The Meaning of Life, the Universe, and Everything.
Location:
A Police State
Join Date:
3/16/2013
Posts:
225
Minecraft:
thom666
Member Details
Archimedes is really cool. I usually make a simple four block base with the nav block in front with a seat. I little, quick and maneuverable air bike type set up. I hit the maximum blocks on an airship and flew it as a base for the longest. Now I have several pre=made ships I can choose from.
I am still hoping to find a massive ship grave yard somewhere but not very optimistic.
Btw, I am curious, how many different Captain's log books did you add. I have found only two variations, The Mary Celeste(3X) ,a real life ship lost at sea, I believe in one of the Great Lakes. Interesting entry on that one. The other ship name I cannot recall but I love the log entries (entry?). I use Bibliiocraft as well and have a very nice library set up for all kinds of books obtained in game.
I have also had a couple of ideas whilst playing your mod. One is from another mods I use called Aquaculture and it is the message in the bottle. If there was a way to add randomly floating messages in bottles with coordinates of wrecks or where the ship was first attacked, etc...Not sure how it would be implemented or if possible but it would be a cool feature IMHO. Another thought I had concerning your mod is the diving suit. I love the retro diving suit but if you could add some scuba type appearance, goggles, flippers, wet-suit along with other items that reek of undersea exploration and salvage. A depth gauge/ radar would be ideal for those ship that I have raised and choose to sail. Some sandbars can be treacherous and totally shop you dead in the water due to the deep draft on the larger vessels Most times I can tell when I am getting near a shallow area but there is that odd one that hides two blocks below sea level. It could be interesting if you were able to incorporate a salvage type system into your mod where one could raise ships from the depths in a manner similar to how I use the Navigation block from Archimedes.
I am a huge Clive Cussler fan and feel like Dirk Pitt every time I find a wreck.lol
// Everything's going to plan. No, really, that was supposed to happen.
Time: 3/27/15 8:22 PM
Description: Initializing game
java.lang.NoClassDefFoundError: net/minecraftforge/common/util/EnumHelper
at com.winslow.shipwreckworldgen.ShipwreckMain.<clinit>(ShipwreckMain.java:39)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Class.java:344)
at net.minecraftforge.fml.common.FMLModContainer.constructMod(FMLModContainer.java:422)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at net.minecraftforge.fml.common.LoadController.sendEventToModContainer(LoadController.java:208)
at net.minecraftforge.fml.common.LoadController.propogateStateMessage(LoadController.java:187)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at net.minecraftforge.fml.common.LoadController.distributeStateMessage(LoadController.java:118)
at net.minecraftforge.fml.common.Loader.loadMods(Loader.java:493)
at net.minecraftforge.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:208)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:414)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:326)
at net.minecraft.client.main.Main.main(SourceFile:120)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
Caused by: java.lang.ClassNotFoundException: net.minecraftforge.common.util.EnumHelper
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:191)
at java.lang.ClassLoader.loadClass(ClassLoader.java:424)
at java.lang.ClassLoader.loadClass(ClassLoader.java:357)
... 36 more
Caused by: java.lang.NullPointerException
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:182)
... 38 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at com.winslow.shipwreckworldgen.ShipwreckMain.<clinit>(ShipwreckMain.java:39)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Class.java:344)
at net.minecraftforge.fml.common.FMLModContainer.constructMod(FMLModContainer.java:422)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at net.minecraftforge.fml.common.LoadController.sendEventToModContainer(LoadController.java:208)
at net.minecraftforge.fml.common.LoadController.propogateStateMessage(LoadController.java:187)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at net.minecraftforge.fml.common.LoadController.distributeStateMessage(LoadController.java:118)
at net.minecraftforge.fml.common.Loader.loadMods(Loader.java:493)
at net.minecraftforge.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:208)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:414)
-- Initialization --
Details:
Stacktrace:
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:326)
at net.minecraft.client.main.Main.main(SourceFile:120)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
-- System Details --
Details:
Minecraft Version: 1.8
Operating System: Windows XP (x86) version 5.1
Java Version: 1.8.0_25, Oracle Corporation
Java VM Version: Java HotSpot(TM) Client VM (mixed mode), Oracle Corporation
Memory: 125182312 bytes (119 MB) / 290820096 bytes (277 MB) up to 523501568 bytes (499 MB)
JVM Flags: 6 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx512M -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v9.10 FML v8.0.20.1023 3 mods loaded, 3 mods active
mcp{9.05} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed
FML{8.0.20.1023} [Forge Mod Loader] (fml-1.8-8.0.20.1023-1.8.jar) Unloaded->Constructed
shipwrecks_winslow{1.6.3} [Shipwrecks!] (shipwrecks_winslow-1.8.0-1.6.3.jar) Unloaded
Launched Version: 1.8-FML8.0.20.1023-1.8
LWJGL: 2.9.1
OpenGL: AMD Radeon HD 6320 GL version 4.1.10834 Compatibility Profile Context, ATI Technologies Inc.
