Really like the idea of the mod, and what I've managed to play around with. However, I'm having a major issue with it. (The 1.5.X version specifically, as my game is 1.5.2)
Firing up Minecraft with ID Resolver (User updated) won't even allow me into the start menu.
About that...
NOT changing the ids with the ID Resolver should fix the problem temporarily!
This problem can be fixed permanently if the mod's creator changes the coding a bit!
The Meaning of Life, the Universe, and Everything.
Join Date:
1/6/2013
Posts:
55
Member Details
Hi. Thanks for making this mod. I am a player from Hexxit mod pack, I updated artifice mod from the default 142 to your 1.5.2 latest 146 version since i do like using it very much, however, i do find some problem with it in this version. If you haven't got reported on these, it might be a good idea to check them on your newest 1.6 version as well.
1, sledge hammer (i was using diamond) got repaired automatically after right-clicking the ground or a chest, however this seems to only happen for those durability lost in smashing items, not mobs.
2, the box item duplicates those customizable tools from tinker's construct. how it works is you craft box with those tool. you get a box containing the tool you crafted with, and the tool itself remains in the crafting grid as well. open the box you will get two of the same tool.
also, would you change the tooltip of the box to something like "store up to 8 items crafted with it". Currently there seems to be no Hexxit wiki introducing its usage, so it took me quite long to find out how to use it >.<.
Hi. Thanks for making this mod. I am a player from Hexxit mod pack, I updated artifice mod from the default 142 to your 1.5.2 latest 146 version since i do like using it very much, however, i do find some problem with it in this version. If you haven't got reported on these, it might be a good idea to check them on your newest 1.6 version as well.
1, sledge hammer (i was using diamond) got repaired automatically after right-clicking the ground or a chest, however this seems to only happen for those durability lost in smashing items, not mobs.
2, the box item duplicates those customizable tools from tinker's construct. how it works is you craft box with those tool. you get a box containing the tool you crafted with, and the tool itself remains in the crafting grid as well. open the box you will get two of the same tool.
also, would you change the tooltip of the box to something like "store up to 8 items crafted with it". Currently there seems to be no Hexxit wiki introducing its usage, so it took me quite long to find out how to use it >.<.
meow~
Hmm, both of those are definitely caused by tinker's construct, but I'll see if I can do anything about them, or have mDiyo fix them.
Ok, this won't make any sense but....changing the ids of Artifice with the ID Resolver......causes Project Red to crash Minecraft!(I tried it twice!The game didn't crash when I didn't change the ids)
Yeah....what the heck?
---- Minecraft Crash Report ----
// You're mean.
Time: 6/8/2013 7:32 μμ
Description: Initializing game
java.lang.NullPointerException
at net.minecraft.item.ItemStack.func_77981_g(ItemStack.java:247)
at mrtjp.projectred.multipart.microblocks.MicroblockLibrary.initializeBlockScan(MicroblockLibrary.java:156)
at mrtjp.projectred.ProjectRed.postInit(ProjectRed.java:221)
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:540)
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:194)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:174)
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:105)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:702)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:232)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:506)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:796)
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:57)
at net.minecraft.launchwrapper.Launch.main(Launch.java:18)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at net.minecraft.item.ItemStack.func_77981_g(ItemStack.java:247)
at mrtjp.projectred.multipart.microblocks.MicroblockLibrary.initializeBlockScan(MicroblockLibrary.java:156)
at mrtjp.projectred.ProjectRed.postInit(ProjectRed.java:221)
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:540)
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:194)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:174)
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:105)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:702)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:232)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:506)
-- Initialization --
Details:
Stacktrace:
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:796)
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:57)
at net.minecraft.launchwrapper.Launch.main(Launch.java:18)
NOT changing the ids with the ID Resolver should fix the problem temporarily!
Like I said in my post, removing ID Resolver let me in game just fine, however I got all of those strange graphical glitches that you see in my screenshots. So all it fixes is the crashing.
I don't even know how it's possible for Optifine to interfere with my textures in the way it does, so chances are slim.
Who knows, Optifine conflicts with a lot of mods in a strange way. Unfortunately it's earned a permanent spot in my mod list, due to the sheer amount of FPS it gives me. (Which I need, not because of my PC, but because of the huge amount of mods I have. Heh.)
