java.lang.NullPointerException
at net.minecraft.network.NetServerHandler.func_72472_a(NetServerHandler.java:615)
at net.minecraft.network.packet.Packet15Place.func_73279_a(SourceFile:58)
at net.minecraft.network.MemoryConnection.func_74428_b(MemoryConnection.java:89)
at net.minecraft.network.NetServerHandler.func_72570_d(NetServerHandler.java:141)
at net.minecraft.network.NetworkListenThread.func_71747_b(NetworkListenThread.java:54)
at net.minecraft.server.integrated.IntegratedServerListenThread.func_71747_b(IntegratedServerListenThread.java:109)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:689)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:585)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:129)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:482)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:582)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at net.minecraft.network.NetServerHandler.func_72472_a(NetServerHandler.java:615)
at net.minecraft.network.packet.Packet15Place.func_73279_a(SourceFile:58)
at net.minecraft.network.MemoryConnection.func_74428_b(MemoryConnection.java:89)
at net.minecraft.network.NetServerHandler.func_72570_d(NetServerHandler.java:141)
-- Ticking connection --
Details:
Connection: net.minecraft.network.NetServerHandler@ee6d59
Stacktrace:
at net.minecraft.network.NetworkListenThread.func_71747_b(NetworkListenThread.java:54)
at net.minecraft.server.integrated.IntegratedServerListenThread.func_71747_b(IntegratedServerListenThread.java:109)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:689)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:585)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:129)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:482)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:582)
-- System Details --
Details:
Minecraft Version: 1.6.2
Operating System: Windows 7 (x86) version 6.1
Java Version: 1.7.0_25, Oracle Corporation
Java VM Version: Java HotSpot™ Client VM (mixed mode, sharing), Oracle Corporation
Memory: 85031976 bytes (81 MB) / 349986816 bytes (333 MB) up to 518979584 bytes (494 MB)
JVM Flags: 2 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx512M
AABB Pool Size: 5474 (306544 bytes; 0 MB) allocated, 4981 (278936 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 3, tallocated: 71
FML: MCP v8.04 FML v6.2.35.804 Minecraft Forge 9.10.0.804 10 mods loaded, 10 mods active
mcp{8.04} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
FML{6.2.35.804} [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Forge{9.10.0.804} [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
TooManyItems{1.6.2} [TooManyItems] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ArchimedesShipsMod{1.6.2 v1.3.3} [Archimedes' Ships] (ArchimedesShips.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BiomesOPlenty{0.5.9} [Biomes O' Plenty] (Biomes-O-Plenty-0.5.9R1-1.6.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ExtrabiomesXL{3.14.0} [ExtrabiomesXL] (ExtrabiomesXL-universal-1.6.2-3.14.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
flintlock_guns{1.6_3} [Flintlock Guns Mod] (Flintlock_Guns_Mod_v1.6_4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MapWriter{2.0} [MapWriter] (mapwriter-2.0.6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
millenaire{5.1.7} [Millénaire] (millenaire-jar-5.1.7) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Profiler Position: N/A (disabled)
Vec3 Pool Size: 1329 (74424 bytes; 0 MB) allocated, 1090 (61040 bytes; 0 MB) used
Player Count: 1 / 8; [EntityPlayerMP['Redwaller66'/204, l='New World', x=403.93, y=77.00, z=644.87]]
Type: Integrated Server (map_client.txt)
Is Modded: Definitely; Client brand changed to 'fml,forge'
Interesting. I'll look in to this one. Could you tell me what other mods you were using? (I noticed Millionaire [however you spell it] in the console output; I've heard reports of this mod not working perfectly with it).
I think it should be left, but it shouldn't decrease as much damage as with a sword since it is just a small knife
Some things I noticed today with cannons:
(1) When destroying any part of a cannon in creative you still get the item back.
(2) Sometimes the picking-up sound plays but you don't pick up the item for a few seconds or untill you open then close the inventory
(3) If you adjust a cannon's aim, destroy it, the place it back in the same spot, it keeps the previous adjustments
Fair point about the blocking. Thanks for the reports about the cannon, I'll try to address those soon.
Is it possible to get shot by your own gun? I was playing survival, shot at a creeper with a makeshift pistol, and instead of hitting the creeper I lost half of my health. Is this supposed to happen?
This happens to me as well. Whenever I shoot at a mob in the distance, I end up losing most of my hearts. Shooting a mob up close works fine, or shooting at nothing works fine, I only take damage if I would have actually hit the distant mob. Upon closer inspection it appears that I get shot by an arrow every time that I fire at a distant mob.
Reproducible on Minecraft 1.5.2 (mod version 1.6.3)
Edit: You can see in the gif how I get hit with an arrow in my left leg after firing at the mushroom cow:
This is really cool, matches the minecraft theme, I was wondering if you could make the cannons compatible w/ archimedes ships mod, coz it would be really cool to have a naval battle with friends, keep updating the mod!
This is really cool, matches the minecraft theme, I was wondering if you could make the cannons compatible w/ archimedes ships mod, coz it would be really cool to have a naval battle with friends, keep updating the mod!
This happens to me as well. Whenever I shoot at a mob in the distance, I end up losing most of my hearts. Shooting a mob up close works fine, or shooting at nothing works fine, I only take damage if I would have actually hit the distant mob. Upon closer inspection it appears that I get shot by an arrow every time that I fire at a distant mob.
Reproducible on Minecraft 1.5.2 (mod version 1.6.3)
Edit: You can see in the gif how I get hit with an arrow in my left leg after firing at the mushroom cow:
Wow, that's very strange. Usually when someone reports a bug I just have to think about it a bit and it makes sense why it would be happening, but I've got nothing for this one right now. I'll test it out and see what I can do.
This is really cool, matches the minecraft theme, I was wondering if you could make the cannons compatible w/ archimedes ships mod, coz it would be really cool to have a naval battle with friends, keep updating the mod!
Finally! A good guns mod for SMP, I also like the classic, steampunk feel. Cheers!
What he said
That's definitely something I would want to do. I'm not sure how much I can do for that. I'm going to see what kind of bugs happen with them together and see if I can remedy any of it, and if not, I may contact Balkondeur and see if we can work something out.
I really like how this mod isn't to over powered but honestly can you add an actual reload system like in balkons weapon mod rather than using crafting in order to reload? I really hate reload speed based on how fast you can craft.(if this is too hard to code in or you don't want to just say so)
I really like how this mod isn't to over powered but honestly can you add an actual reload system like in balkons weapon mod rather than using crafting in order to reload? I really hate reload speed based on how fast you can craft.(if this is too hard to code in or you don't want to just say so)
He wouldn't do that because "Loading these flintlock weapons in real life is quite cumbersome, and this mod replicates that" and because that's one of the reasons the mod isn't to op
I understand but i mean even if the reload is real slow i mean like not having to go into inventory to reload the thing after every shot I mean perhaps it takes 3 seconds to reload the thing by holding right click and if reloading that way you also are slowed to the speed of charging a bow also maybe takes 1.5 seconds to reload 1 bullet of a gun that holds more than one bullet and takes 5 seconds to reload a thing needing a second reload (reloading paper before the bullet)
That does seem like a good idea, however there is the fact that you can use different ammo with some guns, and it would probably need to be mapped to a new button because if you have multiple shots and then push right click then you fire a new shot instead of reloading one. Could probably be done though
Rollback Post to RevisionRollBack
Remember: You are unique... Just like everyone else
A wise man once told me, "Coding is 1% writing code and 99% figuring out why it didn't work."
I understand but i mean even if the reload is real slow i mean like not having to go into inventory to reload the thing after every shot I mean perhaps it takes 3 seconds to reload the thing by holding right click and if reloading that way you also are slowed to the speed of charging a bow also maybe takes 1.5 seconds to reload 1 bullet of a gun that holds more than one bullet and takes 5 seconds to reload a thing needing a second reload (reloading paper before the bullet)
That does seem like a good idea, however there is the fact that you can use different ammo with some guns, and it would probably need to be mapped to a new button because if you have multiple shots and then push right click then you fire a new shot instead of reloading one. Could probably be done though
The core reload wont be changing anytime. I have considered being able to reload like that only if there's no enemies around, but it probably won't happen anytime soon. Thanks for the input.
May I suggest a couple more ideas? One, perhaps have all the guns have a bit of melee damage, like the musket does right now, because flailing hunks of wood and metal would do a considerable amount of harm. Also, if you're stuck in a situation with no sword and you've fired your last shot and have to reload, you could use it as a backup attack.
Secondly, would you want to have to clean the guns at all? In real life, if you didn't clean a flintlock gun it got a lot of
"fouling" left over from the black powder that was fired, quickly making the gun dangerous to use, as it could backfire.
Finally, is it possible, for when guns misfire, have a possibility of backfiring and hurting you instead, perhaps with a greater percentage of misfiring and backfiring when the gun is not cleaned regularly.
May I suggest a couple more ideas? One, perhaps have all the guns have a bit of melee damage, like the musket does right now, because flailing hunks of wood and metal would do a considerable amount of harm. Also, if you're stuck in a situation with no sword and you've fired your last shot and have to reload, you could use it as a backup attack.
Secondly, would you want to have to clean the guns at all? In real life, if you didn't clean a flintlock gun it got a lot of
"fouling" left over from the black powder that was fired, quickly making the gun dangerous to use, as it could backfire.
Finally, is it possible, for when guns misfire, have a possibility of backfiring and hurting you instead, perhaps with a greater percentage of misfiring and backfiring when the gun is not cleaned regularly.
I intended for users to regularly repair their guns to prevent them from breaking, which is a similar mechanic to the suggested cleaning aspect. I would like to have adverse effects as guns' durability decreases, whether that be accuracy, range, or misfiring more (or all of them). So, to address your suggestion in short, I'm planning on making it so the durability of your gun is akin to keeping it clean as you described. As for the melee damage, I like that the musket has that distinct advantage over the other gun, as its not spectacular in any other regard. Additionally, there's tons of things in Minecraft that could be used as weapons (iron ingots, arrows by themselves) but don't do additional damage. Thanks for the ideas!
EDIT: Something I thought of shortly after posting this, maybe "cleaning" your gun by applying wool and water or something of that sort would repair slightly and only to a certian point (like Fallout where you can only repair your own guns so much, and have to take them to someone if you want them better), and actually repairing it with iron at an anvil would repair it a more substantial amount and could repair it to full durability.
Really cool mod! I love the guns! There are, however, a few guns I'd like you to add: (you don't have to if you don't want to.)
-Jezail. it's a musket with an oddly-shaped stock, and can be used for sniping (yes, it's real)
-Lorenzoni repeater- lever action flintlock pistol. It holds sevenballs and seven shot's worth of powder, and has a lever on the side. (real)
-Pepperbox revolver. It has 24 barrels and you rotate the barrels and then fire. (this one's real too)
-Gatling gun. It's a hand-cranked ground-mounted minigun (This one its most definitely real, it's the granddaddy of the minigun.)
-Winchester 1866. (it's not flintlock, but it's old.) It's a 44-caliber lever-action rifle.
Really cool mod! I love the guns! There are, however, a few guns I'd like you to add: (you don't have to if you don't want to.)
-Jezail. it's a musket with an oddly-shaped stock, and can be used for sniping (yes, it's real)
-Lorenzoni repeater- lever action flintlock pistol. It holds sevenballs and seven shot's worth of powder, and has a lever on the side. (real)
-Pepperbox revolver. It has 24 barrels and you rotate the barrels and then fire. (this one's real too)
-Gatling gun. It's a hand-cranked ground-mounted minigun (This one its most definitely real, it's the granddaddy of the minigun.)
-Winchester 1866. (it's not flintlock, but it's old.) It's a 44-caliber lever-action rifle.
Once again, great mod! Thanks!
-Nate
Thanks for posting, glad to hear you like the mod.
The jezail and Lorenzoni (the latter of which has been mentioned on this thread before) would be functionally similar to the buffalo gun and revolver, respectively, so there's not much point in adding them. The pepperbox has also been mentioned, and while I would I doubt I would add a 24-barreled version, I've considered adding one with three or four. As for the Gatling gun and Wicnchester, they're both outside the time range of this mod (they both use modern pre-made cartridges, for one).
Maybe you could add a netherrack inlay that makes the gun's ammo burn when you shoot it? Or a glowstone inlay that could make the gunshot have a muzzle flash that could light up in the dark?
Interesting. I'll look in to this one. Could you tell me what other mods you were using? (I noticed Millionaire [however you spell it] in the console output; I've heard reports of this mod not working perfectly with it).
Fair point about the blocking. Thanks for the reports about the cannon, I'll try to address those soon.
This happens to me as well. Whenever I shoot at a mob in the distance, I end up losing most of my hearts. Shooting a mob up close works fine, or shooting at nothing works fine, I only take damage if I would have actually hit the distant mob. Upon closer inspection it appears that I get shot by an arrow every time that I fire at a distant mob.
Reproducible on Minecraft 1.5.2 (mod version 1.6.3)
Edit: You can see in the gif how I get hit with an arrow in my left leg after firing at the mushroom cow:
What he said
Wow, that's very strange. Usually when someone reports a bug I just have to think about it a bit and it makes sense why it would be happening, but I've got nothing for this one right now. I'll test it out and see what I can do.
That's definitely something I would want to do. I'm not sure how much I can do for that. I'm going to see what kind of bugs happen with them together and see if I can remedy any of it, and if not, I may contact Balkondeur and see if we can work something out.
He wouldn't do that because "Loading these flintlock weapons in real life is quite cumbersome, and this mod replicates that" and because that's one of the reasons the mod isn't to op
Because when you fire it/load it it will change the name back to "Original name (Unloaded)"/"Original name (Loaded, #)
Remember: You are unique... Just like everyone else
A wise man once told me, "Coding is 1% writing code and 99% figuring out why it didn't work."
Remember: You are unique... Just like everyone else
A wise man once told me, "Coding is 1% writing code and 99% figuring out why it didn't work."
The core reload wont be changing anytime. I have considered being able to reload like that only if there's no enemies around, but it probably won't happen anytime soon. Thanks for the input.
When I Find the Pieces!
Those who fail to learn from history are doomed to repeat it
All aboard the nope train!
Fuzzy to the touch
Awesome, thank you!
Secondly, would you want to have to clean the guns at all? In real life, if you didn't clean a flintlock gun it got a lot of
"fouling" left over from the black powder that was fired, quickly making the gun dangerous to use, as it could backfire.
Finally, is it possible, for when guns misfire, have a possibility of backfiring and hurting you instead, perhaps with a greater percentage of misfiring and backfiring when the gun is not cleaned regularly.
I intended for users to regularly repair their guns to prevent them from breaking, which is a similar mechanic to the suggested cleaning aspect. I would like to have adverse effects as guns' durability decreases, whether that be accuracy, range, or misfiring more (or all of them). So, to address your suggestion in short, I'm planning on making it so the durability of your gun is akin to keeping it clean as you described. As for the melee damage, I like that the musket has that distinct advantage over the other gun, as its not spectacular in any other regard. Additionally, there's tons of things in Minecraft that could be used as weapons (iron ingots, arrows by themselves) but don't do additional damage. Thanks for the ideas!
EDIT: Something I thought of shortly after posting this, maybe "cleaning" your gun by applying wool and water or something of that sort would repair slightly and only to a certian point (like Fallout where you can only repair your own guns so much, and have to take them to someone if you want them better), and actually repairing it with iron at an anvil would repair it a more substantial amount and could repair it to full durability.
I'm glad to know. I want a million dollars and a sandwich.
Anyway, I suppose I could add a global range modifier like the current damage one, but individual stat tweaking probably won't happen.
-Jezail. it's a musket with an oddly-shaped stock, and can be used for sniping (yes, it's real)
-Lorenzoni repeater- lever action flintlock pistol. It holds sevenballs and seven shot's worth of powder, and has a lever on the side. (real)
-Pepperbox revolver. It has 24 barrels and you rotate the barrels and then fire. (this one's real too)
-Gatling gun. It's a hand-cranked ground-mounted minigun (This one its most definitely real, it's the granddaddy of the minigun.)
-Winchester 1866. (it's not flintlock, but it's old.) It's a 44-caliber lever-action rifle.
Once again, great mod! Thanks!
-Nate
Thanks for posting, glad to hear you like the mod.
The jezail and Lorenzoni (the latter of which has been mentioned on this thread before) would be functionally similar to the buffalo gun and revolver, respectively, so there's not much point in adding them. The pepperbox has also been mentioned, and while I would I doubt I would add a 24-barreled version, I've considered adding one with three or four. As for the Gatling gun and Wicnchester, they're both outside the time range of this mod (they both use modern pre-made cartridges, for one).