I can not seem to spawn any "The Eye" I have made a large cave that is lit with torches and all that is spawning are caveclopses. It is 10 blocks above.
Ten blocks below. Please learn to read when we have said it five times now.
The Meaning of Life, the Universe, and Everything.
Join Date:
6/17/2012
Posts:
45
Member Details
Trying get this to work with Spax texturepack and Mc patcher keep getting this error though
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem; Failed to start game
A full error report has been saved to C:\Users\Trippleo1\Appdata\Roaming\techniclauncher\.minecraft\crash-reports\crash-2012-11-21_19.05.56-client.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 e17f080c --------
Full report at:
C:\Users\Trippleo1\Appdata\Roaming\techniclauncher\.minecraft\crash-reports\crash-2012-11-21_19.05.56-client.txt
Please show that file to Mojang, NOT just this screen!
Generated 11/21/12 7:05 PM
-- System Details --
Details:
Minecraft Version: 1.4.5
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.6.0_30, Sun Microsystems Inc.
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Sun Microsystems Inc.
Memory: 537264776 bytes (512 MB) / 655228928 bytes (624 MB) up to 954466304 bytes (910 MB)
JVM Flags: 2 total; -Xms512m -Xmx1024m
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v7.23 FML v4.5.0.457 Minecraft Forge 6.4.0.394 6 mods loaded, 6 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
mod_CodeChickenCore [CodeChicken Core] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
mod_NotEnoughItems [Not Enough Items] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
DivineRPG [DivineRPG] (DivineRPG v1.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
LWJGL: 2.4.2
OpenGL: Mobile Intel(R) 4 Series Express Chipset Family GL version 2.1.0 - Build 8.15.10.2302, Intel
Is Modded: Definitely; Client brand changed to 'forge,fml'
Type: Client (map_client.txt)
Texture Pack: Sphax PureBDCraft 128x MC14.zip
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
java.lang.NullPointerException
at ModTextureAnimation.a(ModTextureAnimation.java:117)
at com.pclewis.mcpatcher.mod.TextureUtils.registerTextureFX(TextureUtils.java:186)
at bap.a(RenderEngine.java:470)
at cpw.mods.fml.client.TextureFXManager.registerTextureOverrides(TextureFXManager.java:233)
at cpw.mods.fml.client.TextureFXManager.loadTextures(TextureFXManager.java:227)
at cpw.mods.fml.client.FMLClientHandler.onInitializationComplete(FMLClientHandler.java:237)
at net.minecraft.client.Minecraft.a(Minecraft.java:499)
at net.minecraft.client.Minecraft.run(Minecraft.java:756)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT bd87f8d5 ----------
Trying get this to work with Spax texturepack and Mc patcher keep getting this error though
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem; Failed to start game
A full error report has been saved to C:\Users\Trippleo1\Appdata\Roaming\techniclauncher\.minecraft\crash-reports\crash-2012-11-21_19.05.56-client.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 e17f080c --------
Full report at:
C:\Users\Trippleo1\Appdata\Roaming\techniclauncher\.minecraft\crash-reports\crash-2012-11-21_19.05.56-client.txt
Please show that file to Mojang, NOT just this screen!
Generated 11/21/12 7:05 PM
-- System Details --
Details:
Minecraft Version: 1.4.5
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.6.0_30, Sun Microsystems Inc.
Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Sun Microsystems Inc.
