Been carefully taking my time with these new changes, the entity refactor kinda introduced a pile of undetectable bugs in _ALL_ of my code from these past 2 years due to the way programming works, but I just did a very important mass renaming to in theory fix every one of those potential game crashing bugs that would've only been findable as they happen otherwise. And the games still running (and more importantly not randomly crashing here and there) so woot, I think I've got every texture fixed for all my mods too. Mini list of whats left:
- Some minor sound fixings for ZC music swapper (if it even worked before)
- Need to make sure tornado sound system hacking still works, same for wind etc
- Need to figure out the new way to peek the attack damage on an item via the attribute system, so HW can evaluate your weapons etc
- Need to make sure weather mod rendering is all good
- Look into why waves aren't staying where they should be vertically when you are jumping O_o
- Need to update my packaging script to the new folder structure and update installation ways etc
Then at that point I'd probably release, however Zombie Awareness is probably a mess with the new 1.6 changes, rebalencing and implementation of a new difficulty flow to it is probably going to be needed. I'll either get right to that after the initial release or do a quick fix and get back to it later, with the amount of config it has right now, it could be toned down to compensate for the insanity that is 1.6...
Also I should perhaps actually play 1.6 legit to get a feel for the new zombie difficulty heh
Edit: OH!
Question: A ZombieCraft session block that lets any user coordinate/setup a ZC game on the server...... What should the blocks recipe be? I can't decide! Need suggestions! It should be fairly easy to craft, also it doesnt have an appearance yet, but its fully functional minus the map voting part
Question: A ZombieCraft session block that lets any user coordinate/setup a ZC game on the server...... What should the blocks recipe be? I can't decide! Need suggestions! It should be fairly easy to craft, also it doesnt have an appearance yet, but its fully functional minus the map voting part
What are you looking for in appearance? A simple description and I MIGHT be able to come up with something (or some other person who is actually good at pixel art).
I'd second this idea, for the 8 iron & fire charge. Easy to create, and requires the implementation of a potentially dangerous item. That and an iron box gives a wide potential array of block picture choices.
I'd second this idea, for the 8 iron & fire charge. Easy to create, and requires the implementation of a potentially dangerous item. That and an iron box gives a wide potential array of block picture choices.
Hmmm yeah I'll give the fire charge recipe a try, iron box to work a block texture appearance around could work too, but yeah Mixmaster1190 I can't think of any good way this thing should look, I do like the idea of it being cage based though.
Anyways, despite my little ongoing annoyances with ZA and some HW code atm, I'm going to try to release weather mod and zombiecraft for 1.6.2 today/tomorrow assuming no huge issues when I test outside dev environment. Also, I'm going to do a quick reconsideration on the configurations used for tornado rates, so its less confusing and backwards. As well as a 'minimum # of days between tornado events' config to offset the pure randomness of their spawning. As well as prepare ZC with the session block and recipe.
Man, I gotta say I'm a little concerned for mincerafts future when it comes to vanilla feature additions.
Like spawning a second zombie that instantly hits me after I hit a zombie with my sword. They thought this would contribute to the game challenge in a good way? Someone needs to sit them down and teach them about proper difficulty flow. I can't get over how retarded of a feature this is.
I'm going to do my best to disable the new vanilla extra zombie spawning on hit via a ZA config, I try not to publicly criticize mojangs features much, but when I see like this I wonder if they are even trying to improve the experience properly.
Anyways, didn't get anything done yesterday, but today is all dev.
Started my day by playtesting 1.6. And aside from what I stated above, I'll probably leave ZA as is for features in terms of rebalencing for 1.6, overall the difficulty of the game doesn't seem increased much but it depends on activity done in each chunk now so time will tell. So by the time the game does amp up the difficulty, if you aren't well equipped by then that's your own fault! But I haven't seen a baby zombie yet so I might need to playtest some more, near a village maybe... Hmm.
If all goes to plan I'll be releasing a few of the mods around 6 hours from now as I casually make sure everything is good to go.
Oh ya, ZC auto texturepack swapping will be disabled until mojang gets the support for multiple resource packs to be used at once in. So I guess 1.7.
