Ok, i've been looking for a long time for granite and can't seem to find it. I read a lot of the pages in the forum (about 30 or so) and the best i found is "below 16-20 in uncommon chunks." well what exactly is an "uncommon chunk". Any help would be appreciated.
@LegendaryKoala would love to partner up, been wanting a modded MC server myself for a very long time but with no luck finding one I'm more likely to start my own (Or with you).
Add me on skype for further contact: simen.grongstad
Also: I'll be working on a texturepack addon for this mod, namely this will be with SMP's revival seeing it's a pack available for everyone. I started doing this yesterday, and a few ores are allready done, but I would like it if you could help me with mob textures / weapons. (It's 16x16)
Ok, i've been looking for a long time for granite and can't seem to find it. I read a lot of the pages in the forum (about 30 or so) and the best i found is "below 16-20 in uncommon chunks." well what exactly is an "uncommon chunk". Any help would be appreciated.
basically every chunk(16x16 area of terrain) will have a 1 in 50 chance for it to appear;
*Just noticed the chance is abit low(after rewriting) so next release it will go back to where it was(at about 50) seemes very uncommon now(also ignotumite is too common)
Ok, i've been looking for a long time for granite and can't seem to find it. I read a lot of the pages in the forum (about 30 or so) and the best i found is "below 16-20 in uncommon chunks." well what exactly is an "uncommon chunk". Any help would be appreciated.
Granite is very uncommon it seems, perhaps his generation is set mistakenly low. I just spawned in a volcano and changed it into granite for now.
well in the update(including aesthetics and furniture) is going to be a grinder(adds a sharpness effect(not enchantment) to the weapon or even tool to increase damage. they have an amount of hits until the effect is removed. longer use on the stone adds more uses of sharpness until it goes. but over sharpening(passing about 30-so sharpness points)will stop adding(max uses between sharpening would then be 30) and start decaying the uses of the item. and it's upto the player to get used to the timing of the items
I strongly urge you to either cross test customnpc's or to make it possible to completely remove the mobs presented in this mod. I understand that it is part of the image~ but I truthfully feel that this should remain a functionality mod, and not one that must touch on every single subject and aspect of the game.
I really hope you understand. Or possibly we could talk about possibilities. You can contact me on my teamspeak server ip is:
basically every chunk(16x16 area of terrain) will have a 1 in 50 chance for it to appear;
*Just noticed the chance is abit low(after rewriting) so next release it will go back to where it was(at about 50) seemes very uncommon now(also ignotumite is too common)
ok, i thought it was a little rare, we have spent about 15 or so combined hours looking for it on my server with no luck. i've spent the last 2 hours flying around in creative with still no luck (at the appropriate height)
Granite is very uncommon it seems, perhaps his generation is set mistakenly low. I just spawned in a volcano and changed it into granite for now.
I strongly urge you to either cross test customnpc's or to make it possible to completely remove the mobs presented in this mod. I understand that it is part of the image~ but I truthfully feel that this should remain a functionality mod, and not one that must touch on every single subject and aspect of the game.
I really hope you understand. Or possibly we could talk about possibilities. You can contact me on my teamspeak server ip is:
69.65.43.91:10247
No Pass
Thanks ^.^
Well if the incompatibility is caused by entityID clashing. then the problem is likely related to how the IDs are set
I use getUniqueEntityID() to assign my living entities. meaning it finds a blank slot by itself
if customNPCs doesn't(by setting their own id like any old number. then if the mod loads after MineFantasy. it would set it's values and clash with them) so the problem could be on the other mod if thats the case.
*Not real sure why every time there's an incompatibility; they blame this mod for it.
(I'm adding a range of everything from every area for 2 main things)
1: a place to get certain materials(dragon flame gland)
2: For environment and a decent reason to suit up(brute/elite mobs)
3: vanilla wolves suck.
ok, i thought it was a little rare, we have spent about 15 or so combined hours looking for it on my server with no luck. i've spent the last 2 hours flying around in creative with still no luck (at the appropriate height)
Well actually; it seems the granite gen was disabled recently(during a world-gen rewrite). it will be back in a quick update. (when i finish with tweaking the playerbase code)
*Not real sure why every time there's an incompatibility; they blame this mod for it.
