After a lot of hard work, we have finally finished a stable 0.4.0 version for both Minecraft 1.6.4 and 1.7.2! (Download links in main post)
It contains a lot of under-the-hood changes to make EvilCraft more stable, clean and efficient.
This update has over 150 commits and over 10.000 lines of code are changed.
The most notable new features are:
* The new very powerful Mace of Distortion which can do regular and area-of-effect damage which will also knockback entities.
* The Kineticator to attract items and experience orbs in a radius of choice.
* Environmental Accumulator rewrite including degradation effects when recharging.
* NEI support for the Environmental Accumulator
* Tinkers' Construct support for the repairing of tools in the Blood Chest. (CAN BE DISABLED!)
* Forge Multipart support
* Forestry suppport
They are explained in detail in the main post.
This version will unfortunately be the last 1.6.4 supported version, maintaining this mod for two Minecraft versions takes too much time, which we’d rather invest in adding new features. Another advantage is that 1.7 introduces changes which allow us to add features to the mod that were not possible in 1.6.
We already have some exciting ideas for the next, 0.5.0 update. Just wet your appetite a bit: the next update will probably be called the ‘Evil update'.
Don’t expect any big updates soon though, exams are about to start for both lead developers, but don’t fear because after that there should be plenty of time to do some modding
Are you sure it's stable?
Those are the "Blood on top" blocks, btw.
Hmm, that's odd.
Could you give me some more details about your environment?
Like which version are you using? What texture pack are you using (I assume you are not using the default one)? Is the problem also occurring with that texture pack disabled? What block is causing the problem (Because I don't know what you mean with "Blood on top")? Is that problem also occurring with other blocks.
I'm not sure if this is well known, but I thought I should mention that this mod has a compatibility issue with the More Swords Mod. Together, they create a duplicate enchantment ID (which, of course, forces Mc to crash.) Of course, each mod allows you to adjust the enchantment IDs in their respective configuration files as a fix. Just trying to help.
---- Minecraft Crash Report ----
// I blame Dinnerbone.
Time: 5/10/14 1:34 PM
Description: There was a severe problem during mod loading that has caused the game to fail
cpw.mods.fml.common.LoaderException: java.lang.RuntimeException: A mod has attempted to assign BlockID 3621 to the Fluid 'blood' but this Fluid has already been linked to BlockID 1490. Configure your mods to prevent this from happening.
at net.minecraftforge.fluids.Fluid.setBlockID(Fluid.java:128)
at net.minecraftforge.fluids.BlockFluidBase.<init>(BlockFluidBase.java:62)
at net.minecraftforge.fluids.BlockFluidClassic.<init>(BlockFluidClassic.java:27)
at tconstruct.blocks.TConstructFluid.<init>(TConstructFluid.java:19)
at tconstruct.blocks.BloodBlock.<init>(BloodBlock.java:16)
at tconstruct.common.TContent.registerBlocks(TContent.java:641)
at tconstruct.common.TContent.<init>(TContent.java:311)
at tconstruct.TConstruct.preInit(TConstruct.java:120)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:545)
at sun.reflect.GeneratedMethodAccessor2.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:201)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:181)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:112)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:522)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:183)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:473)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:808)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at org.multimc.onesix.OneSixLauncher.launch(OneSixLauncher.java:214)
at org.multimc.EntryPoint.listen(EntryPoint.java:165)
at org.multimc.EntryPoint.main(EntryPoint.java:54)
Caused by: java.lang.RuntimeException: A mod has attempted to assign BlockID 3621 to the Fluid 'blood' but this Fluid has already been linked to BlockID 1490. Configure your mods to prevent this from happening.
... 51 more
I'm not sure if this is well known, but I thought I should mention that this mod has a compatibility issue with the More Swords Mod. Together, they create a duplicate enchantment ID (which, of course, forces Mc to crash.) Of course, each mod allows you to adjust the enchantment IDs in their respective configuration files as a fix. Just trying to help.
We are certainly aware of this, but unfortunately this is not something we can easily catch with the current enchantment system. I however expect a decent ID-less system soon for enchantments like has already been done for blocks and items in MC 1.7.
