EntityRegistry#registerModEntity(..) is the recommended way to register an entity.
It gives each FML mod a 256 id range that doesn't collide with vanilla or any other mod. And control over update rate and such.
The given argument id only need to be consistent within the mod. The only downside is probably not backward compatible with #registerGlobalId.(the legacy method)
Usually one would use Block ID name: http://minecraft.gamepedia.com/Data_values#Block_IDs
Because unlocalized names are not guaranteed to stay from versions to versions, while those "id names" will match 1:1 with legacy internal ids.
Wow, you're a bastion of Minecraft modding knowledge. Thanks!
It would be nice if the Forge docs explained these things, but until then, I'll have rely on the kindness of strangers. =)
Right now, I'm actually using both registerGlobalEntityID and registerModEntityat the same time for Ships Mod. Probably because testing revealed that one either one by itself didn't work. Maybe things are different now than when I tried last time. You're saying I only need to use registerModEntity?
Also, those Block ID name sound like a much better way to refer to blocks than the unlocalized names. I figured the unlocalized names would be safe since that's what the resource system uses to refer to blocks. Apparently unlocalized names are less stable than the block id names? Also, how does one get a block id name for a Block instance? Is that something the block registry knows about?
Wow, you're a bastion of Minecraft modding knowledge. Thanks!
It would be nice if the Forge docs explained these things, but until then, I'll have rely on the kindness of strangers. =)
Right now, I'm actually using both registerGlobalEntityID and registerModEntityat the same time for Ships Mod. Probably because testing revealed that one either one by itself didn't work. Maybe things are different now than when I tried last time. You're saying I only need to use registerModEntity?
Also, those Block ID name sound like a much better way to refer to blocks than the unlocalized names. I figured the unlocalized names would be safe since that's what the resource system uses to refer to blocks. Apparently unlocalized names are less stable than the block id names? Also, how does one get a block id name for a Block instance? Is that something the block registry knows about?
Gee, i simply was here when the change was introduced.
Yep, registerModEntity only is fine. The only thing "global id" enables you to do, is the vanilla mob egg. I don't think it would apply to your ships anyway, and that isn't particularly hard to make on your own.
Block#blockRegistry
For all your id-name conversion needs.
Unlocalized names are simply not guaranteed to be unique. I could name all my modded blocks "cobblestone", Minecraft wouldn't say a thing.
Gee, i simply was here when the change was introduced.
Yep, registerModEntity only is fine. The only thing "global id" enables you to do, is the vanilla mob egg. I don't think it would apply to your ships anyway, and that isn't particularly hard to make on your own.
Block#blockRegistry
For all your id-name conversion needs.
Unlocalized names are simply not guaranteed to be unique. I could name all my modded blocks "cobblestone", Minecraft wouldn't say a thing.
Ok, thanks a bunch. I'll see about getting this into a new version of Ships Mod! =D
Oh, wow... is that why no one could get the config file to work? I didn't even notice you guys were using the wrong block names. The config file uses the "unlocalized" block names which are defined by Minecraft. This is all explained in the webpage for the block config file. Is the website confusing? Do people generally know what the unlocalized names even are? I thought the delimiters were pretty clearly explained on the website, but I could be wrong... Is there something I can do to explain this better on the website?
On the website the instructions tell to build the cfg like that: tile.myBlock:1:1:true:true:false which does not work (at least for me)
to make it work I have to put it like that : tile.myblock=1,1,true,true,false
which seam to be working, but leaves the ship jumping up and down...so I don't use the .cfg file until I find a way to prevent that.
By the way, since i'm not good at coding or modding (i'm also deeply thankfull to those who do thoses things), I personnally have lots of difficulty finding what the unlocalised names for the blocks are. They are nowhere to be found on the internet ;P
When I say "seams to be working" i mean that this is the only way to get the log on server boot to says something like : read configuration: 3 block entries recognized.... usually near the end of my boot sequence
The weird jumping behavior I got when I tried extreme settings to "really see" if there was a change in game. like setting water weight to 2 (thus increasing flotability 100% )
@cuchaz
is the website confusing?
so far... nope. It is readable and can be understood, provided i do not have 50 grams of caffeine rushing through my veins.
But this "tile.myblock----" stuff is a bit technical, and making the right transition from your information to a valid entry has proven difficult.
let me try this, and then we will:
- knock up a few examples for various common materials, [wood, stones, quarz, wool, metal...]
and
- try with different weight values [0.01, 1, 2, 5, 10, 100] to figure out how the ships react
- post it on your website, and include a hashed-out default example in the config file?
Don't worry, I'm going to move to using a different block identification for the config file in the next release. In the next release, the block names will look like "minecraft:planks" for example. This is probably more intuitive.
On the website the instructions tell to build the cfg like that: tile.myBlock:1:1:true:true:false which does not work (at least for me)
to make it work I have to put it like that : tile.myblock=1,1,true,true,false
which seam to be working, but leaves the ship jumping up and down...so I don't use the .cfg file until I find a way to prevent that.
