Has anyone gotten this mod to work with Mo'Creatures?
I have them both installed but I get:
2013-03-08 22:10:28 [SEVERE] [ForgeModLoader] The mod DivineRPG has attempted to register an entity ID 6 which is already reserved. This could cause severe problems
2013-03-08 22:10:28 [SEVERE] [ForgeModLoader] The mod DivineRPG has attempted to register an entity ID 7 which is already reserved. This could cause severe problems
2013-03-08 22:10:28 [SEVERE] [ForgeModLoader] The mod DivineRPG has attempted to register an entity ID 3 which is already reserved. This could cause severe problems
2013-03-08 22:10:28 [SEVERE] [ForgeModLoader] The mod DivineRPG has attempted to register an entity ID 4 which is already reserved. This could cause severe problems
2013-03-08 22:10:28 [SEVERE] [ForgeModLoader] The mod DivineRPG has attempted to register an entity ID 5 which is already reserved. This could cause severe problems
When the game loads, and subsequently it seems like the hell spider and other nether mobs aren't in the game...i'm not sure if there are any mobs in the overworld as I'm not sure yet what is a mo'creature mob and what isn't...any ideas? It seems many other people have this combination and don't have this problem so I'm not sure why my mobs aren't spawning.
EDIT: I tested removing mo'creatures and my spawns show up in the nether....anyone know how to config these to work with each other properly? I'd really like to have both. I'm not sure if the above error was related, but with mo'creatures gone it seemed to spawn things correctly.
Has anyone gotten this mod to work with Mo'Creatures?
I have them both installed but I get:
2013-03-08 22:10:28 [SEVERE] [ForgeModLoader] The mod DivineRPG has attempted to register an entity ID 6 which is already reserved. This could cause severe problems
2013-03-08 22:10:28 [SEVERE] [ForgeModLoader] The mod DivineRPG has attempted to register an entity ID 7 which is already reserved. This could cause severe problems
2013-03-08 22:10:28 [SEVERE] [ForgeModLoader] The mod DivineRPG has attempted to register an entity ID 3 which is already reserved. This could cause severe problems
2013-03-08 22:10:28 [SEVERE] [ForgeModLoader] The mod DivineRPG has attempted to register an entity ID 4 which is already reserved. This could cause severe problems
2013-03-08 22:10:28 [SEVERE] [ForgeModLoader] The mod DivineRPG has attempted to register an entity ID 5 which is already reserved. This could cause severe problems
When the game loads, and subsequently it seems like the hell spider and other nether mobs aren't in the game...i'm not sure if there are any mobs in the overworld as I'm not sure yet what is a mo'creature mob and what isn't...any ideas? It seems many other people have this combination and don't have this problem so I'm not sure why my mobs aren't spawning.
EDIT: I tested removing mo'creatures and my spawns show up in the nether....anyone know how to config these to work with each other properly? I'd really like to have both. I'm not sure if the above error was related, but with mo'creatures gone it seemed to spawn things correctly.
Yeah, I've got it to work but I wouldn't suggest using it cuz you wont see many of the Divine rpg mobs unless you turn a lot of the hostile mobs off
Do you have any other mods that add more dimensions?
Aye, the LOTR mod, Galacticraft, and Dimensional Doors. I'm fairly certain none of them are taking up any of the DivineRPG IDs.
Rollback Post to RevisionRollBack
If you're bored enough, you can watch some of my Youtube videos: http://www.youtube.com/user/Kraklano?feature=mhee
I'm boring, so don't get yer hopes up! You can also suggest videos for me if you want, and I will quite possibly do them.
Did you even hear my last post?? I asked a question that's really Important that the popularity and future of DivineRPG is at stake!
Why won't you add a book that has an explanation for every item and weapon you added? You don't know how helpful it is for us that don't know what the chocolate to do with all these ores, drops and gems we find! We need some form of description alongside crafting recipes. Don't say "Just check the wiki", maybe we're playing offline, and we really want to know what to do with a White mushroom or some sort of green Ingot. I know you can do it, because if you could add all these AMAZING mobs and dimensions and items, then it should be simple to add something like this.
And if you do add an item Directory, then maybe later on, you could add a Bestiary, to learn about all these mobs you have to fight.
