hey guys,
I am working on it, and school holidays just started, so I've got heaps of time to get this right.
So I tried updating it to forge, by just copying accross all my code, and then fixing all the errors. However then I ran into the problem with how the textures are loaded differently.
So I decided that I'd re-write my base class, so it's just for Forge. So I'm doing that now.
However, as I was re-making all the items, I decided that the centrifuge was a boring piece of you know what. So I thought:
"Wouldn't it be cool if I could make the block spin"
"or maybe just make the top texture spin"
"Or maybe just make it look similar to the brewing stand.
"Or maybe make it look like an actually freakin centrifuge!"
And so, after probably three hours of mind boggling coding and visual representations in my mind and trial and error, I made this code:
And, all of that code (plus a bit more in the TileEntityCentrifuge class) creates this:
You can't see it in the picture. But it is spinning. The transitions are pretty cool. When it's not spinning the test tubes are vertical. It picks up speed in about 1-2 seconds, and the test tubes lift up, and point outwards.
It could seriously pass for a real centrifuge.
It does have a bug though, that it you don't have the sky in your viewing range, then it goes really dark. I don't know why, yet, but I'll fix it soon enough. I hope..
hey guys,
I am working on it, and school holidays just started, so I've got heaps of time to get this right.
So I tried updating it to forge, by just copying accross all my code, and then fixing all the errors. However then I ran into the problem with how the textures are loaded differently.
So I decided that I'd re-write my base class, so it's just for Forge. So I'm doing that now.
However, as I was re-making all the items, I decided that the centrifuge was a boring piece of you know what. So I thought:
"Wouldn't it be cool if I could make the block spin"
"or maybe just make the top texture spin"
"Or maybe just make it look similar to the brewing stand.
"Or maybe make it look like an actually freakin centrifuge!"
And so, after probably three hours of mind boggling coding and visual representations in my mind and trial and error, I made this code:
And, all of that code (plus a bit more in the TileEntityCentrifuge class) creates this:
You can't see it in the picture. But it is spinning. The transitions are pretty cool. When it's not spinning the test tubes are vertical. It picks up speed in about 1-2 seconds, and the test tubes lift up, and point outwards.
It could seriously pass for a real centrifuge.
It does have a bug though, that it you don't have the sky in your viewing range, then it goes really dark. I don't know why, yet, but I'll fix it soon enough. I hope..
Anyway, yeah. I'm proud of my work. lol
*claps* that looks excellent.
so, by going to forge does that mean that soon it'll be multiplayerable through forge universal? =D and for the extra sting of awesome can you make some kinda compatability thing where it can pick up on other mobs, and you can extra their DNA to make their spawn eggs also? like... I'm not a modder or anything but some kinda... entity ID into metaID on the tubes to get the DNAs to match up or something? That would be amazing to be able to get spawn eggs of modded mobs, or better yet, make then good and fight for you?!
so, by going to forge does that mean that soon it'll be multiplayerable through forge universal? =D and for the extra sting of awesome can you make some kinda compatability thing where it can pick up on other mobs, and you can extra their DNA to make their spawn eggs also? like... I'm not a modder or anything but some kinda... entity ID into metaID on the tubes to get the DNAs to match up or something? That would be amazing to be able to get spawn eggs of modded mobs, or better yet, make then good and fight for you?!
Well, so far, it should work across multiplayer, but I'm not 100% sure. Is there anything I have to do to make is work through forge universal?
I finished updating all the code last night, but it was late and the Internet was down, andi hadn't tested it. And today's Easter so I'm going out. So it should be out in the next day or so.
And it should work with custom mobs. It sets the items metadata to the entities' entity id. And the recipes are dynamic, so I don't see why it wouldn't work
But if it doesn't, then I'll try and make it do that
Well, so far, it should work across multiplayer, but I'm not 100% sure. Is there anything I have to do to make is work through forge universal?
I finished updating all the code last night, but it was late and the Internet was down, andi hadn't tested it. And today's Easter so I'm going out. So it should be out in the next day or so.
And it should work with custom mobs. It sets the items metadata to the entities' entity id. And the recipes are dynamic, so I don't see why it wouldn't work
But if it doesn't, then I'll try and make it do that
I know the version I got still required "modloader" and "worked with forge" apparently on the OP and I never took note of that and found it was the one crashing my server on startup. and it was the 1.0.2 version... I dunno if it was just an incompatability being screwy or not, but I'll throw it in there again and get it to chuck me the error and I'll give it to you.
edit:
here, catch: (this is off the server.)
---- Minecraft Crash Report ----
// I bet Cylons wouldn't have this problem.
Time: 31/03/13 5:14 PM
Description: Exception in server tick loop
java.lang.NoClassDefFoundError: bdg
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at cpw.mods.fml.common.ModClassLoader.loadBaseModClass(ModClassLoader.java:87)
at cpw.mods.fml.common.modloader.ModLoaderModContainer.constructMod(ModLoaderModContainer.java:489)
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:153)
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:86)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:494)
at cpw.mods.fml.server.FMLServerHandler.beginServerLoading(FMLServerHandler.java:86)
at cpw.mods.fml.common.FMLCommonHandler.onServerStart(FMLCommonHandler.java:351)
at ho.c(DedicatedServer.java:64)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:458)
at fy.run(SourceFile:849)
Caused by: java.lang.ClassNotFoundException: bdg
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:185)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 30 more
Caused by: java.lang.NullPointerException
at org.objectweb.asm.ClassReader.<init>(Unknown Source)
at codechicken.core.asm.ClassHeirachyManager.transform(ClassHeirachyManager.java:80)
at cpw.mods.fml.relauncher.RelaunchClassLoader.runTransformers(RelaunchClassLoader.java:228)
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:173)
... 32 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
it works in singleplayer just as it used to (since I used this back in 1.2.5) but the server throws that at me cause of the modloader thing.
and no idea on the forge universaling thing, I'm not a modder. just a guy who enjoys using them and has a nack for troubleshooting them out when they don't play nicely since I like to use so many.
and no it doesn't... cause I tried to stab a haunted tool and skelly warrior from primitive mobs and it never gave me anything. >_> cause I know you can stab vanilla ones, I do it all the time to set them up in my "disc maker" tube along with the creepers I stab like a mad ninja scientist thing. might have to go stab some other things, like twilight forest's mobs. *shrugs*
and one more thing, since 1.4.7 to 1.5.1 updates a taking a while cause of the apparent big change thats got everyone tossing do you mind making that new update for 1.4.7's forge first and then porting it to 1.5.1 later if you haven't already just built it in 1.5 to begin with? Since I was wanting to have it on my little server and have clones of Zisteau and Vechs defend our bases. XD
edit 2: now, this is interesting.
on the left you have blood from a thaumcraft wisp and an angry zombie, they get stabbed but I can't put the blood in the tube. while on the right are a wisp and dark mage from ars magica. Any idea?
now interestingly I can't get the blood of villagers from Minecraft comes alive, or the mobs from primitive mobs... something to do with implementation or a glitch on your part?
tr-tr-tr-tr-triple edit!
ok, so testing shows that twilight forest mobs, MCA villagers and primitive mob mobs are immune. Chocobos are not and I can use them just fine. Another thing is that the iron golem in legit can actually be needled but he's another that can't be test tubed after...
quad edit:
I think I see it... there are a few mods that use their own spawn eggs IDs and some mods with entity IDs like up in the stars (in the 800s) would you code catch the ones that high on the numbers (primitive mobs)? or the ones making their own spawn eggs like MCA and twilight forest? (their eggs have their own item IDs. MCA's of which don't even have metadata saying which entity it is, twilight forest's though have the right entity IDs in the metadata though).
all the mobs that DO work, or atleast partially (cause the odd few can't be test tubed and centrifuged like the thaumcraft ones for some reason) are all pretty tame IDs up to 150 or a bit more.... I also destinctly remember the game chucking a wobbly and blowing up in my face when I tried to set an entity ID to some high number that it didn't like in the configs (300 or so?)... so... eh. no idea. >_>
I know the version I got still required "modloader" and "worked with forge" apparently on the OP and I never took note of that and found it was the one crashing my server on startup. and it was the 1.0.2 version... I dunno if it was just an incompatability being screwy or not, but I'll throw it in there again and get it to chuck me the error and I'll give it to you.
edit:
here, catch: (this is off the server.)
---- Minecraft Crash Report ----
// I bet Cylons wouldn't have this problem.
Time: 31/03/13 5:14 PM
Description: Exception in server tick loop
java.lang.NoClassDefFoundError: bdg
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at cpw.mods.fml.common.ModClassLoader.loadBaseModClass(ModClassLoader.java:87)
at cpw.mods.fml.common.modloader.ModLoaderModContainer.constructMod(ModLoaderModContainer.java:489)
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:153)
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:86)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:494)
at cpw.mods.fml.server.FMLServerHandler.beginServerLoading(FMLServerHandler.java:86)
at cpw.mods.fml.common.FMLCommonHandler.onServerStart(FMLCommonHandler.java:351)
at ho.c(DedicatedServer.java:64)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:458)
at fy.run(SourceFile:849)
Caused by: java.lang.ClassNotFoundException: bdg
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:185)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 30 more
Caused by: java.lang.NullPointerException
at org.objectweb.asm.ClassReader.<init>(Unknown Source)
at codechicken.core.asm.ClassHeirachyManager.transform(ClassHeirachyManager.java:80)
at cpw.mods.fml.relauncher.RelaunchClassLoader.runTransformers(RelaunchClassLoader.java:228)
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:173)
... 32 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
it works in singleplayer just as it used to (since I used this back in 1.2.5) but the server throws that at me cause of the modloader thing.
and no idea on the forge universaling thing, I'm not a modder. just a guy who enjoys using them and has a nack for troubleshooting them out when they don't play nicely since I like to use so many.
and no it doesn't... cause I tried to stab a haunted tool and skelly warrior from primitive mobs and it never gave me anything. >_> cause I know you can stab vanilla ones, I do it all the time to set them up in my "disc maker" tube along with the creepers I stab like a mad ninja scientist thing. might have to go stab some other things, like twilight forest's mobs. *shrugs*
and one more thing, since 1.4.7 to 1.5.1 updates a taking a while cause of the apparent big change thats got everyone tossing do you mind making that new update for 1.4.7's forge first and then porting it to 1.5.1 later if you haven't already just built it in 1.5 to begin with? Since I was wanting to have it on my little server and have clones of Zisteau and Vechs defend our bases. XD
edit 2: now, this is interesting.
on the left you have blood from a thaumcraft wisp and an angry zombie, they get stabbed but I can't put the blood in the tube. while on the right are a wisp and dark mage from ars magica. Any idea?
now interestingly I can't get the blood of villagers from Minecraft comes alive, or the mobs from primitive mobs... something to do with implementation or a glitch on your part?
tr-tr-tr-tr-triple edit!
ok, so testing shows that twilight forest mobs, MCA villagers and primitive mob mobs are immune. Chocobos are not and I can use them just fine. Another thing is that the iron golem in legit can actually be needled but he's another that can't be test tubed after...
quad edit:
I think I see it... there are a few mods that use their own spawn eggs IDs and some mods with entity IDs like up in the stars (in the 800s) would you code catch the ones that high on the numbers (primitive mobs)? or the ones making their own spawn eggs like MCA and twilight forest? (their eggs have their own item IDs. MCA's of which don't even have metadata saying which entity it is, twilight forest's though have the right entity IDs in the metadata though).
all the mobs that DO work, or atleast partially (cause the odd few can't be test tubed and centrifuged like the thaumcraft ones for some reason) are all pretty tame IDs up to 150 or a bit more.... I also destinctly remember the game chucking a wobbly and blowing up in my face when I tried to set an entity ID to some high number that it didn't like in the configs (300 or so?)... so... eh. no idea. >_>
That's a lovely long post
Well. I'm pretty sure entity ID's can only go up to 255, which is the maximum value of a byte:
"11111111"
"1,2,4,8,16,32,64,128" = 255, 0-255 is 256 numbers in total.
So chances are it 'cracks a wobbly' when you try to set an entityID to a number greater than 255.
Actually, now that I think of it. That rings a bell. I originally had the EntityID for the clone set to some number, like one thousand and something. However, if I opened my world to LAN, and connected with another client, the clone did absolutely nothing on the connected client, but still worked fine on the host client. I eventually found, after darn hours of looking that the reason for it was because the hosting client connects to itself. So it creates a packet, but never sends it. It creates it, then adds it to the queue it needs to read. And inside the packet, the entityID was contained as an Integer.
However with the client connecting to the host, it creates and packet, and then sends it. However when it sends it, it sends the entityID as a byte, so if the value isn't within the range of a byte, it would 'cast' it to some other random number, probably the remained of the number divied by 255 or something. But yeah, the reason it didn't work was because it was trying to access some other random entity, or at least, one that doesn't exist because the ID had been changed. I don't know if forge has fixed this, but if it's throwing a hissy fit, then I doubt it.
