hey nice mod needs more attention thought and im downloading now also Skydoesminecraft sent me! and im doing a mod review as soon as i fix my recording software! ill post al ink here id be honered if you would put it on your front page! oh and here is an idea when TNT hits redstone torch,button,lever,ect it blows up!
Minecraft has stopped running because it encountered a problem; Failed to start game
This error has been saved to C:\Users\test\AppData\Roaming\.minecraft\crash-reports\crash-2012-09-16_11.12.30-client.txt for your convenience. Please include a copy of this file if you report this crash to anyone.
--- BEGIN ERROR REPORT 801e7d4c --------
Generated 9/16/12 11:12 AM
- Minecraft Version: 1.3.2
- Operating System: Windows Vista (amd64) version 6.0
- Java Version: 1.7.0_01, Oracle Corporation
- Java VM Version: Java HotSpotâ„¢ 64-Bit Server VM (mixed mode), Oracle Corporation
- Memory: 1701302920 bytes (1622 MB) / 2058027008 bytes (1962 MB) up to 2058027008 bytes (1962 MB)
- JVM Flags: 2 total; -Xms2048m -Xmx2048m
- LWJGL: 2.4.2
- OpenGL: GeForce 6150SE nForce 430/PCI/SSE2 GL version 2.1.2, NVIDIA Corporation
- Is Modded: Definitely; 'forge,fml'
- Type: Client
- Texture Pack: Default
- Profiler Position: N/A (disabled)
cpw.mods.fml.common.LoaderException: java.lang.RuntimeException: Unable to claim entity id 50
at cpw.mods.fml.common.LoadController.transition(LoadController.java:102)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:591)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:158)
at net.minecraft.client.Minecraft.a(Minecraft.java:447)
at net.minecraft.client.Minecraft.run(Minecraft.java:734)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.RuntimeException: Unable to claim entity id 50
at cpw.mods.fml.common.registry.EntityRegistry.validateAndClaimId(EntityRegistry.java:146)
at cpw.mods.fml.common.registry.EntityRegistry.registerGlobalEntityID(EntityRegistry.java:153)
at mod_BlockMobs.addEntityWithSpawnRate(mod_BlockMobs.java:106)
at mod_BlockMobs.addAllEntities(mod_BlockMobs.java:101)
at mod_BlockMobs.load(mod_BlockMobs.java:70)
at cpw.mods.fml.common.modloader.ModLoaderModContainer.init(ModLoaderModContainer.java:523)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:123)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:81)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:590)
... 4 more
--- END ERROR REPORT 1ab5227a ----------
SKY ARMY BY THE WAY!
Are you using another mod that adds mobs? If thats the case try to change the ID 50 in the config of the mod to something else.
I'll add an own config too soon ;)Thanks for all those nice responses
I've just nearly finished the reviving machine, I'll update the download soon because it still has 1 or 2 bugs, but the most important parts work
Here are some pictures:
Yeah, the blocks tend to get stuck where they are. Otherwise its working fine,
Strange, in creative mode, they walk fine, but walk away from you, but in survival they bug out and wont move.
Thats the point of it
If you look at them they wont move and look like a regular block and hide. In the next updates there will be a new item like sunglasses that allows you to look at them and they'll still move.
Ideas for some blocks:
1 Pistons knockbacks any mob that touches it (with or without damage)
2 Webs slows down any mob that touches it
3 The dragon egg block spawns the dragon boss when falls in lava( Like it warms the egg so it hatches)
4 Vines and Ladders ride their own blocks when they run into each other.
5 Cactus hurts all mobs when touched
6 Cake Block acts like regular Cake, but moves.
7 Jukebox plays music
8 Noteblocks play notes
9 Wheat crops drop Wheat
10 Water blocks hide in water, then jumps and attacks players on the shores
11 Ores drop their respective ingots ( maybe not if you still want that original block dropping for each block )
If you enjoyed or agreed with what I had to say please hit that Arrow on the bottom right.