Memory: 537264776 bytes (512 MB) / 655228928 bytes (624 MB) up to 954466304 bytes (910 MB)
JVM Flags: 2 total; -Xms512m -Xmx1024m
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v7.23 FML v4.5.0.457 Minecraft Forge 6.4.0.394 6 mods loaded, 6 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
mod_CodeChickenCore [CodeChicken Core] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
mod_NotEnoughItems [Not Enough Items] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
DivineRPG [DivineRPG] (DivineRPG v1.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
LWJGL: 2.4.2
OpenGL: Mobile Intel® 4 Series Express Chipset Family GL version 2.1.0 - Build 8.15.10.2302, Intel
Is Modded: Definitely; Client brand changed to 'forge,fml'
Type: Client (map_client.txt)
Texture Pack: Sphax PureBDCraft 128x MC14.zip
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
java.lang.NullPointerException
at ModTextureAnimation.a(ModTextureAnimation.java:117)
at com.pclewis.mcpatcher.mod.TextureUtils.registerTextureFX(TextureUtils.java:186)
at bap.a(RenderEngine.java:470)
at cpw.mods.fml.client.TextureFXManager.registerTextureOverrides(TextureFXManager.java:233)
at cpw.mods.fml.client.TextureFXManager.loadTextures(TextureFXManager.java:227)
at cpw.mods.fml.client.FMLClientHandler.onInitializationComplete(FMLClientHandler.java:237)
at net.minecraft.client.Minecraft.a(Minecraft.java:499)
at net.minecraft.client.Minecraft.run(Minecraft.java:756)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT bd87f8d5 ----------
First thing wrong with that sentence: Mc patcher
Get rid of it. Optifine is better, and is compatible with forge unlike MCPatcher.
The Meaning of Life, the Universe, and Everything.
Join Date:
6/17/2012
Posts:
45
Member Details
Ok so I was using a mob killing setup with dispensers with this mod and noticed that dispensers cant shoot the arrows from this mod and I was wondering if this would be a feature in the future or if you could add your own dispensers for each of the arrow types if not thats cool.
Ok so I was using a mob killing setup with dispensers with this mod and noticed that dispensers cant shoot the arrows from this mod and I was wondering if this would be a feature in the future or if you could add your own dispensers for each of the arrow types if not thats cool.
Suggestion considered. Stay tuned a few versions, might well happen.
It seems to me that realmite is the new diamond. It is found in regular basis, and is far more durable than diamond would ever be.
Could diamond have a new purpose? As of now, it seems pointless to find diamond, as a realmite pickaxe annihilates obsidian. Of course, diamond makes for a great decorative block, but as it is rare, you will be lucky to find enough to make anything out of it.
I don't have an idea about what the diamond could do.
The Meaning of Life, the Universe, and Everything.
Join Date:
6/17/2012
Posts:
45
Member Details
Are the Enthralled Dramacryx supposed to deal so much damage even when you have full Elite Realmite? or am I just unlucky? Because I got hit once and had one heart left from the damage.
Is the Cyclops mod one of Divine's? If so, could you please add options in the config file to edit spawn rates for mobs? The cyclops seems to spawn an awful lot, in groups of 4-5.
I noticed that all the dimensions are the same, same layout same floating mountains, even the ore is in the same spot.
The only difference is the portal spawns somewhere random.
Are all the worlds meant to be re-textured clones?
I believe so. Each 'dimension' is supposed to be a different part of the same dimension, unless I'm mistaken.
Awesome update thanks a lot!
Now this is officialy one of the best mods ever!
But there are still some improvments to be made, I read the v1.2 plans and looks like awesome improvments already so can't wait for that.
Oh and I have very important suggestions that would make the mod 100 times better and I really hope you implement them in v1.2 or v1.3:
1.Add tool tip for every item to explain what it does, if it enchantable, how many damage etc.. like in Terraria, it's really really important to know what everything is ingame.
2.Add somekind of a recipe helper! Maybe something like the recipe book mod or something like the guide in Terraria, without you knowing what can you craft and how to the mod is not fully playable...
3.An accessory system would fit the mod perfectly
4.Improve the existing dimensions (overworld,nether,end) with more biomes, dungeons, monsters etc..
5.Add a new main menu and main menu music and possibly more options etc...
That's it I really hope you add these suggestions cause if you do this mod will be 100% the best Minecraft mod ever.
And btw I noticed a bug with the new music boxes and music, the music doesn't work all the time but in certain parts of a biome, hope you fix that and maybe even get rid of these boxes and just implement it to the game permanently with an option to turn it off.
So good luck with the mod keep it up and please reply .
Xolova I really hope you respond to this because it will make your mod 100 times better!