---- Minecraft Crash Report ---- // I blame Dinnerbone. Time: 5/10/14 1:34 PM Description: There was a severe problem during mod loading that has caused the game to fail cpw.mods.fml.common.LoaderException: java.lang.RuntimeException: A mod has attempted to assign BlockID 3621 to the Fluid 'blood' but this Fluid has already been linked to BlockID 1490. Configure your mods to prevent this from happening. at net.minecraftforge.fluids.Fluid.setBlockID(Fluid.java:128) at net.minecraftforge.fluids.BlockFluidBase.(BlockFluidBase.java:62) at net.minecraftforge.fluids.BlockFluidClassic.(BlockFluidClassic.java:27) at tconstruct.blocks.TConstructFluid.(TConstructFluid.java:19) at tconstruct.blocks.BloodBlock.(BloodBlock.java:16) at tconstruct.common.TContent.registerBlocks(TContent.java:641) at tconstruct.common.TContent.(TContent.java:311) at tconstruct.TConstruct.preInit(TConstruct.java:120) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) at java.lang.reflect.Method.invoke(Unknown Source) at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:545) at sun.reflect.GeneratedMethodAccessor2.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) at java.lang.reflect.Method.invoke(Unknown Source) at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74) at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45) at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313) at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296) at com.google.common.eventbus.EventBus.post(EventBus.java:267) at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:201) at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:181) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) at java.lang.reflect.Method.invoke(Unknown Source) at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74) at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45) at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313) at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296) at com.google.common.eventbus.EventBus.post(EventBus.java:267) at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:112) at cpw.mods.fml.common.Loader.loadMods(Loader.java:522) at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:183) at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:473) at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:808) at net.minecraft.client.main.Main.main(SourceFile:101) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) at java.lang.reflect.Method.invoke(Unknown Source) at net.minecraft.launchwrapper.Launch.launch(Launch.java:131) at net.minecraft.launchwrapper.Launch.main(Launch.java:27) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) at java.lang.reflect.Method.invoke(Unknown Source) at org.multimc.onesix.OneSixLauncher.launch(OneSixLauncher.java:214) at org.multimc.EntryPoint.listen(EntryPoint.java:165) at org.multimc.EntryPoint.main(EntryPoint.java:54) Caused by: java.lang.RuntimeException: A mod has attempted to assign BlockID 3621 to the Fluid 'blood' but this Fluid has already been linked to BlockID 1490. Configure your mods to prevent this from happening. ... 51 more
I really like the mod idea and you should make werewolf fur armor that gives a protection enchant at night and have it act like more leather at night. Also the werewolf's bone could be use to make the player a werewolf or control a werewolf and will their be vampires.
can you help me, i dont actually know how to disable the enchantments. I would like to as there is a clash with another mod. any help? thx
In the file evilcraft.cnf, you can find all the id's for enchantments. There you can change the id's if there are conflicts, or set them to zero to disable them.
I really like the mod idea and you should make werewolf fur armor that gives a protection enchant at night and have it act like more leather at night. Also the werewolf's bone could be use to make the player a werewolf or control a werewolf and will their be vampires.
Those are some cool idea's, we definitely have some cool ideas for the werewolf drops, since they are currently quite useless and very hard to get.
I have throughly enjoyed the components of your mod. Espeically the repair chest and the ender pearl recipe. I have a few ideas after having played with the mod for a couple months. The first is a larger version of the blood extractor. Being able to combine it like you can do with the cans would be a nice improvement. Otherwise when I farm blood I need to carry around alot of extractors and a blood infuser.
The next idea I had was for a larger, placeable version of the blood basin. The recipe I have considered would be 4 blood basins in the corners, 4 blood extractors (or the biggest ones if you make those) at the cardinal points and a blood infusion core in the center. Call it the blood bank and give it a high capacity, probably equal to the capacities of the components, but thats a detail that will need to be balanced by you guys. In addition to being placeable there are two other features I think would be nice. The first is the ability to place a purifier or infuser on top of it and have those machines draw from the bank. The second feature is multiple imput slots. For instance you could put up to 4 blood containers into it.
The third concept I have come up with has to do with the kineticator. I was thinking that perhaps there could be a recipe requiring 1-4 kineticators and a blood bank (or blood basin if you dont like that bank) and some infusers and have it be a hungry blood bank/basin. This is something that you can set down in the world and it will draw in spilled blood. You can then use basins to retrieve the blood from it similer to an infuser.
The final concept I had is a sword that is a blood extractor with a bonus to extraction. You can enchant it, diamond sword level damage and its only real difference is that it can absorb blood directly. Something like this could also gain features as you guys have time. Things like the ability to use the blood reservoir to repair itself, or other things of that nature.
Hopefully you found some of these suggestions useful.