I'll still be keeping an eye on this mod though, it's too good not to! Perhaps the answer will present itself eventually.
Is there a reason why your copper nugget and copper coin can serve as fuel for different engines? If it is on purpose, the amount of time seems quite outragous. A single copper nugget produces more energy for longer in a combustion engine than a bucket of ethanol.
Is there a reason why your copper nugget and copper coin can serve as fuel for different engines? If it is on purpose, the amount of time seems quite outragous. A single copper nugget produces more energy for longer in a combustion engine than a bucket of ethanol.
That would be because of an item ID conflict, check your config files.
I am desperately trying to install some kind of support for Artifice so that the Marble and Basalt blocks will show up in Dynmap.
I have made my own renderdata files but to no avail, I still can't get the Artifice blocks to work
I don't suppose you happen to know if anyone has managed to get your mod to render in Dynmap?
alternatively, would you be able to tell me the correct texture path for the textures that you use in Artifice so that I can check the path i've used in my renderdata files?
Thanks!
I'm not particularly familiar with Dynmap's mod support, but Artifice, in 1.5.2 has textures in minecraft/mods/artifice/textures/blocks and minecraft/mods/artifice/textures/item with subfolders for different groups of textures. In 1.6.2 they're in assets instead of mods. It might be that having them in subfolders instead of throwing them all into blocks and items unorganized could be your issue?
I have found that you are unable to run out of scaffolding! If you have only one scaffold left, and try to place it, it will appear in the world, but not dissappear from your inventory (this is when clicking the block beneath, so I think its a glitch in the code or something). This is also true of scythes, which regenerate after breaking.
Odd bug that persisted in RP2: if Smooth Lighting is turned off, all blast walls are extremely dark, as if they are in the darkest possible position available. Turning it on reverses this effect. Optifine is not installed.
Odd bug that persisted in RP2: if Smooth Lighting is turned off, all blast walls are extremely dark, as if they are in the darkest possible position available. Turning it on reverses this effect. Optifine is not installed.
That's a known issue that has to do with how frames are rendered, should be fixed fairly soon.
Not sure about this one, but with scaffolding, Say i have 15 scaffolds.
I created a tower any block high out of these scaffolds.
Then I punch any part of this tower with a scaffold.
Say the tower was 13 blocks big, and i had two scaffold left, when i punch a part with this scaffold, one of them dissapears. But the last one dosn't, and i can make seemingly infinite towers out of one block.
Scaffold also takes as long as obsidian to break, and when climbing, say you fall off and catch yourself of the scaffold, then reach the top, you take fall damage. Also, the scaffold can only be climbed up if your facing it, any attempt to look down or around will cause you to fall.
Rollback Post to RevisionRollBack
Stop treating mod devs poorly. These people mod as a hobby or as a service to the community, they don't have to take your suggestion and you are not entitled to anything from them.
have you tried pickaxe?
I know this dont make sense on wooden ones, but i think its quite half self-implied on iron/steel scaffolds.
I have another question:
when i leftclick to place more scaffolds, they seems to REPLACE directly whatever block is above, so that block whatever it is disappear.
I was using your 1.5.2 build, dont know have you fixed that yet.
And May i address some of my personal feelings about the todo list you have:
I have played with a couple modpacks, and starting to feel like making up my own pack with things that are more vanilla like to me, such as no machine mining or automatic farming block(I mean like from forestry mod). For me the fun has been in making complicated things with simple, not pushing all that you need in just one factory block.
I use artifice because It adds excellent basalt/marble blocks and scaffolds. And boxes. And sledgehammers:p. I treat it has a construction utility mod, as in it give me more stuff to build and make building easier. I find no better mod for this job at the moment.
And for me i think things like steel anvil, lamps, smoker, area markers and chemical things and alike are great, I can't wait to have them.
The but is, I dont want to add more things that I already have in the same time when i add these that I like.
Namely villager chatter (MCA(Minecraft comes alive) and millenaire seems to do the similiar things),
tree/bee breeding and plants (well infamous forestry for example, and pam's harvestcraft, there's just too many type of trees, plants, foods added by other mods).
It would be nice If you make a separate mod and let people choose which system they want to use, but if they use all your stuff they get more things available when they have your mods together, or just have it as an expansion/addon to your main mod.
