Several people have complained about unlisted requirements, but I have not managed to find any myself, could you (or anyone really) please show me some? Note:Requirements are listed in the tome and only the tome. Some people seem to have a hard time figuring out that the lexicon doesn't show requirements.
Well, I was specifically referring to the detonation and spawner collection runes not functioning unless placed facing west. I'm not sure unlisted requirements is really the right word, but it became hard to tell what was causing my runes to grey-out or malfunction. For example, when the detonation rune failed on the SH map, I ended up having to rule out quite a few different things in creative before I found that direction was the issue.
I had also ran into unexplained grey-outs with the dig-down rune earlier in my playthrough, but I didn't mention them because I still have no idea whether it was me derping, an unlisted requirement, or a bug.
The last example of this sort of thing I can think of is when my first teleporter rune greyed-out. Despite placing it from a scroll, and even throwing in both an eye of ender and an ender pearl (The description said "Ender eye", so I wasn't sure which), it failed. I concluded that it didnt work because the space was only three blocks high, and the rune might not have fit correctly.
Ehh I've had that thought too....I've kinda really wanted to do that, but its just really hard to suddenly flop them around.
Imagine people who have built up so much lapis, saving it before turning it into blaze. If I were to suddenly flip it (where lapis required blaze instead of the other way around), then that person's wealth and fortune would suddenly flip with it.
Plus, lapis is what you get first, and blaze is hard to get the first time. Though once you have it, it is easy and suddenly lapis is the harder one. Its tricky because you need to get yourself up to the nether first to only go back to the overworld to collect lapis.
I'd also need to rebalance some existing runes...
If anyone has any ideas on a solution to that problem, feel free to voice them.
Well, if you're ever going to make a change here, then I don't see how it could be done without screwing with established player's fortunes anyway. Better sooner than later IMO.
I also don't really see a huge issue with having a bit of lapis first. Even if players have access to a small amount of tier 4 dust right off the bat, it should still even out pretty fast.
Not joking at all. A lot of mods would be complete crutches in a SH playthrough, but all the offensive runes are both expensive, and not overwhelmingly strong. I've mostly used runes for utility stuff (<3 the void one), since it's somewhat risky and costly to attempt to cast them in battle. If anything, I think the payoff for a successful battle rune could be higher, especially since so many of them require the mobs to be deliberately lured into a trigger.
Well, I was specifically referring to the detonation and spawner collection runes not functioning unless placed facing west. I'm not sure unlisted requirements is really the right word, but it became hard to tell what was causing my runes to grey-out or malfunction. For example, when the detonation rune failed on the SH map, I ended up having to rule out quite a few different things in creative before I found that direction was the issue.
I had also ran into unexplained grey-outs with the dig-down rune earlier in my playthrough, but I didn't mention them because I still have no idea whether it was me derping, an unlisted requirement, or a bug.
The last example of this sort of thing I can think of is when my first teleporter rune greyed-out. Despite placing it from a scroll, and even throwing in both an eye of ender and an ender pearl (The description said "Ender eye", so I wasn't sure which), it failed. I concluded that it didnt work because the space was only three blocks high, and the rune might not have fit correctly.
I could send you the map, if you'd like.
Well, if you're ever going to make a change here, then I don't see how it could be done without screwing with established player's fortunes anyway. Better sooner than later IMO.
I also don't really see a huge issue with having a bit of lapis first. Even if players have access to a small amount of tier 4 dust right off the bat, it should still even out pretty fast.
Not joking at all. A lot of mods would be complete crutches in a SH playthrough, but all the offensive runes are both expensive, and not overwhelmingly strong. I've mostly used runes for utility stuff (<3 the void one), since it's somewhat risky and costly to attempt to cast them in battle. If anything, I think the payoff for a successful battle rune could be higher, especially since so many of them require the mobs to be deliberately lured into a trigger.
Could you give us the name/download of the map you are playing? It might help if others could attempt a playthrough as well.
/\
How was this done? Those don't look like Dragon Eggs. If the Hammer and Chisel were used how do you keep it from teleporting. If it's obsidian, The Hammer and Chisel don't work on it.
