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  1. well i was playing normally with an old version of forg but i was getting a block update lapse and it was unplayable so i decided to take the new verision, thinking it would solve it. but no. it just got worse. now, forge crashed when opened with this text: Minecraft has crashed! ---------------------- Minecraft has stopped running because it encountered a problem; Exception ticking world A full error report has been saved to C:\Users\maxime therrien\AppData\Roaming\.minecraft\crash-reports\crash-2013-03-03_01.11.17-server.txt - Please include a copy of that file (Not this screen!) if you report this crash to anyone; without it, they will not be able to help fix the crash --- BEGIN ERROR REPORT d31dd7f7 -------- Full report at: C:\Users\maxime therrien\AppData\Roaming\.minecraft\crash-reports\crash-2013-03-03_01.11.17-server.txt Please show that file to Mojang, NOT just this screen! Generated 13-03-03 01:11 -- Head -- Stacktrace: at cv.<init>(Packet52MultiBlockChange.java:43) at il.a(PlayerInstance.java:166) at ik.b(SourceFile:156) at in.b(WorldServer.java:182) -- Affected level -- Details: Level name: minecraftia All players: 1 total; [iq['majye12'/205, l='minecraftia', x=-222,36, y=45,00, z=34,62]] Chunk stats: ServerChunkCache: 626 Drop: 0 Level seed: -1252350439379646115 Level generator: ID 00 - default, ver 1. Features enabled: true Level generator options: Level spawn location: World: (-238,64,58), Chunk: (at 2,4,10 in -15,3; contains blocks -240,0,48 to -225,255,63), Region: (-1,0; contains chunks -32,0 to -1,31, blocks -512,0,0 to -1,255,511) Level time: 25074 game time, 25074 day time Level dimension: 0 Level storage version: 0x04ABD - Anvil Level weather: Rain time: 13698 (now: true), thunder time: 98804 (now: false) Level game mode: Game mode: survival (ID 0). Hardcore: false. Cheats: true Stacktrace: at net.minecraft.server.MinecraftServer.r(MinecraftServer.java:669) at net.minecraft.server.MinecraftServer.q(MinecraftServer.java:599) at bdz.q(IntegratedServer.java:123) at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:497) at fy.run(SourceFile:849) -- System Details -- Details: Minecraft Version: 1.4.7 Operating System: Windows 7 (x86) version 6.1 Java Version: 1.7.0_09, Oracle Corporation Java VM Version: Java HotSpot Client VM (mixed mode), Oracle Corporation Memory: 247823920 bytes (236 MB) / 519110656 bytes (495 MB) up to 1037959168 bytes (989 MB) JVM Flags: 2 total; -Xms512m -Xmx1024m AABB Pool Size: 3277 (183512 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used Suspicious classes: FML and Forge are installed IntCache: cache: 0, tcache: 0, allocated: 3, tallocated: 63 FML: MCP v7.26 FML v4.7.4.520 Minecraft Forge 6.6.0.497 54 mods loaded, 54 mods active mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available mod_SpawnerGUI [mod_SpawnerGUI] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available mod_RecipeBook [mod_RecipeBook] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available colossali_SpiderMan [spider Man] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available mod_Biosphere [mod_Biosphere] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available MetallurgyCore [Metallurgy Core] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available MetallurgyEnder [Metallurgy Ender] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available MetallurgyBase [Metallurgy Base] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available MetallurgyNether [Metallurgy Nether] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available MetallurgyPrecious [Metallurgy Precious] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available MetallurgyFantasy [Metallurgy Fantasy] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available mod_ArmorMovement [mod_ArmorMovement] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available BiomesOPlenty [biomes O' Plenty] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available jammyfurniture [Jammy Furniture Mod] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available BuildCraft|Core [buildCraft] (buildcraft-A-3.4.3.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available BuildCraft|Factory [bC Factory] (buildcraft-A-3.4.3.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available BuildCraft|Transport [bC Transport] (buildcraft-A-3.4.3.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available BuildCraft|Silicon [bC Silicon] (buildcraft-A-3.4.3.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available APUnofficial [Additional Pipes] (AdditionalPipes2.1.3u42-BC3.4.2-MC1.4.7.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available IC2 [industrialCraft 2] (industrialcraft-2_1.115.207-lf.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available AdvancedMachines [iC2 Advanced Machines Addon] (AdvancedMachines_1.4.6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available Backpack [backpack] (backpack-1.6.8-1.4.7.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available BuildCraft|Energy [bC Energy] (buildcraft-A-3.4.3.