i like the first three but not to keen on the cow, sheep or chicken. can they be disabled?
Of course. Their spawns can be disabled like normal. However it is highly unlikely you will ever encounter one unless you want to, as all spawn requirements are pretty much player dependant.
The Meaning of Life, the Universe, and Everything.
Join Date:
12/2/2012
Posts:
281
Member Details
Hey Davey, quick testing of the newest version looks like it may be incompatible with Reika's Chromaticraft. Walking around a newly generated world gives me this error upon server crash:
[Client thread/INFO] [STDOUT/]: [net.minecraft.client.Minecraft:func_71377_b:-1]: ---- Minecraft Crash Report ----
// Everything's going to plan. No, really, that was supposed to happen.
java.lang.ClassCastException: Reika.ChromatiCraft.Entity.EntityChromaEnderCrystal cannot be cast to net.minecraft.entity.EntityLivingBase
at net.minecraft.client.network.NetHandlerPlayClient.func_147281_a(Unknown Source)
at net.minecraft.network.play.server.S0FPacketSpawnMob.func_148833_a(SourceFile:97)
at net.minecraft.network.play.server.S0FPacketSpawnMob.func_148833_a(SourceFile:15)
at net.minecraft.network.NetworkManager.func_74428_b(NetworkManager.java:212)
at net.minecraft.client.multiplayer.PlayerControllerMP.func_78765_e(Unknown Source)
at net.minecraft.client.Minecraft.func_71407_l(Unknown Source)
at net.minecraft.client.Minecraft.func_71411_J(Unknown Source)
at net.minecraft.client.Minecraft.func_99999_d(Unknown Source)
at net.minecraft.client.main.Main.main(SourceFile:148)
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:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
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.launchWithMainClass(OneSixLauncher.java:286)
at org.multimc.onesix.OneSixLauncher.launch(OneSixLauncher.java:376)
at org.multimc.EntryPoint.listen(EntryPoint.java:170)
at org.multimc.EntryPoint.main(EntryPoint.java:54)
It seems to be relatively random, so more than likely tied to either mob spawning or some kind of generation within a vicinity, and I'm not seeing an option in the configs to turn off the generation or (What I believe to be a possible cause) the Gem Spider, so it's very hard to determine whether it's the mob or the generation. Found the configuration for it, I'll be testing this shortly.
Is it possible that the Gem Spider (Or something else) is attempting to utilize the Ender Crystal somehow? Reverting to an earlier version seems to eliminate the issue, so I would assume that it has something to do with the update.
Hey Davey, quick testing of the newest version looks like it may be incompatible with Reika's Chromaticraft. Walking around a newly generated world gives me this error upon server crash:
[Client thread/INFO] [STDOUT/]: [net.minecraft.client.Minecraft:func_71377_b:-1]: ---- Minecraft Crash Report ----
// Everything's going to plan. No, really, that was supposed to happen.
java.lang.ClassCastException: Reika.ChromatiCraft.Entity.EntityChromaEnderCrystal cannot be cast to net.minecraft.entity.EntityLivingBase
at net.minecraft.client.network.NetHandlerPlayClient.func_147281_a(Unknown Source)
at net.minecraft.network.play.server.S0FPacketSpawnMob.func_148833_a(SourceFile:97)
at net.minecraft.network.play.server.S0FPacketSpawnMob.func_148833_a(SourceFile:15)
at net.minecraft.network.NetworkManager.func_74428_b(NetworkManager.java:212)
at net.minecraft.client.multiplayer.PlayerControllerMP.func_78765_e(Unknown Source)
at net.minecraft.client.Minecraft.func_71407_l(Unknown Source)
at net.minecraft.client.Minecraft.func_71411_J(Unknown Source)
at net.minecraft.client.Minecraft.func_99999_d(Unknown Source)
at net.minecraft.client.main.Main.main(SourceFile:148)
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:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
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.launchWithMainClass(OneSixLauncher.java:286)
at org.multimc.onesix.OneSixLauncher.launch(OneSixLauncher.java:376)
at org.multimc.EntryPoint.listen(EntryPoint.java:170)
at org.multimc.EntryPoint.main(EntryPoint.java:54)
It seems to be relatively random, so more than likely tied to either mob spawning or some kind of generation within a vicinity, and I'm not seeing an option in the configs to turn off the generation or (What I believe to be a possible cause) the Gem Spider, so it's very hard to determine whether it's the mob or the generation. Found the configuration for it, I'll be testing this shortly.
Is it possible that the Gem Spider (Or something else) is attempting to utilize the Ender Crystal somehow? Reverting to an earlier version seems to eliminate the issue, so I would assume that it has something to do with the update.
