The Meaning of Life, the Universe, and Everything.
Join Date:
11/28/2014
Posts:
49
Member Details
[quote] This is an error from Mine-Blade Battlegear2. There is an hotfix which you can download at their page.
I'm running 1.7.10-MB_Battlegear2-Bullseye-1.0.6.3.jar
I didn't see anything in the way of hotfix's to download other than telling me to download the latest package. Care to give a little more guidance? When I hear hotfix, I'm thinking that it's an addon .jar vs a newer package. If it is a newer package, maybe I don't know where a beta is hosted at?
You know... I'll test it out with this mod removed and yours enabled to see if iindeed these two are conflicting.
well... nm
I don't seem to have the issue anymore... I don't know what happened. I pulled Bettersprinting and Project Zulu (because of another crash I was getting), tried just mines and battlegear 2 and it worked, then added in pchan3mod and it worked... so idk
Not to advertise other people's work here, but I have another mod I enjoy very much that adds a huge amount of customization to death, including how much XP drops that can be recovered, how much you can actually respawn with and keep, whether or not you get a death chest, how many items you keep or the chest keeps, whether the items are damaged at all, on drop and on death or both. I have found that using that, having LevelUp reset all skillpoints, but then be able to recover "X" % of your XP from the "death chest" is likely to be the most fair in your opinion. Is that acceptable to you until more config for LevelUp are available ? If so, google Smoject Pulu for Minecraft and see if anything rhymes with the auto correct...The Github wiki for it should sufficiently explain how to use the config...
If you're curious, my hotbar items have a %70 chance to NOT drop. They receive 10% damage on death and an extra %5 on drop IF they drop. My armor has an %80 chance to NOT drop, but receives %15 damage on death (ouch ! but hey, death is meaningful now !) and an extra %10 on drop totalling %25 of my armor health ! The rest of items have a %75 chance to drop with %10 damage on death and extra %5 on
The crash might have inconsistent behavior depending on mod loading order.
You are advised to download latest Battlegear file, even if the version is the same. Check the .md5 if you can.
Not to advertise other people's work here, but I have another mod I enjoy very much that adds a huge amount of customization to death, including how much XP drops that can be recovered, how much you can actually respawn with and keep, whether or not you get a death chest, how many items you keep or the chest keeps, whether the items are damaged at all, on drop and on death or both. I have found that using that, having LevelUp reset all skillpoints, but then be able to recover "X" % of your XP from the "death chest" is likely to be the most fair in your opinion. Is that acceptable to you until more config for LevelUp are available ? If so, google Smoject Pulu for Minecraft and see if anything rhymes with the auto correct...The Github wiki for it should sufficiently explain how to use the config...
Advising other mods is allowed if it belongs in the discussion.
I am fine with you giving the proper mod name.
(Also, you can tell a moderator to remove useless posts by reporting them yourself)
Magic Wands doesn't seem to work as intended. For instance, I can only get the mining wand to mine from the surface. It won't let me break blocks, plants don't break with the destructive wand, nothing seems to work. The help button says C to build block and C to build hollow. What? How can one key do both? I'm very disappointed, this would be the perfect addition to my personal mod pack; if it worked.
Curse Premium is used for more than Minecraft. Curse has been around for years before Minecraft started using it. It's the most used site for World of Warcraft mods and has several mods for other games like Rift and Elder Scrolls online too.
Not to advertise other people's work here, but I have another mod I enjoy very much that adds a huge amount of customization to death, including how much XP drops that can be recovered, how much you can actually respawn with and keep, whether or not you get a death chest, how many items you keep or the chest keeps, whether the items are damaged at all, on drop and on death or both. I have found that using that, having LevelUp reset all skillpoints, but then be able to recover "X" % of your XP from the "death chest" is likely to be the most fair in your opinion. Is that acceptable to you until more config for LevelUp are available ? If so, google Smoject Pulu for Minecraft and see if anything rhymes with the auto correct...The Github wiki for it should sufficiently explain how to use the config...
