Ok, slow down there. What is "cheated death" vs. "regular death"? What is "OHKO?" What is "hardcore questing mode?" Is that part of Witchery, or something Witchery was designed to be used with? Is it a mod? If it's a mod, then it's probably just a matter of event priority, i.e. HQM's death event is higher priority, or if we have the same priority and HQM's just gets activated first, then it could very well cause such a problem. That's what happens when you use a bunch of mods together - unexpected and unintended interactions (or lack thereof) occur. If my above assessment is correct, then I can possibly solve the issue by increasing the priority of my own death event, otherwise I will need more information.
Cheated death is the term I'm giving to mod items that allow you to escape getting killed when you get killed. so your fairy bottle healing you to 5 health, sync allowing you to sync to a clone to avoid losing a hardcore map, witchery's protection poppets which work on various types of death or the best one working on any death at all like your fairy bottles, and an old favorite mod harken scythe which had a necklace that on death would restore you to 5 health (yet again) and give you a buff afterwards based on how you built it.
Regular death is just getting killed in any whatever way and actually dieing. OHKO is one hit knock out, where you literally get hit once and you get killed. There are actually a handful of mobs that can do that to you in my modpack if you're not armored armored up atleast in iron in which case they usually two or 3 shot you anyway. lol
hardcore questing mode is a mod by Vswe and some buddies which adds a questing book to the game and the ability to turn the game onto a multiple lives hardcore mode rather than a single life hardcore mode, which is also customizable with max and starting lives, the quests which appear in the book and the loot that is given from said quests aswell as adds it's own heart crystals that give you lives back rather than give extra hearts. My modpack is by default set to a 3 lives hardcore mode always, but you can craft hearts from stuff you get from loot etc. so in short what happened, it's death thing made me lose a life even if i didn't die thanks to the fairy bottle but because I was fighting a mob that could one shot me in a tight corner it hit me, made me lose a life and not die, then killed me properly and made me lose another one which resulted in a 1 hour ragequit...
so yeah, fairy bottles not going off before HQM goes off = death when not death. cause when the lives hit bottom the world blows up regardless if you're dead or alive. lol
Secondly since last time.... when I walk into a water dungeon, which is completely filled on the inside of water am I meant to immediately have the hole I came in through disappear on me and then immediately get one shot blown up by an octorok of some kind (while in blue gear since I was just testing stuff), then come back and find that the place is covered in EXP and the chest is just sitting there....?
edit: Btw... DAT SKILLS BOOK. do want. but I'd also prefer that higher priority fairy save as a hotfix first so I can test if it still occurs and thats indeed the fix. .
edit 2: and this just in, I'm getting mortal draw tokens with a 100% drop rate from tinkers construct blue slimes. >_<
so yeah, fairy bottles not going off before HQM goes off = death when not death. cause when the lives hit bottom the world blows up regardless if you're dead or alive. lol
Secondly since last time.... when I walk into a water dungeon, which is completely filled on the inside of water am I meant to immediately have the hole I came in through disappear on me and then immediately get one shot blown up by an octorok of some kind (while in blue gear since I was just testing stuff), then come back and find that the place is covered in EXP and the chest is just sitting there....?
edit: Btw... DAT SKILLS BOOK. do want. but I'd also prefer that higher priority fairy save as a hotfix first so I can test if it still occurs and thats indeed the fix. .
edit 2: and this just in, I'm getting mortal draw tokens with a 100% drop rate from tinkers construct blue slimes. >_<
Thanks for the explanations. So, the fairy bottle IS working, but you lose a life, which means that the priority is very likely the problem. I've set the priority of my death event higher, meaning it will trigger first and cancel the event if necessary, so as long as HQM's event isn't also set to the highest priority or set to receive canceled events, it should work as intended. It would be better, however, if HQM set their life loss event to the lowest priority, so that it fires after every other mod with death events has a chance to cancel the event. This would likely prevent any future conflicts, while allowing mods like mine to have a regular priority, since the fairy bottle shouldn't be used if another event with higher priority already prevented death. At least in my opinion, it makes more sense for a negative effect of death to occur last in the chain, just in case the death didn't actually happen.
