What appears to be happening is it's taking the 5x6x5 structure I gave it and trying to squeeze that into a 5x5x6 template.I'm also seeing something really odd with a wall template I'm working on.
There are a whole host of problems in this picture:
The 0-2 block isn't leaving the existing block intact like it's supposed to. It's just air.
Cobblestone stairs aren't showing up either, but only when I use their item ID. They were fine when I used their name.
Other stairs appear to be turning into ordinary, non-stair blocks whenever they have a block above them.
That last one is just mysterious as all get out.EDIT: Wait, nevermind on the second one. My problem was that I wrote "minecraft:67-4" instead of "67-4". Fixing that makes the cobblestone stairs turn into cobblestone blocks, just like the others.
That's a little better, but it's still slightly scrambled. Now I get this:
What appears to be happening is it's taking the 5x6x5 structure I gave it and trying to squeeze that into a 5x5x6 template.I'm also seeing something really odd with a wall template I'm working on.
Scanner was actually not going in the right directions order. Fixed. (also fixed tab completion)
There are a whole host of problems in this picture:
The 0-2 block isn't leaving the existing block intact like it's supposed to. It's just air.
Other stairs appear to be turning into ordinary, non-stair blocks whenever they have a block above them.
Fixed bugs in the structure generation.
-Stairs placement is delayed and they are converted in full blocks when "going into ground". The "ground" detection was derpy.
-"Inside-structure-air-blocks" weren't following the "special block rule".
in Nature Overhauled the moss is still not spreading/growing!
Download latest version, install it, then put cobblestone around one mossy cobblestone.
If you can grow it with bonemeal, it can grow everywhere (except desert style biomes, maybe...)
The Meaning of Life, the Universe, and Everything.
Join Date:
12/17/2011
Posts:
264
Minecraft:
SilverDarkBlade
Xbox:
SilverDarkBlade
PSN:
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Member Details
Idk whats up with Level Up! its not working at all. O.o i click the L key and nothing happens
Nevermind. seemed to fix it self. but now i'm having problems with recipe switch
as for the no more recipe conflicts mod i have no add key since i'm on a laptop so i bound it to = and when i clicked = it did nothing O.o maybe it'll solve itself too xD
which looks like this (after I changed embed_into_distance to 12, and the stonebrick block rule to include mossy and cracked bricks):
The lower levels and very top level are all fine, but the eight levels just below the top level are flipped even-to-odd. The stairs are also misaligned again, alas.
I get a crash with the 1.7.2 version of Wild Caves
---- Minecraft Crash Report ----
// Surprise! Haha. Well, this is awkward.
Time: 5/6/14 1:31 PM
Description: Initializing game
java.lang.NullPointerException: Initializing game
at wildCaves.WorldGenWildCaves.setConfig(WorldGenWildCaves.java:99)
at wildCaves.WorldGenWildCaves.<init>(WorldGenWildCaves.java:48)
at wildCaves.WildCaves.load(WildCaves.java:58)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:536)
at sun.reflect.GeneratedMethodAccessor3.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:209)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:188)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:119)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:676)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:260)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:556)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:850)
at net.minecraft.client.main.Main.main(SourceFile:103)
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:134)
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 wildCaves.WorldGenWildCaves.setConfig(WorldGenWildCaves.java:99)
at wildCaves.WorldGenWildCaves.<init>(WorldGenWildCaves.java:48)
at wildCaves.WildCaves.load(WildCaves.java:58)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:536)
at sun.reflect.GeneratedMethodAccessor3.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:209)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:188)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:119)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:676)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:260)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:556)
-- Initialization --
Details:
Stacktrace:
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:850)
at net.minecraft.client.main.Main.main(SourceFile:103)
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:134)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
Found yet another bug with /scantml. I built this pyramid dungeon thing to put in a city: which looks like this (after I changed embed_into_distance to 12, and the stonebrick block rule to include mossy and cracked bricks): The lower levels and very top level are all fine, but the eight levels just below the top level are flipped even-to-odd. The stairs are also misaligned again, alas.
That is the strangest stuff i have seen yet.
I am investigating. Thanks for the practical details
Sorry if this is a silly question, but for Better Villages, would I have to manually add each biome for biomes o'plenty?
I just patched that option to include biome tags and the usual "ALL" and exclusion pattern (-).