Thanks for mentioning this, I was actually using a method very similar to this mod to help even the discrepancy on my server. Unfortunately this concept is at best a half measure since it doesn't cover two major flaws with how experience and LevelUp are related.
The first problem is more a matter of balance, being that either you can select classes being lost upon death or not. If you choose no than the player can powerlevel a higher class after they get back xp on death since levels and SP are unlinked. If you choose yes than people will also use death as a soft class "reset" and avoid going through the rather high hoop of crafting the item necessary to remove your classes.
The second problem stems from the fact that your levels of experience are actual usable ingame. Due to systems like enchanting most players want to actually use their XP and levels on weapons and armor or if you have a lot of mods like we do other systems like Thaumcraft and what not. What I have found is with our current system of getting a return portion of experience after death most players will end up hoarding their XP out of fear of starting over again. This ends up hampering the game a bit since certain things become actually impossible to find since they need high levels to be made.
I do appreciate the suggestion though, it is a clever bandage for the current death system as it is now.
You can always come back for the vanilla xp, though i admit it isn't much.
I'll try to do that.
It would certainly be appreciated, LevelUp is a really cool mod that has added a ton of depth to mine and I am sure many other servers.
I also wanted to take a minute to ask you about looking into Simply Horses again. The mod has been dead for over three years with its creator being gone equally as long and nobody has shown any real interest in picking it up. Frankly it is a shame since the mod was a perfect example of what vanilla horses should have been before we got the half featured 'addition' that we ended up with. The few horses it comes with are diverse but balanced equally with each type having their strengths but none being the best or worst in general. The taming and raising system is a immersive and fun to use while the actual divided nature of the three breeds makes tracking down the others a worthwhile pursuit. Finally the cart and carriage system alone would be worthy of the mods revival. It is incredible looking and adds purpose to the horses since they are the ones you are raising to haul cargo, especially the creation of long wagon trains. This is a feature that has been unmatched and fills a gap that has been left completely empty in the years since the mod fell off. I know this mod would be a bit of work, but I know myself and plenty other people would be eternally grateful to see this mod risen from the dead.
I also wanted to take a minute to ask you about looking into Simply Horses again. The mod has been dead for over three years with its creator being gone equally as long and nobody has shown any real interest in picking it up. Frankly it is a shame since the mod was a perfect example of what vanilla horses should have been before we got the half featured 'addition' that we ended up with. The few horses it comes with are diverse but balanced equally with each type having their strengths but none being the best or worst in general. The taming and raising system is a immersive and fun to use while the actual divided nature of the three breeds makes tracking down the others a worthwhile pursuit. Finally the cart and carriage system alone would be worthy of the mods revival. It is incredible looking and adds purpose to the horses since they are the ones you are raising to haul cargo, especially the creation of long wagon trains. This is a feature that has been unmatched and fills a gap that has been left completely empty in the years since the mod fell off. I know this mod would be a bit of work, but I know myself and plenty other people would be eternally grateful to see this mod risen from the dead.
*Ahem*
From the OP.
-I only update SOURCE FREE mods, I won't decompile (unless granted official permission) or steal code. (a "license" on the mod shouldn't protect code as "intellectual property")
Can you help a person that is trying to make a large collection of dimension mods play nicely? By nicely, I mean that different dimensions are different?
There are a number of mods that add new, specialized dimensions -- from twilight forest, to the creep mod, etc. (There's another, I think "aether", that adds 5).
There are now two different dynamic dimension generating mods -- Mystcraft and RFTools -- as well as multiworld, which lets you make any number of preset dimensions with different level generators.
I'd like to be able to tell each mod "This is a white-list of dimensions to be active in", or "This is a black-list of dimensions to ignore".
I know that sounds like a lot, but I strongly suspect that it's "write once, re-use in multiple places".