Looking at that error, I can't really find anything related to my mod... do you perhaps have a more accurate description? Did you disable the cave spawning and did that work? I can't really think of a reason why any of my mobs would usethis.... Hmmm I will go through my code and see if any mobs tries to force an entity to be an EntityLivingBase, but it still should have given the line of code if that were the case...
EDIT: Could you try and disable the Gem Caves? (set the spawn rate to 0) It might fix it, at least... if the Ender Crystal is found underground. If it does, then I can fix it in code.
The Meaning of Life, the Universe, and Everything.
Location:
Hume
Join Date:
5/9/2012
Posts:
1,250
Location:
None
Minecraft:
The cave game
Xbox:
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Member Details
Since nothing really seems to be happening on the other thread, I thought I'd repost my suggestion from it on here, it's in the spoiler at the bottom.
As of this writing, I haven't tried the new version yet, but it looks great! Downloading it now.
Also, why myceliem for Dodos? I get that they're supposed to be obscure, due to being theroretically extinct, but you DO want people to ever see the things your mod adds, right? Mushroom biomes are so rare without other mods that mess with that...
Hello, I'm stopping by to say that i love your mod. And while playing it, I had a thought of something that could be very cool. I understand that you, (judging by your planned features list,) have a lot on your plate, but this suggestion, beyond requiring an animation, can mostly be done by copy//pasting code from other parts of the mod.
The Mimic chests are very cool, and this thought is based on them.
The Mimic chests sometimes spawn multiple mobs, and stick around on the ground sometimes, right?
So what if there was also a trick bookshelf item that spawned a group of bewitched tombs when rightclicked or leftclicked?
Imagine how that could look! four or five tombs shooting out of a bookshelf when you rightclick it or attempt to mine it.
awesome.
Of course, when it's considered just how overpowered it would be to get four or five enchanted books out of this, the idea sounds a little silly.
On the other hand, where do bookshelves spawn in vannilla? Strongholds and Villages. It would possibly be best to simply make them occasionally replace naturally spawned bookshelves. This way they'd be pretty rare, and a nasty surprise for people who are too lazy to make sugar cane farms.
Ideally, instead of the bookshelf dissappearing afterward or staying, there would be a seperate 'empty bookshelf' block that could be crafted with three books shapelessly to make it into a normal bookshelf.
Even better, in addition to all of this, if you could make bewitched tombs do the same blockmerging thing that silverfish do, except with bookshelves.
This is of course still a good amount of work, and Demanding you take up your own time to do this is sort of nasty.
Thoughts and things would be much appriciated. Whether your the mod author doing the things i suggested above, or whether your someone who has something extra to add onto this idea.
I like the idea of different "grover spirit" that combine with the different trees.... but why dont you improve more with the "cinder three" to be more like a mini dungeon ? and mmm.... about why dont you improve more with the blaze cow to be more like a minotaur and sheep creeper to be more like the sheepman but it can launch tnt, about the ender chicken is ok... but maybe these mobs can be hostiles and then the gamer can tame this "mobs" or it can be the same way like the "supporter creeper" that we need to kill this "mobs" and after it can spawn the egg of the "mob". I only give some ideas to your "mod"
The Meaning of Life, the Universe, and Everything.
Join Date:
12/2/2012
Posts:
281
Member Details
I can not seem to reproduce the crash on demand, so it's making it pretty difficult to test. However, just to be on the safe side, is there any way to get your mod to blacklist certain mods/Blocks/NPCs/Etc? I recall Chromaticraft having an extremely similar issue with Lycanite's, and Reika ended up saying that it's caused by something trying to spawn Ender Crystals as mobs. Link to a very similar issue.
I do want to clarify that I'm not entirely sure that your mod is the one causing anything. It could just be purely coincidental after updating, and so I apologize for that. But even if it's another issue entirely, I would love to see something implemented to bypass possible future incompatibilities.
On a different note, I would like to confirm that a -lot- of bugs do seem to be fixed and I'm really excited to see what you think of next.
Edited in: I am almost positive it was the Gem Caverns doing this, as I specifically saw a Gem Cave lock the game up at world generation, but again, it is difficult to test due to being random. Turned them off as suggested and will continue to test. Thanks Davey!
Tested new version. Loads fine, doesn't seem to have any other mod clashes. (73 other mods loaded) The previous crash bug with the grove sprites / saplings seems to be fixed, not having any crashes so far. Is there supposed to be a spawn egg for the different sprite types? I only see one.
Is there any way to auto spawn the caves/dungeons? Or are they not in yet? A PZ "spawn dungeon here" command item would be useful for testing, and for creative mode.
Creative placement of mimic chests works fine now too. (Previous bug of where they would only place just beneath user, and then open automatically is now fixed)
Thanks for the testing. I will add an item to spawn the dungeons in the next fix (probably today). Grove Sprites actually adjust to any tree in their surrounding, including modded trees. For the Cinder Sprite, set a sprite on fire, or spawn one near a burning tree. The Dead Sprite only appears once you lure a Cinder Sprite in water or when one spawns near logs without attached leaves (so perhaps near your home).
EDIT: Another feature I forgot to mention. Once a GroveSprite has received some bone meal it will not despawn. Additionally, when it has planted 10 saplings, it will start reproducing by planting GroveSprite saplings.
Blaze Cows are spawning in the Overworld? Is that supposed to happen?
I know mimic chest contents / types are supposed to be random. Is there any way you can include in creative some way of specifying what the contents should be? So for example, I want to place chests that just spawn bats. Or just skeletons.
Yeh, Blaze Cows spawn on Netherrack in the overworld. It's a way to force the player to try and get them to spawn by their own input.... unless you have a mod that adds Netherrack in the overworld They should still be pretty rare though.
What do you mean with the chest types? Doesn't the spawn items do that for you (in the creative tab)? Or do you mean a random one you encounter?
EDIT: I see... the spawners instantly open them. I'll see what I can do.
Hmm, nope, nothing that spawns netherrack in the overworld. I have Blaze Cows in birch forests, in green hills and in scrubland. No netherwrack there and they are still spawning?
Yes on the chest spawners - sorry, I explained that badly, but you got it in the end.
Wow the Blaze Cows really spawn? Weird....
[/p]
[p]@Override
public boolean getCanSpawnHere()
{
int i = MathHelper.floor_double(this.posX);
int j = MathHelper.floor_double(this.boundingBox.minY);
int k = MathHelper.floor_double(this.posZ);
return this.worldObj.getBlock(i, j - 1, k) == Blocks.netherrack && posY < 50 && this.worldObj.checkNoEntityCollision(this.boundingBox) && this.worldObj.getCollidingBoundingBoxes(this, this.boundingBox).isEmpty() && !this.worldObj.isAnyLiquid(this.boundingBox) && this.isValidLightLevel() && this.getBlockPathWeight(i, j, k) >= 0.0F;
}[/p]
[p]
This code should make it so it only spawns on Netherrack :/ So that's really really odd.
Ok, as you know I use Jas, which imports its spawn lists from the individual mods - this is what its now importing for Primitive Mobs, this is the Alps biome:
This is the same for every biome ? Not sure what's going wrong here, but its info is coming from PM.
That info seems to make sense. It simply checks every biome. However, it still should not be allowed to spawn on grass or any other block than netherrack. I suppose you had the same issue with the Chickens and Sheep?
And by the way you make a glourious Mod, i play for a long time with this mod. Sry for my bad english.
Greetings
Offertorium
Huh strange error. Haven't seen it before. Could have something to do with the newer Forge. I should upgrade my workspace...
I did work on the mod quite a lot today. I got some unique dungeon chests to work, which is a nice touch. Additionally, I fixed some old bugs, made it so that the sheepers creepers spawn in a new way (still buggy, but should fix the overworld cow issue) and started adding the Beaver to the mod Yes, he will be back! Including broken dams that are generated into the world and fixed by the beavers. Already got the AI to a point were they move to a tree and "gnaw" on it.
Loving the mod with the latest wip update. My daughter ADORES the little baby sprites. I am noticing some tps problems since adding primitive mobs and seem to resolve when I remove it. I understand its a wip so no big deal. Thanks for all your hard work!
Loving the mod with the latest wip update. My daughter ADORES the little baby sprites. I am noticing some tps problems since adding primitive mobs and seem to resolve when I remove it. I understand its a wip so no big deal. Thanks for all your hard work!
Hey thanks! I think the fps might be because of some spawn rates that are in the defealt config. I'm still tweaking it.
Glad your daughter likes it. If she or you are ever annoyed by anything in the mod, please let me know so I can fix it
Well now that's pretty cool.
i found bug in blaze cow of you right click with bucket doesn't give lave bucket
I believe it only does it in survival, not in creative mode. It's the same for the normal cow, although I don't really know why.
EDIT: I noticed that I forgot to make a smelting recipe for the dodo meat. Will be in next fix.
Also, I was wondering if someone could help me with getting a good CustomMobSpawner config for my mobs? Would be cool.
i like the first three but not to keen on the cow, sheep or chicken. can they be disabled?
