Hi,
i just installed gravity lift, illuminator tube and laser bridge mods. So far everything seems ok with one small glitch. When i use accel bridge, it speeds up only in north or south direction. When i move east or west there is no speed boost.
I have some other mods installed so it might be caused by them... but i just wanted to let you know. Anyway, those are great mods you have made, thx a lot for your hard work.
P.S. I wish i had more sprites left, can't install crystal mod <- Mustn't be greedy .
In a recent development MiDi and myself have come up with a way of bringing the number of terrain sprites we use from 28 down to 4 in the crystal pack alone. We have also found other places that we can trim terrain sprites down such as the laser bridge pack, and the teleporter pack.
Also the number of item sprites in the crystal pack can be culled by 12. We still use a lot of item sprites for the wands. However we may be able to fix this, just depends on how much we get working.
We haven't actually done this fix yet, but we think we know how to. So we're planning on including this change in the Node Pack v2.3. Hopefully it'll increase compatibility with other large mods.
As for the acceleration bridge mod, I'll look into that one.
Im not really sure what the problem is :/ but ill paste here both modloader and nodepack logs in here to see if anyone can help me :/
Im only trying to install the laser bridge mod i downloaded individually.
Modloader
FINA: Failed to load mod from "mod_NodeLaserBridge.class"
8/05/2011 06:49:52 PM ModLoader addMod
MÁS FINA: THROW
java.lang.ExceptionInInitializerError
at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
at sun.reflect.NativeConstructorAccessorImpl.newInstance(Unknown Source)
at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(Unknown Source)
at java.lang.reflect.Constructor.newInstance(Unknown Source)
at java.lang.Class.newInstance0(Unknown Source)
at java.lang.Class.newInstance(Unknown Source)
at ModLoader.addMod(ModLoader.java:201)
at ModLoader.readFromClassPath(ModLoader.java:1061)
at ModLoader.init(ModLoader.java:741)
at ModLoader.AddAllRenderers(ModLoader.java:120)
at sd.<init>(sd.java:60)
at sd.<clinit>(sd.java:9)
at net.minecraft.client.Minecraft.a(SourceFile:282)
at p.a(p.java:28)
at net.minecraft.client.Minecraft.run(SourceFile:658)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.NullPointerException
at mod_NodePack.getID(mod_NodePack.java:49)
at mod_NodeLaserBridge.<clinit>(mod_NodeLaserBridge.java:100)
... 16 more
8/05/2011 06:50:02 PM ModLoader addMod
FINA: Mod Loaded: "mod_NodePack 2.2 for Minecraft 1.5_01" from mod_NodePack.class
8/05/2011 06:50:03 PM ModLoader AddAllRenderers
FINA: Initialized
Nodepack
<NodePack>: searching in directory: C:\Documents and Settings\Tere\Datos de programa\.minecraft\mods\NodePack
<NodePack>: There are 0 files that match.
<NodePack>: No match found for key: LaserBridgeControl id: null
Failed to load mod from "mod_NodeLaserBridge.class"
MCPatcherUtils initialized. Directory C:\Documents and Settings\Tere\Datos de programa\.minecraft\.
opened /gui/logo.png 256x256 from Default
<NodePack>: {}
<NodePack>: {}
<NodePack>: {}
<NodePack>: {}
Mod Loaded: mod_NodePack 2.2 for Minecraft 1.5_01
Done.
