I can't get this mod to work and it looks amazing also ignore my earlier comment crash report as I used the wrong one
---- Minecraft Crash Report ----
// Sorry
Time: 2/4/13 4:15 PM
Description: Failed to start game
cpw.mods.fml.common.LoaderException: java.lang.ClassNotFoundException: nmccoy.legendgear.LegendGear
at cpw.mods.fml.common.LoadController.transition(LoadController.java:117)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:485)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:161)
at net.minecraft.client.Minecraft.a(Minecraft.java:410)
at asq.a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:744)
at java.lang.Thread.run(Thread.java:680)
Caused by: java.lang.ClassNotFoundException: nmccoy.legendgear.LegendGear
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:185)
at java.lang.ClassLoader.loadClass(ClassLoader.java:306)
at java.lang.ClassLoader.loadClass(ClassLoader.java:247)
at cpw.mods.fml.common.ModClassLoader.loadClass(ModClassLoader.java:57)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Class.java:247)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:416)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:140)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:83)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:479)
... 5 more
Caused by: java.lang.NullPointerException
at org.objectweb.asm.ClassReader.<init>(Unknown Source)
at net.minecraftforge.transformers.EventTransformer.transform(EventTransformer.java:29)
at cpw.mods.fml.relauncher.RelaunchClassLoader.runTransformers(RelaunchClassLoader.java: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: Mac OS X (x86_64) version 10.6.8
Java Version: 1.6.0_37, Apple Inc.
Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Apple Inc.
Memory: 493637160 bytes (470 MB) / 534708224 bytes (509 MB) up to 1069416448 bytes (1019 MB)
JVM Flags: 3 total; -Xbootclasspath/a:/System/Library/PrivateFrameworks/JavaApplicationLauncher.framework/Resources/LauncherSupport.jar -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 v7.26 FML v4.7.4.520 Minecraft Forge 6.6.0.497 Optifine OptiFine_1.4.6_HD_B6 5 mods loaded, 5 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed
FML [Forge Mod Loader] (coremods) Unloaded->Constructed
Forge [Minecraft Forge] (coremods) Unloaded->Constructed
mod_TooManyItems [mod_TooManyItems] (minecraft.jar) Unloaded->Constructed
LegendGear [Legend Gear] (legendgear) Unloaded->Errored
LWJGL: 2.4.2
OpenGL: NVIDIA GeForce 320M OpenGL Engine GL version 2.1 NVIDIA-1.6.36, NVIDIA Corporation
Is Modded: Definitely; Client brand changed to 'forge,fml'
Type: Client (map_client.txt)
Texture Pack: faithful32pack
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
To be honest, the new sword pedestal isn't that good. Golui made a much better one. I'd recommend that you make this mod more compatible with Golui's Sword Pedestal mod. If you want to check out his mod goto the following link: http://www.minecraft...d-pedestal-111/
Well of course his pedestal won't be is good as Golui's. Golui's mod is only about Sword Pedestals and NMcCoy's mod is weapons, and items, and other stuff. He just so happened to add Sword Pedestals.
Please add crystal balls, so when you hit them with the fits, sword, arrow, bomb or whatever, it sends a redstone signal.
Why would the crystal balls make redstone signal when hit? Isn't that the point of wooden buttons? Why not make it so you place a book inside it, it will give you a random spell book from a list of spell books after a certain duration of time. Or it will give you random newly added buffs, like Ore Hunter (that lets ores glow brighter) or Mob Hunter (lets mobs glow brighter) or Poisoned Tip (makes anything you hit a mob with, poison the mob).
The coding might be a mess to work with( I've seen more than I can take), however As
I understand it, can you have an item with a durabilty that spawns an entity.
Such that the Fire Rod spawns(shoots) blaze (fire charges) and the Ice Rod spawns(shoots) snowballs.
Edit: Could a texture change to a splash potion of slow give the impression of freezing an entity
--------------
Last Thought
Using the properties of a potion of invincibilty is there a method of adding the Cane of Byrna?
With entities is there a way to spawn a block, In a similar fashion to the Cane of Somaria?
