn't being run.


    What's even stranger is, if something is invalid like, say, I put the wrong mcversion, it DOES show in the menu and says the incorrect version that the mod supports. But as soon as I fix that, it no longer shows up.

    Posted in: Minecraft Mods
  • 0

    posted a message on LiteLoader

    Will a new tutorial be out soon? I would like to get started working with Liteloader, but I'm not sure exactly how I'm supposed to use it with MCP..


    (I use IntelliJ)

    Posted in: Minecraft Mods
  • 0

    posted a message on Some active mods that enhance the vanilla experience/can be used on multiplayer

    Thanks both of you! Very useful. :)

    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on Some active mods that enhance the vanilla experience/can be used on multiplayer

    I'm wanting to make a couple of mod packs, one for 1.8.9 and one for 1.10, which are just vanilla-enhancing that I can have when I'm playing on servers. Some examples of what I'm looking for are TabbyChat, WorldEditCUI, and PresenceFootsteps. I would prefer if they are currently active. Liteloader and Forge are both fine. (I prefer Liteloader a bit, it has an elegant GUI with nice labels and information for each active mod which is great)


    If you know of any mods like this, please suggest them with a link. Even if they are really popular and you're sure I've seen it before, go ahead and post it anyway. Thanks a lot! :)

    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on TabbyChat 2 - SMP Chat Overhaul (New Maintainer)

    Err... This isn't working for me with 1.8.9 latest downloads of mnm utils and tabbychat. Here's the crash report:



    ---- Minecraft Crash Report ----
    // Sorry :(
    
    Time: 6/22/16 12:42 AM
    Description: Initializing game
    
    javax.management.RuntimeErrorException: Missing event handler class for event ondisplaygui, see crash report for details
    	at com.mumfrey.liteloader.core.event.EventProxy.onMissingClass(EventProxy.java:84)
    	at com.mumfrey.liteloader.core.event.EventProxy.$event00000(EventProxy.java:211)
    	at ave.a(SourceFile)
    	at ave.am(SourceFile:476)
    	at ave.a(SourceFile:310)
    	at net.minecraft.client.main.Main.main(SourceFile:124)
    	at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    	at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
    	at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
    	at java.lang.reflect.Method.invoke(Method.java:606)
    	at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
    	at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
    Caused by: java.lang.NoClassDefFoundError: mnm/mods/util/events/GuiScreenHandler
    	... 11 more
    Caused by: java.lang.ClassNotFoundException: mnm.mods.util.events.GuiScreenHandler
    	at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:191)
    	at java.lang.ClassLoader.loadClass(ClassLoader.java:425)
    	at java.lang.ClassLoader.loadClass(ClassLoader.java:358)
    	... 11 more
    Caused by: java.lang.UnsupportedClassVersionError: mnm/mods/util/events/GuiScreenHandler : Unsupported major.minor version 52.0
    	at java.lang.ClassLoader.defineClass1(Native Method)
    	at java.lang.ClassLoader.defineClass(ClassLoader.java:803)
    	at java.security.SecureClassLoader.defineClass(SecureClassLoader.java:142)
    	at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:182)
    	... 13 more
    
    
    A detailed walkthrough of the error, its code path and all known details is as follows:
    ---------------------------------------------------------------------------------------
    
    -- Head --
    Stacktrace:
    	at com.mumfrey.liteloader.core.LiteLoader.populateCrashReport(LiteLoader.java:988)
    
    -- Event Handler Error --
    Details:
    	Missing Event Handler Class!: 	
    
    	You are seeing this message because an event callback was injected by the Event
    	Injection Subsystem but the specified callback class was not defined! The
    	details of the missing callback are as follows:
    
    	      Event Name: ondisplaygui
    	     Cancellable: true
    
    	  Callback class: mnm.mods.util.events.GuiScreenHandler
    
    	If you are the mod author then in order to fix the error you must provide an
    	implementation for the specified class, or check that the class name and package
    	are correct.
    
    	This is an unrecoverable error, please report it to the mod author and remove
    	the offending mod.
    
    Stacktrace:
    
    	   1) com.mumfrey.liteloader.core.event.EventProxy.$event00000(EventProxy.java:211)
    	   2) ave.a(SourceFile)
    	   3) ave.am(SourceFile:476)
    	   4) ave.a(SourceFile:310)
    	   5) net.minecraft.client.main.Main.main(SourceFile:124)
    	   6) sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    	   7) sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
    	   8) sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
    	   9) java.lang.reflect.Method.invoke(Method.java:606)
    	  10) net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
    	  11) net.minecraft.launchwrapper.Launch.main(Launch.java:28)
    
    Stacktrace:
    	at com.mumfrey.liteloader.core.LiteLoader.populateCrashReport(LiteLoader.java:988)
    	at b$6.(SourceFile:82)
    	at b.h(SourceFile:82)
    	at b.(SourceFile:35)
    	at b.a(SourceFile:338)
    	at ave.a(SourceFile:312)
    	at net.minecraft.client.main.Main.main(SourceFile:124)
    	at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    	at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
    	at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
    	at java.lang.reflect.Method.invoke(Method.java:606)
    	at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
    	at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
    
    -- Initialization --
    Details:
    