The custom mossy/cracked stone recipe is added by quite a number of mods already as well, may i suggest that let us be able to crack moss stone bricks to moss cobble and normal stone bricks to cracked with sledgehammer or something like that? it feels more connected to this mod.
May I suggest something I that i feel goes well with this mod.
A pipe like system that have a direction,it takes input from your steel hopper, It only hold a little stuff(like one item or one stack per block), but items move fast, so we can distribute items from one source into different machines like furnace evenly for smelting/processing. A hopper like distribution thing.
This has been pretty much impossible unless you fill all your hoppers(so 5 stacks of materials per), use enderstroage mod, applied energistics mod, or make a complicated cart system. all of above methods I have found are a huge fuss over a simple task.
May I suggest for steel anvil, it give you a discount like 20% off in repairing xp cost or repair material efficency over the normal iron one. let different hammers (iron, steel, diamond...) be attachable to the anvil that does this job maybe?
For potion system, would you kindly make the recipe avilable in NEI so we can learn it much easier? project zulu's potion system has been really hard to learn and remember so i killed it off and I'm looking for a good mod that have like haste/water breathing potion
have you tried pickaxe?
I know this dont make sense on wooden ones, but i think its quite half self-implied on iron/steel scaffolds.
I have another question:
when i leftclick to place more scaffolds, they seems to REPLACE directly whatever block is above, so that block whatever it is disappear.
I was using your 1.5.2 build, dont know have you fixed that yet.
And May i address some of my personal feelings about the todo list you have:
I have played with a couple modpacks, and starting to feel like making up my own pack with things that are more vanilla like to me, such as no machine mining or automatic farming block(I mean like from forestry mod). For me the fun has been in making complicated things with simple, not pushing all that you need in just one factory block.
I use artifice because It adds excellent basalt/marble blocks and scaffolds. And boxes. And sledgehammers:p. I treat it has a construction utility mod, as in it give me more stuff to build and make building easier. I find no better mod for this job at the moment.
And for me i think things like steel anvil, lamps, smoker, area markers and chemical things and alike are great, I can't wait to have them.
The but is, I dont want to add more things that I already have in the same time when i add these that I like.
Namely villager chatter (MCA(Minecraft comes alive) and millenaire seems to do the similiar things),
tree/bee breeding and plants (well infamous forestry for example, and pam's harvestcraft, there's just too many type of trees, plants, foods added by other mods).
It would be nice If you make a separate mod and let people choose which system they want to use, but if they use all your stuff they get more things available when they have your mods together, or just have it as an expansion/addon to your main mod.
The custom mossy/cracked stone recipe is added by quite a number of mods already as well, may i suggest that let us be able to crack moss stone bricks to moss cobble and normal stone bricks to cracked with sledgehammer or something like that? it feels more connected to this mod.
May I suggest something I that i feel goes well with this mod.
A pipe like system that have a direction,it takes input from your steel hopper, It only hold a little stuff(like one item or one stack per block), but items move fast, so we can distribute items from one source into different machines like furnace evenly for smelting/processing. A hopper like distribution thing.
This has been pretty much impossible unless you fill all your hoppers(so 5 stacks of materials per), use enderstroage mod, applied energistics mod, or make a complicated cart system. all of above methods I have found are a huge fuss over a simple task.
May I suggest for steel anvil, it give you a discount like 20% off in repairing xp cost or repair material efficency over the normal iron one. let different hammers (iron, steel, diamond...) be attachable to the anvil that does this job maybe?
For potion system, would you kindly make the recipe avilable in NEI so we can learn it much easier? project zulu's potion system has been really hard to learn and remember so i killed it off and I'm looking for a good mod that have like haste/water breathing potion
Frankly, as a modder, We hate it when people say that we shouldn't do something.
It's his mod, it shouldn't be limited. Frankly, you focus more on your mod then how it would work with other mods.
I like the direction it's going, because the mod is called Artifice, look up the definition. If you don't like something it does,
learn how to mod and make your own magic.
Rollback Post to RevisionRollBack
Stop treating mod devs poorly. These people mod as a hobby or as a service to the community, they don't have to take your suggestion and you are not entitled to anything from them.
I don't even know how it's possible for Optifine to interfere with my textures in the way it does, so chances are slim.
If someone wants to fill me in or send a pull request to fix the issues then by all means they should do so.
