Sweet, I got it to work, and the features are great!
You probably already got many posts saying this, but there are bugs like sometimes when a battle is over, you would not be able to return your Pokémon and you won't get experience because it's "in a battle". Also, sometimes the Pokémon that you physically attacked would appear in your PC after dying, and they would vanish if you try to put it in your party.
It looks like the battle bug is because you and the wild Pokémon wander away from each other. Could you make them stand still in one, please? If you are, don't give them knockback or else they will eventually be knocked too far away to fight.
My save folder Does not have any pixelmon folder inside it.
No, you misunderstood lol. there is a Pixelmon folder in each save world folder, such as "world 2" or "New World-". You copy that folder into another world folder, and then when you load that world, you will have your pokemon from the previous world. Of course pokemon wont spawn exactly the same since they are biome based among other things, but your roster and PC data should be the same.
Sweet, I got it to work, and the features are great!
You probably already got many posts saying this, but there are bugs like sometimes when a battle is over, you would not be able to return your Pokémon and you won't get experience because it's "in a battle". Also, sometimes the Pokémon that you physically attacked would appear in your PC after dying, and they would vanish if you try to put it in your party.
It looks like the battle bug is because you and the wild Pokémon wander away from each other. Could you make them stand still in one, please? If you are, don't give them knockback or else they will eventually be knocked too far away to fight.
Thank you! (:
Yes, we have received many reports on that bug, and I believe we have already squashed it. We plan on releasing an updated version with the fix soon, but we plan on waiting a bit to see if any other major bugs pop up so we can get them in one swoop.
I have not heard of that second bug however, I'll take a look in a bit to check..
The battle bug actually wasn't caused by that, but I can understand how that would be annoying in the least. I'll talk to our coders about this, maybe we can come up with an idea to suit everyone.
I'd be interested in helping with the code. I'm not very well rounded in Java, though. I code mostly in PHP, Perl, and some C++ here and there. I imagine it couldn't be to hard to grasp with the knowledge of C++. I think I'm pretty good at coding around bugs and such. If you're interested in having me help, shoot me a message. I'll try to get back to you.
The mod looks amazing, but the only problem is that crashes with TooManyItems so I couldn't really test it to the max. I guess I'll just get all the items needed with TMI and then uninstall it then install Pixelmon and play.
it crashes 3 times in a row /: Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem; Unexpected error
This error has been saved to C:\Users\Juan S Vasquez\AppData\Roaming\.minecraft\crash-reports\crash-2012-08-26_13.15.25-client.txt for your convenience. Please include a copy of this file if you report this crash to anyone.
--- BEGIN ERROR REPORT 5335d4fe --------
Generated 8/26/12 1:15 PM
java.lang.NullPointerException
at pixelmon.keybindings.SendPokemonKey.keyDown(SendPokemonKey.java:37)
at cpw.mods.fml.client.registry.KeyBindingRegistry$KeyHandler.keyTick(KeyBindingRegistry.java:113)
at cpw.mods.fml.client.registry.KeyBindingRegistry$KeyHandler.tickStart(KeyBindingRegistry.java:90)
at cpw.mods.fml.common.SingleIntervalHandler.tickStart(SingleIntervalHandler.java:16)
at cpw.mods.fml.common.FMLCommonHandler.tickStart(FMLCommonHandler.java:94)
at cpw.mods.fml.common.FMLCommonHandler.onPreClientTick(FMLCommonHandler.java:336)
at net.minecraft.client.Minecraft.l(Minecraft.java:1429)
at net.minecraft.client.Minecraft.J(Minecraft.java:831)
at net.minecraft.client.Minecraft.run(Minecraft.java:761)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 8fbfb983 ----------
no I looked in my world folder and all that I had in the folder was data,DIM-1,DIM1,level.dat,level.dat_old,player,region and session.lock and I looked in each of the folders and did not see any pixelmon folder in them.
no I looked in my world folder and all that I had in the folder was data,DIM-1,DIM1,level.dat,level.dat_old,player,region and session.lock and I looked in each of the folders and did not see any pixelmon folder in them.
Nevermind My mac saved the file on my desktop lol
Thanks epicSplashBattle
Whenever I go through a Nether portal, my Pokemon are gone and if I try to send them out my Minecraft crashes.