GL Caps: Using GL 1.3 multitexturing.
Using GL 1.3 texture combiners.
Using framebuffer objects because OpenGL 3.0 is supported and separate blending is supported.
Shaders are available because OpenGL 2.1 is supported.
VBOs are available because OpenGL 1.5 is supported.
Using VBOs: No
Is Modded: Definitely; Client brand changed to 'fml'
Type: Client (map_client.txt)
Resource Packs: []
Current Language: English (US)
Profiler Position: N/A (disabled)
Rollback Post to RevisionRollBack
watchhhh out for thhhhe sssssssnake. hhhhe willl comme and get youuuuuuu.
Shipwrecks!v1.6.3by TheWinslowDescription
Adds ships to the world generation, a new mob (Piranha), and a diving suit. Currently adds rowboats, sailboats (upright and sideways), sloops, schooners, and the Waverunner to oceans and beaches.
Features
Random generation for each ship. A config with options for ship material, rarity, and min/max distance between ships.
The larger the ship the better the loot (rowboats have nothing, they are purely cosmetic).
The sloop and next ships I plan to add were designed by MCElex. You can check out more of his ships here.
New to v1.6.0, the Piranha! A hostile mob that will swim in a school. They are quite weak (a diamond sword kills in 1 hit) and dont do much damage on their own. But large shipwrecks can have 20+ piranhas swimming around.
Also new, the Diving Suit! The helmet adds nightvision and a full suit adds the ability to breath underwater. It will also slow you down on land.
Shipwrecks
Rowboat
Sailboat
UprightSideways. Chests and broken masts have a random chance of spawning within 20 blocks in any direction from the boat.
Sloop
There are 6 sections of torn sails that each have a 50% chance of spawning. The mast can also be broken. Dispensers in all ships have arrows or fire charges. Check all the chests inside!
Schooner
You will always get an iron block and a gold (50%), emerald (30%) or diamond (20%) block.
The Waverunner!
The largest ship to date. This ship is extremely rare. Its large enough that you will drown before you can explore the lower decks unless you come prepared. This ship is carrying a large load of valuable ore, as well as some interesting trinkets.
Items
The Diving Suit
Wearing the full suit will allow you to breathe underwater. The helmet will add nightvision, so you can easily see underwater as well. If you are not in water while wearing the suit, you will be slowed down (this includes bobbing on top of the water). Each piece of armor will increase the slowness effect by 1 level. This armor is somewhat expensive to make and it will wear out eventually.
Recipe
Helmet
Chest
Legs
Boots
Screenshots
Mobs
The Piranha! The fish will spawn and move in schools. They have low health and attack strength, but you may run into a group of 20+ in some shipwrecks. Spawning of these fish is currently tied to the larger 3 shipwrecks.
Textureand a video of the movement (attack movement is slightly updated since the video, piranhas will spread out more when attacking)
Mod Spotlights
JKapGaming
These are outdated as I have added more ships and features since they were created.
Compatibility
Should be compatible with most mods. Any mod that overwrites vanilla Ocean and Beach biome generation is currently incompatible. This mod will not work with Better World Generation 4 or Terrafirmacraft (nothing will crash but no shipwrecks will appear in any of the biomes). It will work with Biomes OPlenty, ATG, and Extrabiomes XL (but only in vanilla biomes, no mod-created biomes will have shipwrecks).
Move the .zip you downloaded to your .minecraft/mods folder.
On windows: Start then type %appdata% and press enter.
On Mac: press command+shift+G on the finder and type ~/Library/Application Support/ in the Go to Folder menu that appears.
The config files are found in minecraft/config. Installation tutorial for Windows thanks to oSPARKSo
Changelog
v1.6.3, 11/12/2014
Fixed a bug that caused an Entity ID conflict (a better way this time).
v1.6.2, 4/9/2014
Updated the mod to 1.7.2
Increased attack speed of Piranhas from every 20 sec to every 3 sec.
Increased damage of Piranhas from 1/2 a heart to 1.5 hearts (unarmored).
Added an option in the config to disable the Diving Suit.
Shipwrecks will now appear in Deep Oceans, Frozen Oceans, and on Cold Beaches.
v1.6.1, 1/20/2014
Fixed a bug that would cause the game to crash when killed by Piranhas.
Removed the mob ID conflict.
v1.6.0, 1/16/2014
Added a new ship, the Waverunner! This is the largest ship to date. You will drown if you dont prepare correctly.
Added the first hostile mob, a Piranha! These nasty fish swim in schools. A single fish wont do much damage, but in groups they can kill you in a matter of seconds. Luckily 1 hit with a diamond sword, or 2 with a stone or better sword will kill these fish. They can swim faster than you, so be prepared to fight them.
Added custom armor, the diving suit! Wearing the helmet will give you nightvision. This armor provides the same protection as iron armor, but is slightly more durable. The armor will also add slowness if worn outside of the water, note that this effect will occur if you are bobbing on top of the water (when you hold space, you clear the top water block completely). Each piece of armor worn will add 1 level of slowness, to a max of slowness 4.
Added an option to the config to remove dispensers from ships. As dispensers are tileEntities, they can cause a large amount of lag (especially in large groups).
Config files have been renamed. Im using better code to generate the config files. As a result, config files for FTB should now appear in the config folder of the associated modpack.
Progress on Next Update (most recent update 11/17/2014)
I've been working on adding mod support. I've figured out detecting other mods, but I need to work on exactly what I want to do with it.
Fixed a bug with the min/max distance between shipwrecks code that reduced the number of shipwrecks that spawned.
Tweaked default ship rarity, ships are less rare again (partially because oceans are now far smaller).
Finally finished the last pages of the Zebrina Captain Log. You can now find out what happened to the captain and crew!
Also finally added arrows and fire charges to the Waverunner!
Finalized the longboat design and how it looks wrecked against the stone spire. Also included some sea lanterns in the design (will be glowstone for pre-1.8 releases). Now I just need to code the stone spires and new wrecks.
Ignore the red and black towers (those are just early structures leading me to the current one).
I have started uploading some WIP videos here. Currently very basic videos with no sound but they show a bit more than the screenshots do. Keep in mind that these are not the finished aspects! I am still working on improving various parts of the mod!
Plans for the Future
Adding support for other mods.
Adding more ships of course.
Adding more hostile mobs. Sharks, pirate zombies and skeletons...living pirates? Not sure what is next.
Improving on the Diving Suit. The suit will eventually have an energy level that will constantly drain when providing water breathing and nightvision. I also want to keep working on the texture, I hit a wall and decided to release it unfinished to an extent. Once I figure out what to do with it I will finish it. The chest needs the most work, as it is large and boring looking. The suit will also need to be compatible with other energy systems, most likely RF.
Adding a scuba suit. This will provide nightvision and waterbreathing like the diving suit does, but it will also increase your swim speed. However, it will not be armored at all.
