Hey everyone, I need some help with something. I've installed a mod with this one called Weeping Angels. Basically when installed with DivineRPG, the Weeping Angels texture/model is bugged. This is how they're supposed to look like: http://prntscr.com/qhua8 This is how they look like with DivineRPG installed: http://prntscr.com/qhves I also play with Tale of Kingdoms, TF2 Teleporters, and Rei's minimap. Please tell me if there is anyway to fix this, really want to play with the mod.
Hey everyone, I need some help with something. I've installed a mod with this one called Weeping Angels. Basically when installed with DivineRPG, the Weeping Angels texture/model is bugged. This is how they're supposed to look like: http://prntscr.com/qhua8 This is how they look like with DivineRPG installed: http://prntscr.com/qhves I also play with Tale of Kingdoms, TF2 Teleporters, and Rei's minimap. Please tell me if there is anyway to fix this, really want to play with the mod.
Well at least it's not like me, when I downloaded weeping angles the angle spawners spawn paratiku-(I'm not sure if that is spelled right)
Well at least it's not like me, when I downloaded weeping angles the angle spawners spawn paratiku-(I'm not sure if that is spelled right)
Thats exactly what happens to me if i activate the statues or spawn one, they turn into those Paratiku's. Also is there anyway way to change the id # of the Paratiku's?
Hey everyone, I need some help with something. I've installed a mod with this one called Weeping Angels. Basically when installed with DivineRPG, the Weeping Angels texture/model is bugged. This is how they're supposed to look like: http://prntscr.com/qhua8 This is how they look like with DivineRPG installed: http://prntscr.com/qhves I also play with Tale of Kingdoms, TF2 Teleporters, and Rei's minimap. Please tell me if there is anyway to fix this, really want to play with the mod.
Ugh, I reported this to the Weeping Angels developer, and he never fixed it. It's entirely his fault.
As a workaround, rename the weeping angels zip to something like "WeepingAngels.zip" so it'll be loaded after.
(If you're curious as to the cause, weeping angels get loaded first with the first available entity ID, (something like 5) and then divine RPG later overwrites that-- reversing the load order fixes it, but weeping angels shouldn't be ignoring the cfg file)
Ugh, I reported this to the Weeping Angels developer, and he never fixed it. It's entirely his fault.
As a workaround, rename the weeping angels zip to something like "WeepingAngels.zip" so it'll be loaded after.
(If you're curious as to the cause, weeping angels get loaded first with the first available entity ID, (something like 5) and then divine RPG later overwrites that-- reversing the load order fixes it, but weeping angels shouldn't be ignoring the cfg file)
Holy crap. It works. Thank you so much. I'll have to do that with my other Doctor Who mods aswell, Autons look like Jungle Spiders and some Daleks look like Cyclops's.
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(I have sent it to xolova, this is for the others who want to see it.)
Uvite Dramcryx
Spawn: Uvite Islands Health: 50-200 hearts Aggressive: Yes Attack Strength: 15 Attack Type: Melee Drops: Uvite Soul, Magic Meat? The Uvite Dramcryx is a little rarer then the jungle dramcryx, (Optional) it can spawn with a uvite warrior on it's back.
Hello. Can somebody help me. I crash when I install this mod. I do have the recommended forge build.