Alrighty gents! Weather, ZombieCraft 3 and Zombie Awareness are updated for 1.6.2, ZombieCraft got some really good dev before I updated it to 1.5.2, see below:
Weather 1.56
------------
New
---
- More controlled tornado spawning, now they can only happen every 10 days with a 20 to 1 chance:
-- Storm_Tornado_oddsOfTornadoTo1 (default 20): odds of a tornado spawning in the time window it has
-- Storm_Tornado_minDaysBetweenTornado (default 10): minimum # of days between a natural tornado spawn event
Fixes
-----
- waverenderrange doesnt reset when tropicraft is installed
- fixed error console spam when tornado is checking if it should grab a block for some mod blocks
ZombieCraft 3
-------------
Note to map makers: SAVE YOUR WIP MAPS TO SCHEMATIC before updating to this version (if you only have it in a world save), purchase plates in world will lose saved settings, but are safe in schematic form
New:
- Adminless ZC session coordinating! Craft the new ZC session block to do everything required to setup a ZC game in singleplayer or server
-- FAIR WARNING: IF PLAYING ON LEGIT SERVER, PUT INVENTORY IN CHEST BEFORE USING SESSION BLOCK, THERES NO INVENTORY BACKING UP AND ZC GAMES WIPE YOUR INVENTORY
-- First to setup lobby becomes lobby leader (eventually to add vote system for abuse prevention)
-- Others can join the lobby, which it will teleport you immediately
-- Lobby leader can choose and regenerate map as needed (which will also be voteable on in future)
- Config for all Item and Block IDs (DONT EDIT BLOCK IDS YET THOUGH, EXISTING ZC3MAPS WILL BREAK)
- ZC Maps scanned and saved with this version will be able to work without breaking when different block IDs are used, existing maps will have to be rescanned
- Cleaned up block and tile names
Bugfixes:
- Teleporting back from ZC realm wont drop you from the sky
- Spectate camera doesnt freak out anymore!
- Nuke pickup does a proper kill visual now
- Comrade always shows gun in hand when you give him one now
- Updated reflection to the new persistant srg name way, no more forgetting to update reflection names
-- Gun firing rate (click rate) should be mostly restricted again and feel a little less derpy
Balance differences:
- Raygun projectile 2.6 times faster
- Betties now do 2x damage and don't hurt the player, same range, their hitbox was also resized so placing a bunch together is less of a pain
Notes:
- Looks like old texture packs dont work at all now, so until I update the texture pack to a resource pack you'll have to live with vanilla textures for now.
Zombie Awareness
----------------
- Zombie speed buff feature disabled for now until a proper new implementation with attribute system is done
Alrighty gents! Weather, ZombieCraft 3 and Zombie Awareness are updated for 1.6.2, ZombieCraft got some really good dev before I updated it to 1.5.2, see below:
Weather 1.56
------------
New
---
- More controlled tornado spawning, now they can only happen every 10 days with a 20 to 1 chance:
-- Storm_Tornado_oddsOfTornadoTo1 (default 20): odds of a tornado spawning in the time window it has
-- Storm_Tornado_minDaysBetweenTornado (default 10): minimum # of days between a natural tornado spawn event
Fixes
-----
- waverenderrange doesnt reset when tropicraft is installed
- fixed error console spam when tornado is checking if it should grab a block for some mod blocks
ZombieCraft 3
-------------
Note to map makers: SAVE YOUR WIP MAPS TO SCHEMATIC before updating to this version (if you only have it in a world save), purchase plates in world will lose saved settings, but are safe in schematic form
New:
- Adminless ZC session coordinating! Craft the new ZC session block to do everything required to setup a ZC game in singleplayer or server
-- FAIR WARNING: IF PLAYING ON LEGIT SERVER, PUT INVENTORY IN CHEST BEFORE USING SESSION BLOCK, THERES NO INVENTORY BACKING UP AND ZC GAMES WIPE YOUR INVENTORY
-- First to setup lobby becomes lobby leader (eventually to add vote system for abuse prevention)
-- Others can join the lobby, which it will teleport you immediately
-- Lobby leader can choose and regenerate map as needed (which will also be voteable on in future)
- Config for all Item and Block IDs (DONT EDIT BLOCK IDS YET THOUGH, EXISTING ZC3MAPS WILL BREAK)
- ZC Maps scanned and saved with this version will be able to work without breaking when different block IDs are used, existing maps will have to be rescanned
- Cleaned up block and tile names
Bugfixes:
- Teleporting back from ZC realm wont drop you from the sky
- Spectate camera doesnt freak out anymore!