Re: Water dungeon: the octoroks likely despawned after you died, resulting in the dungeon auto-completing. I think I just found a way to prevent that from happening; I'll test it out and get back to you.
Re: TC blue slimes, I should have put that in the FAQ - TC, for whatever reason, flags the blue slime as a boss, which means it will always drop an orb, Mortal Draw by default until you hit max level. Take it up with the TC guys
If you look at your crash log, you'll see it's completely unrelated to my mod. You are missing the ASM library - did you install Forge? Did the server install Forge? Does the server have the same mods as you? This is not my problem, sorry.
Thanks for the explanations. So, the fairy bottle IS working, but you lose a life, which means that the priority is very likely the problem. I've set the priority of my death event higher, meaning it will trigger first and cancel the event if necessary, so as long as HQM's event isn't also set to the highest priority or set to receive canceled events, it should work as intended. It would be better, however, if HQM set their life loss event to the lowest priority, so that it fires after every other mod with death events has a chance to cancel the event. This would likely prevent any future conflicts, while allowing mods like mine to have a regular priority, since the fairy bottle shouldn't be used if another event with higher priority already prevented death. At least in my opinion, it makes more sense for a negative effect of death to occur last in the chain, just in case the death didn't actually happen.
Re: Water dungeon: the octoroks likely despawned after you died, resulting in the dungeon auto-completing. I think I just found a way to prevent that from happening; I'll test it out and get back to you.
Re: TC blue slimes, I should have put that in the FAQ - TC, for whatever reason, flags the blue slime as a boss, which means it will always drop an orb, Mortal Draw by default until you hit max level. Take it up with the TC guys
starwars droid voice: roger roger.
*ahem* and I think I know whats up with the B-slimes. it's probably cause they have this really rare chance of turning into a slime bigger than the normal biggest slime which is known as slime king which has a health bar and everything. So that could be it... maybe you could just make an orb drop blacklist/whitelist of mobs to "normalize" the drops from regardless of what the game thinks they are or something of the kind so you can do this for other mods if similar problems arise?
The Meaning of Life, the Universe, and Everything.
Join Date:
12/5/2010
Posts:
932
Minecraft:
Darkmega18
Member Details
Wow. dem green potions. I thought: "Hmm, if it fills food bar, maybe it counts as food" and so I got two of them and put one into each of my culinary generators powering my base and sudden 200 redstone flux per tick for 20 minutes. You sure went all the way with the fillingness of them. XD and so now, my 3 hardened energy cells are bursting at the seams and I'm still wasting some. @_@
Wow. dem green potions. I thought: "Hmm, if it fills food bar, maybe it counts as food" and so I got two of them and put one into each of my culinary generators powering my base and sudden 200 redstone flux per tick for 20 minutes. You sure went all the way with the fillingness of them. XD and so now, my 3 hardened energy cells are bursting at the seams and I'm still wasting some. @_@
I have no idea how your culinary generator calculates stuff, but the potion restores exactly enough to go from zero hunger and saturation to completely full, meaning 20 hunger and 40 saturation; much more than most food, certainly, but I'd hardly call that excessive.
I have no idea how your culinary generator calculates stuff, but the potion restores exactly enough to go from zero hunger and saturation to completely full, meaning 20 hunger and 40 saturation; much more than most food, certainly, but I'd hardly call that excessive.
just saying, cause it blew enderpearl generators out of the water and into space, cause they last for 20 mins, but they only give 80 per tick. lol. well, that explains the 200, cause it's like 10 per hunger for it's calculation I figured but I've never been able to figure out the saturation. but if it's 20 mins a "full" saturation must be like 30 seconds. Meaning most of the foods I've been using for it haven't been even worth a full saturation cause they only last maybe 20 seconds. so, yeah, hardly excessive as far as the player is concerned but the best thing ever as far as culinary gens are concerned. (They're from extra utilities, but thats kinda good, makes green potions [atleast until you friend up an apothecary guy to make more] a rare but incredibly potent culinary gen power source.)
