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  1. I think the hole night about this and see a few problems. the breaking point. the point there point breaks. like this (id 1500:45000 crafted id 1500:40000 break the tool) how can i do this? (nearby i look to build drops in. but this is confusing).
  2. Unfortunately, metadata and damage values are internally intertwined, so if you were to try to make metadata tools, your sword would become a pickaxe after 1 use, then a shovel after a use, etc. until you hit whatever tool was coded in last.
  3. HammerMod version 1.5.1 is out! Let's start with how to craft the Hammer(s): Each Hammer can mine just as well as its pickaxe counterpart. However, that's not all the Hammers can do. Observe! Mining coal ores with a Hammer doesn't drop Coal, it drops my new Coal Chunks! Each Coal Ore drops 8 chunks. Each Coal Chunk burns in a Furnace for 1 use. This means you are still getting just as much raw Coal power as you would if you mined it with a Pickaxe, but you can be more efficient with it! This isn't all, though, if you go to your workbench and use your Hammer on some Coal or Charcoal, you can smash it into small chunks! Or, if you need large coal for other uses, you can combine 8 Coal Chunks to receive 1 Coal, or do the same with Charcoal! NOTE: THIS IS A SHAPELESS RECIPE Downloads: 1.2.5 (Latest) Client Server Use Forge 164 or later! Changelog: v1.5 - Mining with Hammers added v1.5.1 - Changed tool category in forge to "pickaxe" to fix issues with other forge mods Future plans for HammerMod include shards of other ores, item repairing, and more! Legal All my mods are copyrighted material. They may only be downloaded from the links I provide. You may download them to use and play, if you want to do anything else with it, you have to ask me first.
  4. v1.5.1 - Changed tool category in forge to "pickaxe" to fix issues with other forge mods
  5. Is there a way that when an item (i.e. a tool) breaks that a different item is added to the inventory in its place?
  6. MCNostalgia http://www.minecraftforum.net/topic/800346-tool-mcnostalgia-212-now-works-with-131/
  7. I recently realized that I could use EnumHelper to add tool and armor types without editing the base classes of minecraft. However, there doesnt seem to be an option in EnumHelper to add a rarity. I dont think this would be too hard to add, but I think it would be really cool, giving mod authors the options to color their tools however they like instead of having to use the basic ones that come with minecraft. If theres a way to do this with EnumHelper, can someone let me know how? Otherwise I'd like to suggest this.
  8. hey everyone, Tutorials Twitter: @helfullsTutoria i am going to show and explainyou how to create mods with MinecraftForge. You need to get MCP and MinecraftForge. Installinstructions u can find here: MCP MinecraftForge Once you got Forge you are able to create mods with it since Forge has his own ModLoader. Your base file is the mod_XXX.java file normal it should look like this: package net.minecraft.src; import net.minecraft.src.forge.MinecraftForge; public class mod_XXX extends BaseMod { @Override public String getVersion() { return "YOUR MOD VERSION"; } @Override public void load() { } } All sourcecodes can be found here: https://github.com/Helfull/MinecraftForge-Modding-Tutorial/ Difficulty Easy Medium Hard Advanced List of Contents Creating porperties file Creating a Block Creating a Block with metedata Creating a Item - ​includes ITextureProvider Creating Recipes Creating a Tool Creating item which takes damage when used in recipe //Coming coon Creatinga Tree //Coming soon topic at minecraftforum.net (always up to date) greetz helfull
  9. package net.minecraft.src; public class ItemScoaletonKatana extends Item { private int weaponDamage; public ItemScoaletonKatana(int par1) { super(par1); this.maxStackSize = 1; this.setMaxDamage(mod_Scoaleton.KatanaDurability); this.weaponDamage = 10; } /** * Returns the strength of the stack against a given block. 1.0F base, (Quality+1)*2 if correct blocktype, 1.5F if * sword */ public float getStrVsBlock(ItemStack par1ItemStack, Block par2Block) { return par2Block.blockID == Block.web.blockID ? 