CONFLICT @ -171
CONFLICT @ -212
CONFLICT @ -213
CONFLICT @ -203
CONFLICT @ -189
CONFLICT @ -206
CONFLICT @ -180
CONFLICT @ -181
CONFLICT @ -192
CONFLICT @ -185
CONFLICT @ -239
opened /pack.png 128x128 from Default
clearing texture cache (2 items)
opened /terrain.png 512x512 from WATcraft_02.zip
changing skin to WATcraft_02.zip
setting tile size to 32 (was 16)
refreshTextureFX()
opened /gui/items.png 512x512 from WATcraft_02.zip
opened /gui/items.png 512x512 from cache
opened /misc/dial.png 32x32 from WATcraft_02.zip
opened /custom_lava_still.png 32x2048 from WATcraft_02.zip
new CustomAnimation lava_still, src=custom_lava_still.png, buffer size=0x1000, tile=237
opened /custom_lava_flowing.png 32x2048 from WATcraft_02.zip
new CustomAnimation lava_flowing, src=custom_lava_flowing.png, buffer size=0x1000, tile=238
opened /custom_water_still.png 32x2048 from WATcraft_02.zip
new CustomAnimation water_still, src=custom_water_still.png, buffer size=0x1000, tile=205
opened /custom_water_flowing.png 32x1024 from WATcraft_02.zip
new CustomAnimation water_flowing, src=custom_water_flowing.png, buffer size=0x1000, tile=206
opened /misc/foliagecolor.png 256x256 from WATcraft_02.zip
opened /misc/foliagecolor.png 256x256 from cache
opened /misc/grasscolor.png 256x256 from WATcraft_02.zip
opened /misc/grasscolor.png 256x256 from cache
resizing gl buffer from 0x100000 to 0x10000
opened /title/mojang.png 128x128 from WATcraft_02.zip
Loading: net.java.games.input.DirectAndRawInputEnvironmentPlugin
Starting up SoundSystem...
Initializing LWJGL OpenAL
(The LWJGL binding of OpenAL. For more information, see http://www.lwjgl.org)
OpenAL initialized.
Stopping!
SoundSystem shutting down...
Author: Paul Lamb, www.paulscode.com
Caused by: java.lang.NullPointerException
at mod_NodePack.getID(mod_NodePack.java:49)
at mod_NodeLaserBridge.<clinit>(mod_NodeLaserBridge.java:100)
... 16 more
The above error message implies that the mods folder hasn't been installed in the correct place as there are no ID's loaded. Try following the installation instructions on the wiki page. That'll show you where to put the mods folder.
If you do that and still can't get it working then let me know.
Hey, I just wanted to thank the people that put this together (I don't just mean NodeReaver, everyone who helped test and submit bugs as well). I'm only using the Spires/Ruins and crystals mods for now, but they're doing great.
Please keep up the good work, and here's a pretty screenshot.
I am not sure if this has been answered, and I don't feel like looking through 30+ pages of posts to see that it has not, yet. Is there a maximum range for the teleporters? I try to use one that is supposed to send me across an ocean to a floating temple I built (about 200 blocks or so), and my game crashes to desktop.
I have not checked to see if modloader actually reported any error, or to even check the nodepack log file... I kept forgetting to check those... maybe I'll recreate the error, and check to see if either of those files tell me anything.
- - -
I'm back, and I found an error message in the nodepack log file:
.
.
.
<NodePack>: xdist: -0.5537703674182453
<NodePack>: ydist: -2.6200000047683716
<NodePack>: zdist: -0.4351380525566668
<NodePack>: moving entity: cu@111ac
java.lang.NullPointerException
at et.n(World.java:2079)
at et.l(World.java:1882)
at net.minecraft.client.Minecraft.j(SourceFile:1338)
at net.minecraft.client.Minecraft.run(SourceFile:694)
at java.lang.Thread.run(Unknown Source)
Exception in thread "AWT-EventQueue-0" java.lang.NullPointerException: component argument pData
at sun.java2d.windows.GDIWindowSurfaceData.initOps(Native Method)
at sun.java2d.windows.GDIWindowSurfaceData.<init>(Unknown Source)
at sun.java2d.windows.GDIWindowSurfaceData.createData(Unknown Source)
at sun.java2d.d3d.D3DScreenUpdateManager.getGdiSurface(Unknown Source)
at sun.java2d.d3d.D3DScreenUpdateManager.createGraphics(Unknown Source)
at sun.awt.windows.WComponentPeer.getGraphics(Unknown Source)
at java.awt.Component.getGraphics(Unknown Source)
at sun.awt.RepaintArea.paint(Unknown Source)
at sun.awt.windows.WComponentPeer.handleEvent(Unknown Source)
at java.awt.Component.dispatchEventImpl(Unknown Source)
at java.awt.Component.dispatchEvent(Unknown Source)
at java.awt.EventQueue.dispatchEvent(Unknown Source)
at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.run(Unknown Source)
Stopping!
And since I have no knowledge in coding in JAVA, I can make no sense of what it means. Can somebody please translate this to simple English that I may understand what it is trying to tell me?
I am not sure if this has been answered, and I don't feel like looking through 30+ pages of posts to see that it has not, yet. Is there a maximum range for the teleporters? I try to use one that is supposed to send me across an ocean to a floating temple I built (about 200 blocks or so), and my game crashes to desktop.
I have not checked to see if modloader actually reported any error, or to even check the nodepack log file... I kept forgetting to check those... maybe I'll recreate the error, and check to see if either of those files tell me anything.
- - -
I'm back, and I found an error message in the nodepack log file:
.
.
.
snip
And since I have no knowledge in coding in JAVA, I can make no sense of what it means. Can somebody please translate this to simple English that I may understand what it is trying to tell me?
i have no clue on the code cause it doesnt give anything diffinitive but im going to guess and say that the reciever node your trying to go to might be in an unloaded chunk, im not sure of how you have your minecraft settings but if you have the render/fog distance set to far it might work then since the far distance can render more than 250 meters away from the player, try it with diff settings and post what you find. there might be different errors depending on the settings.
After I installed your crystal and your door mod I got this
java.lang.NoSuchMethodError: ItemFireWand: method <init>(I)V not found
at mod_magic.<clinit>(mod_magic.java:13)
at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
at sun.reflect.NativeConstructorAccessorImpl.newInstance(Unknown Source)
at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(Unknown Source)
at java.lang.reflect.Constructor.newInstance(Unknown Source)
at java.lang.Class.newInstance0(Unknown Source)
at java.lang.Class.newInstance(Unknown Source)
at ModLoader.addMod(ModLoader.java:202)
at ModLoader.readFromClassPath(ModLoader.java:1150)
at ModLoader.init(ModLoader.java:781)
at ModLoader.AddAllRenderers(ModLoader.java:109)
at sd.<init>(sd.java:58)
at sd.<clinit>(sd.java:8)
at net.minecraft.client.Minecraft.a(SourceFile:282)
at net.minecraft.client.Minecraft.run(SourceFile:658)
at java.lang.Thread.run(Unknown Source)
I know it has something to do with the crystal mod because it says fire wand but I don't know how to fix it. help please?
After I installed your crystal and your door mod I got this
java.lang.NoSuchMethodError: ItemFireWand: method <init>(I)V not found
at mod_magic.<clinit>(mod_magic.java:13)
at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
at sun.reflect.NativeConstructorAccessorImpl.newInstance(Unknown Source)
at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(Unknown Source)
at java.lang.reflect.Constructor.newInstance(Unknown Source)
at java.lang.Class.newInstance0(Unknown Source)
at java.lang.Class.newInstance(Unknown Source)
at ModLoader.addMod(ModLoader.java:202)
at ModLoader.readFromClassPath(ModLoader.java:1150)
at ModLoader.init(ModLoader.java:781)
at ModLoader.AddAllRenderers(ModLoader.java:109)
at sd.<init>(sd.java:58)
at sd.<clinit>(sd.java:8)
at net.minecraft.client.Minecraft.a(SourceFile:282)
at net.minecraft.client.Minecraft.run(SourceFile:658)
at java.lang.Thread.run(Unknown Source)
I know it has something to do with the crystal mod because it says fire wand but I don't know how to fix it. help please?
do a 100% clean install, install modloader first then nodepack start up minecraft close out then add your other mods if it works.
i have no clue on the code cause it doesnt give anything diffinitive but im going to guess and say that the reciever node your trying to go to might be in an unloaded chunk, im not sure of how you have your minecraft settings but if you have the render/fog distance set to far it might work then since the far distance can render more than 250 meters away from the player, try it with diff settings and post what you find. there might be different errors depending on the settings.
I tried it again with the render distance on far, and it once again crashed, even though I waited until I could see my castle, (and the mountain it is dug out of), that I was trying to teleport to. The error was similar, it was a null point exception error.