By the way, since i'm not good at coding or modding (i'm also deeply thankfull to those who do thoses things), I personnally have lots of difficulty finding what the unlocalised names for the blocks are. They are nowhere to be found on the internet ;P
Thanks a lot for the hard work, hope this helps!
*headdesk*
The correct delimiter is indeed a comma. I have no idea why the website says it should be a colon. I must have been smoking something when I made that website. I'll fix it right away.
first try:
tile.planks=0.2,1,true,false,false
ship mass = 1116.4Kg
second try:
tile.planks=0.01,0.5,true,false,false
ship mass = 1116.4Kg
third try:
tile.planks=0.01,0.01,true,false,false
ship mass = 1116.4Kg
result is the same: barely floats at the desired height (bare bones hull, barely any sail), no weird behavior, docks at acceptable height.
Here's the trick with the block physics. The first number is the mass of the block. The second number is the mass of water that block displaces when submerged. If you want a ship to float higher, you can do two things:
Make the mass of the blocks less.
Or, make each block displace more water.
However, if you make the blocks have less mass AND displace less water, you might not get a ship that floats higher.
oh cool thanks. if an engine is planned for do you think it'll use fuels? like coal, charcoal, lava, buildcraft oil and fuel and railcraft coal coke? also how are traditional shaped hulls like in this mod? do they really displace water and sit underneath or do the sit on top like arcimedes ships? am i going to have to build a flat bottom ship so i don't look ridiculous sailing round?
oh cool thanks. if an engine is planned for do you think it'll use fuels? like coal, charcoal, lava, buildcraft oil and fuel and railcraft coal coke? also how are traditional shaped hulls like in this mod? do they really displace water and sit underneath or do the sit on top like arcimedes ships? am i going to have to build a flat bottom ship so i don't look ridiculous sailing round?
Yeah, I'll need to come up with some kind of fuel system. Also, yes, ships actually displace water. =)
Yeah, especially in France. The comma is mainly used as a decimal delimiter. It doesn't bother me because I am used now, but I think my French compatriots would appreciate a change. I don't know, but the semi-colon thing seems to me to be rather clear, if it was implemented that way.
Also:
@lunchboxx19:
Engines have been planned from the beginning of the mod, and should, as far as I know, run off of different fuels. I think we all agreed that coal/charcoal were an obvious fuel for the lowest tiers engines, and maybe oil could then replace it (that oil would most likely be reinvented by Ships mod, though I advocate a detection for another famous mod adding oil, making it so that Ships mod doesn't have to generate oil by itself, and a kind of conversion between the two oils). At last, I think that the latest tier would be electric propulsion, and there would also be some kinds of crossover ways to get EUs/other-electric-units being turned into Ships mod's electric units.
By the way, I just thought of nuclear propulsion: submarines now can have a nuclear reactor, so why not Ships mod's?
I know it would mean all another design, and more complexity, and generating more ores, but it would be sooooo cooooooool....
Rollback Post to RevisionRollBack
A Rocket Science tester and engineer. Well, at least when it will be released. =)
I'm French so English is not my native language. Please correct me when I make a mistake and don't worry for me, it will be even better. Thanks in advance! =) Current number of corrected posts/things: 7
Yeah, especially in France. The comma is mainly used as a decimal delimiter. It doesn't bother me because I am used now, but I think my French compatriots would appreciate a change. I don't know, but the semi-colon thing seems to me to be rather clear, if it was implemented that way.
Also:
@lunchboxx19:
Engines have been planned from the beginning of the mod, and should, as far as I know, run off of different fuels. I think we all agreed that coal/charcoal were an obvious fuel for the lowest tiers engines, and maybe oil could then replace it (that oil would most likely be reinvented by Ships mod, though I advocate a detection for another famous mod adding oil, making it so that Ships mod doesn't have to generate oil by itself, and a kind of conversion between the two oils). At last, I think that the latest tier would be electric propulsion, and there would also be some kinds of crossover ways to get EUs/other-electric-units being turned into Ships mod's electric units.
By the way, I just thought of nuclear propulsion: submarines now can have a nuclear reactor, so why not Ships mod's?
I know it would mean all another design, and more complexity, and generating more ores, but it would be sooooo cooooooool....
I can't use colons because of the block id name format, but semi-colons might work. Or even pipes.
If I wanted to be really mean, I could use null characters as the delimiter. =P Muwahahah!!!1
Ermm.... anyway, propulsion. I'd like to have multiple tiers depending on what tech level the server wants to have:
coal/steam(punk)
oil/combusion engines
electric/solar
nuclear fusion/high tech
and maybe "cheater tech" or magical free energy for people who don't care at all about realism
Ermm.... anyway, propulsion. I'd like to have multiple tiers depending on what tech level the server wants to have:
coal/steam(punk)
oil/combusion engines
electric/solar
nuclear fusion/high tech
and maybe "cheater tech" or magical free energy for people who don't care at all about realism
You could make two or three engines for a strength to power ratio tier that just runs off of burnables for vanilla minecraft. But maybe allow it to have a "power" rating that other modders could make use of to convert their energy types to the engine?