Specifically, the mods that I would dearly love to see support this are GreatWall and Walled City, Better Villages (Those two are my high priority ones), and WildCaves (lower priority).
Furthermore, and I know I'm asking a bit at this point, if you could have a way to classify based on the chunk provider class being used, instead of the dimension number -- for example, Mystcraft's dimensions (can be called magic-based) might get one type of village, while RFTool's dimensions (can be called tech-based) might get a different type of village.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Can you help a person that is trying to make a large collection of dimension mods play nicely? By nicely, I mean that different dimensions are different?
There are a number of mods that add new, specialized dimensions -- from twilight forest, to the creep mod, etc. (There's another, I think "aether", that adds 5).
There are now two different dynamic dimension generating mods -- Mystcraft and RFTools -- as well as multiworld, which lets you make any number of preset dimensions with different level generators.
I'd like to be able to tell each mod "This is a white-list of dimensions to be active in", or "This is a black-list of dimensions to ignore".
I know that sounds like a lot, but I strongly suspect that it's "write once, re-use in multiple places".
Specifically, the mods that I would dearly love to see support this are GreatWall and Walled City, Better Villages (Those two are my high priority ones), and WildCaves (lower priority).
Furthermore, and I know I'm asking a bit at this point, if you could have a way to classify based on the chunk provider class being used, instead of the dimension number -- for example, Mystcraft's dimensions (can be called magic-based) might get one type of village, while RFTool's dimensions (can be called tech-based) might get a different type of village.
That would be absolutely AWESOME! I would love a feature like that for servers and such because I'm working on a private server for a fantastically diverse and customizable survival mode. Sorry, I don't have any idea what might have a feature like that, though. If I find something that has a feature like that in the future, i'll be sure to let you know.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
The crash might have inconsistent behavior depending on mod loading order.
You are advised to download latest Battlegear file, even if the version is the same. Check the .md5 if you can.
Advising other mods is allowed if it belongs in the discussion.
I am fine with you giving the proper mod name.
(Also, you can tell a moderator to remove useless posts by reporting them yourself)
How do you go up on the steam ship from Pchan3's Mods ?
I don't know how stays at the same level slowly descending , and yes I used coal so thats not the problem I can control everything but go up .
Can you help a person that is trying to make a large collection of dimension mods play nicely? By nicely, I mean that different dimensions are different?
There are a number of mods that add new, specialized dimensions -- from twilight forest, to the creep mod, etc. (There's another, I think "aether", that adds 5).
There are now two different dynamic dimension generating mods -- Mystcraft and RFTools -- as well as multiworld, which lets you make any number of preset dimensions with different level generators.
I'd like to be able to tell each mod "This is a white-list of dimensions to be active in", or "This is a black-list of dimensions to ignore".
I know that sounds like a lot, but I strongly suspect that it's "write once, re-use in multiple places".
Specifically, the mods that I would dearly love to see support this are GreatWall and Walled City, Better Villages (Those two are my high priority ones), and WildCaves (lower priority).
Furthermore, and I know I'm asking a bit at this point, if you could have a way to classify based on the chunk provider class being used, instead of the dimension number -- for example, Mystcraft's dimensions (can be called magic-based) might get one type of village, while RFTool's dimensions (can be called tech-based) might get a different type of village.
There is a new mod we've just started playing a bit with called Dimension Guard. Give that a try. It supposedly should be able to whitelist and blacklist items for the various dimensions. This would let you control items at least.
Dimension Guard does not handle worldgen. Just inventory items.
Also, I don't want to blacklist what people build. The idea is that no world will have everything. For example, the overworld has no mod biomes or new stone blocks, or plant mega pack plants. Mystcraft ages, and RFTools dimensions will, but they generally have few biomes and few plants (and UBC stone biome sizes are set very large).
The theme of the server is exploration. If you want to see it, you have to go elsewhere.