Download latest version and refresh your config file for the new comments about it.
If I may request, you should update Vazkii's ReCubed and CraftHeraldry, he decided to stop deving those EDIT: NO, I can't request, if you someone could delele this post, it would be nice
You could have deleted that yourself. But it is cool you actually read
I'm having issues with the No More Recipe Conflict mod in Forge 1078. I cannot get it to work. Pressing the default button seems to be, for all intents and purposes, broken. Setting it to other buttons has no effect either. The button simply doesn't give me the other items that can be crafted with the said recipe.
I'm using the default workbench as well.
I do however, see a message in the corner that says "Results found: 2". I think it may be a mod issue, but, I don't know what mods can do this.
Great work on updating the Steampunk airship mod, I'm glad somebody is keeping it alive. However, the controls are not very smooth. Would it be possible to make the descending and turning a bit smoother, just like they were in the early days of this mod?
Having an issue with Nature Overhaul. If Tree Death is on then all the log components of NPC villages decay in environments that are bad for trees. It's been forever since I've run Clintonio's version, but I thought he had put in code that tried to handle this. My memory could be faulty though. Not sure if this is even fixable. You could get around most of it by only decaying logs that are in stacks like a trunk, but even that won't save building corners that are made of logs, unless there's some way to check for attached leaves.
Any chance you'd be willing to take a look at this? This is the 1.7.2 version.
Edit: Actually, thinking back on it now, I don't think it was Nature Overhaul I was remembering. I think it was bspkrs talking about how he handled checking for TreeCapitator for natural trees vs. manmade structures. He might be a useful resource in this case.
I want to say that I really like the concept of the level up mod I think it adds a missing (and very important) aspect to leveling. One suggestion I have though, is make it possible in the config file to lose all your levels on death. That way some of us more hardcore players can have that option. In that sense also it would be nice to have levels directly correlate to XP. I really appreciate that you allow the number of skill points to be changeable in the config file thank you for that. Along that thought I want to also request that the level cap be configurable too.
Here's how I would like to play this mod to my personal taste: there is no level cap, but you lose all your levels when you die (aka lose all your xp). You'll probably gain some back if you can recover your corpse.
I'm having issues with the No More Recipe Conflict mod in Forge 1078. I cannot get it to work. Pressing the default button seems to be, for all intents and purposes, broken. Setting it to other buttons has no effect either. The button simply doesn't give me the other items that can be crafted with the said recipe.
Patched.
I can't believe i let that happen.
Anyway, custom crafting support has been added too.
Great work on updating the Steampunk airship mod, I'm glad somebody is keeping it alive. However, the controls are not very smooth. Would it be possible to make the descending and turning a bit smoother, just like they were in the early days of this mod?
The maneuvering is a bit different than the original, but i believe it to be as smooth as it was. Turning should be easier with both mouse and direction key used simultaneously.
Having an issue with Nature Overhaul. If Tree Death is on then all the log components of NPC villages decay in environments that are bad for trees. It's been forever since I've run Clintonio's version, but I thought he had put in code that tried to handle this. My memory could be faulty though. Not sure if this is even fixable.
It is not fixable because it doesn't happen. NatureOverhaul can't "kill" trees without leaves above nor ground below. There is no building that fit those requirements in villages. Note: that code directly comes from Clintonio latest version.
The "natural" tree behavior obeys the exact same rules as the "lumberjack" feature, you can test it that way if you want.
One suggestion I have though, is make it possible in the config file to lose all your levels on death. I really appreciate that you allow the number of skill points to be changeable in the config file thank you for that. Along that thought I want to also request that the level cap be configurable too.
You already need to get your level up to its original point before dying, to get new skill points...
Added some more options from your suggestion.
Daveyx0 is unknown from the forum search engine. And the link is wrong. I can't help you.
I don't know which mod that guy was trying to get you to do but I know why he's unknown to the forum search. The forum search changes terms you put in to lower case and then does the search. But it doesn't normalize to lower case the member usernames to search over. and thus we get 'daveyx0' != 'Daveyx0'.
Daveyx0 does several mods including PrimitiveMobs and AtmosMobs, and I think some others. I know he is still actively working on AtmosMobs but I don't know about any others. Here is a link to his user page: http://www.minecraftforum.net/user/103050-daveyx0/
Patched.
I can't believe i let that happen.