Rollback Post to RevisionRollBack
Forever protecting Hyrule with the power of the Master Sword, DragonMaster16.
/\
How was this done? Those don't look like Dragon Eggs. If the Hammer and Chisel were used how do you keep it from teleporting. If it's obsidian, The Hammer and Chisel don't work on it.
I believe that those pillars are from thaumcraft. they naturally spawn in the world and they are somewhat buried in the screenshot. Also vanilla has no lightning effect like that.
Also, the void rune ate all my stuff this time. :C
did you customize this for the Runic Dust Mod? In the intro he clearly says not to use mods like this one. Oh and for everyone who gets mad at me for talking about this wit them, I just want to make sure i get the exact same map he does. Also if I eventually get the right map, I will give a playthrough a shot. I am warning you though, I suck at adventure maps.
I've been using this mod the last few months. I'm still clinging on to 1.3.2 due another mod is still preparing for 1.4.2/4 which goes great with this one.
For the longest time I've been having issues with the teleportation runes. They're quire pricey to begin with and messing them up is a pain playing fully legit. Even while testing on creative I keep encountering this same problem. (For one, PLEASE change the requirements description to Ender PEARL. You can have access to them way before even making a Nether Portal required for Eye of Ender's.)
The problem being the blocks that decide the teleport links are overly glitchy. In fact I would say they don't work at all if not for the fact that ONE of them is linked correctly. Where as ALL the other runes are causing one massive cycle. I already removed all the blocks that were listed under the same ID. (Such as planks which have sub ID's.) It's no use at all, I keep having this problem. Distance doesn't seem to be the issue. If anything I did add dimension anchor blocks (That keep chunks active) as precaution for the further distance ones. All of them are just added to the cycle regardless though.
I have the following setup:
A tower with 3 floors including the ground floor. The ground floor has 2 teleportation runes. 1 to go to the hub, 1 to go to the middle floor.
The middle floor has another 2 runes. 1 to go down, another to go to the top floor.
The hub, placed somewhere directly below the tower, has also 2 runes. 1 to the tower's ground floor as mentioned before. Another that goes rather far away.
Only the rune from the middle to the top floor and vica versa is working correctly.
The following blocks were used:
The ground floor <-> middle floor one has Stone.
The middle floor <-> top floor has Stone Slabs. (As this one was working I didn't replace the slabs.)
The ground floor <-> hub has Gravel.
The hub <-> far away has Gold Blocks.
I put blocks both below the Blaze Dust's square (As stated in description) AND the center of the rune where the spark appears as precaution.
This causes the following cycle:
Ground floor (Using middle floor/Cobblestone rune) goes to the middle floor. (Correct)
Middle floor (Using the ground floor/Cobblestone rune) goes to the hub (Gravel rune). (Wrong)
Hub (Using the ground floor/Gravel rune) goes to the ground floor (Gravel rune). (Correct)
Ground floor (Using the hub/Gravel rune) goes to far away. (Wrong)
Far away (Using the hub/Gold block rune) goes to hub (Gold block rune). (Correct)
Hub (Using the far away/Gold block rune) goes to the ground floor (Cobblestone rune). (Wrong)
As you can see in the patern, one way they all work right, but the other way they mess up. Unlike others posted none of them is randomly throwing me somewhere in the world where no runes are placed. (Maybe because I'm using those chunk loading blocks so at least the chunks are loaded.)
As said before, Minecraft 1.3.2 together with: Forge 4.2.5.317 & Forge Mod Loader 3.1.50.400.
Using Runic Dust 1.0 due 1.3.2. (But I figure the teleportation runes haven't been tweaked or anything as I didn't see anything on them in the changelog.)
I hope I provided enough information. If I need to give more information feel free to ask me.
Many thanks in advance for merely reading my long post. =)
Maoyu~
What other mod are you using? It may be somewhat incompatible. However while I didn't personally use the mod in 1.3.2, I heard that BTG was making major changes and that it was very unstable all the time.
If you two answer my questions, it takes us one step closer to being bug-free.
I believe that those pillars are from thaumcraft. they naturally spawn in the world and they are somewhat buried in the screenshot. Also vanilla has no lightning effect like that.
