Nice find! I must assume it is ModLoader's doing, as AutoMap must rely on ModLoader to initialize it; whether it is a bug or intentional I don't know. But I'll try and keep that in mind next time I update AutoMap so I can investigate
yes, that automap initialized message should still be there.
Something else odd is going on. ModLoader somehow has the impression that mod_automap contains a resource pack I think. This is of course wrong. You should perhaps look into that. See if Minecraft has automap mistakenly listed as a resource pack.
Another thought: your log from above has mod_automap listed twice. Search the .minecraft folder for "mod_automap" and if there is more than one, try deleting the extras. There should only be one mod_automap folder in 1.6.2ML/mods and nowhere else.
If all else fails, you could copy automap's mod files directly into the minecraft jar, thereby bypassing the normal mechanism of loading from the mods folder.
mcpatcher is unfamiliar to me. Try installing the old fashioned way.
1. Use a fresh copy of minecraft -- don't install any other mods or use any 3rd party patching tools like mcpatcher because there is no telling what they might be doing wrong.
2. Follow modloader's install instructions. This involves creating a "1.6.2ML" version in your versions folder.
3. Run PatchMinecraft.bat and point it at 1.6.2ML.jar
4. Choose the 1.6.2ML version in your minecraft launcher profile to ensure you are loading the correct minecraft code.
well this post was going to be me with a noob bug report. but then i fixed it. (please don't take this wrong) but your installation guide on the webpage is a bit out of date.
I found some time tonight to update Automap. The patching procedure is updated a bit too. It now asks you for the location of minecraft's JAR file instead of simply assuming it is in the default location. This was kind of forced by the new launcher
Did you modify the textures in minecraft.jar, or are you using a non-standard minecraft.jar location?
Anyway you need minecraft.jar to be in ""%appdata%\.minecraft\bin\" and it needs to have the original textures in there still. When you run PatchMinecraft.bat it extracts the textures it needs. If something goes wrong, you will probably see it in the PatchMinecraft output and you get question marks instead of normal blocks.
It's now the next weekend after that weekend, if you had a donate link I would donate to justify this next bit, but I can't find one, so I'll just say hurry up please lol
I took down the donate link ages ago precisely because I haven't been giving AutoMap enough attention to justify it.
Once upon a time I updated within 24 hours and usually had to wait on ModLoader to update. But that got old since the modding API has been in the works for .... what? two years now? ... and all evidence suggests they haven't even started yet. Instead they keep changing things, adding things, and generally making more work for modders, not less.
That said I'm starting on the update right now and if all goes well it should be up within about an hour.
Is that really what you get in the error log?? Ack!
Short answer: AutoMap doesn't actually support 3rd party textures, it seems.
Long answer: AutoMap would be looking in the blocks folder for a texture named "ic2:generator/blockgenerator.1.png" which actually has two characters which are invalid in filenames, so there is no way it is going to find that file even if you try to create it.
Clearly "ic2:generator/blockgenerator.1", if you actually copied that out of the error log, is not intended to be a file name. If I had to guess, I would say that IC2 or MC Forge modified the drawing code and added this syntax.
In case you are interested, here is the bit of java code I use to get the texture name out of Minecraft:
public static String getTextureName(int id)
{
// MCP-FIX 26
// The Icon contains a string which is the texture name we must return.
// It is the only String getter function!
if (id >= 256)
{
if(id >= net.minecraft.src.Item.itemsList.length)
return "";
return "item." + net.minecraft.src.Item.itemsList[id].getIconFromDamage(0).getIconName() + "|1";
}
else if(id >= 0)
{
return "tile." + net.minecraft.src.Block.blocksList[id].getBlockTextureFromSide(1).getIconName() + "|" + (net.minecraft.src.Block.opaqueCubeLookup[id] ? "1" : "0");
}
else
return "";
}
If you can read Java code at all, you will see that the texture name comes from the getIconName() function call. Normally this just returns the file name where the texture can be found. But I suspect that IC2 or Forge or both have modified the inner workings enough to break it for AutoMap. I'm not about to start reverse engineering other people's mods to support their quirks, so ... AutoMap doesn't actually support 3rd party textures, it seems.
0
Nice find! I must assume it is ModLoader's doing, as AutoMap must rely on ModLoader to initialize it; whether it is a bug or intentional I don't know. But I'll try and keep that in mind next time I update AutoMap so I can investigate
0
Something else odd is going on. ModLoader somehow has the impression that mod_automap contains a resource pack I think. This is of course wrong. You should perhaps look into that. See if Minecraft has automap mistakenly listed as a resource pack.
Another thought: your log from above has mod_automap listed twice. Search the .minecraft folder for "mod_automap" and if there is more than one, try deleting the extras. There should only be one mod_automap folder in 1.6.2ML/mods and nowhere else.
If all else fails, you could copy automap's mod files directly into the minecraft jar, thereby bypassing the normal mechanism of loading from the mods folder.
0
1. Use a fresh copy of minecraft -- don't install any other mods or use any 3rd party patching tools like mcpatcher because there is no telling what they might be doing wrong.
2. Follow modloader's install instructions. This involves creating a "1.6.2ML" version in your versions folder.
3. Run PatchMinecraft.bat and point it at 1.6.2ML.jar
4. Choose the 1.6.2ML version in your minecraft launcher profile to ensure you are loading the correct minecraft code.
0
Try a clean install ?
0
0
How so? I looked it over just yesterday...
0
0
0
0
Anyway you need minecraft.jar to be in ""%appdata%\.minecraft\bin\" and it needs to have the original textures in there still. When you run PatchMinecraft.bat it extracts the textures it needs. If something goes wrong, you will probably see it in the PatchMinecraft output and you get question marks instead of normal blocks.
0
You are very welcome!
Works for me still. Perhaps you bound it to a different key?
0
0
I took down the donate link ages ago precisely because I haven't been giving AutoMap enough attention to justify it.
Once upon a time I updated within 24 hours and usually had to wait on ModLoader to update. But that got old since the modding API has been in the works for .... what? two years now? ... and all evidence suggests they haven't even started yet. Instead they keep changing things, adding things, and generally making more work for modders, not less.
That said I'm starting on the update right now and if all goes well it should be up within about an hour.
0
I will try and get AutoMap updated again this weekend. It may include chest drawing "fixes" if I have time.
0
Short answer: AutoMap doesn't actually support 3rd party textures, it seems.
Long answer: AutoMap would be looking in the blocks folder for a texture named "ic2:generator/blockgenerator.1.png" which actually has two characters which are invalid in filenames, so there is no way it is going to find that file even if you try to create it.
Clearly "ic2:generator/blockgenerator.1", if you actually copied that out of the error log, is not intended to be a file name. If I had to guess, I would say that IC2 or MC Forge modified the drawing code and added this syntax.
In case you are interested, here is the bit of java code I use to get the texture name out of Minecraft:
If you can read Java code at all, you will see that the texture name comes from the getIconName() function call. Normally this just returns the file name where the texture can be found. But I suspect that IC2 or Forge or both have modified the inner workings enough to break it for AutoMap. I'm not about to start reverse engineering other people's mods to support their quirks, so ... AutoMap doesn't actually support 3rd party textures, it seems.