Secondly, the recipes. Well, originally (ie, the last version) I created a recipe for every combination of testtube and needle/egg and bonemeal etc. However I did this when my mod was loading. So if my mod was loaded first, then if any entities were added afterwards, it wouldn't work because they didn't have recipes for them.
However now I've changed it so that it register a recipe manager. So now instead of running through all the registered recipes, it now provides the items in the crafting table to the recipe manager, and asks, "Can you get a result from this". So it's dynamic, and the recipes should work now.
Just had a look at my needle class. The reason why some mobs are 'immune' is yes, because they don't have entity eggs for them. I could just create spawner eggs for the mobs, and then ignore the check, however for something like an enderdragon, it's not the best idea to just be able to spawn one.
Just realized as well though, if I created spawn eggs for the mob(s) when you try to extract blood from them, when you reload the world, I'd have to find some way to check what needles and stuff exist in the world.. Ahh it's all too hard. lol. Any ideas? If I come up with anything reasonable, I'll implement it.
Also, it's pretty much next to impossible to find custom spawn eggs(eggs with different item id's) from other mods, if they aren't registered with Minecraft like the rest usually are.
Just looked through your error report. It doesn't seem to be any of my coding, more so just the fact that my mod was made with Modloader, and when it tries to initialize the class or something, it can't find some other class.
But I'm not going to worry too much on it, I'm almost finished with this forge version, and it should come out soon (I hope). So if you keep getting the error with the new version, then let me know, and then I'll look into it in more detail.
Annnd. I've made it for 1.5 (not .1, I guess I should update it lol), and I've done the whole thing with the new Icon system. So changing it now would be a real... hassle. Sorry, I think I'll just keep it as it is now.
Rawr! Just updated it, then ran it. And I got THIS!?!
Exception in thread "Resource download thread" java.lang.NoClassDefFoundError: net/minecraft/client/audio/SoundPoolEntry
I haven't even touched that class!!!! Hopefully the forge installation is just faulty........................I'll try just copying the file from my old workspace, and see how that goes.
Edit: Wait... But it exists...This is the full stack trace report:
2013-03-31 22:56:49 [INFO] [STDERR] net.minecraft.util.ReportedException: Rendering screen
2013-03-31 22:56:49 [INFO] [STDERR] at net.minecraft.client.renderer.EntityRenderer.updateCameraAndRender(EntityRenderer.java:1030)
2013-03-31 22:56:49 [INFO] [STDERR] at net.minecraft.client.Minecraft.runGameLoop(Minecraft.java:867)
2013-03-31 22:56:49 [INFO] [STDERR] at net.minecraft.client.Minecraft.run(Minecraft.java:756)
2013-03-31 22:56:49 [INFO] [STDERR] at java.lang.Thread.run(Unknown Source)
2013-03-31 22:56:49 [INFO] [STDERR] Caused by: java.lang.NullPointerException
2013-03-31 22:56:49 [INFO] [STDERR] at java.util.Properties$LineReader.readLine(Unknown Source)
2013-03-31 22:56:49 [INFO] [STDERR] at java.util.Properties.load0(Unknown Source)
2013-03-31 22:56:49 [INFO] [STDERR] at java.util.Properties.load(Unknown Source)
2013-03-31 22:56:49 [INFO] [STDERR] at cpw.mods.fml.common.Loader.getFMLBrandingProperties(Loader.java:832)
2013-03-31 22:56:49 [INFO] [STDERR] at cpw.mods.fml.common.FMLCommonHandler.computeBranding(FMLCommonHandler.java:248)
2013-03-31 22:56:49 [INFO] [STDERR] at cpw.mods.fml.common.FMLCommonHandler.getBrandings(FMLCommonHandler.java:262)
2013-03-31 22:56:49 [INFO] [STDERR] at net.minecraft.client.gui.GuiMainMenu.drawScreen(GuiMainMenu.java:559)
2013-03-31 22:56:49 [INFO] [STDERR] at net.minecraft.client.renderer.EntityRenderer.updateCameraAndRender(EntityRenderer.java:1021)
2013-03-31 22:56:49 [INFO] [STDERR] ... 3 more
2013-03-31 22:56:52 [INFO] [STDERR] Exception in thread "Resource download thread" java.lang.NoClassDefFoundError: net/minecraft/client/audio/SoundPoolEntry
2013-03-31 22:56:52 [INFO] [STDERR] at net.minecraft.client.audio.SoundPool.addSound(SoundPool.java:80)
2013-03-31 22:56:52 [INFO] [STDERR] at net.minecraft.client.audio.SoundPool.addSound(SoundPool.java:42)
2013-03-31 22:56:52 [INFO] [STDERR] at net.minecraft.client.audio.SoundManager.addSound(SoundManager.java:155)
2013-03-31 22:56:52 [INFO] [STDERR] at net.minecraft.client.Minecraft.installResource(Minecraft.java:2122)
2013-03-31 22:56:52 [INFO] [STDERR] at net.minecraft.util.ThreadDownloadResources.downloadAndInstallResource(ThreadDownloadResources.java:163)
2013-03-31 22:56:52 [INFO] [STDERR] at net.minecraft.util.ThreadDownloadResources.run(ThreadDownloadResources.java:74)
2013-03-31 22:56:52 [INFO] [STDERR] Caused by: java.lang.ClassNotFoundException: net.minecraft.client.audio.SoundPoolEntry
2013-03-31 22:56:52 [INFO] [STDERR] at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:211)
2013-03-31 22:56:52 [INFO] [STDERR] at java.lang.ClassLoader.loadClass(Unknown Source)
2013-03-31 22:56:52 [INFO] [STDERR] at java.lang.ClassLoader.loadClass(Unknown Source)
2013-03-31 22:56:52 [INFO] [STDERR] ... 6 more
2013-03-31 22:56:52 [INFO] [STDERR] Caused by: java.lang.NullPointerException
2013-03-31 22:56:52 [INFO] [STDERR] at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:200)
2013-03-31 22:56:52 [INFO] [STDERR] ... 8 more
2013-03-31 22:56:59 [INFO] [Minecraft-Client] Stopping!
2013-03-31 22:56:59 [INFO] [STDOUT]
2013-03-31 22:56:59 [INFO] [STDOUT] SoundSystem shutting down...
2013-03-31 22:56:59 [INFO] [STDOUT] Author: Paul Lamb, www.paulscode.com
2013-03-31 22:56:59 [INFO] [STDOUT]
2013-03-31 23:00:57 [INFO] [STDERR] Someone is closing me!
As far as I can tell, it hasn't even loaded my code yet....
Setbacks setbacks setbacks setbacks.
And thankyou SanAndreasP, I will look into that
Edit: Just replaced the minecraft.jar with the latest version with no modifications. And then it crashed with some FMLHandler not being found. And then when I went to run it a second time. It said it couldn't find the main class................. WHY Is this so mucked up? I think I'll go back to my original plan, and install forge again, but this time install it the way I did last time, by downloading MCP and Forge seperately and installing them instead of letting forge do all the work, and potentially screw this up again.
Unless if Im the one who screwed up...
lol
But that's going to have to wait till tomorrow sorry, it's nearly midnight here, and I'm really tired. But it should be done within the next... 12-13 hours. So long as my plan works. lol
Rawr! Just updated it, then ran it. And I got THIS!?!
Exception in thread "Resource download thread" java.lang.NoClassDefFoundError: net/minecraft/client/audio/SoundPoolEntry
I haven't even touched that class!!!! Hopefully the forge installation is just faulty........................I'll try just copying the file from my old workspace, and see how that goes.
Edit: Wait... But it exists...This is the full stack trace report:
2013-03-31 22:56:49 [INFO] [STDERR] net.minecraft.util.ReportedException: Rendering screen
2013-03-31 22:56:49 [INFO] [STDERR] at net.minecraft.client.renderer.EntityRenderer.updateCameraAndRender(EntityRenderer.java:1030)
2013-03-31 22:56:49 [INFO] [STDERR] at net.minecraft.client.Minecraft.runGameLoop(Minecraft.java:867)
2013-03-31 22:56:49 [INFO] [STDERR] at net.minecraft.client.Minecraft.run(Minecraft.java:756)
2013-03-31 22:56:49 [INFO] [STDERR] at java.lang.Thread.run(Unknown Source)
2013-03-31 22:56:49 [INFO] [STDERR] Caused by: java.lang.NullPointerException
2013-03-31 22:56:49 [INFO] [STDERR] at java.util.Properties$LineReader.readLine(Unknown Source)
2013-03-31 22:56:49 [INFO] [STDERR] at java.util.Properties.load0(Unknown Source)
2013-03-31 22:56:49 [INFO] [STDERR] at java.util.Properties.load(Unknown Source)
2013-03-31 22:56:49 [INFO] [STDERR] at cpw.mods.fml.common.Loader.getFMLBrandingProperties(Loader.java:832)
2013-03-31 22:56:49 [INFO] [STDERR] at cpw.mods.fml.common.FMLCommonHandler.computeBranding(FMLCommonHandler.java:248)
2013-03-31 22:56:49 [INFO] [STDERR] at cpw.mods.fml.common.FMLCommonHandler.getBrandings(FMLCommonHandler.java:262)
2013-03-31 22:56:49 [INFO] [STDERR] at net.minecraft.client.gui.GuiMainMenu.drawScreen(GuiMainMenu.java:559)
2013-03-31 22:56:49 [INFO] [STDERR] at net.minecraft.client.renderer.EntityRenderer.updateCameraAndRender(EntityRenderer.java:1021)
2013-03-31 22:56:49 [INFO] [STDERR] ... 3 more
2013-03-31 22:56:52 [INFO] [STDERR] Exception in thread "Resource download thread" java.lang.NoClassDefFoundError: net/minecraft/client/audio/SoundPoolEntry
2013-03-31 22:56:52 [INFO] [STDERR] at net.minecraft.client.audio.SoundPool.addSound(SoundPool.java:80)
2013-03-31 22:56:52 [INFO] [STDERR] at net.minecraft.client.audio.SoundPool.addSound(SoundPool.java:42)
2013-03-31 22:56:52 [INFO] [STDERR] at net.minecraft.client.audio.SoundManager.addSound(SoundManager.java:155)
2013-03-31 22:56:52 [INFO] [STDERR] at net.minecraft.client.Minecraft.installResource(Minecraft.java:2122)
2013-03-31 22:56:52 [INFO] [STDERR] at net.minecraft.util.ThreadDownloadResources.downloadAndInstallResource(ThreadDownloadResources.java:163)
2013-03-31 22:56:52 [INFO] [STDERR] at net.minecraft.util.ThreadDownloadResources.run(ThreadDownloadResources.java:74)
2013-03-31 22:56:52 [INFO] [STDERR] Caused by: java.lang.ClassNotFoundException: net.minecraft.client.audio.SoundPoolEntry
2013-03-31 22:56:52 [INFO] [STDERR] at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:211)
2013-03-31 22:56:52 [INFO] [STDERR] at java.lang.ClassLoader.loadClass(Unknown Source)
2013-03-31 22:56:52 [INFO] [STDERR] at java.lang.ClassLoader.loadClass(Unknown Source)
2013-03-31 22:56:52 [INFO] [STDERR] ... 6 more
2013-03-31 22:56:52 [INFO] [STDERR] Caused by: java.lang.NullPointerException
2013-03-31 22:56:52 [INFO] [STDERR] at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:200)
2013-03-31 22:56:52 [INFO] [STDERR] ... 8 more
2013-03-31 22:56:59 [INFO] [Minecraft-Client] Stopping!
2013-03-31 22:56:59 [INFO] [STDOUT]
2013-03-31 22:56:59 [INFO] [STDOUT] SoundSystem shutting down...
2013-03-31 22:56:59 [INFO] [STDOUT] Author: Paul Lamb, www.paulscode.com
2013-03-31 22:56:59 [INFO] [STDOUT]
2013-03-31 23:00:57 [INFO] [STDERR] Someone is closing me!
As far as I can tell, it hasn't even loaded my code yet....
Setbacks setbacks setbacks setbacks.
And thankyou SanAndreasP, I will look into that
Edit: Just replaced the minecraft.jar with the latest version with no modifications. And then it crashed with some FMLHandler not being found. And then when I went to run it a second time. It said it couldn't find the main class................. WHY Is this so mucked up? I think I'll go back to my original plan, and install forge again, but this time install it the way I did last time, by downloading MCP and Forge seperately and installing them instead of letting forge do all the work, and potentially screw this up again.
