Bug noted: zombies and skeletons from special mobs that spawn with a helmet or full armor aren't properly sunproof. I guess this makes sense for like, the special helmets like the one for thief or charging, but the fully armored foes should be solarresistant, like the vanilla variety helmeted mobs are.
Bug noted: zombies and skeletons from special mobs that spawn with a helmet or full armor aren't properly sunproof. I guess this makes sense for like, the special helmets like the one for thief or charging, but the fully armored foes should be solarresistant, like the vanilla variety helmeted mobs are.
Everything is working fine for me - the vanilla mob code is actually what causes special mobs to burn in sunlight. The helmet is the only armor piece that matters.
The goggles and thief masks worn by some special mobs are just a part of the mob's texture, so they don't count.
Everything is working fine for me - the vanilla mob code is actually what causes special mobs to burn in sunlight. The helmet is the only armor piece that matters.
The goggles and thief masks worn by some special mobs are just a part of the mob's texture, so they don't count.
Don't quote me on this, but I think I may have gotten a pretty popular youtuber to use your mod! He didn't run into any of the mobs yet and he didn't say if he added it so again don't quote me.
Don't quote me on this, but I think I may have gotten a pretty popular youtuber to use your mod! He didn't run into any of the mobs yet and he didn't say if he added it so again don't quote me.
D'you remember back when I mentioned that mobs were getting stupidly large amounts of health after being near me when I died? That was a matter of incompatibility between Specialmobs and Infernal Mobs, as the health modification tends to stick to special mobs even after the infernal modification is stripped from the mobs. I hope you haven't spent too much time looking for that particular bug.
Ah! Good, sorta. Now I just need to figure out how Infernal Mobs works.
I think you should move the Books mod to the front of the page so people will know to send in stories. Also I would like to hear your progress on the Loot/Utility mobs mods.
I think you should move the Books mod to the front of the page so people will know to send in stories. Also I would like to hear your progress on the Loot/Utility mobs mods.
Ah yeah, I should probably do that. I only have about one story and I'm kinda lazy when it comes to writing.
For Utility Mobs, I'm kinda stuck. Very slowly fixed everything so that it would compile, but it doesn't work right most of the time. It became very annoying very fast, so I'm taking a break from it for now.
In the mean time, I've been working on the Loot Mod. Right now, I'm working on itemized versions of upgrades - I've got items that will level up your upgrades, and I'm finishing items that steal upgrades off of items to be put on other items.
I would love to see these mods combined and working together: Infernal Mobs Special Mobs MCHerds Zombie Awareness
It seems when I add special mobs I end up with graphic issues, like invisible and flashing zombies and they all have vanilla graphics, it could be through the random mobs mod. I use OPtifine with random mobs enabled. Also as mentioned above there could be some issues with infernal mobs. It kinda works but not quite good enough to use this with the others.
I do have Infernal, MCHerds and ZA working nicely together and would love to add Special Mobs.
Maybe if there was a config setting that we could choose which mobs would be effected by the Special mobs additions, like just skeletons or enderman. It might make it easier to troubleshoot compatibilities too.
Edit: I looked at the config again and found the true/false special mob section. Will play around with this and see what happens.
I would love to see these mods combined and working together: Infernal Mobs Special Mobs MCHerds Zombie Awareness
It seems when I add special mobs I end up with graphic issues, like invisible and flashing zombies and they all have vanilla graphics, it could be through the random mobs mod. I use OPtifine with random mobs enabled. Also as mentioned above there could be some issues with infernal mobs. It kinda works but not quite good enough to use this with the others.
I do have Infernal, MCHerds and ZA working nicely together and would love to add Special Mobs.
Maybe if there was a config setting that we could choose which mobs would be effected by the Special mobs additions, like just skeletons or enderman. It might make it easier to troubleshoot compatibilities too.
Totally love the Lava Monsters. Thanks
I do believe you can change it so only certain special mobs are added.
# Configuration file
# Generated on 2/13/13 12:25 PM
####################
# _general
#===================
# Spawn rates for each mob type and miscellaneous options.
####################
# (0 <= x <= 1) Chance that a skeleton, zombie, or zombie pigman will be ancient.
D:ancient_chance=0.01
# (0 <= x <= 1) Chance that a villager will be infected when killed by a zombie.
D:villager_infection=1.0
}
####################
# _jockeys
#===================
# Weighted chances for each jockey-only mob when a jockey is spawned.
####################
_jockeys {
# If false, creepers will not spawn as jockeys.
B:_mounted_creepers=true
I:armorSpider=3
I:miniGhast=2
B:non-suspicious_property=false
I:pig=6
I:spitfireSkeleton=3
}
####################
# _loot
#===================
# Rates controlling the equipment mobs spawn with. Values must be between 0 and 1 inclusive; 0 represents a 0% rate, 1 represents a 100% rate.