Within coding is there a way to rotate(advance) a block's texture as if one flipped the block upside-down which was the function of the Cane of Pacci
He will add armour eventually. It would help if you gave him an idea for armor.
Well of course his pedestal won't be is good as Golui's. Golui's mod is only about Sword Pedestals and NMcCoy's mod is weapons, and items, and other stuff. He just so happened to add Sword Pedestals.
Why would the crystal balls make redstone signal when hit? Isn't that the point of wooden buttons? Why not make it so you place a book inside it, it will give you a random spell book from a list of spell books after a certain duration of time. Or it will give you random newly added buffs, like Ore Hunter (that lets ores glow brighter) or Mob Hunter (lets mobs glow brighter) or Poisoned Tip (makes anything you hit a mob with, poison the mob).
Was the Crystal Ball (Switch) meant as a reference to the crystal switch from Link to the Past?
Rollback Post to RevisionRollBack
Nerf's next great challenge is to make an automatic belt fed rocket launcher hand gun with a scope.
Plans regarding various requested features (and features you were probably requesting but didn't realize it):
Crystal switches - almost certainly, in some form, as part of an update aimed at dungeon builders.
(Also, consumable keys and locked blocks, and braziers that send redstone signals when lit.)
Fire and ice rod - probably not; augmented swords are intended to serve this purpose (and there will be more varieties in the future).
Something like the Cane of Somaria - possibly; Minecraft is a game about placing blocks, so it'd take some design work to find a cool niche for such an item.
Cane of Byrna - not too likely; it does not naturally mesh well with the resource ecology of Minecraft, and is hard to make an interesting item without a generalized magic meter (which I will not be implementing). I have amulets for various protective purposes, and diamond rock candy for temporary Resistance IV.
Armor - probably, of some sort, though I will be going for breadth rather than depth; that is, there will be armor items that serve niche purposes (such as boosting swim speed), rather than armor that's primarily scaled along the protection/durability axes.
Inter-mod compatibility - not going too far out of my way for this, but not making it deliberately difficult either. Anything that extends ItemSword can be augmented with a medallion, and put into a sword pedestal. I haven't tested it, but as a rule of thumb, if you can put it on an enchanting table and get sharpness, you can probably augment it with a medallion and put it in a pedestal. (So - probably on a thaumium sword, probably not on a nanosaber.) My quiver hooks into Forge's ArrowLooseEvent; if a custom bow does not use this event, or another mod alters how arrow firing works, you're probably gonna see some strange interactions, and there's not a lot I can do about it. That said, I could put a "leaky quiver" option in the config file, so that quivers will try to always keep at least one loose arrow in your inventory. Is there a demand for this?
Can you add a config that edits the generation and the drop rates of magic shrubs? That would be much appreciated. This mod is awesome, I just like the ablility to balance the drops a bit as I think that hearts, emerald shards, and arrows drop a little too frequently.
Those config settings are in fact already in! Increasing the "ShrubRarity" setting will make them appear less often, and there are separate settings for heart, shard, and arrow drops from them. You might consider disabling "shrubsuperprizes" as well, though personally I think the increased risk during a storm (especially with charged creepers) merits the reward.
|| Armor - probably, of some sort, though I will be going for breadth rather than depth; that is, there will be armor items that serve niche purposes (such as boosting swim speed), rather than armor that's primarily scaled along the protection/durability axes. ||
Possibly the first time I have thought or read about a 3-dimensional tier system.
Awesome
(laughs to self considering the calculus required to establish quality in a higher- multidimesional tier system.)
Rollback Post to RevisionRollBack
Nerf's next great challenge is to make an automatic belt fed rocket launcher hand gun with a scope.
Also, JazzyW1997, try installing the latest Java 7; I've seen that fix a problem with another mod not loading, and you appear to be running Java 6.
Thank you but no joy unfortunately
-- Minecraft Crash Report ----
// Oh - I know what I did wrong!