    -- System Details --
    Details:
    	Minecraft Version: 1.8.9
    	Operating System: Linux (amd64) version 3.16.0-38-generic
    	Java Version: 1.7.0_101, Oracle Corporation
    	Java VM Version: OpenJDK 64-Bit Server VM (mixed mode), Oracle Corporation
    	Memory: 326837680 bytes (311 MB) / 450363392 bytes (429 MB) up to 954728448 bytes (910 MB)
    	Mod Pack: 1.8.9-SNAPSHOT-r08134E7-b8-2016-04-14_16-33-58
    	LiteLoader Mods: none
    	LaunchWrapper: 10 active transformer(s)
              - Transformer: org.spongepowered.asm.mixin.transformer.MixinTransformer$Proxy
              - Transformer: com.mumfrey.liteloader.transformers.event.EventProxyTransformer
              - Transformer: com.mumfrey.liteloader.launch.LiteLoaderTransformer
              - Transformer: com.mumfrey.liteloader.client.transformers.CrashReportTransformer
              - Transformer: org.spongepowered.asm.mixin.transformer.MixinTransformer$Proxy
              - Transformer: com.mumfrey.liteloader.transformers.event.EventTransformer
              - Transformer: com.mumfrey.liteloader.common.transformers.LiteLoaderPacketTransformer
              - Transformer: com.mumfrey.liteloader.client.transformers.MinecraftTransformer
              - Transformer: com.mumfrey.liteloader.transformers.event.json.ModEventInjectionTransformer
              - Transformer: org.spongepowered.asm.mixin.transformer.MixinTransformer$Proxy
    	JVM Flags: 1 total; -Xmx1G
    	IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
    	Launched Version: 1.8.9
    	LWJGL: 2.9.4
    	OpenGL: GeForce GTX 660/PCIe/SSE2 GL version 4.2.0 NVIDIA 304.131, NVIDIA Corporation
    	GL Caps: Using GL 1.3 multitexturing.
    Using GL 1.3 texture combiners.
    Using framebuffer objects because OpenGL 3.0 is supported and separate blending is supported.
    Shaders are available because OpenGL 2.1 is supported.
    VBOs are available because OpenGL 1.5 is supported.
    
    	Using VBOs: Yes
    	Is Modded: Very likely; Jar signature invalidated
    	Type: Client (map_client.txt)
    	Resource Packs: 
    	Current Language: English (US)
    	Profiler Position: N/A (disabled)
    	CPU: 4x Intel(R) Core(TM) i5-4690K CPU @ 3.50GHz

    Posted in: Minecraft Mods
  • 0

    posted a message on Give a player an item ENTITY
    Quote from Skylinerw»
    snip

    Thank you! I made the system.

    The only problem I have now is that players can't enchant their soulbound stuff. I was really hoping for a more dynamic way to do it, hence why I said I wanted to be able to get the exact item from an entity. This isn't a sort of minigame thing where everyone will be getting the same soulbound items, it's a kitpvp server where each rankup gives you another piece of soulbound gear.

    Any ideas on how it would be possible to make it more dynamic?
    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on Give a player an item ENTITY

    So that it's on the 2nd line with empty lines around it.


    I want to know how to give a player an item from an item entity.


    So I have an item entity on the ground with soulbound in the lore. I want this item entity to go away, and I want the player who died and dropped that item to be given the item.

    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on Give a player an item ENTITY

    I'm trying to make a "soulbound item" system, and I can't find any way to find an item entity and give a player that item.


    For example, @e[type=Item] {display:{Lore:[,Soulbound,]}}


    Is there a way to set an itemname or a line of lore to a player's name and get the player in the name/lore?

    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on [Development] Hypermine — map on "The Cube" movie

    I'll test it out when it's to that point if you want

    Posted in: Maps
  • 0

    posted a message on I'm custom-coding a server! What type of server should I make first?

    I've got plenty of ideas for the server, and I am doing it as a school project. I just wanted to know what kind of server people like to play. .-.

    Posted in: PC Servers
  • 0

    posted a message on I'm custom-coding a server! What type of server should I make first?

    Okay... well we've got 3 tied results and one person voted other and didn't post the other lol


    I'm thinking maybe a survival server would be a good idea to start off because it's not very complicated to get started and the custom things I add don't have to be very specific stuff based on the server type.

    Posted in: PC Servers
  • 0

    posted a message on I'm custom-coding a server! What type of server should I make first?

    Hey there. I'm Trophonix, and I am making a server. I could just go download a few plugins and be on my way, but I decided this could be a cool thing to do during my personal project time in the computer tech course I'm in. I'm sorry if this is in the wrong section, but this seems more appropriate than the others.


    So anyway, I just need to figure out what kind of server to make. Oh, and just something to note in case it effects your decision: I will be entirely following the EULA in the donation system. At some point, I will hopefully be making a lot of stuff, but for now I just want to make one server.


    Also, if you've got any suggestions other than server type, please do post below! Thanks. :)

    Posted in: PC Servers
  • 0

    posted a message on Convicted [Classic Prison Server] [Non-OP]

    You need to remove the signs in the shops to buy/sell by the stack. All you have to do is hold shift to buy/sell exactly one stack no matter what number the sign says (i.e. if the sign is for buying 99999 and you hold shift and right click, you buy 64).


    The only purpose for the stack signs at this point is to screw over someone when they run into the food shop to get a piece of bread and accidentally waste all of their money buying 53 instead >_>

    Posted in: PC Servers
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