Adding a harpoon gun. essentially a bow that does more damage to fish. Would be useful against any strong underwater mobs I add in the future.
Improving underwater movement of mobs. Making them more likely to stay within a certain area, or move towards points of interest like actual animals do. The code I have allows for this, just need to see if minecraft is capable of handling it. Preventing them from running into obstacles would also be nice.
Finishing the currently unfinished captains log and creating new ones.
Want to add it to a mod pack/make a video/talk about it?
Currently, this is the only place I have officially released this mod. As long as you dont redistribute the mod, claim credit for the mod, or link directly to the downloads (please link to this page) I will be happy.
You can also use it in modpacks (just give me credit please).
You may not use this mod on a server if you lock any parts of this mod, any other mod, or vanilla minecraft behind a paywall.
Acknowledgements
MCElex for the better ship designs!
Hey,
I am beggining to review mods on my blog, hackanonymously.blogspot.com, and I would like to start with this mod. Please let me know if you are interested. It will not be quite like a video showcase, but will have much more effect than a spotlight and as the blog's viewership is good, you ate destined to get more downloads soon. Awaiting reply!!
What version of Forge are you using? My first guess is that you are using an older version of FML from the beta for 1.8 that doesn't have all the helper classes (like EnumHelper) which is why it can't find it. If you are on a recent version, the latest version of Forge I built the mod with was 11.14.1.1309
I am beggining to review mods on my blog, hackanonymously.blogspot.com, and I would like to start with this mod. Please let me know if you are interested. It will not be quite like a video showcase, but will have much more effect than a spotlight and as the blog's viewership is good, you ate destined to get more downloads soon. Awaiting reply!!
If you want to review the mod, go ahead! Doesn't matter how big or small someone is.
If you want to review the mod, go ahead! Doesn't matter how big or small someone is.
I just asked for the permission, so that you know what is going on. By big, I meant that the more noticed mods like Buildcraft won't be affected, but a mod with good programming but a lesser user database would surely benefit. Thank you, for the permission, I hope you will like the article when it gets posted, my team is already on work!
I've been using this mod for several months now, and I just love it. I am highly considering donating once I get a job (I'm 15, lol). But anyways, time for the compliments and complaints.
Firstly, I love the way how you have made up the ships. It's much more attractive looking for and diving to wrecks than spending countless hours in caves searching for boring dungeons. The air pockets in some shipwrecks is pretty nifty too.
However, certain, almost entirely technical and coded aspects of this mod let me down abit. A major problem I've noticed is ship spawn rate. In 3 hours on survival all I found was a single sloop after 4 kilometres (3~3.5 miles) in a boat.
Besides this, only one more problem: You're stealing peoples jobs man, you're too good at this! No seriously, you're hurting their self esteem. So don't be a jerk...unless that's your nature:P
The Meaning of Life, the Universe, and Everything.
Location:
Lawrenceville
Join Date:
6/10/2012
Posts:
181
Location:
Psychosis Modded Server
Member Details
Can anyone tell me if shipwrecks will spawn in any Mystcraft dimensions or is this an Overworld only mod? The reason I ask is I am using RWG which currently has no Ocean biomes at all.
Also, @TheWinslow, I am still using the 1.7.10 version for my pack and was wondering if you have any plans to allow us to add our own biomes in a config entry to allow wrecks to spawn in. This would solve your issue with modded ocean biomes and also allow for some crazy configs for custom packs to perhaps even have them spawning on dry land. I could see some post-apocalyptic packs using this and saying the oceans had all dried up. Anyways, just an idea. Would also kinda be neat to be able to make the pirahnas spawn in the rivers of the RWG mod for some added fun!
I've been using this mod for several months now, and I just love it. I am highly considering donating once I get a job (I'm 15, lol). But anyways, time for the compliments and complaints.
Firstly, I love the way how you have made up the ships. It's much more attractive looking for and diving to wrecks than spending countless hours in caves searching for boring dungeons. The air pockets in some shipwrecks is pretty nifty too.