About that...
NOT changing the ids with the ID Resolver should fix the problem temporarily!
This problem can be fixed permanently if the mod's creator changes the coding a bit!
You're free to make a pull request https://github.com/Shukaro/Artifice
1, sledge hammer (i was using diamond) got repaired automatically after right-clicking the ground or a chest, however this seems to only happen for those durability lost in smashing items, not mobs.
2, the box item duplicates those customizable tools from tinker's construct. how it works is you craft box with those tool. you get a box containing the tool you crafted with, and the tool itself remains in the crafting grid as well. open the box you will get two of the same tool.
also, would you change the tooltip of the box to something like "store up to 8 items crafted with it". Currently there seems to be no Hexxit wiki introducing its usage, so it took me quite long to find out how to use it >.<.
meow~
Hmm, both of those are definitely caused by tinker's construct, but I'll see if I can do anything about them, or have mDiyo fix them.
Yeah....what the heck?
---- Minecraft Crash Report ----
// You're mean.
Time: 6/8/2013 7:32 μμ
Description: Initializing game
java.lang.NullPointerException
at net.minecraft.item.ItemStack.func_77981_g(ItemStack.java:247)
at mrtjp.projectred.multipart.microblocks.MicroblockLibrary.initializeBlockScan(MicroblockLibrary.java:156)
at mrtjp.projectred.ProjectRed.postInit(ProjectRed.java:221)
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:540)
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:194)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:174)
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:105)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:702)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:232)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:506)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:796)
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:57)
at net.minecraft.launchwrapper.Launch.main(Launch.java:18)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at net.minecraft.item.ItemStack.func_77981_g(ItemStack.java:247)
at mrtjp.projectred.multipart.microblocks.MicroblockLibrary.initializeBlockScan(MicroblockLibrary.java:156)
at mrtjp.projectred.ProjectRed.postInit(ProjectRed.java:221)
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:540)
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:194)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:174)
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:105)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:702)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:232)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:506)
-- Initialization --
Details:
Stacktrace:
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:796)
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:57)
at net.minecraft.launchwrapper.Launch.main(Launch.java:18)
-- System Details --
Details:
Minecraft Version: 1.6.2
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_07, Oracle Corporation
Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 100366624 bytes (95 MB) / 400162816 bytes (381 MB) up to 954466304 bytes (910 MB)
JVM Flags: 2 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v8.04 FML v6.2.35.804 Minecraft Forge 9.10.0.804 Optifine OptiFine_1.6.2_HD_U_B4 50 mods loaded, 50 mods active
mcp{8.04} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
FML{6.2.35.804} [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
Forge{9.10.0.804} [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
CodeChickenCore{0.9.0.3} [CodeChicken Core] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
Micdoodlecore{} [Micdoodle8 Core] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
NotEnoughItems{1.6.0.7} [Not Enough Items] (NotEnoughItems 1.6.0.7.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
mod_bspkrsCore{v3.03(1.6.2)} [bspkrsCore] ([1.6.2]bspkrsCorev3.03.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
mod_ReiMinimap{v3.4_01 [1.6.2]} [mod_ReiMinimap] (1.6.2_Modded.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
FloatingRuins{Forge 1.6.2.r02} [FloatingRuins] ([1.6.2]FloatingRuins.Forge.1.6.2.r02.Universal.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
MonsterSpawnHighlighter{1.4.1.20} [Monster Spawn Highlighter] ([1.6.2]MonsterSpawnHighlighter.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
AppliedEnergistics{rv12.a} [Applied Energistics] (appeng-rv12-a-mc162.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
KeithyUtils{1.2} [Keithy Utils] (KeithyUtils_1.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
Aquaculture{1.2.4} [Aquaculture] (Aquaculture_1.2.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
Artifice{1.6.2R1.1.2} [Artifice] (Artifice-1.1.2-153.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
ArtificeCompat|Chisel{1.6.2R1.1.2} [Artifice Compat: Chisel] (Artifice-1.1.2-153.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