Unless you wanted to make conversion modules for the more "famous" energies like Buildcraft and RF. Heck, i think an engine that runs off of Ars Magica Essence or any of the other Magic mods energies would be cool. Or even Ancient Warfare's Torque system.
You could make two or three engines for a strength to power ratio tier that just runs off of burnables for vanilla minecraft. But maybe allow it to have a "power" rating that other modders could make use of to convert their energy types to the engine?
Unless you wanted to make conversion modules for the more "famous" energies like Buildcraft and RF. Heck, i think an engine that runs off of Ars Magica Essence or any of the other Magic mods energies would be cool. Or even Ancient Warfare's Torque system.
In general, I'm not going to try to make Ships Mod compatible with another mod specifically. That path leads to a never-ending amount of work. What I can do though, is expose APIs so that other modders can build the bridges if they want them to happen. I shouldn't have to do all the work myself. =P
In general, I'm not going to try to make Ships Mod compatible with another mod specifically. That path leads to a never-ending amount of work. What I can do though, is expose APIs so that other modders can build the bridges if they want them to happen. I shouldn't have to do all the work myself. =P
No, not at all. You shouldn't have to at all. Thus, the thought of giving your engine a "power rating" that other modders could maker up some random conversion and such. Or the API's yeah. Im not a coder by any means, so what can and cannot be done between two mods is beyond me.
Though, question. Will there need to be some kind of power system or engine to control the vertical movement of airships? Like a fire for a hot air balloon type of deal?
Though, question. Will there need to be some kind of power system or engine to control the vertical movement of airships? Like a fire for a hot air balloon type of deal?
My specs:
Intel i7-4870HQ 2.5GHZ
Nvidia GT 750m with 2GB GDDR5 VRAM
16 GB 1600Mhz DDR3 RAM
2880x1800 15.4" display with 220PPI
Well through these specs you can easily guess my computer: 15" Retina Macbook Pro Mid 2014 with Dedicated GPU
Can't wait for it! Will next update be 1.8, or are you going to wait for forge 1.8.X or 1.9.X?
The next update will be 1.7.10. I'll probably stick with Forge and 1.7.10 for Ships Mod for a while. Probably until Sponge/M3L get more established. Then I'll switch to that.
My specs:
Intel i7-4870HQ 2.5GHZ
Nvidia GT 750m with 2GB GDDR5 VRAM
16 GB 1600Mhz DDR3 RAM
2880x1800 15.4" display with 220PPI
Well through these specs you can easily guess my computer: 15" Retina Macbook Pro Mid 2014 with Dedicated GPU
that's cool then, if powering it via electricity you would only really need to incorporate "rf" compatibility as all big mods are starting to use it. but I'm sure most these mods will want compatibility with this mod. good job with water displacement. i hated how my yacht had to sit on top of the water in arcimedes. now to find a sailboat tutorial till the engine update comes out
just tried this mod and got this crash log twice when trying to use a paddle
---- Minecraft Crash Report ----
// Hey, that tickles! Hehehe!
Time: 13/02/15 3:55 PM
Description: Unexpected error
java.lang.NullPointerException: Unexpected error
at cpw.mods.fml.common.network.NetworkRegistry.getLocalGuiContainer(NetworkRegistry.java:263)
at cpw.mods.fml.common.network.internal.FMLNetworkHandler.openGui(FMLNetworkHandler.java:93)
at net.minecraft.entity.player.EntityPlayer.openGui(EntityPlayer.java:2209)
at cuchaz.ships.gui.Gui.open(Gui.java:104)
at cuchaz.ships.blocks.BlockShip.func_149727_a(BlockShip.java:90)
at net.minecraft.client.multiplayer.PlayerControllerMP.func_78760_a(PlayerControllerMP.java:326)
at net.minecraft.client.Minecraft.func_147121_ag(Minecraft.java:1436)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1942)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:962)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:887)
at net.minecraft.client.main.Main.main(SourceFile:148)
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)
Wow, you're a bastion of Minecraft modding knowledge. Thanks!
It would be nice if the Forge docs explained these things, but until then, I'll have rely on the kindness of strangers. =)
Right now, I'm actually using both registerGlobalEntityID and registerModEntity at the same time for Ships Mod. Probably because testing revealed that one either one by itself didn't work. Maybe things are different now than when I tried last time. You're saying I only need to use registerModEntity?
Also, those Block ID name sound like a much better way to refer to blocks than the unlocalized names. I figured the unlocalized names would be safe since that's what the resource system uses to refer to blocks. Apparently unlocalized names are less stable than the block id names? Also, how does one get a block id name for a Block instance? Is that something the block registry knows about?
Gee, i simply was here when the change was introduced.
Yep, registerModEntity only is fine. The only thing "global id" enables you to do, is the vanilla mob egg. I don't think it would apply to your ships anyway, and that isn't particularly hard to make on your own.
Block#blockRegistry
For all your id-name conversion needs.
Unlocalized names are simply not guaranteed to be unique. I could name all my modded blocks "cobblestone", Minecraft wouldn't say a thing.