Please respond, I love this mod, but it's WAY to confusing.
Why won't you add a book that has an explanation for every item and weapon you added? You don't know how helpful it is for us that don't know what the chocolate to do with all these ores, drops and gems we find! We need some form of description alongside crafting recipes. Don't say "Just check the wiki", maybe we're playing offline, and we really want to know what to do with a White mushroom or some sort of green Ingot. I know you can do it, because if you could add all these AMAZING mobs and dimensions and items, then it should be simple to add something like this.
That takes time and effort to add. Time that would be better spent bug squashing or adding new content. They have a wiki to alleviate this issue, as it allows users to compile and update information in an easily accessed area, and NEI exists to fill in any gaps recipe-wise. On top of this, most, if not all, in game weapons, armors, and tools have a tool tip telling you exactly what they're used for.
That takes time and effort to add. Time that would be better spent bug squashing or adding new content. They have a wiki to alleviate this issue, as it allows users to compile and update information in an easily accessed area, and NEI exists to fill in any gaps recipe-wise. On top of this, most, if not all, in game weapons, armors, and tools have a tool tip telling you exactly what they're used for.
but the fact they have the wiki means they can easily add the information into a book item or something similar. I want an official response from the creators before I'm convinced that the mod doesn't need a book.
Did you even hear my last post?? I asked a question that's really Important that the popularity and future of DivineRPG is at stake!
Why won't you add a book that has an explanation for every item and weapon you added? You don't know how helpful it is for us that don't know what the chocolate to do with all these ores, drops and gems we find! We need some form of description alongside crafting recipes. Don't say "Just check the wiki", maybe we're playing offline, and we really want to know what to do with a White mushroom or some sort of green Ingot. I know you can do it, because if you could add all these AMAZING mobs and dimensions and items, then it should be simple to add something like this.
And if you do add an item Directory, then maybe later on, you could add a Bestiary, to learn about all these mobs you have to fight.
Please respond, I love this mod, but it's WAY to confusing.
The mod is not at stake.
Yes, checking the Wiki is a good idea, because it's being updated every day.
Personally, I find adding info books into the mod a useless waste of time, because everyone reads the forum post or wiki for information.
This is what I suggest to anyone confused; watch CaptainSparklez's modded survival because he pretty much shows everybody the ropes (that is how I learned how to craft Divine Stone, AKA the blocks that make up Dravite Portals), and at the same time, if you run into a mob or something you don't recognize, check the wiki for it.
Simply checking the wiki is the sensible thing to do, reading a manual isn't any different from it, and not to mention, adding a manual would, according to my highly uneducated (in modding) guess, take more time than coding your average Divine mob.
Another note, most people who find the mod in the first place have a link to the wiki, because the download is on the very same post as the link to the Wiki. On a similar note, anyone who can get the mod can access the internet and therefore, the Wiki as well.
White Mushrooms are used for mini pizzas and chicken dinner, and Arlemite is the green ingot that is used for crafting tools and various items.
Did you even hear my last post?? I asked a question that's really Important that the popularity and future of DivineRPG is at stake!
Why won't you add a book that has an explanation for every item and weapon you added? You don't know how helpful it is for us that don't know what the chocolate to do with all these ores, drops and gems we find! We need some form of description alongside crafting recipes. Don't say "Just check the wiki", maybe we're playing offline, and we really want to know what to do with a White mushroom or some sort of green Ingot. I know you can do it, because if you could add all these AMAZING mobs and dimensions and items, then it should be simple to add something like this.
And if you do add an item Directory, then maybe later on, you could add a Bestiary, to learn about all these mobs you have to fight.
Please respond, I love this mod, but it's WAY to confusing.
1) There is NEI for the recipes.
2) Divine RPG is not at stake
3) No one looks in the book anymore
Did you even hear my last post?? I asked a question that's really Important that the popularity and future of DivineRPG is at stake!
Why won't you add a book that has an explanation for every item and weapon you added? You don't know how helpful it is for us that don't know what the chocolate to do with all these ores, drops and gems we find! We need some form of description alongside crafting recipes. Don't say "Just check the wiki", maybe we're playing offline, and we really want to know what to do with a White mushroom or some sort of green Ingot. I know you can do it, because if you could add all these AMAZING mobs and dimensions and items, then it should be simple to add something like this.
And if you do add an item Directory, then maybe later on, you could add a Bestiary, to learn about all these mobs you have to fight.
Please respond, I love this mod, but it's WAY to confusing.
I had this really cool idea, you want the book, you code it. We aren't going to waste time making an in-game wiki. By your logic, Minecraft is at stake since they don't even have tooltips like we do.
I had this really cool idea, you want the book, you code it. We aren't going to waste time making an in-game wiki. By your logic, Minecraft is at stake since they don't even have tooltips like we do.
If I could, I wouldn't be asking you for one, would I?
*sigh* Fine, no book. I mean, one reason why minecraft is bad is because there isn't many in-game tutorials on how to do anything for newcomers. I just don't want that to happen to Divine RPG mod just because newcomers (like myself) don't know how to enter any of the cool dimensions, or how to use the Ice gems the floating nets with eyes drop.
But hey, it's YOUR mod, you're free to do what you want. I'm just trying to make it more accessible to players through a book that can teach people what to do with all these items you find.
What next after the Vethan Dimension? (Did I spell that correctly?)
It occurs to me that I didn't got to beta test Vethea, even after wining at the screenshot contest. In this case, it is not a problem, because at this moment I am really concerned with other urgent matters on my life, and most probably would not be of much help. Still, I wonder if someone was called for testing this time.
Ok, FINE, NO DIVINE RPG ENCYCLOPEDIA *sobs*. Why are so many people so reluctant to agree on adding a book that explains what to do? Other big mods did that, why not us? Ok, there's a wiki, but if we're offline, our knowledge on what to do with these material will be hindered HARD. And I don't think it's that hard to add a directory in this mod. If the creators could add all these mobs, items, dimensions and everything else, how hard can it be to add a stupid book that explains the items and what to do with them????
And if anyone is angry with my constance asking for this book. I'm going to stop when the person who posted the main DivineRPG post answers my question.
I can give you a bit of insight about the reason: the other mods you talk about - as far as I can remember - are Aether, Thaumcraft and Tropicraft. If you read those, NONE of those books actually teaches recipes. In Thaumcraft, it stores and unlocks new recipes, sure, but it is something you unlock by styding and messing with the elements, which is the very core of the mod. On the other cases, they merely describe the items in the book.
DivineRPG is a mod for ruthless survival and discovery, a harder version of Minecraft - and even the vanilla game does not have such a thing because Mojang felt that listing or giving the recipes would kill part of the discovery feeling of the game. The achievments are a way to instigate the players to discover the recipes and what to do by thenselves, but as far as I know, 99% of the players completely ignore achievments' existance.
It occurs to me that I didn't got to beta test Vethea, even after wining at the screenshot contest. In this case, it is not a problem, because at this moment I am really concerned with other urgent matters on my life, and most probably would not be of much help. Still, I wonder if someone was called for testing this time.
Beta-testers weren't called on the 1.3 update, but they will be called on the upgrade to 1.5MC and future updates. This is because Vethea was practically bug free on first testing. However, for the 1.5MC and the addition of a bit of content, we expect more bugs. Don't worry, I didn't forget about you.
Beta-testers weren't called on the 1.3 update, but they will be called on the upgrade to 1.5MC and future updates. This is because Vethea was practically bug free on first testing. However, for the 1.5MC and the addition of a bit of content, we expect more bugs. Don't worry, I didn't forget about you.
No problem. I was so away from the minecraft last weeks that I was more worried that I was the one who forgot about this mod.
try /gamerule doMobSpawning true
Yeah, I've got it to work but I wouldn't suggest using it cuz you wont see many of the Divine rpg mobs unless you turn a lot of the hostile mobs off
Aye, the LOTR mod, Galacticraft, and Dimensional Doors. I'm fairly certain none of them are taking up any of the DivineRPG IDs.
I'm boring, so don't get yer hopes up! You can also suggest videos for me if you want, and I will quite possibly do them.
Why won't you add a book that has an explanation for every item and weapon you added? You don't know how helpful it is for us that don't know what the chocolate to do with all these ores, drops and gems we find! We need some form of description alongside crafting recipes. Don't say "Just check the wiki", maybe we're playing offline, and we really want to know what to do with a White mushroom or some sort of green Ingot. I know you can do it, because if you could add all these AMAZING mobs and dimensions and items, then it should be simple to add something like this.