This is the crash report:
---- Minecraft Crash Report ----
// I just don't know what went wrong
Time: 13.1.27 18.53
Description: Failed to start game
java.lang.IllegalArgumentException: Slot 200 is already occupied by amq@1f81ac71 when adding xolova.blued00r.divinerpg.blocks.BlockXolovonStone@7a603edf
at amq.<init>(Block.java:326)
at amq.<init>(Block.java:359)
at xolova.blued00r.divinerpg.blocks.BlockXolovonStone.<init>(BlockXolovonStone.java:14)
at xolova.blued00r.divinerpg.DivineRPG.load(DivineRPG.java:3025)
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:485)
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:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:140)
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:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:83)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:657)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:207)
at net.minecraft.client.Minecraft.a(Minecraft.java:456)
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: 1.4.7
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_09, Oracle Corporation
Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 942683560 bytes (899 MB) / 1029046272 bytes (981 MB) up to 1029046272 bytes (981 MB)
JVM Flags: 2 total; -Xmx1024M -Xms1024M
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 v7.26 FML v4.7.4.520 Minecraft Forge 6.6.0.497 Optifine OptiFine_1.4.6_HD_B6 9 mods loaded, 9 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized
FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
DivineRPG [DivineRPG] (DivineRPG1.2.6.jar) Unloaded->Constructed->Pre-initialized->Errored
DungeonPack [DungeonPack] (DungeonPack 1.4.7 v1 Universal.zip) Unloaded->Constructed->Pre-initialized->Initialized
mod_SmartMoving [Smart Moving] (Smart Moving Client for ModLoader or Minecraft Forge.zip) Unloaded->Constructed->Pre-initialized->Initialized
mod_SmartRender [Smart Render] (Smart Moving Client for ModLoader or Minecraft Forge.zip) Unloaded->Constructed->Pre-initialized->Initialized
SkyrimMod [Skyrim Mod] (T.E.S. V - Skyrim Mod v1.5.3.zip) Unloaded->Constructed->Pre-initialized->Initialized
Warfield 3 [Warfield 3] (WF3 1.4.7 v1.zip) Unloaded->Constructed->Pre-initialized->Initialized
LWJGL: 2.4.2
OpenGL: GeForce GT 220/PCIe/SSE2 GL version 3.3.0, 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
(I have sent it to xolova, this is for the others who want to see it.)
Uvite Dramcryx
Spawn: Uvite Islands Health: 50-200 hearts Aggressive: Yes Attack Strength: 15 Attack Type: Melee Drops: Uvite Soul, Magic Meat? The Uvite Dramcryx is a little rarer then the jungle dramcryx, (Optional) it can spawn with a uvite warrior on it's back.
Im just curious as to how did you add your custom mob to the game? unless you used coding
It is a boss(Hologuard said I could submit bosses), it has sharp claws which is used as a melee attack. His other hand (it's that boomerang like thing floating) is a slow powerful ranged attack. It works like a boomerang as it hits the player and returns to the Malroid Mage. The Malroid Mage also has the power to resurrect the dead. He can resurrect fallen mobs that you have fought in the past (so let's say you killed a rollum in before you met the Malroid Mage, he'll bring the rollum back to life and if you fought an (---) before you fought the rollum, it'll bring the (---) to life as well and etc.). When it resurrects your fallen enemies (not bosses), your fallen enemies are stronger and have more health. They will also resurrect the undead minion when resurrecting your fallen enemies. The undead minion can fly (not to high) and uses hammers to hit you. The hammers gives you wither effect and poison. The hammers also have knockback on them.
The Malroid Mage drops lost elements (the top one). They are used to craft a set of armor (the middle drawing shows how it looks like on a player). The armor heals the player overtime. They maybe also could be used to craft tools and weapons (maybe a bow too?), but I don't think I want that.They can also be used to craft an undead bringer (bottom drawing) which is used to spawn your own undead minion that protects you and attacks hostile mobs and mobs which you attack.
The Malroid Mage spawns as trapped in stone, like petrified (if you don't know what that means ignore it, it just means trapped in stone like you know, that's what happens when you look at Medusa). They spawn next to an Malroid Altar in a structure that is naturally generated. The structure is big and is like a arena/library/mage house as the fight needs space. You have to place an encursed jewel on the Malroid Altar. When that happens the jewel appears on the Altar and shoots a beam of light onto the Malroid Mage, and breaks the stone which summons it. You can get the encursed jewel maybe from a new mob drop? Or from the Malroid Scavenger? Or maybe you trade it from NPCs. Tell me what you think
The structure might spawn in the new dimension, depends because I don't know how the new dimension looks like :/ Same goes for the Malroid Scavenger.
This was what I PM'd him, copying is not allowed as it is my idea and might be used by the modders. If anyone has similar ideas like this after I posted this, I'll consider it as copying.
Got an issue with the mod, and that's about the creatures' spawnrate. I basically haven't seen any for a very long amount of time. At first, I thought it was Mo' Creatures that was causing this, so I uninstalled it, but nothing changed. Still no DivineRPG mobs on the world I usually play on.
I then generated a brand new world, and, oh surprise, I saw some crabs crawling on the beach and a couple of sharks in the sea. Went back to my beloved kingdom, nothing. I flew around the world desperately, hoping to see at least one of those pesky dramcryx, without success.
Could the problem be caused by the fact that I've played with older versions of Divine RPG on my oldest world, considering that the new world only knew 1.2.6 and didn't have that issue its bigger brother is having ? If so, how could this possibly be fixed ? Do I need to re-create my world in order to make it catch up with all the stuff it might not have done that it needed to ?
Old worlds shouldn't be a problem but give it a shot.
Umm, where it says download, or mirror. Then when your there click the download on the bottom and type in the code, (For me only the mirror download works).
No, you cannot cheat in Minecraft as it is a sandbox and you make up the game, it's your experience.
So you'll only pick out good mobs to add? Or will you be adding all submissions?
P.s. Vethea is the nightmare dimension right?
P.p.s. You spelt contests wrong in the title.
Well at least it's not like me, when I downloaded weeping angles the angle spawners spawn paratiku-(I'm not sure if that is spelled right)
Ugh, I reported this to the Weeping Angels developer, and he never fixed it. It's entirely his fault.
As a workaround, rename the weeping angels zip to something like "WeepingAngels.zip" so it'll be loaded after.
(If you're curious as to the cause, weeping angels get loaded first with the first available entity ID, (something like 5) and then divine RPG later overwrites that-- reversing the load order fixes it, but weeping angels shouldn't be ignoring the cfg file)
Uvite Dramcryx
Spawn: Uvite Islands
Health: 50-200 hearts
Aggressive: Yes
Attack Strength: 15
Attack Type: Melee
Drops: Uvite Soul, Magic Meat?
The Uvite Dramcryx is a little rarer then the jungle dramcryx, (Optional) it can spawn with a uvite warrior on it's back.
Delete your .cfg file for DivineRPG.
Hologuard, can I post my second submission which I have already PM'd to Xolova here?
Im just curious as to how did you add your custom mob to the game? unless you used coding
Yeah!
You have to continuously use it until they spawn.
Uhm, I have no idea, is the server set to peaceful?
His custom mob is a re-texture, very easy to show off if you re-texture an already existing mob...
It is a boss(Hologuard said I could submit bosses), it has sharp claws which is used as a melee attack. His other hand (it's that boomerang like thing floating) is a slow powerful ranged attack. It works like a boomerang as it hits the player and returns to the Malroid Mage. The Malroid Mage also has the power to resurrect the dead. He can resurrect fallen mobs that you have fought in the past (so let's say you killed a rollum in before you met the Malroid Mage, he'll bring the rollum back to life and if you fought an (---) before you fought the rollum, it'll bring the (---) to life as well and etc.). When it resurrects your fallen enemies (not bosses), your fallen enemies are stronger and have more health. They will also resurrect the undead minion when resurrecting your fallen enemies. The undead minion can fly (not to high) and uses hammers to hit you. The hammers gives you wither effect and poison. The hammers also have knockback on them.
The Malroid Mage drops lost elements (the top one). They are used to craft a set of armor (the middle drawing shows how it looks like on a player). The armor heals the player overtime. They maybe also could be used to craft tools and weapons (maybe a bow too?), but I don't think I want that.They can also be used to craft an undead bringer (bottom drawing) which is used to spawn your own undead minion that protects you and attacks hostile mobs and mobs which you attack.
The Malroid Mage spawns as trapped in stone, like petrified (if you don't know what that means ignore it, it just means trapped in stone like you know, that's what happens when you look at Medusa). They spawn next to an Malroid Altar in a structure that is naturally generated. The structure is big and is like a arena/library/mage house as the fight needs space. You have to place an encursed jewel on the Malroid Altar. When that happens the jewel appears on the Altar and shoots a beam of light onto the Malroid Mage, and breaks the stone which summons it. You can get the encursed jewel maybe from a new mob drop? Or from the Malroid Scavenger? Or maybe you trade it from NPCs. Tell me what you think
The structure might spawn in the new dimension, depends because I don't know how the new dimension looks like :/ Same goes for the Malroid Scavenger.
This was what I PM'd him, copying is not allowed as it is my idea and might be used by the modders. If anyone has similar ideas like this after I posted this, I'll consider it as copying.
Old worlds shouldn't be a problem but give it a shot.
New mob.
They are both working fine... Must be a problem on your end.
http://www.minecraftforum.net/topic/1823394-minecraft-betacraft-15/
Umm, where it says download, or mirror. Then when your there click the download on the bottom and type in the code, (For me only the mirror download works).