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    posted a message on [V1.5.2]Smith_61 Mods: DNDTextures
    After adding the Trains mod to my game, some textures from nethercraft aren't loading (some of the blocks are just all pink in toomanyitems) and when I was scrolling through recipiebook to make sure everything loaded correctly I got this:

    java.nio.BufferOverflowException
    at java.nio.DirectByteBuffer.put(Unknown Source)
    at java.nio.ByteBuffer.put(Unknown Source)
    at jf.a(SourceFile:233)
    at jf.b(SourceFile:139)
    at MCExtendedManagers$OverridesManager.renderOverrideGUI(Unknown Source)
    at MCExtendedManagers$ItemRenderManager.renderItemIntoGUIHook(Unknown Source)
    at RenderItemHooks.a(Unknown Source)
    at ia.a(ia.java:133)
    at ia.a(ia.java:55)
    at pt.b(SourceFile:553)
    at EntityRenderHooks.b(Unknown Source)
    at net.minecraft.client.Minecraft.run(SourceFile:743)
    at java.lang.Thread.run(Unknown Source)


    edit: actually placing a glowood chest, which was only missing most of its textures, caused the rest to load. still get the crash when scrolling in recipebook though.

    edit2: I bet it's the planes I also have installed, since that's not a 3x3 crafting grid causing the thing to blow up. would this be a problem with recipebook instead?

    edit3: no, disabling trains mod but leaving planes works but not vice versa. either MCE or trains is bugged but I don't know which.
    Posted in: Minecraft Mods
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    posted a message on Is it possible to "merge" items from separate mods?
    Ok so let me make sure I have this correct.

    In Mod2, I replace "item steel = add ..." with "item steel = mod_Mod1.steel;" and remove the addreference/addname/whatever it's called call in Mod2's loader. This should cause it to reference Mod1's version of the item instead of adding its own to the game. But how do I ensure that Mod1 has loaded by now and initialized that variable to an instance of its steel? Does ModLoader just pick things up alphabetically (in which case I guess I'm using the earliest mod as my base)?
    Posted in: Mods Discussion
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    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta
    Quote from Kinniken

    Any feedback on the amulets? I don't think I ever got some proper feedback on those, whether they are balanced/too weak/too powerful.

    Also, how are you guys feeling about the new way villagers' sentences are displayed? I find it looks better, but longer sentences can be a bit difficult to read.


    The Amulette d'Yggrasil is... not very useful, given that you can just hit F3. I guess if that's too immersion-breaking then it makes sense, and it is pretty neat, but I can't really justify using another inventory slot for it. The Amulette de Sköll et Rati on the other hand seems way too good, I think I'd lower the amount of uses it gets even further. I haven't really tried the other two.

    The sentences are pretty cool (as I think someone else reported, their text draws "behind" signs though), but I wish it was configurable which languages to show so I could disable one of them to see their activity as well.
    Posted in: Minecraft Mods
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    posted a message on [V1.5.2]Smith_61 Mods: DNDTextures
    I believe your problems will be solved with

    Quote from smith_61

    http://dl.dropbox.co...9/PReader.class

    Ya use this PReader. Current version has abug that leads to an endless loop



    How compatible is this with Optimine/Optifog? I get the impression that it will work with just Optimine but not Optifog or both combined, is that correct? Does it matter what order I install them?
    Posted in: Minecraft Mods
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    posted a message on Is it possible to "merge" items from separate mods?
    Many mods have their own versions of what is essentially the same item (count how many have steel, for example). If I have two of them installed, it seems silly to have two of what is essentially the same item lying around, both because having to remember which is which is difficult and it's a waste of IDs/sprites. Is there some way I can tell minecraft or modloader or whichever is responsible to "replace all references to ID XXXX with ID YYYY", or do I have to decompile one of the mods involved and patch it myself every time they update? I guess it's possible to add crafting recipes to turn one into the other, but that doesn't work very well if there's 3 or more (ignoring silly things like having exactly one position craft one other type, etc).