---- Minecraft Crash Report ----
// I feel sad now
Time: 4/26/14 3:11 PM
Description: There was a severe problem during mod loading that has caused the game to fail
cpw.mods.fml.common.LoaderException: java.lang.NoClassDefFoundError: zeldaswordskills/item/ItemZeldaShield
at cpw.mods.fml.common.LoadController.transition(LoadController.java:156)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:523)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:183)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:473)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:808)
at net.minecraft.client.main.Main.main(SourceFile:101)
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:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
Caused by: java.lang.NoClassDefFoundError: zeldaswordskills/item/ItemZeldaShield
at zeldaswordskills.item.ZSSItems.loadItems(ZSSItems.java:475)
at zeldaswordskills.item.ZSSItems.load(ZSSItems.java:263)
at zeldaswordskills.ZSSMain.preInit(ZSSMain.java:80)
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.GeneratedMethodAccessor1.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)
... 10 more
Caused by: java.lang.ClassNotFoundException: zeldaswordskills.item.ItemZeldaShield
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:186)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 39 more
Caused by: java.lang.NoClassDefFoundError: mods/battlegear2/api/shield/IArrowDisplay
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClass(Unknown Source)
at java.security.SecureClassLoader.defineClass(Unknown Source)
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:178)
... 41 more
Caused by: java.lang.ClassNotFoundException: mods.battlegear2.api.shield.IArrowDisplay
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:186)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 45 more
Caused by: java.lang.NullPointerException
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
Can't find any dungeons with keys to unlock other places- barely found any dungeons at all actually. Where do you get keys anywho... and where are dungeons more OFTEN located?
Looks like my explicit instructions regarding Battlegear2 didn't make it onto the main page... anyway, you have to be using the latest version of Battlegear2. Last I checked it was 1.0.5.3.
Can't find any dungeons with keys to unlock other places- barely found any dungeons at all actually. Where do you get keys anywho... and where are dungeons more OFTEN located?
Seems like you are referring to secret rooms? If so, they aren't located any more often anywhere, they are fairly evenly distributed across all biomes, but they only replace stone - you won't find any digging around in dirt or sand. Look in the configuration file for lots of settings that affect dungeon and secret room generation.
Having a strange issue with arrows and the hero's bow. I can't fire bomb arrows, but when I put the golden lasso from extra utilities in my inventory... it loaded and fired the golden lasso as if it were a bomb arrow. I'm a little stumped.
Having a strange issue with arrows and the hero's bow. I can't fire bomb arrows, but when I put the golden lasso from extra utilities in my inventory... it loaded and fired the golden lasso as if it were a bomb arrow. I'm a little stumped.
Apparently I have an explosive Epona.
I've got the feeling you've hit an ID conflict where something is overriding another thing and adapting it's sprites and it's effects or something. I've had something like that before but.... not a lasso firing itself as a bomb arrow which causes an explosive Epona to appear. o.o
Yea but the other guy was asking if you would add any dongeon to your mod, so I thought you meant you were waiting for people to make ones for you, which would have been awesome, but OH WELL.
Anyway, heres a bug I came across (Note that I don't use ANY other mods than your at the moment:
- The hookshot (I mainly use the one that only works on wood, but I'm pretty sure this bug apply to all of them) sometimes make me run super fast in a random direction instead of pulling me to the block.
Also I'd like to suggest something about your Dongeon Stones, the ones which you can change the texture by sneaking+click on another block. I'd would be pretty darn useful if they would work with have slabs. That would be a plus, but after that it would be even more useful if it worked with pretty much any placeable objects (e.g: Torches, Ladders, Buttons) to really make our dongeon indestructible by bombs.
Alright I'll stop there for now cause if I'd write all of my suggestion you would be annoyed pretty quickly XD
The Meaning of Life, the Universe, and Everything.
Join Date:
12/5/2010
Posts:
932
Minecraft:
Darkmega18
Member Details
Uhhhhhh.... Alias.... do you by chance save your skills in such a way that makes them carry over across different worlds by chance? Because I was in my test world making sure a new mod I added worked, and I gave myself full heart crystals and then I went into my main survival world without closing the game and I apparently still had all the hearts and they were regenerating as if I had all those hearts aswell. o.o...