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available BCIC2Crossover [bC-IC2 Crossover Mod] (BCIC2crossover 2.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available BCTools [buildcaft Tools] (bcTools.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available BetterDungeons [better dungeons] (BetterDungeons.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available BF [better Farming] (BetterFarming 3.1.1 Universal.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available BuildCraft|Builders [bC Builders] (buildcraft-A-3.4.3.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available BuildcraftAPS [Advanced Power Systems] (Buildcraft-C-APS_0.2.7.2-MC1.4.7.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available CW.CaveGen [CaveGen] (CaveGen2.26_1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available GW_DungeonMobs [Dungeon Mobs] (Dungeon Mobs v1.11.3.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available DungeonPack [DungeonPack] (DungeonPack 1.4.7 v1 Universal.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available EE3 [Equivalent Exchange 3] (ee3-universal-pre1f.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available ExtrabiomesXL [ExtrabiomesXL] (ExtrabiomesXL-universal-1.4.7-3.8.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available Flora Clouds [Flora and Soma Clouds] (FloraSoma-Clouds_1.4.7_2013.1.12b.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available Soma Corruptor [Flora and Soma Corruptor] (FloraSoma-Corruptor_1.4.7_2013.1.14.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available Flora Crops [Flora and Soma Crops] (FloraSoma-Crops_1.4.7_2013.1.16b.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available Flora Trees [Flora and Soma Trees] (FloraSoma-Trees_1.4.7_2013.1.24.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available InfiBlocks [infiBlocks] (InfiBlocks_1.4.7_2013.1.11b.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available InfiCraftMicroblocks [infiCraft MicroBlocks] (InfiMicroblocks_1.4.7_2013.1.13.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available LiquidMetals [Liquid Metals] (LiquidMetals-0.1.16.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available RedPowerCore [RedPower] (RedPowerCore-2.0pr6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available RedPowerBase [RP Base] (RedPowerCore-2.0pr6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available RedPowerMachine [RP Machine] (RedPowerMechanical-2.0pr6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available RedPowerCompat [RP Compat] (RedPowerCompat-2.0pr6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available RedPowerWiring [RP Wiring] (RedPowerDigital-2.0pr6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available RedPowerLogic [RP Logic] (RedPowerDigital-2.0pr6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available RedPowerLighting [RP Lighting] (RedPowerDigital-2.0pr6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available RedPowerWorld [RP World] (RedPowerMechanical-2.0pr6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available RedPowerControl [RP Control] (RedPowerMechanical-2.0pr6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available SimpleBGM [simple Background Music] (SimpleBackground_1.4.7_2013.1.30.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available TConstruct [Tool Construct] (TConstruct_mc1.4.7_1.1.5.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available Profiler Position: N/A (disabled) Vec3 Pool Size: 1325 (74200 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used Player Count: 1 / 8; [iq['majye12'/205, l='minecraftia', x=-222,36, y=45,00, z=34,62]] Type: Integrated Server (map_client.txt) Is Modded: Definitely; Client brand changed to 'forge,fml' java.lang.NoSuchFieldError: clumpingThreshold at cv.<init>(Packet52MultiBlockChange.java:43) at il.a(PlayerInstance.java:166) at ik.b(SourceFile:156) at in.b(WorldServer.java:182) at net.minecraft.server.MinecraftServer.r(MinecraftServer.java:669) at net.minecraft.server.MinecraftServer.q(MinecraftServer.java:599) at bdz.q(IntegratedServer.java:123) at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:497) at fy.run(SourceFile:849) --- END ERROR REPORT 57fe15e5 ---------- the java.lang.NoSuchFieldError: clumpingThreshold issue may be caused by installing forge the wrong way (for my case, i just drag'n dropped the new vesion in the minecraft.jar, overwriting verything. can you tell me my mistake and how to solve it. and what about the block update glitch? is there a way to solve it?
  2. Paint.NET is quite pixel-precise if you zoom in all the way. Also once you've selected something it will show you at the bottom the x and y, so if both are multiples of 16 you know that it's the start of a new sprite section, if you know what I mean. Also the rulers are quite handy as well. I know. But for know mostly i edit existing Minecraft icons, and then its hard to select the right 16x16 with a retangle tool when other icons are around it. And transparant backgrounds make it even harder.