However, certain, almost entirely technical and coded aspects of this mod let me down abit. A major problem I've noticed is ship spawn rate. In 3 hours on survival all I found was a single sloop after 4 kilometres (3~3.5 miles) in a boat.
Glad to hear you enjoy it! You can modify the config to make wrecks spawn more often. There are a couple of issues with the spawning and the default rarity though. I've rewritten the code and am going to do a few tests to find new default values. The original mode was also designed when the oceans were gigantic.
Can anyone tell me if shipwrecks will spawn in any Mystcraft dimensions or is this an Overworld only mod? The reason I ask is I am using RWG which currently has no Ocean biomes at all.
Also, @TheWinslow, I am still using the 1.7.10 version for my pack and was wondering if you have any plans to allow us to add our own biomes in a config entry to allow wrecks to spawn in. This would solve your issue with modded ocean biomes and also allow for some crazy configs for custom packs to perhaps even have them spawning on dry land. I could see some post-apocalyptic packs using this and saying the oceans had all dried up. Anyways, just an idea. Would also kinda be neat to be able to make the pirahnas spawn in the rivers of the RWG mod for some added fun!
Just tested it with Mystcraft and it doesn't appear to work. Another thing to add to the list.
I have thought about adding that to the config, however I haven't really looked into doing so yet.
Yeah I saw there is some system tweaking to do from previous commentary.
One addition I thought that could come later is having random chances for chests where a wreck spawn that have useful things like string, sticks, maybe some food. Or finding barrels with water or other drinkables.
The Meaning of Life, the Universe, and Everything.
Join Date:
12/30/2012
Posts:
58
Minecraft:
CaptainCryoTech
Xbox:
LordTechDragon
Member Details
just to give you a heads up im using this in a mod pack (public) via FTB and will be directly linked to this page for permissions as well as a copy sent to the pack submissions as a copy as well for your permissions as well.
I don't know if this was discussed but my download of this was a .jar file not a .zip file it won't work putting it in my mod folder. What do I do or what did I do wrong?
Archimedes is really cool. I usually make a simple four block base with the nav block in front with a seat. I little, quick and maneuverable air bike type set up. I hit the maximum blocks on an airship and flew it as a base for the longest. Now I have several pre=made ships I can choose from.
I am still hoping to find a massive ship grave yard somewhere but not very optimistic.
Btw, I am curious, how many different Captain's log books did you add. I have found only two variations, The Mary Celeste(3X) ,a real life ship lost at sea, I believe in one of the Great Lakes. Interesting entry on that one. The other ship name I cannot recall but I love the log entries (entry?). I use Bibliiocraft as well and have a very nice library set up for all kinds of books obtained in game.
I have also had a couple of ideas whilst playing your mod. One is from another mods I use called Aquaculture and it is the message in the bottle. If there was a way to add randomly floating messages in bottles with coordinates of wrecks or where the ship was first attacked, etc...Not sure how it would be implemented or if possible but it would be a cool feature IMHO. Another thought I had concerning your mod is the diving suit. I love the retro diving suit but if you could add some scuba type appearance, goggles, flippers, wet-suit along with other items that reek of undersea exploration and salvage. A depth gauge/ radar would be ideal for those ship that I have raised and choose to sail. Some sandbars can be treacherous and totally shop you dead in the water due to the deep draft on the larger vessels Most times I can tell when I am getting near a shallow area but there is that odd one that hides two blocks below sea level. It could be interesting if you were able to incorporate a salvage type system into your mod where one could raise ships from the depths in a manner similar to how I use the Navigation block from Archimedes.
I am a huge Clive Cussler fan and feel like Dirk Pitt every time I find a wreck.lol
Hey, was wondering as this is a shipwreck mod, if something like a life vest and a life raft could be added into this?
look at this please
---- Minecraft Crash Report ----
// Everything's going to plan. No, really, that was supposed to happen.