Time: 2/5/13 5:24 PM
Description: Failed to start game
cpw.mods.fml.common.LoaderException: java.lang.ClassNotFoundException: nmccoy.legendgear.LegendGear
at cpw.mods.fml.common.LoadController.transition(LoadController.java:117)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:485)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:161)
at net.minecraft.client.Minecraft.a(Minecraft.java:410)
at asq.a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:744)
at java.lang.Thread.run(Thread.java:680)
Caused by: java.lang.ClassNotFoundException: nmccoy.legendgear.LegendGear
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:185)
at java.lang.ClassLoader.loadClass(ClassLoader.java:306)
at java.lang.ClassLoader.loadClass(ClassLoader.java:247)
at cpw.mods.fml.common.ModClassLoader.loadClass(ModClassLoader.java:57)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Class.java:249)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:416)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:140)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:83)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:479)
... 5 more
Caused by: java.lang.NullPointerException
at org.objectweb.asm.ClassReader.<init>(Unknown Source)
at net.minecraftforge.transformers.EventTransformer.transform(EventTransformer.java:29)
at cpw.mods.fml.relauncher.RelaunchClassLoader.runTransformers(RelaunchClassLoader.java: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: Mac OS X (x86_64) version 10.6.8
Java Version: 1.6.0_39, Apple Inc.
Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Apple Inc.
Memory: 494736664 bytes (471 MB) / 534708224 bytes (509 MB) up to 1069416448 bytes (1019 MB)
JVM Flags: 3 total; -Xbootclasspath/a:/System/Library/PrivateFrameworks/JavaApplicationLauncher.framework/Resources/LauncherSupport.jar -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 v7.26 FML v4.7.4.520 Minecraft Forge 6.6.0.497 Optifine OptiFine_1.4.6_HD_B6 5 mods loaded, 5 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed
FML [Forge Mod Loader] (coremods) Unloaded->Constructed
Forge [Minecraft Forge] (coremods) Unloaded->Constructed
mod_TooManyItems [mod_TooManyItems] (minecraft.jar) Unloaded->Constructed
LegendGear [Legend Gear] (legendgear) Unloaded->Errored
LWJGL: 2.4.2
OpenGL: NVIDIA GeForce 320M OpenGL Engine GL version 2.1 NVIDIA-1.6.36, NVIDIA Corporation
Is Modded: Definitely; Client brand changed to 'forge,fml'
Type: Client (map_client.txt)
Texture Pack: faithful32pack
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
To be honest, the new sword pedestal isn't that good. Golui made a much better one. I'd recommend that you make this mod more compatible with Golui's Sword Pedestal mod. If you want to check out his mod goto the following link: http://www.minecraft...d-pedestal-111/
I disagree, these sword pedestals are far superior to the ones Golui made. We don't need to get a mod to a mod just to add nonvanilla swords to the pedestal, we dont need to manually rotate the pedestal in the gui, and the bounding boxes make sense. Golui has been promising adding a redstone powering effect to his pedestals since I found the mod, and here we have pedestals and redstone power when there is a sword in one update. I don't miss being able to make my swords float or slowly rotate or glow, I never really needed that anyway. The only thing I miss is being able to use the "add sword ids" mod to add nonswords to my pedestals; I loved having my enchanted crowbar dramatically jutting from its podium, silently awaiting its next wielder... Also, you have to right click on the pedastal instead of the sword to retrieve it, is there any chance you can change this?
Every update on this mod has been excellent and every feature is really cool. Keep up the good work, I can't wait to see what interesting bits and bobs you add next.
Fantastic, I love this mod, it brings a nice RPG feel to the game without becoming overpowering, ill be watching closely for more devolopment, keep up the awesome work
Looks like it's still using Java 6; A friend of mine was having this problem, and he had to uninstall Java 6 before it would properly use the Java 7 install. Try that?
Also: Minor update released!
Mostly adds requested compatibility options - you can now specify item IDs for custom swords and bows in the config file, which the pedestal and quiver will then recognize. (Note that the quiver will not perform as ideally as it does with the vanilla bow, but will make use of a workaround - dropping single arrows into your inventory when you're holding a custom bow.)
Feel like makin an adventuremap with this mod .i actually might do one and maybe can you add new mobs just wondering? like an ogre or Giant spider or something?
Awesome mod. I like the idea of having to build a trap to charge up the medallions (like a dispenser rig or something). Since I had some time to kill, some ideas for more mod items.