  3. hi. before i update my Minecraft server (or rather the mods) i usually make a backup, like everyone should ... well, i use Filezilla for FTP access to my Server. my problem is, that i can't find a way to copy a folder on the server to another folder on the same server. so the only way i found is to download it to my computer. and when i want it to be on the server, i have to upload it again, which usually takes a while. is there a way to directly copy a folder on a server via FTPclient? (preferable voa filezilla, but it is ok to swich to a different tool, as long as it is free) that would make it a lot easier to do backups of my minecraft server before updating a mod thanks, and best regards Michael aka. MiK3gamer
  4. So I want to have a button added in a GUI that is in a base class, that would trigger a method in my mod. It sounded like it would be simple, (because forge API covers almost everything ) but I discovered only "coremods" can do this. I found only a few posts on this topic and 1 tutorial: http://www.minecraftforge.net/wiki/Using_Access_Transformers but In that tutorial the coremod did not give me an error, but I was not sure what exactly it did . I downloaded a few examples of coremods, like chickenbonescore and ars magica (I had to decompile it). I was unsuccessful at finding how these worked. Another post on the forums said "only advanced modders who know what they're doing should use this tool" (or something along those lines), but If no one learns it in the first place, they can't become an advanced modder, can't they? Can anyone out there enlighten me on this topic? Not many tutorials show how this work, and I really want to know more about how this works, thanks. P.S. Is there a way of doing this so that the regular mod doesn't have to be converted to a core mod, just have the core mod trigger a method in the regular mod? (eg. ars magica uses 2 mods, a core and a regular, since converting the regular to the core might be difficult) Oh yea, and if you could explain it rather than redirecting me too an api doc that would be nice!
  5. Depends on how the tool sets are different from each other? And of course how you have implemented the first one? you could use the constructor's parameters to differentiate the different sets.
  6. It wouldn't work since if I change the material strength it won't just make hoes stronger against a specific block, it's going to make every tool stronger against all blocks. And if I change that it could create incompatibilities with other mod. I'd know how to do it, but I'd have to modify the ItemHoe class which would, again, create possible incompatibilities... I want to make it without creating any incompatibilities.
  7. I've had this problem since I first downloaded FML. I got it to run the mo creatures mod, along with Gui-Api and the Custom Spawner. The whole thing worked great, until I went to creative mode. When I go back into survival, I can no longer use my bare hands to mine anything. I have to use the tools. This even counts on leaves, dirt, and grass. Minecraft hasn't crashed at all, so I've never had an error report to look at. I tried running minecraft without any mods, just FML, and it still does the same thing. Then I switched to Divine RPG, and it got worse because you needed to have a specific type of tool to mine anything. This is a real bummer on my game play. If anyone has any clue on how to fix this, or what I did wrong, that would be greatly appreciated.
  8. For those interested -- let me dream, please -- Molecraft 0.7 will take a while to build because in the middle of the planned changes I decided to completely rework one complex system that the mod implements; namely, the seedstones. So here's a list of what to expect: - Finally Mole Lore rears its head, with the mysterious Stone Circle structures and the new blocks Standing Stone and Runestone! - New larva and bug, the Water Grub and Aquatic Beetle, a new tool bug for all your deep sea diving needs! - Slight changes to the inner workings of the Mole Claw and Mole Spade, as well as better randomizing of the clumps and grubs! Also, there will be major change on some item and block IDs, because I failed to plan accordingly for my many types of grubs, clumps and bugs. Yep, pretty stupid, but at least it came up before 1.0, eh? Well, all said, it looks like a new release might come up next week. If you're still waiting, thanks a bunch, and have fun!
  9. Is there any hook to detect whether the player is breaking or more accurately hitting a block? The boolean in PlayerControllerMP is set to private and I need it for a custom tool animation.
  10. I am using most up to date MC and Forge. With Eclipse and everything is working fine when I made a custom sword with nothing fancy, just using custom ingots to make a sword more powerful then a diamond sword. Amazing mod right? lol My question is when I was reading/watching tutorials on all tool sets, some people said to edit the EnumToolMaterial.java within the source of minecraft. Another person said it is bad to edit the original minecraft files, it can cause issues with other peoples mod. Which is correct? can I simply edit the EnumToolMaterial class/enum to add in another line after GOLD? or should I make a "copy" of EnumToolMaterial(and simply add a "2" at the end) and redirect things to that? (even making for example "ItemSword2" class) Both ways worked, with no errors, but of course, I dont want to start modding mincraft with the practice of editting minecraft files when I shouldn't Any insight would be cool
  11. Aside from that, the error is saying that you've not installed all of Forge's files properly or something during installation has corrupted the jg class. I'd suggest trying a different archive tool, such as 7zip or a launcher like MagicLuancher/MultiMC.
  12. I hope someone answers this. I've been concerned with other things -- like mods on the server versus the client. I have learned by testing that the server ignores mods it doesn't have, not sure what happens if the client is missing a mod it does use (it would be great if it could load them from the servers mod directory, but not sure it does but plan to test it). As for server admin features / mods / plugins, this is a catch 22 -- the great mods use forge, the anti-griefing, anti-cheating, and general admin tool use bukkit (so its hard to run a non-white list / public server without it), and the too don't play nice together. I wish they'd be compatible, but....
