Hey, so I have a quick question. I installed Tinker's Construct and started a new world, I've been exploring and mining for hours and I've found a measely 2 diamonds. Compared to the world I had before I installed this mod, this is very low. It almost seems that all the diamonds have been replaced with tanzanite and other stuff. Is this intended or have I just been very very unlucky?
Hey, so I have a quick question. I installed Tinker's Construct and started a new world, I've been exploring and mining for hours and I've found a measely 2 diamonds. Compared to the world I had before I installed this mod, this is very low. It almost seems that all the diamonds have been replaced with tanzanite and other stuff. Is this intended or have I just been very very unlucky?
Looking forward to the armor stuff, by the way.
your just one unlucky dude It happens to me on several occasions when I finally said screw it and bumped up ore gen with TE's ore gen controller at least that way I would expect a more global spread of ore gen
Ugh...by this time in my last world I had something like 50 diamonds, using the same mining and exploration techniques I'm using now. I hate to cheat in survival, but damn this is tedious.
Normally I'd post this on the suggestion thread, but I'll post it here as well. An exosuit is being added that has absolutely no abilities when it's first made. I'd like suggestions on what some of the abilities should be. They can be anything from silly to amazing to downright hostile. The more modifiers, the merrier!
Vanilla enchantments and attributes will be covered. For reference:
Flying. Also, is it possible to add a cross-mod compatibility so that your suit has built in goggles of revealing and bee armor? With the scan leaves thing so we can see if they've mutated? Adding a thermostatic harness as a modifier to your armor would be sufficient for flying, actually. Though having your own flight adding thing would also be cool.
I definitely want to see the repair ability for them. I like the idea of having extra health built in, but how about some slots for potions as well. You could have a slot for regen, strength, and all other potions and when your health drops to a certain percentage, it will automatically be used to regen your health or get a strength boost at the press of a button.. Also you could have a better slot for knapsacks so that when you die you won't lose it. It would be like an impenetrable safe for all your valuables. These are just a few suggestions I've been thinking of for a while.
Rollback Post to RevisionRollBack
If Minecraft were real, you'd be a zombie right now.
Thorns should be a no-brainer for armor modifications. Use cactus?
Maybe different armor types, like plate armor gives lots of protection but makes you unbearably slow, ornamental armor is terrible but has more modifier slots and enchantability, knight's armor gives you better protection when mounted, tinkerer's armor gives you lower cost enchantments (this is all with no real idea what's possible with modding)
Sugar for speed?
Feathers for falling less quickly?
Blue Slimeballs for jumping higher?
Magma Cream for fire resistance?
Spider eyes for poison resistance?
Ghast tears for regeneration? (not too OP, hopefully)
Super Golden Apple for better regeneration?
Like someone said earlier, repair enchantment, don't know what modifier
Golden carrot for night vision?
Thinking ahead to 1.7, pufferfish for water breathing?
Pumpkin (either modifier or different customizable armor (the latter would be fun like the frying pan :D)) to make endermen stop getting mad at you when you look at them
Durability modifiers
maybe some that affect nothing but looks, like dyes and gems
Similar to the weapon enchantments for smite and bane of arthropods, use those modifiers to make zombies/spiders either stop coming after you, or deal you less damage
something for blast resistance, projectile, etc
No idea if this is possible, but it would be unique: some modifier to make your hitbox smaller? Sort of like a dodging ability. No clue what modifier or if this would even matter/would be too powerful.
Is the wood armor from this mod? I have a lot of mods installed (and it's in your screenshot), not sure if it's yours. If it is it should stay on fire longer.
All the regular modifiers like Nether Star for extra modifier, gold block and a diamond too.
+10 attack damage on one piece of armor seems a little ridiculous, in my opinion (since a diamond sword is what, +7?)
I'll post again when I think of more armor ideas, (and I'll put it on suggestion thread) really looking forward to it, have been for awhile
If you do make the armor, you know, actually protect you, it would be amazing if it told you how much in the tooltips. I'm tired of having to go to the configs of my mods to tell which ore makes the best armor (I had to do this for Metallurgy, which I gave up in favor of this mod)
also, SOOOO EXCITED FOR ARMOR!!! D:
Pumpkin (either modifier or different customizable armor (the latter would be fun like the frying pan )) to make endermen stop getting mad at you when you look at them
THIS! Only pleeeeease make it so it doesn't half block your vision like wearing a pumpkin does. That is so annoying.
Would some sort of modifier so that creepers don't blow up around you be reasonable? Or would that be OP? (I might even take my game off of peaceful for this. Maybe.)
Ugh...by this time in my last world I had something like 50 diamonds, using the same mining and exploration techniques I'm using now. I hate to cheat in survival, but damn this is tedious.
All ore generation in MC is RNG (Random Number Generated). You're just having some really terrible luck.
Rollback Post to RevisionRollBack
I may or may not play GT. I also might be playing it with TiC. Some Metallurgy and ExtraTiC could be in the mix too. I might have also dropped in some TE as well. Some AE and BC could possibly be on the list. And I maybe- just maybe - there's NEI to assist in short-term memory loss that I may or may not have.
