My only concern is when playing on public servers, as the wireless transferring capabilities would be mostly useless since everyone would be on the same network. Not sure whether or not that is an intentional mechanic, but it is something to consider.
There are two things I really like about this mod, the first is that everything is sourced in vanilla materials and achieved simply through crafting. This is great for several reasons, one of which is auto-adding of aspects and EMC values from other mods. It's also nice because it doesn't just cram an extra unnecessary mechanic or block or ore into the game.The other thing I like about this mod is it's textures. I know you said they were going to be changed, but I like the ones it has. Granted, it would look better if thee top and bottom of the blocks had different textures than the sides, but I like the style you're using.
I definitely plan on using this mod. I have a feeling it would mesh well with draconic evolution.
This mod definitely is a decent start. From the looks of it, however, it's main strength is visuals (monster models).
I'd move this to "WIP mods" since many of the mobs seem unfinished, and I'd also add more in-game images to the thread rather than just screenshots of MLP and tabula/techne models. The variety is impressive, to say the least, however some of the textures could use some work, and it doesn't seem to have much in the way of content (outside of the monsters, which, again, look largely unfinished.) I'd also try and add some variety to the creatures, aside from stat differences and spawn locations. Give them special abilities or behaviors. (IE skeleton vs zombie) I encourage you to keep modding, whether on this mod or another.
Also, the post could use a bit of a redesign. ATM it's pretty disorganized, and kind of just a list of stuff. My advice: organize things into sections, get in-game screenshots, and use spoilers. Your banner and download sections are good.
EDIT: my opinion/impression of the mod is based solely on the main post. If it's off in some way, then that's due to an inaccurate topic post.
Very well done for a first mod. Simple but creative. If you like, I can do some textures (and maybe models) for it. I will PM you my email (my forum notifications are crammed, so I never read them.) and we can correspond.
(I usually use Paint.net (google it) and techne, though I'm thinking about switching to tabula, which looks a lot better.)
It's a pity this pack is dead. It has a really neat vibe to it. It reminds me of Dragon dance, but less cartoony and more gritty, with a dash of 8 - bit.
I support! It'd be a pain in the butt to rewrite the chunk system, not to mention forge would have an update seizure again. The other problem I see is that with infinite depth. Don't get me wrong, I love the idea, but unfortunately infinite underground is not viable. The existing oregen method would still work just fine with infinite depth, just after a certain depth you'd get the nether, and then... who knows and it would allow much greater flexibility when it comes to underground generation. if all else fails, one could always add a bedrock layer to the bottom. you'd still be able to build underneath, so in that sense there would no longer be a 'void' per se, but generation would still work fine. I really like the idea of an infinite build limit, or even an infinite nether.
Despite the various hurdles, however, it would be well worth it for the FPS increase and drastically increased (if not infinite) depth/build limit this would bring.
Though given the advent of carpet, it would make more sense to use that in the recipe. (instead of wool)
Some people have pointed out the fact that you could just switch between bed and hammock to speed through time, which does pose a problem. as others have mentioned, however, a hunger mechanic would work well with this. another possibility would be to have it require a certain amount of fullness/saturation/both to use. (Because you sleep better when you're not hungry.) again, another idea: limit the timing to the afternoon, so players are required to wait at least 1/4 of a day cycle if they just woke up from bed.
If properly balanced, this could also be great as a early-game spawn option, as it would require less wool to make. However, as a balancer, you'd be forced to sleep through the day and be awake during the night, meaning you still have to deal with all the monsters, and maybe even more than normal. (following the idea of the hammock being a day-based version of the bed.)
I know the Curse page says that the server crash has been fixed, but I'm still crashing. whenever I'm not on peaceful mode, the (internal) server will randomly crash with the following error:
java.lang.NullPointerException: Unexpected error
at net.minecraft.client.network.NetHandlerPlayClient.func_147281_a(NetHandlerPlayClient.java:744)
at net.minecraft.network.play.server.S0FPacketSpawnMob.func_148833_a(SourceFile:97)
at net.minecraft.network.play.server.S0FPacketSpawnMob.func_148833_a(SourceFile:15)
at net.minecraft.network.NetworkManager.func_74428_b(NetworkManager.java:212)
at net.minecraft.client.multiplayer.PlayerControllerMP.func_78765_e(PlayerControllerMP.java:273)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1591)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:962)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:887)
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)
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 org.multimc.onesix.OneSixLauncher.launchWithMainClass(OneSixLauncher.java:286)
at org.multimc.onesix.OneSixLauncher.launch(OneSixLauncher.java:376)
at org.multimc.EntryPoint.listen(EntryPoint.java:165)
at org.multimc.EntryPoint.main(EntryPoint.java:54)
A detailed walkthrough of the error, its code path and all known details is as follows:
at net.minecraft.client.network.NetHandlerPlayClient.func_147281_a(NetHandlerPlayClient.java:744)
at net.minecraft.network.play.server.S0FPacketSpawnMob.func_148833_a(SourceFile:97)
at net.minecraft.network.play.server.S0FPacketSpawnMob.func_148833_a(SourceFile:15)
at net.minecraft.network.NetworkManager.func_74428_b(NetworkManager.java:212)
at net.minecraft.client.multiplayer.PlayerControllerMP.func_78765_e(PlayerControllerMP.java:273)
I have a few other mods installed, however, the crash only happens when gravestones is installed. it might not be playing well with one of them, but I think it's to do with an internal error.
Advanced Genetics
BTAM
Chromaticraft
CodeChickenCore
CompactChests
DragonAPI
Easycrafting
Minions
NEI
Optifine
ProjectE
Rotarycraft
Bigtrees
Orespawn (Beta)
I am aware that Orespawn is both bulky and buggy (not to mention I'm using a 1.7.10 dev version), and it's possible that it's incompatible with gravestones in it's current state. If I find out more, I'll add it to this post.
I am using forge build 1230
EDIT: I read some of the forum posts, and it looks like an older forge version might work better. I'll give it a try and see if I can get it to work.
EDIT1: Tried using build 1224 at another user's recommendation, still crashed w/ the same error. Recommended version?
(I'm almost positive it's a direct conflict between this mod and another one of the ones have installed.)
EDIT2: meh. I'm just going to uninstall the mod for the moment, even though it'll create random holes where the dungeons used to be. Maybe if I can figure out what exactly is the problem and/or how to fix it, then I can reinstall it. It's too much of a pain to actually figure out what's causing it, and it's kinda dumb to just play on peaceful forever.
0
Can I please have advanced features? My username is swyrl (no caps)
0
can you be more specific? how does this work, exactly?
EDIT: accidental necro, mods if you see this, please lock/delete.
0
very nice mod!
My only concern is when playing on public servers, as the wireless transferring capabilities would be mostly useless since everyone would be on the same network. Not sure whether or not that is an intentional mechanic, but it is something to consider.
There are two things I really like about this mod, the first is that everything is sourced in vanilla materials and achieved simply through crafting. This is great for several reasons, one of which is auto-adding of aspects and EMC values from other mods. It's also nice because it doesn't just cram an extra unnecessary mechanic or block or ore into the game.The other thing I like about this mod is it's textures. I know you said they were going to be changed, but I like the ones it has. Granted, it would look better if thee top and bottom of the blocks had different textures than the sides, but I like the style you're using.
I definitely plan on using this mod. I have a feeling it would mesh well with draconic evolution.
0
0
This mod definitely is a decent start. From the looks of it, however, it's main strength is visuals (monster models).
I'd move this to "WIP mods" since many of the mobs seem unfinished, and I'd also add more in-game images to the thread rather than just screenshots of MLP and tabula/techne models. The variety is impressive, to say the least, however some of the textures could use some work, and it doesn't seem to have much in the way of content (outside of the monsters, which, again, look largely unfinished.) I'd also try and add some variety to the creatures, aside from stat differences and spawn locations. Give them special abilities or behaviors. (IE skeleton vs zombie) I encourage you to keep modding, whether on this mod or another.
Also, the post could use a bit of a redesign. ATM it's pretty disorganized, and kind of just a list of stuff. My advice: organize things into sections, get in-game screenshots, and use spoilers. Your banner and download sections are good.
EDIT: my opinion/impression of the mod is based solely on the main post. If it's off in some way, then that's due to an inaccurate topic post.
0
1
(I usually use Paint.net (google it) and techne, though I'm thinking about switching to tabula, which looks a lot better.)
0
0
0
0
The other problem I see is that with infinite depth. Don't get me wrong, I love the idea, but unfortunately infinite underground is not viable.The existing oregen method would still work just fine with infinite depth,just after a certain depth you'd get the nether, and then... who knowsand it would allow much greater flexibility when it comes to underground generation. if all else fails, one could always add a bedrock layer to the bottom. you'd still be able to build underneath, so in that sense there would no longer be a 'void' per se, but generation would still work fine. I really like the idea of an infinite build limit, or even an infinite nether.Despite the various hurdles, however, it would be well worth it for the FPS increase and drastically increased (if not infinite) depth/build limit this would bring.
0
Though given the advent of carpet, it would make more sense to use that in the recipe. (instead of wool)
Some people have pointed out the fact that you could just switch between bed and hammock to speed through time, which does pose a problem. as others have mentioned, however, a hunger mechanic would work well with this. another possibility would be to have it require a certain amount of fullness/saturation/both to use. (Because you sleep better when you're not hungry.) again, another idea: limit the timing to the afternoon, so players are required to wait at least 1/4 of a day cycle if they just woke up from bed.
If properly balanced, this could also be great as a early-game spawn option, as it would require less wool to make. However, as a balancer, you'd be forced to sleep through the day and be awake during the night, meaning you still have to deal with all the monsters, and maybe even more than normal. (following the idea of the hammock being a day-based version of the bed.)
0
0
at net.minecraft.client.network.NetHandlerPlayClient.func_147281_a(NetHandlerPlayClient.java:744)
at net.minecraft.network.play.server.S0FPacketSpawnMob.func_148833_a(SourceFile:97)
at net.minecraft.network.play.server.S0FPacketSpawnMob.func_148833_a(SourceFile:15)
at net.minecraft.network.NetworkManager.func_74428_b(NetworkManager.java:212)
at net.minecraft.client.multiplayer.PlayerControllerMP.func_78765_e(PlayerControllerMP.java:273)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1591)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:962)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:887)
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)
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 org.multimc.onesix.OneSixLauncher.launchWithMainClass(OneSixLauncher.java:286)
at org.multimc.onesix.OneSixLauncher.launch(OneSixLauncher.java:376)
at org.multimc.EntryPoint.listen(EntryPoint.java:165)
at org.multimc.EntryPoint.main(EntryPoint.java:54)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at net.minecraft.client.network.NetHandlerPlayClient.func_147281_a(NetHandlerPlayClient.java:744)
at net.minecraft.network.play.server.S0FPacketSpawnMob.func_148833_a(SourceFile:97)
at net.minecraft.network.play.server.S0FPacketSpawnMob.func_148833_a(SourceFile:15)
at net.minecraft.network.NetworkManager.func_74428_b(NetworkManager.java:212)
at net.minecraft.client.multiplayer.PlayerControllerMP.func_78765_e(PlayerControllerMP.java:273)
BTAM
Chromaticraft
CodeChickenCore
CompactChests
DragonAPI
Easycrafting
Minions
NEI
Optifine
ProjectE
Rotarycraft
Bigtrees
Orespawn (Beta)
I am using forge build 1230
EDIT: I read some of the forum posts, and it looks like an older forge version might work better. I'll give it a try and see if I can get it to work.
EDIT1: Tried using build 1224 at another user's recommendation, still crashed w/ the same error. Recommended version?
(I'm almost positive it's a direct conflict between this mod and another one of the ones have installed.)
EDIT2: meh. I'm just going to uninstall the mod for the moment, even though it'll create random holes where the dungeons used to be. Maybe if I can figure out what exactly is the problem and/or how to fix it, then I can reinstall it. It's too much of a pain to actually figure out what's causing it, and it's kinda dumb to just play on peaceful forever.
0
(I changed it on the other mod, but it means some of my worlds are screwed up now.)
EDIT: nvm, I'm just an idiot. I didn't realize that the config was called 'blockstoolsarmorsmod.crf' instead of 'btam.cfg'