####################
_loot {
# (0 <= x <= 1) Chance that a skeleton will spawn wielding a bow.
D:_skeleton_bow=0.95
# (0 <= x <= 1) Chance that a wither skeleton will spawn wielding a bow.
D:_witherSkeleton_bow=0.35
# (0 <= x <= 1) Chance that a zombie pigman will spawn wielding a bow.
D:_zombiePigman_bow=0.35
# (0 <= x <= 1) Chance that a zombie will spawn wielding a bow.
D:_zombie_bow=0.50
# (0 <= x <= 1) Chance that a mob will spawn wearing armor.
D:armor_chance=0.50
# (0 <= x <= 1) Chance that a mob will drop worn armor.
D:armor_drop=0.1
# (0 <= x <= 1) Chance that leather armor will be dyed.
D:armor_dye=0.5
# (0 <= x <= 1) Chance for each piece of a mob's armor to be enchanted.
D:armor_enchantment=0.2
# (0 <= x <= 1) Chance to equip an additional piece of armor. Rolled until it fails or the mob is fully armored.
D:armor_factor=0.25
# (0 <= x <= 1) Chance to upgrade a mob's armor material. Rolled three times. Base 50/50 chance to start at leather or gold. (leather -> gold -> chainmail -> iron -> diamond)
D:armor_level=0.07
# (0 <= x <= 1) Chance that an enchanted drop will recieve a randomized name.
D:name_chance=0.6
# (0 <= x <= 1) Chance that a mob will spawn wielding a weapon.
D:weapon_chance=0.5
# (0 <= x <= 1) Chance that a mob will drop its wielded weapon.
D:weapon_drop=0.1
# (0 <= x <= 1) Chance for a mob's weapon to be enchanted.
D:weapon_enchantment=0.3
# (0 <= x <= 1) Chance to upgrade a mob's weapon material. Rolled three times. Base 50/50 chance to start at wood or stone. (wood -> gold -> stone -> iron -> diamond)
D:weapon_level=0.07
}
####################
# _special_ai
#===================
# Weighted chances for each ai pattern.
####################
####################
# creeper rates
#===================
# Weighted chances for each mob subtype when a vanilla creeper is spawned.
####################
####################
# enderman rates
#===================
# Weighted chances for each mob subtype when a vanilla enderman is spawned.
####################
####################
# skeleton rates
#===================
# Weighted chances for each mob subtype when a vanilla skeleton is spawned.
####################
####################
# spider rates
#===================
# Weighted chances for each mob subtype when a vanilla spider is spawned.
####################
####################
# zombie rates
#===================
# Weighted chances for each mob subtype when a vanilla zombie is spawned.
####################
####################
# zombiepigman rates
#===================
# Weighted chances for each mob subtype when a vanilla zombiePigman is spawned.
####################
I believe if you go into your config folder, which is generated once you run Minecraft with the mod installed, you can disable the special mobs by turning the individual special mob's values (plague, jumping, fishing, etc.) to 0
RS_OP_DRAGON : Thanks I noticed just after i posted lol.
I did some messing around and there is an AI conflict. The mobs get all glitchy sometimes although some did spawn with extra abilities that made them hard as heck to get close to.
RS_OP_DRAGON : Thanks I noticed just after i posted lol.
I did some messing around and there is an AI conflict. The mobs get all glitchy sometimes although some did spawn with extra abilities that made them hard as heck to get close to.
lol no problem.
Can you define glitchy? What do they do that is out of whack?
I think you should move the Books mod to the front of the page so people will know to send in stories.
Oh holy wow I didn't even know about the books mod thing, I want that so bad now. Some manner of fancy loot to put in my bibliocraft bookshelves and stuff. I'm excited about that now, should put more things up so people know about it / what the writing requirements are. I'll see if I or any of my friends can come up with anything.
Oh holy wow I didn't even know about the books mod thing, I want that so bad now. Some manner of fancy loot to put in my bibliocraft bookshelves and stuff. I'm excited about that now, should put more things up so people know about it / what the writing requirements are. I'll see if I or any of my friends can come up with anything.
See what I am saying Toast? If you had it in the front, more people would know and contribute. Just looking out for you man.
I would love to see these mods combined and working together: Infernal Mobs Special Mobs MCHerds Zombie Awareness
It seems when I add special mobs I end up with graphic issues, like invisible and flashing zombies and they all have vanilla graphics, it could be through the random mobs mod. I use OPtifine with random mobs enabled. Also as mentioned above there could be some issues with infernal mobs. It kinda works but not quite good enough to use this with the others.
I do have Infernal, MCHerds and ZA working nicely together and would love to add Special Mobs.
Maybe if there was a config setting that we could choose which mobs would be effected by the Special mobs additions, like just skeletons or enderman. It might make it easier to troubleshoot compatibilities too.
Edit: I looked at the config again and found the true/false special mob section. Will play around with this and see what happens.
I disabled the zombies and tested with the skeletons and some of the skeletons where slow and choppy.
Sounds like an AI incompatibility (specifically, two pathfinding patterns running at the same time). It may have something to do with the special AI patterns or the adjusted positions of AI patterns in special zombies and skeletons, I don't know how those react with ZA or MCH. Also, if you are testing in creative mode, that will cause problems.
I'm glad you like Lava Monsters and hope we can get Special Mobs working!
Oh holy wow I didn't even know about the books mod thing, I want that so bad now. Some manner of fancy loot to put in my bibliocraft bookshelves and stuff. I'm excited about that now, should put more things up so people know about it / what the writing requirements are. I'll see if I or any of my friends can come up with anything.
Yeah, I think it has quite a bit of potential. The writing requirements are very minimal with the current system in Lost Books - anyone can add stories and words to the pool of books that can drop in their server. That said, I need a lot of stories to include in the "default" story pack!
I think this picture may help you on Dungeon Crawler trap?
This is from Trap Craft 1.2.5 a bear trap!
Ah, yeah. The crippling trap will look something like that - actually, the texture webs for the opened/closed versions of it are included in the download already.
Sounds like an AI incompatibility (specifically, two pathfinding patterns running at the same time). It may have something to do with the special AI patterns or the adjusted positions of AI patterns in special zombies and skeletons, I don't know how those react with ZA or MCH.
Is the AI only changed with the zombies and skeletons in the special mobs or is it all of the mobs?
Maybe if there was the ability to disable the special AI in the config?
For backwards time travel to be possible, wouldn't every instant in the universe have to be stored somewhere, or time to be something physical you could travel through? Either way doesn't work with the current laws of physics.
I got this weird crash when I was walking in a cave in creative mode, caused by this mod:
---- Minecraft Crash Report ----
// Sorry
Time: 15.02.13 17:22
Description: Exception ticking world
java.lang.UnsupportedOperationException: Can't dye non-leather!
at su.b(SourceFile:150)
at toast.specialMobs.EffectHelper.dye(EffectHelper.java:318)
at toast.specialMobs.EffectHelper.dye(EffectHelper.java:309)
at toast.specialMobs.EffectHelper.dye(EffectHelper.java:302)
at toast.specialMobs.EffectHelper.dye(EffectHelper.java:286)
at toast.specialMobs.zombie.Entity_SpecialZombie.enchantEquipment(Entity_SpecialZombie.java:174)
at toast.specialMobs.zombie.Entity_SpecialZombie.bG(Entity_SpecialZombie.java:116)
at yp.a(SpawnerAnimals.java:250)
at yp.a(SpawnerAnimals.java:187)
at in.b(WorldServer.java:162)
at net.minecraft.server.MinecraftServer.r(MinecraftServer.java:669)
at net.minecraft.server.MinecraftServer.q(MinecraftServer.java:599)
at bdz.q(IntegratedServer.java:170)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:497)
at fy.run(SourceFile:849)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at su.b(SourceFile:150)
at toast.specialMobs.EffectHelper.dye(EffectHelper.java:318)
at toast.specialMobs.EffectHelper.dye(EffectHelper.java:309)
at toast.specialMobs.EffectHelper.dye(EffectHelper.java:302)
at toast.specialMobs.EffectHelper.dye(EffectHelper.java:286)
at toast.specialMobs.zombie.Entity_SpecialZombie.enchantEquipment(Entity_SpecialZombie.java:174)
at toast.specialMobs.zombie.Entity_SpecialZombie.bG(Entity_SpecialZombie.java:116)
at yp.a(SpawnerAnimals.java:250)
at yp.a(SpawnerAnimals.java:187)
at in.b(WorldServer.java:162)
-- Affected level --
Details:
Level name: BHUWAEIEQWRKJ
All players: 1 total; [iq['TSAMP1924'/342, l='BHUWAEIEQWRKJ', x=6,22, y=3,05, z=295,74]]
Chunk stats: ServerChunkCache: 672 Drop: 0
Level seed: -6418841808294381648
Level generator: ID 00 - default, ver 1. Features enabled: true
Level generator options:
Level spawn location: World: (0,64,230), Chunk: (at 0,4,6 in 0,14; contains blocks 0,0,224 to 15,255,239), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511)
Level time: 18034 game time, 18034 day time
Level dimension: 0
Level storage version: 0x04ABD - Anvil
Level weather: Rain time: 48412 (now: false), thunder time: 109857 (now: false)
Level game mode: Game mode: creative (ID 1). Hardcore: false. Cheats: true
Stacktrace:
at net.minecraft.server.MinecraftServer.r(MinecraftServer.java:669)
at net.minecraft.server.MinecraftServer.q(MinecraftServer.java:599)
at bdz.q(IntegratedServer.java:170)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:497)
at fy.run(SourceFile:849)
Everything is working fine for me - the vanilla mob code is actually what causes special mobs to burn in sunlight. The helmet is the only armor piece that matters.
The goggles and thief masks worn by some special mobs are just a part of the mob's texture, so they don't count.
Don't quote me on this, but I think I may have gotten a pretty popular youtuber to use your mod! He didn't run into any of the mobs yet and he didn't say if he added it so again don't quote me.
Quoting.
Awesome, possibly!
Ah! Good, sorta. Now I just need to figure out how Infernal Mobs works.
I think you should move the Books mod to the front of the page so people will know to send in stories. Also I would like to hear your progress on the Loot/Utility mobs mods.
Ah yeah, I should probably do that. I only have about one story and I'm kinda lazy when it comes to writing.
For Utility Mobs, I'm kinda stuck. Very slowly fixed everything so that it would compile, but it doesn't work right most of the time. It became very annoying very fast, so I'm taking a break from it for now.
In the mean time, I've been working on the Loot Mod. Right now, I'm working on itemized versions of upgrades - I've got items that will level up your upgrades, and I'm finishing items that steal upgrades off of items to be put on other items.
Infernal Mobs
Special Mobs
MCHerds
Zombie Awareness
It seems when I add special mobs I end up with graphic issues, like invisible and flashing zombies and they all have vanilla graphics, it could be through the random mobs mod. I use OPtifine with random mobs enabled. Also as mentioned above there could be some issues with infernal mobs. It kinda works but not quite good enough to use this with the others.
I do have Infernal, MCHerds and ZA working nicely together and would love to add Special Mobs.
Maybe if there was a config setting that we could choose which mobs would be effected by the Special mobs additions, like just skeletons or enderman. It might make it easier to troubleshoot compatibilities too.
Edit: I looked at the config again and found the true/false special mob section. Will play around with this and see what happens.
Totally love the Lava Monsters. Thanks
I do believe you can change it so only certain special mobs are added.
# Configuration file
# Generated on 2/13/13 12:25 PM
####################
# _general
#===================
# Spawn rates for each mob type and miscellaneous options.
####################
_general {
I:_creepers=10
I:_endermen=1
I:_ghasts=5
I:_jockeys=3
I:_skeletons=10
I:_spiders=10
I:_zombiePigmen=10
I:_zombies=10
# (0 <= x <= 1) Chance that a skeleton, zombie, or zombie pigman will be ancient.
D:ancient_chance=0.01
# (0 <= x <= 1) Chance that a villager will be infected when killed by a zombie.
D:villager_infection=1.0
}
####################
# _jockeys
#===================
# Weighted chances for each jockey-only mob when a jockey is spawned.
####################
_jockeys {
# If false, creepers will not spawn as jockeys.
B:_mounted_creepers=true
I:armorSpider=3
I:miniGhast=2
B:non-suspicious_property=false
I:pig=6
I:spitfireSkeleton=3
}
####################
# _loot
#===================
# Rates controlling the equipment mobs spawn with. Values must be between 0 and 1 inclusive; 0 represents a 0% rate, 1 represents a 100% rate.
####################
_loot {
# (0 <= x <= 1) Chance that a skeleton will spawn wielding a bow.
D:_skeleton_bow=0.95
# (0 <= x <= 1) Chance that a wither skeleton will spawn wielding a bow.
D:_witherSkeleton_bow=0.35
# (0 <= x <= 1) Chance that a zombie pigman will spawn wielding a bow.
D:_zombiePigman_bow=0.35
# (0 <= x <= 1) Chance that a zombie will spawn wielding a bow.
D:_zombie_bow=0.50
# (0 <= x <= 1) Chance that a mob will spawn wearing armor.
D:armor_chance=0.50
# (0 <= x <= 1) Chance that a mob will drop worn armor.
D:armor_drop=0.1
# (0 <= x <= 1) Chance that leather armor will be dyed.
D:armor_dye=0.5
# (0 <= x <= 1) Chance for each piece of a mob's armor to be enchanted.
D:armor_enchantment=0.2
# (0 <= x <= 1) Chance to equip an additional piece of armor. Rolled until it fails or the mob is fully armored.
D:armor_factor=0.25
# (0 <= x <= 1) Chance to upgrade a mob's armor material. Rolled three times. Base 50/50 chance to start at leather or gold. (leather -> gold -> chainmail -> iron -> diamond)
D:armor_level=0.07
# (0 <= x <= 1) Chance that an enchanted drop will recieve a randomized name.
D:name_chance=0.6
# (0 <= x <= 1) Chance that a mob will spawn wielding a weapon.
D:weapon_chance=0.5
# (0 <= x <= 1) Chance that a mob will drop its wielded weapon.
D:weapon_drop=0.1
# (0 <= x <= 1) Chance for a mob's weapon to be enchanted.
D:weapon_enchantment=0.3
# (0 <= x <= 1) Chance to upgrade a mob's weapon material. Rolled three times. Base 50/50 chance to start at wood or stone. (wood -> gold -> stone -> iron -> diamond)
D:weapon_level=0.07
}
####################
# _special_ai
#===================
# Weighted chances for each ai pattern.
####################
_special_ai {
I:_none=20
I:ambush=10
I:charge=10
I:jump=15
I:leap=10
I:ninja=10
I:shaman=10
I:sprint=20
I:throw=10
}
####################
# creeper rates
#===================
# Weighted chances for each mob subtype when a vanilla creeper is spawned.
####################
"creeper rates" {
B:_special_creepers=true
I:_vanilla=30
I:armor=15
I:death=10
I:dirt=15
I:doom=10
I:ender=5
I:fire=15
I:jumping=10
I:lightning=5
}
####################
# enderman rates
#===================
# Weighted chances for each mob subtype when a vanilla enderman is spawned.
####################
"enderman rates" {
B:_special_endermen=true
I:_vanilla=30
I:ancient=5
I:blinding=20
I:confusing=20
I:cursed=20
I:icy=20
I:lightning=20
I:mirage=20
I:strike=20
}
####################
# ghast rates
#===================
# Weighted chances for each mob subtype when a vanilla ghast is spawned.
####################
"ghast rates" {
B:_special_ghasts=true
I:_vanilla=30
I:baby=35
I:king=10
I:queen=10
I:unholy=15
}
####################
# skeleton rates
#===================
# Weighted chances for each mob subtype when a vanilla skeleton is spawned.
####################
"skeleton rates" {
B:_special_skeletons=true
I:_vanilla=30
I:fire=10
I:gatling=15
I:poison=10
I:quick=20
I:thief=5
}
####################
# spider rates
#===================
# Weighted chances for each mob subtype when a vanilla spider is spawned.
####################
"spider rates" {
B:_special_spiders=true
I:_vanilla=30
I:angry=30
I:baby=35
I:desert=1
I:flying=20
I:giant=10
I:mother=10
I:pale=15
I:poison=15
I:small=20
I:speedy=20
I:tough=10
I:witch=10
}
####################
# zombie rates
#===================
# Weighted chances for each mob subtype when a vanilla zombie is spawned.
####################
"zombie rates" {
B:_special_zombies=true
I:_vanilla=30
I:fast=15
I:fire=20
I:fishing=15
I:hungry=20
I:plague=20
}
####################
# zombiepigman rates
#===================
# Weighted chances for each mob subtype when a vanilla zombiePigman is spawned.
####################
"zombiepigman rates" {
B:_special_zombiePigmen=true
I:_vanilla=30
I:angry=30
I:charging=30
I:fishing=10
I:hungry=30
I:jumping=10
I:plague=30
}
I did some messing around and there is an AI conflict. The mobs get all glitchy sometimes although some did spawn with extra abilities that made them hard as heck to get close to.
lol no problem.
Can you define glitchy? What do they do that is out of whack?
Oh holy wow I didn't even know about the books mod thing, I want that so bad now. Some manner of fancy loot to put in my bibliocraft bookshelves and stuff. I'm excited about that now, should put more things up so people know about it / what the writing requirements are. I'll see if I or any of my friends can come up with anything.
See what I am saying Toast? If you had it in the front, more people would know and contribute. Just looking out for you man.
This is from Trap Craft 1.2.5 a bear trap!
Sounds like an AI incompatibility (specifically, two pathfinding patterns running at the same time). It may have something to do with the special AI patterns or the adjusted positions of AI patterns in special zombies and skeletons, I don't know how those react with ZA or MCH. Also, if you are testing in creative mode, that will cause problems.
I'm glad you like Lava Monsters and hope we can get Special Mobs working!
Yeah, I think it has quite a bit of potential. The writing requirements are very minimal with the current system in Lost Books - anyone can add stories and words to the pool of books that can drop in their server. That said, I need a lot of stories to include in the "default" story pack!
Haha, yeah. I suppose I do need to put it up there.
Ah, yeah. The crippling trap will look something like that - actually, the texture webs for the opened/closed versions of it are included in the download already.
Is the AI only changed with the zombies and skeletons in the special mobs or is it all of the mobs?
Maybe if there was the ability to disable the special AI in the config?
---- Minecraft Crash Report ----
// Sorry
Time: 15.02.13 17:22
Description: Exception ticking world
java.lang.UnsupportedOperationException: Can't dye non-leather!
at su.b(SourceFile:150)
at toast.specialMobs.EffectHelper.dye(EffectHelper.java:318)
at toast.specialMobs.EffectHelper.dye(EffectHelper.java:309)
at toast.specialMobs.EffectHelper.dye(EffectHelper.java:302)
at toast.specialMobs.EffectHelper.dye(EffectHelper.java:286)
at toast.specialMobs.zombie.Entity_SpecialZombie.enchantEquipment(Entity_SpecialZombie.java:174)
at toast.specialMobs.zombie.Entity_SpecialZombie.bG(Entity_SpecialZombie.java:116)
at yp.a(SpawnerAnimals.java:250)
at yp.a(SpawnerAnimals.java:187)
at in.b(WorldServer.java:162)
at net.minecraft.server.MinecraftServer.r(MinecraftServer.java:669)
at net.minecraft.server.MinecraftServer.q(MinecraftServer.java:599)
at bdz.q(IntegratedServer.java:170)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:497)
at fy.run(SourceFile:849)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at su.b(SourceFile:150)
at toast.specialMobs.EffectHelper.dye(EffectHelper.java:318)
at toast.specialMobs.EffectHelper.dye(EffectHelper.java:309)
at toast.specialMobs.EffectHelper.dye(EffectHelper.java:302)
at toast.specialMobs.EffectHelper.dye(EffectHelper.java:286)
at toast.specialMobs.zombie.Entity_SpecialZombie.enchantEquipment(Entity_SpecialZombie.java:174)
at toast.specialMobs.zombie.Entity_SpecialZombie.bG(Entity_SpecialZombie.java:116)
at yp.a(SpawnerAnimals.java:250)
at yp.a(SpawnerAnimals.java:187)
at in.b(WorldServer.java:162)
-- Affected level --
Details:
Level name: BHUWAEIEQWRKJ
All players: 1 total; [iq['TSAMP1924'/342, l='BHUWAEIEQWRKJ', x=6,22, y=3,05, z=295,74]]
Chunk stats: ServerChunkCache: 672 Drop: 0
Level seed: -6418841808294381648
Level generator: ID 00 - default, ver 1. Features enabled: true
Level generator options:
Level spawn location: World: (0,64,230), Chunk: (at 0,4,6 in 0,14; contains blocks 0,0,224 to 15,255,239), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511)
Level time: 18034 game time, 18034 day time
Level dimension: 0
Level storage version: 0x04ABD - Anvil
Level weather: Rain time: 48412 (now: false), thunder time: 109857 (now: false)
Level game mode: Game mode: creative (ID 1). Hardcore: false. Cheats: true
Stacktrace:
at net.minecraft.server.MinecraftServer.r(MinecraftServer.java:669)
at net.minecraft.server.MinecraftServer.q(MinecraftServer.java:599)
at bdz.q(IntegratedServer.java:170)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:497)
at fy.run(SourceFile:849)
-- System Details --
Details:
Minecraft Version: 1.4.7
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_11, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 2159308416 bytes (2059 MB) / 3184590848 bytes (3037 MB) up to 5726666752 bytes (5461 MB)
JVM Flags: 2 total; -Xmx6144m -Xms3072m
AABB Pool Size: 7183 (402248 bytes; 0 MB) allocated, 23 (1288 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 1, tallocated: 63
FML: MCP v7.26 FML v4.7.4.520 Minecraft Forge 6.6.0.497 Optifine OptiFine_1.4.6_HD_U_D3 90 mods loaded, 90 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
Spawner Settings [Spawner Settings] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
mod_TooManyItems [mod_TooManyItems] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