Time: 3/27/15 8:22 PM
Description: Initializing game
java.lang.NoClassDefFoundError: net/minecraftforge/common/util/EnumHelper
at com.winslow.shipwreckworldgen.ShipwreckMain.<clinit>(ShipwreckMain.java:39)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Class.java:344)
at net.minecraftforge.fml.common.FMLModContainer.constructMod(FMLModContainer.java:422)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at net.minecraftforge.fml.common.LoadController.sendEventToModContainer(LoadController.java:208)
at net.minecraftforge.fml.common.LoadController.propogateStateMessage(LoadController.java:187)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at net.minecraftforge.fml.common.LoadController.distributeStateMessage(LoadController.java:118)
at net.minecraftforge.fml.common.Loader.loadMods(Loader.java:493)
at net.minecraftforge.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:208)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:414)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:326)
at net.minecraft.client.main.Main.main(SourceFile:120)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
Caused by: java.lang.ClassNotFoundException: net.minecraftforge.common.util.EnumHelper
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:191)
at java.lang.ClassLoader.loadClass(ClassLoader.java:424)
at java.lang.ClassLoader.loadClass(ClassLoader.java:357)
... 36 more
Caused by: java.lang.NullPointerException
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:182)
... 38 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at com.winslow.shipwreckworldgen.ShipwreckMain.<clinit>(ShipwreckMain.java:39)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Class.java:344)
at net.minecraftforge.fml.common.FMLModContainer.constructMod(FMLModContainer.java:422)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at net.minecraftforge.fml.common.LoadController.sendEventToModContainer(LoadController.java:208)
at net.minecraftforge.fml.common.LoadController.propogateStateMessage(LoadController.java:187)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at net.minecraftforge.fml.common.LoadController.distributeStateMessage(LoadController.java:118)
at net.minecraftforge.fml.common.Loader.loadMods(Loader.java:493)
at net.minecraftforge.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:208)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:414)
-- Initialization --
Details:
Stacktrace:
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:326)
at net.minecraft.client.main.Main.main(SourceFile:120)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
-- System Details --
Details:
Minecraft Version: 1.8
Operating System: Windows XP (x86) version 5.1
Java Version: 1.8.0_25, Oracle Corporation
Java VM Version: Java HotSpot(TM) Client VM (mixed mode), Oracle Corporation
Memory: 125182312 bytes (119 MB) / 290820096 bytes (277 MB) up to 523501568 bytes (499 MB)
JVM Flags: 6 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx512M -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v9.10 FML v8.0.20.1023 3 mods loaded, 3 mods active
mcp{9.05} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed
FML{8.0.20.1023} [Forge Mod Loader] (fml-1.8-8.0.20.1023-1.8.jar) Unloaded->Constructed
shipwrecks_winslow{1.6.3} [Shipwrecks!] (shipwrecks_winslow-1.8.0-1.6.3.jar) Unloaded
Launched Version: 1.8-FML8.0.20.1023-1.8
LWJGL: 2.9.1
OpenGL: AMD Radeon HD 6320 GL version 4.1.10834 Compatibility Profile Context, ATI Technologies Inc.
GL Caps: Using GL 1.3 multitexturing.
Using GL 1.3 texture combiners.
Using framebuffer objects because OpenGL 3.0 is supported and separate blending is supported.
Shaders are available because OpenGL 2.1 is supported.
VBOs are available because OpenGL 1.5 is supported.
Using VBOs: No
Is Modded: Definitely; Client brand changed to 'fml'
Type: Client (map_client.txt)
Resource Packs: []
Current Language: English (US)
Profiler Position: N/A (disabled)
watchhhh out for thhhhe sssssssnake. hhhhe willl comme and get youuuuuuu.
Hey,
I am beggining to review mods on my blog, hackanonymously.blogspot.com, and I would like to start with this mod. Please let me know if you are interested. It will not be quite like a video showcase, but will have much more effect than a spotlight and as the blog's viewership is good, you ate destined to get more downloads soon. Awaiting reply!!
