My guess is you are trying to use a 4000+ block id fix and assigned the cobble at over 255.
because this mod and the id fix overwrites class files (the same class files) you have manifested this bug yourself.
Simply put They arent compatable
no no, I am sure is it disabled/removed,
but indeed I had to change this ID
TerraSulfur=248
as conflicting with thirst mod I think..
but still isnt over 255
but in the exception there really are other mods involved: lr.class
- water_shader_v5b1.2.5ml/lr.class
- OptiFine_1.2.5_HD_MT_B1/lr.class
- minecraftforge-client-3.1.2.96/lr.class ZER.class
- zombe's_modpack-v6.2_MC.1.2.5/ZER.class
I dont know how it works, you think I should try the same situation with the other mods disabled? and based on the result put the exception in the other mod thread? sounds fair, thx
PS.: TerraFirmaCraft RULES!!! (I couldnt hold myself :D)
hi!
worth playing, hope it helps reporting this bug?
it happened when I tried to use a workbench put above a fallen cobble stone in the depths of a cave.
java.lang.ArrayIndexOutOfBoundsException: 4
at TFC_Core.ItemIgInCobble.a(ItemIgInCobble.java:22)
at yr.h(Item.java:397)
at yr.d(Item.java:518)
at aan.q(ItemStack.java:485)
at TFC_Core.GuiContainerTFC.a(GuiContainerTFC.java:118)
at lr.b(EntityRenderer.java:1113)
at ZER.b(ZER.java:15)
at net.minecraft.client.Minecraft.x(Minecraft.java:869)
at net.minecraft.client.Minecraft.run(Minecraft.java:747)
at java.lang.Thread.run(Thread.java:722)
I cant find a better console that works with spc (commands history, scroll), any tips?
the "single player console" is not compatible with spc
I remember a better console interface long ago, what happened to it?
thx!
EDIT: I'd like to add that I only have water shader working because I made a sc (javascript) command that does the trick to make it work with fancy graphics, thx!!!!
can you add the sc (script) command? that allow us to execute javascripts?
I depend on it to have reflective water shader working.. (I created a script that does the trick to me)
I also miss a better console... I have to go to the terminal window to see what is happening and have no commands history..
thx!
I tried them, I did mcpatcher with only the TFC stuff, but I had a worst problem, I had static variables not being initialized while being used by static methods, a complete no-sense... so I gave up on it ( <-- nerd talk detected )
anyway I found the problem, I just had to recompile "manually" one class of lwjgl and it worked perfectly! (no-sense anyway to me... but whatever.. it worked... !hah! )
I started a new world, and left it running as a background program (puts it into the ESC menu)...
I come back to it...
YOU HAVE RUN OUT OF MEMORY!!!
What the Hell???
you playing in what distance view? if it is far thats the reason, with me, in normal distance with high res texture packs (64x64) I got OOM crashes when traveling between worlds/dimensions. Try the normal, if it crashes go to tiny but you will have no sky wich sucks...
hi! amazing mod, finally I was able to play it!
btw I got an infinite loop crash you may be interested in fixing,
there was about 2 or 3 connected trees with high leaves far away, one of the trees had not the trunk connected to the floor (floating trunk)
when I chopped one of them *puf* crashed:
...
at TFC_Core.BlockCustomLeaves.destroyLeaves(BlockCustomLeaves.java:172)
at TFC_Core.BlockCustomLeaves.a(BlockCustomLeaves.java:164)
at xd.m(World.java:919)
at xd.j(World.java:901)
at xd.h(World.java:848)
at xd.g(World.java:806)
at TFC_Core.BlockCustomLeaves.destroyLeaves(BlockCustomLeaves.java:172)
at TFC_Core.BlockCustomLeaves.a(BlockCustomLeaves.java:164)
at xd.m(World.java:919)
at xd.j(World.java:905)
at xd.h(World.java:848)
at xd.g(World.java:806)
...
for the record, anyone on linux having problems with lwjgl,
grab the sources of lwjgl,
put it as a project on eclipse and it will automatically build a .class on bin folder (some eclipse knowledge is required here..),
so it will just recompile the GL11.class file without any changes to it...
now copy it into the lwjgl.jar in the same inner path (org/lwjgl/opengl), any problems delete its metainf.
ok, I found a workaround tho it is too much complicated...