- Nuke pickup does a proper kill visual now
- Comrade always shows gun in hand when you give him one now
- Updated reflection to the new persistant srg name way, no more forgetting to update reflection names
-- Gun firing rate (click rate) should be mostly restricted again and feel a little less derpy
Balance differences:
- Raygun projectile 2.6 times faster
- Betties now do 2x damage and don't hurt the player, same range, their hitbox was also resized so placing a bunch together is less of a pain
Notes:
- Looks like old texture packs dont work at all now, so until I update the texture pack to a resource pack you'll have to live with vanilla textures for now.
Zombie Awareness
----------------
- Zombie speed buff feature disabled for now until a proper new implementation with attribute system is done
YES!! AWESOME!! WEATHER AND TORNADOES (AND UR OTHER MODS) ARE 1.6.2!!!!!!!!!!!!!!!!
COROS FAST FAST!! I FOUND A BUG:
when i right-clicked the test gun (the string) (in a super flat world,creative) , IT CRASHED MY GAME AND DELETED THE WORLD!!
if you see this, plz reply to me , and here the crash-report:
---- Minecraft Crash Report ----
// Shall we play a game?
java.lang.NullPointerException
at net.minecraft.entity.DataWatcher.func_75692_b(SourceFile:129)
at net.minecraft.entity.EntityLivingBase.func_70606_j(EntityLivingBase.java:823)
at net.minecraft.entity.EntityLivingBase.<init>(EntityLivingBase.java:188)
at net.minecraft.entity.EntityLiving.<init>(EntityLiving.java:81)
at weather.blocks.structure.Structure.<init>(Structure.java:50)
at weather.items.ItemTornado.func_77659_a(ItemTornado.java:75)
at net.minecraft.item.ItemStack.func_77957_a(ItemStack.java:176)
at net.minecraft.item.ItemInWorldManager.func_73085_a(ItemInWorldManager.java:353)
at net.minecraft.network.NetServerHandler.func_72472_a(NetServerHandler.java:540)
at net.minecraft.network.packet.Packet15Place.func_73279_a(SourceFile:58)
at net.minecraft.network.MemoryConnection.func_74428_b(MemoryConnection.java:89)
at net.minecraft.network.NetServerHandler.func_72570_d(NetServerHandler.java:141)
at net.minecraft.network.NetworkListenThread.func_71747_b(NetworkListenThread.java:54)
at net.minecraft.server.integrated.IntegratedServerListenThread.func_71747_b(IntegratedServerListenThread.java:109)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:689)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:585)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:175)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:482)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:582)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at net.minecraft.entity.DataWatcher.func_75692_b(SourceFile:129)
at net.minecraft.entity.EntityLivingBase.func_70606_j(EntityLivingBase.java:823)
at net.minecraft.entity.EntityLivingBase.<init>(EntityLivingBase.java:188)
at net.minecraft.entity.EntityLiving.<init>(EntityLiving.java:81)
at weather.blocks.structure.Structure.<init>(Structure.java:50)
at weather.items.ItemTornado.func_77659_a(ItemTornado.java:75)
at net.minecraft.item.ItemStack.func_77957_a(ItemStack.java:176)
at net.minecraft.item.ItemInWorldManager.func_73085_a(ItemInWorldManager.java:353)
at net.minecraft.network.NetServerHandler.func_72472_a(NetServerHandler.java:540)
at net.minecraft.network.packet.Packet15Place.func_73279_a(SourceFile:58)
at net.minecraft.network.MemoryConnection.func_74428_b(MemoryConnection.java:89)
at net.minecraft.network.NetServerHandler.func_72570_d(NetServerHandler.java:141)
-- Ticking connection --
Details:
Connection: net.minecraft.network.NetServerHandler@3c27995
Stacktrace:
at net.minecraft.network.NetworkListenThread.func_71747_b(NetworkListenThread.java:54)
at net.minecraft.server.integrated.IntegratedServerListenThread.func_71747_b(IntegratedServerListenThread.java:109)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:689)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:585)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:175)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:482)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:582)
-- System Details --
Details:
Minecraft Version: 1.6.2
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_25, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 255193408 bytes (243 MB) / 588644352 bytes (561 MB) up to 954466304 bytes (910 MB)
JVM Flags: 2 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G