15.0F : 1.5F; } /** * Current implementations of this method in child classes do not use the entry argument beside ev. They just raise * the damage on the stack. */ public boolean hitEntity(ItemStack par1ItemStack, EntityLiving par2EntityLiving, EntityLiving par3EntityLiving) { par1ItemStack.damageItem(1, par3EntityLiving); par2EntityLiving.setFire(mod_Scoaleton.KatanaFireTime); return true; } public boolean onBlockDestroyed(ItemStack par1ItemStack, int par2, int par3, int par4, int par5, EntityLiving par6EntityLiving) { par1ItemStack.damageItem(2, par6EntityLiving); return true; } /** * Returns the damage against a given entity. */ public int getDamageVsEntity(Entity par1Entity) { return this.weaponDamage; } /** * Returns True is the item is renderer in full 3D when hold. */ public boolean isFull3D() { return true; } /** * returns the action that specifies what animation to play when the items is being used */ public EnumAction getItemUseAction(ItemStack par1ItemStack) { return EnumAction.block; } /** * How long it takes to use or consume an item */ public int getMaxItemUseDuration(ItemStack par1ItemStack) { return 72000; } /** * Called whenever this item is equipped and the right mouse button is pressed. Args: itemStack, world, entityPlayer */ public ItemStack onItemRightClick(ItemStack par1ItemStack, World par2World, EntityPlayer par3EntityPlayer) { par3EntityPlayer.setItemInUse(par1ItemStack, this.getMaxItemUseDuration(par1ItemStack)); return par1ItemStack; } /** * Returns if the item (tool) can harvest results from the block type. */ public boolean canHarvestBlock(Block par1Block) { return par1Block.blockID == Block.web.blockID; } public String getTextureFile() { return "/ocomo/katana.png"; } }
  10. I used the quick fix to set it to null because an error kept appearing on that line. I wasn't really sure why it wanted to do that. I just figured out why that was happening now though and changed it. I'm pretty sure it's because I copied the code from the sword class, and since the sword class is looking for the tool material, it wanted me to add a value. I also noticed that there wasn't a / at the beginning of the path in MinecraftForgeClient.preloadTexture, but I fixed that. The texture still isn't loading.
  11. Welcome to CocoCraft, a mod with alot of different stuff, Ores, Tools, Machinery and Mobs! there are a few end-game items and alot of not end game items. Currently Ingame: - CocoStone, Mithril Ore, Silver Ore, Amethyst: they're all ores found underground, all except Amethyst drops the ore itself and can be smelted into Ingots, amethyst drops a gem. - Tools and Armor: Tools and Armor are made with the Ingots and Gems you mine underground. [More Info Soon] - Essence: Essence is also found underground, but I don't call it an ore, it is quite common and drops Wind Essence, this can be crafted into Fire, Earth and Water Essence. - Cocoa Flower and Reed: These can be found all over the place, The Flower is used to create Cocoa Powder, the Reed drops Cocoa Beans! - Magic Books: Magic books are, for now (spoilers) my favourite items in the game, They sort of have a magcal ability to change or, the World time to day or Night, Heal you or give you 40 experience! They are quite expensive and have limited uses on them. - The Machinery: There are 5 machines, the Crusher, Compressor, Silver Furnace, Duplicator and soon the Alloynizer. these machines are quite expensive, but they're totally worth their price. the Crusher crushes ores into 2 dust, which you can smelt into Ingots. The Compressor is used to compress Alloy, which is a new armor ingredient. The Silver Furnace is a furnace, but with 2 input slots, you can smelt 2 ores at the same time to double efficiency. This furnace is also used to make steel! Which I'll explain later. The Duplicator does exactly what it's called, duplicate stuff, but only one thing! It uses an Iron Block as fuel, and needs 1 Gold and diamond Block to function, these 3 items will be changed into 2 Diamond Blocks. the Alloynizer, still in development, not in the mod yet. It has 5 input slots, a fuel slot and an output slot. You need to add the 5 items to make 2 Raw Alloy, which then has to be Compressed. -Steel: Steel is made in the Silver Furnace with Coal Dust and an Iron Ingot, that will create Unworked steel, then you have to create a Hammer and place your unworked ingot and Hammer in your crafting, shapeless, and you get yourself a Steel ingot, it will return your hammer! - The Mobs: There are 2 mobs added by CocoCraft, the Choco Cow and Choco Pig, they drop Choco Beef and Choco Pork, which can be smelted into Choco Steak and Cooked Choco Pork. - DragonStone: DragonStone is a non-renewable resource, you get it by picking up the ender Egg, yes it is possible in vanilla, and putting it in a crafting recipe, you will get 11 Dragon Stone Shard, with