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1.7.10
[1.7.10] nohero's mods: More Health Enchanted: Beta for Health Loss Issue 1/2/2016
Poll: Would you be fine with ONLY a forge-required More Health mod?
Ended Nov 17, 2014
Poll: A Preference: More health hardcore mode?
Ended Nov 17, 2014
You know, it dawns on me now that while I THOUGHT I was entering a patch of new, unexplored area, it's entirely possible that I may have been digging back towards already-explored-before-updating areas. Off to make another new world/Mystcraft age for testing again.
I would love to know the results! Also, the world seems to generate a good portion of land ahead of you, so even though you havn't explored it yet, it may still be generated already.
it would be great...
this is mod is very cool
I loved the mod but without the ModLoader version, I had to make my own mod that uses ModLoader.
Also, when I find them in chests, I usually find them as one 'stack" of 2 heart pieces in one inventory slot, and one stack of 2 or 3 (or 1 full container) in another.
I still consider this amount to be a bit on the high end for single player...but thinking about it, it might be just right if it was multiplayer.
some resons to use forge is that he can, if he try to get it in the mods folder eventualy, that is NOT possible with modloader, forge is abaut 50000x times better then modloader, it help mods so you just take them in the mod folder, it has the forege ore thingy that helps mods with the same ore and it give the mods much more possibilities.
Required: Forge API
Working on smp compatibility
I'm not going to update modloader version anymore, sorry but the majority of users are fine with forge. What launcher does it not work with? It seems to work with most.
Best I can do is patch, but that will be low priority for me right now.
Interesting findings, I may lower rates again depending on how I implement multiplayer (aka the mod should stop working if the server owner does not use my mod, because that would be kind of cheating on pvp servers-- so maybe the server host uses a version that has a bit higher chance of finding stuff-- the player's mod won't affect the chance, only the server host's should. The player's version only affects his own worlds).
Hmm, thanks for this! Can't believe no one found this until now, this has probably been a bug since they implemented the "shaking" of the health when it gets low! That was the part I did not change that caused the bug. It's fixed now!
My summed version:
Description: Exception in server tick loop
java.lang.NoClassDefFoundError: morehealth/mod_moreHealthEnhanced
at qx.aT(EntityPlayer.java:206)
at md.<init>(EntityLiving.java:114)
at qx.<init>(EntityPlayer.java:187)
at iq.<init>(EntityPlayerMP.java:150)
at gm.a(ServerConfigurationManager.java:320)
at bec.b(IntegratedServerListenThread.java:90)
at net.minecraft.server.MinecraftServer.r(MinecraftServer.java:702)
at net.minecraft.server.MinecraftServer.q(MinecraftServer.java:598)
at bdz.q(IntegratedServer.java:123)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:497)
at fy.run(SourceFile:849)
Caused by: java.lang.ClassNotFoundException: morehealth.mod_moreHealthEnhanced
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:179)
at java.lang.ClassLoader.loadClass(ClassLoader.java:423)
at java.lang.ClassLoader.loadClass(ClassLoader.java:356)
... 11 more
Caused by: java.lang.NullPointerException
at org.objectweb.asm.ClassReader.<init>(Unknown Source)
at net.minecraftforge.transformers.EventTransformer.transform(EventTransformer.java:29)
at cpw.mods.fml.relauncher.RelaunchClassLoader.runTransformers(RelaunchClassLoader.java:222)
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:171)
... 13 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.4.6
Operating System: Windows 7 (x86) version 6.1
Java Version: 1.7.0_02, Oracle Corporation
Java VM Version: Java HotSpot™ Client VM (mixed mode, sharing), Oracle Corporation
Memory: 353567680 bytes (337 MB) / 518979584 bytes (494 MB) up to 518979584 bytes (494 MB)
JVM Flags: 2 total; -Xms512m -Xmx512m
AABB Pool Size: 4048 (226688 bytes; 0 MB) allocated, 3752 (210112 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 1, tallocated: 63
FML: MCP v7.25 FML v4.6.17.515 Minecraft Forge 6.5.0.489 6 mods loaded, 6 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
arcaneAscension [Arcane Ascension] (Arcane Ascension PR4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
TwilightForest [The Twilight Forest] (twilightforest-1.14.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
UsefulFood [UsefulFood] (usefulfood_v1.2.3-universal.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
Profiler Position: N/A (disabled)
Vec3 Pool Size: 7093 (397208 bytes; 0 MB) allocated, 7091 (397096 bytes; 0 MB) used
Player Count: 0 / 8; []
Type: Integrated Server (map_client.txt)
Is Modded: Definitely; Client brand changed to 'forge,fml'
Ps. The Twilight forest and Useful foods has no conflicts with either MoreHealth and AA.
use multimc, its much better then magic launcher and has no problem with any mod as long as you do everything right
Based on the error log you are somehow not adding in the morehealth folder? It says my class is missing so there is something wrong. You said the morehealth's 5 class files? You need that folder too as it has more needed classes.