As far as I know, the nether isn't supported at this time for Pixelmon, as there is no reason for them to be there. However, I will ask our coders to look into making it at least not crash in the meantime.
hello
i have a problem, I installed the mod everything works but when i attack another pokemon with my pokemon the game crashed
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem; Unexpected error
This error has been saved to C:\Users\Alcatraz\AppData\Roaming\.minecraft\crash-reports\crash-2012-08-26_17.59.09-client.txt for your convenience. Please include a copy of this file if you report this crash to anyone.
--- BEGIN ERROR REPORT c26563b4 --------
Generated 2012.08.26. 17:59
java.lang.NullPointerException
at pixelmon.gui.GuiAttacking.w_(GuiAttacking.java:49)
at apn.a(SourceFile:87)
at net.minecraft.client.Minecraft.a(Minecraft.java:646)
at cpw.mods.fml.client.FMLClientHandler.showGuiScreen(FMLClientHandler.java:268)
at cpw.mods.fml.common.FMLCommonHandler.showGuiScreen(FMLCommonHandler.java:334)
at cpw.mods.fml.common.network.NetworkRegistry.openLocalGui(NetworkRegistry.java:306)
at cpw.mods.fml.common.network.FMLNetworkHandler.openGui(FMLNetworkHandler.java:311)
at og.openGui(EntityPlayer.java:2025)
at cpw.mods.fml.common.network.OpenGuiPacket.execute(OpenGuiPacket.java:55)
at cpw.mods.fml.common.network.FMLNetworkHandler.handleFMLPacket(FMLNetworkHandler.java:89)
at cpw.mods.fml.common.network.FMLNetworkHandler.handlePacket250Packet(FMLNetworkHandler.java:59)
at asv.a(NetClientHandler.java:1290)
at ce.a(SourceFile:56)
at ba.b(MemoryConnection.java:75)
at asv.d(NetClientHandler.java:101)
at atd.b(SourceFile:51)
at net.minecraft.client.Minecraft.l(Minecraft.java:1777)
at net.minecraft.client.Minecraft.J(Minecraft.java:834)
at net.minecraft.client.Minecraft.run(Minecraft.java:764)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT e18cf416 ----------
sorry for my bad english
Looks to like you are trying to use an HD texture pack. As far as I know, forge has problems with MCpatcher.
I'd be interested in helping with the code. I'm not very well rounded in Java, though. I code mostly in PHP, Perl, and some C++ here and there. I imagine it couldn't be to hard to grasp with the knowledge of C++. I think I'm pretty good at coding around bugs and such. If you're interested in having me help, shoot me a message. I'll try to get back to you.
As yaseen said, we do have an application forum for that. Can't wait to see you there! We will gladly look into having you, but we've had many people want to help and then have them turn away from our code. As Mr.M puts it, it's a bit more complex then usual.
Plz can you guys make the pokemons stand still when they battle that would be great
Keep up the good work this is my fav mod
Edit: And one more thing when i throw out a pokemon at night it lights up the ground is it a bug or is it supposed to be like that?
As mentioned earlier, I'll discuss it with our coders (: As for your light up issue, only the charmander line should be able to do that, and it's a very WIP feature.
if you are in a battle with a friend and disconnect youre pixelmon will disapeare
p.s. this mod is great good job
Hmm... Well have to look into how to prevent this. While it stands you shouldnt disconnect in the middle of a battle, of course there will be instances where you can't help it.
I like that mod but i miss some attack animations :S
Maybe Thunder for ThunderBolt or something like that...
and could you make the mod compatible with bukkit?
Keep up the work on that great mod
Attack animations are planned! We have the basic code down actually. The leap forward you see on attacks now is actually our default animation.
The mod looks amazing, but the only problem is that crashes with TooManyItems so I couldn't really test it to the max. I guess I'll just get all the items needed with TMI and then uninstall it then install Pixelmon and play.
I've never heard of any incompatibilities with TDm, but I'll take a look. What you could do in the mean time is use minecrafts in built code to switch from Survival to Creative. "/gamemode "yourname" survival" etc.
it crashes 3 times in a row /: Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem; Unexpected error
This error has been saved to C:\Users\Juan S Vasquez\AppData\Roaming\.minecraft\crash-reports\crash-2012-08-26_13.15.25-client.txt for your convenience. Please include a copy of this file if you report this crash to anyone.
