well, this is interesting! you realize this is like the only clean download, right? anyhow, could you add a vault type think, as a difficult dungeon? and have a boss of some sort in there?
Unfortunately, GiMoe hasn't been active since October... I don't think he's updating themod anymore, as there have been a few bugs here and there, and there hasn't been an update in a very long time... Hopefully he comes back, or maybe even Mr.Spring might come back and take it over, but that's just wishfull thinking ;n;
For now, if you're looking for more fun things to explore I might recommend http://minecraft.curseforge.com/projects/recurrent-complex Recurrent-Complex, it adds a lot of world gen structures, some of which should work in the Wastelands biome, if not, then you could always use Atomic Strikers "Structures" mod, as I've found plenty of those buildings in my world, I remember one time finding an almost completely intact barn that I repaired the walls on and used it to live, then got lucky and found some water and make myself a farm, it was just a matter of keeping the creepers from blowing it up then XD
(..) Only using the vehicles crashes the game, but I don't get a crash report. The guns show up as items, but they don't appear as models when selected in the hotbar nor do they fire, reload, etc. (...)
Kinda delayed response but I didn't checked this topic in a while. I used both Flan's guns and vehicles in my Wastland game and only vehicles for some reasons caused crahs without report. Guns worked just fine, also uniforms were all working.
The Meaning of Life, the Universe, and Everything.
Join Date:
10/30/2015
Posts:
57
Location:
New Alexandria, Reach
Minecraft:
LukeSkyrata
Xbox:
Noble Six ROCKS
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I was using a Technic modpack at the time, and Technic can cause some pretty weird things to occur, especially if the modpack creator messes up and uses multiple versions of a mod or something. I never did figure out why the problems I was having were there, but I'll believe you if you say only the vehicles cause crashes normally in conjunction with this mod... The funny thing is that the modpack used the original version of this mod by the original creator, and I only found this by pure luck. I was trying to figure out why the vehicles and stuff didn't work, and this was the only mod in the modpack I had not seen used alongside Flan's. Thanks for finally solving that mystery for me!
Rollback Post to RevisionRollBack
"Spartans Never Die, Jorge. They're just missing in action." - Carter A-259
The Meaning of Life, the Universe, and Everything.
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I think I may want to try pairing this mod with the Herobrine mod. As if I wasn't dying from it enough already-- if they're compatible, it will be so much harder to prepare! Let alone even get the stuff to make the totem...
That screen looks absolutely amazing. Has anyone found any decent modpacks based around this mod? I haven't had much luck, but then again, been awhile since I looked.
RESURRECTION OF POST!
I am currently working on a fallout pack that has this modpack as it's main worldtype, with this one being the most supported (currently, may change in the future.) The pack has many mods to build that harsh, hostile Fallout experience, along with the Mineout resource pack, edited with textures for many of the mods in the pack, by myself! Here's a link to the resource pack, you could probably look around the comments, i'm guessing at the end currently, to see some of my custom textures already finished.
java.lang.NullPointerException
at dk.mrspring.wasteland.utils.Vector.VtoVlengthXZ(Vector.java:63) ~[Vector.class:?]
at dk.mrspring.wasteland.WastelandEventHandler.changeStartSpawn(WastelandEventHandler.java:158) ~[WastelandEventHandler.class:?]
at cpw.mods.fml.common.eventhandler.ASMEventHandler_88_WastelandEventHandler_changeStartSpawn_EntityJoinWorldEvent.invoke(.dynamic) ~[?:?]
at cpw.mods.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:54) ~[ASMEventHandler.class:1.7.10-1448.133]
at cpw.mods.fml.common.eventhandler.EventBus.post(EventBus.java:138) ~[EventBus.class:1.7.10-1448.133]
at net.minecraft.world.World.addEntity(World.java:1813) ~[ahb.class:?]
at net.minecraft.world.World.func_72838_d(World.java:1713) ~[ahb.class:?]
at net.minecraft.server.management.ServerConfigurationManager.func_72377_c(ServerConfigurationManager.java:377) ~[oi.class:?]
at net.minecraft.server.management.ServerConfigurationManager.initializeConnectionToPlayer(ServerConfigurationManager.java:216) ~[oi.class:?]