Unless if Im the one who screwed up...
lol
But that's going to have to wait till tomorrow sorry, it's nearly midnight here, and I'm really tired. But it should be done within the next... 12-13 hours. So long as my plan works. lol
The latest Forge (.622) has this bug in it. Try a slightly older version ^^
Well. I'm pretty sure entity ID's can only go up to 255, which is the maximum value of a byte:
"11111111"
"1,2,4,8,16,32,64,128" = 255, 0-255 is 256 numbers in total.
So chances are it 'cracks a wobbly' when you try to set an entityID to a number greater than 255.
Actually, now that I think of it. That rings a bell. I originally had the EntityID for the clone set to some number, like one thousand and something. However, if I opened my world to LAN, and connected with another client, the clone did absolutely nothing on the connected client, but still worked fine on the host client. I eventually found, after darn hours of looking that the reason for it was because the hosting client connects to itself. So it creates a packet, but never sends it. It creates it, then adds it to the queue it needs to read. And inside the packet, the entityID was contained as an Integer.
However with the client connecting to the host, it creates and packet, and then sends it. However when it sends it, it sends the entityID as a byte, so if the value isn't within the range of a byte, it would 'cast' it to some other random number, probably the remained of the number divied by 255 or something. But yeah, the reason it didn't work was because it was trying to access some other random entity, or at least, one that doesn't exist because the ID had been changed. I don't know if forge has fixed this, but if it's throwing a hissy fit, then I doubt it.
Secondly, the recipes. Well, originally (ie, the last version) I created a recipe for every combination of testtube and needle/egg and bonemeal etc. However I did this when my mod was loading. So if my mod was loaded first, then if any entities were added afterwards, it wouldn't work because they didn't have recipes for them.
However now I've changed it so that it register a recipe manager. So now instead of running through all the registered recipes, it now provides the items in the crafting table to the recipe manager, and asks, "Can you get a result from this". So it's dynamic, and the recipes should work now.
Just had a look at my needle class. The reason why some mobs are 'immune' is yes, because they don't have entity eggs for them. I could just create spawner eggs for the mobs, and then ignore the check, however for something like an enderdragon, it's not the best idea to just be able to spawn one.
Just realized as well though, if I created spawn eggs for the mob(s) when you try to extract blood from them, when you reload the world, I'd have to find some way to check what needles and stuff exist in the world.. Ahh it's all too hard. lol. Any ideas? If I come up with anything reasonable, I'll implement it.
Also, it's pretty much next to impossible to find custom spawn eggs(eggs with different item id's) from other mods, if they aren't registered with Minecraft like the rest usually are.
Just looked through your error report. It doesn't seem to be any of my coding, more so just the fact that my mod was made with Modloader, and when it tries to initialize the class or something, it can't find some other class.
But I'm not going to worry too much on it, I'm almost finished with this forge version, and it should come out soon (I hope). So if you keep getting the error with the new version, then let me know, and then I'll look into it in more detail.
Annnd. I've made it for 1.5 (not .1, I guess I should update it lol), and I've done the whole thing with the new Icon system. So changing it now would be a real... hassle. Sorry, I think I'll just keep it as it is now.
Oh hey, and happy easters everyones
I think I get it for the byte thing.
for the 255 entity ID, that'd be it. cause I tried to make a number in like the 300s on the config when I was trail and error editing the ars magica config for entities when I didn't know they came up on their spawn eggs.
but what I don't understand is how the primitive mobs mod's mobs have metadata of stuff in the 800s when their eggs are the legit then... >_>
You know, couldn't you make your own custom spawning things and read straight out of the entity IDs? cause wouldn't that mobspawn controller mod be doing something similar so that it can set all their spawn rates and stuff?
so like when you hit a mob entity and deal damage it reads out their ID and changes the needle to a blood sample of the metadata as the mob, and then just continue through... although if they don't have a legit spawn egg colors (like twilight forest having it's special ones) it'll come up as like a default texture of red blood or whatever but it'll still work... cause I know invalid spawn eggs turn up as white. and by playing around with an inventory editor the primitive mobs are indeed 800 and above, which makes me think, maybe you missed something or primitive mobs is using cheese tactics. lol.
for your spawn "eggs" make them like some kinda science storage growth storage capsule thingies with a miniature mob of that entity inside it that you can put on display and then when you want to deploy it you just reconstitute the mob by throwing the capsule like a projectile and when it hits something it breaks and the mob comes out. it'd make kinda awesome biological warfare on servers to make creeper capsules and airstrike some poor dudes base your own personal army from a remote dispenser. XD or set them on the ground and have them breakable by arrows and projectiles like buttons are activateable, or dispense their mobs without breaking through redstone signal when placed or in dispensers.
and furthermore a stronger tech object that lets you edit their spawn datas as if you were a mapmaker tinkering with spawners.... Throw capsule, have creeper spawn from the air above the capsule hit point, onto the target. or or or... speed strength super soldier zombies... which're on fire... or be really evil and have skeletons with punch bows preequipped. >_<. and if it's even possible, some kinda "capsule packet" which combines several of the same (or different if that can even be figured out to save individual thingies in a temporary inventory that dispenserizes itself on destruction of the containing item? O_o) and when you chuck them it's like spawn group in a box.... .... .... uhhhh, I'm getting too extreme aren't I? ' *scratches back of head*
edit:
I found something from mob spawn controls actually... it makes a list of all the mob entities into a txt file and it looks like this:
Can you guess which of those mobs have come up immune and which ones haven't? (obviously the ones with their prefixes are the immune ones) something about custom entity registers which is how they get such high numbers on their spawn eggs if they have them? (I'm just guessing, cause like i said, not a modder... just a troubleshooting detective and walking ideas machine >_>)
It's updated to 1.5.1 now. Enjoy Hopefully I did everything right, lol.
Thankyou SanAndreasP, I went ahead and downloaded version 609 and 624, and tried them both, and 624 worked fine, so I built it with that.
And darkmega, you can be my ideas man! lol.
Okay, well, glad you understand bytes and bits (You should google the difference between MB and Mb lol (We are getting ripped off!))
Okay. Well, at the moment, you hit any entitiy in the game. It then grabs their entity ID, checks to see if they have a spawn egg associated with them, if they do, then extract their blood, if they don't then screw em, just stab em for the fun of it.
If I ignored the 'do they have a spawn egg' check, then yeah, it would come out as a white spawn egg.
I could create a custom spawn egg for the entities which don't have spawn eggs, but some mods don't include spawn eggs for a reason, so I don't want to go around mucking around with stuff they have prohibited, for a potentially good reason.
Bottom line is, it should hopefully work fine, at least over the client. But if you started a server with another person, it would probably not spawn the other entities correctly. I dunno. I'm kinda confused lol.
Throwable spawn eggs. Now thats a good idea. I could create a like a.... pre-incubator or something, which incubates a spawn egg to a certain point, and then suspends 'creature' until the 'shell' is broken open upon impact. I'll think about it.
Lol wows. It's all possible, and pretty cool. However this mod is more meant to be about the clones. It's not really a map making helperer, which spawns thousands of evil creepers. And anyway, you can rig mob spawners to spawn mobs in certain positions at certain rates from certain distances with certain items and effects, and it's all vanilla minecraft, so that pretty much makes my mod redundant...
Mob Spawn controls... lists... Umm. Sure. lol. What am I looking at again? What's it for? Sorry I'm a bit lost. Is this to do with custom spawn eggs? I'm pretty sure you can use numbers up to the maximum of an integer for an entityID, so long as you don't connect to others, or have them connect to you, because that's when the errors occur. Is the mod... which one's it called? The one which has high entity ids..... anyway, does that work over lan?
And darkmega, you can be my ideas man! lol.
Okay, well, glad you understand bytes and bits (You should google the difference between MB and Mb lol (We are getting ripped off!))
Okay. Well, at the moment, you hit any entitiy in the game. It then grabs their entity ID, checks to see if they have a spawn egg associated with them, if they do, then extract their blood, if they don't then screw em, just stab em for the fun of it.
If I ignored the 'do they have a spawn egg' check, then yeah, it would come out as a white spawn egg.
I could create a custom spawn egg for the entities which don't have spawn eggs, but some mods don't include spawn eggs for a reason, so I don't want to go around mucking around with stuff they have prohibited, for a potentially good reason.
Bottom line is, it should hopefully work fine, at least over the client. But if you started a server with another person, it would probably not spawn the other entities correctly. I dunno. I'm kinda confused lol.
Throwable spawn eggs. Now thats a good idea. I could create a like a.... pre-incubator or something, which incubates a spawn egg to a certain point, and then suspends 'creature' until the 'shell' is broken open upon impact. I'll think about it.
Lol wows. It's all possible, and pretty cool. However this mod is more meant to be about the clones. It's not really a map making helperer, which spawns thousands of evil creepers. And anyway, you can rig mob spawners to spawn mobs in certain positions at certain rates from certain distances with certain items and effects, and it's all vanilla minecraft, so that pretty much makes my mod redundant...
Mob Spawn controls... lists... Umm. Sure. lol. What am I looking at again? What's it for? Sorry I'm a bit lost. Is this to do with custom spawn eggs? I'm pretty sure you can use numbers up to the maximum of an integer for an entityID, so long as you don't connect to others, or have them connect to you, because that's when the errors occur. Is the mod... which one's it called? The one which has high entity ids..... anyway, does that work over lan?
Damn I'm tired. 12:30 am here. Goodnight. lol
I thought you'd never ask. =D
and I understand this mod is mainly based around the humang clones... but technically the mob spawn eggs you're making are clones right? :3
you could give it a shot for the custom spawn eggs? I'd be happy to help server tests if you'd permit me.
obviously only people who're utter douches would go around cloning bosses like dragons and liches. but "boss revisiting" for training and spawner traps of sorts is actually a nice thing to call it. OR you could do extra checks and find what the entity's HP is and if it's above a certain threshhold of say a 150 it doesn't allow you because the mob is too strong?
The suspended mob thing was actually me thinking of power rangers time force where criminals where like super cryofreeze compressed into tiny figures of themselves and put in capsules and stored in vaults and then could be decompressed in the same machine. but in this case we omit the "same machine" thing and just have creature be reanimated (and probably ed off) when the capsule pops (or not necessarily as it could be used as a "long range deployment method" since deploying a creeper spawn egg the standard way is dangerous. )
and the key words were "as if you were a mapmaker" cause cloning is a way of playing with life, and possibly adapting life to another way, so with genetic adaption you can make like... endlessly fire resistant wolves for nether hunts when they stupidly jump off the edge all the time or like battle zombies for servers when you want some specially pumped up mobs for a Colosseum of science or something.
and spawning creepers long range to harrass someone's base in PvP combat would be fun wouldn't it (pretend you throw a pokeball. :3)? or set up a pressure trap that sandwiches a dude in a corridor with a triple spawn doublesided spawn of genetically buffed angry zombies. XD
there was also this thing in the fossils mod with it's dinosaur egg incubator tube thing where rarely it goes haywire and spawns a zombie pigman and breaks itself called "monster outbreak". So in otherwords you could make cloning a possibly endangering system where mobs in like a incubation system of some kind could mutate crazily and bust out as some mutant thing. it could even be based off the mobs base HP to make potentially stronger (or even go up when you strengthen them and tamper with their genomes) harder to clone without problems regulating you to weaker more managable mobs when you don't have special precautions. The mutant thing could be like starcraft infested terrans or something that runs at you and attacks and stuff but it could also be volatile and blow up cause of unstable genomes and like splaticate your lab with caustic genetic thats really bad for your health. Cause although it's "my people" and made for the clones to do stuff and populate your base so you're not forever alone, you can do a lot of things with a cloning system... and hey, from what I know, you're the only one to make something like this. You aughtta take advantage of it.
and redundancy is... eh. you don't see survival people doing these kinda spawners just for sh*ts and giggles. But it's not really a spawner but just an "adjusted spawn egg" it makes something otherwise creative, and turns it legit, think of it that way.
The mobspawn controller list thingy, thats just me showing you a clue I found. basically all the mobs in that list that have the prefix of their mod's name then dot name of their entity those're all the ones that never worked with the old one. So like the chocobos worked because they didn't have a prefix and just extended off the original spawn eggs and stuff, but twilight forests and primitive mobs etc had their IDs up high and have their prefixes on them and those're all the ones that never worked. That's just what I was trying to show, for whatever it's worth. and yes, the primitive mobs worked over multiplayer when I played it with a friend on my currently laggy server cause of upload speed troubles. For lan, I got no idea, cause I got no way of using lan except over a VPN but even that didn't work last time I tried it. >_>
12:28... does that put you in australia somewhere? cause it says 12:28 on your post time which links up to my timezone it seems... Anyway, night then. You can count on me for ideas. I got too many of them. You'd need a legion of modmakers to drain me of all my ideas I keep thinking up but can't produce. XD
So, I just got this mod today and for a little bit it worked fine. I cloned a human, cow, wolf and others and it was fine for a little bit. But then I was about to take my human clone out for a mining trip and left it on guard mode for a little bit, used the teleporter, came back through a teleporter and my clone was small after I had already made it grow full size, the name was reset and after I tried moving it, it crashed the game. And every time I try reloading the world it crashes the game again. So I uninstalled the mod, loaded the world and it worked fine again, then I re-installed it and it crashed the game everytime I went on AGAIN!
here is the crash report:
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem; Ticking entity
A full error report has been saved to C:\Documents and Settings\ADMIN\Application Data\.minecraft\crash-reports\crash-2013-04-01_19.56.17-server.txt - Please include a copy of that file (Not this screen!) if you report this crash to anyone; without it, they will not be able to help fix the crash
--- BEGIN ERROR REPORT d1245497 --------
Full report at:
C:\Documents and Settings\ADMIN\Application Data\.minecraft\crash-reports\crash-2013-04-01_19.56.17-server.txt
Please show that file to Mojang, NOT just this screen!
