Hah, I was actually going to release it a couple days ago, but I found some survival-related bugs, which are pains to test and fix. Maybe soon, though.
MAN DUNGEON CRAWLER RULEZ!! is epic and tastes great with the cave gen mod , one suggestion, it would be cool if you could retrieve some materials back knifing armors also it would be great to use the "books to leather" recipe on written books epic mod, just epic mod..
btw there re some recipes like the spider eye to cookie.. wtf xD and the other one is the rotten flesh to pork recipe.. is kinda op, maybe the recipe could give" not so rotten chunks" or clean chunks and with 4 of clean meat chunks you can craft a piece of meat OH YEAH one last thing your wooden knifes cant be used as fuel :/
So out of curiousity, what exactly seems to be the issue between Soul Shards and Special Mobs? I've kinda been wanting to use Special Mobs with my eventual 1.5.x modlist, but not if it breaks Soul Shards.
java.lang.NullPointerException
at toast.dungeonCrawler.ItemDCItem.func_77633_a(ItemDCItem.java:229)
at net.minecraft.client.gui.inventory.GuiContainerCreative.func_74228_j(GuiContainerCreative.java:360)
at net.minecraft.client.gui.inventory.GuiContainerCreative.func_74227_b(GuiContainerCreative.java:570)
at net.minecraft.client.gui.inventory.GuiContainerCreative.func_73879_b(GuiContainerCreative.java:471)
at net.minecraft.client.gui.GuiScreen.func_73867_d(SourceFile:131)
at net.minecraft.client.gui.inventory.GuiContainerCreative.func_73867_d(GuiContainerCreative.java:589)
at net.minecraft.client.gui.GuiScreen.func_73862_m(SourceFile:111)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1496)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:831)
at net.minecraft.client.Minecraft.run(Minecraft.java:756)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT a3758b84 ----------
Crashed opening search on creative inventory
mine crashed too when using the rockshot loaded with cobble
crash
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem; Ticking memory connection
A full error report has been saved to C:\Users\Felivans\AppData\Roaming\.minecraft\crash-reports\crash-2013-04-09_21.13.44-server.txt - Please include a copy of that file (Not this screen!) if you report this crash to anyone; without it, they will not be able to help fix the crash
--- BEGIN ERROR REPORT 4708c418 --------
Full report at:
C:\Users\Felivans\AppData\Roaming\.minecraft\crash-reports\crash-2013-04-09_21.13.44-server.txt
Please show that file to Mojang, NOT just this screen!
Generated 9/04/13 09:13 PM
-- System Details --
Details:
Minecraft Version: 1.5.1
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_03, Oracle Corporation
Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 319287184 bytes (304 MB) / 1054408704 bytes (1005 MB) up to 1054408704 bytes (1005 MB)
JVM Flags: 2 total; -Xms1024m -Xmx1024m
AABB Pool Size: 2214 (123984 bytes; 0 MB) allocated, 1882 (105392 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 3, tallocated: 63
FML: MCP v7.44 FML v5.1.3.605 Minecraft Forge 7.7.0.605 Optifine OptiFine_1.5.1_HD_U_B1 15 mods loaded, 15 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
CustomLAN [Custom LAN Mod] (CustomPortForge.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
BiblioCraft [BiblioCraft] (BiblioCraft[v1.1.5].zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
CW.CaveGen [CaveGen] (CaveGen2.27_2[1.5.1].zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
craftguide [CraftGuide] (CraftGuide-1.6.6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
DungeonCrawler [Dungeon Crawler] (DungeonCrawler 0.2.4 for MC 1.5.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
LostBooks [Lost Books] (LostBooks 1.0 for MC 1.5.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
mod_Gibbing [mod_Gibbing] (MobAmputation1.5.1v1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
MutantCreatures [Mutant Creatures] (Mutant Creatures v1.3.3 mc1.5.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
LegendGear [LegendGear] (NMcCoy-LegendGear-1.5.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