Ok, thanks a bunch. I'll see about getting this into a new version of Ships Mod! =D
On the website the instructions tell to build the cfg like that: tile.myBlock:1:1:true:true:false which does not work (at least for me)
to make it work I have to put it like that : tile.myblock=1,1,true,true,false
which seam to be working, but leaves the ship jumping up and down...so I don't use the .cfg file until I find a way to prevent that.
By the way, since i'm not good at coding or modding (i'm also deeply thankfull to those who do thoses things), I personnally have lots of difficulty finding what the unlocalised names for the blocks are. They are nowhere to be found on the internet ;P
Thanks a lot for the hard work, hope this helps!
The weird jumping behavior I got when I tried extreme settings to "really see" if there was a change in game. like setting water weight to 2 (thus increasing flotability 100% )
Don't worry, I'm going to move to using a different block identification for the config file in the next release. In the next release, the block names will look like "minecraft:planks" for example. This is probably more intuitive.
*headdesk*
The correct delimiter is indeed a comma. I have no idea why the website says it should be a colon. I must have been smoking something when I made that website. I'll fix it right away.
Here's the trick with the block physics. The first number is the mass of the block. The second number is the mass of water that block displaces when submerged. If you want a ship to float higher, you can do two things:
Make the mass of the blocks less.
Or, make each block displace more water.
However, if you make the blocks have less mass AND displace less water, you might not get a ship that floats higher.
I think engines are planned. They will be needed when he adds submarines, since submarines don't use sails
Fixed it for you. =)
Also, I just realized that commas are the decimal separator in some cultures. Maybe I should rethink my delimiter scheme some more.
Yeah, I'll need to come up with some kind of fuel system. Also, yes, ships actually displace water. =)
Also:
@lunchboxx19:
Engines have been planned from the beginning of the mod, and should, as far as I know, run off of different fuels. I think we all agreed that coal/charcoal were an obvious fuel for the lowest tiers engines, and maybe oil could then replace it (that oil would most likely be reinvented by Ships mod, though I advocate a detection for another famous mod adding oil, making it so that Ships mod doesn't have to generate oil by itself, and a kind of conversion between the two oils). At last, I think that the latest tier would be electric propulsion, and there would also be some kinds of crossover ways to get EUs/other-electric-units being turned into Ships mod's electric units.
By the way, I just thought of nuclear propulsion: submarines now can have a nuclear reactor, so why not Ships mod's?
I know it would mean all another design, and more complexity, and generating more ores, but it would be sooooo cooooooool....
A Rocket Science tester and engineer. Well, at least when it will be released. =)
I'm French so English is not my native language. Please correct me when I make a mistake and don't worry for me, it will be even better. Thanks in advance! =)
Current number of corrected posts/things: 7
I can't use colons because of the block id name format, but semi-colons might work. Or even pipes.
If I wanted to be really mean, I could use null characters as the delimiter. =P Muwahahah!!!1
Ermm.... anyway, propulsion. I'd like to have multiple tiers depending on what tech level the server wants to have:
You could make two or three engines for a strength to power ratio tier that just runs off of burnables for vanilla minecraft. But maybe allow it to have a "power" rating that other modders could make use of to convert their energy types to the engine?
Unless you wanted to make conversion modules for the more "famous" energies like Buildcraft and RF. Heck, i think an engine that runs off of Ars Magica Essence or any of the other Magic mods energies would be cool. Or even Ancient Warfare's Torque system.
In general, I'm not going to try to make Ships Mod compatible with another mod specifically. That path leads to a never-ending amount of work. What I can do though, is expose APIs so that other modders can build the bridges if they want them to happen. I shouldn't have to do all the work myself. =P
No, not at all. You shouldn't have to at all. Thus, the thought of giving your engine a "power rating" that other modders could maker up some random conversion and such. Or the API's yeah. Im not a coder by any means, so what can and cannot be done between two mods is beyond me.
Though, question. Will there need to be some kind of power system or engine to control the vertical movement of airships? Like a fire for a hot air balloon type of deal?
Yes, definitely. =)
Intel i7-4870HQ 2.5GHZ
Nvidia GT 750m with 2GB GDDR5 VRAM
16 GB 1600Mhz DDR3 RAM
2880x1800 15.4" display with 220PPI
Well through these specs you can easily guess my computer: 15" Retina Macbook Pro Mid 2014 with Dedicated GPU
The next update will be 1.7.10. I'll probably stick with Forge and 1.7.10 for Ships Mod for a while. Probably until Sponge/M3L get more established. Then I'll switch to that.
Intel i7-4870HQ 2.5GHZ
Nvidia GT 750m with 2GB GDDR5 VRAM
16 GB 1600Mhz DDR3 RAM
2880x1800 15.4" display with 220PPI
Well through these specs you can easily guess my computer: 15" Retina Macbook Pro Mid 2014 with Dedicated GPU
just tried this mod and got this crash log twice when trying to use a paddle
---- Minecraft Crash Report ----
// Hey, that tickles! Hehehe!