Generated 4/1/13 7:56 PM
-- Head --
Stacktrace:
at net.minecraft.mypeople.EntityAICloneReturnToGuard.returnToGuardPos(EntityAICloneReturnToGuard.java:45)
at net.minecraft.mypeople.EntityAICloneReturnToGuard.func_75253_b(EntityAICloneReturnToGuard.java:22)
at net.minecraft.entity.ai.EntityAITasks.func_75774_a(SourceFile:79)
at net.minecraft.entity.EntityLiving.func_70619_bc(EntityLiving.java:2108)
at net.minecraft.entity.EntityLiving.func_70636_d(EntityLiving.java:1833)
at net.minecraft.mypeople.EntityMyPerson.func_70636_d(EntityMyPerson.java:1299)
at net.minecraft.entity.EntityLiving.func_70071_h_(EntityLiving.java:856)
at net.minecraft.mypeople.EntityMyPerson.func_70071_h_(EntityMyPerson.java:1216)
at net.minecraft.world.World.func_72866_a(World.java:2327)
at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:714)
at net.minecraft.world.World.func_72870_g(World.java:2289)
-- Entity being ticked --
Details:
Entity Type: MyPerson (net.minecraft.mypeople.EntityMyPerson)
Entity ID: 346
Entity Name: Clone
Entity's Exact location: 15.97, 18.00, 245.63
Entity's Block location: World: (15,18,245), Chunk: (at 15,1,5 in 0,15; contains blocks 0,0,240 to 15,255,255), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511)
Entity's Momentum: 0.00, -0.08, 0.00
Stacktrace:
at net.minecraft.world.World.func_72939_s(World.java:2143)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:543)
-- Affected level --
Details:
Level name: Solitude
All players: 1 total; [EntityPlayerMP['greystorm100'/261, l='Solitude', x=22.36, y=18.00, z=227.18]]
Chunk stats: ServerChunkCache: 877 Drop: 0
Level seed: -1989626779
Level generator: ID 00 - default, ver 1. Features enabled: true
Level generator options:
Level spawn location: World: (243,76,258), Chunk: (at 3,4,2 in 15,16; contains blocks 240,0,256 to 255,255,271), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511)
Level time: 6377754 game time, 95502 day time
Level dimension: 0
Level storage version: 0x04ABD - Anvil
Level weather: Rain time: 91978 (now: false), thunder time: 26252 (now: false)
Level game mode: Game mode: survival (ID 0). Hardcore: false. Cheats: true
Stacktrace:
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:651)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:570)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:127)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:468)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:573)
-- System Details --
Details:
Minecraft Version: 1.5.1
Operating System: Windows XP (x86) version 5.1
Java Version: 1.7.0_17, Oracle Corporation
Java VM Version: Java HotSpot(TM) Client VM (mixed mode), Oracle Corporation
Memory: 359660096 bytes (342 MB) / 519110656 bytes (495 MB) up to 1037959168 bytes (989 MB)
JVM Flags: 2 total; -Xms512m -Xmx1024m
AABB Pool Size: 3222 (180432 bytes; 0 MB) allocated, 2734 (153104 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 3, tallocated: 63
FML: MCP v7.44 FML v5.1.8.611 Minecraft Forge 7.7.1.611 4 mods loaded, 4 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MyPeople [MyPeople] (MyPeopleMod v1.1 MC1.5.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Profiler Position: N/A (disabled)
Vec3 Pool Size: 1154 (64624 bytes; 0 MB) allocated, 1110 (62160 bytes; 0 MB) used
Player Count: 1 / 8; [EntityPlayerMP['greystorm100'/261, l='Solitude', x=22.36, y=18.00, z=227.18]]
Type: Integrated Server (map_client.txt)
Is Modded: Definitely; Client brand changed to 'forge,fml'
java.lang.NullPointerException
at net.minecraft.mypeople.EntityAICloneReturnToGuard.returnToGuardPos(EntityAICloneReturnToGuard.java:45)
at net.minecraft.mypeople.EntityAICloneReturnToGuard.func_75253_b(EntityAICloneReturnToGuard.java:22)
at net.minecraft.entity.ai.EntityAITasks.func_75774_a(SourceFile:79)
at net.minecraft.entity.EntityLiving.func_70619_bc(EntityLiving.java:2108)
at net.minecraft.entity.EntityLiving.func_70636_d(EntityLiving.java:1833)
at net.minecraft.mypeople.EntityMyPerson.func_70636_d(EntityMyPerson.java:1299)
at net.minecraft.entity.EntityLiving.func_70071_h_(EntityLiving.java:856)
at net.minecraft.mypeople.EntityMyPerson.func_70071_h_(EntityMyPerson.java:1216)
at net.minecraft.world.World.func_72866_a(World.java:2327)
at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:714)
at net.minecraft.world.World.func_72870_g(World.java:2289)
at net.minecraft.world.World.func_72939_s(World.java:2143)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:543)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:651)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:570)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:127)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:468)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:573)
--- END ERROR REPORT 8d35ce25 ----------
and I understand this mod is mainly based around the humang clones... but technically the mob spawn eggs you're making are clones right? :3
you could give it a shot for the custom spawn eggs? I'd be happy to help server tests if you'd permit me.
obviously only people who're utter douches would go around cloning bosses like dragons and liches. but "boss revisiting" for training and spawner traps of sorts is actually a nice thing to call it. OR you could do extra checks and find what the entity's HP is and if it's above a certain threshhold of say a 150 it doesn't allow you because the mob is too strong?
The suspended mob thing was actually me thinking of power rangers time force where criminals where like super cryofreeze compressed into tiny figures of themselves and put in capsules and stored in vaults and then could be decompressed in the same machine. but in this case we omit the "same machine" thing and just have creature be reanimated (and probably ed off) when the capsule pops (or not necessarily as it could be used as a "long range deployment method" since deploying a creeper spawn egg the standard way is dangerous. )
and the key words were "as if you were a mapmaker" cause cloning is a way of playing with life, and possibly adapting life to another way, so with genetic adaption you can make like... endlessly fire resistant wolves for nether hunts when they stupidly jump off the edge all the time or like battle zombies for servers when you want some specially pumped up mobs for a Colosseum of science or something.
and spawning creepers long range to harrass someone's base in PvP combat would be fun wouldn't it (pretend you throw a pokeball. :3)? or set up a pressure trap that sandwiches a dude in a corridor with a triple spawn doublesided spawn of genetically buffed angry zombies. XD
there was also this thing in the fossils mod with it's dinosaur egg incubator tube thing where rarely it goes haywire and spawns a zombie pigman and breaks itself called "monster outbreak". So in otherwords you could make cloning a possibly endangering system where mobs in like a incubation system of some kind could mutate crazily and bust out as some mutant thing. it could even be based off the mobs base HP to make potentially stronger (or even go up when you strengthen them and tamper with their genomes) harder to clone without problems regulating you to weaker more managable mobs when you don't have special precautions. The mutant thing could be like starcraft infested terrans or something that runs at you and attacks and stuff but it could also be volatile and blow up cause of unstable genomes and like splaticate your lab with caustic genetic thats really bad for your health. Cause although it's "my people" and made for the clones to do stuff and populate your base so you're not forever alone, you can do a lot of things with a cloning system... and hey, from what I know, you're the only one to make something like this. You aughtta take advantage of it.
and redundancy is... eh. you don't see survival people doing these kinda spawners just for sh*ts and giggles. But it's not really a spawner but just an "adjusted spawn egg" it makes something otherwise creative, and turns it legit, think of it that way.
The mobspawn controller list thingy, thats just me showing you a clue I found. basically all the mobs in that list that have the prefix of their mod's name then dot name of their entity those're all the ones that never worked with the old one. So like the chocobos worked because they didn't have a prefix and just extended off the original spawn eggs and stuff, but twilight forests and primitive mobs etc had their IDs up high and have their prefixes on them and those're all the ones that never worked. That's just what I was trying to show, for whatever it's worth. and yes, the primitive mobs worked over multiplayer when I played it with a friend on my currently laggy server cause of upload speed troubles. For lan, I got no idea, cause I got no way of using lan except over a VPN but even that didn't work last time I tried it. >_>
12:28... does that put you in australia somewhere? cause it says 12:28 on your post time which links up to my timezone it seems... Anyway, night then. You can count on me for ideas. I got too many of them. You'd need a legion of modmakers to drain me of all my ideas I keep thinking up but can't produce. XD
Okay ideas man
Firstly, yeah I'm an Aussie This place is so cool.
lol
Okay, I'll try out custom spawn eggs. I think I'll just modify the recipe class, and tell it to create my own custom spawn egg thingi instead of a spawn egg, if the spawn egg doesn't exist.
Second thing. I was thinking about this this morning. I could quite possible create a 'splicing' machine. Right? And what it does, is you mix together blood samples, or combine the DNA or something. And then it creates an entity, which is like a mutated version of the samples you've put together. It may be very hard, because it'd be pretty hard to make sure that the models all line up correctly. IE, a spider model and a pig zombie model. If the parts of the entitiy were just randomly chosen, then it may choose the zombie head, and the spider head. So I'd have to find some way of making sure that models don't overlap....
And true, I doubt people want to screw up their worlds. So hopefully they will be smart enough to not spawn an ender dragon or something in the overworld. I think I'll add configurable value in the config file, which limits the spawnable range to mobs below a certain health, like you said, but I'll keep it adjustable.
Hmm, mixing the entities characteristics together... I'll see how that goes. I could just create an entity class which has like every characteristic of every entity in the game. And when you splice DNA together, it chooses randomly a few of them. Or maybe there could be a machine where you can choose those characteristics, but for every choice you have to provide it with more DNA, or maybe more power or something. I'll have to think about that.
Throwable spawn eggs sound like fun. So I'll try and make the spawn egg throwable. Hopefully from dispensors too.
And true, the extra spawn eggs will make it a legitimate way to create customized entities.
Well, if I can make all of this. I think I'm going to have to rename my mod. Lol. I think I'll add in the config file as well, an option to turn all this on, so that way if people just want the clones, they turn that on, but if they want the whole deal, then they can turn it on..
Man this is exciting. lol
So, I just got this mod today and for a little bit it worked fine. I cloned a human, cow, wolf and others and it was fine for a little bit. But then I was about to take my human clone out for a mining trip and left it on guard mode for a little bit, used the teleporter, came back through a teleporter and my clone was small after I had already made it grow full size, the name was reset and after I tried moving it, it crashed the game. And every time I try reloading the world it crashes the game again. So I uninstalled the mod, loaded the world and it worked fine again, then I re-installed it and it crashed the game everytime I went on AGAIN!
here is the crash report:
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem; Ticking entity
A full error report has been saved to C:\Documents and Settings\ADMIN\Application Data\.minecraft\crash-reports\crash-2013-04-01_19.56.17-server.txt - Please include a copy of that file (Not this screen!) if you report this crash to anyone; without it, they will not be able to help fix the crash
--- BEGIN ERROR REPORT d1245497 --------
Full report at:
C:\Documents and Settings\ADMIN\Application Data\.minecraft\crash-reports\crash-2013-04-01_19.56.17-server.txt
Please show that file to Mojang, NOT just this screen!