AABB Pool Size: 2211 (123816 bytes; 0 MB) allocated, 1612 (90272 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v8.04 FML v6.2.52.836 Minecraft Forge 9.10.0.836 Optifine OptiFine_1.6.2_HD_U_B4 10 mods loaded, 10 mods active
mcp{8.04} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
FML{6.2.52.836} [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
Forge{9.10.0.836} [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
mod_TooManyItems{1.6.2 2013-07-05} [mod_TooManyItems] (1.6.2-Forge9.10.0.836.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
ConfigMod{v1.0} [Extended Mod Config] (ConfigMod for MC v1.6.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
CoroAI{v1.0} [CoroAI] (CoroAI for MC v1.6.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
ExtendedRenderer{v1.0} [Extended Renderer] (ExtendedRenderer for MC v1.6.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
ShowDurability2{1.2.2} [Show Durability II] (Show-Durability-2-Mod-1.6.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
AIBlock{v1.0} [AIBlock] (Weather v1.56 Mod for MC v1.6.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
WeatherMod{v1.56} [Weather and Tornadoes] (Weather v1.56 Mod for MC v1.6.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
Profiler Position: N/A (disabled)
Vec3 Pool Size: 49469 (2770264 bytes; 2 MB) allocated, 13514 (756784 bytes; 0 MB) used
Player Count: 1 / 8; [EntityPlayerMP['Xicor68'/257157, l='Tornado', x=-806.62, y=67.00, z=-525.26]]
Type: Integrated Server (map_client.txt)
Is Modded: Definitely; Client brand changed to 'fml,forge'
FINALLY TORNADO MOD AND THE OTHER MODS UPDATED!!!!!!!!!
I LIKE SPAWNING TORNADOES ON VILLAGES
People Who Encounter Crash Reports It Works Fine FOR ME :D: :D:D:D:D:D:DD::D:D:D:D
I really love that you finally released a 1.6 version of ZA. Just love it!!!! As of 1.6, what is the current zombie awareness for vanilla zombies? I dont want the ZA to have the same as vanilla zombies. And also, ZA AI for other mods too? Really? So you mean I can alter Twilight Forest mobs with the ZA mod? NO WAY!!!!
@iv4n629 Hmmmm I'll have a look, pretty sure my rain override doesn't actually manage the sound playing, either way I'll test it out. Also, tornadoes can only spawn at the peak of a thunderstorm, if you want to see exactly when, enable debug mode, and hit the numpad + key to see the weather debug info, when storm intensity is > 0.8 while climbing and calming, a tornado can spawn with ur set odds and min time between them etc.
@MegaMegaCheeseGo There should be a grabBlocks option hiding in the tornadoes config, set it to false.
@Mr_Kluczownik Hmmmmmm not much to work with from that report unfortunately, looks like a generic disconnect, the log on the server itself might give more information, also make sure you are using the same forge version etc. Actually.. I didn't do any dedicated server testing for 1.6 yet, I shall get to that post haste!
----
Might get to some more testing tonight, or I might just do some relaxing dev or 'playtest' more.
Random piece of info, if you have Biomes o Plenty and ZA, pop open CoroAI.cfg and set chunkCacheOverworldOnly to true, otherwise you might have some crazy crashes when Biomes o Plenty creates its dimension.
It seems as i cant join any server, with the weather mod installed. Can you check into that? because i would really love to have that epic weather on servers
Link Here http://www.minecraftforum.net/topic/1900143-162-planets-mod-would-you-like-to-travel-to-all-the-suns-planets-many-new-dimensions-new-ores-and-more/
- Some minor sound fixings for ZC music swapper (if it even worked before)
- Need to make sure tornado sound system hacking still works, same for wind etc
- Need to figure out the new way to peek the attack damage on an item via the attribute system, so HW can evaluate your weapons etc
- Need to make sure weather mod rendering is all good
- Look into why waves aren't staying where they should be vertically when you are jumping O_o
- Need to update my packaging script to the new folder structure and update installation ways etc
Then at that point I'd probably release, however Zombie Awareness is probably a mess with the new 1.6 changes, rebalencing and implementation of a new difficulty flow to it is probably going to be needed. I'll either get right to that after the initial release or do a quick fix and get back to it later, with the amount of config it has right now, it could be toned down to compensate for the insanity that is 1.6...