these shard you can craft all tools, but you need Diamond sticks instead of regular sticks, and pick wisely, you have only 11 shards! Pictures: Ores And Blocks Crusher, Compressor, Silver Furnace and Duplicator CocoReed Crusher GUI Compressor All the tools All the Armor NOTE: Back then there was an ID conflict between some armor, so there's no Mithril Armor here. Now there is! The new implemented Shacks! They randomley generate You can find alot of the recipes here: Spotlights: http://youtu.be/dq8h8fwXBlA By DamnIcholasGamingSubscribe! Downloads: SinglePlayer: 1.9.6: http://goo.gl/OX6U1 MultiPlayer: 0.1: http://goo.gl/3rzJy Changelog: 1.9.6: - Added Book Of Lightning, spawns lightning at the position you're looking at on right click. Has a 2.5 seconds cool down. - Added SMP support! Soon: - Chocolate. - Ice Cream(?) Known Bugs: - Obsidian Multi Tool not functioning correctly. - SMP Machines don't work, so don't bother crafting them. - Magic books don't work, so don't other crafting them, it's a waste of resources. How To Install: SP: Locate your .minecraft . then open up your minecraft.jar located at /.minecraft/bin/minecrat.jar. And install ModLoader. and delete the META-INF. then Install the latest reccomended build of Minecraft Forge, also in the minecraft.jar . Then check if your minecraft still works, if not, try again. now you will have a folder called mods, put the downloaded .zip file in there, and you're good to go! MP: Install Forge in your minecraft_server.jar, don't delete the META-INF!!!!!! Then Run your server so it create s all the folders, then stop the server. Add the CocoCraftSmpV***.zip in the mods folder and you are done! NOTE: You will need Minecraft forge version 3.3.7.135 or higher! And you won't need ModLoader anymore! Copyrights: This mod (plugin, a patch to Minecraft source, henceforth "Mod" or "The Mod"), by the terms ofhttp://www.minecraft.net/copyright.jsp is sole property of the Mod author (, henceforth "Owner" or "The Owner"). By default it may only be distributed on minecraftforums.net, yowazzupmodding.webs.com. It may only be mirrored or reposted with advance written permission of the Owner. Electronic Mail is fine if you wait for a response. URL shorteners or other attempts to make money off The Owner's Mod are strictly forbidden without advance written permission Banners: Put this in your signature: [url=http://www.minecraftforum.net/topic/1186743-125cococraftv166magicbooks/][img=http://i.imgur.com/PuLSt.png][/url]
  12. I fully agree that my benchmark might work on the cache too much. And possibly other optimizations Java does. So, I changed the benchmark a lot to avoid most of that, I hope. First, I used reflection to call sin() on the various of test cases. As far as I know Java can't optimize reflection, so it should not be possible to optimize the array calls to something more direct, avoiding the function call or something. At least that is my theory Second, every time I call sin(), next thing I do is trash the cache. I did this in a way I would in C-world, so I hope it carries enough in Java: I read a random array of 1024 * 1024 * 2 Integers (this should be between the 8 and 16 MiB or RAM). This should purge out anything in the cache that was there (as most L2 caches are only 2 MiB). Again, at least, my theory. Then running the benchmark gives indeed other results, but still with the same message. MathHelper is faster when the JIT kicks in. I updated the benchmark tool above. Please let me know what you think, or if you have any other ideas / suggestions. The results of this benchmark (on my machine, JRE 1.6): class MathHelper65536.sin(): first = 2.731 ms, mean = 74.238 us (CI deltas: -110.049 ns, +137.682 ns), sd = 62.098 us (CI deltas: -13.988 us, +22.066 us) WARNING: EXECUTION TIMES HAVE EXTREME OUTLIERS, SD VALUES MAY BE INACCURATE class MathHelper1024.sin(): first = 989.552 us, mean = 73.697 us (CI deltas: -260.063 ns, +368.889 ns), sd = 155.644 us (CI deltas: -34.896 us, +72.242 us) WARNING: execution times have mild outliers, SD VALUES MAY BE INACCURATE class java.lang.Math.sin(): first = 702.065 us, mean = 187.960 us (CI deltas: -1.187 us, +2.028 us), sd = 544.618 us (CI deltas: -183.904 us, +252.559 us) WARNING: EXECUTION TIMES HAVE EXTREME OUTLIERS, execution times may have serial correlation, SD VALUES MAY BE INACCURATE As you can see, MathHelper is now only twice as fast. PS: please do not compare these results with earlier results. The range of the test changed, and therefor the average execution time did.
  13. Haha, I know those comments about too large post far too well But tnx, nice to know some people do appreciate them I indeed also found the IBM benchmark tool, and boy, it is a good one. The latest results: I have been benchmarking this wrong all along. It is very sad, but I have to conclude that FPS++ doesn't really help. Or if it does, it is very local. To explain: I did my benchmarks in the static initializer of a class. Nobody told me you had to be careful with them, and no documentation suggest you should. I am unsure, but it seems that if you call a function in the class of the static initializer, it imports the class/function again. Anyway, time goes up non-linear with it, and test results are very wrong. Worst of all: the JIT never kicks in. So most of my benchmarks earlier can be put in the bin! So, let's benchmarks outside the static initializer. This give completely different results. When you do just 1000 loops or so, Math.sin is faster. But when you go over it, MathHelper.sin starts to get faster. A lot in fact. In fact, so much faster that you should want to use MathHelper.sin. On OverMindDL1's request, I made a .jar which includes the IBM benchmark, prepared with 3 tests: MathHelper.sin, with a table size of 65536. MathHelper.sin, with a table size of 1024. Math.sin. It is available here: https://dl.dropbox.com/s/be86maw8ltqg6ed/MathSin.jar (source is included, takes 5+ minutes to run! Includes the IBM Benchmark Framework, I hope they don't mind 'distributing' it like this Awesome framework btw! Really impressive ...) The result: MathHelper65536.sin(): first = 19.566 ms, mean = 38.262 us (CI deltas: -84.409 ns, +106.498 ns), sd = 67.597 us (CI deltas: -13.994 us, +18.349 us) WARNING: EXECUTION TIMES HAVE EXTREME OUTLIERS, SD VALUES MAY BE INACCURATE MathHelper1024.sin(): first = 1.947 ms, mean = 36.361 us (CI deltas: -53.842 ns, +55.031 ns), sd = 38.650 us (CI deltas: -7.022 us, +10.210 us) WARNING: execution times have mild outliers, SD VALUES MAY BE INACCURATE Math.sin(): first = 1.173 ms, mean = 684.942 us (CI deltas: -1.077 us, +1.178 us), sd = 201.183 us (CI deltas: -33.190 us, +59.616 us) WARNING: execution times have mild outliers, SD VALUES MAY BE INACCURATE As you can, the second is fastest, closely followed by the first, and leaving the last far behind. Why? Well, as it turns out the JIT, the part that converts Java bytecode to more native code, only kicks in after a block has been called 1500 times with '-client', and 10,000 times with '-server'. I knew this was already in place, but I never knew it would hit this hard. So, when you do some specific benchmarking, Math.sin is faster for the times the code is not under JIT, and slower when it is. These results all tested under JRE 1.6. It doesn't dismiss the issues earlier. JRE 1.4 and JRE 1.5 did much worse in Math.sin, so there benchmarking would have shown a win for MathHelper.sin immediately. Now it was hiding under the control of the JIT. I really don't like language where I am not in control .. but so be it. In conclusion: MathHelper.sin is in fact faster, and I cannot find any statistical evidence FPS++ helps. The only reason I can see it helps, is when the JIT cannot execute, or on cold system. Also decreasing the table size seems not to get any statistical support. PS: this is under the assumption the JIT will kick in sooner or later for this function, which is very very likely.