-Whip – Does only half a heart of damage, but does some good knockback + disarms/disrobes an opponent, retrieving the held item or armor
-Bomb Fish – Combine a fish with a bomb to make a bomb fish that can detonate underwater, but that fizzes and drops a normal bomb as an item when used on land
-Bombchu – Paste two spider eyes on a bomb to make a critter that will shuffle forward until its time runs out or it hits a mob. Does not fit in a bomb bag
-Clawshot – an advanced version of the hookshot that can grapple onto a wider variety of blocks (iron bars, leaves, cobblestone, nether fence, ect). More expensive than the hookshot – requires a medallion, maybe? Also, it will not let you fall until you switch to a different item.
-Double Clawshot – two clawshots in one inventory space. While you are held fast to one wall, you can shoot and zip to another one without the danger of switching to another item and falling.
-Forest Medallion – Crafted with any sapling, charged by taking 25 hearts of damage due to being Poisoned. When used uncrafted, it summons a bunch of thorny plants + accelerates the growth of nearby plants. When used on a sword, vines wrap around the opponent, inflicting Poison, Weakness, and Slowness for five seconds.
-Light Medallion – Crafted with glowstone dust, charged by taking 25 hearts of damage due to Lightning Strikes or Charged Creeper explosions. When used uncrafted, it creates a blinding ball of light that lights up the dark + instantly kills any mob that shuns the sun within line of sight of the explosion. When used in an amulet, it gives you Night Vision for ten seconds (to prevent the flickering that happens when your night vision is about to run out), and removes it when you stop using the amulet. So as long as you hold the amulet, you can see in the dark (It also might give other mobs Blindness 0:01?) When used on a sword, it sends out a laser, like the Sword beam in many LoZ games, that inflicts the same damage as the sword would have if it had hit normally (without the effects of enchantments)
Yes, yes, lightning is rare, but keep reading; I have a solution to this problem.
-Shadow Medallion – Crafted with coal, charged by taking 25 hearts of damage due to Withering. When used uncrafted, it forms a similar explosion to the Light Medallion, except it damages everything EXCEPT undead + Ender mobs.
-Water Medallion – Crafted with water bottle, charged by taking 25 hearts of damage due to drowning. When used in an amulet, it refills your breath gauge. When used in a sword, it sends a tidal wave in front of you that pushes back + damages mobs (the damage decreases with distance from the caster).
-Lantern – crafted with a Light Medallion. Dispels the darkness in a large area around it. Can be held in one’s hand or placed in the world.
-Cane of Pacci – Minish Cap item. Sends out a beam that can turn dispensers, furnaces, stairs, and other blocks around, and flip half-steps and stairs upside down. The direction of the flip depends on whether you’re firing the cane from above the block or not. When fired into a 1 by 1 by 2 deep hole, it catches in the hole, launching the first entity that lands there up into the air.
-Unfocused Medallion – made with nothing in the center, charged by taking 25 hearts of any sort of damage (but if you have another medallion in your inventory, then the appropriate type of damage will charge that medallion to full before it affects the unfocused medallion. If you fall with an Earth and Unfocused medallion on you, the damage will go into the Earth medallion rather than the Unfocused). It’s basically a medallion to aid in the creation of other medallions. Crafting a full Unfocused medallion with any other medallion with at least one damage absorbed will double the charge of the other medallion (letting you obtain the Light and Shadow medallions with greater ease, though it requires you to take a lot more for the team). Crafting an empty medallion with any other medallion will give you two medallions with half the charge of the original medallion. When used in an amulet, you will take the same amount of damage from all sources, but your medallions will be charged twice as fast (so you only need to take 12 ½ hearts of damage to get a full medallion). When crafted with a sword that is already augmented, it repairs the sword by a quarter of its maximum durability (useful for mod swords that aren’t compatible with the anvil, and for those who want to save their exp for other things). When used in a sword as its own augment, it produces a spin attack.
