whats the best way to get arlemite and rupees?
is it fighting mobs or mining?
i havent gotten any from mobs, but i gotten 1 rupee from mining so far after a few hours (ive also gotten a stack and a half of diamonds and 3 stacks of realmite)
Your best bet would probably be mining. Unless you have a sword with say level 127 looting xD..
whats the best way to get arlemite and rupees?
is it fighting mobs or mining?
i havent gotten any from mobs, but i gotten 1 rupee from mining so far after a few hours (ive also gotten a stack and a half of diamonds and 3 stacks of realmite)
Yeah all I have found is 1 arlemite and that is it and what mobs drop rupees or arlemite?
When I say the portals don't always work, I mean the portal won't send me to Iceika every once in awhile. I have to close the world and re-enter it to go through the portal. Also I meant the two portals don't connect to each other. The portal in Iceika doesn't take me back to my house, it makes a new portal in a random overworld cave.
Yes, that's problems with our portal code (I have no idea how it works, blued00r was the one who did all the portal code) and I will see if I can fix it for a future version.
Something i noticed when enchanting books is that when i use the Altar of Corruption to enchant books it gives me a book with an enchant on it not an Enchanted Book with an enchant on it. So when i try to use the book with the enchant in the anvil it doesn't work. Also using the regular enchanting table works fine. Anyways not that huge of a deal just thought i would let you know.
Good to know! Will put that onto bugs list and get onto fixing it!
whats the best way to get arlemite and rupees?
is it fighting mobs or mining?
i havent gotten any from mobs, but i gotten 1 rupee from mining so far after a few hours (ive also gotten a stack and a half of diamonds and 3 stacks of realmite)
Time: 12/30/12 6:23 PM
Description: Failed to start game
java.lang.NullPointerException
at ModTextureAnimation.a(ModTextureAnimation.java:119)
at com.pclewis.mcpatcher.mod.TextureUtils.registerTextureFX(TextureUtils.java:199)
at bba.a(RenderEngine.java:477)
at cpw.mods.fml.client.TextureFXManager.registerTextureOverrides(TextureFXManager.java:233)
at cpw.mods.fml.client.TextureFXManager.loadTextures(TextureFXManager.java:227)
at cpw.mods.fml.client.FMLClientHandler.onInitializationComplete(FMLClientHandler.java:247)
at net.minecraft.client.Minecraft.a(Minecraft.java:487)
at asq.a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:744)
at java.lang.Thread.run(Unknown Source)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.4.6
Operating System: Windows 8 (x86) version 6.2
Java Version: 1.7.0_10, Oracle Corporation
Java VM Version: Java HotSpot(TM) Client VM (mixed mode), Oracle Corporation
Memory: 400986408 bytes (382 MB) / 519110656 bytes (495 MB) up to 1037959168 bytes (989 MB)
JVM Flags: 2 total; -Xms512m -Xmx1024m
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v7.25 FML v4.6.12.511 Minecraft Forge 6.5.0.471 8 mods loaded, 8 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
mod_CodeChickenCore [CodeChicken Core] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
mod_NotEnoughItems [Not Enough Items] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
DivineRPG [DivineRPG] (DivineRPG1.2.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
mod_TaleOfKingdoms [mod_TaleOfKingdoms] (Tale of Kingdoms V1.4.2.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
TaleOfKingdoms [Tale of Kingdoms] (Tale of Kingdoms V1.4.2.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
LWJGL: 2.4.2
OpenGL: GeForce GTX 650/PCIe/SSE2 GL version 4.3.0, NVIDIA Corporation
Is Modded: Definitely; Client brand changed to 'forge,fml'
Type: Client (map_client.txt)
Texture Pack: Default
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
Still having the same crash problem. I've tried installing an older version of DivineRPG, nothing worked.
Time: 12/30/12 6:23 PM
Description: Failed to start game
java.lang.NullPointerException
at ModTextureAnimation.a(ModTextureAnimation.java:119)
at com.pclewis.mcpatcher.mod.TextureUtils.registerTextureFX(TextureUtils.java:199)
at bba.a(RenderEngine.java:477)
at cpw.mods.fml.client.TextureFXManager.registerTextureOverrides(TextureFXManager.java:233)
at cpw.mods.fml.client.TextureFXManager.loadTextures(TextureFXManager.java:227)
at cpw.mods.fml.client.FMLClientHandler.onInitializationComplete(FMLClientHandler.java:247)
at net.minecraft.client.Minecraft.a(Minecraft.java:487)
at asq.a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:744)
at java.lang.Thread.run(Unknown Source)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.4.6
Operating System: Windows 8 (x86) version 6.2
Java Version: 1.7.0_10, Oracle Corporation
Java VM Version: Java HotSpot™ Client VM (mixed mode), Oracle Corporation
Memory: 400986408 bytes (382 MB) / 519110656 bytes (495 MB) up to 1037959168 bytes (989 MB)
JVM Flags: 2 total; -Xms512m -Xmx1024m
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v7.25 FML v4.6.12.511 Minecraft Forge 6.5.0.471 8 mods loaded, 8 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
mod_CodeChickenCore [CodeChicken Core] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
mod_NotEnoughItems [Not Enough Items] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
DivineRPG [DivineRPG] (DivineRPG1.2.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
mod_TaleOfKingdoms [mod_TaleOfKingdoms] (Tale of Kingdoms V1.4.2.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
TaleOfKingdoms [Tale of Kingdoms] (Tale of Kingdoms V1.4.2.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
LWJGL: 2.4.2
OpenGL: GeForce GTX 650/PCIe/SSE2 GL version 4.3.0, NVIDIA Corporation
Is Modded: Definitely; Client brand changed to 'forge,fml'
Type: Client (map_client.txt)
Texture Pack: Default
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
Still having the same crash problem. I've tried installing an older version of DivineRPG, nothing worked.