Are the unused items slots going to be filled with this update? Also, I noticed in the error logs in my installation that Optifine causes rendering issues with the armor. Is that an issue in the current edition or were you preparing for the future when armor would be actually implemented?
For the exo armor, ores should be able to be plated onto it so that it takes on the ore's appearance. It would definitely make it look nice. As for modifiers, I have no clue at the moment.
Gah... I feel like an idiot. No wonder I couldn't get "O" to open the armor GUI - I forgot to re-add TCon and Mechworks, so of course I wasn't getting a crash log. I've downgraded IC2, removed GregTech/Optifine/GalactiCraft, but still getting the error:
---- Minecraft Crash Report ----
// I bet Cylons wouldn't have this problem.
Time: 12/4/13 9:34 AM
Description: Initializing game
java.lang.NullPointerException
at tconstruct.common.TContent.modIntegration(TContent.java:2288)
at tconstruct.TConstruct.postInit(TConstruct.java:165)
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:545)
at sun.reflect.GeneratedMethodAccessor1.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:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
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:201)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:181)
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:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
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:112)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:704)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:249)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:509)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:808)
at net.minecraft.client.main.Main.main(SourceFile:101)
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:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at tconstruct.common.TContent.modIntegration(TContent.java:2288)
at tconstruct.TConstruct.postInit(TConstruct.java:165)
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:545)
at sun.reflect.GeneratedMethodAccessor1.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:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
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:201)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:181)
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:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
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:112)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:704)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:249)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:509)
-- Initialization --
Details:
Stacktrace:
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:808)
at net.minecraft.client.main.Main.main(SourceFile:101)
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:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
Ok, finally narrowed it down and solved the problem. I've pasted the first line of the error code in my post here to help some other people find this, because it took a LOT of hunting down/trial/error to fix this doozy. Your mod and Pam's HarvestCraft were conflicint over some item spots. Here are the items that conflicted with HarvestCraft, along with the NEW ID that I changed it too. All 82 of my mods are working now (at least, I can load + play my world. I'm sure I'll find a few more bugs here and there.)
Patterns and Misc
Materials=14200
Tool Rod=14201
Tool Shard=14202
Tool Parts
Axe Head=14203
Hoe Head=14204
Large Guard=14209
Medium Guard=14210
Shovel Head=14211
Sword Blade=14212
I've put together an initial bare-bones outline for armor abilities that may make more sense to me than other people. Still... feel free to suggest anything that's not on here.
Oo, sounds like fun! You've got me stumped on anything else to add ._.
Rollback Post to RevisionRollBack
Also, I've flipped shovel textures for Tinker's Construct and ExtraTiC for a more realistic-looking animation, check here: http://www.minecraft...hovel-textures/
-- Mod Compatibility--
Bee Armor (protects from or nullifies negative effects from the bee breeds such as Tropical Bees' poison. Also enables you to see hybridized leaves, as the bee armor does. )
Hmm. Does aqua affinity nullify the mining penalty when mining under water? If not, that would be nice.
So I have both TConstruct and LittleBlocks installed and I decided to try something. I decided to try and make...a tiny smeltery. To my complete and utter surprise, it actually almost worked. The smeltery was functional, but opening the its interface crashes the game =(
Here's the full crash report (as found in .minecraft/crash reports), if anyone's interested. A tiny smeltery would've been so convenient, too!! Oh well...next up; Tiny Oreberry Farm, Tiny Infusion Alter (Thaumcraft), Tiny Chests!!
So I have both TConstruct and LittleBlocks installed and I decided to try something. I decided to try and make...a tiny smeltery. To my complete and utter surprise, it actually almost worked. The smeltery was functional, but opening the its interface crashes the game =(
Here's the full crash report (as found in .minecraft/crash reports), if anyone's interested. A tiny smeltery would've been so convenient, too!! Oh well...next up; Tiny Oreberry Farm, Tiny Infusion Alter (Thaumcraft), Tiny Chests!!
I see that this (JavaVersion:1.7.0_40,OracleCorporation) is your current version of Java. There is Java 7 update 45 available and that might make a difference. Also I see that you have EE3 in and I've had problems with that because it's not 100% complete and may possibly be conflicting with something. Try taking that and Equivalency out and see if that works. If that's not it, then I don't know what else it could be. Hope this helps.
Rollback Post to RevisionRollBack
If Minecraft were real, you'd be a zombie right now.
Looking forward to the armor stuff, by the way.
your just one unlucky dude It happens to me on several occasions when I finally said screw it and bumped up ore gen with TE's ore gen controller at least that way I would expect a more global spread of ore gen
Vanilla enchantments and attributes will be covered. For reference:
If Minecraft were real, you'd be a zombie right now.
Maybe different armor types, like plate armor gives lots of protection but makes you unbearably slow, ornamental armor is terrible but has more modifier slots and enchantability, knight's armor gives you better protection when mounted, tinkerer's armor gives you lower cost enchantments (this is all with no real idea what's possible with modding)
Sugar for speed?
Feathers for falling less quickly?
