Thank you for explaining the problem with customnpcs. But I have run into another problem. Does the research station have to be crafted? I took one from creative mode and placed it down on a server and now no one can join. It says Internal Exception: io.netty.handler.codec.DecoderException:java.io.IOException:The received string length is longer than maximum allowed (23 > 20)
The server didn't crash, it is still running, but no one is able to join it.
Yeh... I think I know what that is (never had the problem before...), What version was it?
I don't know if it's suppose to be a thing, but whenever I mine an obsidian, the fatigue bar goes down a bit but doesn't get regenerated after waiting.
So... I have to jump or something to update it. Yeah
And I also got a crash when I threw a sticky bomb on a chocobo, a Chococraft mob.
Here's the report:
---- Minecraft Crash Report ----
// Oh - I know what I did wrong!
Time: 7/23/15 1:59 AM
Description: Ticking entity
java.lang.ClassCastException: minefantasy.mf2.entity.EntityBomb cannot be cast to net.minecraft.entity.EntityLivingBase
at chococraft.common.entities.EntityChocobo.func_70612_e(EntityChocobo.java:199)
at net.minecraft.entity.EntityLivingBase.func_70636_d(EntityLivingBase.java:1814)
at net.minecraft.entity.EntityLiving.func_70636_d(EntityLiving.java:367)
at net.minecraft.entity.EntityAgeable.func_70636_d(SourceFile:95)
at net.minecraft.entity.passive.EntityAnimal.func_70636_d(SourceFile:37)
at chococraft.common.entities.EntityAnimalChocobo.func_70636_d(EntityAnimalChocobo.java:460)
at chococraft.common.entities.EntityChocoboRideable.func_70636_d(EntityChocoboRideable.java:150)
at chococraft.common.entities.EntityChocobo.func_70636_d(EntityChocobo.java:239)
at net.minecraft.entity.EntityLivingBase.func_70071_h_(EntityLivingBase.java:1611)
at net.minecraft.entity.EntityLiving.func_70071_h_(EntityLiving.java:206)
at chococraft.common.entities.EntityChocobo.func_70071_h_(EntityChocobo.java:156)
at net.minecraft.world.World.func_72866_a(World.java:2070)
at net.minecraft.world.World.func_72870_g(World.java:2034)
at net.minecraft.world.World.func_72939_s(World.java:1887)
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)
It has something to do with "minefantasy.mf2.entity.EntityBomb cannot be cast to net.minecraft.entity.EntityLivingBase"
That's all.
This is literally my first post; just really wanted to ?help? you, I guess, cuz I love the mod, which imo the most unique, if not the best, mod I've played. So I hope you get this done one day.
Live long and prosper, man :))
"at chococraft.common.entities.EntityChocobo.func_70612_e" suggests that chococraft is the source of the error. I'm assuming it's some sort of entity id mixup or something.. Try asking there and see what the function affected does.
Well MF2.. This aims more down the simple side of things (well closer to simple than 1 is anyway). Should be easier to pick up and play. nofole is working on mf1 though in all its hardcore goodness.
The Meaning of Life, the Universe, and Everything.
Join Date:
4/7/2012
Posts:
63
Minecraft:
Mulixman33
Member Details
Just a quick throw-in here. Found a graphic glitch, nothing too major but I just wanted to bring it up. I placed my armor on a Bibliocraft armor stand and had the texture change on me.
Just a quick throw-in here. Found a graphic glitch, nothing too major but I just wanted to bring it up. I placed my armor on a Bibliocraft armor stand and had the texture change on me.
Armor on Player:
Armor on Stand:
Its a known bug. I don't know personally, i'm waiting for the mod to be a bit more... *looks around* "stable" before I start playing with it. It seems to hate Optifine, but thats not the reason. Its got something to do with the way the armour stands render the armour compared to how its done on the player.
Yeh I mentioned that a few posts back, I think it's bibliocraft's stands that have the problem. because the multi-layer render is built into the game, not added by MF
Yeh I mentioned that a few posts back, I think it's bibliocraft's stands that have the problem. because the multi-layer render is built into the game, not added by MF
Been playing MFII the past week on a survival world and a creative test world, and I've noticed only three things so far
1. The book says Dragonforge is a tier higher than black steel, but the tool tips say it isn't. Every tier higher than black steel is stated in the book to be one higher than that tier's tool tip says. IE. red steel is listed in the book as tier 6, while a red steel hammer's tool tip says it's tier 5.
2. The hot bomb crafting table is invisible
3. Hot items that can stack won't stack in the Anvil's output. Not much of a bug but I find it mildly annoying, especially while I was crafting my blast furnace and needed tons of plates and rivets, but had to stop hammering just to get the plate/rivet out each time I crafted a set, just to have it stack in my inventory.
Also, what is the difference between raw cutting and raw blunt damage? I get that some armors are more weak to one or the other, but so far the weakness for all but the padded armor is for blunt.
Besides that, I'm really loving every part of this mod. The cooking is a ton of fun, I would download the mod just for that part lol. Love the progression based on the book, love the new tiers, love the new textures... Can't wait to see when comes next.
Been playing MFII the past week on a survival world and a creative test world, and I've noticed only three things so far
1. The book says Dragonforge is a tier higher than black steel, but the tool tips say it isn't. Every tier higher than black steel is stated in the book to be one higher than that tier's tool tip says. IE. red steel is listed in the book as tier 6, while a red steel hammer's tool tip says it's tier 5.
2. The hot bomb crafting table is invisible
3. Hot items that can stack won't stack in the Anvil's output. Not much of a bug but I find it mildly annoying, especially while I was crafting my blast furnace and needed tons of plates and rivets, but had to stop hammering just to get the plate/rivet out each time I crafted a set, just to have it stack in my inventory.
Also, what is the difference between raw cutting and raw blunt damage? I get that some armors are more weak to one or the other, but so far the weakness for all but the padded armor is for blunt.
Besides that, I'm really loving every part of this mod. The cooking is a ton of fun, I would download the mod just for that part lol. Love the progression based on the book, love the new tiers, love the new textures... Can't wait to see when comes next.
1: Strange... It uses the same tooltip.
2: Blocks aren't supposed to be hot
3: Yeh Id need to do a little sort of complcated system for stacking outputs.. never got around to it.
4: Most armours have 100% cutting with slightly lower blunt, this means blunt has a small amour penetration. anything too extreme would be pretty powerful as it directly modifies ratings
Yeh cooking is good, been meaning to add an oven (heat settings and timers, like real baking). It's good, I feel with all the faults reported the mod pay be a bit much like that excreted by a cow. but it's good that that's not the case
3: Yeh Id need to do a little sort of complcated system for stacking outputs.. never got around to it.
4: Most armours have 100% cutting with slightly lower blunt, this means blunt has a small amour penetration. anything too extreme would be pretty powerful as it directly modifies ratings
Yeh cooking is good, been meaning to add an oven (heat settings and timers, like real baking). It's good, I feel with all the faults reported the mod pay be a bit much like that excreted by a cow. but it's good that that's not the case
All alpha mods have their fair share of bugs. I haven't had it crash on me at all this update, and I've been playing it pretty heavily.
In response to your response:
1. By in the book I mean the tool-tips of the book, the flavor text you get hovering over the entry says that dragonforge, red/blue steel, mithril, and adamantium says that those teirs are a level higher than the actual items' tool-tips say they are.
2. The bomb crafting table comes out of the anvil hot.
3.Good to know,
4. If that is the case, what is the draw for the axe weapons? If blunt has a slight armor penetration and a higher base damage, while the swords have the nice blocking, what is the draw for the axes?
4: Well axe would then mean its half as effective against armour than full blunt, so if an armour is 80% blunt resistence, maces do 20%AP, if an ax is ...say half blunt, then it would do 10%AP (or 90% effectivity), If you're not good at algebra it may not make sense..
4: Well axe would then mean its half as effective against armour than full blunt, so if an armour is 80% blunt resistence, maces do 20%AP, if an ax is ...say half blunt, then it would do 10%AP (or 90% effectivity), If you're not good at algebra it may not make sense..
So under what situation would it be best to use an axe rather than a mace? The maces all have 100% blunt damage and a higher base damage, which seems to make them better against both armored and unarmored opponents.
Axes do more damage overall, but armor will protect against most of it. maces do less damage then axes but dont suffer as large a penalty against armor.
The Meaning of Life, the Universe, and Everything.
Join Date:
4/7/2012
Posts:
63
Minecraft:
Mulixman33
Member Details
I have a few questions about future additions to the mod. First off, will hardcore crafting bits be returning? I enjoyed the challenge of having to go through flint picks and cheap copper picks to get my ores in the beginning. It feels wierd being able to make vanilla stone picks and being able to skip a huge portion of the bronze age by mining iron with them. Second, will stamina potions be a thing? Ive been running out of stamina running around and fighting and the berries and food dont help by much (other than bonus stamina). Thirdly, would fist-based weapons be possible? For some reason, i feel like running up and punching a cow with iron knuckledusters for some reason. Finally, will the renaissance pack see the light of day again? That add-on was awesome, it actually had balanced guns in it unlike other mods...
So under what situation would it be best to use an axe rather than a mace? The maces all have 100% blunt damage and a higher base damage, which seems to make them better against both armored and unarmored opponents.
Do note the mechanics, as axes are more efficient with using sprinting and jumping, maces have no specials
I have a few questions about future additions to the mod. First off, will hardcore crafting bits be returning? I enjoyed the challenge of having to go through flint picks and cheap copper picks to get my ores in the beginning. It feels wierd being able to make vanilla stone picks and being able to skip a huge portion of the bronze age by mining iron with them. Second, will stamina potions be a thing? Ive been running out of stamina running around and fighting and the berries and food dont help by much (other than bonus stamina). Thirdly, would fist-based weapons be possible? For some reason, i feel like running up and punching a cow with iron knuckledusters for some reason. Finally, will the renaissance pack see the light of day again? That add-on was awesome, it actually had balanced guns in it unlike other mods...
Hardcore crafting.... not sure, MF1 is going to be the hardcore version MF2 will aim for more user-friendliness. So it might
Stamina potions.. When I can figure how the potion system works, There's more MF food that helps with stamina, some of it made with berry.
Fists?... not really.. got enough weapons
Renaissance may be included within the mod rather than an expansion, it will be in engineering.
The Meaning of Life, the Universe, and Everything.
Join Date:
4/7/2012
Posts:
63
Minecraft:
Mulixman33
Member Details
Another thing i noticed. Heavy pickaxes dont work against stone, but will mine ores in the 3x3x3 radius instead. and heavy shovels do dig a 3x3 area, but only horizontally, not vertically.
NIce!!! you would not believe how perfect those numbers are.
/www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/2816702-tales-of-skyrim-bringing-skyrim-to-minecraft"" target="" data-ensure-absolute>
just pokin' my head in so I get updated
Yeh... I think I know what that is (never had the problem before...), What version was it?
"at chococraft.common.entities.EntityChocobo.func_70612_e" suggests that chococraft is the source of the error. I'm assuming it's some sort of entity id mixup or something.. Try asking there and see what the function affected does.
Well MF2.. This aims more down the simple side of things (well closer to simple than 1 is anyway). Should be easier to pick up and play. nofole is working on mf1 though in all its hardcore goodness.
alright :))
btw, on the last page of the chocolate cake, it shows in the recipe a carrot cake instead of a chocolate one
MineFantasy2 ~ GrowthCraft ~ Electrical Age ~ Lively Animals ~ Dark Roleplay ~ Wild Cryptids & Conspiracies ~ Groundwork
The version was the newest, 2.1.8
Just a quick throw-in here. Found a graphic glitch, nothing too major but I just wanted to bring it up. I placed my armor on a Bibliocraft armor stand and had the texture change on me.
Armor on Player:
Armor on Stand:
Its a known bug. I don't know personally, i'm waiting for the mod to be a bit more... *looks around* "stable" before I start playing with it. It seems to hate Optifine, but thats not the reason. Its got something to do with the way the armour stands render the armour compared to how its done on the player.
Yeh I mentioned that a few posts back, I think it's bibliocraft's stands that have the problem. because the multi-layer render is built into the game, not added by MF
OK, i didnt see the post, sorry.