Generated 4/1/13 7:56 PM
-- Head --
Stacktrace:
at net.minecraft.mypeople.EntityAICloneReturnToGuard.returnToGuardPos(EntityAICloneReturnToGuard.java:45)
at net.minecraft.mypeople.EntityAICloneReturnToGuard.func_75253_b(EntityAICloneReturnToGuard.java:22)
at net.minecraft.entity.ai.EntityAITasks.func_75774_a(SourceFile:79)
at net.minecraft.entity.EntityLiving.func_70619_bc(EntityLiving.java:2108)
at net.minecraft.entity.EntityLiving.func_70636_d(EntityLiving.java:1833)
at net.minecraft.mypeople.EntityMyPerson.func_70636_d(EntityMyPerson.java:1299)
at net.minecraft.entity.EntityLiving.func_70071_h_(EntityLiving.java:856)
at net.minecraft.mypeople.EntityMyPerson.func_70071_h_(EntityMyPerson.java:1216)
at net.minecraft.world.World.func_72866_a(World.java:2327)
at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:714)
at net.minecraft.world.World.func_72870_g(World.java:2289)
-- Entity being ticked --
Details:
Entity Type: MyPerson (net.minecraft.mypeople.EntityMyPerson)
Entity ID: 346
Entity Name: Clone
Entity's Exact location: 15.97, 18.00, 245.63
Entity's Block location: World: (15,18,245), Chunk: (at 15,1,5 in 0,15; contains blocks 0,0,240 to 15,255,255), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511)
Entity's Momentum: 0.00, -0.08, 0.00
Stacktrace:
at net.minecraft.world.World.func_72939_s(World.java:2143)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:543)
-- Affected level --
Details:
Level name: Solitude
All players: 1 total; [EntityPlayerMP['greystorm100'/261, l='Solitude', x=22.36, y=18.00, z=227.18]]
Chunk stats: ServerChunkCache: 877 Drop: 0
Level seed: -1989626779
Level generator: ID 00 - default, ver 1. Features enabled: true
Level generator options:
Level spawn location: World: (243,76,258), Chunk: (at 3,4,2 in 15,16; contains blocks 240,0,256 to 255,255,271), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511)
Level time: 6377754 game time, 95502 day time
Level dimension: 0
Level storage version: 0x04ABD - Anvil
Level weather: Rain time: 91978 (now: false), thunder time: 26252 (now: false)
Level game mode: Game mode: survival (ID 0). Hardcore: false. Cheats: true
Stacktrace:
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:651)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:570)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:127)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:468)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:573)
-- System Details --
Details:
Minecraft Version: 1.5.1
Operating System: Windows XP (x86) version 5.1
Java Version: 1.7.0_17, Oracle Corporation
Java VM Version: Java HotSpot™ Client VM (mixed mode), Oracle Corporation
Memory: 359660096 bytes (342 MB) / 519110656 bytes (495 MB) up to 1037959168 bytes (989 MB)
JVM Flags: 2 total; -Xms512m -Xmx1024m
AABB Pool Size: 3222 (180432 bytes; 0 MB) allocated, 2734 (153104 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 3, tallocated: 63
FML: MCP v7.44 FML v5.1.8.611 Minecraft Forge 7.7.1.611 4 mods loaded, 4 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MyPeople [MyPeople] (MyPeopleMod v1.1 MC1.5.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Profiler Position: N/A (disabled)
Vec3 Pool Size: 1154 (64624 bytes; 0 MB) allocated, 1110 (62160 bytes; 0 MB) used
Player Count: 1 / 8; [EntityPlayerMP['greystorm100'/261, l='Solitude', x=22.36, y=18.00, z=227.18]]
Type: Integrated Server (map_client.txt)
Is Modded: Definitely; Client brand changed to 'forge,fml'
java.lang.NullPointerException
at net.minecraft.mypeople.EntityAICloneReturnToGuard.returnToGuardPos(EntityAICloneReturnToGuard.java:45)
at net.minecraft.mypeople.EntityAICloneReturnToGuard.func_75253_b(EntityAICloneReturnToGuard.java:22)
at net.minecraft.entity.ai.EntityAITasks.func_75774_a(SourceFile:79)
at net.minecraft.entity.EntityLiving.func_70619_bc(EntityLiving.java:2108)
at net.minecraft.entity.EntityLiving.func_70636_d(EntityLiving.java:1833)
at net.minecraft.mypeople.EntityMyPerson.func_70636_d(EntityMyPerson.java:1299)
at net.minecraft.entity.EntityLiving.func_70071_h_(EntityLiving.java:856)
at net.minecraft.mypeople.EntityMyPerson.func_70071_h_(EntityMyPerson.java:1216)
at net.minecraft.world.World.func_72866_a(World.java:2327)
at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:714)
at net.minecraft.world.World.func_72870_g(World.java:2289)
at net.minecraft.world.World.func_72939_s(World.java:2143)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:543)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:651)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:570)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:127)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:468)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:573)
--- END ERROR REPORT 8d35ce25 ----------
Help?
I will look into it asap
I just sat there looking at it. I was like, hmm, maybe the world is null? But wait, the world object is used earlier on and it doesn't crash. Okay, maybe the block is null... But I have a null check in place... And then I was like, wth? WHAT"S WRONG WITH IT.
And then I realized:
Firstly, yeah I'm an Aussie This place is so cool.
lol
Okay, I'll try out custom spawn eggs. I think I'll just modify the recipe class, and tell it to create my own custom spawn egg thingi instead of a spawn egg, if the spawn egg doesn't exist.
Second thing. I was thinking about this this morning. I could quite possible create a 'splicing' machine. Right? And what it does, is you mix together blood samples, or combine the DNA or something. And then it creates an entity, which is like a mutated version of the samples you've put together. It may be very hard, because it'd be pretty hard to make sure that the models all line up correctly. IE, a spider model and a pig zombie model. If the parts of the entitiy were just randomly chosen, then it may choose the zombie head, and the spider head. So I'd have to find some way of making sure that models don't overlap....
And true, I doubt people want to screw up their worlds. So hopefully they will be smart enough to not spawn an ender dragon or something in the overworld. I think I'll add configurable value in the config file, which limits the spawnable range to mobs below a certain health, like you said, but I'll keep it adjustable.
Hmm, mixing the entities characteristics together... I'll see how that goes. I could just create an entity class which has like every characteristic of every entity in the game. And when you splice DNA together, it chooses randomly a few of them. Or maybe there could be a machine where you can choose those characteristics, but for every choice you have to provide it with more DNA, or maybe more power or something. I'll have to think about that.
Throwable spawn eggs sound like fun. So I'll try and make the spawn egg throwable. Hopefully from dispensors too.
And true, the extra spawn eggs will make it a legitimate way to create customized entities.
Well, if I can make all of this. I think I'm going to have to rename my mod. Lol. I think I'll add in the config file as well, an option to turn all this on, so that way if people just want the clones, they turn that on, but if they want the whole deal, then they can turn it on..
Man this is exciting. lol
Thankyou very much
I will look into it asap
I just sat there looking at it. I was like, hmm, maybe the world is null? But wait, the world object is used earlier on and it doesn't crash. Okay, maybe the block is null... But I have a null check in place... And then I was like, wth? WHAT"S WRONG WITH IT.
And then I realized:
Oops. I'll fix that now Lol. Problem solved. All because of ONE letter. Programming is so much fun
Aye boss.
Inorite?
okeydokey on custom spawn eggies.
you mean like necromancer mod (or whatever it was) where you can combine vanilla mobs together and get really freaky things? that'd be pretty awesome. and you'll think of something to get them right.
Alrighty then. Configurable is always a plus. that means the clinically insane (or incredibly smart, depending on what application) can try and get wither boss clones and enderdragon spawns. You know who the Enderdragon spawns and cloneable withers would help? gregtech users with enderdragon egg siphons and magic energy absorbers.
Basically my take on the characteristics would just be mobs that have an endless buff pre-applied to them to increase speed, strength, defense, give fire immunity and stuff. But it would be good to have custom ones like...a mob with Trail mix powers that makes the mob super fast ignore falls and like punch you 10 blocks away XD it'd be retardedly OP on a mob but thats the fun of it. It'd be pretty scary to see modified speed wall climb creepers assaulting your base cause someone hates you. :3 or... "jump". that makes mobs involuntarily jump all the time to make no fall damage super jump bouncy cave spiders. X_x
indeed. But preferably the spawn eggs remain legit spawn eggs them you make a special deployment method like my capsule idea or something that you can use to deploy them long range. cause you'd be editing the originals or something wouldn't you? which just deploy on rightclick on a block... unless you implement it like shift rightclick to not throw and deploy on block, or right click to launch. *shrugs* I guess I'm just bidding on the science style feel with the mob-compression capsules.
yup on legit custom entities.
Heheh, it's exciting me just thinking of the upcoming fun when you can make it work. for a name can I suggest... "Bio Science/labs", or "Minecraft Genetics mod"?
No problemo dude. Gimme some credits and I'll be right.
and lol at the "1 letter" thing. Theres been many times I did that back when I was making stuff with a program called gamemaker... I made a fair few micro-games just for myself out of it for something to do. Had a lot of times where a slight misspelling or failed capitalization or whatever screwed everything up and made my game blow up in my face. lol
I would love to have an army of expolsive spiders to storm my enemies castles, but you have to make an option to have your creations not attack you or follow you.
I am working on it, and school holidays just started, so I've got heaps of time to get this right.
So I tried updating it to forge, by just copying accross all my code, and then fixing all the errors. However then I ran into the problem with how the textures are loaded differently.
So I decided that I'd re-write my base class, so it's just for Forge. So I'm doing that now.
However, as I was re-making all the items, I decided that the centrifuge was a boring piece of you know what. So I thought:
"Wouldn't it be cool if I could make the block spin"
"or maybe just make the top texture spin"
"Or maybe just make it look similar to the brewing stand.
"Or maybe make it look like an actually freakin centrifuge!"
And so, after probably three hours of mind boggling coding and visual representations in my mind and trial and error, I made this code:
You can't see it in the picture. But it is spinning. The transitions are pretty cool. When it's not spinning the test tubes are vertical. It picks up speed in about 1-2 seconds, and the test tubes lift up, and point outwards.
It could seriously pass for a real centrifuge.
It does have a bug though, that it you don't have the sky in your viewing range, then it goes really dark. I don't know why, yet, but I'll fix it soon enough. I hope..
Anyway, yeah. I'm proud of my work. lol
Yo
*claps* that looks excellent.
so, by going to forge does that mean that soon it'll be multiplayerable through forge universal? =D and for the extra sting of awesome can you make some kinda compatability thing where it can pick up on other mobs, and you can extra their DNA to make their spawn eggs also? like... I'm not a modder or anything but some kinda... entity ID into metaID on the tubes to get the DNAs to match up or something? That would be amazing to be able to get spawn eggs of modded mobs, or better yet, make then good and fight for you?!
http://www.youtube.com/user/DarkmegaGaming
Darkmega's Latest Modpack for 1.12.2. Timeless Technician! Tech centered, Semi-hardcore, Combat oriented.
Well, so far, it should work across multiplayer, but I'm not 100% sure. Is there anything I have to do to make is work through forge universal?
I finished updating all the code last night, but it was late and the Internet was down, andi hadn't tested it. And today's Easter so I'm going out. So it should be out in the next day or so.
And it should work with custom mobs. It sets the items metadata to the entities' entity id. And the recipes are dynamic, so I don't see why it wouldn't work
But if it doesn't, then I'll try and make it do that
Yo
I know the version I got still required "modloader" and "worked with forge" apparently on the OP and I never took note of that and found it was the one crashing my server on startup. and it was the 1.0.2 version... I dunno if it was just an incompatability being screwy or not, but I'll throw it in there again and get it to chuck me the error and I'll give it to you.
edit:
here, catch: (this is off the server.)
---- Minecraft Crash Report ----
// I bet Cylons wouldn't have this problem.