This sounds a bit much – duplicable medallions, anyone? – but here’s the deal. To fully charge a medallion with one damage, you would need six fully charged Unfocused medallions (1x2=2, 2x2=4, 4x2=8, 8x2=16, 16x2=32, 32x2=64); to obtain a rare medallion by this method alone would require you to take 150 hearts of damage. Even with the help of an Unfocused Amulet, that’s still enough damage to kill you nearly eight times over. In addition, except for the Unfocused and Wind medallions, you cannot charge your medallions through regular combat with mobs; you must go out of your way to almost kill yourself in the pursuit of medallion creation. Repairing swords is easier, but it still requires 100 hearts of damage without the aid of an Unfocused amulet, and even with it, it’s not fun.
-Lightning Rod – Not sure if this should be in Legendcraft, but...A steel post, crafted with a Shadow Medallion, that draws lightning towards it during rain or a thunderstorm, making it easier to charge your Light Medallion. Place a vertical line of these poles stretching up into the sky (the higher you go, the more likely a lightning strike is, even in normal rain or clear skies), and when lightning strikes the pole, another bolt will leap out from the lowest pole on the stack towards the nearest entity. The strike can cause combustible materials nearby to ignite, and electrify connected metallic blocks so that they electrocute the first person or item that walks on them (but this electricity also charges creepers and the Light medallion). Using this mechanic, players could build a palace designed for Light Medallion creation, but at the expense of a lot of iron/gold/copper/other metals as defined by the Ore Dictionary.
---- Minecraft Crash Report ----
// Sorry
Time: 2/4/13 4:15 PM
Description: Failed to start game
cpw.mods.fml.common.LoaderException: java.lang.ClassNotFoundException: nmccoy.legendgear.LegendGear
at cpw.mods.fml.common.LoadController.transition(LoadController.java:117)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:485)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:161)
at net.minecraft.client.Minecraft.a(Minecraft.java:410)
at asq.a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:744)
at java.lang.Thread.run(Thread.java:680)
Caused by: java.lang.ClassNotFoundException: nmccoy.legendgear.LegendGear
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:185)
at java.lang.ClassLoader.loadClass(ClassLoader.java:306)
at java.lang.ClassLoader.loadClass(ClassLoader.java:247)
at cpw.mods.fml.common.ModClassLoader.loadClass(ModClassLoader.java:57)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Class.java:247)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:416)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:140)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:83)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:479)
... 5 more
Caused by: java.lang.NullPointerException
at org.objectweb.asm.ClassReader.<init>(Unknown Source)
at net.minecraftforge.transformers.EventTransformer.transform(EventTransformer.java:29)
at cpw.mods.fml.relauncher.RelaunchClassLoader.runTransformers(RelaunchClassLoader.java: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: Mac OS X (x86_64) version 10.6.8
Java Version: 1.6.0_37, Apple Inc.
Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Apple Inc.
Memory: 493637160 bytes (470 MB) / 534708224 bytes (509 MB) up to 1069416448 bytes (1019 MB)
JVM Flags: 3 total; -Xbootclasspath/a:/System/Library/PrivateFrameworks/JavaApplicationLauncher.framework/Resources/LauncherSupport.jar -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 v7.26 FML v4.7.4.520 Minecraft Forge 6.6.0.497 Optifine OptiFine_1.4.6_HD_B6 5 mods loaded, 5 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed
FML [Forge Mod Loader] (coremods) Unloaded->Constructed
Forge [Minecraft Forge] (coremods) Unloaded->Constructed
mod_TooManyItems [mod_TooManyItems] (minecraft.jar) Unloaded->Constructed
LegendGear [Legend Gear] (legendgear) Unloaded->Errored
LWJGL: 2.4.2
OpenGL: NVIDIA GeForce 320M OpenGL Engine GL version 2.1 NVIDIA-1.6.36, NVIDIA Corporation
Is Modded: Definitely; Client brand changed to 'forge,fml'
Type: Client (map_client.txt)
Texture Pack: faithful32pack
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
Is there any way you could have the boomerang activate switches and the like?
Excelent mod, i love it! :DDDDDDD
Im a Chilean Minecrafter (YEAH!)
He will add armour eventually. It would help if you gave him an idea for armor.
Well of course his pedestal won't be is good as Golui's. Golui's mod is only about Sword Pedestals and NMcCoy's mod is weapons, and items, and other stuff. He just so happened to add Sword Pedestals.