Time: 13/02/15 3:55 PM
Description: Unexpected error
java.lang.NullPointerException: Unexpected error
at cpw.mods.fml.common.network.NetworkRegistry.getLocalGuiContainer(NetworkRegistry.java:263)
at cpw.mods.fml.common.network.internal.FMLNetworkHandler.openGui(FMLNetworkHandler.java:93)
at net.minecraft.entity.player.EntityPlayer.openGui(EntityPlayer.java:2209)
at cuchaz.ships.gui.Gui.open(Gui.java:104)
at cuchaz.ships.blocks.BlockShip.func_149727_a(BlockShip.java:90)
at net.minecraft.client.multiplayer.PlayerControllerMP.func_78760_a(PlayerControllerMP.java:326)
at net.minecraft.client.Minecraft.func_147121_ag(Minecraft.java:1436)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1942)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:962)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:887)
at net.minecraft.client.main.Main.main(SourceFile:148)
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)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at cpw.mods.fml.common.network.NetworkRegistry.getLocalGuiContainer(NetworkRegistry.java:263)
at cpw.mods.fml.common.network.internal.FMLNetworkHandler.openGui(FMLNetworkHandler.java:93)
at net.minecraft.entity.player.EntityPlayer.openGui(EntityPlayer.java:2209)
at cuchaz.ships.gui.Gui.open(Gui.java:104)
at cuchaz.ships.blocks.BlockShip.func_149727_a(BlockShip.java:90)
at net.minecraft.client.multiplayer.PlayerControllerMP.func_78760_a(PlayerControllerMP.java:326)
at net.minecraft.client.Minecraft.func_147121_ag(Minecraft.java:1436)
-- Affected level --
Details:
Level name: MpServer
All players: 1 total; [EntityClientPlayerMP['lunchboxxx19'/40, l='MpServer', x=305.40, y=239.62, z=-382.46]]
Chunk stats: MultiplayerChunkCache: 288, 288
Level seed: 0
Level generator: ID 01 - flat, ver 0. Features enabled: false
Level generator options:
Level spawn location: World: (0,4,0), Chunk: (at 0,0,0 in 0,0; contains blocks 0,0,0 to 15,255,15), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511)
Level time: 174655 game time, 439531 day time
Level dimension: 0
Level storage version: 0x00000 - Unknown?
Level weather: Rain time: 0 (now: false), thunder time: 0 (now: false)
Level game mode: Game mode: creative (ID 1). Hardcore: false. Cheats: false
Forced entities: 25 total; [EntityConcussionCreeper['Concussion Creeper'/65, l='MpServer', x=260.28, y=186.00, z=-371.13], EntityZombie['Zombie'/66, l='MpServer', x=251.84, y=200.00, z=-364.69], EntityWitherWitch['Wither Witch'/10115, l='MpServer', x=255.50, y=172.00, z=-363.50], EntityXPOrb['Experience Orb'/70, l='MpServer', x=252.25, y=228.25, z=-363.66], EntitySkeleton['Skeleton'/1350, l='MpServer', x=252.50, y=186.00, z=-368.50], EntityWitherCat['Wither Cat'/1670, l='MpServer', x=258.97, y=200.00, z=-371.16], EntityXPOrb['Experience Orb'/71, l='MpServer', x=252.88, y=228.25, z=-363.44], EntityXPOrb['Experience Orb'/72, l='MpServer', x=254.00, y=228.25, z=-363.94], EntityCreeper['Creeper'/74, l='MpServer', x=252.25, y=228.00, z=-366.69], EntityCreeper['Creeper'/4427, l='MpServer', x=260.50, y=214.00, z=-368.50], EntityRocketCreeper['Rocket Creeper'/9227, l='MpServer', x=252.50, y=214.00, z=-368.50], EntityTreasureSlime['Treasure Slime'/76, l='MpServer', x=276.69, y=20.00, z=-457.06], EntityClientPlayerMP['lunchboxxx19'/40, l='MpServer', x=305.40, y=239.62, z=-382.46], EntityConcussionCreeper['Concussion Creeper'/2660, l='MpServer', x=250.50, y=207.00, z=-367.50], EntityConcussionCreeper['Concussion Creeper'/2661, l='MpServer', x=251.50, y=207.00, z=-365.50], EntitySpider['Spider'/8805, l='MpServer', x=256.50, y=228.00, z=-364.50], EntityZombie['Zombie'/10725, l='MpServer', x=260.50, y=235.00, z=-370.50], EntitySkeleton['Skeleton'/10726, l='MpServer', x=259.50, y=235.00, z=-366.50], EntityBabySpider['Baby Spider'/41, l='MpServer', x=259.00, y=172.00, z=-368.63], EntitySkeleton['Skeleton'/7977, l='MpServer', x=259.06, y=193.00, z=-363.50], EntitySkeleton['Skeleton'/44, l='MpServer', x=259.88, y=172.00, z=-365.06], EntityBabySpider['Baby Spider'/46, l='MpServer', x=258.75, y=172.00, z=-366.38], EntityZombie['Zombie'/51, l='MpServer', x=260.50, y=200.00, z=-364.50], EntityXPOrb['Experience Orb'/58, l='MpServer', x=252.53, y=235.25, z=-371.75], EntitySkeleton['Skeleton'/10111, l='MpServer', x=253.50, y=172.00, z=-366.50]]
Retry entities: 0 total; []
Server brand: fml,forge
Server type: Integrated singleplayer server
Stacktrace:
at net.minecraft.client.multiplayer.WorldClient.func_72914_a(WorldClient.java:373)
at net.minecraft.client.Minecraft.func_71396_d(Minecraft.java:2433)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:916)
at net.minecraft.client.main.Main.main(SourceFile:148)
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: 1.7.10
Operating System: Windows 8.1 (amd64) version 6.3
Java Version: 1.8.0_25, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 399113408 bytes (380 MB) / 996442112 bytes (950 MB) up to 8576565248 bytes (8179 MB)
JVM Flags: 6 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx8G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v9.05 FML v7.10.85.1230 Minecraft Forge 10.13.2.1230 125 mods loaded, 123 mods active