I don't care about the pillars but I want to know how to get that lightning effect.
Rollback Post to RevisionRollBack
Forever protecting Hyrule with the power of the Master Sword, DragonMaster16.
The Meaning of Life, the Universe, and Everything.
Join Date:
1/12/2012
Posts:
275
Minecraft:
Explosionguy
Member Details
I've been working on trying to get this on a localhost server so I can have mcmmo and other plugins with mods like this at the same time. I am SO CLOSE to finishing it and have forge and other mods on the server already, but for some reason when I put this in the server mods folder, and I try to restart the server, it gives a huge error message in the cmd prompt. Can you please help me with this? This is one on my favorite mods!
I've been working on trying to get this on a localhost server so I can have mcmmo and other plugins with mods like this at the same time. I am SO CLOSE to finishing it and have forge and other mods on the server already, but for some reason when I put this in the server mods folder, and I try to restart the server, it gives a huge error message in the cmd prompt. Can you please help me with this? This is one on my favorite mods!
I'm no expert, but one of the class files appears to be missing, try reinstalling both this mod and forge, forge first, then drop the mod in the mods folder. If it still doesn't work, check the IDs. Or if you're using 1.4.4, this mod hasn't been updated yet, and we are patiently waiting for it to.
In the meantime, has anybody else used the soulstones mod with the rune of sarlac to create an epic mob grinder?
I'm no expert, but one of the class files appears to be missing, try reinstalling both this mod and forge, forge first, then drop the mod in the mods folder. If it still doesn't work, check the IDs. Or if you're using 1.4.4, this mod hasn't been updated yet, and we are patiently waiting for it to.
In the meantime, has anybody else used the soulstones mod with the rune of sarlac to create an epic mob grinder?
Thanks, but unfortunately it's not that simple. I downloaded the craftbukkit client from here: http://mcportcentral...Ports_for_1.4.2
It came with forge, and I think some other things. So when I try to put the CORE and DEFAULT files in the mods folder, it should work, but it gets that error.
EDIT: I tried this with another mod (Simple Ores) and it works perfectly. I could even join without having the mod in my client! I think it must be something with the runic dust mod itself.
Im getting an error when starting the game using dust mod. It dissapears if I remove the default runes.jar, but I get disconnected when starting a game(Internal server error).
Files Im using:
dustmod-v1.1_CORE.jar
dustmod-v1.1_DECORATIVE-PACK.jar
dustmod-v1.1_DEFAULT_RUNES.jar
dustmod-v1.1_TEST-PACK.jar
+ a ton more mods
Crash report:
---- Minecraft Crash Report ----
// On the bright side, I bought you a teddy bear!
Time: 15.11.12 07:50
Description: Failed to start game
java.lang.NullPointerException
at javax.imageio.ImageIO.write(Unknown Source)
at dustmod.PageHelper.checkRuneImage(PageHelper.java:384)
at dustmod.ClientProxy.checkRunePage(ClientProxy.java:41)
at dustmod.DustManager.registerLocalDustShape(DustManager.java:238)
at dustmod.DustModDefaults.registerRunes(DustModDefaults.java:130)
at dustmod.DustModDefaults.postInit(DustModDefaults.java:80)
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 cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:440)
at sun.reflect.GeneratedMethodAccessor4.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:140)
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:83)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:654)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:196)
at net.minecraft.client.Minecraft.a(Minecraft.java:465)
at net.minecraft.client.Minecraft.run(Minecraft.java:752)
at java.lang.Thread.run(Unknown Source)
Is billythegoat101 going to port it? He's obviously welcoming people to put it on their server and i'd love it to be on mine.
No, I do not have a lick of experience with bukkit, bukkit code, or anything bukkit related.
I want to make this mod function and I barely have time for that. If you want to wait until I port it, you better be thinking with the units of months/years. Sorry but I just don't have the time.
Any idea when we can look forward to a 1.4.4 update? This is one of my favorite mods.
I noticed the other day, when I used the lumber rune to deforest a forest, that it drops a really huge amount of plant dust. I think I got 5 stacks of it from a small forest, but I also got no saplings from it.
