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    posted a message on Kingdoms of the Overworld Mod v1.6 [1.7.X/1.6.4] [SSP/SMP]
    Getting this crash on server startup.
    Any suggestions or ideas?

    Description: Exception in server tick loop

    java.lang.NoClassDefFoundError: net/minecraft/client/renderer/entity/Render
    at java.lang.Class.forName0(Native Method)
    at java.lang.Class.forName(Class.java:270)
    at cpw.mods.fml.common.ProxyInjector.inject(ProxyInjector.java:58)
    at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:524)
    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 com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
    at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
    at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
    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:201)
    at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:181)
    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 com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
    at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
    at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
    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:112)
    at cpw.mods.fml.common.Loader.loadMods(Loader.java:511)
    at cpw.mods.fml.server.FMLServerHandler.beginServerLoading(FMLServerHandler.java:99)
    at cpw.mods.fml.common.FMLCommonHandler.onServerStart(FMLCommonHandler.java:350)
    at net.minecraft.server.dedicated.DedicatedServer.func_71197_b(DedicatedServer.java:69)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:445)
    at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:583)
    Caused by: java.lang.ClassNotFoundException: net.minecraft.client.renderer.entity.Render
    at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:186)
    at java.lang.ClassLoader.loadClass(ClassLoader.java:425)
    at java.lang.ClassLoader.loadClass(ClassLoader.java:358)
    ... 31 more
    Caused by: java.lang.NullPointerException
    at org.objectweb.asm.ClassReader.<init>(Unknown Source)
    at invtweaks.forge.asm.ContainerTransformer.transform(ContainerTransformer.java:116)
    at net.minecraft.launchwrapper.LaunchClassLoader.runTransformers(LaunchClassLoader.java:274)
    at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:172)
    ... 33 more
    Posted in: Minecraft Mods
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    posted a message on [Adv] Four Towers Adventure Dungeon and other maps by Wreckage
    The most current one is 1.5 unless you want to update it? ;)
    Posted in: Maps
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    posted a message on [Adv] Four Towers Adventure Dungeon and other maps by Wreckage
    Sorry, I think I may have lost that map. I removed it from the OP.
    Posted in: Maps
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    posted a message on [1.4.7] Megalithic Construction Mod v2.0.4 (Back to Work)
    Welcome back. We have been missing this mod.
    If you need any assistance with textures I still have what we were working on before.
    Posted in: Minecraft Mods
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    posted a message on [1.6.4] Charlotte's Utilities (v0.7.0 final ver. for MC1.6.4) - Layout Blocks, Markers, and More!
    Am I right so far in believing that a visual overlay isn't really needed? I can add one in without much problem if it would help though!

    I don't think it really needs it. Like u said light weight is good.

    After using these a lot it would be nice if I could place more replacement blocks. As of now if I am laying a bridge I can place several layout blocks in a row but when I replace them, I only get 4 at a time in front of me. Which leads to a small bug, if I am standing on the layout blocks to get the full 7 while changing I get stuck in the block below me. Hope that makes sense lol.
    Posted in: WIP Mods
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    posted a message on XtraBlocks Extreme Edition *Updated 19 March 2016
    What are the possibilities of getting plants plantable on permadirt?
    Posted in: Minecraft Mods
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    posted a message on [1.6.4] Charlotte's Utilities (v0.7.0 final ver. for MC1.6.4) - Layout Blocks, Markers, and More!
    Quote from Sharshar

    v0.3.1 has been released, it has a bunch of various tweaks (see the OP for the full changelog and download, as per usual). Here's info on the large stuff:
    • Layout Blocks handle creative mode interaction a lot better: I may have missed some interactions - I'll fix those as they're found, but now you won't consume/gain Layout Blocks in your inventory when interacting with them
    • Layout Block interaction with an empty hand now takes where you targeted on the block into consideration: Suggested by Wreckage so I decided to give it a shot, and I like it a lot - thanks again!
    Wreckage posted his own image to explain what he meant when he suggested the feature, I altered the idea a tiny bit and I made an image overlaying the Layout Block texture so you can have a clear reference of the new controls:



    Basically before if you right-clicked or sneak-right-clicked on a Layout Block with an empty hand you would chain blocks in a line on the opposite side of the block than what you clicked on. This functionality still exists and it occurs when you target the central area of one of the block's faces (represented by the angled arrow in that picture).

