I think somethings wrong with the Path finding of The zombie awareness..
Zombies/horde just stand still even though i set the sight range to 30 and see through walls
HELP! THanks
---- Minecraft Crash Report ----
// Why did you do that?
Time: 12/25/12 4:35 PM
Description: Exception in server tick loop
java.lang.NullPointerException
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:445)
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:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:140)
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:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:83)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:478)
at cpw.mods.fml.server.FMLServerHandler.beginServerLoading(FMLServerHandler.java:86)
at cpw.mods.fml.common.FMLCommonHandler.onServerStart(FMLCommonHandler.java:345)
at ho.c(DedicatedServer.java:64)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:458)
at fy.run(SourceFile:849)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.4.6
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_03, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 72004360 bytes (68 MB) / 103284736 bytes (98 MB) up to 831455232 bytes (792 MB)
JVM Flags: 0 total;
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 v7.25 FML v4.6.14.513 Minecraft Forge 6.5.0.481 5 mods loaded, 5 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed
FML [Forge Mod Loader] (coremods) Unloaded->Constructed
Forge [Minecraft Forge] (coremods) Unloaded->Constructed
ZombieCraftMod [ZombieCraft Mod] (ZC 3.0 Beta3 Mod.zip) Unloaded->Errored
BuildMod [Build Mod] (ZC 3.0 Beta3 Mod.zip) Unloaded->Errored
Profiler Position: N/A (disabled)
Is Modded: Definitely; Server brand changed to 'fml'
Type: Dedicated Server (map_server.txt)
Into the cellar! There's a ternader a'comin!
thanks for the answer, hope he will add it soon it isnt fun without it
2012-12-21 20:10:49 [INFO] [STDERR] at net.minecraftforge.common.DimensionManager.initDimension(DimensionManager.java:156)
2012-12-21 20:10:49 [INFO] [STDERR] at net.minecraft.server.MinecraftServer.a(MinecraftServer.java:757)
2012-12-21 20:10:49 [INFO] [STDERR] at ZombieAwareness.ZombieAwareness.run(ZombieAwareness.java:142)
2012-12-21 20:10:49 [INFO] [STDERR] at java.lang.Thread.run(Unknown Source)
Actually it might not affect the AI -- Ill test it more // I think ill up the distance in the config to see
nvm, got it working
tornadoes when spawned naturally or manually, appear clear and are near impossible to see and are only judgable by its block pickup
is this just a bug your ironing out, or is this your first case, and please fix it if it has the problem continuously
Hey everybody, the post is above my signature...
Zombies/horde just stand still even though i set the sight range to 30 and see through walls
HELP! THanks
thats not true and ps its zombiecraft 3.0 beta 3 not zombiecraft 3.3.0 beta 3
If you can send me a working link to the mod I will update it for you
//Water Shader current Developer
Zombiecraft Maps!