Well, I have it set up the same as last time for 1.4.5, which was using 5 class files in magic and then putting the folder in the mods folder. (And that worked out fine for my previous mods)
So that would mean I can just put the original zip in the magic folder now..?To which it can be used vanilla right now, but just takes a bit to load. (Which is completely fine.)I guess that's a miscalculation of mine, but good to know now! Thanks for going through it, was kinda worried when it showed that a certain file in there was occupying id 48 for some reason.
Anyways, here something that I couldn't have done in my earlier modding days:
SMP beta testing!
So I managed to get the health system working on a server. (MCP test servers, adding my player xp, and it got extra health! Also, I tested getting hurt+ healing back to 11 hearts and it worked to!
here is it for testing: Link Removed
Yeah, 1.4.5 had a different folder architecture. I updated it in my revision 2 update, maybe you didn't get it (wasn't a necessary update). No, you still can't put the original zip in the magic folder, now you just have to zip the "put in minecraft.jar" folder, I made it easier that way.
Testing on my personal Vanilla Minecraft server with forge 1.4.6
1- Gave myself xp with to level with Bottles 'o Enchanting and /xp command and gained extra hearts at the normal levels. I also was healed back to full after every level with a zombie attacking me for damage. I also keep all extra hearts when I die. logged off restarted the server and kept all hearts still. everything seems to be going well. I will test more when my friends join.
I am running quite a few mods to and no conflicts for SMP
What works:
- Adding the mod to a minecraft_server.jar
- Having 30 Hearts works
- Can regen hearts from 1/2 a heart to 30 hearts
- Can get more health using XP
- Can get more health using Heart Containers
- Generation in Dungeons, Desert Temples, Jungle Temples, and Villages works
What doesn't:
[Critical/Major] - You cannot see other players, they drop to the ground and visibly die when you join the game. I can link a video if you want it.
[Minor] - Leather Armor is white but appears normal on the player.
Untested:
- Jungle Temples, I would think if all the other structures work, the Jungle Temples would work.
- PvP
Using MC 1.4.6 and Forge 6.5.0.489 with Optifine 1.4.6_HD_U_B1, delivers the same performance.
Yes, please send me a video of it. I'm not really sure what the source of this bug would be... no error logs makes it harder. The only problem I can see is that you are using forge versions that are different then mine- there might be significant enough changes in forge to cause the error hmm (I'm still using the forge the previous version, Forge 6.5.0.471) . The other players are alive of course, right? It still seems unlikely a forge issue...
I do believe my code starts you with "zero" health when you spawn in-- but then you get your health very quickly and you don't see a game over screen. This may be the issue? That would explain why they "die" as you would see it. Here, there could be a way to test this (not guaranteed . Have the other player die and respawn- not sure, but I dont think there is the zero health bug then, but it may still be there. However, try to see if you can see them then. That would confirm it.
Things to note, The player is still alive, he can't see me either(only when I just joined), and that when someone spawns (by either dieing or joining), they do the same animation as seen in the video. If you need anymore information, just ask.
Okay, thanks for that, here, try this: Link Removed (updated the link). I made a slight change that might just fix this. It seems to be that the other players, in your view, is of a type called "EntityOtherPlayerMP" (and is client side only) which extends EntityPlayer, the class I am editing. In the original version, the server side updates hpmax, which in turn would fix the health. Seems like since "EntityOtherPlayerMP" is client side only, it skipped my server-side code, causing it's health to be 0- causing the player you see to die. Normally this wouldn't happen, but since I've edited entityplayer, the class "entityotherplayermp" is based on, things like this could happen. Hopefully this fixes it.
Also on an off note, in the old version, could you read his chat?
But sadly, the new version doesn't fix the bug. It still seems to happen the same.