I found a way to call glPushMatrix() before just the 1st time glPopMatrix() is called (no more need to call the push later, just one time) now I can continue playing after that GL11.glPushMatrix() is called,
the problem is that I have to do this each time I begin playing...
I wonder if you could add
I expect not to be bothering (I really wanna try it up..)
java.lang.ClassCastException: TFC_Game.TileEntityTerraMetallurgy cannot be cast to TFC_Game.TileEntityFireEntity
at TFC_Game.BlockTerraBellows.GiveAir(BlockTerraBellows.java:208)
at TFC_Game.BlockTerraBellows.b(BlockTerraBellows.java:49)
at aes.a(PlayerControllerSP.java:213)
at net.minecraft.client.Minecraft.c(Minecraft.java:1352)
at net.minecraft.client.Minecraft.k(Minecraft.java:1794)
at net.minecraft.client.Minecraft.x(Minecraft.java:819)
at net.minecraft.client.Minecraft.run(Minecraft.java:747)
at java.lang.Thread.run(Thread.java:722)
I got this other stack trace if it helps (for b2pre16):
java.lang.ExceptionInInitializerError
at TFC_Game.TFC_Game.<clinit>(TFC_Game.java:19)
at alb.a(WorldProvider.java:68)
at xd.<init>(World.java:344)
at xd.<init>(World.java:277)
at net.minecraft.client.Minecraft.a(Minecraft.java:1930)
at xh.a(SourceFile:163)
at vp.a(SourceFile:74)
at xh.a(SourceFile:233)
at vp.f(SourceFile:122)
at vp.i(SourceFile:110)
at net.minecraft.client.Minecraft.k(Minecraft.java:1561)
at net.minecraft.client.Minecraft.x(Minecraft.java:819)
at net.minecraft.client.Minecraft.run(Minecraft.java:747)
at java.lang.Thread.run(Thread.java:722)
Caused by: java.lang.NullPointerException
at TFC_Game.TFC_Game.registerRecipes(TFC_Game.java:609)
at mod_TFC_Game.<clinit>(mod_TFC_Game.java:1088)
... 14 more
hi, with b2pre16, no matter how I try to install it I always get this error,
when going to open craft table interface or anvil interface:
org.lwjgl.opengl.OpenGLException: Stack underflow (1284)
at org.lwjgl.opengl.Util.checkGLError(Util.java:59)
at org.lwjgl.opengl.GL11.glPopMatrix(GL11.java:2792)
at TFC_Core.GuiContainerTFC.a(GuiContainerTFC.java:61)
at lr.b(EntityRenderer.java:970)
at EntityRendererProxy.b(EntityRendererProxy.java:21)
at net.minecraft.client.Minecraft.x(Minecraft.java:869)
at net.minecraft.client.Minecraft.run(Minecraft.java:747)
at java.lang.Thread.run(Thread.java:722)
at this url I found a way to fix but I dont know if you can do anything or if it is an lwjgl issue (I have no clue anyway...) http://www.java-gami...pic=10965.5;wap
EDIT: same problem at beta1, unplayable :(, no idea how to fix it
gonna wait new releases :>
you mind trying add these lines:
GL11.glMatrixMode(GL11.GL_MODELVIEW);
GL11.glLoadIdentity();
as described at that link I put above, just before
GL11.glPopMatrix();
?
thx
EDIT: just bkp and replace font alternate.png with default.png worked! if using custom texture pack, extract and do that on the extracted folder without repacking no need to...
could you add runes translation? it seems so simple to be done, thx!
(the runes translation could have an option to translation ammount, so not all letters would be translated!)
(it could also base the ammount of translation in the number of bookshelves, if you got 30 you get 100% of letters translated!)
btw, my settings file is not being filled with data, is that right? I created it empty and after starting the game and quitting it remained empty...
I had to copy what someone replied here as being the default values and paste there...
EDIT: I can only un-enchant when it was enchanted, later I only get the repair option..