Also I should perhaps actually play 1.6 legit to get a feel for the new zombie difficulty heh
Edit: OH!
Question: A ZombieCraft session block that lets any user coordinate/setup a ZC game on the server...... What should the blocks recipe be? I can't decide! Need suggestions! It should be fairly easy to craft, also it doesnt have an appearance yet, but its fully functional minus the map voting part
Into the cellar! There's a ternader a'comin!
Here's a few ideas for a recipe:
Zombiecraft Maps!
If Not Its Fine Just Wondering
Link Here http://www.minecraftforum.net/topic/1900143-162-planets-mod-would-you-like-to-travel-to-all-the-suns-planets-many-new-dimensions-new-ores-and-more/
I'd second this idea, for the 8 iron & fire charge. Easy to create, and requires the implementation of a potentially dangerous item. That and an iron box gives a wide potential array of block picture choices.
Hmmm yeah I'll give the fire charge recipe a try, iron box to work a block texture appearance around could work too, but yeah Mixmaster1190 I can't think of any good way this thing should look, I do like the idea of it being cage based though.
Anyways, despite my little ongoing annoyances with ZA and some HW code atm, I'm going to try to release weather mod and zombiecraft for 1.6.2 today/tomorrow assuming no huge issues when I test outside dev environment. Also, I'm going to do a quick reconsideration on the configurations used for tornado rates, so its less confusing and backwards. As well as a 'minimum # of days between tornado events' config to offset the pure randomness of their spawning. As well as prepare ZC with the session block and recipe.
Into the cellar! There's a ternader a'comin!
Link Here http://www.minecraftforum.net/topic/1900143-162-planets-mod-would-you-like-to-travel-to-all-the-suns-planets-many-new-dimensions-new-ores-and-more/
Like spawning a second zombie that instantly hits me after I hit a zombie with my sword. They thought this would contribute to the game challenge in a good way? Someone needs to sit them down and teach them about proper difficulty flow. I can't get over how retarded of a feature this is.
I'm going to do my best to disable the new vanilla extra zombie spawning on hit via a ZA config, I try not to publicly criticize mojangs features much, but when I see like this I wonder if they are even trying to improve the experience properly.
Anyways, didn't get anything done yesterday, but today is all dev.
Started my day by playtesting 1.6. And aside from what I stated above, I'll probably leave ZA as is for features in terms of rebalencing for 1.6, overall the difficulty of the game doesn't seem increased much but it depends on activity done in each chunk now so time will tell. So by the time the game does amp up the difficulty, if you aren't well equipped by then that's your own fault! But I haven't seen a baby zombie yet so I might need to playtest some more, near a village maybe... Hmm.
If all goes to plan I'll be releasing a few of the mods around 6 hours from now as I casually make sure everything is good to go.
Oh ya, ZC auto texturepack swapping will be disabled until mojang gets the support for multiple resource packs to be used at once in. So I guess 1.7.
Into the cellar! There's a ternader a'comin!
