Just wanted to say that I've very excited for the new update and a huge thanks to Mevans for featuring my series in this forum. Considering how big and complex this mod is, it's amazing how frequent the updates are and how many new features continue to be added and refined with each release. It's also managed to build up a great community around it, which I am proud to be a part of.
To those complaining about "serious bugs", maybe you don't really understand what the words "Public Beta" mean. This mod was released publicly with the understanding that it's still in beta and actively being worked on. It's basically "Early Access" to an unfinished (free) product that is already pushing the limits of what the Minecraft engine is capable of. If that isn't your thing, feel free to wait until the final version is released to start playing.
Rollback Post to RevisionRollBack
Come check out my channel for Minecraft and other gaming videos.
Just wanted to say that I've very excited for the new update and a huge thanks to Mevans for featuring my series in this forum. Considering how big and complex this mod is, it's amazing how frequent the updates are and how many new features continue to be added and refined with each release. It's also managed to build up a great community around it, which I am proud to be a part of.
To those complaining about "serious bugs", maybe you don't really understand what the words "Public Beta" mean. This mod was released publicly with the understanding that it's still in beta and actively being worked on. It's basically "Early Access" to an unfinished (free) product that is already pushing the limits of what the Minecraft engine is capable of. If that isn't your thing, feel free to wait until the final version is released to start playing.
"Public beta" is just another way of saying "it will never be completed." What ends up happening (even with Minecraft) is that the players end up being the guinea pigs. Minecraft is a multi-billion dollar entity - how in the world do so many serious bugs still exist in vanilla? It's because the players get to trash their worlds because someone doing the coding forgot to properly close brackets.
Of course nothing is every going to be bug free but when bugs exist that allow players to take over a server then one has to wonder why they still exist. The fact that the server version of this mod has no security at all is even more astonishing. Hack your client, edit some code, take over a server. That should never happen.
The LOTR mod adds slower attack speeds based on the choice of weapon. The flaw can easily be bypassed and no server can prevent the attack.
In short by following the instructions posted any player can edit the file, save it, then join any server and massacre other players. It eliminates all cooldowns and slower attack speeds and allows you to use any LOTR mod weapon at normal Minecraft 1.7.10 speed.
Also there are several dupe flaws in the mod. You can join any server and get a million blocks of mith in less than 5 minutes. Plus by changing the mod waypoints in your player file you can corrupt chunks on any server.
Now there are some new bugs that allow for banner protection to be bypassed completely as if the banner protection doesn't even exist.
There are so many serious bugs in this mod and anyone running a server CANNOT prevent them from being exploited. Mevans has not fixed any of the most serious issues despite being told about them.
Where are the instructions posted i looked back at older posts by 12 pages and saw nothing. Did i miss it or is it further?
"Public beta" is just another way of saying "it will never be completed."
Way to twist the words of others! All you seem to want to do is complain about this mod. I understand that you have concerns about security issues and suchlike. But how do you know it will never be fixed? The time is not right to put the cherry on top of the unbaked cake with no frosting added yet.
There could be 20-40 new versions (or more) released before it's out of beta, but so what? The dedication towards the part of the mod that has been completed clearly shows, and there is a large community that awaits each new version without complaint and is polite about it. Just as Mevans will get to Gandalf when he's at that point in development, so too will security issues be addressed at the proper time.
anyone running a server CANNOT prevent them from being exploited.
I can. Watch this-- whitelisted with application process!
The same serious bugs still exist in beta 31. Pretty boring actually. Take existing faction, move them, retexture mobs and some blocks, mix with 3-4 months, and release.
And, no, whitelisting doesn't work. I just owned 4 players' stuff on TOS. Anyone who puts security issues LAST is a fool. And this is PRECISELY why people should not risk downloading this mod and run a server with it.
SP won't put you at risk but running this as a server? Way to open your computer to being hacked by one of the players. With what I see going on I would never run this as a server on any computer.
And, no, whitelisting doesn't work. I just owned 4 players' stuff on TOS. Anyone who puts security issues LAST is a fool. And this is PRECISELY why people should not risk downloading this mod and run a server with it.