(I'm adding a range of everything from every area for 2 main things)
1: a place to get certain materials(dragon flame gland)
2: For environment and a decent reason to suit up(brute/elite mobs)
3: vanilla wolves suck.
I understand why it is you want mobs/need mobs. But please understand that I'm not asking you to recode anything or even truthfully do anything. Simply take things out. I can use CustomNpc's to make a dragon that does near the same thing strike the flying mechanics. Or through a quest they are rewarded with the special metal. Or even through a complicated system of heating metals they can then attain this mysterious dragonforge metal. The possibilities in which I introduce items are limitless.
Addressing the reason to use the weapons/armor. MoCreatures adds in Golems with 80 hp, Scorpions with 30, Werewolves with 25 (That only take 1 damage if the wielder is not using gold~ which I would probably change out for silver.) And many many more. Not to mention that I can personally create bosses with CustomNpc's that have the potential to take hours to defeat and whole teams of people.
What I would like for you to understand is that I'm not Knocking your mod or saying something is wrong with it in itself. What I repeatedly keep asking* is that you make it possible so that the mods have the ability to compatibilitize so that I may combine them in the fashion I see fit to a server that runs multiple mods already.
Until I have a functional server with no errors I will then show you first hand my ability to create an Rpg and that my systems are balanced. But do you truthfully feel it is not worth it to extend an effort to make these mods compatible? Or do you feel that it isn't your problem?
With large "concept mods" like this; having them filled with overpowered items and requiring other mods to make it interesting won't work well. since mods like these are supposed to be interesting independently.
*Dragonforge would not make sense if nothing dragon related were to be involved in the use.
But there shouldn't be an issue with entities(as creatures works on client fine: it's more of a mixup if anything). does the error mention a "duplicate entity id" or something along the lines in it though
While sneaking, the player's name is no longer visible. Nice and easy, as well as practical.
While sneaking, the player model becomes partly transparent (not armor or items though!) perhaps the amount of transparency is equal to the current lighting. That way it is possible, but more difficult to sneak during the day.
was considering that by using the render API; but that wouldn't work because(since i was going to make it optional to save required APIs) people could play without the api and see people who are hidden
Welp, after looking through basically all of my mods, and both APIs I use, nothing else edits the iq class file except this mod, so I'm completely stumped as to what it is. You said you're going to release an update that handles what's causing the error differently, right? Any idea when that might be coming out?
Welp, after looking through basically all of my mods, and both APIs I use, nothing else edits the iq class file except this mod, so I'm completely stumped as to what it is. You said you're going to release an update that handles what's causing the error differently, right? Any idea when that might be coming out?
well pretty soon: might work around the method(but some other things might still use it). right now the playerbase has been changed abit(mainly the armour and damage calculations)
you know with that second error you reported the "java.lang.ClassCastException: java.lang.Integer cannot be cast to java.lang.Byte
at mj.a(SourceFile:84)
at drzhark.mocreatures.MoCEntityWerewolf.getIsHumanForm(MoCEntityWerewolf.java:117)" seems to dictate the error is on creatures side. (nothing in that error mentioned one of this mods files. so i'm still not sure why your saying it's something i have to fix
---- Minecraft Crash Report ----
// Why did you do that?
Time: 12/19/12 2:21 AM
Description: Unexpected error
java.lang.NullPointerException
at vs.a(SourceFile:588)
at codechicken.nei.recipe.BrewingRecipeHandler.searchPotions(BrewingRecipeHandler.java:185)
at codechicken.nei.api.ItemInfo.load(ItemInfo.java:75)
at codechicken.nei.NEIClientConfig.loadConfig(NEIClientConfig.java:673)
at codechicken.nei.NEIClientConfig.loadWorld(NEIClientConfig.java:294)
at codechicken.nei.ClientPacketHandler.handleSMPCheck(ClientPacketHandler.java:121)
at codechicken.nei.ClientPacketHandler.handlePacket(ClientPacketHandler.java:26)
at codechicken.core.PacketCustom$ClientPacketHander.handle(PacketCustom.java:79)
at codechicken.core.PacketCustom$CustomPacketHandler.onPacketData(PacketCustom.java:48)
at cpw.mods.fml.common.network.NetworkRegistry.handlePacket(NetworkRegistry.java:249)
at cpw.mods.fml.common.network.NetworkRegistry.handleCustomPacket(NetworkRegistry.java:239)
at cpw.mods.fml.common.network.FMLNetworkHandler.handlePacket250Packet(FMLNetworkHandler.java:78)
at axz.a(NetClientHandler.java:1344)
at dj.a(SourceFile:59)
at cf.b(MemoryConnection.java:79)
at net.minecraft.client.Minecraft.l(Minecraft.java:1913)
at net.minecraft.client.Minecraft.J(Minecraft.java:858)
at net.minecraft.client.Minecraft.run(Minecraft.java:783)
at java.lang.Thread.run(Unknown Source)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at vs.a(SourceFile:588)
at codechicken.nei.recipe.BrewingRecipeHandler.searchPotions(BrewingRecipeHandler.java:185)
at codechicken.nei.api.ItemInfo.load(ItemInfo.java:75)
at codechicken.nei.NEIClientConfig.loadConfig(NEIClientConfig.java:673)
at codechicken.nei.NEIClientConfig.loadWorld(NEIClientConfig.java:294)
at codechicken.nei.ClientPacketHandler.handleSMPCheck(ClientPacketHandler.java:121)
at codechicken.nei.ClientPacketHandler.handlePacket(ClientPacketHandler.java:26)
at codechicken.core.PacketCustom$ClientPacketHander.handle(PacketCustom.java:79)
at codechicken.core.PacketCustom$CustomPacketHandler.onPacketData(PacketCustom.java:48)
at cpw.mods.fml.common.network.NetworkRegistry.handlePacket(NetworkRegistry.java:249)
at cpw.mods.fml.common.network.NetworkRegistry.handleCustomPacket(NetworkRegistry.java:239)
at cpw.mods.fml.common.network.FMLNetworkHandler.handlePacket250Packet(FMLNetworkHandler.java:78)
at axz.a(NetClientHandler.java:1344)
at dj.a(SourceFile:59)
at cf.b(MemoryConnection.java:79)
-- Affected level --
Details:
Level name: MpServer
All players: 1 total; [ayk['kirobii'/360, l='MpServer', x=-145.32, y=69.50, z=160.56]]
Chunk stats: MultiplayerChunkCache: 0
Level seed: 0
Level generator: ID 00 - default, ver 1. Features enabled: false
Level generator options:
Level spawn location: World: (-148,64,164), Chunk: (at 12,4,4 in -10,10; contains blocks -160,0,160 to -145,255,175), Region: (-1,0; contains chunks -32,0 to -1,31, blocks -512,0,0 to -1,255,511)
Level time: 1523 game time, 1523 day time
Level dimension: 0
Level storage version: 0x00000 - Unknown?
Level weather: Rain time: 0 (now: false), thunder time: 0 (now: false)
Level game mode: Game mode: survival (ID 0). Hardcore: false. Cheats: false
Forced entities: 1 total; [ayk['kirobii'/360, l='MpServer', x=-145.32, y=69.50, z=160.56]]
Retry entities: 0 total; []
Stacktrace:
at ayh.a(WorldClient.java:425)
at net.minecraft.client.Minecraft.b(Minecraft.java:2385)
at net.minecraft.client.Minecraft.run(Minecraft.java:806)
at java.lang.Thread.run(Unknown Source)
-- System Details --
Details:
Minecraft Version: 1.4.5
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_07, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 521587808 bytes (497 MB) / 648740864 bytes (618 MB) up to 954466304 bytes (910 MB)
JVM Flags: 2 total; -Xms512m -Xmx1024m
AABB Pool Size: 10817 (605752 bytes; 0 MB) allocated, 10817 (605752 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 3, tallocated: 63
FML: MCP v7.23 FML v4.5.0.457 Minecraft Forge 6.4.0.394 12 mods loaded, 12 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
mod_CodeChickenCore [CodeChicken Core] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
mod_NotEnoughItems [Not Enough Items] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
mod_treecapitator [TreeCapitator] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
mod_ArmorStatusHUD [ArmorStatusHUD] ([1.4.5]ArmorStatusHUDv1.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
MineFantasy [Mine Fantasy] ([1.4.5]MineFantasy 1.6.1_pre.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
ChocoCraft [Torojimas ChocoCraft] (Chococraft_2.3.9.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
mod_InvTweaks [Inventory Tweaks] (InvTweaks-1.45-1.4.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
CustomOreGen [Custom Ore Generation] (CustomOreGen.[1.4.5]v3.Common (1).zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
mod_CustomOreGen [mod_CustomOreGen] (CustomOreGen.[1.4.5]v3.Common (1).zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
LWJGL: 2.4.2
OpenGL: AMD Radeon(TM) HD 6520G GL version 4.1.11159 Compatibility Profile Context, ATI Technologies Inc.
Is Modded: Definitely; Client brand changed to 'forge,fml'
Type: Client (map_client.txt)
Texture Pack: Default
Profiler Position: N/A (disabled)
Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
yes there will always be ppl not following "rules", that doesn't mean that it wouldn't be an epic content though:p would love to see a sneak feature like that. you could change it without adding another API requirement, I think(am not a programmer), nerdboy have done something like that by adding a core file, which adds team indicators over players, but then idk if you wanna make a core, unless it's also useful for a bunch of other things
I suggest he break up the mod into parts much like Projectzulu, Metallurgy and others of that sort. I.e.
Having a Core mod which would be to his digression~
Mobs~
BaseMetals~
FantasyMetals~
And finally,
MorePlayermechanics (Which would address the night sight, the elimination of 360 view from mobs, And the armor weight)
Ap I believe this would make it possible to require Player Render api with MorePlayerMechanics. Just a suggestion. However thats a good bit of work. So I would understand you wouldn't want to do that.
yes there will always be ppl not following "rules", that doesn't mean that it wouldn't be an epic content though:p would love to see a sneak feature like that. you could change it without adding another API requirement, I think(am not a programmer), nerdboy have done something like that by adding a core file, which adds team indicators over players, but then idk if you wanna make a core, unless it's also useful for a bunch of other things
well it's either an API is used(painfully adding another requirment and a group of simpletons who forget to install it) or it's not required(meaning 1 in 10 players will cheat through) or not using an api and just editing classes(not doing that one)
I suggest he break up the mod into parts much like Projectzulu, Metallurgy and others of that sort. I.e.
Having a Core mod which would be to his digression~
Mobs~
BaseMetals~
FantasyMetals~
And finally,
MorePlayermechanics (Which would address the night sight, the elimination of 360 view from mobs, And the armor weight)
Ap I believe this would make it possible to require Player Render api with MorePlayerMechanics. Just a suggestion. However thats a good bit of work. So I would understand you wouldn't want to do that.
Breaking mods into sections isn't good(that's what i did with my first mod and it just made a mess) from there people are never happy with it; wanting it broken even further. it becomes less of a mod than of a cluster of small crappy things
Well light/medium armours were going to be weaker to things like heavy weapons and arrows.
1.6.5_01 test version released: should have a functional player base and the instance that referred to the missing method is now using an alternative. granite should generate and ignotumite should be less common and lower.
I tried the new test version and minecraft wont start up. I confirmed that the last version still works perfectly fine so something new in this version is doing it. Is there something obvious i need to do or is this a thing? i have Player API and everything as the last version still works fine.
---- Minecraft Crash Report ----
// Would you like a cupcake?
Time: 12/19/12 7:29 PM
Description: Failed to start game
cpw.mods.fml.common.LoaderException: java.lang.NoClassDefFoundError: MineFantasy/client/EntityRender/ModelPlayerMF
at cpw.mods.fml.common.LoadController.transition(LoadController.java:117)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:481)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:151)
at net.minecraft.client.Minecraft.a(Minecraft.java:424)
at net.minecraft.client.Minecraft.run(Minecraft.java:756)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.NoClassDefFoundError: MineFantasy/client/EntityRender/ModelPlayerMF
at MineFantasy.client.MFProxy_client.registerRenderInformation(MFProxy_client.java:59)
at MineFantasy.MineFantasyBase.preInit(MineFantasyBase.java:70)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:440)
at sun.reflect.GeneratedMethodAccessor5.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:480)
... 4 more
Caused by: java.lang.ClassNotFoundException: MineFantasy.client.EntityRender.ModelPlayerMF
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:141)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 31 more
Caused by: java.lang.NoClassDefFoundError: ModelPlayerBase
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClass(Unknown Source)
at java.lang.ClassLoader.defineClass(Unknown Source)
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:134)
... 33 more
Caused by: java.lang.ClassNotFoundException: ModelPlayerBase
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:76)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 37 more
I will speak with you soon.
basically every chunk(16x16 area of terrain) will have a 1 in 50 chance for it to appear;
*Just noticed the chance is abit low(after rewriting) so next release it will go back to where it was(at about 50) seemes very uncommon now(also ignotumite is too common)
Granite is very uncommon it seems, perhaps his generation is set mistakenly low. I just spawned in a volcano and changed it into granite for now.
I strongly urge you to either cross test customnpc's or to make it possible to completely remove the mobs presented in this mod. I understand that it is part of the image~ but I truthfully feel that this should remain a functionality mod, and not one that must touch on every single subject and aspect of the game.
I really hope you understand. Or possibly we could talk about possibilities. You can contact me on my teamspeak server ip is:
69.65.43.91:10247
Thanks ^.^
Well if the incompatibility is caused by entityID clashing. then the problem is likely related to how the IDs are set
I use getUniqueEntityID() to assign my living entities. meaning it finds a blank slot by itself
if customNPCs doesn't(by setting their own id like any old number. then if the mod loads after MineFantasy. it would set it's values and clash with them) so the problem could be on the other mod if thats the case.
*Not real sure why every time there's an incompatibility; they blame this mod for it.
(I'm adding a range of everything from every area for 2 main things)
1: a place to get certain materials(dragon flame gland)
2: For environment and a decent reason to suit up(brute/elite mobs)
3: vanilla wolves suck.
Well actually; it seems the granite gen was disabled recently(during a world-gen rewrite). it will be back in a quick update. (when i finish with tweaking the playerbase code)
I understand why it is you want mobs/need mobs. But please understand that I'm not asking you to recode anything or even truthfully do anything. Simply take things out. I can use CustomNpc's to make a dragon that does near the same thing strike the flying mechanics. Or through a quest they are rewarded with the special metal. Or even through a complicated system of heating metals they can then attain this mysterious dragonforge metal. The possibilities in which I introduce items are limitless.
Addressing the reason to use the weapons/armor. MoCreatures adds in Golems with 80 hp, Scorpions with 30, Werewolves with 25 (That only take 1 damage if the wielder is not using gold~ which I would probably change out for silver.) And many many more. Not to mention that I can personally create bosses with CustomNpc's that have the potential to take hours to defeat and whole teams of people.
What I would like for you to understand is that I'm not Knocking your mod or saying something is wrong with it in itself. What I repeatedly keep asking* is that you make it possible so that the mods have the ability to compatibilitize so that I may combine them in the fashion I see fit to a server that runs multiple mods already.
Until I have a functional server with no errors I will then show you first hand my ability to create an Rpg and that my systems are balanced. But do you truthfully feel it is not worth it to extend an effort to make these mods compatible? Or do you feel that it isn't your problem?
*Dragonforge would not make sense if nothing dragon related were to be involved in the use.
But there shouldn't be an issue with entities(as creatures works on client fine: it's more of a mixup if anything). does the error mention a "duplicate entity id" or something along the lines in it though
While sneaking, the player's name is no longer visible. Nice and easy, as well as practical.
While sneaking, the player model becomes partly transparent (not armor or items though!) perhaps the amount of transparency is equal to the current lighting. That way it is possible, but more difficult to sneak during the day.
well pretty soon: might work around the method(but some other things might still use it). right now the playerbase has been changed abit(mainly the armour and damage calculations)
at mj.a(SourceFile:84)
at drzhark.mocreatures.MoCEntityWerewolf.getIsHumanForm(MoCEntityWerewolf.java:117)" seems to dictate the error is on creatures side. (nothing in that error mentioned one of this mods files. so i'm still not sure why your saying it's something i have to fix
---- Minecraft Crash Report ----
// Why did you do that?
Time: 12/19/12 2:21 AM
Description: Unexpected error
java.lang.NullPointerException
at vs.a(SourceFile:588)
at codechicken.nei.recipe.BrewingRecipeHandler.searchPotions(BrewingRecipeHandler.java:185)
at codechicken.nei.api.ItemInfo.load(ItemInfo.java:75)
at codechicken.nei.NEIClientConfig.loadConfig(NEIClientConfig.java:673)
at codechicken.nei.NEIClientConfig.loadWorld(NEIClientConfig.java:294)
at codechicken.nei.ClientPacketHandler.handleSMPCheck(ClientPacketHandler.java:121)
at codechicken.nei.ClientPacketHandler.handlePacket(ClientPacketHandler.java:26)
at codechicken.core.PacketCustom$ClientPacketHander.handle(PacketCustom.java:79)
at codechicken.core.PacketCustom$CustomPacketHandler.onPacketData(PacketCustom.java:48)
at cpw.mods.fml.common.network.NetworkRegistry.handlePacket(NetworkRegistry.java:249)
at cpw.mods.fml.common.network.NetworkRegistry.handleCustomPacket(NetworkRegistry.java:239)
at cpw.mods.fml.common.network.FMLNetworkHandler.handlePacket250Packet(FMLNetworkHandler.java:78)
at axz.a(NetClientHandler.java:1344)
at dj.a(SourceFile:59)
at cf.b(MemoryConnection.java:79)
at net.minecraft.client.Minecraft.l(Minecraft.java:1913)
at net.minecraft.client.Minecraft.J(Minecraft.java:858)
at net.minecraft.client.Minecraft.run(Minecraft.java:783)
at java.lang.Thread.run(Unknown Source)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at vs.a(SourceFile:588)
at codechicken.nei.recipe.BrewingRecipeHandler.searchPotions(BrewingRecipeHandler.java:185)
at codechicken.nei.api.ItemInfo.load(ItemInfo.java:75)
at codechicken.nei.NEIClientConfig.loadConfig(NEIClientConfig.java:673)
at codechicken.nei.NEIClientConfig.loadWorld(NEIClientConfig.java:294)
at codechicken.nei.ClientPacketHandler.handleSMPCheck(ClientPacketHandler.java:121)
at codechicken.nei.ClientPacketHandler.handlePacket(ClientPacketHandler.java:26)
at codechicken.core.PacketCustom$ClientPacketHander.handle(PacketCustom.java:79)
at codechicken.core.PacketCustom$CustomPacketHandler.onPacketData(PacketCustom.java:48)
at cpw.mods.fml.common.network.NetworkRegistry.handlePacket(NetworkRegistry.java:249)
at cpw.mods.fml.common.network.NetworkRegistry.handleCustomPacket(NetworkRegistry.java:239)
at cpw.mods.fml.common.network.FMLNetworkHandler.handlePacket250Packet(FMLNetworkHandler.java:78)
at axz.a(NetClientHandler.java:1344)
at dj.a(SourceFile:59)
at cf.b(MemoryConnection.java:79)
-- Affected level --
Details:
Level name: MpServer
All players: 1 total; [ayk['kirobii'/360, l='MpServer', x=-145.32, y=69.50, z=160.56]]
Chunk stats: MultiplayerChunkCache: 0
Level seed: 0
Level generator: ID 00 - default, ver 1. Features enabled: false
Level generator options:
Level spawn location: World: (-148,64,164), Chunk: (at 12,4,4 in -10,10; contains blocks -160,0,160 to -145,255,175), Region: (-1,0; contains chunks -32,0 to -1,31, blocks -512,0,0 to -1,255,511)
Level time: 1523 game time, 1523 day time
Level dimension: 0
Level storage version: 0x00000 - Unknown?