ArtificeCompat|EE3{1.6.2R1.1.2} [Artifice Compat: EE3] (Artifice-1.1.2-153.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
ArtificeCompat|Forestry{1.6.2R1.1.2} [Artifice Compat: Forestry] (Artifice-1.1.2-153.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
ArtificeCompat|MFR{1.6.2R1.1.2} [Artifice Compat: MFR] (Artifice-1.1.2-153.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
ArtificeCompat|Railcraft{1.6.2R1.1.2} [Artifice Compat: Railcraft] (Artifice-1.1.2-153.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
ArtificeCompat|Vanilla{1.6.2R1.1.2} [Artifice Compat: Vanilla] (Artifice-1.1.2-153.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
iChunUtil{2.0.0} [iChunUtil] (iChunUtil2.0.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
Grinder{2.0.0} [Grinder] (AttachableGrinder2.0.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
BattleTowers{1.3.6} [Battle Towers] (BattleTowers_1.6.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
BiblioCraft{1.3.4} [BiblioCraft] (BiblioCraft[v1.3.4].zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
craftguide{1.5.2} [CraftGuide] (CraftGuide-1.6.7.3.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
ImmibisCore{56.0.3} [Immibis Core] (immibis-core-56.0.3.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
DimensionalAnchors{56.0.1} [Dimensional Anchors] (dimensional-anchor-56.0.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
FireGun{1.0.0} [FireGun] (FireGun_1.0.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
guilib{1.0.2} [GUI Library] (Forge_GuiLibv1.0.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
GalacticraftCore{0.1.39} [Galacticraft Core] (Galacticraft-1.6.2-a0.1.39.566.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
mod_GravityControl{Version 9001} [Gravity Controller] (Gravity Control v1 1.6.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
GraviGun{2.0.0} [GraviGun] (GravityGun2.0.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
GuiAPI{0.15.5 - DEBUG} [GuiAPI] (GuiAPI-0.15.7-1.6.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
inventorytweaks{1.55b} [Inventory Tweaks] (InventoryTweaks-MC1.6.2-1.55b-b61.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
IronChest{5.3.14.512} [Iron Chest] (ironchest-universal-1.6.2-5.3.14.512.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
LotsOfFood{1.6.2} [Lots of Food] (Lots of Food 1.6.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
More Bows{1.5_v1} [More Bows mod] (More bows 1.6.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
Mystcraft{0.10.6.00} [Mystcraft] (mystcraft-uni-1.6.2-0.10.6.00.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
PortalGun{2.0.0} [PortalGun] (PortalGun2.0.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
ProjectRed{3.2.1.@BUILD@} [Project: Red] (ProjectRed-1.6.2-3.2.1.34.jar) Unloaded->Constructed->Pre-initialized->Initialized->Errored
randomite{1.0} [Randomite] (Randomite V1 - 1.6.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
TF2Sentry{1.6.2} [TF2 Sentry] (TF2_Sentry_1.6.2a.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
TF2Teleporter{1.6.2} [TF2 Teleporter] (TF2_Teleporter_1.6.2a.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
treasuremob{1.0} [Treasure Mob] (Treasure Chest V1 - 1.6.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
TwilightForest{1.19.0} [The Twilight Forest] (twilightforest-1.19.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
AS_UpdateCheck{1.1.0} [AtomicStryker Update Check Mod] (UpdateCheckerMod_1.6.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
weaponmod{1.6.2 v1.13.5} [Balkon's WeaponMod] (WeaponMod.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
WholeTreeAxe{1.1.6} [Whole Tree Axe] (wholeTreeAxe-1.1.6-universal.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
MSC2{1.0.0} [Mob Spawn Controls 2] (Forge_MSC2v1.0.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
IDResolver{1.5.1.0} [ID Resolver] (IDResolver-1.6.2.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
Launched Version: 1.6.2_Modded
LWJGL: 2.9.0
OpenGL: ATI Mobility Radeon HD 4650 GL version 2.1.8787, ATI Technologies Inc.
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Resource Pack: Default
Current Language: English (US)
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
Like I said in my post, removing ID Resolver let me in game just fine, however I got all of those strange graphical glitches that you see in my screenshots. So all it fixes is the crashing.
Who knows, Optifine conflicts with a lot of mods in a strange way. Unfortunately it's earned a permanent spot in my mod list, due to the sheer amount of FPS it gives me. (Which I need, not because of my PC, but because of the huge amount of mods I have. Heh.)
I'll still be keeping an eye on this mod though, it's too good not to! Perhaps the answer will present itself eventually.
That would be because of an item ID conflict, check your config files.