Uhhhhhh.... Alias.... do you by chance save your skills in such a way that makes them carry over across different worlds by chance? Because I was in my test world making sure a new mod I added worked, and I gave myself full heart crystals and then I went into my main survival world without closing the game and I apparently still had all the hearts and they were regenerating as if I had all those hearts aswell. o.o...
I've never had that happen before, and no, that shouldn't be happening.
- The hookshot (I mainly use the one that only works on wood, but I'm pretty sure this bug apply to all of them) sometimes make me run super fast in a random direction instead of pulling me to the block.
Also I'd like to suggest something about your Dongeon Stones, the ones which you can change the texture by sneaking+click on another block. I'd would be pretty darn useful if they would work with have slabs. That would be a plus, but after that it would be even more useful if it worked with pretty much any placeable objects (e.g: Torches, Ladders, Buttons) to really make our dongeon indestructible by bombs.
Alright I'll stop there for now cause if I'd write all of my suggestion you would be annoyed pretty quickly XD
The hookshot bug is peculiar to 1.7.2, and is worse when playing on a LAN or server. I'm aware of it, but don't know how to fix it :\
Yes, I can see how it would be useful to render as any kind of block, but the point of the block isn't to make your dungeons completely indestructible, it's just to give you more options for the destructible parts. If you're making a map, people should be playing it in Adventure Mode, so they shouldn't be able to break blocks anyway, right? But blocks made of Dungeon Stone CAN be broken, with bombs, so it wouldn't make sense to make your entire dungeon out of it, now would it?
Cheated death is the term I'm giving to mod items that allow you to escape getting killed when you get killed. so your fairy bottle healing you to 5 health, sync allowing you to sync to a clone to avoid losing a hardcore map, witchery's protection poppets which work on various types of death or the best one working on any death at all like your fairy bottles, and an old favorite mod harken scythe which had a necklace that on death would restore you to 5 health (yet again) and give you a buff afterwards based on how you built it.
Regular death is just getting killed in any whatever way and actually dieing. OHKO is one hit knock out, where you literally get hit once and you get killed. There are actually a handful of mobs that can do that to you in my modpack if you're not armored armored up atleast in iron in which case they usually two or 3 shot you anyway. lol
hardcore questing mode is a mod by Vswe and some buddies which adds a questing book to the game and the ability to turn the game onto a multiple lives hardcore mode rather than a single life hardcore mode, which is also customizable with max and starting lives, the quests which appear in the book and the loot that is given from said quests aswell as adds it's own heart crystals that give you lives back rather than give extra hearts. My modpack is by default set to a 3 lives hardcore mode always, but you can craft hearts from stuff you get from loot etc. so in short what happened, it's death thing made me lose a life even if i didn't die thanks to the fairy bottle but because I was fighting a mob that could one shot me in a tight corner it hit me, made me lose a life and not die, then killed me properly and made me lose another one which resulted in a 1 hour ragequit...
so yeah, fairy bottles not going off before HQM goes off = death when not death. cause when the lives hit bottom the world blows up regardless if you're dead or alive. lol
Secondly since last time.... when I walk into a water dungeon, which is completely filled on the inside of water am I meant to immediately have the hole I came in through disappear on me and then immediately get one shot blown up by an octorok of some kind (while in blue gear since I was just testing stuff), then come back and find that the place is covered in EXP and the chest is just sitting there....?
edit: Btw... DAT SKILLS BOOK. do want. but I'd also prefer that higher priority fairy save as a hotfix first so I can test if it still occurs and thats indeed the fix. .
edit 2: and this just in, I'm getting mortal draw tokens with a 100% drop rate from tinkers construct blue slimes. >_<
http://www.youtube.com/user/DarkmegaGaming
Darkmega's Latest Modpack for 1.12.2. Timeless Technician! Tech centered, Semi-hardcore, Combat oriented.
Thanks for the explanations. So, the fairy bottle IS working, but you lose a life, which means that the priority is very likely the problem. I've set the priority of my death event higher, meaning it will trigger first and cancel the event if necessary, so as long as HQM's event isn't also set to the highest priority or set to receive canceled events, it should work as intended. It would be better, however, if HQM set their life loss event to the lowest priority, so that it fires after every other mod with death events has a chance to cancel the event. This would likely prevent any future conflicts, while allowing mods like mine to have a regular priority, since the fairy bottle shouldn't be used if another event with higher priority already prevented death. At least in my opinion, it makes more sense for a negative effect of death to occur last in the chain, just in case the death didn't actually happen.
Re: Water dungeon: the octoroks likely despawned after you died, resulting in the dungeon auto-completing. I think I just found a way to prevent that from happening; I'll test it out and get back to you.
Re: TC blue slimes, I should have put that in the FAQ - TC, for whatever reason, flags the blue slime as a boss, which means it will always drop an orb, Mortal Draw by default until you hit max level. Take it up with the TC guys
If you look at your crash log, you'll see it's completely unrelated to my mod. You are missing the ASM library - did you install Forge? Did the server install Forge? Does the server have the same mods as you? This is not my problem, sorry.
starwars droid voice: roger roger.
*ahem* and I think I know whats up with the B-slimes. it's probably cause they have this really rare chance of turning into a slime bigger than the normal biggest slime which is known as slime king which has a health bar and everything. So that could be it... maybe you could just make an orb drop blacklist/whitelist of mobs to "normalize" the drops from regardless of what the game thinks they are or something of the kind so you can do this for other mods if similar problems arise?
http://www.youtube.com/user/DarkmegaGaming
Darkmega's Latest Modpack for 1.12.2. Timeless Technician! Tech centered, Semi-hardcore, Combat oriented.
http://www.youtube.com/user/DarkmegaGaming
Darkmega's Latest Modpack for 1.12.2. Timeless Technician! Tech centered, Semi-hardcore, Combat oriented.
Have you tried refreshing the page? Sometimes the forums can be a bit derpy.
Answer is in the FAQ - leaving it to map-makers to come up with good dungeons.
I have no idea how your culinary generator calculates stuff, but the potion restores exactly enough to go from zero hunger and saturation to completely full, meaning 20 hunger and 40 saturation; much more than most food, certainly, but I'd hardly call that excessive.
just saying, cause it blew enderpearl generators out of the water and into space, cause they last for 20 mins, but they only give 80 per tick. lol. well, that explains the 200, cause it's like 10 per hunger for it's calculation I figured but I've never been able to figure out the saturation. but if it's 20 mins a "full" saturation must be like 30 seconds. Meaning most of the foods I've been using for it haven't been even worth a full saturation cause they only last maybe 20 seconds. so, yeah, hardly excessive as far as the player is concerned but the best thing ever as far as culinary gens are concerned. (They're from extra utilities, but thats kinda good, makes green potions [atleast until you friend up an apothecary guy to make more] a rare but incredibly potent culinary gen power source.)
http://www.youtube.com/user/DarkmegaGaming
Darkmega's Latest Modpack for 1.12.2. Timeless Technician! Tech centered, Semi-hardcore, Combat oriented.
// I feel sad now
Time: 4/26/14 3:11 PM
Description: There was a severe problem during mod loading that has caused the game to fail
cpw.mods.fml.common.LoaderException: java.lang.NoClassDefFoundError: zeldaswordskills/item/ItemZeldaShield
at cpw.mods.fml.common.LoadController.transition(LoadController.java:156)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:523)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:183)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:473)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:808)
at net.minecraft.client.main.Main.main(SourceFile:101)
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:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
Caused by: java.lang.NoClassDefFoundError: zeldaswordskills/item/ItemZeldaShield
at zeldaswordskills.item.ZSSItems.loadItems(ZSSItems.java:475)
at zeldaswordskills.item.ZSSItems.load(ZSSItems.java:263)
at zeldaswordskills.ZSSMain.preInit(ZSSMain.java:80)
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.GeneratedMethodAccessor1.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)
... 10 more
Caused by: java.lang.ClassNotFoundException: zeldaswordskills.item.ItemZeldaShield
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:186)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 39 more
Caused by: java.lang.NoClassDefFoundError: mods/battlegear2/api/shield/IArrowDisplay
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClass(Unknown Source)
at java.security.SecureClassLoader.defineClass(Unknown Source)
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:178)
... 41 more
Caused by: java.lang.ClassNotFoundException: mods.battlegear2.api.shield.IArrowDisplay
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:186)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 45 more
Caused by: java.lang.NullPointerException
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.6.4
Operating System: Windows 8 (amd64) version 6.2
Java Version: 1.7.0_10, Oracle Corporation
Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 217205344 bytes (207 MB) / 403898368 bytes (385 MB) up to 954466304 bytes (910 MB)
JVM Flags: 2 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G
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 v8.11 FML v6.4.49.965 Minecraft Forge 9.11.1.965 28 mods loaded, 28 mods active
mcp{8.09} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized
FML{6.4.49.965} [Forge Mod Loader] (minecraftforge-9.11.1.965.jar) Unloaded->Constructed->Pre-initialized
Forge{9.11.1.965} [Minecraft Forge] (minecraftforge-9.11.1.965.jar) Unloaded->Constructed->Pre-initialized
DamageIndicatorsMod{2.9.2.3} [Damage Indicators] (1.6.4 DamageIndicatorsv2.9.2.3.zip) Unloaded->Constructed->Pre-initialized
battlegear2{1.0.4.8} [Mine & Blade Battlegear 2 - Bullseye] (1.6.4-MB_Battlegear2-Bullseye-1.0.4.8.jar) Unloaded->Constructed->Pre-initialized
bspkrsCore{v5.3(1.6.4)} [bspkrsCore] ([1.6.4]bspkrsCorev5.3.zip) Unloaded->Constructed->Pre-initialized
FloatingRuins{Forge 1.6.4.r02} [FloatingRuins] ([1.6.4]FloatingRuins.Forge.1.6.4.r02.Universal.zip) Unloaded->Constructed->Pre-initialized
TreeCapitator{Forge 1.6.4.r09} [Treecapitator] ([1.6.4]TreeCapitator.Forge.1.6.4.r09.Universal.zip) Unloaded->Constructed->Errored
animalbikes{2} [AnimalBikes] (AnimalBikes_1.6.2-1.6.4.zip) Unloaded->Constructed->Pre-initialized
Backpack{1.28.37} [Backpack] (backpack-1.28.37-1.6.x.jar) Unloaded->Constructed->Pre-initialized
craftguide{1.5.2} [CraftGuide] (CraftGuide-1.6.7.5.zip) Unloaded->Constructed->Pre-initialized
dimdoors{1.6.4-R2.2.3} [Dimensional Doors] (DimensionalDoors-2.2.3-326.jar) Unloaded->Constructed->Pre-initialized
iChunUtil{2.4.0} [iChunUtil] (util^iChunUtil2.4.0.zip) Unloaded->Constructed->Pre-initialized
GraviGun{2.0.0} [GraviGun] (files^GravityGun2.0.0.zip) Unloaded->Constructed->Pre-initialized
inventorytweaks{1.56} [Inventory Tweaks] (InventoryTweaks-MC1.6.2-1.56-b77.jar) Unloaded->Constructed->Pre-initialized
KeithyUtils{1.2} [Keithy Utils] (KeithyUtils_1.2.zip) Unloaded->Constructed->Pre-initialized
Metallurgy3Core{3.2.3} [Metallurgy 3 Core] (Metallurgy-1.6.4-3.3.2.jar) Unloaded->Constructed->Pre-initialized
