wtf for some reason i installed the mod and its combat system doesn't work at all otherwise everything works fine i can use all the items but the combat system no work
nevermind somehow i fixed it
wtf for some reason i installed the mod and its combat system doesn't work at all otherwise everything works fine i can use all the items but the combat system no work
nevermind somehow i fixed it
Did you right clicked on the skill orb? because you need then first before starting use skills (you can get a inicial skill orb if you set to true the bonus gear in the config)
Your Hero's Bow is definitely MUCH better than the one I see in the Master Sword mod, which is what I used to play a good bit before this. Not only does this one pack a bigger punch, it also gives new ways to play around with puzzles, especially light arrows... now if only we had some mobs/bosses to get going here. Other than that, I'll have to second what someone said a few posts above; would be nice to have an actual block that was slightly different for fairy springs unless you can a bit more clear on how to tell if there is one in a dungeon or at least more detail on how you'd make one. Also, can there be an option to let items besides what normally drops from jars be stored in them, like say for instance... keys? I don't know if they already are a possible drop, but the option to store an item in them and guarantee that breaking it will give you that specific item will give a couple more good ways to hide keys for doors or chests.
The only thing stopping me from getting rid of the Master Sword mod now is actual potions (Red, Green, Blue + any others that may exist, get creative with colors and effects). The vanilla ones are nice and all, but MS had it where the blue potion could instantly heal all your HP and hunger and in situations like boss fights, that could be the clutch that saves you.
Here's a server crash I received at launch related to the Hero's Bow:
Exception in server tick loop
cpw.mods.fml.common.LoaderException: java.lang.NoSuchFieldError: iconMap
at cpw.mods.fml.common.LoadController.transition(LoadController.java:156)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:523)
at cpw.mods.fml.server.FMLServerHandler.beginServerLoading(FMLServerHandler.java:99)
at cpw.mods.fml.common.FMLCommonHandler.onServerStart(FMLCommonHandler.java:350)
at net.minecraft.server.dedicated.DedicatedServer.func_71197_b(DedicatedServer.java:69)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:445)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:583)
Caused by: java.lang.NoSuchFieldError: iconMap
at zeldaswordskills.item.ItemHeroBow.<clinit>(ItemHeroBow.java:89)
at zeldaswordskills.item.ZSSItems.loadItems(ZSSItems.java:333)
at zeldaswordskills.item.ZSSItems.load(ZSSItems.java:199)
at zeldaswordskills.ZSSMain.preInit(ZSSMain.java:70)
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:545)
at sun.reflect.GeneratedMethodAccessor3.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:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:201)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:181)
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:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:112)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:522)
... 5 more
Also, can there be an option to let items besides what normally drops from jars be stored in them, like say for instance... keys? I don't know if they already are a possible drop, but the option to store an item in them and guarantee that breaking it will give you that specific item will give a couple more good ways to hide keys for doors or chests. The only thing stopping me from getting rid of the Master Sword mod now is actual potions (Red, Green, Blue + any others that may exist, get creative with colors and effects). The vanilla ones are nice and all, but MS had it where the blue potion could instantly heal all your HP and hunger and in situations like boss fights, that could be the clutch that saves you.
Thanks. For jars, just drop an item next to it and it will be sucked in or, if using code, access the tile entity (it's an IInventory) and add the item directly, just like you would for a chest.
There are already fairy bottles that will heal you completely, but the hunger restoring potion is a good idea. I will add that, since it functions as the 'magic meter' in this mod.
Here's a server crash I received at launch related to the Hero's Bow
You, sir, deserve a gold medal. I didn't get a chance to test it on a server this time, and accidentally tried to initialize that field outside of a method. I'll put up a fix shortly.
I'll have to second what someone said a few posts above; would be nice to have an actual block that was slightly different for fairy springs unless you can a bit more clear on how to tell if there is one in a dungeon or at least more detail on how you'd make one.
Only rooms with pools of water (not fully submerged, like ocean rooms) can have a fairy spawner, and the fairies are most likely to appear at night. There is no way for Link to create a fairy spawner from scratch, but he can add fairies to a spawner if it already exists.
That being said, I will consider finding a way to mark them somehow, or perhaps let the fairies spawn at all times for fairy spawners so that you will hear them even in the daytime.
my minecraft is glitching or your mod is bugged because sword pedestals wont place for me they disappear when placed and doors lose their bottom halves and the true master sword seems like it doesnt hurt mobs at all and a diamond sword kills most in one hit the hookshot doesnt launch and bombs arent placed.not to say your mod is bad or anything but please fix it
How do you upgrade your bow? Also how dp you upgrade you hookshot? I cant find a guide anywhere.
-Chary
It's a secret
Just like in some of the Zelda games and like the Slingshot, you need to go to a fairy pool. Toss in 6 full stacks of emeralds and then the level 1 bow for the first upgrade, or 9 full stacks and the level 2 bow for the second upgrade. The number of emeralds required is configurable.
my minecraft is glitching or your mod is bugged because sword pedestals wont place for me they disappear when placed and doors lose their bottom halves and the true master sword seems like it doesnt hurt mobs at all and a diamond sword kills most in one hit the hookshot doesnt launch and bombs arent placed.not to say your mod is bad or anything but please fix it
Sounds like something is messed up on your end, as no one else has experienced these problems. When reporting bugs, at the very least please include the following:
What version of Minecraft are you playing? (should be 1.6.4)
What version of Forge are you using? (should be 965)
Are you using any other mods? (if so, what mods?)
is there an easier way to get a fairy pool or get it in creative my house on my world is stuck on an island in the middle of a huge ocean
Other than increasing the chance of a fairy pool in the config, no, there isn't any way to get a fairy pool in creative. I will consider adding one in a future update, though, as it seems to be a common request of late.
ok thank you and also the config thing will it be able to regener ate in the loaded chunks of my island or no?
If by 'regenerate', no, changes you make to the config that affect world generation, or anything at all to do with world generation, only affects new chunks.
... perhaps you could give me more information on what you did to cause that, as well as what the problem is? I can't really tell from a screenshot alone.
Because they're fun to smash Also, because I didn't check for superflat world type, which means that the "subterranean" generation will affect your flat world. I never play super-flat, so the thought didn't cross my mind. I'll fix that.
You could also just disable it in the config, or set it so fewer jars generate.
nevermind somehow i fixed it
The only thing stopping me from getting rid of the Master Sword mod now is actual potions (Red, Green, Blue + any others that may exist, get creative with colors and effects). The vanilla ones are nice and all, but MS had it where the blue potion could instantly heal all your HP and hunger and in situations like boss fights, that could be the clutch that saves you.
Exception in server tick loop
cpw.mods.fml.common.LoaderException: java.lang.NoSuchFieldError: iconMap
at cpw.mods.fml.common.LoadController.transition(LoadController.java:156)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:523)
at cpw.mods.fml.server.FMLServerHandler.beginServerLoading(FMLServerHandler.java:99)
at cpw.mods.fml.common.FMLCommonHandler.onServerStart(FMLCommonHandler.java:350)
at net.minecraft.server.dedicated.DedicatedServer.func_71197_b(DedicatedServer.java:69)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:445)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:583)
Caused by: java.lang.NoSuchFieldError: iconMap
at zeldaswordskills.item.ItemHeroBow.<clinit>(ItemHeroBow.java:89)
at zeldaswordskills.item.ZSSItems.loadItems(ZSSItems.java:333)
at zeldaswordskills.item.ZSSItems.load(ZSSItems.java:199)
at zeldaswordskills.ZSSMain.preInit(ZSSMain.java:70)
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:545)
at sun.reflect.GeneratedMethodAccessor3.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:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:201)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:181)
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:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:112)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:522)
... 5 more
Lol, clever! I'm digging your new avatar, btw.
Thanks. For jars, just drop an item next to it and it will be sucked in or, if using code, access the tile entity (it's an IInventory) and add the item directly, just like you would for a chest.
There are already fairy bottles that will heal you completely, but the hunger restoring potion is a good idea. I will add that, since it functions as the 'magic meter' in this mod.
You, sir, deserve a gold medal. I didn't get a chance to test it on a server this time, and accidentally tried to initialize that field outside of a method. I'll put up a fix shortly.
Only rooms with pools of water (not fully submerged, like ocean rooms) can have a fairy spawner, and the fairies are most likely to appear at night. There is no way for Link to create a fairy spawner from scratch, but he can add fairies to a spawner if it already exists.
That being said, I will consider finding a way to mark them somehow, or perhaps let the fairies spawn at all times for fairy spawners so that you will hear them even in the daytime.
-Chary
*insert witty phrase here*
It's a secret
Just like in some of the Zelda games and like the Slingshot, you need to go to a fairy pool. Toss in 6 full stacks of emeralds and then the level 1 bow for the first upgrade, or 9 full stacks and the level 2 bow for the second upgrade. The number of emeralds required is configurable.
Sounds like something is messed up on your end, as no one else has experienced these problems. When reporting bugs, at the very least please include the following:
What version of Minecraft are you playing? (should be 1.6.4)
What version of Forge are you using? (should be 965)
Are you using any other mods? (if so, what mods?)
Other than increasing the chance of a fairy pool in the config, no, there isn't any way to get a fairy pool in creative. I will consider adding one in a future update, though, as it seems to be a common request of late.
Derp?
If by 'regenerate', no, changes you make to the config that affect world generation, or anything at all to do with world generation, only affects new chunks.
... perhaps you could give me more information on what you did to cause that, as well as what the problem is? I can't really tell from a screenshot alone.
There is, but I haven't put it in the mod yet.
SuperFlat, options, overworld, dig underground, make a piston push a glowstone into your head.
Also, why is there so many jars?
So what is the problem? Or is there not a problem?
Because they're fun to smash Also, because I didn't check for superflat world type, which means that the "subterranean" generation will affect your flat world. I never play super-flat, so the thought didn't cross my mind. I'll fix that.
You could also just disable it in the config, or set it so fewer jars generate.