Still getting 12 errors with magic launcher followed by a crash with a clean jar and no other mods installed
---- Minecraft Crash Report ----
// There are four lights!
Time: 1/18/13 5:45 PM
Description: Failed to start game
java.lang.NullPointerException
at java.io.Reader.<init>(Unknown Source)
at java.io.InputStreamReader.<init>(Unknown Source)
at co.elhoso.util.StringTranslateMod.func_44025_a(StringTranslateMod.java:32)
at co.elhoso.util.StringTranslateMod.setLanguage(StringTranslateMod.java:68)
at bn.a(StringTranslate.java:99)
at net.minecraft.client.Minecraft.a(Minecraft.java:318)
at asq.a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:649)
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 7 (amd64) version 6.1
Java Version: 1.7.0_05, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 444595088 bytes (423 MB) / 514523136 bytes (490 MB) up to 514523136 bytes (490 MB)
JVM Flags: 2 total; -Xms512m -Xmx512m
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: [co.elhoso.GuiRecipeBook], [co.elhoso.block.BlockShrine, TileEntityShrine, BlockStepStone, ...], [co.elhoso.entity.EntitySpiritArrow, EntityDoomOrb], [co.elhoso.gui.GuiInmod, GuiModInventory, GuiSkills], [co.elhoso.item.TextureMoralCompassFX, ItemDoomOrb, ItemAmuletGold, ...], [co.elhoso.net.Packet150ModTest, Packet151BeginCast, Packet152SetClass, ...], [co.elhoso.util.StringTranslateMod]
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
LWJGL: 2.4.2
OpenGL: GeForce GT 545/PCIe/SSE2 GL version 4.2.0, NVIDIA Corporation
Is Modded: Very likely; Jar signature invalidated
Type: Client (map_client.txt)
Texture Pack: Default
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
Still getting 12 errors with magic launcher followed by a crash with a clean jar and no other mods installed
Ok, I think I may have figured out why that's happening to you. It looks like it might be tied to using a non-default localization of the game. If that's the case, I will have that fixed in the update coming out later today.
Ok, I think I may have figured out why that's happening to you. It looks like it might be tied to using a non-default localization of the game. If that's the case, I will have that fixed in the update coming out later today.
1.1.4 is out. This has a few bug fixes that were reported here in the forms as well as a few rebalances and expanded features for multiplayer. View the full changelog.
I'm just kind of curious... Do you think it would be possible to talk to the Forge team so you can make the hooks needed for this to work with forge or is there just too much changed for you to work on the hooks and this at the same time?
I'm just kind of curious... Do you think it would be possible to talk to the Forge team so you can make the hooks needed for this to work with forge or is there just too much changed for you to work on the hooks and this at the same time?
There are several more features that I want to add to this, and working on making it compatible with forge would bring all of that to a halt. I will work on compatibility with the other major APIs after I finish that content. I wrote my own event system into the game that directly conflicts with forge though, and it is pretty significantly different from how they run things. Compatibility will be a huge, months-long undertaking that I just don't have the time for yet.
Ah. I understand. Besides that this mod is quite amazing and besides a few things that I've grown attached to other mod wise, I really have no bad things to say about it... Just another question though... Are the two skills for the builder that help you find new recipes supposed to work or are they not totally in yet?
Ah. I understand. Besides that this mod is quite amazing and besides a few things that I've grown attached to other mod wise, I really have no bad things to say about it... Just another question though... Are the two skills for the builder that help you find new recipes supposed to work or are they not totally in yet?
They should be working at the moment. I just tested them in SSP and they worked fine, but in SMP they don't seem to be working at all. I will look into this.
In the process of rendering a 3 part mod showcase as we speak (THIS WAS HUUUUUGE) and also, along wit ha few friends, we started an (unofficial) wikia for the mod here: http://the-empyrean-minecraft.wikia.com/wiki/Main_Page. anyone is welcome to come help out as we gather the information on this AMAZING mod!!!
In the process of rendering a 3 part mod showcase as we speak (THIS WAS HUUUUUGE) and also, along wit ha few friends, we started an (unofficial) wikia for the mod here: http://the-empyrean-...wiki/Main_Page. anyone is welcome to come help out as we gather the information on this AMAZING mod!!!
Awesome! I look forward to it. Once it's out let me know and I will link it on the main post.
i have to riquests compatibilidade with forge and optifine bicause i just use forge and my computer is slow then i usually play withou optifine with 18 fps (sorry for my writing im portuguise i can just sepeck good )
I'm sorry that it doesn't run fast enough without forge, but I've said it before, forge compatibility just isn't really possible right now. Maybe in a few months I can revisit the topic, but for now I just simply don't have the time.
Been playing for quite a few hours with my friends (smp) and was wondering how to add them as an "ally" as hitting them with arrows does not heal them and has lead to many comical situations. is the ally system not built in yet or is there a hidden command for it?
Rollback Post to RevisionRollBack
Science might be an annoying b***h, but Magic is her slutty, drug-addicted cousin. Who enjoys screwing with your head.
Been playing for quite a few hours with my friends (smp) and was wondering how to add them as an "ally" as hitting them with arrows does not heal them and has lead to many comical situations. is the ally system not built in yet or is there a hidden command for it?
It is in there, but I see now that yes, the command is not very visible. I will make that more clear in the next update. Press 'g' while you have them under your target cursor and it will invite them. For them to accept, they simply target you (or whoever made the initial request) and press 'g'.
thanks, worked perfectly (although it was a bit of chaotic with four people trying to group everyone.)
Edit: another quick question. are there any natural iron/diamond deposits? been searching for quite some time now and found maybe 3 iron total? (mob drops) which is a bit frustrating if you have 3 people begging for armor....
thanks, worked perfectly (although it was a bit of chaotic with four people trying to group everyone.)
Edit: another quick question. are there any natural iron/diamond deposits? been searching for quite some time now and found maybe 3 iron total? (mob drops) which is a bit frustrating if you have 3 people begging for armor....
I am open to suggestions on the interface for the grouping. It is in there right now just to be functional, I would like something better without making a full-blown gui for it, but I think I may have to just make one anyway.
Yes, but you have to go out for them. One of the major changes to the game is that the world now generates in tiers. The farther out you go, the better stuff you get. Iron, for example, doesn't generate until tier 3. You can use copper in tier one for armor until you are ready to venture out. The mobs in tier 3 will drop iron with a much higher frequency, but they are also much harder to kill. The tiers are determined by distance from the center of the map, and you can see what tier you are in by crafting a corruption gauge. The pattern for this is basically a compass, but with vitriol in the middle instead of redstone, and copper on the outside. The red part of the arrow points back to 0,0, so you want to go away from that to get out.
The tiers are kind of big, so I recommend you craft near-step stones to get out their quickly. Those are a boat shape made of copper, with two gold ingots in the middle and top-middle slots. You have to place them on a slate block, but then when you click you will instantly be teleported 300 meters in a straight line.
if you use optifine "lite" it runs. doesn't help all that much but lite runs with pretty much any mod (i have yet to find one that has conflicted.) though it gives very little limited fps boost and does not have any fog controls.
---- Minecraft Crash Report ----
// There are four lights!
Time: 1/18/13 5:45 PM
Description: Failed to start game
java.lang.NullPointerException
at java.io.Reader.<init>(Unknown Source)
at java.io.InputStreamReader.<init>(Unknown Source)
at co.elhoso.util.StringTranslateMod.func_44025_a(StringTranslateMod.java:32)
at co.elhoso.util.StringTranslateMod.setLanguage(StringTranslateMod.java:68)
at bn.a(StringTranslate.java:99)
at net.minecraft.client.Minecraft.a(Minecraft.java:318)
at asq.a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:649)
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 7 (amd64) version 6.1
Java Version: 1.7.0_05, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 444595088 bytes (423 MB) / 514523136 bytes (490 MB) up to 514523136 bytes (490 MB)
JVM Flags: 2 total; -Xms512m -Xmx512m
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: [co.elhoso.GuiRecipeBook], [co.elhoso.block.BlockShrine, TileEntityShrine, BlockStepStone, ...], [co.elhoso.entity.EntitySpiritArrow, EntityDoomOrb], [co.elhoso.gui.GuiInmod, GuiModInventory, GuiSkills], [co.elhoso.item.TextureMoralCompassFX, ItemDoomOrb, ItemAmuletGold, ...], [co.elhoso.net.Packet150ModTest, Packet151BeginCast, Packet152SetClass, ...], [co.elhoso.util.StringTranslateMod]
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
LWJGL: 2.4.2
OpenGL: GeForce GT 545/PCIe/SSE2 GL version 4.2.0, NVIDIA Corporation
Is Modded: Very likely; Jar signature invalidated
Type: Client (map_client.txt)
Texture Pack: Default
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
Ok, I think I may have figured out why that's happening to you. It looks like it might be tied to using a non-default localization of the game. If that's the case, I will have that fixed in the update coming out later today.
Sweet, review tonight
[image]
Well, those items aren't even supposed to show up in the creative inventory, so I will fix that, but in the mod game mode, they do show up correctly.
There are several more features that I want to add to this, and working on making it compatible with forge would bring all of that to a halt. I will work on compatibility with the other major APIs after I finish that content. I wrote my own event system into the game that directly conflicts with forge though, and it is pretty significantly different from how they run things. Compatibility will be a huge, months-long undertaking that I just don't have the time for yet.
They should be working at the moment. I just tested them in SSP and they worked fine, but in SMP they don't seem to be working at all. I will look into this.
Awesome! I look forward to it. Once it's out let me know and I will link it on the main post.
I'm sorry that it doesn't run fast enough without forge, but I've said it before, forge compatibility just isn't really possible right now. Maybe in a few months I can revisit the topic, but for now I just simply don't have the time.
It is in there, but I see now that yes, the command is not very visible. I will make that more clear in the next update. Press 'g' while you have them under your target cursor and it will invite them. For them to accept, they simply target you (or whoever made the initial request) and press 'g'.
Edit: another quick question. are there any natural iron/diamond deposits? been searching for quite some time now and found maybe 3 iron total? (mob drops) which is a bit frustrating if you have 3 people begging for armor....
I am open to suggestions on the interface for the grouping. It is in there right now just to be functional, I would like something better without making a full-blown gui for it, but I think I may have to just make one anyway.
Yes, but you have to go out for them. One of the major changes to the game is that the world now generates in tiers. The farther out you go, the better stuff you get. Iron, for example, doesn't generate until tier 3. You can use copper in tier one for armor until you are ready to venture out. The mobs in tier 3 will drop iron with a much higher frequency, but they are also much harder to kill. The tiers are determined by distance from the center of the map, and you can see what tier you are in by crafting a corruption gauge. The pattern for this is basically a compass, but with vitriol in the middle instead of redstone, and copper on the outside. The red part of the arrow points back to 0,0, so you want to go away from that to get out.
The tiers are kind of big, so I recommend you craft near-step stones to get out their quickly. Those are a boat shape made of copper, with two gold ingots in the middle and top-middle slots. You have to place them on a slate block, but then when you click you will instantly be teleported 300 meters in a straight line.
if you use optifine "lite" it runs. doesn't help all that much but lite runs with pretty much any mod (i have yet to find one that has conflicted.) though it gives
very littlelimited fps boost and does not have any fog controls.Mod Showcase uploaded over night and the wiki is coming along nicely! Showcase is in 3 parts due to the size (and amazingness) of this mod.
Also, a question for the wiki, is there a way to access the menu normally bound to F3? If not, what distance do far and way step-stones send you?
Thanks!