0
no no, I am sure is it disabled/removed,
but indeed I had to change this ID
TerraSulfur=248
as conflicting with thirst mod I think..
but still isnt over 255
but in the exception there really are other mods involved:
lr.class
- water_shader_v5b1.2.5ml/lr.class
- OptiFine_1.2.5_HD_MT_B1/lr.class
- minecraftforge-client-3.1.2.96/lr.class
ZER.class
- zombe's_modpack-v6.2_MC.1.2.5/ZER.class
I dont know how it works, you think I should try the same situation with the other mods disabled? and based on the result put the exception in the other mod thread? sounds fair, thx
PS.: TerraFirmaCraft RULES!!! (I couldnt hold myself :D)
0
worth playing, hope it helps reporting this bug?
it happened when I tried to use a workbench put above a fallen cobble stone in the depths of a cave.
great work, this IS minecraft as it should be
0
the "single player console" is not compatible with spc
I remember a better console interface long ago, what happened to it?
thx!
EDIT: I'd like to add that I only have water shader working because I made a sc (javascript) command that does the trick to make it work with fancy graphics, thx!!!!
0
I depend on it to have reflective water shader working.. (I created a script that does the trick to me)
I also miss a better console... I have to go to the terminal window to see what is happening and have no commands history..
thx!
0
I tried them, I did mcpatcher with only the TFC stuff, but I had a worst problem, I had static variables not being initialized while being used by static methods, a complete no-sense... so I gave up on it ( <-- nerd talk detected )
anyway I found the problem, I just had to recompile "manually" one class of lwjgl and it worked perfectly! (no-sense anyway to me... but whatever.. it worked... !hah! )
you playing in what distance view? if it is far thats the reason, with me, in normal distance with high res texture packs (64x64) I got OOM crashes when traveling between worlds/dimensions. Try the normal, if it crashes go to tiny but you will have no sky wich sucks...
0
btw I got an infinite loop crash you may be interested in fixing,
there was about 2 or 3 connected trees with high leaves far away, one of the trees had not the trunk connected to the floor (floating trunk)
when I chopped one of them *puf* crashed:
0
for the record, anyone on linux having problems with lwjgl,
grab the sources of lwjgl,
put it as a project on eclipse and it will automatically build a .class on bin folder (some eclipse knowledge is required here..),
so it will just recompile the GL11.class file without any changes to it...
now copy it into the lwjgl.jar in the same inner path (org/lwjgl/opengl), any problems delete its metainf.
since then, no more crashes!!!
0
I found a way to call glPushMatrix() before just the 1st time glPopMatrix() is called (no more need to call the push later, just one time) now I can continue playing after that GL11.glPushMatrix() is called,
the problem is that I have to do this each time I begin playing...
I wonder if you could add
instead of the simple GL11.glPopMatrix();
will be an amazing workaround,
thx!
0
0
I got:
0
now I got out of ideas :>
0
when going to open craft table interface or anvil interface:
at this url I found a way to fix but I dont know if you can do anything or if it is an lwjgl issue (I have no clue anyway...)
http://www.java-gami...pic=10965.5;wap
EDIT: same problem at beta1, unplayable :(, no idea how to fix it
gonna wait new releases :>
you mind trying add these lines:
GL11.glMatrixMode(GL11.GL_MODELVIEW);
GL11.glLoadIdentity();
as described at that link I put above, just before
GL11.glPopMatrix();
?
thx
0
btw for extra challenge I got this seed: 1781576099895795558
it will put you blind stuck on a no scape cave room, without any tool or food neither light source,
I suggest dig straight up with your bare hands (as much as possible), or try your luck to the north but only "for fun" no help there either...
0
gonna try now,
u saved me thx
EDIT: oh need to wait 1.2.5 tho
0
EDIT: just bkp and replace font alternate.png with default.png worked! if using custom texture pack, extract and do that on the extracted folder without repacking no need to...
could you add runes translation? it seems so simple to be done, thx!
(the runes translation could have an option to translation ammount, so not all letters would be translated!)
(it could also base the ammount of translation in the number of bookshelves, if you got 30 you get 100% of letters translated!)
btw, my settings file is not being filled with data, is that right? I created it empty and after starting the game and quitting it remained empty...
I had to copy what someone replied here as being the default values and paste there...
EDIT: I can only un-enchant when it was enchanted, later I only get the repair option..
thx!