--- BEGIN ERROR REPORT 5335d4fe --------
Generated 8/26/12 1:15 PM
java.lang.NullPointerException
at pixelmon.keybindings.SendPokemonKey.keyDown(SendPokemonKey.java:37)
at cpw.mods.fml.client.registry.KeyBindingRegistry$KeyHandler.keyTick(KeyBindingRegistry.java:113)
at cpw.mods.fml.client.registry.KeyBindingRegistry$KeyHandler.tickStart(KeyBindingRegistry.java:90)
at cpw.mods.fml.common.SingleIntervalHandler.tickStart(SingleIntervalHandler.java:16)
at cpw.mods.fml.common.FMLCommonHandler.tickStart(FMLCommonHandler.java:94)
at cpw.mods.fml.common.FMLCommonHandler.onPreClientTick(FMLCommonHandler.java:336)
at net.minecraft.client.Minecraft.l(Minecraft.java:1429)
at net.minecraft.client.Minecraft.J(Minecraft.java:831)
at net.minecraft.client.Minecraft.run(Minecraft.java:761)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 8fbfb983 ----------
Hmm... looks like your trying to send out a pokemon without one being there. Did your starter generate when you started the world? if not, log out and log back in. It'll have you choose another but it should work.
Thank you for the quick fix on the double pokemon bug!
Also, my Charmander has fainted. How do I revive him? I apologize if this has been asked many times.
I also tried to repeat the bug with cloned pokemon,and it did not happen again, so maybe it got fixed!
Thank you for the quick fix on the double pokemon bug!
Also, my Charmander has fainted. How do I revive him?
Not a problem! Funny enough it was a forge update change that screwed us over lol, it wasn't our bug. However, it is fixed.
You can revive him either using the healing block, or by sleeping. Both will heal your pokemon (:
It looks like the battle bug is because you and the wild Pokémon wander away from each other. Could you make them stand still in one, please? If you are, don't give them knockback or else they will eventually be knocked too far away to fight.
Ironically it was actually the opposite that was causing that battle bug, if they were too close as the battle ended it wouldn't end properly (due to some ai code that shouldn't have been there).
My plan was to get them to move back to position after an attack was finished. Minecraft 1.3 changed the way ai is added and removed a bit which meant my initial way of doing things got broken unfortunately
Just wanted to say, tested out catching pokemon, evolving, using stones, and it works flawlessly. I'm REALLY impressed.
Please, never quit developing this! I'll donate to the cause if I gotta. It's great.Oh.. and just a slight suggestion, although I am sure you thought of it/are planning to do it..
Make Pokemon Centers and Marts spawn randomly in the world like ruins and villages, so we don't have to install "cheat" mods to fully enjoy this mod!
Just wanted to say, tested out catching pokemon, evolving, using stones, and it works flawlessly. I'm REALLY impressed.
Please, never quit developing this! I'll donate to the cause if I gotta. It's great.
Oh.. and just a slight suggestion, although I am sure you thought of it/are planning to do it..
Make Pokemon Centers and Marts spawn randomly in the world like ruins and villages, so we don't have to install "cheat" mods to fully enjoy this mod!
We are well on the way to have that happening. Xkyouchuox has been working hard on his own structure generation system which will let us make some pretty cool looking towns
Just wanted to say, tested out catching pokemon, evolving, using stones, and it works flawlessly. I'm REALLY impressed.
Please, never quit developing this! I'll donate to the cause if I gotta. It's great.
Oh.. and just a slight suggestion, although I am sure you thought of it/are planning to do it..
Make Pokemon Centers and Marts spawn randomly in the world like ruins and villages, so we don't have to install "cheat" mods to fully enjoy this mod!
I'm very happy to hear that! WE always love hearing good feedback from you guys! (: And while we would never force donations, it's there if you wish to, purely a choice and we will continue either way (:
As it stands, the village generation code IS in the mod now, but is not implemented yet. Still working out the base code, but it is a planned feature that shouldn't be too far off (:
You probably already got many posts saying this, but there are bugs like sometimes when a battle is over, you would not be able to return your Pokémon and you won't get experience because it's "in a battle". Also, sometimes the Pokémon that you physically attacked would appear in your PC after dying, and they would vanish if you try to put it in your party.
It looks like the battle bug is because you and the wild Pokémon wander away from each other. Could you make them stand still in one, please? If you are, don't give them knockback or else they will eventually be knocked too far away to fight.
No, you misunderstood lol. there is a Pixelmon folder in each save world folder, such as "world 2" or "New World-". You copy that folder into another world folder, and then when you load that world, you will have your pokemon from the previous world. Of course pokemon wont spawn exactly the same since they are biome based among other things, but your roster and PC data should be the same.
Not a problem!
Thank you! (:
Yes, we have received many reports on that bug, and I believe we have already squashed it. We plan on releasing an updated version with the fix soon, but we plan on waiting a bit to see if any other major bugs pop up so we can get them in one swoop.