  13. Macs do not auto-extract zip files when you download them, you're doing something wrong. Either way this isn;t a issue on our end, download the file properly/use a proper archive tool and it'll work.
  14. It is not so much to stop those that want to purposely cause harm to the server, that is near impossible to stop. It is to prevent those who do not know better from logging on with a mod on their client that many cause lag to the server. On the FTB server that I admin on when I logged on with Treecapitator it caused the server TPS to drop from 20-12. If it was someone else who had the mod on their client i would never know and the server would just be laggy, If there was a tool to allow only certain mods then that could easily be prevented.
  15. As anyone on these forums will know, Minecraft Forge is an amazing Tool for both modders and Players, with OreDictionary, FML and so on. What I am proposing here is that someone(that knows how to write programs) creates a powerful program for creating Forge mods. This would need to include the ability to create: Custom tools blocks/items with a right-click GUI functionality ore dictionary support Forge liquid support. My main point However is that this anyone could use this program, so it would not be based on coding Java, but with a simple, Clean GUI. I am suggesting something similar to the Laymans mod maker, but more powerful, and based around Functionality with Forge features. Please PM me if you are willing to Create this, and show the Forge devs as I am sure that if the whole Forge community works together on this, Then something Amazing would happen. Coding noobs (such as myself) would be able to create great mods for the community to enjoy, and the mooding community would grow bigger and more diverse. I hope something truly amazing can come of this Goochyr
  16. Thanks for the replies. I did a little more digging and at the ComputerCraft forum i was able to find a solution that worked for me. There was a reference to a tool called bearded-octo-nemesis which uses MCP to deobfuscate existing mods. I does not decompile the mod so the source is still not readable but it does allow you to link to it as a library and run it inside eclipse. forge detects the mod and loads it. I am not sure if it will work with all the mods but it did allow me to run ComputerCraft from inside eclipse. Here is a link to the github repository if anyone else is interested in looking into it. https://github.com/immibis/bearded-octo-nemesis
  17. Ok I have figured out how to make the Enchanting Thing with some help of another nice guy but now the last 3 Questions are : How to add the Blindness/Weakness/Slowness when the Tool (Sword) Hits an Entity How to make The Food not go away How to make the Tools Destroy the Blocks it breaks ( Delets)
  18. Yeah yeah. Copy-paste heaven and structure sucks. It's been like 10 years since I had a college course in Java. I'll learn better coding skills if/when I get a full time job writing code. The main reason for this reply is because with the deprication of DungeonHooks, this all changes. The only way I can think of doing the same thing now is to either add one of every possible enchantment of every possible tool/armor/weapon or to create some kind of new fake item which replaces itself with an enchanted item when created. Not even sure if that would work. So with the current structure, is it still possible to add dungeon loot that will have a random enchantment applied when generated? If so, any hints?
  19. If no extra blocks are added to be mineable by this tool, couldn't be it done like this: MinecraftForge.setToolClass(myItem, "pickaxe", 5); MinecraftForge.setToolClass(myItem, "axe", 5); ?
  20. I doubt you would need to make it a core mod. Unless there's some protected variable that you really need access to, you should be fine. Nbt is what minecraft uses to store custom data to an ItemStack ex. Tool enchantments. It is also used for things like storage blocks ex. A Chest containing items. You could be able to make a key have a custom pair of information so when you use it on a lock, it will read the nbt, and if it matches the lock it will unlock the lock. But still, for that you would need to generate the nbt randomly and in pairs.
  21. 0.6 coming really soon, guys. It won't featre Mole Lore yet because what I'm not totally sure about how it'll work yet. But there are new stuff including a new tool/armor material and some good refining on obtaining the clumps(yes, now environment does matter a lot more). And in case you're wondering why has it taken so long... holidays and Thaumcraft 3, mostly. You can check out the upcoming changes in the wiki. And, as usual, I'm accepting suggestions.
  22. Ideally, a tool like mIDas should be put into Forge. Currently, I'm taking an NEI id dump from my old world, and one from my new, then using *nix's sort and uniq commands to get a list of problem ids. Perhaps I'll post something about it on the Forge suggestion board.
  23. Do not delete your old config. Keep IC2.cfg. You need to change the ids on the map. Google "minecraft mIDas-gold". It is a tool for changing ids in maps.
  24. There's no sure-fire way of determining this, as not all mods use the same config format for storing block ids. Heck, mods could randomly generate block ids on the fly each time it's loaded, ignoring its config entirely. However, if, and only if, they use the default Forge config style, one could write a tool to detect id conflicts.
  25. Why are you using JRebel? What type of environment are you in that you need it? Its a development tool that allows you to swap classes at runtime, but you know, every IDE has this functionality...
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