  14. public boolean onItemUse(ItemStack par1ItemStack, EntityPlayer par2EntityPlayer, World world, int x, int y, int z, int par7) { int metaDataOfTargetBlock = world.getBlockMetadata(x, y, z); if(metaDataOfTargetBlock==1){ world.setBlockAndMetadata(x, y, z, Block.cloth.blockID, 3); return true; } return false; } this code works if you just add it to an item as an overide. BECAREFUL though, if you set the metaDataOfTargetBlock == 0, all blocks in the world will be changed as most have a metadata of 0. although, im pretty sure if you just add in the target blocks blockID into the if statement aswell, you can prevent that. i think par7 is metaData being provided from the tool itself, but i dont know.
  15. oddly i knew zero java when i started modding. What you do need to make mods is the ability to think an issue threw. Also too look how thing are currently done, minecraft itself has every tool you need to make a mod. Just look at what is done and mimic then change it too fit you needs.
  16. i do understand that you cannot force people to make use of such a function, but my personal experience with mods for other applications i have found that similar features are often well-received because they make the resulting mod a lot more user-friendly right now, each mod gets atleast one config file, with some even getting more when it comes to having a server-compatible client, this effectively means tons of files that need to be copied and placed in the correct locations (as not all mods use the config directory either, including 2 of the biggest ones [buildcraft&redpower]) i just felt that having a central location to change/register all blocks, items etc would be both easier for the end user, and for the modders as they only need to get the ID's from forge, and modders wont have to follow eloraams example (not that its a bad thing!) in making redpower re-assign its own ID's like i said, i know you cant force people to use it, but having it available would seem to me a great tool for modders and users alike this will be the last i reply to this topic, i simply wished to give my idea in such a way that it was correctly understood and that my reasons behind the idea where clear
  17. That should work for you DarkGuardsman, here's a link: http://www.minecraftforum.net/topic/252880-tool-midas-id-changer-v031-open-source/
  18. added block, block with meta, tool, recipes tutorials
  19. Hello, I am creating a tool that permit to user to have multiples version of minecraft My program use a folder ".mcm" next to ".minecraft", I am currently on linux in this directory I have two main directory : "content" and "version" In the content folder, there is a content cache, including mods, texturepack and worlds In the version folder, there is somes folder that corespond to minecraft version In each of these, there is a .minecraft folder. My program simply redirect the "home" or "appdata" folder. When I install FML, it try to loads mods in the content folder and in other versions folders ... This is the current command line for minecraft : This is the complete log : 27 achievements 182 recipes LWJGL Version: 2.8.4 27 juin 2012 22:12:21 cpw.mods.fml.common.FMLCommonHandler beginLoading INFO: Attempting early MinecraftForge initialization 27 juin 2012 22:12:21 cpw.mods.fml.common.FMLCommonHandler beginLoading INFO: Completed early MinecraftForge initialization 2012-06-27 22:12:21 [iNFO] Forge Mod Loader version 2.2.78.153 for Minecraft 1.2.5 loading 2012-06-27 22:12:21 [WARNING] Failed to load mod class mod_CCGPU.class in /home/utilisateur/.mcm/mods/Stuff/Computercraft/CCGPU 2012-06-27 22:12:21 [sEVERE] File mod_CCGPU.class failed to read properly 