    I'm hoping someone has tried this before and has advice.
    Posted in: Mods Discussion
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    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta
    Quote from Kinniken

    Otherwise, I'm having troubles replicating the foreign merchant issue some people are reporting - it works fine for me. Can someone who has the issue with an otherwise unmodded game send it to me?


    After a few nights the problem stopped because both merchants left, and then the market got upgraded, at which point I noticed I had somehow had two merchants in a market that only supported one. That would certainly explain why one of them couldn't find his stall. I'm not sure how your code is set up, but I guess add a check that the number of merchants doesn't exceed the number of stalls, and if it does, just get rid of one of them?
    Posted in: Minecraft Mods
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    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta
    Oh yay now I'm getting another seemingly unrelated error

    0.7.2 02-06-2011 18:40:05 ERROR: quarry_4 at -186/69/-113/1/0 null: Exception in TileEntityBuilding.onUpdate(): 
    0.7.2 02-06-2011 18:40:05 Exception, printing stack:
    0.7.2 02-06-2011 18:40:05 java.lang.ArrayIndexOutOfBoundsException: Array index out of range: 1
    	at java.util.Vector.get(Unknown Source)
    	at MLTileEntityBuilding.updateInn(Unknown Source)
    	at MLTileEntityBuilding.m_(Unknown Source)
    	at fb.g(Unknown Source)
    	at net.minecraft.client.Minecraft.k(SourceFile:1395)
    	at net.minecraft.client.Minecraft.run(SourceFile:720)
    	at java.lang.Thread.run(Unknown Source)
    Posted in: Minecraft Mods
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    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta
    Quote from Kinniken

    Hmmm, your list also shows a mismatch between the type of a merchant and his name. "Jean l"Herboriste" should be a plant merchant, not a viking one. Which of the two is correct if you trade with him?


    They seem to be switching almost at random. The sign is now:

    Jean l'Herboriste
    Merchant d'armes
    In the village since 0 night(s).
    
    Geodfroy le Sinistre
    Herboriste
    In the village since 0 night(s).


    For a while they were both l'Herboriste but I didn't think to check what they sold then. Right now, Geodfroy says he's a Herboriste in the title above his name and sells plants if I rightclick on him. Jean says he's a Merchant d'armes and if I click him I get swords and armor.

    And right now only Jean is giving errors.
    Posted in: Minecraft Mods
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    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta
    Quote from Kinniken

    It looks like there is an issue with your market. If you check the sign in it, what capacity does it report?


    Since I'm having the same problem..

    Merchant list:
    (Capacity: 1)
    
    Jean l'Herboriste
    Merchant viking
    In the village since 0 night(s).
    
    Geodfroy le Sinistre
    Marchant d'armes
    In the village since 0 night(s).


    Both giving the error mentioned above.

    edit: after I checked that I turned and (thanks to 0.7.2 showing names) saw that there's two of each of them in the market.
    Posted in: Minecraft Mods
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    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta
    Quote from Ghost1972

    Edit grosbourg.txt under villages
    Find market:market and replace with core:market

    Or update to 0.7.1b :smile.gif:


    I'm getting this on 0.7.1b still with an independent village (used wand on netherrack):

    0.7.1b 02-06-2011 16:24:07 ERROR: MLEntityForeignMerchant: Jean l'Herboriste: Exception in Villager.onUpdate():
    0.7.1b 02-06-2011 16:24:07 Exception, printing stack:
    0.7.1b 02-06-2011 16:24:07 java.lang.ArrayIndexOutOfBoundsException: -1
    at java.util.Vector.get(Unknown Source)
    at MLGoalForeignMerchantKeepStall.getDestination(Unknown Source)
    at MLEntityVillager.checkGoals(Unknown Source)
    at MLEntityVillager.w_(Unknown Source)
    at fb.a(Unknown Source)
    at fb.f(Unknown Source)
    at fb.g(Unknown Source)
    at net.minecraft.client.Minecraft.k(SourceFile:1395)
    at net.minecraft.client.Minecraft.run(SourceFile:720)
    at java.lang.Thread.run(Unknown Source)

    Is there a similar error in that village's file? I can't find anything.
    Posted in: Minecraft Mods
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