I believe that you are correct in that the receiver is probably in an unloaded chunk, but even on a far render distance it didn't render my teleporter room deep inside the mountain behind my castle.
I am currently trying to build a kind of 'work around' for this... I am building a light house on an island near my floating temple to house the teleporter node to send me to the floating temple, and will eventually connect the light house to my castle with a possible glass tunnel under the ocean.
@XxWaveWarriorxX Razer's right, try with a clean minecraft.jar. The node pack don't include a mod_magic file so I don't think the error is originating from the node pack. It is however possible that both the other mod you are using and the node pack have a class called ItemFireWand. which would most certainly cause a problem.
I tried it again with the render distance on far, and it once again crashed, even though I waited until I could see my castle, (and the mountain it is dug out of), that I was trying to teleport to. The error was similar, it was a null point exception error.
I believe that you are correct in that the receiver is probably in an unloaded chunk, but even on a far render distance it didn't render my teleporter room deep inside the mountain behind my castle.
I am currently trying to build a kind of 'work around' for this... I am building a light house on an island near my floating temple to house the teleporter node to send me to the floating temple, and will eventually connect the light house to my castle with a possible glass tunnel under the ocean.
Can you use the teleporters successfully at all? If so what range can you teleport without an error occurring. I've never come across this error before and like razer said it could be due to a chunk loading problem, perhaps the system is trying to render faster than it can load. From experience here I have been able to teleport vast distances, far beyond the visible range, and still not receive any sort of error. It does however take a fair while to load everything around you when you do it too quickly.
Do you have any other mods installed, maybe ones that alter the way Minecraft renders objects? If so, the error oculd be caused by them.
There is no programmed limit to the range of the teleporters. However if you find you can only teleport a certain distance without it crashing, then perhaps it'd be best to just stick to that limit. :biggrin.gif:
@uking94 thanks. :biggrin.gif:
@Razer thanks as always for being helpful, really appreciated!
@XxWaveWarriorxX Razer's right, try with a clean minecraft.jar. The node pack don't include a mod_magic file so I don't think the error is originating from the node pack. It is however possible that both the other mod you are using and the node pack have a class called ItemFireWand. which would most certainly cause a problem.
Yea i have the magic mod from someone else (forgot who). He also has a fire wand. Is there anyway to turn off/not use one of the items?
Not in the crystal mod at the moment unfortunately. I'll put that on my list of things to do.
Edit: either that or I'll just rename my items to include node in them somewhere to help compatibility.
Alright, your mods are great anyways :biggrin.gif:
I want to ask you a question,
I get this alot when i try to add big mods, do you know what it means?
########## GL ERROR ##########
@ Pre render
1281: Invalid value
Alright, your mods are great anyways :biggrin.gif:
I want to ask you a question,
I get this alot when i try to add big mods, do you know what it means?
########## GL ERROR ##########
@ Pre render
1281: Invalid value
In the common errors section it says that it could be because Minecraft is trying to render a texture at a different size than what it's patched for. So if you're using a HD texture patcher or something similar try re-doing it with the right resolution and it may work.
If that doesn't work another thread I found said update your computers drivers but that's a pretty generic response really. If you do still have troubles and you are using a HD texture patcher maybe look on the patcher's forum topic for help.
In the common errors section it says that it could be because Minecraft is trying to render a texture at a different size than what it's patched for. So if you're using a HD texture patcher or something similar try re-doing it with the right resolution and it may work.
If that doesn't work another thread I found said update your computers drivers but that's a pretty generic response really. If you do still have troubles and you are using a HD texture patcher maybe look on the patcher's forum topic for help.
Hmm.. I will try that. I am using the hd patcher.
It works for your laser bridge mod! Time to try other mods :laugh.gif:
PS: You should try making it so that the bridges can sync, if you turn one on all the ones adjacent will turn on. Just a suggestion. Thanks!
It works for your laser bridge mod! Time to try other mods :laugh.gif:
PS: You should try making it so that the bridges can sync, if you turn one on all the ones adjacent will turn on. Just a suggestion. Thanks!