mcp{9.05} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
FML{7.10.85.1230} [Forge Mod Loader] (forge-1.7.10-10.13.2.1230.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Forge{10.13.2.1230} [Minecraft Forge] (forge-1.7.10-10.13.2.1230.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Aroma1997Core{1.0.2.13} [Aroma1997Core] (Aroma1997Core-1.7.10-1.0.2.13.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
CodeChickenCore{1.0.4.29} [CodeChicken Core] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
<CoFH ASM>{000} [CoFH ASM Data Initialization] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
NotEnoughItems{1.0.3.74} [Not Enough Items] (NotEnoughItems-1.7.10-1.0.3.74-universal.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
cuchaz.ships{1.7.10-1.0} [Ships Mod] (shipsMod-v1.7.10-1.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
OpenModsCore{0.6} [OpenModsCore] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
malisiscore{1.7.10-0.10.5+unknown-b0.git-unknown} [Malisis Core] (malisiscore-1.7.10-0.10.5.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
battlegear2{1.0.6.2} [Mine & Blade Battlegear 2 - Bullseye] (1.7.10-MB_Battlegear2-Bullseye-1.0.6.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
lucky{5.1.0} [Lucky Block] ([1-7-10]_Lucky_Block_v5-1-0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MCP_API{1.4} [MC+ API] ([1.7.10][1.4] MC+ ModPack - Development I.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MCP_BerryBush{1.1.2} [MC+ BerryBush] ([1.7.10][1.4] MC+ ModPack - Development I.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MCP_Wheel{1.1.2} [MC+ Wheel] ([1.7.10][1.4] MC+ ModPack - Development I.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MCP_Cart{1.3.0} [MC+ Cart] ([1.7.10][1.4] MC+ ModPack - Development I.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MCP_Clippers{1.1.2} [MC+ Clippers] ([1.7.10][1.4] MC+ ModPack - Development I.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MCP_DayCounter{1.1.2} [MC+ DayCounter] ([1.7.10][1.4] MC+ ModPack - Development I.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MCP_Loom{1.2.3} [MC+ Loom] ([1.7.10][1.4] MC+ ModPack - Development I.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MCP_Region{1.2.0} [MC+ Region] ([1.7.10][1.4] MC+ ModPack - Development I.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MCP_Sickle{1.0.0} [MC+ Sickle] ([1.7.10][1.4] MC+ ModPack - Development I.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MCP_SweetPotato{1.0.1} [MC+ SweetPotato] ([1.7.10][1.4] MC+ ModPack - Development I.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
FLabsBF{4.1.2} [Better Furnaces] ([1.7.10]Better_Furnaces_V4.1.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
DamageIndicatorsMod{3.2.0} [Damage Indicators] ([1.7.10]DamageIndicatorsMod-3.2.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
extendedWorkbench{1.2.1.1} [Extended Workbench] ([1.7.10]ExtendedWorkbench v1.2.1.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
deconstruction{2.2.5} [The Deconstruction Mod] ([MC1.7.10]deconstruction[v2.2.5].jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Aroma1997CoreHelper{1.0.2.13} [Aroma1997Core|Helper] (Aroma1997Core-1.7.10-1.0.2.13.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Aroma1997sDimension{1.0} [Aroma1997's Dimensional World] (Aroma1997s-Dimensional-World-1.7.10-1.1.0.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
asielib{0.2.7} [asielib] (AsieLib-1.7.10-0.2.7.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
atum{0.6} [Atum] (Atum-1.7.10-0.6.34.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
AutoSapling{1.0} [AutoSapling] (AutoSapling-1.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Backpack{2.0.0} [Backpack] (Backpacks-Mod.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BattleTowers{1.4.9} [Battle Towers] (BattleTowers-1.7.10.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BBG{1.0.0} [BetterBedrockGen] (BBG-1.0.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
cm{1.0} [Camp Mod] (Bedrock Tools and Armor - 1.7.2 - V1.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
examplemod{1.0} [Example Mod] (Bedrock Tools and Armor - 1.7.2 - V1.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BiblioCraft{1.9.2} [BiblioCraft] (BiblioCraft[v1.9.2][MC1.7.10].jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
CoFHCore{1.7.10R3.0.0B8} [CoFH Core] (CoFHCore-[1.7.10]3.0.0B8-39.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BuildCraft|Core{6.3.6} [BuildCraft] (buildcraft-6.3.6.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BuildCraft|Transport{6.3.6} [BC Transport] (buildcraft-6.3.6.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BuildCraft|Silicon{6.3.6} [BC Silicon] (buildcraft-6.3.6.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BuildCraft|Builders{6.3.6} [BC Builders] (buildcraft-6.3.6.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BuildCraft|Energy{6.3.6} [BC Energy] (buildcraft-6.3.6.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BuildCraft|Factory{6.3.6} [BC Factory] (buildcraft-6.3.6.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