1. The wiki is enough. I like it to find it out by myself and not get spoilered.
2. There are enough recipe helper out there (recipe book, CraftGuide, NEI...)
3. That would be nice
4. They are improved and if u want new biomes or something new you need to travel to new dimension. If they are more different dimensions you got your "new biomes".
5. Why a new menu?
1.You won't have to look at the help menu if you wouldn't want to. I'm pretty sure most people would prefer something ingame other than wiki. How do you think for instance Skyrim would have been if it didn't have any tutorial or explanaion? An awful and unplayable game.
2.See above
5.To make you feel like your playing Divine RPG and not just Minecraft.
4. There are already plenty of mods out there that add to the existing dimensions. I'd prefer if the folks behind Divine focus on expanding what their mod adds. If I want new biomes in the Overworld, I have Extrabiomes for that. There are mods for mobs, dungeons, and everything else as well.
5. Think the devs' time is better spent on the mod itself as opposed to a new menu. I don't believe DivineRPG is supposed to be a 'total makeover mod' anyway. When I load MC, I'm playing MC, not DivineRPG. I want the mod to add what it adds to expand the game, but not to take over the game. Divine is but one of 50+ mods I have installed, and in no way is the 'main' mod in my game (is there one?). It's one of the hardest to get configured to work with my load-out though, b/c of the several different id ranges it uses.
Agree with Bultzen on 1-3.
I'd like to see what I mentioned above, with more options available in the config file to limit spawn rates, or -even better- a screen in the options section in the main menu to edit spawn rates there, like the kind that Mo' Creatures adds. To have these mobs actually integrated into the same menu as the Mo' mobs would be perfect, once Mo' is updated to 1.4.5.
This mod is really beautiful, I really love it! I had a quick question, though. Is there anyway to get just the blocks from the mod and not the mobs, or a way to change spawning rates? My hills are completely covered with ogres/giants, and I'm trying to figure out how to either stop their spawning specifically, or just find a way to get just the blocks from this mod. I don't see anything in the config file that would allow this, so I'm hoping someone else knows how I can do this.
Are the Enthralled Dramacryx supposed to deal so much damage even when you have full Elite Realmite? or am I just unlucky? Because I got hit once and had one heart left from the damage.
They are, as the mining experience is supposed to be harder. I died with arlemite.
Diamond is no longer really used, as yes they are in some crafting recipe, but diamond is now pointless. Our mod is a continuation of minecraft, making diamond no longer the end.
Xolova I really hope you respond to this because it will make your mod 100 times better!
1.) Possibly
2.) Get NEI or TMI
3.)Already planned
4.)We don't want to edit too much of the overworld, as since many people have generated worlds already, we wouldn't want them to erase all of their work to get the new things
5.)We will not edit base classes -EVER-
This mod is really beautiful, I really love it! I had a quick question, though. Is there anyway to get just the blocks from the mod and not the mobs, or a way to change spawning rates? My hills are completely covered with ogres/giants, and I'm trying to figure out how to either stop their spawning specifically, or just find a way to get just the blocks from this mod. I don't see anything in the config file that would allow this, so I'm hoping someone else knows how I can do this.
Any help would be greatly appreciated!
The mod will be 100x more configurable in 1.2 as we are currently working on 1.2 features we may add a lot to the config for the next update
Ten blocks below. Please learn to read when we have said it five times now.
On the top part of Bedrock layer then, Since bedrock starts at 7 if im not misstaken.
Try make your cave there
Correction, bedrock starts at 5.
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem; Failed to start game
A full error report has been saved to C:\Users\Trippleo1\Appdata\Roaming\techniclauncher\.minecraft\crash-reports\crash-2012-11-21_19.05.56-client.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 e17f080c --------
Full report at:
C:\Users\Trippleo1\Appdata\Roaming\techniclauncher\.minecraft\crash-reports\crash-2012-11-21_19.05.56-client.txt
Please show that file to Mojang, NOT just this screen!
Generated 11/21/12 7:05 PM
-- System Details --
Details:
Minecraft Version: 1.4.5
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.6.0_30, Sun Microsystems Inc.