Weather 1.56
------------
New
---
- More controlled tornado spawning, now they can only happen every 10 days with a 20 to 1 chance:
-- Storm_Tornado_oddsOfTornadoTo1 (default 20): odds of a tornado spawning in the time window it has
-- Storm_Tornado_minDaysBetweenTornado (default 10): minimum # of days between a natural tornado spawn event
Fixes
-----
- waverenderrange doesnt reset when tropicraft is installed
- fixed error console spam when tornado is checking if it should grab a block for some mod blocks
ZombieCraft 3
-------------
Note to map makers: SAVE YOUR WIP MAPS TO SCHEMATIC before updating to this version (if you only have it in a world save), purchase plates in world will lose saved settings, but are safe in schematic form
New:
- Adminless ZC session coordinating! Craft the new ZC session block to do everything required to setup a ZC game in singleplayer or server
-- FAIR WARNING: IF PLAYING ON LEGIT SERVER, PUT INVENTORY IN CHEST BEFORE USING SESSION BLOCK, THERES NO INVENTORY BACKING UP AND ZC GAMES WIPE YOUR INVENTORY
-- First to setup lobby becomes lobby leader (eventually to add vote system for abuse prevention)
-- Others can join the lobby, which it will teleport you immediately
-- Lobby leader can choose and regenerate map as needed (which will also be voteable on in future)
- Config for all Item and Block IDs (DONT EDIT BLOCK IDS YET THOUGH, EXISTING ZC3MAPS WILL BREAK)
- ZC Maps scanned and saved with this version will be able to work without breaking when different block IDs are used, existing maps will have to be rescanned
- Cleaned up block and tile names
Bugfixes:
- Teleporting back from ZC realm wont drop you from the sky
- Spectate camera doesnt freak out anymore!
- Nuke pickup does a proper kill visual now
- Comrade always shows gun in hand when you give him one now
- Updated reflection to the new persistant srg name way, no more forgetting to update reflection names
-- Gun firing rate (click rate) should be mostly restricted again and feel a little less derpy
Balance differences:
- Raygun projectile 2.6 times faster
- Betties now do 2x damage and don't hurt the player, same range, their hitbox was also resized so placing a bunch together is less of a pain
Notes:
- Looks like old texture packs dont work at all now, so until I update the texture pack to a resource pack you'll have to live with vanilla textures for now.
Zombie Awareness
----------------
- Zombie speed buff feature disabled for now until a proper new implementation with attribute system is done
Into the cellar! There's a ternader a'comin!
YES!! AWESOME!! WEATHER AND TORNADOES (AND UR OTHER MODS) ARE 1.6.2!!!!!!!!!!!!!!!!
when i right-clicked the test gun (the string) (in a super flat world,creative) , IT CRASHED MY GAME AND DELETED THE WORLD!!
if you see this, plz reply to me , and here the crash-report:
---- Minecraft Crash Report ----
// Shall we play a game?
Time: 29/08/13 12:52 PM
Description: Ticking memory connection
java.lang.NullPointerException
at net.minecraft.entity.DataWatcher.func_75692_b(SourceFile:129)
at net.minecraft.entity.EntityLivingBase.func_70606_j(EntityLivingBase.java:823)
at net.minecraft.entity.EntityLivingBase.<init>(EntityLivingBase.java:188)
at net.minecraft.entity.EntityLiving.<init>(EntityLiving.java:81)
at weather.blocks.structure.Structure.<init>(Structure.java:50)
at weather.items.ItemTornado.func_77659_a(ItemTornado.java:75)
at net.minecraft.item.ItemStack.func_77957_a(ItemStack.java:176)
at net.minecraft.item.ItemInWorldManager.func_73085_a(ItemInWorldManager.java:353)
at net.minecraft.network.NetServerHandler.func_72472_a(NetServerHandler.java:540)
at net.minecraft.network.packet.Packet15Place.func_73279_a(SourceFile:58)
at net.minecraft.network.MemoryConnection.func_74428_b(MemoryConnection.java:89)
at net.minecraft.network.NetServerHandler.func_72570_d(NetServerHandler.java:141)
at net.minecraft.network.NetworkListenThread.func_71747_b(NetworkListenThread.java:54)
at net.minecraft.server.integrated.IntegratedServerListenThread.func_71747_b(IntegratedServerListenThread.java:109)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:689)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:585)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:175)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:482)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:582)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at net.minecraft.entity.DataWatcher.func_75692_b(SourceFile:129)
at net.minecraft.entity.EntityLivingBase.func_70606_j(EntityLivingBase.java:823)
at net.minecraft.entity.EntityLivingBase.<init>(EntityLivingBase.java:188)
at net.minecraft.entity.EntityLiving.<init>(EntityLiving.java:81)