Of course. Their spawns can be disabled like normal. However it is highly unlikely you will ever encounter one unless you want to, as all spawn requirements are pretty much player dependant.
Yay, I alway love those hostile animal
Hey Davey, quick testing of the newest version looks like it may be incompatible with Reika's Chromaticraft. Walking around a newly generated world gives me this error upon server crash:
[Client thread/INFO] [STDOUT/]: [net.minecraft.client.Minecraft:func_71377_b:-1]: ---- Minecraft Crash Report ----
// Everything's going to plan. No, really, that was supposed to happen.
Time: 5/30/15 11:20 PM
Description: Unexpected error
java.lang.ClassCastException: Reika.ChromatiCraft.Entity.EntityChromaEnderCrystal cannot be cast to net.minecraft.entity.EntityLivingBase
at net.minecraft.client.network.NetHandlerPlayClient.func_147281_a(Unknown Source)
at net.minecraft.network.play.server.S0FPacketSpawnMob.func_148833_a(SourceFile:97)
at net.minecraft.network.play.server.S0FPacketSpawnMob.func_148833_a(SourceFile:15)
at net.minecraft.network.NetworkManager.func_74428_b(NetworkManager.java:212)
at net.minecraft.client.multiplayer.PlayerControllerMP.func_78765_e(Unknown Source)
at net.minecraft.client.Minecraft.func_71407_l(Unknown Source)
at net.minecraft.client.Minecraft.func_71411_J(Unknown Source)
at net.minecraft.client.Minecraft.func_99999_d(Unknown Source)
at net.minecraft.client.main.Main.main(SourceFile:148)
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:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
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.launchWithMainClass(OneSixLauncher.java:286)
at org.multimc.onesix.OneSixLauncher.launch(OneSixLauncher.java:376)
at org.multimc.EntryPoint.listen(EntryPoint.java:170)
at org.multimc.EntryPoint.main(EntryPoint.java:54)
It seems to be relatively random, so more than likely tied to either mob spawning or some kind of generation within a vicinity,
and I'm not seeing an option in the configs to turn off the generation or (What I believe to be a possible cause) the Gem Spider, so it's very hard to determine whether it's the mob or the generation.Found the configuration for it, I'll be testing this shortly.Is it possible that the Gem Spider (Or something else) is attempting to utilize the Ender Crystal somehow? Reverting to an earlier version seems to eliminate the issue, so I would assume that it has something to do with the update.
Looking at that error, I can't really find anything related to my mod... do you perhaps have a more accurate description? Did you disable the cave spawning and did that work? I can't really think of a reason why any of my mobs would usethis.... Hmmm I will go through my code and see if any mobs tries to force an entity to be an EntityLivingBase, but it still should have given the line of code if that were the case...
EDIT: Could you try and disable the Gem Caves? (set the spawn rate to 0) It might fix it, at least... if the Ender Crystal is found underground. If it does, then I can fix it in code.
Since nothing really seems to be happening on the other thread, I thought I'd repost my suggestion from it on here, it's in the spoiler at the bottom.
As of this writing, I haven't tried the new version yet, but it looks great! Downloading it now.
Also, why myceliem for Dodos? I get that they're supposed to be obscure, due to being theroretically extinct, but you DO want people to ever see the things your mod adds, right? Mushroom biomes are so rare without other mods that mess with that...
Hello, I'm stopping by to say that i love your mod. And while playing it, I had a thought of something that could be very cool. I understand that you, (judging by your planned features list,) have a lot on your plate, but this suggestion, beyond requiring an animation, can mostly be done by copy//pasting code from other parts of the mod.
The Mimic chests are very cool, and this thought is based on them.
The Mimic chests sometimes spawn multiple mobs, and stick around on the ground sometimes, right?
So what if there was also a trick bookshelf item that spawned a group of bewitched tombs when rightclicked or leftclicked?
Imagine how that could look! four or five tombs shooting out of a bookshelf when you rightclick it or attempt to mine it.
awesome.
Of course, when it's considered just how overpowered it would be to get four or five enchanted books out of this, the idea sounds a little silly.
On the other hand, where do bookshelves spawn in vannilla? Strongholds and Villages. It would possibly be best to simply make them occasionally replace naturally spawned bookshelves. This way they'd be pretty rare, and a nasty surprise for people who are too lazy to make sugar cane farms.
Ideally, instead of the bookshelf dissappearing afterward or staying, there would be a seperate 'empty bookshelf' block that could be crafted with three books shapelessly to make it into a normal bookshelf.
Even better, in addition to all of this, if you could make bewitched tombs do the same blockmerging thing that silverfish do, except with bookshelves.