Why would the crystal balls make redstone signal when hit? Isn't that the point of wooden buttons? Why not make it so you place a book inside it, it will give you a random spell book from a list of spell books after a certain duration of time. Or it will give you random newly added buffs, like Ore Hunter (that lets ores glow brighter) or Mob Hunter (lets mobs glow brighter) or Poisoned Tip (makes anything you hit a mob with, poison the mob).
Fire and Ice Rod
The coding might be a mess to work with( I've seen more than I can take), however As
I understand it, can you have an item with a durabilty that spawns an entity.
Such that the Fire Rod spawns(shoots) blaze (fire charges) and the Ice Rod spawns(shoots) snowballs.
Edit: Could a texture change to a splash potion of slow give the impression of freezing an entity
--------------
Last Thought
Using the properties of a potion of invincibilty is there a method of adding the Cane of Byrna?
With entities is there a way to spawn a block, In a similar fashion to the Cane of Somaria?
Within coding is there a way to rotate(advance) a block's texture as if one flipped the block upside-down which was the function of the Cane of Pacci
Was the Crystal Ball (Switch) meant as a reference to the crystal switch from Link to the Past?
Crystal switches - almost certainly, in some form, as part of an update aimed at dungeon builders.
(Also, consumable keys and locked blocks, and braziers that send redstone signals when lit.)
Fire and ice rod - probably not; augmented swords are intended to serve this purpose (and there will be more varieties in the future).
Something like the Cane of Somaria - possibly; Minecraft is a game about placing blocks, so it'd take some design work to find a cool niche for such an item.
Cane of Byrna - not too likely; it does not naturally mesh well with the resource ecology of Minecraft, and is hard to make an interesting item without a generalized magic meter (which I will not be implementing). I have amulets for various protective purposes, and diamond rock candy for temporary Resistance IV.
Armor - probably, of some sort, though I will be going for breadth rather than depth; that is, there will be armor items that serve niche purposes (such as boosting swim speed), rather than armor that's primarily scaled along the protection/durability axes.
Inter-mod compatibility - not going too far out of my way for this, but not making it deliberately difficult either. Anything that extends ItemSword can be augmented with a medallion, and put into a sword pedestal. I haven't tested it, but as a rule of thumb, if you can put it on an enchanting table and get sharpness, you can probably augment it with a medallion and put it in a pedestal. (So - probably on a thaumium sword, probably not on a nanosaber.) My quiver hooks into Forge's ArrowLooseEvent; if a custom bow does not use this event, or another mod alters how arrow firing works, you're probably gonna see some strange interactions, and there's not a lot I can do about it. That said, I could put a "leaky quiver" option in the config file, so that quivers will try to always keep at least one loose arrow in your inventory. Is there a demand for this?
I don't know? I honestly never played any Legend of Zelda games or anything like them so... Yah. Sorry?
Possibly the first time I have thought or read about a 3-dimensional tier system.
Awesome
(laughs to self considering the calculus required to establish quality in a higher- multidimesional tier system.)
Thank you but no joy unfortunately
// Oh - I know what I did wrong!
Time: 2/5/13 5:24 PM
Description: Failed to start game
cpw.mods.fml.common.LoaderException: java.lang.ClassNotFoundException: nmccoy.legendgear.LegendGear
at cpw.mods.fml.common.LoadController.transition(LoadController.java:117)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:485)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:161)
at net.minecraft.client.Minecraft.a(Minecraft.java:410)
at asq.a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:744)
at java.lang.Thread.run(Thread.java:680)
Caused by: java.lang.ClassNotFoundException: nmccoy.legendgear.LegendGear
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:185)
at java.lang.ClassLoader.loadClass(ClassLoader.java:306)
at java.lang.ClassLoader.loadClass(ClassLoader.java:247)
at cpw.mods.fml.common.ModClassLoader.loadClass(ModClassLoader.java:57)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Class.java:249)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:416)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:140)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:83)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:479)
... 5 more
Caused by: java.lang.NullPointerException
at org.objectweb.asm.ClassReader.<init>(Unknown Source)
at net.minecraftforge.transformers.EventTransformer.transform(EventTransformer.java:29)
at cpw.mods.fml.relauncher.RelaunchClassLoader.runTransformers(RelaunchClassLoader.java: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: Mac OS X (x86_64) version 10.6.8
Java Version: 1.6.0_39, Apple Inc.
Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Apple Inc.
Memory: 494736664 bytes (471 MB) / 534708224 bytes (509 MB) up to 1069416448 bytes (1019 MB)
JVM Flags: 3 total; -Xbootclasspath/a:/System/Library/PrivateFrameworks/JavaApplicationLauncher.framework/Resources/LauncherSupport.jar -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 v7.26 FML v4.7.4.520 Minecraft Forge 6.6.0.497 Optifine OptiFine_1.4.6_HD_B6 5 mods loaded, 5 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed
FML [Forge Mod Loader] (coremods) Unloaded->Constructed
Forge [Minecraft Forge] (coremods) Unloaded->Constructed
mod_TooManyItems [mod_TooManyItems] (minecraft.jar) Unloaded->Constructed
LegendGear [Legend Gear] (legendgear) Unloaded->Errored
LWJGL: 2.4.2
OpenGL: NVIDIA GeForce 320M OpenGL Engine GL version 2.1 NVIDIA-1.6.36, NVIDIA Corporation
Is Modded: Definitely; Client brand changed to 'forge,fml'
Type: Client (map_client.txt)
Texture Pack: faithful32pack
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
I disagree, these sword pedestals are far superior to the ones Golui made. We don't need to get a mod to a mod just to add nonvanilla swords to the pedestal, we dont need to manually rotate the pedestal in the gui, and the bounding boxes make sense. Golui has been promising adding a redstone powering effect to his pedestals since I found the mod, and here we have pedestals and redstone power when there is a sword in one update. I don't miss being able to make my swords float or slowly rotate or glow, I never really needed that anyway. The only thing I miss is being able to use the "add sword ids" mod to add nonswords to my pedestals; I loved having my enchanted crowbar dramatically jutting from its podium, silently awaiting its next wielder... Also, you have to right click on the pedastal instead of the sword to retrieve it, is there any chance you can change this?
Every update on this mod has been excellent and every feature is really cool. Keep up the good work, I can't wait to see what interesting bits and bobs you add next.
http://www.youtube.com/user/BlueSheepInAMinecart?feature=mhee
Looks like it's still using Java 6; A friend of mine was having this problem, and he had to uninstall Java 6 before it would properly use the Java 7 install. Try that?
Also:
Minor update released!
Mostly adds requested compatibility options - you can now specify item IDs for custom swords and bows in the config file, which the pedestal and quiver will then recognize. (Note that the quiver will not perform as ideally as it does with the vanilla bow, but will make use of a workaround - dropping single arrows into your inventory when you're holding a custom bow.)
-Whip – Does only half a heart of damage, but does some good knockback + disarms/disrobes an opponent, retrieving the held item or armor
-Bomb Fish – Combine a fish with a bomb to make a bomb fish that can detonate underwater, but that fizzes and drops a normal bomb as an item when used on land
-Bombchu – Paste two spider eyes on a bomb to make a critter that will shuffle forward until its time runs out or it hits a mob. Does not fit in a bomb bag
-Clawshot – an advanced version of the hookshot that can grapple onto a wider variety of blocks (iron bars, leaves, cobblestone, nether fence, ect). More expensive than the hookshot – requires a medallion, maybe? Also, it will not let you fall until you switch to a different item.
-Double Clawshot – two clawshots in one inventory space. While you are held fast to one wall, you can shoot and zip to another one without the danger of switching to another item and falling.
-Forest Medallion – Crafted with any sapling, charged by taking 25 hearts of damage due to being Poisoned. When used uncrafted, it summons a bunch of thorny plants + accelerates the growth of nearby plants. When used on a sword, vines wrap around the opponent, inflicting Poison, Weakness, and Slowness for five seconds.