mod_ThebombzenAPI [mod_ThebombzenAPI] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
AutoSwitch [AutoSwitch] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
mod_ReiMinimap [mod_ReiMinimap] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
mod_SinglePlayerCommands [mod_SinglePlayerCommands] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
TreeCapitator [TreeCapitator] ([1.4.6]TreeCapitator.Forge.1.4.6.r06.Uni.CoreMod.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
RubeAurora [Mr. Rube's Aurora Mod] (AuroraRubealis_v101_For_147.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
DynamicLights [Dynamic Lights] (DynamicLights_1.4.6.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
DynamicLights_onFire [Dynamic Lights on burning] (DynamicLights_1.4.6.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
DynamicLights_creepers [Dynamic Lights on Creepers] (DynamicLights_1.4.6.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
DynamicLights_dropItems [Dynamic Lights on ItemEntities] (DynamicLights_1.4.6.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
DynamicLights_flameArrows [Dynamic Lights on Flame enchanted Arrows] (DynamicLights_1.4.6.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
DynamicLights_otherPlayers [Dynamic Lights Other Player Light] (DynamicLights_1.4.6.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
DynamicLights_thePlayer [Dynamic Lights Player Light] (DynamicLights_1.4.6.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
GuiAPI [GuiAPI] (GuiAPI-0.15.2-1.4.6.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
Map Making Tools [Map Making Tools] (Map Making Tools - 1.4.0 [1.4.7].jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
SAP_Man [SanAndreasPs Managers] (0_SAPManPack_v13.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
SC0_CheaperArrows [Cheaper Arrows] (1.4.6-Cheaper-Arrows-1.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
SC0_OldBooks [Old Books] (1.4.6-Old-Book-Recipe-1.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
SC0_BiomeWand [Biome Wand] (1.4.7-Biome-Wand-1.0.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
WeepingAngelsMod [Weeping Angels Mod] (147-158WeepingAngels.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
mod_ArmorStatusHUD [ArmorStatusHUD] ([1.4.6]ArmorStatusHUDv1.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
mod_DirectionHUD [DirectionHUD] ([1.4.6]DirectionHUDv1.8.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
mod_StatusEffectHUD [StatusEffectHUD] ([1.4.6]StatusEffectHUDv1.7.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
FlyingRing [Flying Ring] ([1.4.7]Flying_Ring.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
Backpack [Backpack] (backpack-latest.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
BetterDungeons [Better dungeons] (BetterDungeons.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
CapsuleCorporation [Capsule corporation] (BetterDungeons.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
craftguide [CraftGuide] (CraftGuide-1.6.5.12.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
CustomSpawner [DrZhark's CustomSpawner] (CustomMobSpawner 1.11.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
MoCreatures [DrZhark's Mo'Creatures Mod] (DrZharks MoCreatures Mod v4.5.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
GW_DungeonMobs [Dungeon Mobs] (Dungeon Mobs v1.11.3.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
EmeraldTools [EmeraldTools] (EmeraldTools 2.0 (1.4.7).zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
EnderStuffPlus [EnderStuff+ Mod] (EnderStuffP_v101.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
ExtrabiomesXL [ExtrabiomesXL] (ExtrabiomesXL-universal-1.4.7-3.9.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
DomiCore [DomiCore] (gc_146_pre.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
GemsCraft [GemsCraft] (gc_146_pre.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
Golden Egg [Golden Egg Mod] (GoldenEgg 1.4.6 SSP and SMP.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
GraviGun [GraviGun] (GravityGun1.4.6v1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
GregsBlocks [Greg's Blocks] (GregsBlocks-1.1.3-mc1.4.6.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
GregsLighting [Greg's Lighting] (GregsLighting-1.7-mc1.4.6.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
GrimoireGaia2 [Grimoire of Gaia 2] (GrimoireOfGaia2 1.1.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
Highlands [Highlands] (Highlands1.1.2_MC1.4.6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
InfernalMobs [Infernal Mobs] (InfernalMobs_1.4.6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
mod_InvTweaks [Inventory Tweaks] (InventoryTweaks_v1.49_(1.4.6).zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
IronChest [Iron Chest] (ironchest-universal-1.4.6-4.5.2.207.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