I have throughly enjoyed the components of your mod. Espeically the repair chest and the ender pearl recipe. I have a few ideas after having played with the mod for a couple months. The first is a larger version of the blood extractor. Being able to combine it like you can do with the cans would be a nice improvement. Otherwise when I farm blood I need to carry around alot of extractors and a blood infuser.
I won't add a larger blood extractor, but I have a nice solution planned out for this.
The next idea I had was for a larger, placeable version of the blood basin. The recipe I have considered would be 4 blood basins in the corners, 4 blood extractors (or the biggest ones if you make those) at the cardinal points and a blood infusion core in the center. Call it the blood bank and give it a high capacity, probably equal to the capacities of the components, but thats a detail that will need to be balanced by you guys. In addition to being placeable there are two other features I think would be nice. The first is the ability to place a purifier or infuser on top of it and have those machines draw from the bank. The second feature is multiple imput slots. For instance you could put up to 4 blood containers into it.
Something like this has been on my todo-list for a while now, but the auto-filling of adjacent machines is something I hadn't thought of yet, I might use that.
The third concept I have come up with has to do with the kineticator. I was thinking that perhaps there could be a recipe requiring 1-4 kineticators and a blood bank (or blood basin if you dont like that bank) and some infusers and have it be a hungry blood bank/basin. This is something that you can set down in the world and it will draw in spilled blood. You can then use basins to retrieve the blood from it similer to an infuser.
Another great idea! This will allow players to automate blood farming a bit.
The final concept I had is a sword that is a blood extractor with a bonus to extraction. You can enchant it, diamond sword level damage and its only real difference is that it can absorb blood directly. Something like this could also gain features as you guys have time. Things like the ability to use the blood reservoir to repair itself, or other things of that nature.
And this is definitely something I'll think about a bit.
I have a problem with your mod, the enchantment id's are duplicated with another of my mods. I changed them in the config and it worked, however, I accidently deleted the config file and so now it crashes on startup. I would change the config but unfortunately because it crashes on startup it only creates a cut down version of the config. Please could someone either tell a 1.7.2 version that doesn't have the enchantments or duplicate ids or even better, could someone send me a copy of the full config file. Thankyou.
I have a problem with your mod, the enchantment id's are duplicated with another of my mods. I changed them in the config and it worked, however, I accidently deleted the config file and so now it crashes on startup. I would change the config but unfortunately because it crashes on startup it only creates a cut down version of the config. Please could someone either tell a 1.7.2 version that doesn't have the enchantments or duplicate ids or even better, could someone send me a copy of the full config file. Thankyou.
btw, helping me with the quote would be very much appreciated too thx!
I've sent you my config file via PM. Like anything in this mod (block, item, biome), enchantment ID's can easily be changed from within the config file when there are conflicts. When EvilCraft is loaded after the other mod with conflicting ID, it will always tell you exactly which enchantment conflicted. When it's the other way around however, we can unfortunately don't do anything about that.
I've sent you my config file via PM. Like anything in this mod (block, item, biome), enchantment ID's can easily be changed from within the config file when there are conflicts. When EvilCraft is loaded after the other mod with conflicting ID, it will always tell you exactly which enchantment conflicted. When it's the other way around however, we can unfortunately don't do anything about that.
thankyou very much, I can use the mod again now!
Rollback Post to RevisionRollBack
Living the meme, living the dream.
If you don't get a reply on a forum, PM me.
A small new update (0.4.1) is available for both Minecraft 1.6 and 1.7.
This makes sure the mod is compatible with the latest Forge version and it fixes some small bugs.
This version also has support for Dynious' Version Checker mod, be sure to check that out.
Time: 6/18/14 6:10 PM
Description: There was a severe problem during mod loading that has caused the game to fail
cpw.mods.fml.common.LoaderException: java.lang.RuntimeException: A mod has attempted to assign BlockID 3217 to the Fluid 'blood' but this Fluid has already been linked to BlockID 2693. Configure your mods to prevent this from happening.
at net.minecraftforge.fluids.Fluid.setBlockID(Fluid.java:128)
at net.minecraftforge.fluids.BlockFluidBase.(BlockFluidBase.java:62)
at net.minecraftforge.fluids.BlockFluidClassic.(BlockFluidClassic.java:27)
at tconstruct.blocks.TConstructFluid.(TConstructFluid.java:19)
at tconstruct.blocks.BloodBlock.(BloodBlock.java:16)
at tconstruct.common.TContent.registerBlocks(TContent.java:641)
at tconstruct.common.TContent.(TContent.java:311)
at tconstruct.TConstruct.preInit(TConstruct.java:120)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:545)
at sun.reflect.GeneratedMethodAccessor2.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:201)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:181)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:112)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:522)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:183)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:473)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:808)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
Caused by: java.lang.RuntimeException: A mod has attempted to assign BlockID 3217 to the Fluid 'blood' but this Fluid has already been linked to BlockID 2693. Configure your mods to prevent this from happening.