I'm not particularly familiar with Dynmap's mod support, but Artifice, in 1.5.2 has textures in minecraft/mods/artifice/textures/blocks and minecraft/mods/artifice/textures/item with subfolders for different groups of textures. In 1.6.2 they're in assets instead of mods. It might be that having them in subfolders instead of throwing them all into blocks and items unorganized could be your issue?
On another note, I've backported some fixes from the 1.6.2 branch to 1.5.2, and the build can be found here: http://build.technicpack.net/job/Artifice/Stable%201.5.2/
That would be Optifine screwing things up for no good reason.
That's a known issue that has to do with how frames are rendered, should be fixed fairly soon.
I created a tower any block high out of these scaffolds.
Then I punch any part of this tower with a scaffold.
Say the tower was 13 blocks big, and i had two scaffold left, when i punch a part with this scaffold, one of them dissapears. But the last one dosn't, and i can make seemingly infinite towers out of one block.
Scaffold also takes as long as obsidian to break, and when climbing, say you fall off and catch yourself of the scaffold, then reach the top, you take fall damage. Also, the scaffold can only be climbed up if your facing it, any attempt to look down or around will cause you to fall.
Stop treating mod devs poorly. These people mod as a hobby or as a service to the community, they don't have to take your suggestion and you are not entitled to anything from them.
have you tried pickaxe?
I know this dont make sense on wooden ones, but i think its quite half self-implied on iron/steel scaffolds.
I have another question:
when i leftclick to place more scaffolds, they seems to REPLACE directly whatever block is above, so that block whatever it is disappear.
I was using your 1.5.2 build, dont know have you fixed that yet.
And May i address some of my personal feelings about the todo list you have:
I have played with a couple modpacks, and starting to feel like making up my own pack with things that are more vanilla like to me, such as no machine mining or automatic farming block(I mean like from forestry mod). For me the fun has been in making complicated things with simple, not pushing all that you need in just one factory block.
I use artifice because It adds excellent basalt/marble blocks and scaffolds. And boxes. And sledgehammers:p. I treat it has a construction utility mod, as in it give me more stuff to build and make building easier. I find no better mod for this job at the moment.
And for me i think things like steel anvil, lamps, smoker, area markers and chemical things and alike are great, I can't wait to have them.
The but is, I dont want to add more things that I already have in the same time when i add these that I like.
Namely villager chatter (MCA(Minecraft comes alive) and millenaire seems to do the similiar things),
tree/bee breeding and plants (well infamous forestry for example, and pam's harvestcraft, there's just too many type of trees, plants, foods added by other mods).
It would be nice If you make a separate mod and let people choose which system they want to use, but if they use all your stuff they get more things available when they have your mods together, or just have it as an expansion/addon to your main mod.
The custom mossy/cracked stone recipe is added by quite a number of mods already as well, may i suggest that let us be able to crack moss stone bricks to moss cobble and normal stone bricks to cracked with sledgehammer or something like that? it feels more connected to this mod.
May I suggest something I that i feel goes well with this mod.
A pipe like system that have a direction,it takes input from your steel hopper, It only hold a little stuff(like one item or one stack per block), but items move fast, so we can distribute items from one source into different machines like furnace evenly for smelting/processing. A hopper like distribution thing.
This has been pretty much impossible unless you fill all your hoppers(so 5 stacks of materials per), use enderstroage mod, applied energistics mod, or make a complicated cart system. all of above methods I have found are a huge fuss over a simple task.
May I suggest for steel anvil, it give you a discount like 20% off in repairing xp cost or repair material efficency over the normal iron one. let different hammers (iron, steel, diamond...) be attachable to the anvil that does this job maybe?
For potion system, would you kindly make the recipe avilable in NEI so we can learn it much easier? project zulu's potion system has been really hard to learn and remember so i killed it off and I'm looking for a good mod that have like haste/water breathing potion
Frankly, as a modder, We hate it when people say that we shouldn't do something.
It's his mod, it shouldn't be limited. Frankly, you focus more on your mod then how it would work with other mods.
I like the direction it's going, because the mod is called Artifice, look up the definition. If you don't like something it does,
learn how to mod and make your own magic.
Stop treating mod devs poorly. These people mod as a hobby or as a service to the community, they don't have to take your suggestion and you are not entitled to anything from them.