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Sun Microsystems Inc.
Memory: 537264776 bytes (512 MB) / 655228928 bytes (624 MB) up to 954466304 bytes (910 MB)
JVM Flags: 2 total; -Xms512m -Xmx1024m
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v7.23 FML v4.5.0.457 Minecraft Forge 6.4.0.394 6 mods loaded, 6 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
mod_CodeChickenCore [CodeChicken Core] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
mod_NotEnoughItems [Not Enough Items] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
DivineRPG [DivineRPG] (DivineRPG v1.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
LWJGL: 2.4.2
OpenGL: Mobile Intel(R) 4 Series Express Chipset Family GL version 2.1.0 - Build 8.15.10.2302, Intel
Is Modded: Definitely; Client brand changed to 'forge,fml'
Type: Client (map_client.txt)
Texture Pack: Sphax PureBDCraft 128x MC14.zip
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
java.lang.NullPointerException
at ModTextureAnimation.a(ModTextureAnimation.java:117)
at com.pclewis.mcpatcher.mod.TextureUtils.registerTextureFX(TextureUtils.java:186)
at bap.a(RenderEngine.java:470)
at cpw.mods.fml.client.TextureFXManager.registerTextureOverrides(TextureFXManager.java:233)
at cpw.mods.fml.client.TextureFXManager.loadTextures(TextureFXManager.java:227)
at cpw.mods.fml.client.FMLClientHandler.onInitializationComplete(FMLClientHandler.java:237)
at net.minecraft.client.Minecraft.a(Minecraft.java:499)
at net.minecraft.client.Minecraft.run(Minecraft.java:756)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT bd87f8d5 ----------
First thing wrong with that sentence: Mc patcher
Get rid of it. Optifine is better, and is compatible with forge unlike MCPatcher.
Ok I hadn't known that still new to using forge thanks
Suggestion considered. Stay tuned a few versions, might well happen.
Diamond is used in some weapons and blocks.
I believe so. Each 'dimension' is supposed to be a different part of the same dimension, unless I'm mistaken.
Xolova I really hope you respond to this because it will make your mod 100 times better!
1.You won't have to look at the help menu if you wouldn't want to. I'm pretty sure most people would prefer something ingame other than wiki. How do you think for instance Skyrim would have been if it didn't have any tutorial or explanaion? An awful and unplayable game.
2.See above
5.To make you feel like your playing Divine RPG and not just Minecraft.
5. Think the devs' time is better spent on the mod itself as opposed to a new menu. I don't believe DivineRPG is supposed to be a 'total makeover mod' anyway. When I load MC, I'm playing MC, not DivineRPG. I want the mod to add what it adds to expand the game, but not to take over the game. Divine is but one of 50+ mods I have installed, and in no way is the 'main' mod in my game (is there one?). It's one of the hardest to get configured to work with my load-out though, b/c of the several different id ranges it uses.
Agree with Bultzen on 1-3.
I'd like to see what I mentioned above, with more options available in the config file to limit spawn rates, or -even better- a screen in the options section in the main menu to edit spawn rates there, like the kind that Mo' Creatures adds. To have these mobs actually integrated into the same menu as the Mo' mobs would be perfect, once Mo' is updated to 1.4.5.
And I start minecraft, when I create a new world:
It says that DivineRPG is outdated.
Are you guys still uploading the files?
Or do I have to download the files from somewhere else?
Any help would be greatly appreciated!
They are, as the mining experience is supposed to be harder. I died with arlemite.
Diamond is no longer really used, as yes they are in some crafting recipe, but diamond is now pointless. Our mod is a continuation of minecraft, making diamond no longer the end.
1.) Possibly
2.) Get NEI or TMI
3.)Already planned
4.)We don't want to edit too much of the overworld, as since many people have generated worlds already, we wouldn't want them to erase all of their work to get the new things
5.)We will not edit base classes -EVER-
The mod will be 100x more configurable in 1.2 as we are currently working on 1.2 features we may add a lot to the config for the next update