at cpw.mods.fml.common.network.handshake.NetworkDispatcher.completeServerSideConnection(NetworkDispatcher.java:190) ~[NetworkDispatcher.class:1.7.10-1448.133]
at cpw.mods.fml.common.network.handshake.NetworkDispatcher.completeHandshake(NetworkDispatcher.java:465) ~[NetworkDispatcher.class:1.7.10-1448.133]
at cpw.mods.fml.common.network.internal.HandshakeCompletionHandler.channelRead0(HandshakeCompletionHandler.java:21) ~[HandshakeCompletionHandler.class:1.7.10-1448.133]
at cpw.mods.fml.common.network.internal.HandshakeCompletionHandler.channelRead0(HandshakeCompletionHandler.java:11) ~[HandshakeCompletionHandler.class:1.7.10-1448.133]
at io.netty.channel.SimpleChannelInboundHandler.channelRead(SimpleChannelInboundHandler.java:98) ~[SimpleChannelInboundHandler.class:?]
at io.netty.channel.DefaultChannelHandlerContext.invokeChannelRead(DefaultChannelHandlerContext.java:337) [DefaultChannelHandlerContext.class:?]
at io.nett
y.channel.DefaultChannelHandlerContext.fireChannelRead(DefaultChannelHandlerContext.java:323) [DefaultChannelHandlerContext.class:?]
at io.netty.handler.codec.MessageToMessageDecoder.channelRead(MessageToMessageDecoder.java:103) [MessageToMessageDecoder.class:?]
at io.netty.handler.codec.MessageToMessageCodec.channelRead(MessageToMessageCodec.java:111) [MessageToMessageCodec.class:?]
at io.netty.channel.DefaultChannelHandlerContext.invokeChannelRead(DefaultChannelHandlerContext.java:337) [DefaultChannelHandlerContext.class:?]
at io.netty.channel.DefaultChannelHandlerContext.fireChannelRead(DefaultChannelHandlerContext.java:323) [DefaultChannelHandlerContext.class:?]
at io.netty.channel.DefaultChannelPipeline.fireChannelRead(DefaultChannelPipeline.java:785) [DefaultChannelPipeline.class:?]
at io.netty.channel.embedded.EmbeddedChannel.writeInbound(EmbeddedChannel.java:169) [EmbeddedChannel.class:?]
at cpw.mods.fml.common.network.internal.FMLProxyPacket.func_148833_a(FMLProxyPacket.java:77) [FMLProxyPacket.class:1.7.10-1448.133]
at net.minecraft.network.NetworkManager.func_74428_b(NetworkManager.java:244) [ej.class:?]
at net.minecraft.network.NetworkSystem.func_151269_c(NetworkSystem.java:173) [nc.class:?]
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:991) [MinecraftServer.class:?]
at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:431) [lt.class:?]
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:809) [MinecraftServer.class:?]
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:669) [MinecraftServer.class:?]
at java.lang.Thread.run(Thread.java:745) [?:1.8.0_66-internal]
>
[16:47:56 ERROR]: There was a critical exception handling a packet on channel FML
java.lang.NullPointerException
at dk.mrspring.wasteland.utils.Vector.VtoVlengthXZ(Vector.java:63) ~[Vector.class:?]
at dk.mrspring.wasteland.WastelandEventHandler.changeStartSpawn(WastelandEventHandler.java:158) ~[WastelandEventHandler.class:?]
at cpw.mods.fml.common.eventhandler.ASMEventHandler_88_WastelandEventHandler_changeStartSpawn_EntityJoinWorldEvent.invoke(.dynamic) ~[?:?]
at cpw.mods.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:54) ~[ASMEventHandler.class:1.7.10-1448.133]
at cpw.mods.fml.common.eventhandler.EventBus.post(EventBus.java:138) ~[EventBus.class:1.7.10-1448.133]
at net.minecraft.world.World.addEntity(World.java:1813) ~[ahb.class:?]
at net.minecraft.world.World.func_72838_d(World.java:1713) ~[ahb.class:?]
at net.minecraft.server.management.ServerConfigurationManager.func_72377_c(ServerConfigurationManager.java:377) ~[oi.class:?]
at net.minecraft.server.management.ServerConfigurationManager.initializeConnectionToPlayer(ServerConfigurationManager.java:216) ~[oi.class:?]
at cpw.mods.fml.common.network.handshake.NetworkDispatcher.completeServerSideConnection(NetworkDispatcher.java:190) ~[NetworkDispatcher.class:1.7.10-1448.133]
at cpw.mods.fml.common.network.handshake.NetworkDispatcher.completeHandshake(NetworkDispatcher.java:465) ~[NetworkDispatcher.class:1.7.10-1448.133]
at cpw.mods.fml.common.network.internal.HandshakeCompletionHandler.channelRead0(HandshakeCompletionHandler.java:21) ~[HandshakeCompletionHandler.class:1.7.10-1448.133]
at cpw.mods.fml.common.network.internal.HandshakeCompletionHandler.channelRead0(HandshakeCompletionHandler.java:11) ~[HandshakeCompletionHandler.class:1.7.10-1448.133]
at io.netty.channel.SimpleChannelInboundHandler.channelRead(SimpleChannelInboundHandler.java:98) ~[SimpleChannelInboundHandler.class:?]
at io.netty.channel.DefaultChannelHandlerContext.invokeChannelRead(DefaultChannelHandlerContext.java:337) ~[DefaultChannelHandlerContext.class:?]
at io.netty.channel.DefaultChannelHandlerContext.fireChannelRead(DefaultChannelHandlerContext.java:323) ~[DefaultChannelHandlerContext.class:?]
at io.netty.handler.codec.MessageToMessageDecoder.channelRead(MessageToMessageDecoder.java:103) ~[MessageToMessageDecoder.class:?]
First, use spoilers, second, I can't tell, I got this crash all the time, and I havn't played with this mod in a long time. I recommend removing all but Wastelands, and adding mods in one or two at a time until it crashes again.
Myron12345 - how about some context for what you're showing us(and yes, please do use spoilers as Drakoflame said)? What were you doing when this happened? What exactly did you post (crashlog, forge log, etc...)? Then you may get some more helpful advice.
Rollback Post to RevisionRollBack
Also, I've flipped shovel textures for Tinker's Construct and ExtraTiC for a more realistic-looking animation, check here: http://www.minecraft...hovel-textures/
I was wondering... What about a config setting to make if any stone actually shows? Or how deep the top layer(default minecraft:dirt) is? I want to set it to something similar to Crash Landing Modpack, but with a more harsher twist. I've got most of the light pack down... But I really don't want just 1 layer of exnihilo:dust just there. More like 3-6 layers of it.
I was wondering... What about a config setting to make if any stone actually shows? Or how deep the top layer(default minecraft:dirt) is? I want to set it to something similar to Crash Landing Modpack, but with a more harsher twist. I've got most of the light pack down... But I really don't want just 1 layer of exnihilo:dust just there. More like 3-6 layers of it.
I would love setting like that. I made small modpack that had food dificult to find and all, but with dirt it wasn't that much hard to finally get grass and soon have enough food to exist and to get trees and all. Having 3-6 layers of sand/snow/dust would be perfect.
I would love setting like that. I made small modpack that had food dificult to find and all, but with dirt it wasn't that much hard to finally get grass and soon have enough food to exist and to get trees and all. Having 3-6 layers of sand/snow/dust would be perfect.
At least someone agrees. But I also want to see a config for makign the wasteland a default biome setting in the configs if specified true. I don't want people getting the wrong idea about not doing "wasteland" in biome generation, and spawning in to see a lush forest.
So capping off with my idea: A config setting for layers of Top Layer, and a config for making default biome generation to be wasteland
(Default should be "Set as default Terrain Generation: false" for safety measures... although it could be set to true because... Well, it's kinda obvious that someone who uses this mod wants it to be default wasteland...)
The mod doesn't show up in forge, neither does the JNBT. I tried to load a world but it was completely normal looking. Anyone know what I'm doing wrong?
The mod doesn't show up in forge, neither does the JNBT. I tried to load a world but it was completely normal looking. Anyone know what I'm doing wrong?
Make sure that you set the world type to "Wasteland" when you create a new world? If it's not that then not sure...
You're absolutely sure that you've installed Forge AND this mod, and are running a profile that has both Forge and this mod installed?
Rollback Post to RevisionRollBack
Also, I've flipped shovel textures for Tinker's Construct and ExtraTiC for a more realistic-looking animation, check here: http://www.minecraft...hovel-textures/
You're absolutely sure that you've installed Forge AND this mod, and are running a profile that has both Forge and this mod installed?
I know Forge is installed because I was using already before this. The profile I'm running has Forge on it but I've never seen any other option to go along with it. But just to make sure I'm doing this right, I've took this screenshot for you.
Unfortunately, GiMoe hasn't been active since October... I don't think he's updating themod anymore, as there have been a few bugs here and there, and there hasn't been an update in a very long time... Hopefully he comes back, or maybe even Mr.Spring might come back and take it over, but that's just wishfull thinking ;n;
For now, if you're looking for more fun things to explore I might recommend http://minecraft.curseforge.com/projects/recurrent-complex Recurrent-Complex, it adds a lot of world gen structures, some of which should work in the Wastelands biome, if not, then you could always use Atomic Strikers "Structures" mod, as I've found plenty of those buildings in my world, I remember one time finding an almost completely intact barn that I repaired the walls on and used it to live, then got lucky and found some water and make myself a farm, it was just a matter of keeping the creepers from blowing it up then XD
Kinda delayed response but I didn't checked this topic in a while. I used both Flan's guns and vehicles in my Wastland game and only vehicles for some reasons caused crahs without report. Guns worked just fine, also uniforms were all working.
I was using a Technic modpack at the time, and Technic can cause some pretty weird things to occur, especially if the modpack creator messes up and uses multiple versions of a mod or something. I never did figure out why the problems I was having were there, but I'll believe you if you say only the vehicles cause crashes normally in conjunction with this mod... The funny thing is that the modpack used the original version of this mod by the original creator, and I only found this by pure luck. I was trying to figure out why the vehicles and stuff didn't work, and this was the only mod in the modpack I had not seen used alongside Flan's. Thanks for finally solving that mystery for me!
"Spartans Never Die, Jorge. They're just missing in action." - Carter A-259
I think I may want to try pairing this mod with the Herobrine mod. As if I wasn't dying from it enough already-- if they're compatible, it will be so much harder to prepare! Let alone even get the stuff to make the totem...
RESURRECTION OF POST!
I am currently working on a fallout pack that has this modpack as it's main worldtype, with this one being the most supported (currently, may change in the future.) The pack has many mods to build that harsh, hostile Fallout experience, along with the Mineout resource pack, edited with textures for many of the mods in the pack, by myself! Here's a link to the resource pack, you could probably look around the comments, i'm guessing at the end currently, to see some of my custom textures already finished.
http://www.minecraftforum.net/forums/mapping-and-modding/resource-packs/1228218-16x-1-8-wip-mineout-fallout-texture-resource-pack
I WOULD feel ashamed of my self-advertising, but I honesty don't care!
it wont let me use the mod, it just crashes before i can
We need more information than "It crashes before I can use it"
I feel it's lack of library. Who cares about reading what's needed to run a mod, especially if it's in red font.
First, use spoilers, second, I can't tell, I got this crash all the time, and I havn't played with this mod in a long time. I recommend removing all but Wastelands, and adding mods in one or two at a time until it crashes again.
Myron12345 - how about some context for what you're showing us(and yes, please do use spoilers as Drakoflame said)? What were you doing when this happened? What exactly did you post (crashlog, forge log, etc...)? Then you may get some more helpful advice.
Also, I've flipped shovel textures for Tinker's Construct and ExtraTiC for a more realistic-looking animation, check here:
http://www.minecraft...hovel-textures/
Really enjoy this mod,really get well with Last Days Texture pack,get a whole post apocalyptic feel,you should add desert biome that would be cool
i hope this mod is not dead,it have so much potential
I was wondering... What about a config setting to make if any stone actually shows? Or how deep the top layer(default minecraft:dirt) is? I want to set it to something similar to Crash Landing Modpack, but with a more harsher twist. I've got most of the light pack down... But I really don't want just 1 layer of exnihilo:dust just there. More like 3-6 layers of it.
We all hate wolves. Ocelots are better than wolves.
I would love setting like that. I made small modpack that had food dificult to find and all, but with dirt it wasn't that much hard to finally get grass and soon have enough food to exist and to get trees and all. Having 3-6 layers of sand/snow/dust would be perfect.
At least someone agrees. But I also want to see a config for makign the wasteland a default biome setting in the configs if specified true. I don't want people getting the wrong idea about not doing "wasteland" in biome generation, and spawning in to see a lush forest.
So capping off with my idea: A config setting for layers of Top Layer, and a config for making default biome generation to be wasteland
(Default should be "Set as default Terrain Generation: false" for safety measures... although it could be set to true because... Well, it's kinda obvious that someone who uses this mod wants it to be default wasteland...)
We all hate wolves. Ocelots are better than wolves.
If he/she adds a desert biome i should have glass rings or platforms like the nuclear bombs melted the sand into glass.
The mod doesn't show up in forge, neither does the JNBT. I tried to load a world but it was completely normal looking. Anyone know what I'm doing wrong?
Make sure that you set the world type to "Wasteland" when you create a new world? If it's not that then not sure...
nope, mo wasteland world type.
You're absolutely sure that you've installed Forge AND this mod, and are running a profile that has both Forge and this mod installed?
Also, I've flipped shovel textures for Tinker's Construct and ExtraTiC for a more realistic-looking animation, check here:
http://www.minecraft...hovel-textures/
I know Forge is installed because I was using already before this. The profile I'm running has Forge on it but I've never seen any other option to go along with it. But just to make sure I'm doing this right, I've took this screenshot for you.