What version of Forge are you using? My first guess is that you are using an older version of FML from the beta for 1.8 that doesn't have all the helper classes (like EnumHelper) which is why it can't find it. If you are on a recent version, the latest version of Forge I built the mod with was 11.14.1.1309
If you want to review the mod, go ahead! Doesn't matter how big or small someone is.
I just asked for the permission, so that you know what is going on. By big, I meant that the more noticed mods like Buildcraft won't be affected, but a mod with good programming but a lesser user database would surely benefit. Thank you, for the permission, I hope you will like the article when it gets posted, my team is already on work!
Regards
Rajat Jain
Founder and Owner at Hacking Consultancy
I've been using this mod for several months now, and I just love it. I am highly considering donating once I get a job (I'm 15, lol). But anyways, time for the compliments and complaints.
Firstly, I love the way how you have made up the ships. It's much more attractive looking for and diving to wrecks than spending countless hours in caves searching for boring dungeons. The air pockets in some shipwrecks is pretty nifty too.
However, certain, almost entirely technical and coded aspects of this mod let me down abit. A major problem I've noticed is ship spawn rate. In 3 hours on survival all I found was a single sloop after 4 kilometres (3~3.5 miles) in a boat.
Besides this, only one more problem: You're stealing peoples jobs man, you're too good at this! No seriously, you're hurting their self esteem. So don't be a jerk...unless that's your nature:P
i really do not look at the version so i do not know
watchhhh out for thhhhe sssssssnake. hhhhe willl comme and get youuuuuuu.
Can anyone tell me if shipwrecks will spawn in any Mystcraft dimensions or is this an Overworld only mod? The reason I ask is I am using RWG which currently has no Ocean biomes at all.
Also, @TheWinslow, I am still using the 1.7.10 version for my pack and was wondering if you have any plans to allow us to add our own biomes in a config entry to allow wrecks to spawn in. This would solve your issue with modded ocean biomes and also allow for some crazy configs for custom packs to perhaps even have them spawning on dry land. I could see some post-apocalyptic packs using this and saying the oceans had all dried up. Anyways, just an idea. Would also kinda be neat to be able to make the pirahnas spawn in the rivers of the RWG mod for some added fun!
pirannahs do not live in salt water you know so maybe replacing them with sharks is a good idea
watchhhh out for thhhhe sssssssnake. hhhhe willl comme and get youuuuuuu.
In order for this mod to work, do you have to start a new world or can you add it to an existing one?
you can add it to an existing one but you will need to explore new generated areas for them to spawn
Glad to hear you enjoy it! You can modify the config to make wrecks spawn more often. There are a couple of issues with the spawning and the default rarity though. I've rewritten the code and am going to do a few tests to find new default values. The original mode was also designed when the oceans were gigantic.
Just tested it with Mystcraft and it doesn't appear to work. Another thing to add to the list.
I have thought about adding that to the config, however I haven't really looked into doing so yet.
True, but it's a bit of a low priority at this point. Any luck with the error by the way? Have you tried installing the latest version of forge?
As phantom said, you wrecks will only appear in newly generated chunks. Haven't played around with spawning them in already generated chunks yet.
Sorry to quote myself, but I wonder if you spotted my idea, Winslow...
Ah, I did and I like the idea but it is something that, if I ever get to it, will not be in the mod for a while yet.
Yeah I saw there is some system tweaking to do from previous commentary.
One addition I thought that could come later is having random chances for chests where a wreck spawn that have useful things like string, sticks, maybe some food. Or finding barrels with water or other drinkables.
just to give you a heads up im using this in a mod pack (public) via FTB and will be directly linked to this page for permissions as well as a copy sent to the pack submissions as a copy as well for your permissions as well.
I don't know if this was discussed but my download of this was a .jar file not a .zip file it won't work putting it in my mod folder. What do I do or what did I do wrong?
OK so I got it to show up in my mods folder. I generated a new world and there are no wrecks around an entire sea what am I doing wrong?