Ideas for some blocks:
1 Pistons knockbacks any mob that touches it (with or without damage)
2 Webs slows down any mob that touches it
3 The dragon egg block spawns the dragon boss when falls in lava( Like it warms the egg so it hatches)
4 Vines and Ladders ride their own blocks when they run into each other.
5 Cactus hurts all mobs when touched
6 Cake Block acts like regular Cake, but moves.
7 Jukebox plays music
8 Noteblocks play notes
9 Wheat crops drop Wheat
10 Water blocks hide in water, then jumps and attacks players on the shores
11 Ores drop their respective ingots ( maybe not if you still want that original block dropping for each block )
If you enjoyed or agreed with what I had to say please hit that Arrow on the bottom right.
Some nice ideas here I'll add them when the machine is totally fixed and when the bugs are fixed.
Good news This mod is compatible with EVERY block, even blocks of other mods! I will write a little API that allows other modders to give their own blocks custom properties
yeah, but please add a config for that kinda stuff, i don't want the thing with a hatching dragon egg or this idea,,
they would ruin my wool home..
Dragon eggs won't be there anyways (Except if you revive the block , but then its your problem). Only blocks that naturally spawn in the nature will spawn, e.g. dirt, grass, stone, obsidian...
They imitate the block under them where they spawned the first time.
You click on the link and then it downloads... If you mean how to install: Download and install the latest Forge first, then go to Windows search and enter %apddata% then go to .minecraft and put. In there should be a folder called "mods", put in there the downloaded .zip file.
Um, im having some trouble installing it using forge, maybe you could make the mod use modloader by resugmui (Not sure hoe to spell his name correctly)
Ok ive got it working now i was just using the reccomended build of forge instead of the latest...however making this mod use modloader would still be pretty cool
Sky sent me, and I'm glad he did. This looks like a really cool mod. The evil blocks kinda make me think of it as "even the very earth itself is out to kill you"...
Are you using another mod that adds mobs? If thats the case try to change the ID 50 in the config of the mod to something else.
I'll add an own config too soon ;)Thanks for all those nice responses
I've just nearly finished the reviving machine, I'll update the download soon because it still has 1 or 2 bugs, but the most important parts work
Here are some pictures:
Mod is now 1.1.4 and has the new revive machine
But it's still buggy like always xD
Thats the point of it
If you look at them they wont move and look like a regular block and hide. In the next updates there will be a new item like sunglasses that allows you to look at them and they'll still move.
I also support international zombie talk day
1 Pistons knockbacks any mob that touches it (with or without damage)
2 Webs slows down any mob that touches it
3 The dragon egg block spawns the dragon boss when falls in lava( Like it warms the egg so it hatches)
4 Vines and Ladders ride their own blocks when they run into each other.
5 Cactus hurts all mobs when touched
6 Cake Block acts like regular Cake, but moves.
7 Jukebox plays music
8 Noteblocks play notes
9 Wheat crops drop Wheat
10 Water blocks hide in water, then jumps and attacks players on the shores
11 Ores drop their respective ingots ( maybe not if you still want that original block dropping for each block )
If you enjoyed or agreed with what I had to say please hit that Arrow on the bottom right.
Lol?
Some nice ideas here I'll add them when the machine is totally fixed and when the bugs are fixed.
Dragon eggs won't be there anyways (Except if you revive the block , but then its your problem). Only blocks that naturally spawn in the nature will spawn, e.g. dirt, grass, stone, obsidian...
They imitate the block under them where they spawned the first time.
But don't worry, I will add a config
You click on the link and then it downloads... If you mean how to install: Download and install the latest Forge first, then go to Windows search and enter %apddata% then go to .minecraft and put. In there should be a folder called "mods", put in there the downloaded .zip file.
Like i said now about the 20th time, I will add a config soon
Ok ive got it working now i was just using the reccomended build of forge instead of the latest...however making this mod use modloader would still be pretty cool
You should too! Find it here; http://www.minecraftforum.net/topic/1648718-slime-blocksnew-method-of-trapping-mobs/
Profile pic by Cheshirette c: