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
Well, what happened was we were trying to fire the bomb arrows, and it wasn't happening. My friend captured a horse in a golden lasso, and I pulled back on the hero's bow, and this time it drew, only instead of putting the bomb arrow in, it had the lasso. WHen I let go, the lasso flew off, hit a tree, and exploded. Ergo, explosive horse. So the lasso works properly, but for some reason this mod is looking for whatever is at 'golden lasso' instead of the ID for explosive arrow.
Well, what happened was we were trying to fire the bomb arrows, and it wasn't happening. My friend captured a horse in a golden lasso, and I pulled back on the hero's bow, and this time it drew, only instead of putting the bomb arrow in, it had the lasso. WHen I let go, the lasso flew off, hit a tree, and exploded. Ergo, explosive horse. So the lasso works properly, but for some reason this mod is looking for whatever is at 'golden lasso' instead of the ID for explosive arrow.
I assume you are using 1.6.4? If so, you need to ensure there are no ID conflicts between your mods. For my mod, I just use a starting index, and all the item IDs are in a continuous block from that start ID to the end (so about 100+/- consecutive item IDs need to be free from whatever value you set it at).
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.
First of all, yes they are located underground (Not near surface though...). To find secret rooms, you need to use bombs and blow the stone up. If there is water, that is a fairy fountain. If not, its just a secret room. Like he said, boss keys & chest keys are found in secret rooms, along with other random items. However, they are near the surface, but NOT near sand or dirt! Just about 10-20 blocks underground was the one I found near the surface.
I assume you are using 1.6.4? If so, you need to ensure there are no ID conflicts between your mods. For my mod, I just use a starting index, and all the item IDs are in a continuous block from that start ID to the end (so about 100+/- consecutive item IDs need to be free from whatever value you set it at).
Using 1.7.2, actually. And unless I'm mistaken, I haven't seen any IDs in the configs.
Point remains, both items have different IDs already, having checked with NEI. It's like the arrows were registered and moved when I added more mods. ((Forge does some sort of dynamic ID mapping stuff that's... a little confusing sometimes.))
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?
Wait.. I was obviously talking about the indesctructible (even by bombs) blocks. In my opinion it WOULD make sense to build my entire dongeon out of it, no? Since if I don't, even in adventure mode, the players would be able to completly destroy the whole dongeon with bombs... which is exactly what I don't want to happen, and which is why I was requesting those blocks to be able to take the appearence of half slabs and other placeable objects..
First of all, yes they are located underground (Not near surface though...). To find secret rooms, you need to use bombs and blow the stone up. If there is water, that is a fairy fountain. If not, its just a secret room. Like he said, boss keys & chest keys are found in secret rooms, along with other random items. However, they are near the surface, but NOT near sand or dirt! Just about 10-20 blocks underground was the one I found near the surface.
The very first secret room I found was about 10 block higher than the water level, so yea they can probably spawn pretty much at any level..
the game keeps crashing randomly,could someone help me solve this? D:
the mods i have are as follows:
lucky block mod,dual wielding,antiqueatlas,tinkers construct and obviously this one,the only ones that arent the recommended ones are lucky block and tinkers construct,but i dont think they tend to not bend with other mods
Tends to crash every time i find an enderman? im really confused
(i apologize in advance for not knowing how to spoiler)
---- Minecraft Crash Report ----
// Surprise! Haha. Well, this is awkward.
Time: 27/04/14 19:11
Description: Ticking entity
java.lang.ArrayIndexOutOfBoundsException: 413
at net.minecraft.entity.monster.EntityEnderman.func_70636_d(EntityEnderman.java:166)
at net.minecraft.entity.EntityLivingBase.func_70071_h_(EntityLivingBase.java:1685)
at net.minecraft.entity.EntityLiving.func_70071_h_(EntityLiving.java:227)
at net.minecraft.entity.monster.EntityMob.func_70071_h_(SourceFile:30)
at net.minecraft.world.World.func_72866_a(World.java:2101)
at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:674)
at net.minecraft.world.World.func_72870_g(World.java:2064)
at net.minecraft.world.World.func_72939_s(World.java:1916)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:512)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:657)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:568)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:114)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:452)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:705)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at net.minecraft.entity.monster.EntityEnderman.func_70636_d(EntityEnderman.java:166)
at net.minecraft.entity.EntityLivingBase.func_70071_h_(EntityLivingBase.java:1685)
at net.minecraft.entity.EntityLiving.func_70071_h_(EntityLiving.java:227)
at net.minecraft.entity.monster.EntityMob.func_70071_h_(SourceFile:30)
at net.minecraft.world.World.func_72866_a(World.java:2101)
at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:674)
at net.minecraft.world.World.func_72870_g(World.java:2064)
-- Entity being ticked --
Details:
Entity Type: Enderman (net.minecraft.entity.monster.EntityEnderman)
Entity ID: 221
Entity Name: Enderman
Entity's Exact location: 123,16, 10,00, 285,54
Entity's Block location: World: (123,10,285), Chunk: (at 11,0,13 in 7,17; contains blocks 112,0,272 to 127,255,287), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511)
Entity's Momentum: -0,02, -0,08, -0,03
Stacktrace:
at net.minecraft.world.World.func_72939_s(World.java:1916)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:512)
-- Affected level --
Details:
Level name: Lets try this !
All players: 1 total; [EntityPlayerMP['amderrsom'/338, l='Lets try this !', x=79,30, y=83,00, z=203,38]]
Chunk stats: ServerChunkCache: 686 Drop: 0
Level seed: 7103911414999854567
Level generator: ID 03 - amplified, ver 0. Features enabled: true
Level generator options:
Level spawn location: World: (124,64,256), Chunk: (at 12,4,0 in 7,16; contains blocks 112,0,256 to 127,255,271), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511)
Level time: 9135 game time, 9135 day time
Level dimension: 0
Level storage version: 0x04ABD - Anvil
Level weather: Rain time: 13303 (now: false), thunder time: 44557 (now: false)
Level game mode: Game mode: survival (ID 0). Hardcore: false. Cheats: true
Stacktrace:
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:657)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:568)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:114)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:452)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:705)
Wait.. I was obviously talking about the indesctructible (even by bombs) blocks. In my opinion it WOULD make sense to build my entire dongeon out of it, no? Since if I don't, even in adventure mode, the players would be able to completly destroy the whole dongeon with bombs... which is exactly what I don't want to happen, and which is why I was requesting those blocks to be able to take the appearence of half slabs and other placeable objects..
Ah, I see the problem. That's actually my bad, bombs should not be able to destroy regular blocks in Adventure Mode, otherwise that completely defeats the purpose of that game mode. There is a config setting that allows bombs to only destroy dungeon blocks / secret stone for now, and I'll make sure to fix that problem in the next update.
Ah, I see the problem. That's actually my bad, bombs should not be able to destroy regular blocks in Adventure Mode, otherwise that completely defeats the purpose of that game mode. There is a config setting that allows bombs to only destroy dungeon blocks / secret stone for now, and I'll make sure to fix that problem in the next update.
Yea I see, well it's not too much of a problem for me, I don't really like using adventure mode so I'll just keep building my dongeon in indestructible blocks XD
By the way, I'd like to hear your opinion about the following objects. I don't wanna "suggest" them to you since you probably already thought of them. I just want to know if you plan or not to add them in the future, or if you have any idea about them =)
-Lens of Truth
-Bombchus
-Flippers from Zelda A Link to the Past (Allow us to walk on water?)
-Magical Beans
-Quivers
-The Ocarina (I seriously hope nothing for this object, since you already mentioned there's a mod for that)
-Lamp from Zelda A Link to the Past (with lightable block?)
Yea I see, well it's not too much of a problem for me, I don't really like using adventure mode so I'll just keep building my dongeon in indestructible blocks XD
By the way, I'd like to hear your opinion about the following objects. I don't wanna "suggest" them to you since you probably already thought of them. I just want to know if you plan or not to add them in the future, or if you have any idea about them =)
-Lens of Truth
-Bombchus
-Flippers from Zelda A Link to the Past (Allow us to walk on water?)
-Magical Beans
-Quivers
-The Ocarina (I seriously hope nothing for this object, since you already mentioned there's a mod for that)
-Lamp from Zelda A Link to the Past (with lightable block?)
Please keep in mind that the Dungeon Stone blocks are not meant to be used in large quantity... each one has a tile entity, which requires much more processing power than a standard block. If you use lots of them, your map / dungeon could very well have serious performance issues. This goes for using any type of tile entity, not just my custom one, and is one of the main reasons (that and it would be a serious pain to code) I didn't bother to allow it to take on all block textures - it's simply not meant to be used that way. If you want completely indestructible dungeons, I don't think Minecraft is really the game to do that in
Re: your suggestions - those have all been on my list from the beginning, but whether they get added or not remains to be seen.
Try updating to Forge 10.12.1.1060; apparently this bug with Endermen picking up modded blocks has been fixed.
THANK YOU SO FREAKING MUCH,LET ME MARRY YOU RIGHT NOW,i thought i would never be able to play the game without peaceful,ti tried searching for tutorials to remove endermans from the config files,mods to remove enderman and etc,thank you so much!
may i suggest that you put a book IN-GAME that explains the basics of the mod? or at least a book explaining how to use the skills,as its very inconvenient to have to come here all the time to learn+ there are skills that arent on the list of sword skills (like rising cut)
i mean,its a little thing that would help a ton
Please keep in mind that the Dungeon Stone blocks are not meant to be used in large quantity... each one has a tile entity, which requires much more processing power than a standard block. If you use lots of them, your map / dungeon could very well have serious performance issues. This goes for using any type of tile entity, not just my custom one, and is one of the main reasons (that and it would be a serious pain to code) I didn't bother to allow it to take on all block textures - it's simply not meant to be used that way. If you want completely indestructible dungeons, I don't think Minecraft is really the game to do that in
Re: your suggestions - those have all been on my list from the beginning, but whether they get added or not remains to be seen.
I don't want "completely indestructible dungeons", all I want is people to not be able to destroy every damn thing in my dongeon using their bombs, just like in the real Legend Of Zelda, theres nothing complicated here I think o_O
may i suggest that you put a book IN-GAME that explains the basics of the mod? or at least a book explaining how to use the skills,as its very inconvenient to have to come here all the time to learn+ there are skills that arent on the list of sword skills (like rising cut)
i mean,its a little thing that would help a ton
I don't want "completely indestructible dungeons", all I want is people to not be able to destroy every damn thing in my dongeon using their bombs, just like in the real Legend Of Zelda, theres nothing complicated here I think o_O
I realize what you want, I'm simply explaining the limitations of how Minecraft works. No need to get upset. The only performance-viable solution is to literally make indestructible versions of every single block, doubling the number of blocks in the game, which is obviously not a real solution; likewise, using tile entities for every single block that you place will kill performance, and is not a solution. There just isn't a way to do what you want without serious repercussions, at least right now.
In 1.8, all blocks will be indestructible by default in Adventure Mode, so your dungeons will be completely safe. There also seems to be a way to store NBT tags for individual blocks, and one of the tags that can be set will flag the block as indestructible; whether that can be used in normal Survival mode I'm not sure, but if so, then there you go, problem solved. There's nothing I can do at this point to mod it in without the very bad effects I mentioned above, so continuing to complain about it won't get you anywhere.
I realize what you want, I'm simply explaining the limitations of how Minecraft works. No need to get upset. The only performance-viable solution is to literally make indestructible versions of every single block, doubling the number of blocks in the game, which is obviously not a real solution; likewise, using tile entities for every single block that you place will kill performance, and is not a solution. There just isn't a way to do what you want without serious repercussions, at least right now.
In 1.8, all blocks will be indestructible by default in Adventure Mode, so your dungeons will be completely safe. There also seems to be a way to store NBT tags for individual blocks, and one of the tags that can be set will flag the block as indestructible; whether that can be used in normal Survival mode I'm not sure, but if so, then there you go, problem solved. There's nothing I can do at this point to mod it in without the very bad effects I mentioned above, so continuing to complain about it won't get you anywhere.
Woa Woa it's okay maybe the way I wrote was a bit rude but I was in no way upset, in fact in not even complaining, I was just trying to understand, but now I realise that I will only be able to make dongeons in 1.8. I also love your mod because I love the Legend of Zelda franchise more than most people would never do xD I just really wish that one day it would be possible to create whole dongeons from original Zelda Ocarina of Time in Minecraft, and I know it will happen, but I just.. CAN'T WAIT D=
Oh i am so waiting for that. Btw are you planning to add a new HUD for the exhaustion? While i don't really get that mechanic at all, from what i understand, it's how much you are able to use skills until you can't anymore and be exhausted. It's just a speculation though, and that never occurred to us before so just wondering.
Also with Smart Moving installed, you can crawl into one of the boss castle's windows to skip the "kill all the bosses" phase of the castle and get the chests/flames/master sword xD
While i know there is an option to disable the windows AND requires to have something like Smart Moving installed, it is still a bit exploitable don't you think? Maybe putting some slabs or unbreakable glass on the windows would do it but it's just a minor thing to point out
i'm also glad there'll be a beginner's guide for this mod soon, although same as most of the games i think the real fun is teasing it out for yourself to some degree.
but, truthfully i've figured out just tiny bits and pieces so far mostly.
Rollback Post to RevisionRollBack
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
Oh i am so waiting for that. Btw are you planning to add a new HUD for the exhaustion? While i don't really get that mechanic at all, from what i understand, it's how much you are able to use skills until you can't anymore and be exhausted. It's just a speculation though, and that never occurred to us before so just wondering.
Also with Smart Moving installed, you can crawl into one of the boss castle's windows to skip the "kill all the bosses" phase of the castle and get the chests/flames/master sword xD
While i know there is an option to disable the windows AND requires to have something like Smart Moving installed, it is still a bit exploitable don't you think? Maybe putting some slabs or unbreakable glass on the windows would do it but it's just a minor thing to point out
Exhaustion = hunger, just like running, jumping, and fighting - those all add exhaustion, which eventually takes down your hunger bar, so no, no new HUD
As for being exploitable, that's why I added the window option; if you install Smart Moving and don't disable windows, that's your choice. Adding slabs won't necessarily fix the problem - there's nothing stopping someone from adding a mod with an item that destroys any block without checking, or teleports the player through walls, or some other kind of exploit. A player that wants to cheat / exploit the game will always find a way, and it's up to each player to decide for themselves how they want to play.
i'm also glad there'll be a beginner's guide for this mod soon, although same as most of the games i think the real fun is teasing it out for yourself to some degree.
but, truthfully i've figured out just tiny bits and pieces so far mostly.
It's not exactly a beginner's guide... once you learn a skill, it will have a detailed entry in the skill gui, but nothing else about the mod is explained in there at this time. Still, I think it will be a valuable addition to the mod, since many people seem confused about how the skills actually work.
on the smart moving thing, you could just raise the windows 2 blocks up as well, it's surprising how few people can do smart moving's more advanced moves, i honestly have to really want to before i start considering wall jumping.
and well... let's make it an official request then shall we? just some bare bones basic info to get people started, maybe a nudge or two in the right direction?
i hate to say it, but what i've learned from playing with the mod really is a tiny amount and i don't really know what those skill orbs or whatever i keep eating do either.
Rollback Post to RevisionRollBack
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
Well, what happened was we were trying to fire the bomb arrows, and it wasn't happening. My friend captured a horse in a golden lasso, and I pulled back on the hero's bow, and this time it drew, only instead of putting the bomb arrow in, it had the lasso. WHen I let go, the lasso flew off, hit a tree, and exploded. Ergo, explosive horse. So the lasso works properly, but for some reason this mod is looking for whatever is at 'golden lasso' instead of the ID for explosive arrow.
I assume you are using 1.6.4? If so, you need to ensure there are no ID conflicts between your mods. For my mod, I just use a starting index, and all the item IDs are in a continuous block from that start ID to the end (so about 100+/- consecutive item IDs need to be free from whatever value you set it at).
First of all, yes they are located underground (Not near surface though...). To find secret rooms, you need to use bombs and blow the stone up. If there is water, that is a fairy fountain. If not, its just a secret room. Like he said, boss keys & chest keys are found in secret rooms, along with other random items. However, they are near the surface, but NOT near sand or dirt! Just about 10-20 blocks underground was the one I found near the surface.
Using 1.7.2, actually. And unless I'm mistaken, I haven't seen any IDs in the configs.
Point remains, both items have different IDs already, having checked with NEI. It's like the arrows were registered and moved when I added more mods. ((Forge does some sort of dynamic ID mapping stuff that's... a little confusing sometimes.))
Wait.. I was obviously talking about the indesctructible (even by bombs) blocks. In my opinion it WOULD make sense to build my entire dongeon out of it, no? Since if I don't, even in adventure mode, the players would be able to completly destroy the whole dongeon with bombs... which is exactly what I don't want to happen, and which is why I was requesting those blocks to be able to take the appearence of half slabs and other placeable objects..
The very first secret room I found was about 10 block higher than the water level, so yea they can probably spawn pretty much at any level..
the mods i have are as follows:
lucky block mod,dual wielding,antiqueatlas,tinkers construct and obviously this one,the only ones that arent the recommended ones are lucky block and tinkers construct,but i dont think they tend to not bend with other mods
Tends to crash every time i find an enderman? im really confused
(i apologize in advance for not knowing how to spoiler)
---- Minecraft Crash Report ----
// Surprise! Haha. Well, this is awkward.
Time: 27/04/14 19:11
Description: Ticking entity
java.lang.ArrayIndexOutOfBoundsException: 413
at net.minecraft.entity.monster.EntityEnderman.func_70636_d(EntityEnderman.java:166)
at net.minecraft.entity.EntityLivingBase.func_70071_h_(EntityLivingBase.java:1685)
at net.minecraft.entity.EntityLiving.func_70071_h_(EntityLiving.java:227)
at net.minecraft.entity.monster.EntityMob.func_70071_h_(SourceFile:30)
at net.minecraft.world.World.func_72866_a(World.java:2101)
at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:674)
at net.minecraft.world.World.func_72870_g(World.java:2064)
at net.minecraft.world.World.func_72939_s(World.java:1916)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:512)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:657)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:568)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:114)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:452)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:705)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at net.minecraft.entity.monster.EntityEnderman.func_70636_d(EntityEnderman.java:166)
at net.minecraft.entity.EntityLivingBase.func_70071_h_(EntityLivingBase.java:1685)
at net.minecraft.entity.EntityLiving.func_70071_h_(EntityLiving.java:227)
at net.minecraft.entity.monster.EntityMob.func_70071_h_(SourceFile:30)
at net.minecraft.world.World.func_72866_a(World.java:2101)
at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:674)
at net.minecraft.world.World.func_72870_g(World.java:2064)
-- Entity being ticked --
Details:
Entity Type: Enderman (net.minecraft.entity.monster.EntityEnderman)
Entity ID: 221
Entity Name: Enderman
Entity's Exact location: 123,16, 10,00, 285,54
Entity's Block location: World: (123,10,285), Chunk: (at 11,0,13 in 7,17; contains blocks 112,0,272 to 127,255,287), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511)
Entity's Momentum: -0,02, -0,08, -0,03
Stacktrace:
at net.minecraft.world.World.func_72939_s(World.java:1916)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:512)
-- Affected level --
Details:
Level name: Lets try this !
All players: 1 total; [EntityPlayerMP['amderrsom'/338, l='Lets try this !', x=79,30, y=83,00, z=203,38]]
Chunk stats: ServerChunkCache: 686 Drop: 0
Level seed: 7103911414999854567
Level generator: ID 03 - amplified, ver 0. Features enabled: true
Level generator options:
Level spawn location: World: (124,64,256), Chunk: (at 12,4,0 in 7,16; contains blocks 112,0,256 to 127,255,271), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511)
Level time: 9135 game time, 9135 day time
Level dimension: 0
Level storage version: 0x04ABD - Anvil
Level weather: Rain time: 13303 (now: false), thunder time: 44557 (now: false)
Level game mode: Game mode: survival (ID 0). Hardcore: false. Cheats: true
Stacktrace:
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:657)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:568)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:114)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:452)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:705)
-- System Details --
Details:
Minecraft Version: 1.7.2
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: 148647536 bytes (141 MB) / 527171584 bytes (502 MB) up to 954466304 bytes (910 MB)
JVM Flags: 2 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G
AABB Pool Size: 4739 (265384 bytes; 0 MB) allocated, 2932 (164192 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 12, tallocated: 94
FML: MCP v9.01-pre FML v7.2.116.1024 Minecraft Forge 10.12.0.1024 10 mods loaded, 10 mods active
mcp{8.09} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
FML{7.2.116.1024} [Forge Mod Loader] (forge-1.7.2-10.12.0.1024.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Forge{10.12.0.1024} [Minecraft Forge] (forge-1.7.2-10.12.0.1024.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
TConstruct-Preloader{0.1.1} [Tinkers Corestruct] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
battlegear2{1.0.5.4} [Mine & Blade Battlegear 2 - Bullseye] (1.7.2-MB_Battlegear2-Bullseye-1.0.5.4.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
lucky{5.0.0} [Lucky Block] ([1-7-2]_Lucky_Block_v5-0-0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
antiqueatlas{4.0a-1.7.2} [Antique Atlas] (antiqueatlas-4.0a-1.7.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Mantle{1.7.2-124.8c69232} [Mantle] (Mantle-1.7.2-0.2.6.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
TConstruct{1.7.2-1.6.0.jenkins455} [Tinkers' Construct] (TConstruct-1.7.2-1.6.0.a12.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
zeldaswordskills{1.7.2-beta-0.1.1} [Zelda Sword Skills] (zeldaswordskills-1.7.2-beta-0.1.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Mantle Environment: Environment healthy.
TConstruct Environment: Environment healthy.
Profiler Position: N/A (disabled)
Vec3 Pool Size: 1304 (73024 bytes; 0 MB) allocated, 499 (27944 bytes; 0 MB) used
Player Count: 1 / 8; [EntityPlayerMP['amderrsom'/338, l='Lets try this !', x=79,30, y=83,00, z=203,38]]
Type: Integrated Server (map_client.txt)
Is Modded: Definitely; Client brand changed to 'fml,forge'
Ah, I see the problem. That's actually my bad, bombs should not be able to destroy regular blocks in Adventure Mode, otherwise that completely defeats the purpose of that game mode. There is a config setting that allows bombs to only destroy dungeon blocks / secret stone for now, and I'll make sure to fix that problem in the next update.
Try updating to Forge 10.12.1.1060; apparently this bug with Endermen picking up modded blocks has been fixed.
Yea I see, well it's not too much of a problem for me, I don't really like using adventure mode so I'll just keep building my dongeon in indestructible blocks XD
By the way, I'd like to hear your opinion about the following objects. I don't wanna "suggest" them to you since you probably already thought of them. I just want to know if you plan or not to add them in the future, or if you have any idea about them =)
-Lens of Truth
-Bombchus
-Flippers from Zelda A Link to the Past (Allow us to walk on water?)
-Magical Beans
-Quivers
-The Ocarina (I seriously hope nothing for this object, since you already mentioned there's a mod for that)
-Lamp from Zelda A Link to the Past (with lightable block?)
Please keep in mind that the Dungeon Stone blocks are not meant to be used in large quantity... each one has a tile entity, which requires much more processing power than a standard block. If you use lots of them, your map / dungeon could very well have serious performance issues. This goes for using any type of tile entity, not just my custom one, and is one of the main reasons (that and it would be a serious pain to code) I didn't bother to allow it to take on all block textures - it's simply not meant to be used that way. If you want completely indestructible dungeons, I don't think Minecraft is really the game to do that in
Re: your suggestions - those have all been on my list from the beginning, but whether they get added or not remains to be seen.
THANK YOU SO FREAKING MUCH,LET ME MARRY YOU RIGHT NOW,i thought i would never be able to play the game without peaceful,ti tried searching for tutorials to remove endermans from the config files,mods to remove enderman and etc,thank you so much!
i mean,its a little thing that would help a ton
I don't want "completely indestructible dungeons", all I want is people to not be able to destroy every damn thing in my dongeon using their bombs, just like in the real Legend Of Zelda, theres nothing complicated here I think o_O
A couple pages back, I posted this:
I realize what you want, I'm simply explaining the limitations of how Minecraft works. No need to get upset. The only performance-viable solution is to literally make indestructible versions of every single block, doubling the number of blocks in the game, which is obviously not a real solution; likewise, using tile entities for every single block that you place will kill performance, and is not a solution. There just isn't a way to do what you want without serious repercussions, at least right now.
In 1.8, all blocks will be indestructible by default in Adventure Mode, so your dungeons will be completely safe. There also seems to be a way to store NBT tags for individual blocks, and one of the tags that can be set will flag the block as indestructible; whether that can be used in normal Survival mode I'm not sure, but if so, then there you go, problem solved. There's nothing I can do at this point to mod it in without the very bad effects I mentioned above, so continuing to complain about it won't get you anywhere.
Woa Woa it's okay maybe the way I wrote was a bit rude but I was in no way upset, in fact in not even complaining, I was just trying to understand, but now I realise that I will only be able to make dongeons in 1.8. I also love your mod because I love the Legend of Zelda franchise more than most people would never do xD I just really wish that one day it would be possible to create whole dongeons from original Zelda Ocarina of Time in Minecraft, and I know it will happen, but I just.. CAN'T WAIT D=
Oh i am so waiting for that. Btw are you planning to add a new HUD for the exhaustion? While i don't really get that mechanic at all, from what i understand, it's how much you are able to use skills until you can't anymore and be exhausted. It's just a speculation though, and that never occurred to us before so just wondering.
Also with Smart Moving installed, you can crawl into one of the boss castle's windows to skip the "kill all the bosses" phase of the castle and get the chests/flames/master sword xD
While i know there is an option to disable the windows AND requires to have something like Smart Moving installed, it is still a bit exploitable don't you think? Maybe putting some slabs or unbreakable glass on the windows would do it but it's just a minor thing to point out
but, truthfully i've figured out just tiny bits and pieces so far mostly.
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
Exhaustion = hunger, just like running, jumping, and fighting - those all add exhaustion, which eventually takes down your hunger bar, so no, no new HUD
As for being exploitable, that's why I added the window option; if you install Smart Moving and don't disable windows, that's your choice. Adding slabs won't necessarily fix the problem - there's nothing stopping someone from adding a mod with an item that destroys any block without checking, or teleports the player through walls, or some other kind of exploit. A player that wants to cheat / exploit the game will always find a way, and it's up to each player to decide for themselves how they want to play.
It's not exactly a beginner's guide... once you learn a skill, it will have a detailed entry in the skill gui, but nothing else about the mod is explained in there at this time. Still, I think it will be a valuable addition to the mod, since many people seem confused about how the skills actually work.
and well... let's make it an official request then shall we? just some bare bones basic info to get people started, maybe a nudge or two in the right direction?
i hate to say it, but what i've learned from playing with the mod really is a tiny amount and i don't really know what those skill orbs or whatever i keep eating do either.
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.