at weather.blocks.structure.Structure.<init>(Structure.java:50)
at weather.items.ItemTornado.func_77659_a(ItemTornado.java:75)
at net.minecraft.item.ItemStack.func_77957_a(ItemStack.java:176)
at net.minecraft.item.ItemInWorldManager.func_73085_a(ItemInWorldManager.java:353)
at net.minecraft.network.NetServerHandler.func_72472_a(NetServerHandler.java:540)
at net.minecraft.network.packet.Packet15Place.func_73279_a(SourceFile:58)
at net.minecraft.network.MemoryConnection.func_74428_b(MemoryConnection.java:89)
at net.minecraft.network.NetServerHandler.func_72570_d(NetServerHandler.java:141)
-- Ticking connection --
Details:
Connection: net.minecraft.network.NetServerHandler@3c27995
Stacktrace:
at net.minecraft.network.NetworkListenThread.func_71747_b(NetworkListenThread.java:54)
at net.minecraft.server.integrated.IntegratedServerListenThread.func_71747_b(IntegratedServerListenThread.java:109)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:689)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:585)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:175)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:482)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:582)
-- System Details --
Details:
Minecraft Version: 1.6.2
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_25, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 255193408 bytes (243 MB) / 588644352 bytes (561 MB) up to 954466304 bytes (910 MB)
JVM Flags: 2 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G
AABB Pool Size: 2211 (123816 bytes; 0 MB) allocated, 1612 (90272 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v8.04 FML v6.2.52.836 Minecraft Forge 9.10.0.836 Optifine OptiFine_1.6.2_HD_U_B4 10 mods loaded, 10 mods active
mcp{8.04} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
FML{6.2.52.836} [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
Forge{9.10.0.836} [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
mod_TooManyItems{1.6.2 2013-07-05} [mod_TooManyItems] (1.6.2-Forge9.10.0.836.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
ConfigMod{v1.0} [Extended Mod Config] (ConfigMod for MC v1.6.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
CoroAI{v1.0} [CoroAI] (CoroAI for MC v1.6.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
ExtendedRenderer{v1.0} [Extended Renderer] (ExtendedRenderer for MC v1.6.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
ShowDurability2{1.2.2} [Show Durability II] (Show-Durability-2-Mod-1.6.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
AIBlock{v1.0} [AIBlock] (Weather v1.56 Mod for MC v1.6.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
WeatherMod{v1.56} [Weather and Tornadoes] (Weather v1.56 Mod for MC v1.6.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
Profiler Position: N/A (disabled)
Vec3 Pool Size: 49469 (2770264 bytes; 2 MB) allocated, 13514 (756784 bytes; 0 MB) used
Player Count: 1 / 8; [EntityPlayerMP['Xicor68'/257157, l='Tornado', x=-806.62, y=67.00, z=-525.26]]
Type: Integrated Server (map_client.txt)
Is Modded: Definitely; Client brand changed to 'fml,forge'
go here: 9minecraft.net -> it should be in the first few mods and, in my opininon, the best site to download mods
I LIKE SPAWNING TORNADOES ON VILLAGES
People Who Encounter Crash Reports It Works Fine FOR ME :D: :D:D:D:D:D:DD::D:D:D:D
Link Here http://www.minecraftforum.net/topic/1900143-162-planets-mod-would-you-like-to-travel-to-all-the-suns-planets-many-new-dimensions-new-ores-and-more/
@iv4n629 Hmmmm I'll have a look, pretty sure my rain override doesn't actually manage the sound playing, either way I'll test it out. Also, tornadoes can only spawn at the peak of a thunderstorm, if you want to see exactly when, enable debug mode, and hit the numpad + key to see the weather debug info, when storm intensity is > 0.8 while climbing and calming, a tornado can spawn with ur set odds and min time between them etc.
@MegaMegaCheeseGo There should be a grabBlocks option hiding in the tornadoes config, set it to false.
@Mr_Kluczownik Hmmmmmm not much to work with from that report unfortunately, looks like a generic disconnect, the log on the server itself might give more information, also make sure you are using the same forge version etc. Actually.. I didn't do any dedicated server testing for 1.6 yet, I shall get to that post haste!
----
Might get to some more testing tonight, or I might just do some relaxing dev or 'playtest' more.
Random piece of info, if you have Biomes o Plenty and ZA, pop open CoroAI.cfg and set chunkCacheOverworldOnly to true, otherwise you might have some crazy crashes when Biomes o Plenty creates its dimension.
Into the cellar! There's a ternader a'comin!