mod_SmartMoving [Smart Moving] (Smart Moving Universal for ModLoader or Minecraft Forge or MCPC+.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
mod_SmartRender [Smart Render] (Smart Moving Universal for ModLoader or Minecraft Forge or MCPC+.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
ZAMod [Zombie Awareness] (Zombie Awareness v1.85 Mod for MC v1.5.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
Profiler Position: N/A (disabled)
Vec3 Pool Size: 713 (39928 bytes; 0 MB) allocated, 567 (31752 bytes; 0 MB) used
Player Count: 1 / 8; [EntityPlayerMP['felivans'/2067, l='Copy of this is just stupid', x=-41,43, y=53,00, z=450,99]]
Type: Integrated Server (map_client.txt)
Is Modded: Definitely; Client brand changed to 'forge,fml'
java.lang.NullPointerException
at toast.dungeonCrawler.ItemRockshot.func_77659_a(ItemRockshot.java:93)
at net.minecraft.item.ItemStack.func_77957_a(ItemStack.java:173)
at net.minecraft.item.ItemInWorldManager.func_73085_a(ItemInWorldManager.java:349)
at net.minecraft.network.NetServerHandler.func_72472_a(NetServerHandler.java:539)
at net.smart.moving.playerapi.NetServerHandler.func_72472_a(NetServerHandler.java:37)
at net.minecraft.network.packet.Packet15Place.func_73279_a(SourceFile:58)
at net.minecraft.network.MemoryConnection.func_74428_b(MemoryConnection.java:89)
at net.minecraft.network.NetServerHandler.func_72570_d(NetServerHandler.java:134)
at net.minecraft.network.NetworkListenThread.func_71747_b(NetworkListenThread.java:53)
at net.minecraft.server.integrated.IntegratedServerListenThread.func_71747_b(IntegratedServerListenThread.java:156)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:674)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:570)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:171)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:468)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:573)
--- END ERROR REPORT 9831fe4c ----------
Now that dungeon crawler is updated i would like to point out a thing, since the knife recipe conflict with both the balkon weapon and the crossbow mod 2, which i would like to use with dungeon crawler, i suggest changing it to a shaped horizzontal recipe, a stick with a material piece on the side, so that it doesn't conflict, also, a way to store drop material? like a bag of bones, a chunk of rotten meat, both stackable until 16, crafted with 9 of the material, is it an idea that would fit into the mod spirit?
MAN DUNGEON CRAWLER RULEZ!! is epic and tastes great with the cave gen mod , one suggestion, it would be cool if you could retrieve some materials back knifing armors also it would be great to use the "books to leather" recipe on written books epic mod, just epic mod..
btw there re some recipes like the spider eye to cookie.. wtf xD and the other one is the rotten flesh to pork recipe.. is kinda op, maybe the recipe could give" not so rotten chunks" or clean chunks and with 4 of clean meat chunks you can craft a piece of meat OH YEAH one last thing your wooden knifes cant be used as fuel :/
I'm glad you like it!
Yeah, originally (before any download was released), you could salvage any equipment. The thing was, it had to be at full durability, otherwise it wouldn't work right, so I cut it. Though, I think I actually now have the ability to scale the amount returned based on remaining durability. I'll see what I can do on that.
Haha, I didn't know anyone would notice the spider eye recipe. The cookies are just a placeholder, since you can't plant cookies or craft them into anything and they are around the spider eye's food level, they seemed appropriate. The pork is a placeholder, too, and it is fairly effective (too much so), but it's all I've got for now. Salvaged food was supposed to make it into the most recent release, but just cookies did, because I will need to add a whole other item id, possibly one for each cookable food item, so I put it on hold while I figure that all out. The items were called "eye of spider", "steamed spider eye", "raw flesh", and "undead steak".
Also, interesting. I don't know how to make it fuel, but I can figure it out.
Thank you!
Now that dungeon crawler is updated i would like to point out a thing, since the knife recipe conflict with both the balkon weapon and the crossbow mod 2, which i would like to use with dungeon crawler, i suggest changing it to a shaped horizzontal recipe, a stick with a material piece on the side, so that it doesn't conflict, also, a way to store drop material? like a bag of bones, a chunk of rotten meat, both stackable until 16, crafted with 9 of the material, is it an idea that would fit into the mod spirit?
The knife recipe for Balkon's is horizontal, so it doesn't conflict with mine (or my alternate). I don't know what the Crossbow Mod 2 recipe is you're talking about, since it doesn't show any recipes on the page, but if it's vertical like mine, you can always swap to the alternate recipe (diagonal).
Also, yes, that is a good idea! It fits with the mobility theme of the mod. I might make it a little different (so they aren't like material blocks that you can't place). Maybe you'll have to make bags out of leather or cloth and eight items will fit into each bag.
So out of curiousity, what exactly seems to be the issue between Soul Shards and Special Mobs? I've kinda been wanting to use Special Mobs with my eventual 1.5.x modlist, but not if it breaks Soul Shards.
Honestly, I don't know. I haven't used the mod myself, but I don't understand why it wouldn't work with entities extending the same entities it works with.
My guess, is Soul Shards just checks to see if a mob is the exact mob, which doesn't work out so well when it comes to compatibility. :\
Okay, I found what was causing it. Also, I think I caught a more sneaky bug at the same time.
Yeah, I was thinking about something like that, but I thought it sounded a lot like the rockshot, only with no need for gunpowder. My other idea was to make separate ammo for it and have it as an alternative to bows. However, with bone crafting and various ways to get arrows, there's no need for an alternative. So I don't know if the sling will make it in, but if it does, I have no idea what I will make it do.
Honestly, I don't know. I haven't used the mod myself, but I don't understand why it wouldn't work with entities extending the same entities it works with.
My guess, is Soul Shards just checks to see if a mob is the exact mob, which doesn't work out so well when it comes to compatibility. :\
Is the original mob intact in Special Mobs? As in the ordinary vanilla version still spawns? Soul Shards generally wants the specific mob (particularly with the same loot list). If special mobs is removing the vanilla version entirely I can see this being the problem. Soul Shards has very little mod compatibility, It won't register most custom mobs to make spawners for (with the exception of thaumcraft's angry zombies). Not much can be done I suppose for the majority of the two mod's compatibility. If the original mobs still spawned though it probably wouldn't be much of an issue, except probably being much harder to make soulshards xD
I'm glad you like it!
Yeah, originally (before any download was released), you could salvage any equipment. The thing was, it had to be at full durability, otherwise it wouldn't work right, so I cut it. Though, I think I actually now have the ability to scale the amount returned based on remaining durability. I'll see what I can do on that.
Haha, I didn't know anyone would notice the spider eye recipe. The cookies are just a placeholder, since you can't plant cookies or craft them into anything and they are around the spider eye's food level, they seemed appropriate. The pork is a placeholder, too, and it is fairly effective (too much so), but it's all I've got for now. Salvaged food was supposed to make it into the most recent release, but just cookies did, because I will need to add a whole other item id, possibly one for each cookable food item, so I put it on hold while I figure that all out. The items were called "eye of spider", "steamed spider eye", "raw flesh", and "undead steak".
Also, interesting. I don't know how to make it fuel, but I can figure it out.
Thank you!
Okay, I found what was causing it. Also, I think I caught a more sneaky bug at the same time.
Yeah, I was thinking about something like that, but I thought it sounded a lot like the rockshot, only with no need for gunpowder. My other idea was to make separate ammo for it and have it as an alternative to bows. However, with bone crafting and various ways to get arrows, there's no need for an alternative. So I don't know if the sling will make it in, but if it does, I have no idea what I will make it do.