I have not heard of that second bug however, I'll take a look in a bit to check..
The battle bug actually wasn't caused by that, but I can understand how that would be annoying in the least. I'll talk to our coders about this, maybe we can come up with an idea to suit everyone.
----------------------
Minecraft has stopped running because it encountered a problem; Unexpected error
This error has been saved to C:\Users\Juan S Vasquez\AppData\Roaming\.minecraft\crash-reports\crash-2012-08-26_13.15.25-client.txt for your convenience. Please include a copy of this file if you report this crash to anyone.
--- BEGIN ERROR REPORT 5335d4fe --------
Generated 8/26/12 1:15 PM
- Minecraft Version: 1.3.2
- Operating System: Windows 7 (x86) version 6.1
- Java Version: 1.7.0_05, Oracle Corporation
- Java VM Version: Java HotSpot(TM) Client VM (mixed mode), Oracle Corporation
- Memory: 404181352 bytes (385 MB) / 519110656 bytes (495 MB) up to 1037959168 bytes (989 MB)
- JVM Flags: 2 total; -Xms512m -Xmx1024m
- LWJGL: 2.4.2
- OpenGL: Intel(R) HD Graphics Family GL version 3.1.0 - Build 8.15.10.2559, Intel
- Is Modded: Definitely; 'forge,fml'
- Type: Client
- Texture Pack: Default
- Profiler Position: N/A (disabled)
- World MpServer Entities: 15 total; [atg['sebi996'/4020, l='MpServer', x=-671.20, y=70.62, z=-1671.50], EntityHorsea['Horsea'/4400, l='MpServer', x=-648.50, y=54.44, z=-1677.19], mp['Cow'/4401, l='MpServer', x=-653.13, y=68.00, z=-1664.03], EntityPidgeotto['Pidgeotto'/4402, l='MpServer', x=-645.31, y=69.00, z=-1661.72], mp['Cow'/4403, l='MpServer', x=-653.63, y=74.00, z=-1652.59], EntityVulpix['Vulpix'/4367, l='MpServer', x=-668.53, y=70.00, z=-1662.59], EntityPidgeotto['Pidgeotto'/4366, l='MpServer', x=-659.63, y=77.00, z=-1652.88], EntityPidgeotto['Pidgeotto'/4021, l='MpServer', x=-668.00, y=67.00, z=-1676.00], EntityHorsea['Horsea'/4431, l='MpServer', x=-641.22, y=54.53, z=-1693.31], EntityHorsea['Horsea'/4399, l='MpServer', x=-645.09, y=52.50, z=-1696.41], EntityHorsea['Horsea'/4430, l='MpServer', x=-625.44, y=54.22, z=-1700.78], EntityMiltank['Miltank'/4283, l='MpServer', x=-691.72, y=64.00, z=-1701.16], EntityMiltank['Miltank'/4514, l='MpServer', x=-602.40, y=65.00, z=-1648.94], EntityMiltank['Miltank'/4426, l='MpServer', x=-630.06, y=64.00, z=-1726.14], mp['Cow'/4517, l='MpServer', x=-594.59, y=67.00, z=-1642.25]]
- World MpServer Players: 1 total; [atg['sebi996'/4020, l='MpServer', x=-671.20, y=70.62, z=-1671.50]]
- World MpServer Chunk Stats: MultiplayerChunkCache: 380
- Forced Entities: 15 total; [atg['sebi996'/4020, l='MpServer', x=-671.20, y=70.62, z=-1671.50], EntityHorsea['Horsea'/4400, l='MpServer', x=-648.50, y=54.44, z=-1677.19], mp['Cow'/4401, l='MpServer', x=-653.13, y=68.00, z=-1664.03], EntityPidgeotto['Pidgeotto'/4402, l='MpServer', x=-645.31, y=69.00, z=-1661.72], mp['Cow'/4403, l='MpServer', x=-653.63, y=74.00, z=-1652.59], EntityMiltank['Miltank'/4283, l='MpServer', x=-691.72, y=64.00, z=-1701.16], EntityPidgeotto['Pidgeotto'/4021, l='MpServer', x=-668.00, y=67.00, z=-1676.00], EntityHorsea['Horsea'/4431, l='MpServer', x=-641.22, y=54.53, z=-1693.31], EntityHorsea['Horsea'/4430, l='MpServer', x=-625.44, y=54.22, z=-1700.78], EntityMiltank['Miltank'/4514, l='MpServer', x=-602.40, y=65.00, z=-1648.94], EntityVulpix['Vulpix'/4367, l='MpServer', x=-668.53, y=70.00, z=-1662.59], mp['Cow'/4517, l='MpServer', x=-594.59, y=67.00, z=-1642.25], EntityMiltank['Miltank'/4426, l='MpServer', x=-630.06, y=64.00, z=-1726.14], EntityPidgeotto['Pidgeotto'/4366, l='MpServer', x=-659.63, y=77.00, z=-1652.88], EntityHorsea['Horsea'/4399, l='MpServer', x=-645.09, y=52.50, z=-1696.41]]
- Retry Entities: 0 total; []
java.lang.NullPointerException
at pixelmon.keybindings.SendPokemonKey.keyDown(SendPokemonKey.java:37)
at cpw.mods.fml.client.registry.KeyBindingRegistry$KeyHandler.keyTick(KeyBindingRegistry.java:113)
at cpw.mods.fml.client.registry.KeyBindingRegistry$KeyHandler.tickStart(KeyBindingRegistry.java:90)