Being able to restrict where those great cities show up, so that it's not "Everywhere" ==> win.
As a secondary, since Mystcraft is more "magical", while RFTools is more "tech", I'd like to see if I could further differentiate magical stuff in Mystcraft ages, and tech-y stuff in RFTools. Right now, I'm still trying to figure out what to do differently for them.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
The crash might have inconsistent behavior depending on mod loading order.
You are advised to download latest Battlegear file, even if the version is the same. Check the .md5 if you can.
Advising other mods is allowed if it belongs in the discussion.
I am fine with you giving the proper mod name.
(Also, you can tell a moderator to remove useless posts by reporting them yourself)
Hey GoTo could you update
Baby Animals Model Swapper, Squickens ?
Please she updated the op to include the source as she lost interest in the mod . Thanx
I also really love what your doing here people like you are great
I'm running 1.7.10-MB_Battlegear2-Bullseye-1.0.6.3.jar
I didn't see anything in the way of hotfix's to download other than telling me to download the latest package. Care to give a little more guidance? When I hear hotfix, I'm thinking that it's an addon .jar vs a newer package. If it is a newer package, maybe I don't know where a beta is hosted at?
You know... I'll test it out with this mod removed and yours enabled to see if iindeed these two are conflicting.
well... nm
I don't seem to have the issue anymore... I don't know what happened. I pulled Bettersprinting and Project Zulu (because of another crash I was getting), tried just mines and battlegear 2 and it worked, then added in pchan3mod and it worked... so idk
Not to advertise other people's work here, but I have another mod I enjoy very much that adds a huge amount of customization to death, including how much XP drops that can be recovered, how much you can actually respawn with and keep, whether or not you get a death chest, how many items you keep or the chest keeps, whether the items are damaged at all, on drop and on death or both. I have found that using that, having LevelUp reset all skillpoints, but then be able to recover "X" % of your XP from the "death chest" is likely to be the most fair in your opinion. Is that acceptable to you until more config for LevelUp are available ? If so, google Smoject Pulu for Minecraft and see if anything rhymes with the auto correct...The Github wiki for it should sufficiently explain how to use the config...
If you're curious, my hotbar items have a %70 chance to NOT drop. They receive 10% damage on death and an extra %5 on drop IF they drop. My armor has an %80 chance to NOT drop, but receives %15 damage on death (ouch ! but hey, death is meaningful now !) and an extra %10 on drop totalling %25 of my armor health ! The rest of items have a %75 chance to drop with %10 damage on death and extra %5 on
The crash might have inconsistent behavior depending on mod loading order.
You are advised to download latest Battlegear file, even if the version is the same. Check the .md5 if you can.
Advising other mods is allowed if it belongs in the discussion.
I am fine with you giving the proper mod name.
(Also, you can tell a moderator to remove useless posts by reporting them yourself)
Thanks for mentioning this, I was actually using a method very similar to this mod to help even the discrepancy on my server. Unfortunately this concept is at best a half measure since it doesn't cover two major flaws with how experience and LevelUp are related.
The first problem is more a matter of balance, being that either you can select classes being lost upon death or not. If you choose no than the player can powerlevel a higher class after they get back xp on death since levels and SP are unlinked. If you choose yes than people will also use death as a soft class "reset" and avoid going through the rather high hoop of crafting the item necessary to remove your classes.
The second problem stems from the fact that your levels of experience are actual usable ingame. Due to systems like enchanting most players want to actually use their XP and levels on weapons and armor or if you have a lot of mods like we do other systems like Thaumcraft and what not. What I have found is with our current system of getting a return portion of experience after death most players will end up hoarding their XP out of fear of starting over again. This ends up hampering the game a bit since certain things become actually impossible to find since they need high levels to be made.
I do appreciate the suggestion though, it is a clever bandage for the current death system as it is now.