Well, I was specifically referring to the detonation and spawner collection runes not functioning unless placed facing west. I'm not sure unlisted requirements is really the right word, but it became hard to tell what was causing my runes to grey-out or malfunction. For example, when the detonation rune failed on the SH map, I ended up having to rule out quite a few different things in creative before I found that direction was the issue.
I had also ran into unexplained grey-outs with the dig-down rune earlier in my playthrough, but I didn't mention them because I still have no idea whether it was me derping, an unlisted requirement, or a bug.
The last example of this sort of thing I can think of is when my first teleporter rune greyed-out. Despite placing it from a scroll, and even throwing in both an eye of ender and an ender pearl (The description said "Ender eye", so I wasn't sure which), it failed. I concluded that it didnt work because the space was only three blocks high, and the rune might not have fit correctly.
I could send you the map, if you'd like.
Well, if you're ever going to make a change here, then I don't see how it could be done without screwing with established player's fortunes anyway. Better sooner than later IMO.
I also don't really see a huge issue with having a bit of lapis first. Even if players have access to a small amount of tier 4 dust right off the bat, it should still even out pretty fast.
Not joking at all. A lot of mods would be complete crutches in a SH playthrough, but all the offensive runes are both expensive, and not overwhelmingly strong. I've mostly used runes for utility stuff (<3 the void one), since it's somewhat risky and costly to attempt to cast them in battle. If anything, I think the payoff for a successful battle rune could be higher, especially since so many of them require the mobs to be deliberately lured into a trigger.
Could you give us the name/download of the map you are playing? It might help if others could attempt a playthrough as well.
I'm playing the easy version of Vechs' Super Hostile: Lethamyr
http://www.minecraftforum.net/topic/191908-ctmcollection-vechs-super-hostile-series/
Also, the void rune ate all my stuff this time. :C
/\
How was this done? Those don't look like Dragon Eggs. If the Hammer and Chisel were used how do you keep it from teleporting. If it's obsidian, The Hammer and Chisel don't work on it.
Forever protecting Hyrule with the power of the Master Sword, DragonMaster16.
Forever protecting Hyrule with the power of the Master Sword, DragonMaster16.
Oh ok. Thanks for informing me.
Forever protecting Hyrule with the power of the Master Sword, DragonMaster16.
I believe that those pillars are from thaumcraft. they naturally spawn in the world and they are somewhat buried in the screenshot. Also vanilla has no lightning effect like that.
did you customize this for the Runic Dust Mod? In the intro he clearly says not to use mods like this one. Oh and for everyone who gets mad at me for talking about this wit them, I just want to make sure i get the exact same map he does. Also if I eventually get the right map, I will give a playthrough a shot. I am warning you though, I suck at adventure maps.
What other mod are you using? It may be somewhat incompatible. However while I didn't personally use the mod in 1.3.2, I heard that BTG was making major changes and that it was very unstable all the time.
If you two answer my questions, it takes us one step closer to being bug-free.
~~~Greets,
mozilick
I don't care about the pillars but I want to know how to get that lightning effect.
Forever protecting Hyrule with the power of the Master Sword, DragonMaster16.
Here's the error message:
http://imgur.com/G4nYA
I'm no expert, but one of the class files appears to be missing, try reinstalling both this mod and forge, forge first, then drop the mod in the mods folder. If it still doesn't work, check the IDs. Or if you're using 1.4.4, this mod hasn't been updated yet, and we are patiently waiting for it to.
In the meantime, has anybody else used the soulstones mod with the rune of sarlac to create an epic mob grinder?
With my limited knowledge of thaumcraft, the person who took the shot had very good timing. I am fairly sure that the lightning happens naturally.
Thanks, but unfortunately it's not that simple. I downloaded the craftbukkit client from here:
http://mcportcentral...Ports_for_1.4.2
It came with forge, and I think some other things. So when I try to put the CORE and DEFAULT files in the mods folder, it should work, but it gets that error.
EDIT: I tried this with another mod (Simple Ores) and it works perfectly. I could even join without having the mod in my client! I think it must be something with the runic dust mod itself.
Im getting an error when starting the game using dust mod. It dissapears if I remove the default runes.jar, but I get disconnected when starting a game(Internal server error).