Been playing MFII the past week on a survival world and a creative test world, and I've noticed only three things so far
1. The book says Dragonforge is a tier higher than black steel, but the tool tips say it isn't. Every tier higher than black steel is stated in the book to be one higher than that tier's tool tip says. IE. red steel is listed in the book as tier 6, while a red steel hammer's tool tip says it's tier 5.
2. The hot bomb crafting table is invisible
3. Hot items that can stack won't stack in the Anvil's output. Not much of a bug but I find it mildly annoying, especially while I was crafting my blast furnace and needed tons of plates and rivets, but had to stop hammering just to get the plate/rivet out each time I crafted a set, just to have it stack in my inventory.
Also, what is the difference between raw cutting and raw blunt damage? I get that some armors are more weak to one or the other, but so far the weakness for all but the padded armor is for blunt.
Besides that, I'm really loving every part of this mod. The cooking is a ton of fun, I would download the mod just for that part lol. Love the progression based on the book, love the new tiers, love the new textures... Can't wait to see when comes next.
Yeah I have had that problem too with bibliocraft and customnpcs I already reported it in the last page.
1: Strange... It uses the same tooltip.
2: Blocks aren't supposed to be hot
3: Yeh Id need to do a little sort of complcated system for stacking outputs.. never got around to it.
4: Most armours have 100% cutting with slightly lower blunt, this means blunt has a small amour penetration. anything too extreme would be pretty powerful as it directly modifies ratings
Yeh cooking is good, been meaning to add an oven (heat settings and timers, like real baking). It's good, I feel with all the faults reported the mod pay be a bit much like that excreted by a cow. but it's good that that's not the case
All alpha mods have their fair share of bugs. I haven't had it crash on me at all this update, and I've been playing it pretty heavily.
In response to your response:
1. By in the book I mean the tool-tips of the book, the flavor text you get hovering over the entry says that dragonforge, red/blue steel, mithril, and adamantium says that those teirs are a level higher than the actual items' tool-tips say they are.
2. The bomb crafting table comes out of the anvil hot.
3.Good to know,
4. If that is the case, what is the draw for the axe weapons? If blunt has a slight armor penetration and a higher base damage, while the swords have the nice blocking, what is the draw for the axes?
1: Ah I see
2: Yeh... not ment to.
4: Well axe would then mean its half as effective against armour than full blunt, so if an armour is 80% blunt resistence, maces do 20%AP, if an ax is ...say half blunt, then it would do 10%AP (or 90% effectivity), If you're not good at algebra it may not make sense..
So under what situation would it be best to use an axe rather than a mace? The maces all have 100% blunt damage and a higher base damage, which seems to make them better against both armored and unarmored opponents.
Axes do more damage overall, but armor will protect against most of it. maces do less damage then axes but dont suffer as large a penalty against armor.
/www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/2816702-tales-of-skyrim-bringing-skyrim-to-minecraft"" target="" data-ensure-absolute>
I have a few questions about future additions to the mod. First off, will hardcore crafting bits be returning? I enjoyed the challenge of having to go through flint picks and cheap copper picks to get my ores in the beginning. It feels wierd being able to make vanilla stone picks and being able to skip a huge portion of the bronze age by mining iron with them. Second, will stamina potions be a thing? Ive been running out of stamina running around and fighting and the berries and food dont help by much (other than bonus stamina). Thirdly, would fist-based weapons be possible? For some reason, i feel like running up and punching a cow with iron knuckledusters for some reason. Finally, will the renaissance pack see the light of day again? That add-on was awesome, it actually had balanced guns in it unlike other mods...
Do note the mechanics, as axes are more efficient with using sprinting and jumping, maces have no specials
Hardcore crafting.... not sure, MF1 is going to be the hardcore version MF2 will aim for more user-friendliness. So it might
Stamina potions.. When I can figure how the potion system works, There's more MF food that helps with stamina, some of it made with berry.
Fists?... not really.. got enough weapons
Renaissance may be included within the mod rather than an expansion, it will be in engineering.
Another thing i noticed. Heavy pickaxes dont work against stone, but will mine ores in the 3x3x3 radius instead. and heavy shovels do dig a 3x3 area, but only horizontally, not vertically.
Picks work...
And shovels are ment to dig a disc, and will not dig hills. More designed for clearing out land layer by layer