This is of course still a good amount of work, and Demanding you take up your own time to do this is sort of nasty.
Thoughts and things would be much appriciated. Whether your the mod author doing the things i suggested above, or whether your someone who has something extra to add onto this idea.
Chears! -A.T.E.
My Mods:
Fool's gold & other dumb things
Placebo Effect
Two others that I am pretending don't exist.
Also, Modding Theory.
I like the idea of different "grover spirit" that combine with the different trees.... but why dont you improve more with the "cinder three" to be more like a mini dungeon ? and mmm.... about why dont you improve more with the blaze cow to be more like a minotaur and sheep creeper to be more like the sheepman but it can launch tnt, about the ender chicken is ok... but maybe these mobs can be hostiles and then the gamer can tame this "mobs" or it can be the same way like the "supporter creeper" that we need to kill this "mobs" and after it can spawn the egg of the "mob". I only give some ideas to your "mod"
I can not seem to reproduce the crash on demand, so it's making it pretty difficult to test. However, just to be on the safe side, is there any way to get your mod to blacklist certain mods/Blocks/NPCs/Etc? I recall Chromaticraft having an extremely similar issue with Lycanite's, and Reika ended up saying that it's caused by something trying to spawn Ender Crystals as mobs. Link to a very similar issue.
I do want to clarify that I'm not entirely sure that your mod is the one causing anything. It could just be purely coincidental after updating, and so I apologize for that. But even if it's another issue entirely, I would love to see something implemented to bypass possible future incompatibilities.
On a different note, I would like to confirm that a -lot- of bugs do seem to be fixed and I'm really excited to see what you think of next.
Edited in: I am almost positive it was the Gem Caverns doing this, as I specifically saw a Gem Cave lock the game up at world generation, but again, it is difficult to test due to being random. Turned them off as suggested and will continue to test. Thanks Davey!
Thanks for the testing. I will add an item to spawn the dungeons in the next fix (probably today). Grove Sprites actually adjust to any tree in their surrounding, including modded trees. For the Cinder Sprite, set a sprite on fire, or spawn one near a burning tree. The Dead Sprite only appears once you lure a Cinder Sprite in water or when one spawns near logs without attached leaves (so perhaps near your home).
EDIT: Another feature I forgot to mention. Once a GroveSprite has received some bone meal it will not despawn. Additionally, when it has planted 10 saplings, it will start reproducing by planting GroveSprite saplings.
Yeh, Blaze Cows spawn on Netherrack in the overworld. It's a way to force the player to try and get them to spawn by their own input.... unless you have a mod that adds Netherrack in the overworld They should still be pretty rare though.
What do you mean with the chest types? Doesn't the spawn items do that for you (in the creative tab)? Or do you mean a random one you encounter?
EDIT: I see... the spawners instantly open them. I'll see what I can do.
Wow the Blaze Cows really spawn? Weird....
This code should make it so it only spawns on Netherrack :/ So that's really really odd.
That info seems to make sense. It simply checks every biome. However, it still should not be allowed to spawn on grass or any other block than netherrack. I suppose you had the same issue with the Chickens and Sheep?
Huh strange error. Haven't seen it before. Could have something to do with the newer Forge. I should upgrade my workspace...
I did work on the mod quite a lot today. I got some unique dungeon chests to work, which is a nice touch. Additionally, I fixed some old bugs, made it so that the sheepers creepers spawn in a new way (still buggy, but should fix the overworld cow issue) and started adding the Beaver to the mod Yes, he will be back! Including broken dams that are generated into the world and fixed by the beavers. Already got the AI to a point were they move to a tree and "gnaw" on it.
Loving the mod with the latest wip update. My daughter ADORES the little baby sprites. I am noticing some tps problems since adding primitive mobs and seem to resolve when I remove it. I understand its a wip so no big deal. Thanks for all your hard work!
Hey thanks! I think the fps might be because of some spawn rates that are in the defealt config. I'm still tweaking it.
Glad your daughter likes it. If she or you are ever annoyed by anything in the mod, please let me know so I can fix it
Game 1.7.10 / Forge 1424 / Fastcraft / Optifine / DragonAPI
BOP / EBXL / GregTech / CCC / nevermine / BC / TC / etc
/ last mod WIP version(page 19 in topic)
Im create new world, enter, fly in creative ~1min and game crash:
(crash-report) https://gist.github.com/Bogdan-G/ee246cd6297ef87621a4
(full-fml-log) https://raw.githubusercontent.com/Bogdan-G/Fileware/master/logs/local/fml-client-latest_202622.log
Thanks for the report. Should be fixed in next update!