chaincraft{0.1} [ChainCraft] (chaincraftv0.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Chimneys{1.7.2} [Chimneys] (Chimneys.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
compactstorage{v2.0.0a} [CompactStorage] (compactstorage-1.7.10-beta-2.0.0.57-universal.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
IronChest{6.0.62.742} [Iron Chest] (ironchest-1.7.10-6.0.62.742-universal.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
gud_cooler{1.1.5.0} [Coolers] (cooler-1.7.10-1.1.5.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
craft++{1.0} [Craft++] (Craft++-1.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
craftguide{1.6.8.1} [CraftGuide] (CraftGuide-1.6.8.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
source_code293.digitalxp{0.1.5} [DigitalXP] (DigitalXP-1.7.10-0.1.5.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
DyeableBeds{1.7.2 R2} [Dyeable Beds] (Dyeable-Beds-Mod-1.7.10.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
EggyGoodness{1.7.10-1.3} [Eggy Goodness] (eggygoodness-1.7.10-1.3.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
enchvil{1.0} [Enchvil Mod] (enchvil-1.7.2-V1.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
endercompass{1.0} [Ender Compass] (endercompass-1.7.10-1.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
EnderZoo{1.7.10-1.0.7.16} [Ender Zoo] (EnderZoo-1.7.10-1.0.7.16.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
expandedenchants{1.0} [Expanded Enchants] (expandedenchants-1.7.10-1.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
extrabuttons{1.7.10.1} [ExtraButtons] (ExtraButtons-1.7.10.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
extracarts{b0.6.1} [Extra Carts] (extracarts-1.7.10-b0.6.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ExtraUtilities{1.2.0} [Extra Utilities] (extrautilities-1.2.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
extvil{1.7.10-2.3b} [Extended_Villages] (extvil-1.7.10-2.3b.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
farlanders{1.2b} [The Farlanders] (farlanders-1.7.10-v1.2b.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ganysend{1.8.8} [Gany's End] (Ganys End-1.8.8.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ganysnether{1.7.7} [Gany's Nether] (Ganys Nether-1.7.7.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ganyssurface{1.9.5} [Gany's Surface] (Ganys Surface-1.9.5.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
GardenCore{1.2.0} [Garden Core] (GardenStuff-1.7.10-1.2.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
GardenContainers{1.2.1} [Garden Containers] (GardenStuff-1.7.10-1.2.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
GardenTrees{1.2.0} [Garden Trees] (GardenStuff-1.7.10-1.2.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
GregsLighting{1.11.0} [Greg's Lighting] (GregsLighting-1.11.0-mc1.7.10.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
haggismod{1.3.6-mc1.7.10} [AWH Haggis Mod!] (haggismod-1.3.6-mc1.7.10.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
headcrumbs{1.2.7} [Headcrumbs] (Headcrumbs-1.2.7.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
HopperDuctMod{1.3.2} [Hopper Ducts] (hopperductmod-1.7.10-1.3.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
imc{1.6} [Improving Minecraft] (Improving Minecraft-1.6.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
JABBA{1.1.4} [JABBA] (Jabba-1.1.4_1.7.10.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
wuppy29_jellycubes{1.12.6} [Jelly Cubes] (Jelly-Cubes-Mod-1.7.10.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Jewelrycraft{1.4.2} [Jewelrycraft] (JewelryCraft-Mod-1.7.10 (1).jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
LLadders{0.5.0} [Luppii's Ladders] (Ladders-0.5.0-MC1.7.10.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
levelup{0.4} [Level Up!] (LevelUp!-0.4(1.7.10).jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
littlehelpers{1.5.1 - 1.7.2} [LittleHelpers] (LittleHelpers-1.5.1 - 1.7.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
LivelyAnimals{0.0002} [Lively Animals] (LivelyAnimals-0.01.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
LotsOfFood{1.7.10} [Lots of Food] (Lots of Food-1.7.10 v6.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MagicClover{@VERSION@} [Magic Clover] (magicclover-0.4.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
malisisdoors{1.7.10-1.4.3} [Malisis' Doors] (malisisdoors-1.7.10-1.4.3.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
minechem{5.0.5.358} [Minechem] (Minechem-1.7.10-5.0.5.358.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
moskeletons{1.0} [Mo'Skeletons] (Mo-Skeletons-Mod-1.7.10.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MoreArmoursMod{2.0} [MoreArmoursMod] (More-Armour-Mod-1.7.10.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
AencEx{0.0.1} [AencEx] (More-Enchantments-Mod-1.7.10.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