Good to hear. :biggrin.gif:
If you activate the bridges with redstone the adjacent bridges do get activated. It works the same as dispensers: the one above, below and to the left and right will also be activated.
@Razer thanks as always for being helpful, really appreciated!
no problem, i think from browsing the modding forums im getting a general idea of what causes crashes and how to read java script but i have no clue on how to code. im thinking of maybe trying my hand at making a single item mod that will heal you for full hearts but also set you on fire, kinda like a last ditch effort thing in a fight. im thinking of calling it devil's water, if i can figure out how to code it.
no problem, i think from browsing the modding forums im getting a general idea of what causes crashes and how to read java script but i have no clue on how to code. im thinking of maybe trying my hand at making a single item mod that will heal you for full hearts but also set you on fire, kinda like a last ditch effort thing in a fight. im thinking of calling it devil's water, if i can figure out how to code it.
That definitely does sound like a good idea. I like the idea of something that heals but also hurts. dealing the damage via fire if you were standing next to water it'd be pretty cheap. You wouldn't even have to take any damage. However I see how it'd balance out when you were underground and there may not be any water in the area.
In a recent development MiDi and myself have come up with a way of bringing the number of terrain sprites we use from 28 down to 4 in the crystal pack alone. We have also found other places that we can trim terrain sprites down such as the laser bridge pack, and the teleporter pack.
Also the number of item sprites in the crystal pack can be culled by 12. We still use a lot of item sprites for the wands. However we may be able to fix this, just depends on how much we get working.
We haven't actually done this fix yet, but we think we know how to. So we're planning on including this change in the Node Pack v2.3. Hopefully it'll increase compatibility with other large mods.
As for the acceleration bridge mod, I'll look into that one.
Im only trying to install the laser bridge mod i downloaded individually.
Modloader
Nodepack
The above error message implies that the mods folder hasn't been installed in the correct place as there are no ID's loaded. Try following the installation instructions on the wiki page. That'll show you where to put the mods folder.
If you do that and still can't get it working then let me know.
Please keep up the good work, and here's a pretty screenshot.
I have not checked to see if modloader actually reported any error, or to even check the nodepack log file... I kept forgetting to check those... maybe I'll recreate the error, and check to see if either of those files tell me anything.
- - -
I'm back, and I found an error message in the nodepack log file:
.
.
.
<NodePack>: xdist: -0.5537703674182453
<NodePack>: ydist: -2.6200000047683716
<NodePack>: zdist: -0.4351380525566668
<NodePack>: moving entity: cu@111ac
java.lang.NullPointerException
at et.n(World.java:2079)
at et.l(World.java:1882)
at net.minecraft.client.Minecraft.j(SourceFile:1338)
at net.minecraft.client.Minecraft.run(SourceFile:694)
at java.lang.Thread.run(Unknown Source)
Exception in thread "AWT-EventQueue-0" java.lang.NullPointerException: component argument pData
at sun.java2d.windows.GDIWindowSurfaceData.initOps(Native Method)
at sun.java2d.windows.GDIWindowSurfaceData.<init>(Unknown Source)
at sun.java2d.windows.GDIWindowSurfaceData.createData(Unknown Source)
at sun.java2d.d3d.D3DScreenUpdateManager.getGdiSurface(Unknown Source)
at sun.java2d.d3d.D3DScreenUpdateManager.createGraphics(Unknown Source)
at sun.awt.windows.WComponentPeer.getGraphics(Unknown Source)
at java.awt.Component.getGraphics(Unknown Source)
at sun.awt.RepaintArea.paint(Unknown Source)
at sun.awt.windows.WComponentPeer.handleEvent(Unknown Source)
at java.awt.Component.dispatchEventImpl(Unknown Source)
at java.awt.Component.dispatchEvent(Unknown Source)
at java.awt.EventQueue.dispatchEvent(Unknown Source)
at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.run(Unknown Source)
Stopping!
And since I have no knowledge in coding in JAVA, I can make no sense of what it means. Can somebody please translate this to simple English that I may understand what it is trying to tell me?