Blue Slimeballs for jumping higher?
Magma Cream for fire resistance?
Spider eyes for poison resistance?
Ghast tears for regeneration? (not too OP, hopefully)
Super Golden Apple for better regeneration?
Like someone said earlier, repair enchantment, don't know what modifier
Golden carrot for night vision?
Thinking ahead to 1.7, pufferfish for water breathing?
Pumpkin (either modifier or different customizable armor (the latter would be fun like the frying pan :D)) to make endermen stop getting mad at you when you look at them
Durability modifiers
maybe some that affect nothing but looks, like dyes and gems
Similar to the weapon enchantments for smite and bane of arthropods, use those modifiers to make zombies/spiders either stop coming after you, or deal you less damage
something for blast resistance, projectile, etc
No idea if this is possible, but it would be unique: some modifier to make your hitbox smaller? Sort of like a dodging ability. No clue what modifier or if this would even matter/would be too powerful.
Is the wood armor from this mod? I have a lot of mods installed (and it's in your screenshot), not sure if it's yours. If it is it should stay on fire longer.
All the regular modifiers like Nether Star for extra modifier, gold block and a diamond too.
+10 attack damage on one piece of armor seems a little ridiculous, in my opinion (since a diamond sword is what, +7?)
I'll post again when I think of more armor ideas, (and I'll put it on suggestion thread) really looking forward to it, have been for awhile
If you do make the armor, you know, actually protect you, it would be amazing if it told you how much in the tooltips. I'm tired of having to go to the configs of my mods to tell which ore makes the best armor (I had to do this for Metallurgy, which I gave up in favor of this mod)
also, SOOOO EXCITED FOR ARMOR!!! D:
THIS! Only pleeeeease make it so it doesn't half block your vision like wearing a pumpkin does. That is so annoying.
Also, this.
Would some sort of modifier so that creepers don't blow up around you be reasonable? Or would that be OP? (I might even take my game off of peaceful for this. Maybe.)
at tconstruct.common.TContent.modIntegration(TContent.java:2288)
Ok, finally narrowed it down and solved the problem. I've pasted the first line of the error code in my post here to help some other people find this, because it took a LOT of hunting down/trial/error to fix this doozy. Your mod and Pam's HarvestCraft were conflicint over some item spots. Here are the items that conflicted with HarvestCraft, along with the NEW ID that I changed it too. All 82 of my mods are working now (at least, I can load + play my world. I'm sure I'll find a few more bugs here and there.)
Patterns and Misc
Materials=14200
Tool Rod=14201
Tool Shard=14202
Tool Parts
Axe Head=14203
Hoe Head=14204
Large Guard=14209
Medium Guard=14210
Shovel Head=14211
Sword Blade=14212
Generic
- Protection
- Fire Protection
- Blast Protection
- Projectile Protection
- Thorns (Melee only)
- Max Health
- Knockback Resistance
- Attack Damage
- Movement Speed
- Mining Speed
- Armor plating
- Flat protection
- Magic Resistance
- Lightning Resistance
- Item Magnet
- Ender pearl tosser
- Self-repair
- Mount bonuses
- Passive Regeneration
- Decorative dyes or plates
- Auto-defense systems
Hands
- Climbing Claws
- Knockback enhancement
- Redstone touch
- Unarmed strike bonuses
Goggles
- Respiration
- Aqua Affinity
- Night vision
- Water vision
- Lantern
- Mob detection/attunement
- Minimap
- Telescope
- Pumpkin
Chestpiece
- Wings
- Amor (breeds animals)
Legs
- Knees (allows walking up sides of blocks)
- Jump Distance/Height
Shoes
- Feather Falling
- Double-jump
- Bouncy Shoes
- Rocket Boots
- Levi-shoes
- Ice skates
- Water-walking
- Lead boots
- Flaming Feet (Auto-smelt but damage player)
---Mod Compatibility---
- Thaumic Fields
- RF Charge
- Sonic Goggles
(This list is huuuuuge)
May I suggest a config option to control all of these, as seen in modular powersuits?
Also, I've flipped shovel textures for Tinker's Construct and ExtraTiC for a more realistic-looking animation, check here:
http://www.minecraft...hovel-textures/
Bee Armor (protects from or nullifies negative effects from the bee breeds such as Tropical Bees' poison. Also enables you to see hybridized leaves, as the bee armor does. )
Hmm. Does aqua affinity nullify the mining penalty when mining under water? If not, that would be nice.
Here's the full crash report (as found in .minecraft/crash reports), if anyone's interested. A tiny smeltery would've been so convenient, too!! Oh well...next up; Tiny Oreberry Farm, Tiny Infusion Alter (Thaumcraft), Tiny Chests!!
I see that this (Java Version: 1.7.0_40, Oracle Corporation) is your current version of Java. There is Java 7 update 45 available and that might make a difference. Also I see that you have EE3 in and I've had problems with that because it's not 100% complete and may possibly be conflicting with something. Try taking that and Equivalency out and see if that works. If that's not it, then I don't know what else it could be. Hope this helps.
If Minecraft were real, you'd be a zombie right now.