And if you do add an item Directory, then maybe later on, you could add a Bestiary, to learn about all these mobs you have to fight.
Please respond, I love this mod, but it's WAY to confusing.
That takes time and effort to add. Time that would be better spent bug squashing or adding new content. They have a wiki to alleviate this issue, as it allows users to compile and update information in an easily accessed area, and NEI exists to fill in any gaps recipe-wise. On top of this, most, if not all, in game weapons, armors, and tools have a tool tip telling you exactly what they're used for.
but the fact they have the wiki means they can easily add the information into a book item or something similar. I want an official response from the creators before I'm convinced that the mod doesn't need a book.
The mod is not at stake.
Yes, checking the Wiki is a good idea, because it's being updated every day.
Personally, I find adding info books into the mod a useless waste of time, because everyone reads the forum post or wiki for information.
This is what I suggest to anyone confused; watch CaptainSparklez's modded survival because he pretty much shows everybody the ropes (that is how I learned how to craft Divine Stone, AKA the blocks that make up Dravite Portals), and at the same time, if you run into a mob or something you don't recognize, check the wiki for it.
Simply checking the wiki is the sensible thing to do, reading a manual isn't any different from it, and not to mention, adding a manual would, according to my highly uneducated (in modding) guess, take more time than coding your average Divine mob.
Another note, most people who find the mod in the first place have a link to the wiki, because the download is on the very same post as the link to the Wiki. On a similar note, anyone who can get the mod can access the internet and therefore, the Wiki as well.
White Mushrooms are used for mini pizzas and chicken dinner, and Arlemite is the green ingot that is used for crafting tools and various items.
There gonna move it in a much desirable place in this update so wait
1) There is NEI for the recipes.
2) Divine RPG is not at stake
3) No one looks in the book anymore
I had this really cool idea, you want the book, you code it. We aren't going to waste time making an in-game wiki. By your logic, Minecraft is at stake since they don't even have tooltips like we do.
If I could, I wouldn't be asking you for one, would I?
*sigh* Fine, no book. I mean, one reason why minecraft is bad is because there isn't many in-game tutorials on how to do anything for newcomers. I just don't want that to happen to Divine RPG mod just because newcomers (like myself) don't know how to enter any of the cool dimensions, or how to use the Ice gems the floating nets with eyes drop.
But hey, it's YOUR mod, you're free to do what you want. I'm just trying to make it more accessible to players through a book that can teach people what to do with all these items you find.
What next after the Vethan Dimension? (Did I spell that correctly?)
It occurs to me that I didn't got to beta test Vethea, even after wining at the screenshot contest. In this case, it is not a problem, because at this moment I am really concerned with other urgent matters on my life, and most probably would not be of much help. Still, I wonder if someone was called for testing this time.
Also, I fully support:
Yeah, Hover Stinger, 3 of the NPC traders and a few bosses still don't have info.
I can give you a bit of insight about the reason: the other mods you talk about - as far as I can remember - are Aether, Thaumcraft and Tropicraft. If you read those, NONE of those books actually teaches recipes. In Thaumcraft, it stores and unlocks new recipes, sure, but it is something you unlock by styding and messing with the elements, which is the very core of the mod. On the other cases, they merely describe the items in the book.
DivineRPG is a mod for ruthless survival and discovery, a harder version of Minecraft - and even the vanilla game does not have such a thing because Mojang felt that listing or giving the recipes would kill part of the discovery feeling of the game. The achievments are a way to instigate the players to discover the recipes and what to do by thenselves, but as far as I know, 99% of the players completely ignore achievments' existance.
Also, I fully support:
Beta-testers weren't called on the 1.3 update, but they will be called on the upgrade to 1.5MC and future updates. This is because Vethea was practically bug free on first testing. However, for the 1.5MC and the addition of a bit of content, we expect more bugs. Don't worry, I didn't forget about you.
No problem. I was so away from the minecraft last weeks that I was more worried that I was the one who forgot about this mod.
Also, I fully support:
He did some work earlier, but I have yet to see him today. I'm sure he'll be on soon enough for us to finish the small changes for the release.