Time: 31/03/13 5:14 PM
Description: Exception in server tick loop
java.lang.NoClassDefFoundError: bdg
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at cpw.mods.fml.common.ModClassLoader.loadBaseModClass(ModClassLoader.java:87)
at cpw.mods.fml.common.modloader.ModLoaderModContainer.constructMod(ModLoaderModContainer.java:489)
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:153)
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:86)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:494)
at cpw.mods.fml.server.FMLServerHandler.beginServerLoading(FMLServerHandler.java:86)
at cpw.mods.fml.common.FMLCommonHandler.onServerStart(FMLCommonHandler.java:351)
at ho.c(DedicatedServer.java:64)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:458)
at fy.run(SourceFile:849)
Caused by: java.lang.ClassNotFoundException: bdg
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:185)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 30 more
Caused by: java.lang.NullPointerException
at org.objectweb.asm.ClassReader.<init>(Unknown Source)
at codechicken.core.asm.ClassHeirachyManager.transform(ClassHeirachyManager.java:80)
at cpw.mods.fml.relauncher.RelaunchClassLoader.runTransformers(RelaunchClassLoader.java:228)
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:173)
... 32 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.4.7
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: 2016628312 bytes (1923 MB) / 2058027008 bytes (1962 MB) up to 2058027008 bytes (1962 MB)
JVM Flags: 2 total; -Xms2G -Xmx2G
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v7.26a FML v4.7.35.556 Minecraft Forge 6.6.2.534 65 mods loaded, 64 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed
FML [Forge Mod Loader] (coremods) Unloaded->Constructed
Forge [Minecraft Forge] (coremods) Unloaded->Constructed
CodeChickenCore [CodeChicken Core] (coremods) Unloaded->Constructed
NotEnoughItems [Not Enough Items] (coremods) Unloaded->Constructed
PowerCrystalsCore [PowerCrystals Core] (coremods) Unloaded->Constructed
mod_bspkrsCore [bspkrsCore] ([1.4.7]bspkrsCorev1.01.zip) Unloaded->Constructed
Familiars_API [Familiars API] (FamiliarsAPI.zip) Unloaded->Constructed
mod_SmartMoving [Smart Moving] (ftbserver.jar) Unloaded->Constructed
mod_SmartRender [Smart Render] (ftbserver.jar) Unloaded->Constructed
TreeCapitator [TreeCapitator] ([1.4.6]TreeCapitator.Forge.1.4.6.r07.Uni.CoreMod.jar) Unloaded->Constructed
jammyfurniture [Jammy Furniture Mod] (1.4.7_Jammy_Furniture_Mod_V4.1.zip) Unloaded->Constructed
HarkenScythe_Core [HarkenScythe] (1.4.7HarkenScythe_V2.0.1.zip) Unloaded->Constructed
ArsMagica [Ars Magica] (ArsMagica_5.37.007-Universal.zip) Unloaded->Constructed
Backpack [Backpack] (BackPackMod.zip) Unloaded->Constructed
barrels [The Barrels Mod] (Barrels 1.4.7.jar) Unloaded->Constructed
BattleTowers [Battle Towers] (BattleTowers.zip) Unloaded->Constructed
BiblioCraft [BiblioCraft] (BiblioCraft[v1.1.0].zip) Unloaded->Constructed
ChocoCraft [Torojimas ChocoCraft] (Chococraft_2.5.3.zip) Unloaded->Constructed
Familiars_DefaultMobPack [DefaultMobPack] (DefaultFamiliarsMobs.zip) Unloaded->Constructed
DimensionalDoors [Dimensional Doors] (DimensionalDoors-1.4.7R1.3.0B2-31.zip) Unloaded->Constructed
JinRyuu_DragonBlockC [Dragon Block C] (DragonBlockC-Universal-v1.0b.zip) Unloaded->Constructed
EE3 [Equivalent Exchange 3] (ee3-universal-pre1f.jar) Unloaded->Constructed
eplus [Enchanting Plus] (EnchantingPlus-1.12.6.jar) Unloaded->Constructed
EnderStorage [EnderStorage] (EnderStorage 1.4.1.2.jar) Unloaded->Constructed
Familiars_ExtendedFamPack [ExtendedFamPack] (ExtendedFamiliarsPack.zip) Unloaded->Constructed
ExtrabiomesXL [ExtrabiomesXL] (ExtraBiomesXL.zip) Unloaded->Constructed
PrimitiveMobsFamPack [PrimitiveMobsFamiliarPack] (FamPackPrimitiveMobsMC1.4.7.zip) Unloaded->Constructed
Fossil [Fossil/Archeology] (Fossil-Archeology) Unloaded->Constructed
GraviGun [GraviGun] (GravityGun1.4.7v2.zip) Unloaded->Constructed
InfernalMobs [Infernal Mobs] (InfernalMobs.zip) Unloaded->Constructed
AS_Minions [Minions] (Minions_1.4.6.zip) Unloaded->Constructed
More Bows [More Bows mod] (MoreBowsMod.zip) Unloaded->Constructed
mod_MyPeople [mod_MyPeople] (MyPeopleMod v1.0.2 MC v1.4.7.zip) Unloaded
Mystcraft [Mystcraft] (mystcraft-uni-1.4.7-0.10.0.00.zip) Unloaded
NetherOres [Nether Ores] (NetherOres-2.0.6-32.jar) Unloaded
Thaumcraft [Thaumcraft] (Thaumcraft3.0.3.zip) Unloaded
LegendGear [LegendGear] (NMcCoy-LegendGear-1.4.1.zip) Unloaded
PetBat [Pet Bat] (PetBat_1.4.6.zip) Unloaded
PortalGun [Portal Gun] (PortalGun1.4.7v5.zip) Unloaded
Primitive Mobs [Primitive Mobs mod] (PrimitiveMobsv1.3.4MC1.4.7.zip) Unloaded
Railcraft [Railcraft] (Railcraft_1.4.7-6.17.0.0.jar) Unloaded
RedPowerCore [RedPower] (redpowercore.zip) Unloaded
RedPowerBase [RP Base] (redpowercore.zip) Unloaded
RedPowerMachine [RP Machine] (redpowermechanical.zip) Unloaded
RedPowerCompat [RP Compat] (redpowercompat.zip) Unloaded
RedPowerWiring [RP Wiring] (redpowerdigital.zip) Unloaded
RedPowerLogic [RP Logic] (redpowerdigital.zip) Unloaded
RedPowerLighting [RP Lighting] (redpowerdigital.zip) Unloaded
RedPowerWorld [RP World] (redpowermechanical.zip) Unloaded
RedPowerControl [RP Control] (redpowermechanical.zip) Unloaded
modRFL [Rotten Flesh to Leather] (Rotten Flesh to Leather Hardcore - Forge 1.4.6.zip) Unloaded
RPGInventoryMod [RPG Inventory Mod] (RPG Inventory.zip) Unloaded
RPGPlusPlus [Subarakis RPG++ mod] (RPG Inventory.zip) Unloaded
VanillaShields [Vanilla Shields Mod] (RPG Inventory.zip) Unloaded
AS_Ruins [Ruins Spawning System] (Ruins_1.4.6.zip) Unloaded
SoulShards [SoulShards] (soulshards.zip) Unloaded
StevesCarts [Steve's Carts] (StevesCarts.zip) Unloaded
pitman-87_TF2_Dispenser [TF2 Dispenser] (TF2_Dispenser_1.4.6a.zip) Unloaded
TrailMix [TrailMix] (TrailMix1.4.7v4.zip) Unloaded
TC [Traincraft] (traincraft.jar) Unloaded
TwilightForest [The Twilight Forest] (twilightforest-1.15.3.zip) Unloaded
AS_UpdateCheck [AtomicStryker Update Check Mod] (UpdateCheckerMod_1.4.6.zip) Unloaded
XReliquary [Xeno's Reliquary] (XReliquary1.05d.jar) Unloaded
MCore [MCore] (coremods) Unloaded->Disabled
Profiler Position: N/A (disabled)
Is Modded: Definitely; Server brand changed to 'forge,fml'
Type: Dedicated Server (map_server.txt)
it works in singleplayer just as it used to (since I used this back in 1.2.5) but the server throws that at me cause of the modloader thing.
and no idea on the forge universaling thing, I'm not a modder. just a guy who enjoys using them and has a nack for troubleshooting them out when they don't play nicely since I like to use so many.
and no it doesn't... cause I tried to stab a haunted tool and skelly warrior from primitive mobs and it never gave me anything. >_> cause I know you can stab vanilla ones, I do it all the time to set them up in my "disc maker" tube along with the creepers I stab like a mad ninja scientist thing. might have to go stab some other things, like twilight forest's mobs. *shrugs*
and one more thing, since 1.4.7 to 1.5.1 updates a taking a while cause of the apparent big change thats got everyone tossing do you mind making that new update for 1.4.7's forge first and then porting it to 1.5.1 later if you haven't already just built it in 1.5 to begin with? Since I was wanting to have it on my little server and have clones of Zisteau and Vechs defend our bases. XD
edit 2: now, this is interesting.
on the left you have blood from a thaumcraft wisp and an angry zombie, they get stabbed but I can't put the blood in the tube. while on the right are a wisp and dark mage from ars magica. Any idea?
now interestingly I can't get the blood of villagers from Minecraft comes alive, or the mobs from primitive mobs... something to do with implementation or a glitch on your part?
tr-tr-tr-tr-triple edit!
ok, so testing shows that twilight forest mobs, MCA villagers and primitive mob mobs are immune. Chocobos are not and I can use them just fine. Another thing is that the iron golem in legit can actually be needled but he's another that can't be test tubed after...
quad edit:
I think I see it... there are a few mods that use their own spawn eggs IDs and some mods with entity IDs like up in the stars (in the 800s) would you code catch the ones that high on the numbers (primitive mobs)? or the ones making their own spawn eggs like MCA and twilight forest? (their eggs have their own item IDs. MCA's of which don't even have metadata saying which entity it is, twilight forest's though have the right entity IDs in the metadata though).
all the mobs that DO work, or atleast partially (cause the odd few can't be test tubed and centrifuged like the thaumcraft ones for some reason) are all pretty tame IDs up to 150 or a bit more.... I also destinctly remember the game chucking a wobbly and blowing up in my face when I tried to set an entity ID to some high number that it didn't like in the configs (300 or so?)... so... eh. no idea. >_>
http://www.youtube.com/user/DarkmegaGaming
Darkmega's Latest Modpack for 1.12.2. Timeless Technician! Tech centered, Semi-hardcore, Combat oriented.
That's a lovely long post
Well. I'm pretty sure entity ID's can only go up to 255, which is the maximum value of a byte:
"11111111"
"1,2,4,8,16,32,64,128" = 255, 0-255 is 256 numbers in total.
So chances are it 'cracks a wobbly' when you try to set an entityID to a number greater than 255.
Actually, now that I think of it. That rings a bell. I originally had the EntityID for the clone set to some number, like one thousand and something. However, if I opened my world to LAN, and connected with another client, the clone did absolutely nothing on the connected client, but still worked fine on the host client. I eventually found, after darn hours of looking that the reason for it was because the hosting client connects to itself. So it creates a packet, but never sends it. It creates it, then adds it to the queue it needs to read. And inside the packet, the entityID was contained as an Integer.
However with the client connecting to the host, it creates and packet, and then sends it. However when it sends it, it sends the entityID as a byte, so if the value isn't within the range of a byte, it would 'cast' it to some other random number, probably the remained of the number divied by 255 or something. But yeah, the reason it didn't work was because it was trying to access some other random entity, or at least, one that doesn't exist because the ID had been changed. I don't know if forge has fixed this, but if it's throwing a hissy fit, then I doubt it.
Secondly, the recipes. Well, originally (ie, the last version) I created a recipe for every combination of testtube and needle/egg and bonemeal etc. However I did this when my mod was loading. So if my mod was loaded first, then if any entities were added afterwards, it wouldn't work because they didn't have recipes for them.
However now I've changed it so that it register a recipe manager. So now instead of running through all the registered recipes, it now provides the items in the crafting table to the recipe manager, and asks, "Can you get a result from this". So it's dynamic, and the recipes should work now.
Just had a look at my needle class. The reason why some mobs are 'immune' is yes, because they don't have entity eggs for them. I could just create spawner eggs for the mobs, and then ignore the check, however for something like an enderdragon, it's not the best idea to just be able to spawn one.
Just realized as well though, if I created spawn eggs for the mob(s) when you try to extract blood from them, when you reload the world, I'd have to find some way to check what needles and stuff exist in the world.. Ahh it's all too hard. lol. Any ideas? If I come up with anything reasonable, I'll implement it.
Also, it's pretty much next to impossible to find custom spawn eggs(eggs with different item id's) from other mods, if they aren't registered with Minecraft like the rest usually are.
Just looked through your error report. It doesn't seem to be any of my coding, more so just the fact that my mod was made with Modloader, and when it tries to initialize the class or something, it can't find some other class.
But I'm not going to worry too much on it, I'm almost finished with this forge version, and it should come out soon (I hope). So if you keep getting the error with the new version, then let me know, and then I'll look into it in more detail.
Annnd. I've made it for 1.5 (not .1, I guess I should update it lol), and I've done the whole thing with the new Icon system. So changing it now would be a real... hassle. Sorry, I think I'll just keep it as it is now.
Oh hey, and happy easters everyones
Yo
http://www.minecraftforge.net/forum/index.php/topic,1909.0.html
Please note it uses the old texture system.
Exception in thread "Resource download thread" java.lang.NoClassDefFoundError: net/minecraft/client/audio/SoundPoolEntry
I haven't even touched that class!!!! Hopefully the forge installation is just faulty........................I'll try just copying the file from my old workspace, and see how that goes.
Edit: Wait... But it exists...This is the full stack trace report:
As far as I can tell, it hasn't even loaded my code yet....
Setbacks setbacks setbacks setbacks.
And thankyou SanAndreasP, I will look into that
Edit: Just replaced the minecraft.jar with the latest version with no modifications. And then it crashed with some FMLHandler not being found. And then when I went to run it a second time. It said it couldn't find the main class................. WHY Is this so mucked up? I think I'll go back to my original plan, and install forge again, but this time install it the way I did last time, by downloading MCP and Forge seperately and installing them instead of letting forge do all the work, and potentially screw this up again.
Unless if Im the one who screwed up...
lol
But that's going to have to wait till tomorrow sorry, it's nearly midnight here, and I'm really tired. But it should be done within the next... 12-13 hours. So long as my plan works. lol
Yo
The latest Forge (.622) has this bug in it. Try a slightly older version ^^
I think I get it for the byte thing.
for the 255 entity ID, that'd be it. cause I tried to make a number in like the 300s on the config when I was trail and error editing the ars magica config for entities when I didn't know they came up on their spawn eggs.
but what I don't understand is how the primitive mobs mod's mobs have metadata of stuff in the 800s when their eggs are the legit then... >_>
You know, couldn't you make your own custom spawning things and read straight out of the entity IDs? cause wouldn't that mobspawn controller mod be doing something similar so that it can set all their spawn rates and stuff?
so like when you hit a mob entity and deal damage it reads out their ID and changes the needle to a blood sample of the metadata as the mob, and then just continue through... although if they don't have a legit spawn egg colors (like twilight forest having it's special ones) it'll come up as like a default texture of red blood or whatever but it'll still work... cause I know invalid spawn eggs turn up as white. and by playing around with an inventory editor the primitive mobs are indeed 800 and above, which makes me think, maybe you missed something or primitive mobs is using cheese tactics. lol.
for your spawn "eggs" make them like some kinda science storage growth storage capsule thingies with a miniature mob of that entity inside it that you can put on display and then when you want to deploy it you just reconstitute the mob by throwing the capsule like a projectile and when it hits something it breaks and the mob comes out. it'd make kinda awesome biological warfare on servers to make creeper capsules and airstrike some poor dudes base your own personal army from a remote dispenser. XD or set them on the ground and have them breakable by arrows and projectiles like buttons are activateable, or dispense their mobs without breaking through redstone signal when placed or in dispensers.
and furthermore a stronger tech object that lets you edit their spawn datas as if you were a mapmaker tinkering with spawners.... Throw capsule, have creeper spawn from the air above the capsule hit point, onto the target. or or or... speed strength super soldier zombies... which're on fire... or be really evil and have skeletons with punch bows preequipped. >_<. and if it's even possible, some kinda "capsule packet" which combines several of the same (or different if that can even be figured out to save individual thingies in a temporary inventory that dispenserizes itself on destruction of the containing item? O_o) and when you chuck them it's like spawn group in a box.... .... .... uhhhh, I'm getting too extreme aren't I? ' *scratches back of head*
edit:
I found something from mob spawn controls actually... it makes a list of all the mob entities into a txt file and it looks like this:
--------------------------
AS_Minions.AS_EntityMinion
--------------------------
Bat
BattleTowers.Battletower Golem
Blaze
--------------------------
CaveSpider
Chicken
Chicobo
ChocoboBlack
ChocoboBlue
ChocoboGold
ChocoboGreen
ChocoboPink
ChocoboPurple
ChocoboRed
ChocoboWhite
ChocoboYellow
Cow
Creeper
--------------------------
EnderDragon
Enderman
EntityMageVillager
--------------------------
Familiars_DefaultMobPack.Familiar Chicken
Familiars_DefaultMobPack.Familiar IronGolem
Familiars_DefaultMobPack.Familiar Ocelot
Familiars_DefaultMobPack.Familiar Skeleton
Familiars_DefaultMobPack.Familiar SnowGolem
Familiars_DefaultMobPack.Familiar Spider
Familiars_DefaultMobPack.Familiar SpiderJockey
Familiars_DefaultMobPack.Familiar Squid
Familiars_ExtendedFamPack.Familiar 1UP
Familiars_ExtendedFamPack.Familiar Cube
Familiars_ExtendedFamPack.Familiar Fairy
Familiars_ExtendedFamPack.Familiar Navi
Familiars_ExtendedFamPack.Familiar Rana
Fossil.Bones
Fossil.Brachiosaurus
Fossil.Dilophosaurus
Fossil.Failuresaurus
Fossil.FriendlyPigZombie
Fossil.Mammoth
Fossil.Mosasaurus
Fossil.Nautilus
Fossil.PigBoss
Fossil.Plesiosaur
Fossil.PregnantCow
Fossil.PregnantPig
Fossil.PregnantSheep
Fossil.Pterosaur
Fossil.SaberCat
Fossil.Stegosaurus
Fossil.Triceratops
Fossil.Tyrannosaurus
Fossil.Velociraptor
--------------------------
Ghast
Giant
--------------------------
HarkenScythe_Core.Ectoplasm
HarkenScythe_Core.Harbinger
HarkenScythe_Core.Hemoglobin
--------------------------
JinRyuu_DragonBlockC.Barta
JinRyuu_DragonBlockC.Dodoria
JinRyuu_DragonBlockC.Dragon
JinRyuu_DragonBlockC.Dragon2
JinRyuu_DragonBlockC.Dragonp
JinRyuu_DragonBlockC.Dragonp2
JinRyuu_DragonBlockC.Freeza1
JinRyuu_DragonBlockC.Freeza2
JinRyuu_DragonBlockC.Freeza3
JinRyuu_DragonBlockC.Freeza4
JinRyuu_DragonBlockC.Freeza5
JinRyuu_DragonBlockC.Freeza6
JinRyuu_DragonBlockC.FreezaSoldier1
JinRyuu_DragonBlockC.FreezaSoldier2
JinRyuu_DragonBlockC.FreezaSoldier3
JinRyuu_DragonBlockC.Ginyu
JinRyuu_DragonBlockC.Guldo
JinRyuu_DragonBlockC.Jeice
JinRyuu_DragonBlockC.Kiwi
JinRyuu_DragonBlockC.Namekian01
JinRyuu_DragonBlockC.Namekian03
JinRyuu_DragonBlockC.Nappa
JinRyuu_DragonBlockC.Raditz
JinRyuu_DragonBlockC.Recoome
JinRyuu_DragonBlockC.Saibaiman
JinRyuu_DragonBlockC.Saiyan01
JinRyuu_DragonBlockC.Saiyan02
JinRyuu_DragonBlockC.Vegeta
JinRyuu_DragonBlockC.Zarbon
JinRyuu_DragonBlockC.enma
JinRyuu_DragonBlockC.hell01
JinRyuu_DragonBlockC.hell02
--------------------------
LavaSlime
Linkbook
--------------------------
MobDarkMage
MobDryad
MobHecate
MobInsectSwarm
MobLightMage
MobManaCreeper
MobManaElemental
MobSummonedShadow
MobWaterElemental
MobWisp
MushroomCow
MyPerson
--------------------------
Ozelot
--------------------------
PetBat.Pet Bat
Pig
PigZombie
PortalGun.portal_entityturret
Primitive Mobs.Baby Spider
Primitive Mobs.Bewitched Tome
Primitive Mobs.Brain Slime
Primitive Mobs.Festive Creeper
Primitive Mobs.Haunted Tool
Primitive Mobs.Lost Miner
Primitive Mobs.Mimic Chest
Primitive Mobs.Mother Spider
Primitive Mobs.Rocket Creeper
Primitive Mobs.Sheepman
Primitive Mobs.Sheepman Smith
Primitive Mobs.Skeleton Warrior
Primitive Mobs.Summoner
Primitive Mobs.Support Creeper
Primitive Mobs.Travelling Merchant
Primitive Mobs.Treasure Slime
PrimitiveMobsFamPack.Familiar Festive Creeper
PrimitiveMobsFamPack.Familiar Rocket Creeper
PrimitiveMobsFamPack.Familiar Support Creeper
--------------------------
Sheep
Silverfish
Skeleton
Slime
SnowMan
SoulShards.SpawnedBlaze
SoulShards.SpawnedSkeleton
SoulShards.SpawnedZombie
Spider
Squid
SummonedBattleChicken
SummonedEarthGolem
SummonedFireElemental
SummonedLich
SummonedSkeleton
--------------------------
TowerGuardian
TwilightForest.Bighorn Sheep
TwilightForest.Boggard
TwilightForest.Death Tome
TwilightForest.Fire Beetle
TwilightForest.Firefly
TwilightForest.Forest Bunny
TwilightForest.Forest Raven
TwilightForest.Forest Squirrel
TwilightForest.Hedge Spider
TwilightForest.Hostile Wolf
TwilightForest.Hydra
TwilightForest.HydraHead
TwilightForest.King Spider
TwilightForest.Lich Minion
TwilightForest.Loyal Zombie
TwilightForest.Maze Slime
TwilightForest.Mini Ghast
TwilightForest.Minoshroom
TwilightForest.Minotaur
TwilightForest.Mist Wolf
TwilightForest.Mosquito Swarm
TwilightForest.Naga
TwilightForest.Naga Segment
TwilightForest.Penguin
TwilightForest.Pinch Beetle
TwilightForest.Questing Ram
TwilightForest.Redcap
TwilightForest.Redcap Sapper
TwilightForest.Redscale Broodling
TwilightForest.Skeleton Druid
TwilightForest.Slime Beetle
TwilightForest.Swarm Spider
TwilightForest.Tiny Bird
TwilightForest.Tower Ghast
TwilightForest.Tower Golem
TwilightForest.Tower Termite
TwilightForest.Twilight Kobold
TwilightForest.Twilight Lich
TwilightForest.Twilight Wraith
TwilightForest.Wild Boar
TwilightForest.Wild Deer
--------------------------
Villager
VillagerGolem
--------------------------
Witch
WitherBoss
Wolf
--------------------------
Zombie
--------------------------
entBrainyZombie
entFirebat
entGiantBrainyZombie
entGolemClay
entGolemClayAdv
entGolemIron
entGolemStone
entGolemStoneAdv
entGolemStraw
entGolemTallow
entGolemWood
entWisp
extrabiomes.scarecrow
--------------------------
skeletonMinion
--------------------------
zombieMinion
--------------------------
Can you guess which of those mobs have come up immune and which ones haven't? (obviously the ones with their prefixes are the immune ones) something about custom entity registers which is how they get such high numbers on their spawn eggs if they have them? (I'm just guessing, cause like i said, not a modder... just a troubleshooting detective and walking ideas machine >_>)
http://www.youtube.com/user/DarkmegaGaming
Darkmega's Latest Modpack for 1.12.2. Timeless Technician! Tech centered, Semi-hardcore, Combat oriented.
It's updated to 1.5.1 now. Enjoy Hopefully I did everything right, lol.
Thankyou SanAndreasP, I went ahead and downloaded version 609 and 624, and tried them both, and 624 worked fine, so I built it with that.
And darkmega, you can be my ideas man! lol.
Okay, well, glad you understand bytes and bits (You should google the difference between MB and Mb lol (We are getting ripped off!))
Okay. Well, at the moment, you hit any entitiy in the game. It then grabs their entity ID, checks to see if they have a spawn egg associated with them, if they do, then extract their blood, if they don't then screw em, just stab em for the fun of it.
If I ignored the 'do they have a spawn egg' check, then yeah, it would come out as a white spawn egg.
I could create a custom spawn egg for the entities which don't have spawn eggs, but some mods don't include spawn eggs for a reason, so I don't want to go around mucking around with stuff they have prohibited, for a potentially good reason.
Bottom line is, it should hopefully work fine, at least over the client. But if you started a server with another person, it would probably not spawn the other entities correctly. I dunno. I'm kinda confused lol.
Throwable spawn eggs. Now thats a good idea. I could create a like a.... pre-incubator or something, which incubates a spawn egg to a certain point, and then suspends 'creature' until the 'shell' is broken open upon impact. I'll think about it.
Lol wows. It's all possible, and pretty cool. However this mod is more meant to be about the clones. It's not really a map making helperer, which spawns thousands of evil creepers. And anyway, you can rig mob spawners to spawn mobs in certain positions at certain rates from certain distances with certain items and effects, and it's all vanilla minecraft, so that pretty much makes my mod redundant...
Mob Spawn controls... lists... Umm. Sure. lol. What am I looking at again? What's it for? Sorry I'm a bit lost. Is this to do with custom spawn eggs? I'm pretty sure you can use numbers up to the maximum of an integer for an entityID, so long as you don't connect to others, or have them connect to you, because that's when the errors occur. Is the mod... which one's it called? The one which has high entity ids..... anyway, does that work over lan?
Damn I'm tired. 12:30 am here. Goodnight. lol
Yo
I thought you'd never ask. =D
and I understand this mod is mainly based around the humang clones... but technically the mob spawn eggs you're making are clones right? :3
you could give it a shot for the custom spawn eggs? I'd be happy to help server tests if you'd permit me.
obviously only people who're utter douches would go around cloning bosses like dragons and liches. but "boss revisiting" for training and spawner traps of sorts is actually a nice thing to call it. OR you could do extra checks and find what the entity's HP is and if it's above a certain threshhold of say a 150 it doesn't allow you because the mob is too strong?