Anyway, custom crafting support has been added too.
The maneuvering is a bit different than the original, but i believe it to be as smooth as it was. Turning should be easier with both mouse and direction key used simultaneously.
It is not fixable because it doesn't happen. NatureOverhaul can't "kill" trees without leaves above nor ground below. There is no building that fit those requirements in villages. Note: that code directly comes from Clintonio latest version.
The "natural" tree behavior obeys the exact same rules as the "lumberjack" feature, you can test it that way if you want.
You already need to get your level up to its original point before dying, to get new skill points...
Added some more options from your suggestion.
The spc craft mod may already be taken by someone else. Read a couple page back from its topic.
Daveyx0 is unknown from the forum search engine. And the link is wrong. I can't help you.
In my opinion the ascending and descending controls are messed up. I am going to assume that this isn't only happening to me. When I press the 2 key on the numpad the ariship drops 20 blocks within 20 seconds. I am asking for a revert (if possible) to the old ascending and descending, as shown in . I also wanted to thank you for keeping this alive at all, keep up the good work!
I don't know which mod that guy was trying to get you to do but I know why he's unknown to the forum search. The forum search changes terms you put in to lower case and then does the search. But it doesn't normalize to lower case the member usernames to search over. and thus we get 'daveyx0' != 'Daveyx0'. Daveyx0 does several mods including PrimitiveMobs and AtmosMobs, and I think some others. I know he is still actively working on AtmosMobs but I don't know about any others. Here is a link to his user page: http://www.minecraftforum.net/user/103050-daveyx0/
Thanks for the tip
I am not going to accept any new request anyway.
In my opinion the ascending and descending controls are messed up. I am going to assume that this isn't only happening to me. When I press the 2 key on the numpad the ariship drops 20 blocks within 20 seconds. I am asking for a revert (if possible) to the old ascending and descending, as shown in . I also wanted to thank you for keeping this alive at all, keep up the good work!
You can change speed values in the configuration file. Down speed is typically faster than up speed because that is roughly the common behavior with hot air ballon in real life. (that is the original author intent, according to the code)
Reverting to the old up/down stuff would break multiplayer compatibility.
Thanks for your support
It is not fixable because it doesn't happen. NatureOverhaul can't "kill" trees without leaves above nor ground below. There is no building that fit those requirements in villages. Note: that code directly comes from Clintonio latest version.
The "natural" tree behavior obeys the exact same rules as the "lumberjack" feature, you can test it that way if you want.
Interesting. Well, the log components of villages are definitely decaying in desert environments - including wall pieces beside windows, garden borders, and the roofs of small houses. I didn't think I was running any mods besides Nature Overhaul that affected anything like that. And removing Nature Overhaul appears to have fixed the problem. You be the judge.
Just in case it's a weird corner case, this was happening in a Highlands world, in the Outback biome. Also it could be only happening to single blocks and 1-block-thick layers.
What appears to be happening is it's taking the 5x6x5 structure I gave it and trying to squeeze that into a 5x5x6 template.I'm also seeing something really odd with a wall template I'm working on.
In-game, it ought to look like this:
but what it actually looks like is this:
There are a whole host of problems in this picture:
Scanner was actually not going in the right directions order. Fixed. (also fixed tab completion)
Fixed bugs in the structure generation.
-Stairs placement is delayed and they are converted in full blocks when "going into ground". The "ground" detection was derpy.
-"Inside-structure-air-blocks" weren't following the "special block rule".
Thanks for the precise report
Looks like stairs disappear when they're adjacent to slabs? I'm noticing the same thing happening on the roofs of generated towers.
Also, I missed a few things in the templates I sent you. Here are the fixed versions.
Now I remember why i didn't want to touch the stairs stuff. :/
Fixed.
Thanks
Download latest version, install it, then put cobblestone around one mossy cobblestone.
If you can grow it with bonemeal, it can grow everywhere (except desert style biomes, maybe...)
Idk whats up with Level Up! its not working at all. O.o i click the L key and nothing happensNevermind. seemed to fix it self. but now i'm having problems with recipe switch
as for the no more recipe conflicts mod i have no add key since i'm on a laptop so i bound it to = and when i clicked = it did nothing O.o maybe it'll solve itself too xD
But the building template it spat out was this:
which looks like this (after I changed embed_into_distance to 12, and the stonebrick block rule to include mossy and cracked bricks):
The lower levels and very top level are all fine, but the eight levels just below the top level are flipped even-to-odd. The stairs are also misaligned again, alas.
// Surprise! Haha. Well, this is awkward.
Time: 5/6/14 1:31 PM
Description: Initializing game
java.lang.NullPointerException: Initializing game
at wildCaves.WorldGenWildCaves.setConfig(WorldGenWildCaves.java:99)
at wildCaves.WorldGenWildCaves.<init>(WorldGenWildCaves.java:48)
at wildCaves.WildCaves.load(WildCaves.java:58)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:536)
at sun.reflect.GeneratedMethodAccessor3.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:209)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:188)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:119)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:676)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:260)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:556)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:850)
at net.minecraft.client.main.Main.main(SourceFile:103)
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:134)
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 wildCaves.WorldGenWildCaves.setConfig(WorldGenWildCaves.java:99)
at wildCaves.WorldGenWildCaves.<init>(WorldGenWildCaves.java:48)
at wildCaves.WildCaves.load(WildCaves.java:58)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:536)
at sun.reflect.GeneratedMethodAccessor3.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:209)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:188)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:119)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:676)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:260)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:556)
-- Initialization --
Details:
Stacktrace:
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:850)
at net.minecraft.client.main.Main.main(SourceFile:103)
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:134)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
-- System Details --
Details:
Minecraft Version: 1.7.2
Operating System: Windows 7 (x86) version 6.1
Java Version: 1.7.0_51, Oracle Corporation
Java VM Version: Java HotSpot™ Client VM (mixed mode, sharing), Oracle Corporation
Memory: 96306168 bytes (91 MB) / 298336256 bytes (284 MB) up to 518979584 bytes (494 MB)
JVM Flags: 2 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx512M
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 v9.01-pre FML v7.2.116.1024 Minecraft Forge 10.12.0.1024 40 mods loaded, 40 mods active
mcp{8.09} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized
FML{7.2.116.1024} [Forge Mod Loader] (forge-1.7.2-10.12.0.1024.jar) Unloaded->Constructed->Pre-initialized->Initialized
Forge{10.12.0.1024} [Minecraft Forge] (forge-1.7.2-10.12.0.1024.jar) Unloaded->Constructed->Pre-initialized->Initialized
gasesCore{1.4.4.1} [Glenn's Gases Core] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized
gasesFrameworkCore{1.0.3} [Gases Framework Core] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized
psychedelicraftcore{1.4} [Psychedelicraft Core] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized
Trapcraft{v2.2.0a} [Trapcraft] ([1.7.2] Trapcraft - v2.2.0a.zip) Unloaded->Constructed->Pre-initialized->Initialized
DamageIndicatorsMod{3.1.0} [Damage Indicators] ([1.7.2]DamageIndicatorsMod-3.1.0.jar) Unloaded->Constructed->Pre-initialized->Initialized
examplemod{1.0} [Example Mod] (All-U-Want 2.0.jar) Unloaded->Constructed->Pre-initialized->Initialized
alluwant{2.0 beta} [All U want] (All-U-Want 2.0.jar) Unloaded->Constructed->Pre-initialized->Initialized
animalbikes{1.7.2} [Animal Bikes] (AnimalBikes_1.7.2.jar) Unloaded->Constructed->Pre-initialized->Initialized
ArchimedesShips{1.7.2 v1.5.2} [Archimedes' Ships] (ArchimedesShips.jar) Unloaded->Constructed->Pre-initialized->Initialized
AssassinCraft{r120f} [AssassinCraft] (assassincraft-r120f.jar) Unloaded->Constructed->Pre-initialized->Initialized
BiblioCraft{1.6.3} [BiblioCraft] (BiblioCraft[1.6.3][MC1.7.2].jar) Unloaded->Constructed->Pre-initialized->Initialized
BiomesOPlenty{2.0.0} [Biomes O' Plenty] (BiomesOPlenty-1.7.2-2.0.0.741-universal.jar) Unloaded->Constructed->Pre-initialized->Initialized
BWG4{1.2.0f} [Better World Generation 4] (BWG4-1.2.0f.jar) Unloaded->Constructed->Pre-initialized->Initialized
CarpentersBlocks{3.1.0} [Carpenter's Blocks] (Carpenter's Blocks v3.1.0 - MC 1.7+.zip) Unloaded->Constructed->Pre-initialized->Initialized
customnpcs{1.7.2} [CustomNpcs] (CustomNPCs_1.7.2.jar) Unloaded->Constructed->Pre-initialized->Initialized
DynamicLights{1.3.2} [Dynamic Lights] (DynamicLights-1.7.2.jar) Unloaded->Constructed->Pre-initialized->Initialized
DynamicLights_onFire{1.0.4} [Dynamic Lights Burning Entity Module] (DynamicLights-1.7.2.jar) Unloaded->Constructed->Pre-initialized->Initialized
DynamicLights_creepers{1.0.4} [Dynamic Lights Creeper Module] (DynamicLights-1.7.2.jar) Unloaded->Constructed->Pre-initialized->Initialized
DynamicLights_dropItems{1.0.6} [Dynamic Lights EntityItem Module] (DynamicLights-1.7.2.jar) Unloaded->Constructed->Pre-initialized->Initialized
DynamicLights_entityClasses{1.0.1} [Dynamic Lights Entity Light Module] (DynamicLights-1.7.2.jar) Unloaded->Constructed->Pre-initialized->Initialized
DynamicLights_mobEquipment{1.0.4} [Dynamic Lights Mob Equipment Light Module] (DynamicLights-1.7.2.jar) Unloaded->Constructed->Pre-initialized->Initialized
DynamicLights_flameArrows{1.0.0} [Dynamic Lights Fiery Arrows Light Module] (DynamicLights-1.7.2.jar) Unloaded->Constructed->Pre-initialized->Initialized
DynamicLights_floodLights{1.0.0} [Dynamic Lights Flood Light] (DynamicLights-1.7.2.jar) Unloaded->Constructed->Pre-initialized->Initialized
DynamicLights_otherPlayers{1.0.6} [Dynamic Lights OtherPlayers Light Module] (DynamicLights-1.7.2.jar) Unloaded->Constructed->Pre-initialized->Initialized
DynamicLights_thePlayer{1.1.1} [Dynamic Lights Player Light Module] (DynamicLights-1.7.2.jar) Unloaded->Constructed->Pre-initialized->Initialized
exnihilo{1.31} [Ex Nihilo] (Ex-Nihilo-1.31.jar) Unloaded->Constructed->Pre-initialized->Initialized
gasesFramework{1.0.3} [Gases Framework] (gasesFramework-1.0.3-1.7.2.jar) Unloaded->Constructed->Pre-initialized->Initialized
gases{1.4.4.1} [Glenn's Gases] (gases-1.4.4.1-1.7.2.jar) Unloaded->Constructed->Pre-initialized->Initialized
radixcore{1.0.0} [RadixCore] (RadixCore-1.0.0 MC-1.7.2.zip) Unloaded->Constructed->Pre-initialized->Initialized
mca{4.0.0} [Minecraft Comes Alive] (MCA-4.0.0 MC-1.7.2.zip) Unloaded->Constructed->Pre-initialized->Initialized
millenaire{5.2.0b5} [Mill?©naire] (millenaire-5.2b5.jar) Unloaded->Constructed->Pre-initialized->Initialized
cfm{3.2.9.2} [§6MrCrayfish's Furniture Mod] (MrCrayfishFurnitureModv3.2.9.2-beta-build2(1.7.2).jar) Unloaded->Constructed->Pre-initialized->Initialized
psychedelicraft{1.4} [Psychedelicraft] (Psychedelicraft-1.4.jar) Unloaded->Constructed->Pre-initialized->Initialized
shipwrecks_winslow{1.6.2} [Shipwrecks!] (shipwrecks_winslow-1.7.2-1.6.2.jar) Unloaded->Constructed->Pre-initialized->Initialized
AS_UpdateCheck{1.1.4} [AtomicStryker Update Check Mod] (UpdateCheckerMod-1.7.2.jar) Unloaded->Constructed->Pre-initialized->Initialized
weaponmod{1.7.2 v1.14.2} [Balkon's WeaponMod] (weaponmod-1.14.2.jar) Unloaded->Constructed->Pre-initialized->Initialized
wildcaves3{0.4.3.6} [Wild Caves 3] (WildCaves3-0.4.3.6(1.7.2).jar) Unloaded->Constructed->Pre-initialized->Errored
Launched Version: 1.7.2-Forge10.12.0.1024
LWJGL: 2.9.0
OpenGL: GeForce GTX 660 Ti/PCIe/SSE2 GL version 4.4.0, NVIDIA Corporation
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Resource Packs: [faithful32pack.zip]
Current Language: English (US)
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
Anisotropic Filtering: Off (1)
That is the strangest stuff i have seen yet.