... 44 more
It contains a lot of under-the-hood changes to make EvilCraft more stable, clean and efficient.
This update has over 150 commits and over 10.000 lines of code are changed.
The most notable new features are:
* The new very powerful Mace of Distortion which can do regular and area-of-effect damage which will also knockback entities.
* The Kineticator to attract items and experience orbs in a radius of choice.
* Environmental Accumulator rewrite including degradation effects when recharging.
* NEI support for the Environmental Accumulator
* Tinkers' Construct support for the repairing of tools in the Blood Chest. (CAN BE DISABLED!)
* Forge Multipart support
* Forestry suppport
They are explained in detail in the main post.
A full list of changes can be found in the changelog here: http://minecraft.curseforge.com/mc-mods/evilcraft/files/14-evil-craft-1-7-2-0-4-0b-6/
This version will unfortunately be the last 1.6.4 supported version, maintaining this mod for two Minecraft versions takes too much time, which we’d rather invest in adding new features. Another advantage is that 1.7 introduces changes which allow us to add features to the mod that were not possible in 1.6.
We already have some exciting ideas for the next, 0.5.0 update. Just wet your appetite a bit: the next update will probably be called the ‘Evil update'.
Don’t expect any big updates soon though, exams are about to start for both lead developers, but don’t fear because after that there should be plenty of time to do some modding
Are you sure it's stable?
Those are the "Blood on top" blocks, btw.
Hmm, that's odd.
Could you give me some more details about your environment?
Like which version are you using? What texture pack are you using (I assume you are not using the default one)? Is the problem also occurring with that texture pack disabled? What block is causing the problem (Because I don't know what you mean with "Blood on top")? Is that problem also occurring with other blocks.
Thanks,
Kroeser
// I blame Dinnerbone.
Time: 5/10/14 1:34 PM
Description: There was a severe problem during mod loading that has caused the game to fail
cpw.mods.fml.common.LoaderException: java.lang.RuntimeException: A mod has attempted to assign BlockID 3621 to the Fluid 'blood' but this Fluid has already been linked to BlockID 1490. Configure your mods to prevent this from happening.
at net.minecraftforge.fluids.Fluid.setBlockID(Fluid.java:128)
at net.minecraftforge.fluids.BlockFluidBase.<init>(BlockFluidBase.java:62)
at net.minecraftforge.fluids.BlockFluidClassic.<init>(BlockFluidClassic.java:27)
at tconstruct.blocks.TConstructFluid.<init>(TConstructFluid.java:19)
at tconstruct.blocks.BloodBlock.<init>(BloodBlock.java:16)
at tconstruct.common.TContent.registerBlocks(TContent.java:641)
at tconstruct.common.TContent.<init>(TContent.java:311)
at tconstruct.TConstruct.preInit(TConstruct.java:120)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:545)
at sun.reflect.GeneratedMethodAccessor2.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:201)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:181)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:112)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:522)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:183)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:473)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:808)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at org.multimc.onesix.OneSixLauncher.launch(OneSixLauncher.java:214)
at org.multimc.EntryPoint.listen(EntryPoint.java:165)
at org.multimc.EntryPoint.main(EntryPoint.java:54)
Caused by: java.lang.RuntimeException: A mod has attempted to assign BlockID 3621 to the Fluid 'blood' but this Fluid has already been linked to BlockID 1490. Configure your mods to prevent this from happening.
... 51 more
We are certainly aware of this, but unfortunately this is not something we can easily catch with the current enchantment system. I however expect a decent ID-less system soon for enchantments like has already been done for blocks and items in MC 1.7.
See main post.
Thank you. We would like to make a review on your mod in Russian, if you do not mind. Here's our channel:
http://www.youtube.com/user/Mrakovey
Cool, I don't mind at all.
Would love to check it out once it's done, but unfortunately I don't understand a word Russian
Living the meme, living the dream.
If you don't get a reply on a forum, PM me.