Files Im using:
dustmod-v1.1_CORE.jar
dustmod-v1.1_DECORATIVE-PACK.jar
dustmod-v1.1_DEFAULT_RUNES.jar
dustmod-v1.1_TEST-PACK.jar
+ a ton more mods
Crash report:
---- Minecraft Crash Report ----
// On the bright side, I bought you a teddy bear!
Time: 15.11.12 07:50
Description: Failed to start game
java.lang.NullPointerException
at javax.imageio.ImageIO.write(Unknown Source)
at dustmod.PageHelper.checkRuneImage(PageHelper.java:384)
at dustmod.ClientProxy.checkRunePage(ClientProxy.java:41)
at dustmod.DustManager.registerLocalDustShape(DustManager.java:238)
at dustmod.DustModDefaults.registerRunes(DustModDefaults.java:130)
at dustmod.DustModDefaults.postInit(DustModDefaults.java:80)
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 cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:440)
at sun.reflect.GeneratedMethodAccessor4.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:140)
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:83)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:654)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:196)
at net.minecraft.client.Minecraft.a(Minecraft.java:465)
at net.minecraft.client.Minecraft.run(Minecraft.java:752)
at java.lang.Thread.run(Unknown Source)
Relevant Details:
- Minecraft Version: 1.4.2
- Operating System: Windows 7 (amd64) version 6.1
- Java Version: 1.7.0_09, Oracle Corporation
- Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Oracle Corporation
- Memory: 244860744 bytes (233 MB) / 555876352 bytes (530 MB) up to 954466304 bytes (910 MB)
- JVM Flags: 2 total; -Xms512m -Xmx1024m
- AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
- FML: MCP v7.19 FML v4.2.18.433 Minecraft Forge 6.0.1.355 Optifine OptiFine_1.4.2_HD_U_A7 60 mods loaded, 60 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
mod_CodeChickenCore [CodeChicken Core] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
mod_NotEnoughItems [Not Enough Items] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
AS_MultiMine [Multi Mine] (MultiMine_1.4.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
mod_ReiMinimap [mod_ReiMinimap] ([1.4.2]ReiMinimap_v3.2_05.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
IC2 [IndustrialCraft 2] (Industrialcraft-2_1.108.71-lf.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
AdvancedMachines [IC2 Advanced Machines Addon] (AdvancedMachines 4.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
AdvancedSolarPanel [Advanced Solar Panels] (AdvancedSolarPanels_3_2_0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
AS_UpdateCheck [AtomicStryker Update Check Mod] (AtomicStrykerUpdateCheckMod.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
BasicComponents [Basic Components] (BasicComponents_v1.0.0.260.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
BWCoreBlocks [Better World Core Blocks] (betterworldCoreBlocks-1.6R2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
BuildCraft|Core [BuildCraft] (BuildCraft-3.1.8.206.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
BuildCraft|Energy [BC Energy] (BuildCraft-3.1.8.206.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
BuildCraft|Transport [BC Transport] (BuildCraft-3.1.8.206.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
BuildCraft|Builders [BC Builders] (BuildCraft-3.1.8.206.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
BuildCraft|Factory [BC Factory] (BuildCraft-3.1.8.206.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
BuildCraft|Silicon [BC Silicon] (BuildCraft-3.1.8.206.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
ComputerCraft [ComputerCraft] (ComputerCraft1.46.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
CCTurtle [ComputerCraft Turtles] (ComputerCraft1.46.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
CustomNpcs [CustomNpcs 1.4.2] (CustomNPCs_1.4.2_v1.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
MoCreatures [DrZhark's Mo'Creatures Mod] (DrZharks MoCreatures Mod v4.1.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
DungeonPack [DungeonPack] (DungeonPack 1.4.2 v1 Universal.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
DustMod [Runic Dust Mod] (dustmod-v1.1_CORE.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
DustDeco [Runic Dust Mod: Decorative dusts pack] (dustmod-v1.1_DECORATIVE-PACK.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
DustModDefaults [Runic Dust Mod: Default runes and inscriptions pack] (dustmod-v1.1_DEFAULT-RUNES.jar) Unloaded->Constructed->Pre-initialized->Initialized->Errored
EE3 [Equivalent Exchange 3] (ee3-universal-pre1a.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