-Light Medallion – Crafted with glowstone dust, charged by taking 25 hearts of damage due to Lightning Strikes or Charged Creeper explosions. When used uncrafted, it creates a blinding ball of light that lights up the dark + instantly kills any mob that shuns the sun within line of sight of the explosion. When used in an amulet, it gives you Night Vision for ten seconds (to prevent the flickering that happens when your night vision is about to run out), and removes it when you stop using the amulet. So as long as you hold the amulet, you can see in the dark (It also might give other mobs Blindness 0:01?) When used on a sword, it sends out a laser, like the Sword beam in many LoZ games, that inflicts the same damage as the sword would have if it had hit normally (without the effects of enchantments)
Yes, yes, lightning is rare, but keep reading; I have a solution to this problem.
-Shadow Medallion – Crafted with coal, charged by taking 25 hearts of damage due to Withering. When used uncrafted, it forms a similar explosion to the Light Medallion, except it damages everything EXCEPT undead + Ender mobs.
-Water Medallion – Crafted with water bottle, charged by taking 25 hearts of damage due to drowning. When used in an amulet, it refills your breath gauge. When used in a sword, it sends a tidal wave in front of you that pushes back + damages mobs (the damage decreases with distance from the caster).
-Lantern – crafted with a Light Medallion. Dispels the darkness in a large area around it. Can be held in one’s hand or placed in the world.
-Cane of Pacci – Minish Cap item. Sends out a beam that can turn dispensers, furnaces, stairs, and other blocks around, and flip half-steps and stairs upside down. The direction of the flip depends on whether you’re firing the cane from above the block or not. When fired into a 1 by 1 by 2 deep hole, it catches in the hole, launching the first entity that lands there up into the air.
-Unfocused Medallion – made with nothing in the center, charged by taking 25 hearts of any sort of damage (but if you have another medallion in your inventory, then the appropriate type of damage will charge that medallion to full before it affects the unfocused medallion. If you fall with an Earth and Unfocused medallion on you, the damage will go into the Earth medallion rather than the Unfocused). It’s basically a medallion to aid in the creation of other medallions. Crafting a full Unfocused medallion with any other medallion with at least one damage absorbed will double the charge of the other medallion (letting you obtain the Light and Shadow medallions with greater ease, though it requires you to take a lot more for the team). Crafting an empty medallion with any other medallion will give you two medallions with half the charge of the original medallion. When used in an amulet, you will take the same amount of damage from all sources, but your medallions will be charged twice as fast (so you only need to take 12 ½ hearts of damage to get a full medallion). When crafted with a sword that is already augmented, it repairs the sword by a quarter of its maximum durability (useful for mod swords that aren’t compatible with the anvil, and for those who want to save their exp for other things). When used in a sword as its own augment, it produces a spin attack.
This sounds a bit much – duplicable medallions, anyone? – but here’s the deal. To fully charge a medallion with one damage, you would need six fully charged Unfocused medallions (1x2=2, 2x2=4, 4x2=8, 8x2=16, 16x2=32, 32x2=64); to obtain a rare medallion by this method alone would require you to take 150 hearts of damage. Even with the help of an Unfocused Amulet, that’s still enough damage to kill you nearly eight times over. In addition, except for the Unfocused and Wind medallions, you cannot charge your medallions through regular combat with mobs; you must go out of your way to almost kill yourself in the pursuit of medallion creation. Repairing swords is easier, but it still requires 100 hearts of damage without the aid of an Unfocused amulet, and even with it, it’s not fun.
-Lightning Rod – Not sure if this should be in Legendcraft, but...A steel post, crafted with a Shadow Medallion, that draws lightning towards it during rain or a thunderstorm, making it easier to charge your Light Medallion. Place a vertical line of these poles stretching up into the sky (the higher you go, the more likely a lightning strike is, even in normal rain or clear skies), and when lightning strikes the pole, another bolt will leap out from the lowest pole on the stack towards the nearest entity. The strike can cause combustible materials nearby to ignite, and electrify connected metallic blocks so that they electrocute the first person or item that walks on them (but this electricity also charges creepers and the Light medallion). Using this mechanic, players could build a palace designed for Light Medallion creation, but at the expense of a lot of iron/gold/copper/other metals as defined by the Ore Dictionary.