SapphireMod [Sapphire Mod] (MC1.4.6-1.4.7_SapphireMod-Universal_1.2.8.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
MetallurgyCore [Metallurgy Core] (Metallurgy Core 2.4.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
MetallurgyBase [Metallurgy Base] (Metallurgy Base Metals 2.4.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
MetallurgyFantasy [Metallurgy Fantasy] (Metallurgy Fantasy Metals 2.4.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
MetallurgyNether [Metallurgy Nether] (Metallurgy Nether Metals 2.4.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
MetallurgyPrecious [Metallurgy Precious] (Metallurgy Precious Metals 2.4.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
MetallurgyUtility [Metallurgy Utility] (Metallurgy Utility Ores 2.4.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
OresDropMores2 [OresDropMores2] (mod_OresDropMores2_0.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
RevSpelunker [???????MOD (Reversed SPELUNKER MOD)] (mod_RevSpelunker-1.2.0-MC1.4.7.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
mod_SmashBat [mod_SmashBat] (mod_SmashBatMod.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
mod_thx [mod_thx] (mod_thx_helicopter_mc146_v020_client.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
More Bows [More Bows mod] (More bows 1.4.7 Forge.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
mod_playerEnchantments [mod_playerEnchantments] (More_Enchantments_SP_LAN.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
MoreFurnaces [More Furnaces] (moreFurnaces_1.3.2_Universal.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
mod_MovePlus [mod_MovePlus] (moveplus v2.2 for MC v1.4.6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
MultiPageChest [Multi Page Chest] (multiPageChest_1.2.2_Universal.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
MutantCreatures [Mutant Creatures] (Mutant Creatures v1.2.1 mc1.4.6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
Mystic Ruins [Mystic Ruins Rewritten!] (Mystic Ruins [1.1].zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
NetherOres [Nether Ores] (NetherOres_1.4.6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
mod_GenTest [mod_GenTest] (NewDun.1.4.6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
ClaySpawn [Pam's Clay Spawn] (Pam's Clay Spawn 1.3 (MC 1.4.6).zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
MushroomSpawn [Pam's Huge Mushroom Spawn] (Pam's Huge Mushroom Spawn 1.2 (MC 1.4.6).zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
Primitive Mobs [Primitive Mobs mod] (PrimitiveMobsv1.2.2a.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
ProjectZulu|Core [Project Zulu Core] (ProjectZuluComplete0.6.3b.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
ProjectZulu|Blocks [Project Zulu Block and Items] (ProjectZuluComplete0.6.3b.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
ProjectZulu|Dungeon [Project Zulu Mobs] (ProjectZuluComplete0.6.3b.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
ProjectZulu|Mobs [Project Zulu Mobs] (ProjectZuluComplete0.6.3b.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
ProjectZulu|World [Project Zulu World] (ProjectZuluComplete0.6.3b.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
modRFL [Rotten Flesh to Leather] (Rotten Flesh to Leather - Forge 1.4.6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
AS_Ruins [Ruins Spawning System] (Ruins_1.4.6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
colossali_SlenderMan [SlenderMan] (SlenderMan2.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
SpecialMobs [Special Mobs] (SpecialMobs 2.4 for MC 1.4.7.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
pitman-87_TF2_Teleporter [TF2 Teleporter] (TF2_Teleporter_1.4.6a.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
TrailMix [TrailMix] (TrailMix1.4.7v3.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
TwilightForest [The Twilight Forest] (twilightforest-1.15.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
UltimateFist [Ultimate Fist] (UltimateFist V2 - 1.4.6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
AS_UpdateCheck [AtomicStryker Update Check Mod] (UpdateCheckerMod_1.4.6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
UsefulFood [UsefulFood] (usefulfood-1.4.7_v1.3.1-universal.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
weaponmod [Balkon's WeaponMod] (Weaponmod.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
MSC [Mob Spawn Controls] (Forge_MobSpawnControlsv1.4.6.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
Profiler Position: N/A (disabled)
Vec3 Pool Size: 2878 (161168 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Player Count: 1 / 8; [iq['TSAMP1924'/342, l='BHUWAEIEQWRKJ', x=6,22, y=3,05, z=295,74]]
Type: Integrated Server (map_client.txt)
Is Modded: Definitely; Client brand changed to 'forge,fml'
Not sure what the dye problem is but maybe you know more about it