EnderStorage [EnderStorage] (EnderStorage 1.2.1.4.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
ExtrabiomesXL [ExtrabiomesXL] (ExtrabiomesXL-universal-3.2.0.127.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
Forestry [Forestry for Minecraft] (Forestry-1.6.0.0pre6.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
LegendaryBeasts [Legendary Beasts] (Forge_LegendaryBeastsAlpha1.4.2.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
GraviSuite [Gravitation Suite] (GraviSuite_1_4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
IC2NuclearControl [Nuclear Control] (IC2NuclearControl-1.4.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
ICBM [ICBM] (ICBM_v0.6.0.52.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
mod_ImmibisCore [Immibis Core] (immibis-core_50.2.4_for_1.4.2-joined.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
mod_InvTweaks [Inventory Tweaks] (InvTweaks-1.44-1.4.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
IronChest [Iron Chest] (ironchest-universal-4.2.1.130.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
Millenaire [Millénaire] (millenaire3.2.3.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
AS_Minions [Minions] (Minions_1.4.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
ModularForceFieldSystem [Modular ForceField System V2] (ModularForceFieldSystemV2.2.8.0.5.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
darkhax_msm [More Swords Mod] (more swords mod 2.0.7.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
MoreExplosives [More Explosives Mod] (MoreExplosivesModRelease2.6forMC1.4.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
Mystcraft [Mystcraft] (mystcraft-uni-1.4.2-0.9.4.00.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
ObsidiPlates [Obsidian Pressure Plates] (Obsidiplates-1.0.0.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
PortalGun [PortalGun] (portalgun1.4.2v0.2_universal.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
Railcraft [Railcraft] (Railcraft_6.7.0.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
AS_Ruins [Ruins Spawning System] (Ruins 1.4.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
mod_SmartMoving [Smart Moving] (Smart Moving Client for ModLoader.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
mod_SmartRender [Smart Render] (Smart Moving Client for ModLoader.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
StevesCarts [Steve's Carts] (StevesCarts2.0.0.a20.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
ThermalExpansion|Core [Thermal Expansion] (ThermalExpansion-2.0.5.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
ThermalExpansion|Factory [Factory] (ThermalExpansion-2.0.5.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
ThermalExpansion|Energy [Energy] (ThermalExpansion-2.0.5.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
mod_TubeStuff [TubeStuff] (tubestuff_50.1.4_for_1.4.2-joined.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
TwilightForest [The Twilight Forest] (TwilightForest-1.12.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
mod_UgoCraft [mod_UgoCraft] (UgoCraft_Client_1.4.2_HS_SO_20121105_01.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
WirelessRedstoneCore [Wireless Redstone] (WirelessRedstone.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
mod_DimensionalAnchors [Dimensional Anchors] (zdimensional-anchor_50.2.1_for_1.4.2-joined.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
mod_MorePlayerModels [mod_MorePlayerModels] (MorePlayerModels_1.4.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
- LWJGL: 2.4.2
- OpenGL: ATI Radeon HD 5670 GL version 4.2.11733 Compatibility Profile Context, ATI Technologies Inc.
- Is Modded: Definitely; 'forge,fml'
- Type: Client
- Texture Pack: Ovo - Rustic 2.2 Adjusted by Sildur.zip
- Profiler Position: N/A (disabled)
- Vec3 Pool Size: ~ERROR~ NullPointerException: null
Is billythegoat101 going to port it? He's obviously welcoming people to put it on their server and i'd love it to be on mine.
No, I do not have a lick of experience with bukkit, bukkit code, or anything bukkit related.
I want to make this mod function and I barely have time for that. If you want to wait until I port it, you better be thinking with the units of months/years. Sorry but I just don't have the time.
I noticed the other day, when I used the lumber rune to deforest a forest, that it drops a really huge amount of plant dust. I think I got 5 stacks of it from a small forest, but I also got no saplings from it.
Tested this by removing ALL other mods from my server AND client, still signs lose their writing...
Suggestions?