me{1.0.1} [More Enchantments] (More-Enchantments-Mod-1.7.10.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
movillages{1.2.1} [Mo' Villages] (MoVillages-1.3.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
cfm{3.4.5} [§9MrCrayfish's Furniture Mod] (MrCrayfishFurnitureModv3.4.5(1.7.10).jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MutantCreatures{1.4.8} [Mutant Creatures] (MutantCreatures-1.7.10-1.4.8.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
wuppy29_nethereye{1.4.1} [Nether Eye] (Nether Eye 1.7.10-1.4.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
NetherDungeons{1.2.1} [Nether Dungeons] (NetherDungeons-1.7.2-v-1.2.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
New Biospheres Mod{0.8} [New Biospheres Mod] (NewBiospheresMod-1.7.x-0.8.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
recipemod{0.2} [NoMoreRecipeConflict] (NoMoreRecipeConflict-0.2(1.7.10).jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Oceancraft{1.4.1} [Oceancraft] (Oceancraft-1.4.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
OpenMods{0.6} [OpenMods] (OpenModsLib-1.7.10-0.6.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
OpenBlocks{1.3} [OpenBlocks] (OpenBlocks-1.7.10-1.3.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
bonecraft{1.7.2b} [Pam's BoneCraft] (Pam's BoneCraft 1.7.2b.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
primitivemobs{1.0} [Primitive Mobs] (primitivemobs-1.0c-1.7.10.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
prismarine{1.7.10-1.1} [Prismarine] (prismarine-1.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Railcraft{9.5.0.0} [Railcraft] (Railcraft_1.7.10-9.5.0.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
RedstonePasteMod{1.6.2} [Redstone Paste] (RedstonePasteMod-1.7.10-1.6.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
secretroomsmod{@VERSION@} [The SecretRoomsMod] (secretroomsmod-1.7.10-4.7.1.371.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
securitycraft{v1.6.1} [SecurityCraft] (SecurityCraft v1.6.1 for 1.7.10.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
shipwrecks_winslow{1.6.2} [Shipwrecks!] (Shipwrecks-Mod-1.7.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
statues{2.1.3} [Statues] (statues-1.7.10-2.1.3.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
superMassiveTech{0.2.0-alpha} [Super Massive Tech] (SuperMassiveTech-MC1.7.10-0.2.0-alpha-85.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
erebus{0.2pre12} [Erebus] (TheErebus-0.2pre12.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
thephysician2000sfurniture{1.1.2.1} [thephysician2000sfurniture] (ThePhysician2000's Furniture Mod-1.7.10-Beta 1.1.2.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
axetomahawk.core{1.4.5.2-1.7.10} [Tomahawks Core] (tomahawk-1.4.5.2-1.7.10.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
axetomahawk{1.4.5.2-1.7.10} [Tomahawks] (tomahawk-1.4.5.2-1.7.10.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
torchLevers{1.4.1} [Torch Levers] (TorchLeversV1.4.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
AnimationAPI{1.2.2} [AnimationAPI] (Utility-Mobs-Mod-1.7.10.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
UtilityMobs{3.1.0} [Utility Mobs] (Utility-Mobs-Mod-1.7.10.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
chunkbase_villageinfo_ssp{2.1} [Village Info (SSP)] (VillageInfoSSP-1.7.10-2.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
taverns{2.2.1-0} [Village Taverns] (VillageTaverns-2.2.1-0.23.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
warpbook{${version}} [Warp Book] (warpbook-1.2.29.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
reaper_waterpipe{1.1} [Water Pipe mod] (Waterpipe1.1[1.7.10].jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
craftingmanager{1.0.7} [Crafting Manager] (zCraftingManager 1.0.7 mc1.7.10.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
zombiemod{1.0.0} [zombiemod] (zm.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
eureka{2.2} [Eureka] (Eureka-1.7.10-2.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
asielibcore{} [AsieLib CoreMod] (minecraft.jar) Unloaded->Disabled
craftingmanagercore{1.0.7} [Crafting Manager Core] (minecraft.jar) Unloaded->Disabled
OpenModsLib crash transformers: [stencil_patches:FINISHED],[movement_callback:FINISHED],[map_gen_fix:FINISHED],[gl_capabilities_hook:FINISHED],[player_render_hook:FINISHED]
Stencil buffer state: Function set: GL30, pool: internal, bits: 8
Launched Version: 1.7.10-Forge10.13.2.1230
LWJGL: 2.9.1
OpenGL: Intel(R) HD Graphics 4600 GL version 4.2.0 - Build 10.18.10.3574, Intel
GL Caps: Using GL 1.3 multitexturing.
Using framebuffer objects because OpenGL 3.0 is supported and separate blending is supported.
Anisotropic filtering is supported and maximum anisotropy is 16.
Shaders are available because OpenGL 2.1 is supported.
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Resource Packs: []
Current Language: English (US)
Profiler Position: N/A (disabled)
Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Anisotropic Filtering: Off (1)