Metallurgy3Base{3.2.3} [Metallurgy 3 Base] (Metallurgy-1.6.4-3.3.2.jar) Unloaded->Constructed->Pre-initialized
Metallurgy3Machines{3.2.3} [Metallurgy 3 Machines] (Metallurgy-1.6.4-3.3.2.jar) Unloaded->Constructed->Pre-initialized
Metallurgy3Vanilla{3.2.3} [Metallurgy 3 Vanilla] (Metallurgy-1.6.4-3.3.2.jar) Unloaded->Constructed->Pre-initialized
Morph{0.7.1} [Morph] (Morph-Beta-0.7.1.zip) Unloaded->Constructed->Pre-initialized
MutantCreatures{1.4.4} [Mutant Creatures] (Mutant_Creatures_v1.4.4_mc1.6.4.zip) Unloaded->Constructed->Pre-initialized
OreSpawn{164.16} [OreSpawn] (orespawn164v16b.zip) Unloaded->Constructed->Pre-initialized
ParachuteMod{1.6.4} [Parachute Mod] (parachute-2.0.2-1.6.4.jar) Unloaded->Constructed->Pre-initialized
RopesPlus{1.5.3} [Ropes+] (RopePlus_1.6.4.zip) Unloaded->Constructed->Pre-initialized
TF2Teleporter{1.6.4} [TF2 Teleporter] (TF2_Teleporter_1.6.4a.zip) Unloaded->Constructed->Pre-initialized
TwilightForest{1.20.5} [The Twilight Forest] (twilightforest-1.6.4-1.20.5.jar) Unloaded->Constructed->Pre-initialized
zeldaswordskills{1.6.4-beta-0.7.1} [Zelda Sword Skills] (zeldaswordskills-1.6.4-beta-0.7.1.jar) Unloaded->Constructed->Errored
Any help is appreciated
Wait does that mean that if I create a nice dongeons you'll possibliy add it to your mod? O_O"
I think what he means is that he will list the dungeon, not necessarily ADD it. Just- recommend.
Yes, just like any other modded server.
Looks like my explicit instructions regarding Battlegear2 didn't make it onto the main page... anyway, you have to be using the latest version of Battlegear2. Last I checked it was 1.0.5.3.
^^ That xD
Seems like you are referring to secret rooms? If so, they aren't located any more often anywhere, they are fairly evenly distributed across all biomes, but they only replace stone - you won't find any digging around in dirt or sand. Look in the configuration file for lots of settings that affect dungeon and secret room generation.
Apparently I have an explosive Epona.
I've got the feeling you've hit an ID conflict where something is overriding another thing and adapting it's sprites and it's effects or something. I've had something like that before but.... not a lasso firing itself as a bomb arrow which causes an explosive Epona to appear. o.o
http://www.youtube.com/user/DarkmegaGaming
Darkmega's Latest Modpack for 1.12.2. Timeless Technician! Tech centered, Semi-hardcore, Combat oriented.
Anyway, heres a bug I came across (Note that I don't use ANY other mods than your at the moment:
- The hookshot (I mainly use the one that only works on wood, but I'm pretty sure this bug apply to all of them) sometimes make me run super fast in a random direction instead of pulling me to the block.
Also I'd like to suggest something about your Dongeon Stones, the ones which you can change the texture by sneaking+click on another block. I'd would be pretty darn useful if they would work with have slabs. That would be a plus, but after that it would be even more useful if it worked with pretty much any placeable objects (e.g: Torches, Ladders, Buttons) to really make our dongeon indestructible by bombs.
Alright I'll stop there for now cause if I'd write all of my suggestion you would be annoyed pretty quickly XD
http://www.youtube.com/user/DarkmegaGaming
Darkmega's Latest Modpack for 1.12.2. Timeless Technician! Tech centered, Semi-hardcore, Combat oriented.
I've never had that happen before, and no, that shouldn't be happening.
The hookshot bug is peculiar to 1.7.2, and is worse when playing on a LAN or server. I'm aware of it, but don't know how to fix it :\
Yes, I can see how it would be useful to render as any kind of block, but the point of the block isn't to make your dungeons completely indestructible, it's just to give you more options for the destructible parts. If you're making a map, people should be playing it in Adventure Mode, so they shouldn't be able to break blocks anyway, right? But blocks made of Dungeon Stone CAN be broken, with bombs, so it wouldn't make sense to make your entire dungeon out of it, now would it?