I used to have a life... then I found Minecraft.
i have no clue on the code cause it doesnt give anything diffinitive but im going to guess and say that the reciever node your trying to go to might be in an unloaded chunk, im not sure of how you have your minecraft settings but if you have the render/fog distance set to far it might work then since the far distance can render more than 250 meters away from the player, try it with diff settings and post what you find. there might be different errors depending on the settings.
I know it has something to do with the crystal mod because it says fire wand but I don't know how to fix it. help please?
do a 100% clean install, install modloader first then nodepack start up minecraft close out then add your other mods if it works.
I tried it again with the render distance on far, and it once again crashed, even though I waited until I could see my castle, (and the mountain it is dug out of), that I was trying to teleport to. The error was similar, it was a null point exception error.
I believe that you are correct in that the receiver is probably in an unloaded chunk, but even on a far render distance it didn't render my teleporter room deep inside the mountain behind my castle.
I am currently trying to build a kind of 'work around' for this... I am building a light house on an island near my floating temple to house the teleporter node to send me to the floating temple, and will eventually connect the light house to my castle with a possible glass tunnel under the ocean.
I used to have a life... then I found Minecraft.
Can you use the teleporters successfully at all? If so what range can you teleport without an error occurring. I've never come across this error before and like razer said it could be due to a chunk loading problem, perhaps the system is trying to render faster than it can load. From experience here I have been able to teleport vast distances, far beyond the visible range, and still not receive any sort of error. It does however take a fair while to load everything around you when you do it too quickly.
Do you have any other mods installed, maybe ones that alter the way Minecraft renders objects? If so, the error oculd be caused by them.
There is no programmed limit to the range of the teleporters. However if you find you can only teleport a certain distance without it crashing, then perhaps it'd be best to just stick to that limit. :biggrin.gif:
@uking94 thanks. :biggrin.gif:
@Razer thanks as always for being helpful, really appreciated!
Edit: Also thought I'd mention the latest news on the node pack can be found here:
Ascended Gaming's Node Pack News forum
Yea i have the magic mod from someone else (forgot who). He also has a fire wand. Is there anyway to turn off/not use one of the items?
Not in the crystal mod at the moment unfortunately. I'll put that on my list of things to do.
Edit: either that or I'll just rename my items to include node in them somewhere to help compatibility.
Alright, your mods are great anyways :biggrin.gif:
I want to ask you a question,
I get this alot when i try to add big mods, do you know what it means?
########## GL ERROR ##########
@ Pre render
1281: Invalid value
Thanks :biggrin.gif:
I had a bit of a google of that error and I found this link:
http://www.minecraftforum.net/topic/42962-hd-texture-fix-feb22-13-support-fixed-compass/
In the common errors section it says that it could be because Minecraft is trying to render a texture at a different size than what it's patched for. So if you're using a HD texture patcher or something similar try re-doing it with the right resolution and it may work.
If that doesn't work another thread I found said update your computers drivers but that's a pretty generic response really. If you do still have troubles and you are using a HD texture patcher maybe look on the patcher's forum topic for help.
Hmm.. I will try that. I am using the hd patcher.
It works for your laser bridge mod! Time to try other mods :laugh.gif:
PS: You should try making it so that the bridges can sync, if you turn one on all the ones adjacent will turn on. Just a suggestion. Thanks!
Good to hear. :biggrin.gif:
If you activate the bridges with redstone the adjacent bridges do get activated. It works the same as dispensers: the one above, below and to the left and right will also be activated.
no problem, i think from browsing the modding forums im getting a general idea of what causes crashes and how to read java script but i have no clue on how to code. im thinking of maybe trying my hand at making a single item mod that will heal you for full hearts but also set you on fire, kinda like a last ditch effort thing in a fight. im thinking of calling it devil's water, if i can figure out how to code it.
That definitely does sound like a good idea. I like the idea of something that heals but also hurts. dealing the damage via fire if you were standing next to water it'd be pretty cheap. You wouldn't even have to take any damage. However I see how it'd balance out when you were underground and there may not be any water in the area.