    Now, if you click on one of the outer edges of a Layout Block, instead of placing/removing blocks on the opposite side - you can choose which side to add/remove them to/from by targeting somewhere within the respective area. I'm not the best at explaining, but the image is pretty self explanatory so test it out!.

    Right now there is no in-game GUI overlay thingy (think in the style of the microblock placement overlay) to show where on the block you're aiming. This is for two reasons: one, I feel it's pretty intuitive and doesn't need one and two, I wanted to get feedback on the feature before I spent time adding in something that may not be needed (and just take up time/add clutter for no purpose).

    With that said unless any big oversight/bug is found this should be the last 0.3 release. The next will be 0.4.0 and contain the first implementation of "Paint brushes" (for lack of a better name).

    Enjoy!

    It was worth quoting lol.

    The new layout for the Layout blocks is wonderful. :lol: Keeping the center interaction was brilliant.
    The only thing I keep messing up is rolling to an empty hand, I keep trying to right click with the block in hand.
    Love it. Thanks a bunch.
    Posted in: WIP Mods
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    posted a message on [1.6.4] Charlotte's Utilities (v0.7.0 final ver. for MC1.6.4) - Layout Blocks, Markers, and More!
    In terms of adding more blocks by right clicking the top, I'm assuming you mean you'd like to be able to right-click any face and instead of the current behaviour, it would build in whatever direction you're facing? I can look into doing something like that for sure, I'd just be worried about it not being intuitive to many people. I shall give it a try though! :)

    The way it works now is great. I was more thinking of how to more easily add blocks while standing on top of the block. If each face were broken into quadrants kinda like this-

    right clicking in the quadrant would add the block in that direction. This would add a few advantages like pillar up then climb, or being able to add blocks directly below you. Again just thinking out loud.

    I think the recipes are better now with the clay. We were trying to think of a good way of farming creepers before lol.
    Posted in: WIP Mods
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    posted a message on [1.6.4] Charlotte's Utilities (v0.7.0 final ver. for MC1.6.4) - Layout Blocks, Markers, and More!
    A lot of torches are getting replaced. Nice additions, you can never have too many lighting alternatives.
    Was wondering if it is possible to be able to add blocks by right clicking on the top of the block rather than the side? As of now I still have to slide to the side of the block without falling off to add the blocks.

    I like the new recipes too.
    Posted in: WIP Mods
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    posted a message on Lycanites Mobs - Strange and Deadly Creatures!
    Yeah, non-alpas will no longer fight back, this makes them better as farm animals. An alpha maka however if provoked or sometimes randomly will attack. The idea is that a maka would flee from its predators waving its tail to deter them.

    Sounds reasonable. The Alphas should hit much harder then.
    Posted in: Minecraft Mods
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    posted a message on Lycanites Mobs - Strange and Deadly Creatures!
    For such big animals they were just right. The males are push overs and the females do not even fight back now. :( :(
    Posted in: Minecraft Mods
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    posted a message on Lycanites Mobs - Strange and Deadly Creatures!
    I am running the 1.4.11c version and was wondering if you nerfed the Makas? They used to be more aggressive.
    Posted in: Minecraft Mods
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    posted a message on [1.6.4] Charlotte's Utilities (v0.7.0 final ver. for MC1.6.4) - Layout Blocks, Markers, and More!
    Looking forward to seeing what you have.
    Posted in: WIP Mods
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    posted a message on Underground Biomes Constructs
    Quote from Prometheu5

    Question about stairs. I have been trying to place komatiite stairs but everytime I place anoter block next to or around, the komatiite changes to gneiss. Also when origionally placed, NEI says I am looking at Gneiss. I'm using MC1.6.4 with Constructs UndergroundBiomesConstructs_1.6.x-0.4b. Anyone else having this problem?

    It is a known bug while using NEI.
    Posted in: Minecraft Mods
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