EDIT: The fix has now been released.
about the foods the spider eye is ok(the balance of hunger and difficulty also hunger replenish ) but the zombie to pork is not due the amount of food you get back, and you can also cook it !so that way is easier to collect meat killing zombies than killing pigs or cows , don't get me wrong the feature is awesome but i feel it needs to be tweaked, but as i say it would make more sense that only small chunks of the rotten flesh were eatable when the knife is used on the rotten flesh (which individually restore one of hunger with an appropriate saturation level and obviously no hunger poison) therefore like the gold nugget recipe(well more like the string to wool recipe) you could craft 4 of them together and make cook-able big version of it(flesh) ,like steak
about the sling
i was thinking of it like a better way of trowing rocks,which can stun the enemy with a really slim chance(microscopic) of insta-killing it (bible reference LOL) finally it could deal extra damage to skellys since is a weapon used against them(archers) and they are old bones
why cant written books be salvaged?
how about sticks to planks recipe?
how about way of cooking food that was more practical like a camp fire using only small amount of wood and lighting it up with flint and steel or 2 sticks (with the sticks may take a few tries) , you know something more survivalish like aaalso the improvised campfire will consume itself if it is not fed with wooden fuel items for period of time ..
one last thing can you disable recipes on the config?
GOD DAMN SO MUCH STUFF LOL
i encountered a duplication bug when fixing the knife with other knife ..
Unfortunately your Special Mob mod makes the Random Mobs feature introduced by Optifine or MCPatcher moot. It only renders 1 mob texture, whereas I have 20 textures for each mob (Skelli, Zombie, Spider, etc.).
I'm talking 1.4.7, not tested 1.5 yet, since most mods are still being ported. Can you make it so the mod makes use of the Random Mob feature?
I am having a similar problem with Random Mobs textures. All of my zombies are a noseless version of the Testificate. This only happens when I spawn vanilla zombies through Special Mobs. I can verify, however, that the Creepers ARE using the Random Mobs textures, and I believe the Spiders are as well, so it might just be a problem with the zombie.
Hah, I was actually going to release it a couple days ago, but I found some survival-related bugs, which are pains to test and fix. Maybe soon, though.
EDIT: By soon, I mean it's out now.
Haha, not yet. I plan on adding the throwables in the next update, whenever I get around to that.
Tell me how it goes!
btw there re some recipes like the spider eye to cookie.. wtf xD and the other one is the rotten flesh to pork recipe.. is kinda op, maybe the recipe could give" not so rotten chunks" or clean chunks and with 4 of clean meat chunks you can craft a piece of meat OH YEAH one last thing your wooden knifes cant be used as fuel :/
at toast.dungeonCrawler.ItemDCItem.func_77633_a(ItemDCItem.java:229)
at net.minecraft.client.gui.inventory.GuiContainerCreative.func_74228_j(GuiContainerCreative.java:360)
at net.minecraft.client.gui.inventory.GuiContainerCreative.func_74227_b(GuiContainerCreative.java:570)
at net.minecraft.client.gui.inventory.GuiContainerCreative.func_73879_b(GuiContainerCreative.java:471)
at net.minecraft.client.gui.GuiScreen.func_73867_d(SourceFile:131)
at net.minecraft.client.gui.inventory.GuiContainerCreative.func_73867_d(GuiContainerCreative.java:589)
at net.minecraft.client.gui.GuiScreen.func_73862_m(SourceFile:111)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1496)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:831)
at net.minecraft.client.Minecraft.run(Minecraft.java:756)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT a3758b84 ----------
Crashed opening search on creative inventory
crash
----------------------
Minecraft has stopped running because it encountered a problem; Ticking memory connection
A full error report has been saved to C:\Users\Felivans\AppData\Roaming\.minecraft\crash-reports\crash-2013-04-09_21.13.44-server.txt - Please include a copy of that file (Not this screen!) if you report this crash to anyone; without it, they will not be able to help fix the crash
--- BEGIN ERROR REPORT 4708c418 --------
Full report at:
C:\Users\Felivans\AppData\Roaming\.minecraft\crash-reports\crash-2013-04-09_21.13.44-server.txt
Please show that file to Mojang, NOT just this screen!
Generated 9/04/13 09:13 PM
-- System Details --
Details:
Minecraft Version: 1.5.1
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_03, Oracle Corporation
Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 319287184 bytes (304 MB) / 1054408704 bytes (1005 MB) up to 1054408704 bytes (1005 MB)
JVM Flags: 2 total; -Xms1024m -Xmx1024m
AABB Pool Size: 2214 (123984 bytes; 0 MB) allocated, 1882 (105392 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 3, tallocated: 63
FML: MCP v7.44 FML v5.1.3.605 Minecraft Forge 7.7.0.605 Optifine OptiFine_1.5.1_HD_U_B1 15 mods loaded, 15 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
CustomLAN [Custom LAN Mod] (CustomPortForge.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
BiblioCraft [BiblioCraft] (BiblioCraft[v1.1.5].zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
CW.CaveGen [CaveGen] (CaveGen2.27_2[1.5.1].zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
craftguide [CraftGuide] (CraftGuide-1.6.6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
DungeonCrawler [Dungeon Crawler] (DungeonCrawler 0.2.4 for MC 1.5.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
LostBooks [Lost Books] (LostBooks 1.0 for MC 1.5.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
mod_Gibbing [mod_Gibbing] (MobAmputation1.5.1v1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
MutantCreatures [Mutant Creatures] (Mutant Creatures v1.3.3 mc1.5.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
LegendGear [LegendGear] (NMcCoy-LegendGear-1.5.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
mod_SmartMoving [Smart Moving] (Smart Moving Universal for ModLoader or Minecraft Forge or MCPC+.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
mod_SmartRender [Smart Render] (Smart Moving Universal for ModLoader or Minecraft Forge or MCPC+.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
ZAMod [Zombie Awareness] (Zombie Awareness v1.85 Mod for MC v1.5.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
Profiler Position: N/A (disabled)
Vec3 Pool Size: 713 (39928 bytes; 0 MB) allocated, 567 (31752 bytes; 0 MB) used
Player Count: 1 / 8; [EntityPlayerMP['felivans'/2067, l='Copy of this is just stupid', x=-41,43, y=53,00, z=450,99]]
Type: Integrated Server (map_client.txt)
Is Modded: Definitely; Client brand changed to 'forge,fml'
java.lang.NullPointerException
at toast.dungeonCrawler.ItemRockshot.func_77659_a(ItemRockshot.java:93)
at net.minecraft.item.ItemStack.func_77957_a(ItemStack.java:173)
at net.minecraft.item.ItemInWorldManager.func_73085_a(ItemInWorldManager.java:349)
at net.minecraft.network.NetServerHandler.func_72472_a(NetServerHandler.java:539)
at net.smart.moving.playerapi.NetServerHandler.func_72472_a(NetServerHandler.java:37)
at net.minecraft.network.packet.Packet15Place.func_73279_a(SourceFile:58)
at net.minecraft.network.MemoryConnection.func_74428_b(MemoryConnection.java:89)
at net.minecraft.network.NetServerHandler.func_72570_d(NetServerHandler.java:134)
at net.minecraft.network.NetworkListenThread.func_71747_b(NetworkListenThread.java:53)
at net.minecraft.server.integrated.IntegratedServerListenThread.func_71747_b(IntegratedServerListenThread.java:156)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:674)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:570)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:171)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:468)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:573)
--- END ERROR REPORT 9831fe4c ----------
I'm glad you like it!
Yeah, originally (before any download was released), you could salvage any equipment. The thing was, it had to be at full durability, otherwise it wouldn't work right, so I cut it. Though, I think I actually now have the ability to scale the amount returned based on remaining durability. I'll see what I can do on that.
Haha, I didn't know anyone would notice the spider eye recipe. The cookies are just a placeholder, since you can't plant cookies or craft them into anything and they are around the spider eye's food level, they seemed appropriate. The pork is a placeholder, too, and it is fairly effective (too much so), but it's all I've got for now. Salvaged food was supposed to make it into the most recent release, but just cookies did, because I will need to add a whole other item id, possibly one for each cookable food item, so I put it on hold while I figure that all out. The items were called "eye of spider", "steamed spider eye", "raw flesh", and "undead steak".
Also, interesting. I don't know how to make it fuel, but I can figure it out.
Thank you!
The knife recipe for Balkon's is horizontal, so it doesn't conflict with mine (or my alternate). I don't know what the Crossbow Mod 2 recipe is you're talking about, since it doesn't show any recipes on the page, but if it's vertical like mine, you can always swap to the alternate recipe (diagonal).
Also, yes, that is a good idea! It fits with the mobility theme of the mod. I might make it a little different (so they aren't like material blocks that you can't place). Maybe you'll have to make bags out of leather or cloth and eight items will fit into each bag.
The player heads should have the same skin as the player they came from (as long as you're connected to the internet).
Honestly, I don't know. I haven't used the mod myself, but I don't understand why it wouldn't work with entities extending the same entities it works with.
My guess, is Soul Shards just checks to see if a mob is the exact mob, which doesn't work out so well when it comes to compatibility. :\
I think I see what's causing it. I'll see if I can fix that quickly.
EDIT: The fix has now been released.
Okay, I found what was causing it. Also, I think I caught a more sneaky bug at the same time.
Yeah, I was thinking about something like that, but I thought it sounded a lot like the rockshot, only with no need for gunpowder. My other idea was to make separate ammo for it and have it as an alternative to bows. However, with bone crafting and various ways to get arrows, there's no need for an alternative. So I don't know if the sling will make it in, but if it does, I have no idea what I will make it do.
EDIT: The fix has now been released.
I took your pancakes. And I ate them. You may now commence crying.
Is the original mob intact in Special Mobs? As in the ordinary vanilla version still spawns? Soul Shards generally wants the specific mob (particularly with the same loot list). If special mobs is removing the vanilla version entirely I can see this being the problem. Soul Shards has very little mod compatibility, It won't register most custom mobs to make spawners for (with the exception of thaumcraft's angry zombies). Not much can be done I suppose for the majority of the two mod's compatibility. If the original mobs still spawned though it probably wouldn't be much of an issue, except probably being much harder to make soulshards xD
srry for the double posting :/
about the foods the spider eye is ok(the balance of hunger and difficulty also hunger replenish ) but the zombie to pork is not due the amount of food you get back, and you can also cook it !so that way is easier to collect meat killing zombies than killing pigs or cows , don't get me wrong the feature is awesome but i feel it needs to be tweaked, but as i say it would make more sense that only small chunks of the rotten flesh were eatable when the knife is used on the rotten flesh (which individually restore one of hunger with an appropriate saturation level and obviously no hunger poison) therefore like the gold nugget recipe(well more like the string to wool recipe) you could craft 4 of them together and make cook-able big version of it(flesh) ,like steak
about the sling
i was thinking of it like a better way of trowing rocks,which can stun the enemy with a really slim chance(microscopic) of insta-killing it (bible reference LOL) finally it could deal extra damage to skellys since is a weapon used against them(archers) and they are old bones
why cant written books be salvaged?
how about sticks to planks recipe?
how about way of cooking food that was more practical like a camp fire using only small amount of wood and lighting it up with flint and steel or 2 sticks (with the sticks may take a few tries) , you know something more survivalish like aaalso the improvised campfire will consume itself if it is not fed with wooden fuel items for period of time ..
one last thing can you disable recipes on the config?
GOD DAMN SO MUCH STUFF LOL
i encountered a duplication bug when fixing the knife with other knife ..
I am having a similar problem with Random Mobs textures. All of my zombies are a noseless version of the Testificate. This only happens when I spawn vanilla zombies through Special Mobs. I can verify, however, that the Creepers ARE using the Random Mobs textures, and I believe the Spiders are as well, so it might just be a problem with the zombie.