I am investigating. Thanks for the practical details
I just patched that option to include biome tags and the usual "ALL" and exclusion pattern (-).
Download latest version and refresh your config file for the new comments about it.
Something is wrong with your configuration file. Refresh it.
You could have deleted that yourself. But it is cool you actually read
I'm using the default workbench as well.
I do however, see a message in the corner that says "Results found: 2". I think it may be a mod issue, but, I don't know what mods can do this.
Any chance you'd be willing to take a look at this? This is the 1.7.2 version.
Edit: Actually, thinking back on it now, I don't think it was Nature Overhaul I was remembering. I think it was bspkrs talking about how he handled checking for TreeCapitator for natural trees vs. manmade structures. He might be a useful resource in this case.
Here's how I would like to play this mod to my personal taste: there is no level cap, but you lose all your levels when you die (aka lose all your xp). You'll probably gain some back if you can recover your corpse.
Thanks for listening!
I enjoyed this mod http://www.minecraftforum.net/topic/1347510-scpcraft-discontinued-v12-146-forge-ssp-lan/
made by Yu_Too
the mod is dead because IDK
the source are available IDK
Can you update it ?
Please and thank you
I enjoyed this mod http://www.minecraftforum.net/topic/1661614-152147forge-primitive-mobs-v14-updated-062713-mobs-with-a-familiar-feel-to-them/
made by Daveyx0
the mod is dead because He no haz time
the source are available Yes, you have full permission to update any of my old mods. I don't have time for it anymore, but it's great to see them living on anyway. Thanks a lot for your hard work, bro.
Can you update it ?
Please and thank you
Patched.
I can't believe i let that happen.
Anyway, custom crafting support has been added too.
The maneuvering is a bit different than the original, but i believe it to be as smooth as it was. Turning should be easier with both mouse and direction key used simultaneously.
It is not fixable because it doesn't happen. NatureOverhaul can't "kill" trees without leaves above nor ground below. There is no building that fit those requirements in villages. Note: that code directly comes from Clintonio latest version.
The "natural" tree behavior obeys the exact same rules as the "lumberjack" feature, you can test it that way if you want.
You already need to get your level up to its original point before dying, to get new skill points...
Added some more options from your suggestion.
The spc craft mod may already be taken by someone else. Read a couple page back from its topic.
Daveyx0 is unknown from the forum search engine. And the link is wrong. I can't help you.
I don't know which mod that guy was trying to get you to do but I know why he's unknown to the forum search. The forum search changes terms you put in to lower case and then does the search. But it doesn't normalize to lower case the member usernames to search over. and thus we get 'daveyx0' != 'Daveyx0'.
Daveyx0 does several mods including PrimitiveMobs and AtmosMobs, and I think some others. I know he is still actively working on AtmosMobs but I don't know about any others. Here is a link to his user page: http://www.minecraftforum.net/user/103050-daveyx0/
In my opinion the ascending and descending controls are messed up. I am going to assume that this isn't only happening to me. When I press the 2 key on the numpad the ariship drops 20 blocks within 20 seconds. I am asking for a revert (if possible) to the old ascending and descending, as shown in . I also wanted to thank you for keeping this alive at all, keep up the good work!
Thanks for the tip
I am not going to accept any new request anyway.
You can change speed values in the configuration file. Down speed is typically faster than up speed because that is roughly the common behavior with hot air ballon in real life. (that is the original author intent, according to the code)
Reverting to the old up/down stuff would break multiplayer compatibility.
Thanks for your support
Interesting. Well, the log components of villages are definitely decaying in desert environments - including wall pieces beside windows, garden borders, and the roofs of small houses. I didn't think I was running any mods besides Nature Overhaul that affected anything like that. And removing Nature Overhaul appears to have fixed the problem. You be the judge.
Just in case it's a weird corner case, this was happening in a Highlands world, in the Outback biome. Also it could be only happening to single blocks and 1-block-thick layers.