2012-06-27 22:12:21 [WARNING] Failed to load mod class mod_CCInput.class in /home/utilisateur/.mcm/mods/Stuff/Computercraft/CCInput_07 2012-06-27 22:12:21 [sEVERE] File mod_CCInput.class failed to read properly 2012-06-27 22:12:21 [WARNING] Failed to load mod class mod_ccSpeaker.class in /home/utilisateur/.mcm/mods/Stuff/Computercraft/ccSpeaker 2012-06-27 22:12:21 [sEVERE] File mod_ccSpeaker.class failed to read properly 2012-06-27 22:12:21 [WARNING] Failed to load mod class mod_CCTurtle.class in /home/utilisateur/.mcm/mods/temp/ComputerCraft 2012-06-27 22:12:21 [sEVERE] File mod_CCTurtle.class failed to read properly 2012-06-27 22:12:21 [WARNING] Failed to load mod class mod_ComputerCraft.class in /home/utilisateur/.mcm/mods/temp/ComputerCraft 2012-06-27 22:12:21 [sEVERE] File mod_ComputerCraft.class failed to read properly 2012-06-27 22:12:21 [WARNING] Failed to load mod class mod_CCAdvancedResourceProcessing.class in /home/utilisateur/.mcm/mods/temp/aip 2012-06-27 22:12:21 [sEVERE] File mod_CCAdvancedResourceProcessing.class failed to read properly 2012-06-27 22:12:22 [WARNING] Failed to load mod class mod_PortalGun.class in /home/utilisateur/.mcm/version/old/.minecraft/mods/portalgun 2012-06-27 22:12:22 [sEVERE] File mod_PortalGun.class failed to read properly 2012-06-27 22:12:22 [iNFO] Loading mods from /home/utilisateur/.mcm/version/test/.minecraft/mods 2012-06-27 22:12:22 [iNFO] Directory WorldEditCUI contained no mods 2012-06-27 22:12:22 [sEVERE] A problem has occured during mod loading. Likely a corrupt jar is located in your mods directory cpw.mods.fml.common.LoaderException: cpw.mods.fml.common.LoaderException: java.lang.ClassNotFoundException: version/old//minecraft/mods/portalgun/mod_PortalGun at cpw.mods.fml.common.Loader.load(Loader.java:436) at cpw.mods.fml.common.Loader.loadMods(Loader.java:592) at cpw.mods.fml.client.FMLClientHandler.onPreLoad(FMLClientHandler.java:193) at net.minecraft.client.Minecraft.a(Minecraft.java:383) at net.minecraft.client.Minecraft.run(Minecraft.java:735) at java.lang.Thread.run(Thread.java:662) Caused by: cpw.mods.fml.common.LoaderException: java.lang.ClassNotFoundException: version/old//minecraft/mods/portalgun/mod_PortalGun at cpw.mods.fml.common.Loader.loadModClass(Loader.java:527) at cpw.mods.fml.common.Loader.attemptDirLoad(Loader.java:474) at cpw.mods.fml.common.Loader.attemptDirLoad(Loader.java:463) at cpw.mods.fml.common.Loader.attemptDirLoad(Loader.java:463) at cpw.mods.fml.common.Loader.attemptDirLoad(Loader.java:463) at cpw.mods.fml.common.Loader.attemptDirLoad(Loader.java:463) at cpw.mods.fml.common.Loader.attemptDirLoad(Loader.java:463) at cpw.mods.fml.common.Loader.load(Loader.java:385) ... 5 more Caused by: java.lang.ClassNotFoundException: version/old//minecraft/mods/portalgun/mod_PortalGun at java.lang.Class.forName0(Native Method) at java.lang.Class.forName(Class.java:247) at cpw.mods.fml.common.Loader.loadModClass(Loader.java:494) ... 12 more 2012-06-27 22:12:22 [sEVERE] A critical error has occurred. cpw.mods.fml.common.LoaderException: cpw.mods.fml.common.LoaderException: java.lang.ClassNotFoundException: version/old//minecraft/mods/portalgun/mod_PortalGun at cpw.mods.fml.common.Loader.load(Loader.java:436) at cpw.mods.fml.common.Loader.loadMods(Loader.java:592) at cpw.mods.fml.client.FMLClientHandler.onPreLoad(FMLClientHandler.java:193) at net.minecraft.client.Minecraft.a(Minecraft.java:383) at net.minecraft.client.Minecraft.run(Minecraft.java:735) at java.lang.Thread.run(Thread.java:662) Caused by: cpw.mods.fml.common.LoaderException: java.lang.ClassNotFoundException: version/old//minecraft/mods/portalgun/mod_PortalGun at cpw.mods.fml.common.Loader.loadModClass(Loader.java:527) at cpw.mods.fml.common.Loader.attemptDirLoad(Loader.java:474) at cpw.mods.fml.common.Loader.attemptDirLoad(Loader.java:463) at cpw.mods.fml.common.Loader.attemptDirLoad(Loader.java:463) at cpw.mods.fml.common.Loader.attemptDirLoad(Loader.java:463) at cpw.mods.fml.common.Loader.attemptDirLoad(Loader.java:463) at cpw.mods.fml.common.Loader.attemptDirLoad(Loader.java:463) at cpw.mods.fml.common.Loader.load(Loader.java:385) ... 5 more Caused by: java.lang.ClassNotFoundException: version/old//minecraft/mods/portalgun/mod_PortalGun at java.lang.Class.forName0(Native Method) at java.lang.Class.forName(Class.java:247) at cpw.mods.fml.common.Loader.loadModClass(Loader.java:494) ... 12 more 2012-06-27 22:12:22 [sEVERE] 2 mods loaded Minecraft Forge 3.3.8.153 FML v2.2.78.153 Forge Mod Loader version 2.2.78.153 for Minecraft 1.2.5 mod_MinecraftForge : Loaded (minecraft.jar) mod_CodeChickenCore : Loaded (minecraft.jar) So there is 2 solutions, I use an incorrect command line or there is a mistake in FML
  20. Get a proper error report with the error reporting tool and we can help you.
  21. Find a non-crappy archiving tool that allows you to merge instead of replace. And you should write the Mac install tutorial, I don't have a mac, I don't particularly care about them, etc.. Its one step, Drag files from Forge's zip to Minecraft.jar
  22. I have several questions about how to use Forge: 1. How do I acess the Ore Dictionary to add my ores to it? 2. I need to make a tool somewhat like the RedPower handsaw in that it takes damage when used in the crafting of various items. 3. How do I make a block have a thin profile like the EE trans tablet? 4. How do I make said block above have an inventory (like a chest)? Thanks in advance to anyone who helps!
  23. I have been hesitant to come here because I hate getting flamed when I need help. Hopefully y'all won;t do that. OK, here is the deal. I have been trying for three days to install MCForge. I have tried many versions (including minecraftforge-client-3.1.3.105, minecraftforge-client-1.2.5, minecraftforge-client-1.4.0.57, and minecraftforge-client-3.0.1.75). Currently, I am working with 3.1.3.105. I have tried many, many times starting with a clean copy of Minecraft (from scratch, virgin jar files). It always crashes once Forge is installed. I have tried installing with and without ModLoaderMP, and am no longer trying to install that mod since it appears that MCForge no longer needs it. I am installing ModLoader prior to installing MCForge. I am using ModLoader version 1.2.5 and Minecraft version 1.2.5. I can start Minecraft and begin playing after installing ModLoader, I do not crash until I have installed MCForge. I am only attempting to install ModLoader and Forge at this point... no other mods are loaded. My compression tool is jZip. It works fine installing ModLoader and removing the META-INF folder so I have ruled this out as a possible bad actor. I am attaching a few logs for you guys to look over (as I am not sure which ones you'll want/need). The error test report generated by the bat file (by Mr_okushama and _303) found on this forum: The actual crash report on the Minecraft screen: and the ModLoader.txt contents: Please help me!
  24. Also, be sure you didnt use jzip for the archive tool, I recomend 7zip. jZip screws things up.
  25. I noticed that the Forge server run faster (more TPS) than conventional Bukkit server (or do I just think?). Forge at least adds a new packets, but it changed methods of working with them? Is it reasonable to use the Forge as a tool against the server lags, in which no mods?
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