It would certainly be appreciated, LevelUp is a really cool mod that has added a ton of depth to mine and I am sure many other servers.
I also wanted to take a minute to ask you about looking into Simply Horses again. The mod has been dead for over three years with its creator being gone equally as long and nobody has shown any real interest in picking it up. Frankly it is a shame since the mod was a perfect example of what vanilla horses should have been before we got the half featured 'addition' that we ended up with. The few horses it comes with are diverse but balanced equally with each type having their strengths but none being the best or worst in general. The taming and raising system is a immersive and fun to use while the actual divided nature of the three breeds makes tracking down the others a worthwhile pursuit. Finally the cart and carriage system alone would be worthy of the mods revival. It is incredible looking and adds purpose to the horses since they are the ones you are raising to haul cargo, especially the creation of long wagon trains. This is a feature that has been unmatched and fills a gap that has been left completely empty in the years since the mod fell off. I know this mod would be a bit of work, but I know myself and plenty other people would be eternally grateful to see this mod risen from the dead.
When you post a mod: "No pics no clicks" and "MCreator = bad ~99% of the time"
Don't forget to read the crashlog before reporting the crash. It might tell you why it's crashing.
Sorry if my spelling is bad, I'm learning english...
My mod ideas: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/mods-discussion/2354659-medsal15s-mod-ideas-hub
Why do evil poeple always want to control the world?
If you need ideas, I may be able to give you some...
Warning status: Unbanned
Thanks for all the updating work.
*Ahem*
From the OP.
There are a number of mods that add new, specialized dimensions -- from twilight forest, to the creep mod, etc. (There's another, I think "aether", that adds 5).
There are now two different dynamic dimension generating mods -- Mystcraft and RFTools -- as well as multiworld, which lets you make any number of preset dimensions with different level generators.
I'd like to be able to tell each mod "This is a white-list of dimensions to be active in", or "This is a black-list of dimensions to ignore".
I know that sounds like a lot, but I strongly suspect that it's "write once, re-use in multiple places".
Specifically, the mods that I would dearly love to see support this are GreatWall and Walled City, Better Villages (Those two are my high priority ones), and WildCaves (lower priority).
Furthermore, and I know I'm asking a bit at this point, if you could have a way to classify based on the chunk provider class being used, instead of the dimension number -- for example, Mystcraft's dimensions (can be called magic-based) might get one type of village, while RFTool's dimensions (can be called tech-based) might get a different type of village.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
That would be absolutely AWESOME! I would love a feature like that for servers and such because I'm working on a private server for a fantastically diverse and customizable survival mode. Sorry, I don't have any idea what might have a feature like that, though. If I find something that has a feature like that in the future, i'll be sure to let you know.
Some do, some don't.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
How do you go up on the steam ship from Pchan3's Mods ?
I don't know how stays at the same level slowly descending , and yes I used coal so thats not the problem I can control everything but go up .
Thanx -Crunk
There is a new mod we've just started playing a bit with called Dimension Guard. Give that a try. It supposedly should be able to whitelist and blacklist items for the various dimensions. This would let you control items at least.
Also, I don't want to blacklist what people build. The idea is that no world will have everything. For example, the overworld has no mod biomes or new stone blocks, or plant mega pack plants. Mystcraft ages, and RFTools dimensions will, but they generally have few biomes and few plants (and UBC stone biome sizes are set very large).
The theme of the server is exploration. If you want to see it, you have to go elsewhere.
Being able to restrict where those great cities show up, so that it's not "Everywhere" ==> win.
As a secondary, since Mystcraft is more "magical", while RFTools is more "tech", I'd like to see if I could further differentiate magical stuff in Mystcraft ages, and tech-y stuff in RFTools. Right now, I'm still trying to figure out what to do differently for them.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Hey GoTo could you update
Baby Animals Model Swapper, Squickens ?
Please she updated the op to include the source as she lost interest in the mod . Thanx
Mod is Here