The suspended mob thing was actually me thinking of power rangers time force where criminals where like super cryofreeze compressed into tiny figures of themselves and put in capsules and stored in vaults and then could be decompressed in the same machine. but in this case we omit the "same machine" thing and just have creature be reanimated (and probably ed off) when the capsule pops (or not necessarily as it could be used as a "long range deployment method" since deploying a creeper spawn egg the standard way is dangerous. )
and the key words were "as if you were a mapmaker" cause cloning is a way of playing with life, and possibly adapting life to another way, so with genetic adaption you can make like... endlessly fire resistant wolves for nether hunts when they stupidly jump off the edge all the time or like battle zombies for servers when you want some specially pumped up mobs for a Colosseum of science or something.
and spawning creepers long range to harrass someone's base in PvP combat would be fun wouldn't it (pretend you throw a pokeball. :3)? or set up a pressure trap that sandwiches a dude in a corridor with a triple spawn doublesided spawn of genetically buffed angry zombies. XD
there was also this thing in the fossils mod with it's dinosaur egg incubator tube thing where rarely it goes haywire and spawns a zombie pigman and breaks itself called "monster outbreak". So in otherwords you could make cloning a possibly endangering system where mobs in like a incubation system of some kind could mutate crazily and bust out as some mutant thing. it could even be based off the mobs base HP to make potentially stronger (or even go up when you strengthen them and tamper with their genomes) harder to clone without problems regulating you to weaker more managable mobs when you don't have special precautions. The mutant thing could be like starcraft infested terrans or something that runs at you and attacks and stuff but it could also be volatile and blow up cause of unstable genomes and like splaticate your lab with caustic genetic thats really bad for your health. Cause although it's "my people" and made for the clones to do stuff and populate your base so you're not forever alone, you can do a lot of things with a cloning system... and hey, from what I know, you're the only one to make something like this. You aughtta take advantage of it.
and redundancy is... eh. you don't see survival people doing these kinda spawners just for sh*ts and giggles. But it's not really a spawner but just an "adjusted spawn egg" it makes something otherwise creative, and turns it legit, think of it that way.
The mobspawn controller list thingy, thats just me showing you a clue I found. basically all the mobs in that list that have the prefix of their mod's name then dot name of their entity those're all the ones that never worked with the old one. So like the chocobos worked because they didn't have a prefix and just extended off the original spawn eggs and stuff, but twilight forests and primitive mobs etc had their IDs up high and have their prefixes on them and those're all the ones that never worked. That's just what I was trying to show, for whatever it's worth. and yes, the primitive mobs worked over multiplayer when I played it with a friend on my currently laggy server cause of upload speed troubles. For lan, I got no idea, cause I got no way of using lan except over a VPN but even that didn't work last time I tried it. >_>
12:28... does that put you in australia somewhere? cause it says 12:28 on your post time which links up to my timezone it seems... Anyway, night then. You can count on me for ideas. I got too many of them. You'd need a legion of modmakers to drain me of all my ideas I keep thinking up but can't produce. XD
http://www.youtube.com/user/DarkmegaGaming
Darkmega's Latest Modpack for 1.12.2. Timeless Technician! Tech centered, Semi-hardcore, Combat oriented.
here is the crash report:
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem; Ticking entity
A full error report has been saved to C:\Documents and Settings\ADMIN\Application Data\.minecraft\crash-reports\crash-2013-04-01_19.56.17-server.txt - Please include a copy of that file (Not this screen!) if you report this crash to anyone; without it, they will not be able to help fix the crash
--- BEGIN ERROR REPORT d1245497 --------
Full report at:
C:\Documents and Settings\ADMIN\Application Data\.minecraft\crash-reports\crash-2013-04-01_19.56.17-server.txt
Please show that file to Mojang, NOT just this screen!
Generated 4/1/13 7:56 PM
-- Head --
Stacktrace:
at net.minecraft.mypeople.EntityAICloneReturnToGuard.returnToGuardPos(EntityAICloneReturnToGuard.java:45)
at net.minecraft.mypeople.EntityAICloneReturnToGuard.func_75253_b(EntityAICloneReturnToGuard.java:22)
at net.minecraft.entity.ai.EntityAITasks.func_75774_a(SourceFile:79)
at net.minecraft.entity.EntityLiving.func_70619_bc(EntityLiving.java:2108)
at net.minecraft.entity.EntityLiving.func_70636_d(EntityLiving.java:1833)
at net.minecraft.mypeople.EntityMyPerson.func_70636_d(EntityMyPerson.java:1299)
at net.minecraft.entity.EntityLiving.func_70071_h_(EntityLiving.java:856)
at net.minecraft.mypeople.EntityMyPerson.func_70071_h_(EntityMyPerson.java:1216)
at net.minecraft.world.World.func_72866_a(World.java:2327)
at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:714)
at net.minecraft.world.World.func_72870_g(World.java:2289)
-- Entity being ticked --
Details:
Entity Type: MyPerson (net.minecraft.mypeople.EntityMyPerson)
Entity ID: 346
Entity Name: Clone
Entity's Exact location: 15.97, 18.00, 245.63
Entity's Block location: World: (15,18,245), Chunk: (at 15,1,5 in 0,15; contains blocks 0,0,240 to 15,255,255), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511)
Entity's Momentum: 0.00, -0.08, 0.00
Stacktrace:
at net.minecraft.world.World.func_72939_s(World.java:2143)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:543)
-- Affected level --
Details:
Level name: Solitude
All players: 1 total; [EntityPlayerMP['greystorm100'/261, l='Solitude', x=22.36, y=18.00, z=227.18]]
Chunk stats: ServerChunkCache: 877 Drop: 0
Level seed: -1989626779
Level generator: ID 00 - default, ver 1. Features enabled: true
Level generator options:
Level spawn location: World: (243,76,258), Chunk: (at 3,4,2 in 15,16; contains blocks 240,0,256 to 255,255,271), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511)
Level time: 6377754 game time, 95502 day time
Level dimension: 0
Level storage version: 0x04ABD - Anvil
Level weather: Rain time: 91978 (now: false), thunder time: 26252 (now: false)
Level game mode: Game mode: survival (ID 0). Hardcore: false. Cheats: true
Stacktrace:
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:651)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:570)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:127)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:468)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:573)
-- System Details --
Details:
Minecraft Version: 1.5.1
Operating System: Windows XP (x86) version 5.1
Java Version: 1.7.0_17, Oracle Corporation
Java VM Version: Java HotSpot(TM) Client VM (mixed mode), Oracle Corporation
Memory: 359660096 bytes (342 MB) / 519110656 bytes (495 MB) up to 1037959168 bytes (989 MB)
JVM Flags: 2 total; -Xms512m -Xmx1024m
AABB Pool Size: 3222 (180432 bytes; 0 MB) allocated, 2734 (153104 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 3, tallocated: 63
FML: MCP v7.44 FML v5.1.8.611 Minecraft Forge 7.7.1.611 4 mods loaded, 4 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MyPeople [MyPeople] (MyPeopleMod v1.1 MC1.5.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Profiler Position: N/A (disabled)
Vec3 Pool Size: 1154 (64624 bytes; 0 MB) allocated, 1110 (62160 bytes; 0 MB) used
Player Count: 1 / 8; [EntityPlayerMP['greystorm100'/261, l='Solitude', x=22.36, y=18.00, z=227.18]]
Type: Integrated Server (map_client.txt)
Is Modded: Definitely; Client brand changed to 'forge,fml'
java.lang.NullPointerException
at net.minecraft.mypeople.EntityAICloneReturnToGuard.returnToGuardPos(EntityAICloneReturnToGuard.java:45)
at net.minecraft.mypeople.EntityAICloneReturnToGuard.func_75253_b(EntityAICloneReturnToGuard.java:22)
at net.minecraft.entity.ai.EntityAITasks.func_75774_a(SourceFile:79)
at net.minecraft.entity.EntityLiving.func_70619_bc(EntityLiving.java:2108)
at net.minecraft.entity.EntityLiving.func_70636_d(EntityLiving.java:1833)
at net.minecraft.mypeople.EntityMyPerson.func_70636_d(EntityMyPerson.java:1299)
at net.minecraft.entity.EntityLiving.func_70071_h_(EntityLiving.java:856)
at net.minecraft.mypeople.EntityMyPerson.func_70071_h_(EntityMyPerson.java:1216)
at net.minecraft.world.World.func_72866_a(World.java:2327)
at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:714)
at net.minecraft.world.World.func_72870_g(World.java:2289)
at net.minecraft.world.World.func_72939_s(World.java:2143)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:543)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:651)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:570)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:127)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:468)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:573)
--- END ERROR REPORT 8d35ce25 ----------
Help?
Okay ideas man
Firstly, yeah I'm an Aussie This place is so cool.
lol
Okay, I'll try out custom spawn eggs. I think I'll just modify the recipe class, and tell it to create my own custom spawn egg thingi instead of a spawn egg, if the spawn egg doesn't exist.
Second thing. I was thinking about this this morning. I could quite possible create a 'splicing' machine. Right? And what it does, is you mix together blood samples, or combine the DNA or something. And then it creates an entity, which is like a mutated version of the samples you've put together. It may be very hard, because it'd be pretty hard to make sure that the models all line up correctly. IE, a spider model and a pig zombie model. If the parts of the entitiy were just randomly chosen, then it may choose the zombie head, and the spider head. So I'd have to find some way of making sure that models don't overlap....
And true, I doubt people want to screw up their worlds. So hopefully they will be smart enough to not spawn an ender dragon or something in the overworld. I think I'll add configurable value in the config file, which limits the spawnable range to mobs below a certain health, like you said, but I'll keep it adjustable.
Hmm, mixing the entities characteristics together... I'll see how that goes. I could just create an entity class which has like every characteristic of every entity in the game. And when you splice DNA together, it chooses randomly a few of them. Or maybe there could be a machine where you can choose those characteristics, but for every choice you have to provide it with more DNA, or maybe more power or something. I'll have to think about that.
Throwable spawn eggs sound like fun. So I'll try and make the spawn egg throwable. Hopefully from dispensors too.
And true, the extra spawn eggs will make it a legitimate way to create customized entities.
Well, if I can make all of this. I think I'm going to have to rename my mod. Lol. I think I'll add in the config file as well, an option to turn all this on, so that way if people just want the clones, they turn that on, but if they want the whole deal, then they can turn it on..
Man this is exciting. lol
Thankyou very much
I will look into it asap
I just sat there looking at it. I was like, hmm, maybe the world is null? But wait, the world object is used earlier on and it doesn't crash. Okay, maybe the block is null... But I have a null check in place... And then I was like, wth? WHAT"S WRONG WITH IT.
And then I realized:
Oops. I'll fix that now Lol. Problem solved. All because of ONE letter. Programming is so much fun
Yo
Aye boss.
Inorite?
okeydokey on custom spawn eggies.
you mean like necromancer mod (or whatever it was) where you can combine vanilla mobs together and get really freaky things? that'd be pretty awesome. and you'll think of something to get them right.
Alrighty then. Configurable is always a plus. that means the clinically insane (or incredibly smart, depending on what application) can try and get wither boss clones and enderdragon spawns. You know who the Enderdragon spawns and cloneable withers would help? gregtech users with enderdragon egg siphons and magic energy absorbers.
Basically my take on the characteristics would just be mobs that have an endless buff pre-applied to them to increase speed, strength, defense, give fire immunity and stuff. But it would be good to have custom ones like...a mob with Trail mix powers that makes the mob super fast ignore falls and like punch you 10 blocks away XD it'd be retardedly OP on a mob but thats the fun of it. It'd be pretty scary to see modified speed wall climb creepers assaulting your base cause someone hates you. :3 or... "jump". that makes mobs involuntarily jump all the time to make no fall damage super jump bouncy cave spiders. X_x
indeed. But preferably the spawn eggs remain legit spawn eggs them you make a special deployment method like my capsule idea or something that you can use to deploy them long range. cause you'd be editing the originals or something wouldn't you? which just deploy on rightclick on a block... unless you implement it like shift rightclick to not throw and deploy on block, or right click to launch. *shrugs* I guess I'm just bidding on the science style feel with the mob-compression capsules.
yup on legit custom entities.
Heheh, it's exciting me just thinking of the upcoming fun when you can make it work. for a name can I suggest... "Bio Science/labs", or "Minecraft Genetics mod"?
No problemo dude. Gimme some credits and I'll be right.
and lol at the "1 letter" thing. Theres been many times I did that back when I was making stuff with a program called gamemaker... I made a fair few micro-games just for myself out of it for something to do. Had a lot of times where a slight misspelling or failed capitalization or whatever screwed everything up and made my game blow up in my face. lol
http://www.youtube.com/user/DarkmegaGaming
Darkmega's Latest Modpack for 1.12.2. Timeless Technician! Tech centered, Semi-hardcore, Combat oriented.