In the file evilcraft.cnf, you can find all the id's for enchantments. There you can change the id's if there are conflicts, or set them to zero to disable them.
Those are some cool idea's, we definitely have some cool ideas for the werewolf drops, since they are currently quite useless and very hard to get.
The next idea I had was for a larger, placeable version of the blood basin. The recipe I have considered would be 4 blood basins in the corners, 4 blood extractors (or the biggest ones if you make those) at the cardinal points and a blood infusion core in the center. Call it the blood bank and give it a high capacity, probably equal to the capacities of the components, but thats a detail that will need to be balanced by you guys. In addition to being placeable there are two other features I think would be nice. The first is the ability to place a purifier or infuser on top of it and have those machines draw from the bank. The second feature is multiple imput slots. For instance you could put up to 4 blood containers into it.
The third concept I have come up with has to do with the kineticator. I was thinking that perhaps there could be a recipe requiring 1-4 kineticators and a blood bank (or blood basin if you dont like that bank) and some infusers and have it be a hungry blood bank/basin. This is something that you can set down in the world and it will draw in spilled blood. You can then use basins to retrieve the blood from it similer to an infuser.
The final concept I had is a sword that is a blood extractor with a bonus to extraction. You can enchant it, diamond sword level damage and its only real difference is that it can absorb blood directly. Something like this could also gain features as you guys have time. Things like the ability to use the blood reservoir to repair itself, or other things of that nature.
Hopefully you found some of these suggestions useful.
I won't add a larger blood extractor, but I have a nice solution planned out for this.
Something like this has been on my todo-list for a while now, but the auto-filling of adjacent machines is something I hadn't thought of yet, I might use that.
Another great idea! This will allow players to automate blood farming a bit.
And this is definitely something I'll think about a bit.
Thanks for your input!
http://i.imgur.com/yt6kZdG.png
Also, spawning fairly close together as seen in the picture. This is in the 1.7 install.
btw, helping me with the quote would be very much appreciated too thx!
Living the meme, living the dream.
If you don't get a reply on a forum, PM me.
I've sent you my config file via PM. Like anything in this mod (block, item, biome), enchantment ID's can easily be changed from within the config file when there are conflicts. When EvilCraft is loaded after the other mod with conflicting ID, it will always tell you exactly which enchantment conflicted. When it's the other way around however, we can unfortunately don't do anything about that.
Living the meme, living the dream.
If you don't get a reply on a forum, PM me.
This makes sure the mod is compatible with the latest Forge version and it fixes some small bugs.
This version also has support for Dynious' Version Checker mod, be sure to check that out.
When you post a mod: "No pics no clicks" and "MCreator = bad ~99% of the time"
Don't forget to read the crashlog before reporting the crash. It might tell you why it's crashing.
Sorry if my spelling is bad, I'm learning english...
My mod ideas: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/mods-discussion/2354659-medsal15s-mod-ideas-hub
Why do evil poeple always want to control the world?
If you need ideas, I may be able to give you some...
Warning status: Unbanned
// Sorry
Time: 6/18/14 6:10 PM
Description: There was a severe problem during mod loading that has caused the game to fail
cpw.mods.fml.common.LoaderException: java.lang.RuntimeException: A mod has attempted to assign BlockID 3217 to the Fluid 'blood' but this Fluid has already been linked to BlockID 2693. Configure your mods to prevent this from happening.
at net.minecraftforge.fluids.Fluid.setBlockID(Fluid.java:128)
at net.minecraftforge.fluids.BlockFluidBase.(BlockFluidBase.java:62)
at net.minecraftforge.fluids.BlockFluidClassic.(BlockFluidClassic.java:27)
at tconstruct.blocks.TConstructFluid.(TConstructFluid.java:19)
at tconstruct.blocks.BloodBlock.(BloodBlock.java:16)
at tconstruct.common.TContent.registerBlocks(TContent.java:641)
at tconstruct.common.TContent.(TContent.java:311)
at tconstruct.TConstruct.preInit(TConstruct.java:120)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:545)
at sun.reflect.GeneratedMethodAccessor2.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:201)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:181)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:112)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:522)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:183)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:473)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:808)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
Caused by: java.lang.RuntimeException: A mod has attempted to assign BlockID 3217 to the Fluid 'blood' but this Fluid has already been linked to BlockID 2693. Configure your mods to prevent this from happening.
... 44 more
Blood block conflict with Tinkers Construct.