Level weather: Rain time: 0 (now: false), thunder time: 0 (now: false)
Level game mode: Game mode: survival (ID 0). Hardcore: false. Cheats: false
Forced entities: 1 total; [ayk['kirobii'/360, l='MpServer', x=-145.32, y=69.50, z=160.56]]
Retry entities: 0 total; []
Stacktrace:
at ayh.a(WorldClient.java:425)
at net.minecraft.client.Minecraft.b(Minecraft.java:2385)
at net.minecraft.client.Minecraft.run(Minecraft.java:806)
at java.lang.Thread.run(Unknown Source)
-- System Details --
Details:
Minecraft Version: 1.4.5
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_07, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 521587808 bytes (497 MB) / 648740864 bytes (618 MB) up to 954466304 bytes (910 MB)
JVM Flags: 2 total; -Xms512m -Xmx1024m
AABB Pool Size: 10817 (605752 bytes; 0 MB) allocated, 10817 (605752 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 3, tallocated: 63
FML: MCP v7.23 FML v4.5.0.457 Minecraft Forge 6.4.0.394 12 mods loaded, 12 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
mod_CodeChickenCore [CodeChicken Core] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
mod_NotEnoughItems [Not Enough Items] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
mod_treecapitator [TreeCapitator] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
mod_ArmorStatusHUD [ArmorStatusHUD] ([1.4.5]ArmorStatusHUDv1.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
MineFantasy [Mine Fantasy] ([1.4.5]MineFantasy 1.6.1_pre.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
ChocoCraft [Torojimas ChocoCraft] (Chococraft_2.3.9.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
mod_InvTweaks [Inventory Tweaks] (InvTweaks-1.45-1.4.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
CustomOreGen [Custom Ore Generation] (CustomOreGen.[1.4.5]v3.Common (1).zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
mod_CustomOreGen [mod_CustomOreGen] (CustomOreGen.[1.4.5]v3.Common (1).zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
LWJGL: 2.4.2
OpenGL: AMD Radeon(TM) HD 6520G GL version 4.1.11159 Compatibility Profile Context, ATI Technologies Inc.
Is Modded: Definitely; Client brand changed to 'forge,fml'
Type: Client (map_client.txt)
Texture Pack: Default
Profiler Position: N/A (disabled)
Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
I suggest he break up the mod into parts much like Projectzulu, Metallurgy and others of that sort. I.e.
Having a Core mod which would be to his digression~
Mobs~
BaseMetals~
FantasyMetals~
And finally,
MorePlayermechanics (Which would address the night sight, the elimination of 360 view from mobs, And the armor weight)
Ap I believe this would make it possible to require Player Render api with MorePlayerMechanics. Just a suggestion. However thats a good bit of work. So I would understand you wouldn't want to do that.
well it's either an API is used(painfully adding another requirment and a group of simpletons who forget to install it) or it's not required(meaning 1 in 10 players will cheat through) or not using an api and just editing classes(not doing that one)
Breaking mods into sections isn't good(that's what i did with my first mod and it just made a mess) from there people are never happy with it; wanting it broken even further. it becomes less of a mod than of a cluster of small crappy things
Well light/medium armours were going to be weaker to things like heavy weapons and arrows.
1.6.5_01 test version released: should have a functional player base and the instance that referred to the missing method is now using an alternative. granite should generate and ignotumite should be less common and lower.