McPatcher is causing the crash, it doesn't like forge mods.
Hey Hologuard I have a question. I created a world to test the armors and came to the conclusion that the dravite, mythril and augite armors have the same defense values, i mean i tested against a desert crawler and in all armors he 3 hit killed me. I´m just wondering if thats just me or a bug?
They only differ by a few % values and are not incredibly different. (About 5% damage reduction each tier)
This really makes me sad. Once I finally took my series map into the new version, all the changes I made to the normal world was there, but as soon as I jumped on the portal for the twilight... it generated a completely new map.
Note that the map was used generated on the first versions of the mod, and up to 1.4.2, I had no problem with that.
What I do have is a Block ID relocation in the config, to fit a mod. Quite hard to think it would interfere, but as I test more about, I better post and ask: does the current twilight terrain generation overwrites the previous one?
This really makes me sad. Once I finally took my series map into the new version, all the changes I made to the normal world was there, but as soon as I jumped on the portal for the twilight... it generated a completely new map.
Note that the map was used generated on the first versions of the mod, and up to 1.4.2, I had no problem with that.
What I do have is a Block ID relocation in the config, to fit a mod. Quite hard to think it would interfere, but as I test more about, I better post and ask: does the current twilight terrain generation overwrites the previous one?
It should not, however, forge changed some things in chunk generation and it may have changed something we were not aware of.
I see. One more thing i also tested the halite and twiight armor against the same mob (d.crawler) and he didnt do any damage to me. Are those 2 way better?
I thought you guys said that you would make it so the ancient entity would drop more divine shards how come I still only get 3
Wait, we didn't? I apologise for that then. That is my fault, I must have forgotten to do that... Heh, we did nerf the requirements for the mysterious clock at least.
Wait, we didn't? I apologise for that then. That is my fault, I must have forgotten to do that... Heh, we did nerf the requirements for the mysterious clock at least.
Excuse me but you might want to fix the download of the new version 1.2.2 since when i use magic launcher it said no mods are found weird since the last version i used worked fine i checked the jar and it was missing many things from the previous one can you look into this Thanks for your time
Your best bet would probably be mining. Unless you have a sword with say level 127 looting xD..
Yes, that's problems with our portal code (I have no idea how it works, blued00r was the one who did all the portal code) and I will see if I can fix it for a future version.
That is problems with how we needed to make the spawning work, but I will continue to look into optimizing the dungeon for future versions.
New mob, community created, cross between enderman and spider, also very small.
Good to know! Will put that onto bugs list and get onto fixing it!
Strip mine at layer 11?
Harvest them and grow them again? They are used in some of our high-tier food recipes.
Might be a problem with how we define achievements, will look into it.
No idea, that's Xolova's area of work.
Okay that's fine. Keep up the good work
// Oops.
Time: 12/30/12 6:23 PM
Description: Failed to start game
java.lang.NullPointerException
at ModTextureAnimation.a(ModTextureAnimation.java:119)
at com.pclewis.mcpatcher.mod.TextureUtils.registerTextureFX(TextureUtils.java:199)
at bba.a(RenderEngine.java:477)
at cpw.mods.fml.client.TextureFXManager.registerTextureOverrides(TextureFXManager.java:233)
at cpw.mods.fml.client.TextureFXManager.loadTextures(TextureFXManager.java:227)
at cpw.mods.fml.client.FMLClientHandler.onInitializationComplete(FMLClientHandler.java:247)
at net.minecraft.client.Minecraft.a(Minecraft.java:487)
at asq.a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:744)
at java.lang.Thread.run(Unknown Source)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.4.6
Operating System: Windows 8 (x86) version 6.2
Java Version: 1.7.0_10, Oracle Corporation
Java VM Version: Java HotSpot(TM) Client VM (mixed mode), Oracle Corporation
Memory: 400986408 bytes (382 MB) / 519110656 bytes (495 MB) up to 1037959168 bytes (989 MB)
JVM Flags: 2 total; -Xms512m -Xmx1024m
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v7.25 FML v4.6.12.511 Minecraft Forge 6.5.0.471 8 mods loaded, 8 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
mod_CodeChickenCore [CodeChicken Core] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
mod_NotEnoughItems [Not Enough Items] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
DivineRPG [DivineRPG] (DivineRPG1.2.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
mod_TaleOfKingdoms [mod_TaleOfKingdoms] (Tale of Kingdoms V1.4.2.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
TaleOfKingdoms [Tale of Kingdoms] (Tale of Kingdoms V1.4.2.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
LWJGL: 2.4.2
OpenGL: GeForce GTX 650/PCIe/SSE2 GL version 4.3.0, NVIDIA Corporation
Is Modded: Definitely; Client brand changed to 'forge,fml'
Type: Client (map_client.txt)
Texture Pack: Default
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
McPatcher is causing the crash, it doesn't like forge mods.
Edit: McPatcher is crashing with our textures.
So i should manually install forge? not through McPatcher? or completly uninstall McPatcher?
They only differ by a few % values and are not incredibly different. (About 5% damage reduction each tier)
I do not know, I never used McPatcher but I do know that is what is causing the errors.
Note that the map was used generated on the first versions of the mod, and up to 1.4.2, I had no problem with that.
What I do have is a Block ID relocation in the config, to fit a mod. Quite hard to think it would interfere, but as I test more about, I better post and ask: does the current twilight terrain generation overwrites the previous one?
Also, I fully support:
It should not, however, forge changed some things in chunk generation and it may have changed something we were not aware of.
They are the highest tier armors.
Wait, we didn't? I apologise for that then. That is my fault, I must have forgotten to do that... Heh, we did nerf the requirements for the mysterious clock at least.
will this version work?