SP won't put you at risk but running this as a server? Way to open your computer to being hacked by one of the players. With what I see going on I would never run this as a server on any computer.
The Official Server is not whitelisted generally unless they are doing maintenance.
The devs are not putting security LAST; they have given it the priority it deserves.
You are fearmongering on purpose. Even if the mod can be hacked and cause servers to be "taken over", a responsible player will know to use server hosts and not his own computer, and to make frequent backups.
The Official Server is not whitelisted generally unless they are doing maintenance.
The devs are not putting security LAST; they have given it the priority it deserves.
You are fearmongering on purpose. Even if the mod can be hacked and cause servers to be "taken over", a responsible player will know to use server hosts and not his own computer, and to make frequent backups.
Exactly. Couldn't have said it better myself. Minecraft servers of all kinds get hacked all the time. It's an unfortunate part of online gaming and it's not just Minecraft, either. Since PlasticSapphire has repeatedly admitted to using exploits and hacked versions of the mod on TOS, I'd say he and others like him are the problem, not the mod team. If you don't understand why cheating takes the fun out of a game, then I can't help you.
I would also love for him to enlighten me on exactly how running the LOTR mod will make my server more vulnerable to being hacked than a normal vanilla or forge 1.7.10 server.
Rollback Post to RevisionRollBack
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java.lang.NullPointerException: Registering texture
at shadersmodcore.client.ShadersTex.getNSMapLocation(ShadersTex.java:847)
at shadersmodcore.client.ShadersTex.loadNSMap(ShadersTex.java:856)
at shadersmodcore.client.ShadersTex.loadAtlasSprite(ShadersTex.java:1005)
at net.minecraft.client.renderer.texture.TextureAtlasSprite.func_147964_a(TextureAtlasSprite.java:207)
at lotr.client.render.LOTRBufferedImageIcon.load(LOTRBufferedImageIcon.java:27)
at net.minecraft.client.renderer.texture.TextureMap.func_110571_b(TextureMap.java:124)
at net.minecraft.client.renderer.texture.TextureMap.func_110551_a(TextureMap.java:97)
at net.minecraft.client.renderer.texture.TextureManager.func_110579_a(TextureManager.java:89)
at net.minecraft.client.renderer.texture.TextureManager.func_110549_a(TextureManager.java:172)
at net.minecraft.client.resources.SimpleReloadableResourceManager.func_110544_b(SimpleReloadableResourceManager.java:143)
at net.minecraft.client.resources.SimpleReloadableResourceManager.func_110541_a(SimpleReloadableResourceManager.java:121)
at net.minecraft.client.Minecraft.func_110436_a(Minecraft.java:617)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:327)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:552)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:878)
at net.minecraft.client.main.Main.main(SourceFile:148)
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 net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at shadersmodcore.client.ShadersTex.getNSMapLocation(ShadersTex.java:847)
at shadersmodcore.client.ShadersTex.loadNSMap(ShadersTex.java:856)
at shadersmodcore.client.ShadersTex.loadAtlasSprite(ShadersTex.java:1005)
at net.minecraft.client.renderer.texture.TextureAtlasSprite.func_147964_a(TextureAtlasSprite.java:207)
at lotr.client.render.LOTRBufferedImageIcon.load(LOTRBufferedImageIcon.java:27)
at net.minecraft.client.renderer.texture.TextureMap.func_110571_b(TextureMap.java:124)
at net.minecraft.client.renderer.texture.TextureMap.func_110551_a(TextureMap.java:97)
-- Resource location being registered --
Details:
Resource location: minecraft:textures/atlas/blocks.png
Texture object class: net.minecraft.client.renderer.texture.TextureMap
Stacktrace:
at net.minecraft.client.renderer.texture.TextureManager.func_110579_a(TextureManager.java:89)
at net.minecraft.client.renderer.texture.TextureManager.func_110549_a(TextureManager.java:172)
at net.minecraft.client.resources.SimpleReloadableResourceManager.func_110544_b(SimpleReloadableResourceManager.java:143)
at net.minecraft.client.resources.SimpleReloadableResourceManager.func_110541_a(SimpleReloadableResourceManager.java:121)
at net.minecraft.client.Minecraft.func_110436_a(Minecraft.java:617)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:327)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:552)
-- Initialization --
Details:
Stacktrace:
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:878)
at net.minecraft.client.main.Main.main(SourceFile:148)
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 net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
-- System Details --
Details:
Minecraft Version: 1.7.10
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.8.0_121, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 969731248 bytes (924 MB) / 2455764992 bytes (2342 MB) up to 7635730432 bytes (7282 MB)
JVM Flags: 1 total; -Xmx8192M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v9.05 FML v7.10.99.99 Minecraft Forge 10.13.4.1614 4 mods loaded, 4 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
UCHIJA mcp{9.05} [Minecraft Coder Pack] (minecraft.jar)
UCHIJA FML{7.10.99.99} [Forge Mod Loader] (forge-1.7.10-10.13.4.1614-1.7.10.jar)
UCHIJA Forge{10.13.4.1614} [Minecraft Forge] (forge-1.7.10-10.13.4.1614-1.7.10.jar)
UCHIJA lotr{Beta v31.1 for Minecraft 1.7.10} [The Lord of the Rings Mod] ([1.7.10] The Lord of the Rings Mod B31.1.jar)
GL info: ' Vendor: 'NVIDIA Corporation' Version: '4.5.0 NVIDIA 378.57' Renderer: 'GeForce GTX 970/PCIe/SSE2'
Launched Version: 1.7.10
LWJGL: 2.9.1
OpenGL: GeForce GTX 970/PCIe/SSE2 GL version 4.5.0 NVIDIA 378.57, NVIDIA Corporation
GL Caps: Using GL 1.3 multitexturing.
Using framebuffer objects because OpenGL 3.0 is supported and separate blending is supported.
Anisotropic filtering is supported and maximum anisotropy is 16.
Shaders are available because OpenGL 2.1 is supported.
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Resource Packs: []
Current Language: 简体中文 (中国)
Profiler Position: N/A (disabled)
Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Anisotropic Filtering: Off (1)
Hello. I've been working on a public rpg modpack called Project: Shadow (The full name is hidden from the public for now), and I've added this mod (30.5 is the version I'm using). But there are times when I create a new world, the blocks are just apple wood stairs (Except for modded biomes like thaumcraft). Is there any way for me to fix this? I'll leave an image with a mod list of what I have so far.
P.S. Please don't steal my idea. I have been working on this for about a year or two. Nor is the list final.
Lord of the Rings
Starting Inventory
Ars Magica 2
Battlegear
Pistronics
Spacecore
Useful Pets
Adventure Backpacks
Aether II
Agricraft
Ancient Warfare 2
Animal Bikes
Animation API
Antique Atlas
Aquiculture
Backpack
Backtools
Bagginses
Battle Towers
Battle Towers
Better Fps
Botania
Butterflymania
Carpenter's Blocks
Code Chicken Core
Cosmetic Armor
Craft Heraldry
Cynos Wands
Damage Indicator
Dark Menagerie
Decocraft
Doggy Talents
Dynamic Sword Skills
Ender Storage
Evil Craft
Extended Potions
Extra TiC
Extra Utilities
Fairy Lights
Farlanders
Fast Craft
Food Plus
Gilded Games Util
Gravestone
Hardcore End
iChunUtil
Inventory Tweak
LvToolKit
Kingdoms of the Overworld
Level Up!
Magical Crops
Magic Clover
Mantle
Minecraft Comes Alive
Mine Fantasy II
More Health
Natura
Necromancy
neiLotr
Nomadic Tents
No More Recipe Conflict
No Nausea
No Enough Items
Not Enough Keys
Obscore
Obstrophies
Open Blocks
Pam's Harvest Craft
Primitive Mob
Radix Core
Rope Plus
Rpg Inventory (I've been working on the pack for so long that I've managed to grab this mod before 1.7.10 of this mod was removed)
Shadow World
Ships Mod
Simply Daggers
Sound Filters
Tainted Magic
Tinkers Construct
Thaumcraft
Throwable Torch
Tomahawk
Traveeller's Gear
Update Checker Mod
Waila
Wallpaper
Weapon Case Loot
Weapon Mod
Ye Gamol Chatters
: D
So, the biggest reason for this is mevans has hard coded block id's for some items that, under certain circumstances overwrites other blocks if they use hex codes in a certain fashion. He has refused to fix it (hard coded block id's should NEVER be used in a mod) and simply states to tell whatever mod to fix their mod. In my modpack it was turning dirt in certain biomes to rohirric crafting tables.
So, the biggest reason for this is mevans has hard coded block id's for some items that, under certain circumstances overwrites other blocks if they use hex codes in a certain fashion. He has refused to fix it (hard coded block id's should NEVER be used in a mod) and simply states to tell whatever mod to fix their mod. In my modpack it was turning dirt in certain biomes to rohirric crafting tables.
I found out the problem. For some reason it was from both Chococraft and Butterflymania (Even one of the mods can cause the problem). But thanks anyway. : D
No, there aren't any hard-coded block or item IDs in the mod (and anyone can check this by viewing the mod's code in a decompiler) - and in fact, I don't think it's even possible to hard-code IDs any more. All the blocks and items have their IDs assigned dynamically by Forge.
I'm afraid I'm not sure exactly what causes that bug, but it's not hard-coded IDs. If you could maybe provide some information on the specific circumstances in which you see it happening then I could have a go at investigating the cause.
"Bad hacks"? Workarounds, rather. This mod does some uncommon things which aren't part of the base game, so since I can't edit the vanilla code, I have to find ways to work around it.
The Shaders Mod indirectly edits the vanilla game classes via ASM injection. That's a "bad hack", if anything is. And then it's no surprise that the LOTR code doesn't immediately work for a modified version of the code it was designed with.
just one of a number of reports, in the overworld the rohirric crafting table is ID 255 even in a new map and not the one I pre-built. it is replacing dirt primarily in river biomes but also in a couple others where the (i assume from research) they are using some method to change or alter the dirt color and are using shorthand to denote the color to #ff and the mod is reading that as an id or something. this happens in newly generated terrain.
You say that you do not hard code ID's yet there are several items in your mod that use ID's for items in vanilla such as the slime block for mordor rock, which should not happen either.
Alright, so the rohirric crafting table taking the ID 255 isn't hard-coded at all.
What's happening is that Forge assigns the first available IDs to the blocks in the order that they are registered. So when the "lotr:rock" block is registered, it is given the first free block ID not used by a vanilla block, which is 165. Then, the "lotr:oreCopper" block is given the next free ID, which is 166. And so on, until all the mod's blocks are registered. This is done on a per-world basis, and if you have other mods installed, they might be registered first and the LOTR block IDs will be different.
There is no hard-coding of IDs going on anywhere. The fact that it happens to be the future slime block ID doesn't matter, because in 1.7.10, the ID which is used for slime blocks in future versions is unused - so Forge is free to allocate it to the first registered mod block.
If you download, for example, Pixelmon and create a new world (with only Pixelmon), you'll find that the "PokeHealer" block is allocated ID 165, for the same reason. I tried that just now to be sure.
If there is some issue with the block ID 255, then I can only assume it's a general problem, not something specific to the rohirric crafting table. Could you let me know, for example, which Forge version was installed at the time, and whether it was on a server or singleplayer, and which (if any) other mods were installed, so I can do some testing?
That being the case, why did this never show up until after one of your updates? I know the end result of whatever the cause is due to coding hex color somewhere, but this happens even in a newly generated world in my pack so seems odd that your mod would always load ids first especially when I tested that theory loading a new map up without your mod, then adding it after and still got the same results. And I have not ever seen this issue from other mods. also, I know of several mods that will load in before yours and do not take those vanilla ID's, pretty sure forge prevents that in the way it assigns block and item ID's.
Just wanted to say that I've very excited for the new update and a huge thanks to Mevans for featuring my series in this forum. Considering how big and complex this mod is, it's amazing how frequent the updates are and how many new features continue to be added and refined with each release. It's also managed to build up a great community around it, which I am proud to be a part of.
To those complaining about "serious bugs", maybe you don't really understand what the words "Public Beta" mean. This mod was released publicly with the understanding that it's still in beta and actively being worked on. It's basically "Early Access" to an unfinished (free) product that is already pushing the limits of what the Minecraft engine is capable of. If that isn't your thing, feel free to wait until the final version is released to start playing.
Come check out my channel for Minecraft and other gaming videos.
Thank you very much. The dupe doesnt matter to me as im doing it ethier with a few friends or alone
"Public beta" is just another way of saying "it will never be completed." What ends up happening (even with Minecraft) is that the players end up being the guinea pigs. Minecraft is a multi-billion dollar entity - how in the world do so many serious bugs still exist in vanilla? It's because the players get to trash their worlds because someone doing the coding forgot to properly close brackets.
Of course nothing is every going to be bug free but when bugs exist that allow players to take over a server then one has to wonder why they still exist. The fact that the server version of this mod has no security at all is even more astonishing. Hack your client, edit some code, take over a server. That should never happen.
Where are the instructions posted i looked back at older posts by 12 pages and saw nothing. Did i miss it or is it further?
Way to twist the words of others! All you seem to want to do is complain about this mod. I understand that you have concerns about security issues and suchlike. But how do you know it will never be fixed? The time is not right to put the cherry on top of the unbaked cake with no frosting added yet.
I can. Watch this-- whitelisted with application process!There could be 20-40 new versions (or more) released before it's out of beta, but so what? The dedication towards the part of the mod that has been completed clearly shows, and there is a large community that awaits each new version without complaint and is polite about it. Just as Mevans will get to Gandalf when he's at that point in development, so too will security issues be addressed at the proper time.
Cubic Chunks mod: https://discord.gg/kMfWg9m
Mental Block server: https://discord.gg/AssnrXr
The same serious bugs still exist in beta 31. Pretty boring actually. Take existing faction, move them, retexture mobs and some blocks, mix with 3-4 months, and release.
And, no, whitelisting doesn't work. I just owned 4 players' stuff on TOS. Anyone who puts security issues LAST is a fool. And this is PRECISELY why people should not risk downloading this mod and run a server with it.
SP won't put you at risk but running this as a server? Way to open your computer to being hacked by one of the players. With what I see going on I would never run this as a server on any computer.
Go look back a few pages. Hack the LOTRWeaponStats as instructed, repack the JAR file, join server, kill players like they are butter.
The Official Server is not whitelisted generally unless they are doing maintenance.
The devs are not putting security LAST; they have given it the priority it deserves.
You are fearmongering on purpose. Even if the mod can be hacked and cause servers to be "taken over", a responsible player will know to use server hosts and not his own computer, and to make frequent backups.
Cubic Chunks mod: https://discord.gg/kMfWg9m
Mental Block server: https://discord.gg/AssnrXr
Exactly. Couldn't have said it better myself. Minecraft servers of all kinds get hacked all the time. It's an unfortunate part of online gaming and it's not just Minecraft, either. Since PlasticSapphire has repeatedly admitted to using exploits and hacked versions of the mod on TOS, I'd say he and others like him are the problem, not the mod team. If you don't understand why cheating takes the fun out of a game, then I can't help you.
I would also love for him to enlighten me on exactly how running the LOTR mod will make my server more vulnerable to being hacked than a normal vanilla or forge 1.7.10 server.
Come check out my channel for Minecraft and other gaming videos.
What V31 Change please ? is there a changelog ?I've found it ! Sorry for the post !
Support Ice and Fire , This is terribly awesome !:D
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/2498069-ice-and-fire-dragons-in-a-whole-new-light
Made by Ceetronn
If I put both The Lord of the Rings mod and Shaders mod in the mods folder.Then load them and Minecraft will crash.
The Lord of the Rings mod version: B31.1 (lastest)
Shaders mod version: 2.3.31-f (lastest in 1.7.10)
Crash report:
---- Minecraft Crash Report ----
// Oh - I know what I did wrong!
Time: 17-2-17 下午10:10
Description: Registering texture
java.lang.NullPointerException: Registering texture
at shadersmodcore.client.ShadersTex.getNSMapLocation(ShadersTex.java:847)
at shadersmodcore.client.ShadersTex.loadNSMap(ShadersTex.java:856)
at shadersmodcore.client.ShadersTex.loadAtlasSprite(ShadersTex.java:1005)
at net.minecraft.client.renderer.texture.TextureAtlasSprite.func_147964_a(TextureAtlasSprite.java:207)
at lotr.client.render.LOTRBufferedImageIcon.load(LOTRBufferedImageIcon.java:27)
at net.minecraft.client.renderer.texture.TextureMap.func_110571_b(TextureMap.java:124)
at net.minecraft.client.renderer.texture.TextureMap.func_110551_a(TextureMap.java:97)
at net.minecraft.client.renderer.texture.TextureManager.func_110579_a(TextureManager.java:89)
at net.minecraft.client.renderer.texture.TextureManager.func_110549_a(TextureManager.java:172)
at net.minecraft.client.resources.SimpleReloadableResourceManager.func_110544_b(SimpleReloadableResourceManager.java:143)
at net.minecraft.client.resources.SimpleReloadableResourceManager.func_110541_a(SimpleReloadableResourceManager.java:121)
at net.minecraft.client.Minecraft.func_110436_a(Minecraft.java:617)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:327)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:552)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:878)
at net.minecraft.client.main.Main.main(SourceFile:148)
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 net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at shadersmodcore.client.ShadersTex.getNSMapLocation(ShadersTex.java:847)
at shadersmodcore.client.ShadersTex.loadNSMap(ShadersTex.java:856)
at shadersmodcore.client.ShadersTex.loadAtlasSprite(ShadersTex.java:1005)
at net.minecraft.client.renderer.texture.TextureAtlasSprite.func_147964_a(TextureAtlasSprite.java:207)
at lotr.client.render.LOTRBufferedImageIcon.load(LOTRBufferedImageIcon.java:27)
at net.minecraft.client.renderer.texture.TextureMap.func_110571_b(TextureMap.java:124)
at net.minecraft.client.renderer.texture.TextureMap.func_110551_a(TextureMap.java:97)
-- Resource location being registered --
Details:
Resource location: minecraft:textures/atlas/blocks.png
Texture object class: net.minecraft.client.renderer.texture.TextureMap
Stacktrace:
at net.minecraft.client.renderer.texture.TextureManager.func_110579_a(TextureManager.java:89)
at net.minecraft.client.renderer.texture.TextureManager.func_110549_a(TextureManager.java:172)
at net.minecraft.client.resources.SimpleReloadableResourceManager.func_110544_b(SimpleReloadableResourceManager.java:143)
at net.minecraft.client.resources.SimpleReloadableResourceManager.func_110541_a(SimpleReloadableResourceManager.java:121)
at net.minecraft.client.Minecraft.func_110436_a(Minecraft.java:617)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:327)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:552)
-- Initialization --
Details:
Stacktrace:
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:878)
at net.minecraft.client.main.Main.main(SourceFile:148)
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 net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
-- System Details --
Details:
Minecraft Version: 1.7.10
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.8.0_121, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 969731248 bytes (924 MB) / 2455764992 bytes (2342 MB) up to 7635730432 bytes (7282 MB)
JVM Flags: 1 total; -Xmx8192M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v9.05 FML v7.10.99.99 Minecraft Forge 10.13.4.1614 4 mods loaded, 4 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
UCHIJA mcp{9.05} [Minecraft Coder Pack] (minecraft.jar)
UCHIJA FML{7.10.99.99} [Forge Mod Loader] (forge-1.7.10-10.13.4.1614-1.7.10.jar)
UCHIJA Forge{10.13.4.1614} [Minecraft Forge] (forge-1.7.10-10.13.4.1614-1.7.10.jar)
UCHIJA lotr{Beta v31.1 for Minecraft 1.7.10} [The Lord of the Rings Mod] ([1.7.10] The Lord of the Rings Mod B31.1.jar)
GL info: ' Vendor: 'NVIDIA Corporation' Version: '4.5.0 NVIDIA 378.57' Renderer: 'GeForce GTX 970/PCIe/SSE2'
Launched Version: 1.7.10
LWJGL: 2.9.1
OpenGL: GeForce GTX 970/PCIe/SSE2 GL version 4.5.0 NVIDIA 378.57, NVIDIA Corporation
GL Caps: Using GL 1.3 multitexturing.
Using framebuffer objects because OpenGL 3.0 is supported and separate blending is supported.
Anisotropic filtering is supported and maximum anisotropy is 16.
Shaders are available because OpenGL 2.1 is supported.
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Resource Packs: []
Current Language: 简体中文 (中国)
Profiler Position: N/A (disabled)
Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Anisotropic Filtering: Off (1)
The shaders mod is incompatible with Java 8 and the LOTR at this time. You will need to run Minecraft using Java 7.
Edit: Apparently that has been fixed. Enjoy shaders
in all their glory.
Come check out my channel for Minecraft and other gaming videos.
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Curse PremiumSo, the biggest reason for this is mevans has hard coded block id's for some items that, under certain circumstances overwrites other blocks if they use hex codes in a certain fashion. He has refused to fix it (hard coded block id's should NEVER be used in a mod) and simply states to tell whatever mod to fix their mod. In my modpack it was turning dirt in certain biomes to rohirric crafting tables.
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I found out the problem. For some reason it was from both Chococraft and Butterflymania (Even one of the mods can cause the problem). But thanks anyway. : D
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Curse Premiumhttps://forum.feed-the-beast.com/threads/1-7-10-tolkiencraft-ii-adventure-awaits-v2-9-5-quests-adventure-normal-mode.49849/page-222#post-1690125
just one of a number of reports, in the overworld the rohirric crafting table is ID 255 even in a new map and not the one I pre-built. it is replacing dirt primarily in river biomes but also in a couple others where the (i assume from research) they are using some method to change or alter the dirt color and are using shorthand to denote the color to #ff and the mod is reading that as an id or something. this happens in newly generated terrain.
You say that you do not hard code ID's yet there are several items in your mod that use ID's for items in vanilla such as the slime block for mordor rock, which should not happen either.
oh, here's a couple from my github:
https://github.com/GreatOrator/TolkienCraftII/issues/124
https://github.com/GreatOrator/TolkienCraftII/issues/112
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Hey Mevans ! Nice to see you ! I have a little question that i think some guys has already suggest , but ... do you think there will be .. oliphants ?
thanks to reply me
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http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/2498069-ice-and-fire-dragons-in-a-whole-new-light
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No problem !i'm happy for hear they CAN be added !
Also , that's very nice you are more connected on this forum , na ?
Support Ice and Fire , This is terribly awesome !:D
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/2498069-ice-and-fire-dragons-in-a-whole-new-light
Made by Ceetronn
Support Ice and Fire , This is terribly awesome !:D
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/2498069-ice-and-fire-dragons-in-a-whole-new-light
Made by Ceetronn
please update lion king to 1.7.10
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Curse PremiumThat being the case, why did this never show up until after one of your updates? I know the end result of whatever the cause is due to coding hex color somewhere, but this happens even in a newly generated world in my pack so seems odd that your mod would always load ids first especially when I tested that theory loading a new map up without your mod, then adding it after and still got the same results. And I have not ever seen this issue from other mods. also, I know of several mods that will load in before yours and do not take those vanilla ID's, pretty sure forge prevents that in the way it assigns block and item ID's.
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