at cpw.mods.fml.common.SingleIntervalHandler.tickStart(SingleIntervalHandler.java:16)
at cpw.mods.fml.common.FMLCommonHandler.tickStart(FMLCommonHandler.java:94)
at cpw.mods.fml.common.FMLCommonHandler.onPreClientTick(FMLCommonHandler.java:336)
at net.minecraft.client.Minecraft.l(Minecraft.java:1429)
at net.minecraft.client.Minecraft.J(Minecraft.java:831)
at net.minecraft.client.Minecraft.run(Minecraft.java:761)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 8fbfb983 ----------
Nevermind My mac saved the file on my desktop lol
Thanks epicSplashBattle
As far as I know, the nether isn't supported at this time for Pixelmon, as there is no reason for them to be there. However, I will ask our coders to look into making it at least not crash in the meantime.
Looks to like you are trying to use an HD texture pack. As far as I know, forge has problems with MCpatcher.
As yaseen said, we do have an application forum for that. Can't wait to see you there! We will gladly look into having you, but we've had many people want to help and then have them turn away from our code. As Mr.M puts it, it's a bit more complex then usual.
As mentioned earlier, I'll discuss it with our coders (: As for your light up issue, only the charmander line should be able to do that, and it's a very WIP feature.
Hmm... Well have to look into how to prevent this. While it stands you shouldnt disconnect in the middle of a battle, of course there will be instances where you can't help it.
Attack animations are planned! We have the basic code down actually. The leap forward you see on attacks now is actually our default animation.
I've never heard of any incompatibilities with TDm, but I'll take a look. What you could do in the mean time is use minecrafts in built code to switch from Survival to Creative. "/gamemode "yourname" survival" etc.
Hmm... looks like your trying to send out a pokemon without one being there. Did your starter generate when you started the world? if not, log out and log back in. It'll have you choose another but it should work.
Not a problem!
Also, my Charmander has fainted. How do I revive him? I apologize if this has been asked many times.
I also tried to repeat the bug with cloned pokemon,and it did not happen again, so maybe it got fixed!
Not a problem! Funny enough it was a forge update change that screwed us over lol, it wasn't our bug. However, it is fixed.
You can revive him either using the healing block, or by sleeping. Both will heal your pokemon (:
Thanks, man. Had no idea.
And thanks to epicSlash!! Gonna get back to this great mod.
Not a problem! Have fun (:
Ironically it was actually the opposite that was causing that battle bug, if they were too close as the battle ended it wouldn't end properly (due to some ai code that shouldn't have been there).
My plan was to get them to move back to position after an attack was finished. Minecraft 1.3 changed the way ai is added and removed a bit which meant my initial way of doing things got broken unfortunately
Please, never quit developing this! I'll donate to the cause if I gotta. It's great.Oh.. and just a slight suggestion, although I am sure you thought of it/are planning to do it..
Make Pokemon Centers and Marts spawn randomly in the world like ruins and villages, so we don't have to install "cheat" mods to fully enjoy this mod!
We are well on the way to have that happening. Xkyouchuox has been working hard on his own structure generation system which will let us make some pretty cool looking towns
It's fixed! Go have fun! (:
I'm very happy to hear that! WE always love hearing good feedback from you guys! (: And while we would never force donations, it's there if you wish to, purely a choice and we will continue either way (:
As it stands, the village generation code IS in the mod now, but is not implemented yet. Still working out the base code, but it is a planned feature that shouldn't be too far off (: