What I was doing:
Throwing Chemical X on a Snow Goldem.
---- Minecraft Crash Report ----
// There are four lights!
Time: 2/6/13 9:05 PM
Description: Exception in server tick loop
java.lang.NoClassDefFoundError: azq
at mutantcreatures.ChemicalX.a(ChemicalX.java:35)
at ur.a(SourceFile:98)
at ir.a(ItemInWorldManager.java:348)
at iv.a(NetServerHandler.java:555)
at fk.a(SourceFile:58)
at cg.b(TcpConnection.java:458)
at iv.d(NetServerHandler.java:136)
at iw.b(NetworkListenThread.java:57)
at ht.b(SourceFile:30)
at net.minecraft.server.MinecraftServer.r(MinecraftServer.java:703)
at ho.r(DedicatedServer.java:270)
at net.minecraft.server.MinecraftServer.q(MinecraftServer.java:599)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:497)
at fy.run(SourceFile:849)
Caused by: java.lang.ClassNotFoundException: azq
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:185)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 14 more
Caused by: java.lang.NullPointerException
at org.objectweb.asm.ClassReader.<init>(Unknown Source)
at codechicken.core.asm.ClassHeirachyManager.transform(ClassHeirachyManager.java:80)
at cpw.mods.fml.relauncher.RelaunchClassLoader.runTransformers(RelaunchClassLoader.java:228)
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:173)
... 16 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
So I was playing the letters from a dead earth map, and had this mod enabled. Walking around through a ruined city, open a door and suddenly I get a swarm of mini creepers followed by the mutant creeper destroying everything. Oh man, awesome.
too hard to make better!?!? TOO HARD!?!?!?!?!?!?!?!? TOO HAARDDDDDDDDDDDDDDDDD!?!?!?!?!??!!?!?!?!?
for epic modders like you is nothing like that "too hard"
This is just you hassling him to make mutant bosses even though he clearly said no, not that i dont like your ideas, but just because you are good at modding does NOT mean you can simply make a mutant boss, i mean, look how long its taking him to complete the mutant enderman.
Love what you are doing with the mod Hippo, the mutant enderman was something i have been anticipating for a long time, keep on rocking that keyboard
too hard to make better!?!? TOO HARD!?!?!?!?!?!?!?!? TOO HAARDDDDDDDDDDDDDDDDD!?!?!?!?!??!!?!?!?!?
for epic modders like you is nothing like that "too hard"
they are already bosses is reason "2"; does that friggin matter!?, yes i know they ARE hard to kill, but, an hard game is bad!?!?!?!?!??! how about........they are unable to get mutated from Chemical X or anything BUT own their own dimension,
At too hard is my only replie: "too hard is for kiddos at age 1-5, with all dat ideas, you will be able to make it! "
PLZ!!!: dont be too harsh to that, trying to help: cause´ of that, ive got some ideas :
appearance it should be simaliar to the original exept that: 1/2x bigger than the original, better animations (as usual), and scarier voice (like ender/slendermans are XD) and 2 heads,
enderbiteness he flies at 2x speed and bites you endlessy until you hit him, 2% that it causes nausea and potion
pickthrow (reference to the imgur attack of the ME) he stretches his feets, and picks at least 15 blocks and throws them all at you, can be blocked if making cowweb around you,
FIREMADNESS!!!! [firemadness?, THIS IS FIRESPARTA XD(jk)] he makes an scary (as said in:appearance) roar and shoots out fire (rarely ice) 200-500x, you can make him stop if you hit him,
at last: Like an Bosskill, (not really) if he dies he makes giant lazer beamz around you and the entire dimension explodes (YEP, including the sky, not including that part where you standing (2x4 is still there, cliff) the sky turns white, epic boss music starts playing) the cliff flies UUUUUUUUUUUUUUUUPPPPPPPPPPP in the air, beams come out from above, and the dragon reappaers and is weaker (stronger).............THAN EVER,
thats it MED is out, MWT IS ON (mutant wither)
MUTANT WITHER appearance is yours skullbreak he shoots out 20 blue skulls, turns blue itself, explodes! (NOO!!! he doesent dies)
extra skull he grows an 4th face, (up his as* or on his back ) it grows massively, shoots it out and explodes an 20x10 crater, (7-19 hearts) die of devil of explosion, explodes , no, he explodes an 30x5 crater, you´d better run, cause it makes 40 hearts of damage, if anybody gets too close, he sucks 30 blocks in him , mobs too, (takes 20 seconds to explode (an such explosion surely takes much time to charge 0_0
PLEASEEE!!!!! MAKE MUTANT BOSSES D:
I agree with you, a 2 or 3 head dragon should be cool but still normal bosses are hard, and now mutant bosses...
Make for all the normal mobs (or at least the most importants) a mutant version is enough for me.
F*CKING CRAZY!! I love this pic, I love the Enderman, I love this mod, I love you all (yes, maybe sounds a bit gay, but this pic is aweasome!)
The Meaning of Life, the Universe, and Everything.
Join Date:
9/3/2011
Posts:
61
PSN:
Joesycop
Member Details
Is anyone else having an issue with the mutants spawning? Do they spawn in all difficulties, except peaceful ofcourse. I had the spawn rate at the normal 10/30, What is a good spawn rate to atleast see one per night? I know I installed it all correctly.
Well I noticed them spawning when I turned it up to 30 but Mutant Creepers are still wayyyy too buggy for me to enjoy them. I'm not sure which of these it does but it does something like: Attacks/Notices you through walls or attacks random animals/mobs. Either way they destroy my houses without it being my fault. I do enjoy the zombie mutants though so I guess i'll keep this as the only mod I like.
I agree with you, a 2 or 3 head dragon should be cool but still normal bosses are hard, and now mutant bosses...
Make for all the normal mobs (or at least the most importants) a mutant version is enough for me.
F*CKING CRAZY!! I love this pic, I love the Enderman, I love this mod, I love you all (yes, maybe sounds a bit gay, but this pic is aweasome!)
Yeah, but the mutant wither should'nt spawn, nor the enderdragon. If they spawn, then just think of the destruction! The mutant enderdragon should be summoned. Same for the wither. Lol, mutant bosses, THE FLYING DESTRUCTION ULTRA MEGA EXTREME BOSSES!
There should also be opening portals for the mutant dimension I mentioned a few pages ago. But very rare.
I have an idea for one of mutant enderman: Picks you up, Jumps up, then drops you to ground. Also i have other attack ideas too; Takes like 2-5 blocks, then throws them to you. Another one, gives you an ender posion effect, which is, if you go away more than 5 blocks away, he'll teleports you near him.
Guys, seriously, he already declared he isn't going to do mutant bosses. It would require an insane amount of coding, and like he said regular bosses are already difficult enough on their own. What's wrong with only having a boss version of all the regular mobs in minecraft?
Anyone having issues with Mutant spawning with ExtraBiomesXL mod on an SMP server. Spawn rates work at intended with vanilla minecraft and Mutant Creatures... but with ExtrabiomesXL mod, I have only seen 1 (mutant creeper ambush.. had to run away lol) and heard one (mutant zombie waiting outside my cave) with 2 weeks of playing.
I loaded a vanilla work with must Mutant Creatures on an SMP server and the spawn rates worked fine... Any help.. ideas?
Hello again, it's me Owl. So I did a mod review on the Mutant Snow Golem! Hope it's okay, and that you like it. Also maybe spread the word about me please? I take mod requests!
The enderman mutant looks pretty awesome. An iron golem mutant would be a nice addition to the mobs too, just to have another non-hostile mutant mob to fight the hostile mutants.
Anyone having issues with Mutant spawning with ExtraBiomesXL mod on an SMP server. Spawn rates work at intended with vanilla minecraft and Mutant Creatures... but with ExtrabiomesXL mod, I have only seen 1 (mutant creeper ambush.. had to run away lol) and heard one (mutant zombie waiting outside my cave) with 2 weeks of playing.
I loaded a vanilla work with must Mutant Creatures on an SMP server and the spawn rates worked fine... Any help.. ideas?
I'm having issues with the spawn rates myself. I only use Mutant Creatures, GuideCraft mods and I have the spawn rate at its highest but when playing singleplayer or LAN I don't see any of them like ever. I've seen one mutant creeper, which I disabled because they seem to see through walls and blow up my houses for no reason, but since then nothing. Dahell?
@lilgrei
no doubt would mutant bosses be hard to fight, they would also be hard to make.
making bosses would be fun, but trying to make a mutant version of a boss would take an extremely long time to make. you've already complained about the mutant enderman taking a long time, so you can imagine how long it would take me to make a mutant enderdragon.
sorry, but I wont be making mutant bosses
@TheEvilMouse
The mutant creatures aren't meant to spawn a lot, so even at the highest spawnrate, they still spawn less than wolves
@Samuel
the animations work, but they are also a work in progress
@accolade
I honestly don't know what I could be doing wrong. it may be that the mod you use with it changes some vanilla things, which messes up this mod's spawnrates
@OfficialNightOwl
cool want me to put it on the OP?
@Skodward
yeah maybe after I finish some other things
thanks, cool mod bro
Probably because of spam. You've been posting alot lately.
DEATH TO THE GREENBLOODS(Creepers)!!!
Click it!
NoClassDefFoundError
What I was doing:
Throwing Chemical X on a Snow Goldem.
---- Minecraft Crash Report ----
// There are four lights!
Time: 2/6/13 9:05 PM
Description: Exception in server tick loop
java.lang.NoClassDefFoundError: azq
at mutantcreatures.ChemicalX.a(ChemicalX.java:35)
at ur.a(SourceFile:98)
at ir.a(ItemInWorldManager.java:348)
at iv.a(NetServerHandler.java:555)
at fk.a(SourceFile:58)
at cg.b(TcpConnection.java:458)
at iv.d(NetServerHandler.java:136)
at iw.b(NetworkListenThread.java:57)
at ht.b(SourceFile:30)
at net.minecraft.server.MinecraftServer.r(MinecraftServer.java:703)
at ho.r(DedicatedServer.java:270)
at net.minecraft.server.MinecraftServer.q(MinecraftServer.java:599)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:497)
at fy.run(SourceFile:849)
Caused by: java.lang.ClassNotFoundException: azq
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:185)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 14 more
Caused by: java.lang.NullPointerException
at org.objectweb.asm.ClassReader.<init>(Unknown Source)
at codechicken.core.asm.ClassHeirachyManager.transform(ClassHeirachyManager.java:80)
at cpw.mods.fml.relauncher.RelaunchClassLoader.runTransformers(RelaunchClassLoader.java:228)
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:173)
... 16 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.4.7
Operating System: Linux (amd64) version 3.0.0-12-server
Java Version: 1.7.0_11, Oracle Corporation
Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 579818416 bytes (552 MB) / 1064370176 bytes (1015 MB) up to 1908932608 bytes (1820 MB)
JVM Flags: 2 total; -Xmx2G -Xms1G
AABB Pool Size: 5401 (302456 bytes; 0 MB) allocated, 4936 (276416 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 3, tallocated: 71
FML: MCP v7.26 FML v4.7.4.520 Minecraft Forge 6.6.0.497 27 mods loaded, 27 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
CodeChickenCore [CodeChicken Core] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
WeepingAngelsMod [Weeping Angels Mod] (147-158WeepingAngels.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
ChickenChunks [ChickenChunks] (ChickenChunks-1.2.1.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
ComputerCraft [ComputerCraft] (ComputerCraft1.481.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
CCTurtle [ComputerCraft Turtles] (ComputerCraft1.481.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
ExtrabiomesXL [ExtrabiomesXL] (ExtrabiomesXL-universal-1.4.7-3.8.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
IC2 [IndustrialCraft 2] (industrialcraft-2_1.112.198-lf.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
IC2NuclearControl [Nuclear Control] (IC2NuclearControl-1.4.5.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
ModularForceFieldSystem [Modular ForceField System V2] (ModularForceFieldSystemV2.2.8.3.6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
More Bows [More Bows mod] (More bows 1.4.7 Forge.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
MutantCreatures [Mutant Creatures] (Mutant Creatures v1.2.2 mc1.4.7.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
PetBat [Pet Bat] (PetBat_1.4.6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
ZAMod [Zombie Awareness] (Zombie Awareness v1.81 Mod for MC v1.4.6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
BuildCraft|Core [BuildCraft] (buildcraft-A-3.4.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
BuildCraft|Builders [BC Builders] (buildcraft-A-3.4.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
BuildCraft|Energy [BC Energy] (buildcraft-A-3.4.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
BuildCraft|Factory [BC Factory] (buildcraft-A-3.4.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
BuildCraft|Transport [BC Transport] (buildcraft-A-3.4.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
BuildCraft|Silicon [BC Silicon] (buildcraft-A-3.4.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
ChargePads [Charge Pads] (chargepads-universal-2.3.0.58.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
CompactSolars [Compact Solar Arrays] (compactsolars-universal-1.4.7-3.2.3.23.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
IronChest [Iron Chest] (ironchest-universal-1.4.7-5.0.0.228.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
MiscPeripherals [MiscPeripherals] (miscperipherals-2.3.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
ObsidiPlates [Obsidian Pressure Plates] (obsidiplates-universal-1.2.0.3.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
Profiler Position: N/A (disabled)
Vec3 Pool Size: 1040 (58240 bytes; 0 MB) allocated, 931 (52136 bytes; 0 MB) used
Player Count: 1 / 2; [iq['catdog'/374, l='world', x=1344.54, y=73.00, z=149.48]]
Is Modded: Definitely; Server brand changed to 'fml'
Type: Dedicated Server (map_server.txt)
No, he is just saying that you might have been posting too much, also it seems to me that you dont know what modding is like,an example being:
This is just you hassling him to make mutant bosses even though he clearly said no, not that i dont like your ideas, but just because you are good at modding does NOT mean you can simply make a mutant boss, i mean, look how long its taking him to complete the mutant enderman.
Love what you are doing with the mod Hippo, the mutant enderman was something i have been anticipating for a long time, keep on rocking that keyboard
I agree with you, a 2 or 3 head dragon should be cool but still normal bosses are hard, and now mutant bosses...
Make for all the normal mobs (or at least the most importants) a mutant version is enough for me.
F*CKING CRAZY!! I love this pic, I love the Enderman, I love this mod, I love you all (yes, maybe sounds a bit gay, but this pic is aweasome!)
Is anyone else having an issue with the mutants spawning? Do they spawn in all difficulties, except peaceful ofcourse. I had the spawn rate at the normal 10/30, What is a good spawn rate to atleast see one per night? I know I installed it all correctly.Well I noticed them spawning when I turned it up to 30 but Mutant Creepers are still wayyyy too buggy for me to enjoy them. I'm not sure which of these it does but it does something like: Attacks/Notices you through walls or attacks random animals/mobs. Either way they destroy my houses without it being my fault. I do enjoy the zombie mutants though so I guess i'll keep this as the only mod I like.
I support the continuation of this texture pack!
Yeah, but the mutant wither should'nt spawn, nor the enderdragon. If they spawn, then just think of the destruction! The mutant enderdragon should be summoned. Same for the wither. Lol, mutant bosses, THE FLYING DESTRUCTION ULTRA MEGA EXTREME BOSSES!
There should also be opening portals for the mutant dimension I mentioned a few pages ago. But very rare.
What do you mean? And yes, in a way, its a WIP.
DEATH TO THE GREENBLOODS(Creepers)!!!
I loaded a vanilla work with must Mutant Creatures on an SMP server and the spawn rates worked fine... Any help.. ideas?
I do mod reviews, minigame, and trying my hand at new things. I take mod requests if you have any, also map requests too. http://www.youtube.com/user/OfficialNightOwl
", palatino, serif">RUSTIC
I'm having issues with the spawn rates myself. I only use Mutant Creatures, GuideCraft mods and I have the spawn rate at its highest but when playing singleplayer or LAN I don't see any of them like ever. I've seen one mutant creeper, which I disabled because they seem to see through walls and blow up my houses for no reason, but since then nothing. Dahell?
I support the continuation of this texture pack!
no doubt would mutant bosses be hard to fight, they would also be hard to make.
making bosses would be fun, but trying to make a mutant version of a boss would take an extremely long time to make. you've already complained about the mutant enderman taking a long time, so you can imagine how long it would take me to make a mutant enderdragon.
sorry, but I wont be making mutant bosses
@TheEvilMouse
The mutant creatures aren't meant to spawn a lot, so even at the highest spawnrate, they still spawn less than wolves
@Samuel
the animations work, but they are also a work in progress
@accolade
I honestly don't know what I could be doing wrong. it may be that the mod you use with it changes some vanilla things, which messes up this mod's spawnrates
@OfficialNightOwl
cool want me to put it on the OP?
@Skodward
yeah maybe after I finish some other things