Do you think maybe it would be possible make a system where you could store blood? Perhaps in a Buildcraft tank or something?
I haven't tested personally to see if it works, but you should be able to use a Buildcraft pipe to extract Life Essence from a Blood Altar. I won't add my own liquid transportation system (gosh, there are already enough of those), but present systems should function.
Rollback Post to RevisionRollBack
Life sometimes hits people hard ... sometimes you do better getting back up again than not getting hit at all. -WayofTime
---- Minecraft Crash Report ----
// Uh... Did I do that?
Time: 8/27/13 5:23 PM
Description: Ticking entity
java.lang.NoSuchMethodError: net.minecraft.entity.EntityLivingBase.func_70016_h(DDD)V
at WayofTime.alchemicalWizardry.WindGustProjectile.onImpact(WindGustProjectile.java:98)
at WayofTime.alchemicalWizardry.WindGustProjectile.onImpact(WindGustProjectile.java:51)
at WayofTime.alchemicalWizardry.EnergyBlastProjectile.func_70071_h_(EnergyBlastProjectile.java:289)
at net.minecraft.world.World.func_72866_a(World.java:2345)
at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:717)
at net.minecraft.world.World.func_72870_g(World.java:2306)
at net.minecraft.world.World.func_72939_s(World.java:2152)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:548)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:666)
at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:275)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:585)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:482)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:582)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at WayofTime.alchemicalWizardry.WindGustProjectile.onImpact(WindGustProjectile.java:98)
at WayofTime.alchemicalWizardry.WindGustProjectile.onImpact(WindGustProjectile.java:51)
at WayofTime.alchemicalWizardry.EnergyBlastProjectile.func_70071_h_(EnergyBlastProjectile.java:289)
at net.minecraft.world.World.func_72866_a(World.java:2345)
at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:717)
at net.minecraft.world.World.func_72870_g(World.java:2306)
-- Entity being ticked --
Details:
Entity Type: AWWayofTime.windGustProjectile (WayofTime.alchemicalWizardry.WindGustProjectile)
Entity ID: 216
Entity Name: entity.AWWayofTime.windGustProjectile.name
Entity's Exact location: 230.64, 64.54, 187.11
Entity's Block location: World: (230,64,187), Chunk: (at 6,4,11 in 14,11; contains blocks 224,0,176 to 239,255,191), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511)
Entity's Momentum: 1.13, -0.35, 0.26
Stacktrace:
at net.minecraft.world.World.func_72939_s(World.java:2152)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:548)
-- Affected level --
Details:
Level name: world
All players: 0 total; []
Chunk stats: ServerChunkCache: 630 Drop: 0
Level seed: -7100345800007207520
Level generator: ID 00 - default, ver 1. Features enabled: true
Level generator options:
Level spawn location: World: (114,82,123), Chunk: (at 2,5,11 in 7,7; contains blocks 112,0,112 to 127,255,127), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511)
Level time: 70618931 game time, 38322168 day time
Level dimension: 0
Level storage version: 0x04ABD - Anvil
Level weather: Rain time: 116126 (now: true), thunder time: 318 (now: true)
Level game mode: Game mode: survival (ID 0). Hardcore: false. Cheats: false
Stacktrace:
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:666)
at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:275)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:585)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:482)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:582)
---- Minecraft Crash Report ----
// This doesn't make any sense!
Time: 8/27/13 5:06 PM
Description: Exception in server tick loop
java.lang.NoSuchMethodError: net.minecraft.world.World.func_72894_k(F)V
at WayofTime.alchemicalWizardry.SpellLightningBolt.onOffensiveMeleeRightClick(SpellLightningBolt.java:76)
at WayofTime.alchemicalWizardry.TEHomHeart.castSpell(TEHomHeart.java:29)
at WayofTime.alchemicalWizardry.BlankSpell.func_77659_a(BlankSpell.java:76)
at net.minecraft.item.ItemStack.func_77957_a(ItemStack.java:176)
at net.minecraft.item.ItemInWorldManager.func_73085_a(ItemInWorldManager.java:353)
at net.minecraft.network.NetServerHandler.func_72472_a(NetServerHandler.java:540)
at net.minecraft.network.packet.Packet15Place.func_73279_a(SourceFile:58)
at net.minecraft.network.TcpConnection.func_74428_b(TcpConnection.java:458)
at net.minecraft.network.NetServerHandler.func_72570_d(NetServerHandler.java:141)
at net.minecraft.network.NetworkListenThread.func_71747_b(NetworkListenThread.java:54)
at net.minecraft.server.dedicated.DedicatedServerListenThread.func_71747_b(SourceFile:30)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:689)
at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:275)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:585)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:482)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:582)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
Sorry I haven't been playing with your mod much lately Way, I didn't realize nobody else but me would find bugs. I should have learned from history. The wind gust projectile seems to be staying in the world and causing a crash on startup, I'll have to download the world and mcedit it out prabably. Before I can start the server again.
Might suggest deleting before attempting to do anything else if it's something that works then deletes itself.
I couldn't figure out how to make the unbound orb thing for the spells, so I spawned that one in before right clicking on the spell tables.
You've mentioned it may be possible to pump the essence out of the altar? I've tried and failed a few times
---- Minecraft Crash Report ----
// Uh... Did I do that?
Time: 8/27/13 5:23 PM
Description: Ticking entity
java.lang.NoSuchMethodError: net.minecraft.entity.EntityLivingBase.func_70016_h(DDD)V
at WayofTime.alchemicalWizardry.WindGustProjectile.onImpact(WindGustProjectile.java:98)
at WayofTime.alchemicalWizardry.WindGustProjectile.onImpact(WindGustProjectile.java:51)
at WayofTime.alchemicalWizardry.EnergyBlastProjectile.func_70071_h_(EnergyBlastProjectile.java:289)
at net.minecraft.world.World.func_72866_a(World.java:2345)
at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:717)
at net.minecraft.world.World.func_72870_g(World.java:2306)
at net.minecraft.world.World.func_72939_s(World.java:2152)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:548)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:666)
at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:275)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:585)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:482)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:582)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at WayofTime.alchemicalWizardry.WindGustProjectile.onImpact(WindGustProjectile.java:98)
at WayofTime.alchemicalWizardry.WindGustProjectile.onImpact(WindGustProjectile.java:51)
at WayofTime.alchemicalWizardry.EnergyBlastProjectile.func_70071_h_(EnergyBlastProjectile.java:289)
at net.minecraft.world.World.func_72866_a(World.java:2345)
at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:717)
at net.minecraft.world.World.func_72870_g(World.java:2306)
-- Entity being ticked --
Details:
Entity Type: AWWayofTime.windGustProjectile (WayofTime.alchemicalWizardry.WindGustProjectile)
Entity ID: 216
Entity Name: entity.AWWayofTime.windGustProjectile.name
Entity's Exact location: 230.64, 64.54, 187.11
Entity's Block location: World: (230,64,187), Chunk: (at 6,4,11 in 14,11; contains blocks 224,0,176 to 239,255,191), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511)
Entity's Momentum: 1.13, -0.35, 0.26
Stacktrace:
at net.minecraft.world.World.func_72939_s(World.java:2152)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:548)
-- Affected level --
Details:
Level name: world
All players: 0 total; []
Chunk stats: ServerChunkCache: 630 Drop: 0
Level seed: -7100345800007207520
Level generator: ID 00 - default, ver 1. Features enabled: true
Level generator options:
Level spawn location: World: (114,82,123), Chunk: (at 2,5,11 in 7,7; contains blocks 112,0,112 to 127,255,127), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511)
Level time: 70618931 game time, 38322168 day time
Level dimension: 0
Level storage version: 0x04ABD - Anvil
Level weather: Rain time: 116126 (now: true), thunder time: 318 (now: true)
Level game mode: Game mode: survival (ID 0). Hardcore: false. Cheats: false
Stacktrace:
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:666)
at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:275)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:585)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:482)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:582)
---- Minecraft Crash Report ----
// This doesn't make any sense!
Time: 8/27/13 5:06 PM
Description: Exception in server tick loop
java.lang.NoSuchMethodError: net.minecraft.world.World.func_72894_k(F)V
at WayofTime.alchemicalWizardry.SpellLightningBolt.onOffensiveMeleeRightClick(SpellLightningBolt.java:76)
at WayofTime.alchemicalWizardry.TEHomHeart.castSpell(TEHomHeart.java:29)
at WayofTime.alchemicalWizardry.BlankSpell.func_77659_a(BlankSpell.java:76)
at net.minecraft.item.ItemStack.func_77957_a(ItemStack.java:176)
at net.minecraft.item.ItemInWorldManager.func_73085_a(ItemInWorldManager.java:353)
at net.minecraft.network.NetServerHandler.func_72472_a(NetServerHandler.java:540)
at net.minecraft.network.packet.Packet15Place.func_73279_a(SourceFile:58)
at net.minecraft.network.TcpConnection.func_74428_b(TcpConnection.java:458)
at net.minecraft.network.NetServerHandler.func_72570_d(NetServerHandler.java:141)
at net.minecraft.network.NetworkListenThread.func_71747_b(NetworkListenThread.java:54)
at net.minecraft.server.dedicated.DedicatedServerListenThread.func_71747_b(SourceFile:30)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:689)
at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:275)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:585)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:482)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:582)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
Sorry I haven't been playing with your mod much lately Way, I didn't realize nobody else but me would find bugs. I should have learned from history. The wind gust projectile seems to be staying in the world and causing a crash on startup, I'll have to download the world and mcedit it out prabably. Before I can start the server again.
Might suggest deleting before attempting to do anything else if it's something that works then deletes itself.
I couldn't figure out how to make the unbound orb thing for the spells, so I spawned that one in before right clicking on the spell tables.
You've mentioned it may be possible to pump the essence out of the altar? I've tried and failed a few times
I'll work out the pumping thing at a later time, since these types of bugs should be worked on first.
The unbound orb is made by putting in glass into the blood altar.
So the Windgust projectile is borked when loading the world from shutting it down? Or does it mess up randomly as well? I can most likely figure out an easy way to make it work if it is the randomly thing, though I can't really tell without knowing if the same thing happens with the other projectiles. My guess is "no," otherwise you would have said so.
The second crash report should be a quick fix, however. What it was meant to do was cause it to start really raining, but I suppose the method that I used wasn't up to snub. On the severity of that bug: does it corrupt the world, or are there any issues other than bumping you off the server? Also, is it every time?
I'll compose a fix in the coming days, though it can't be tonight or tomorrow. I'm working on the next branch of magic, as well, so what I'll do is add the next level of the Altar in the next update (sorry, no extra goodies with it yet) and take out the stuff that would allow the ... thing to happen. =3
I'm certain I tried glass blocks and glass panes in the altar and nothing happend :/ I can't say if the whirlwind thing caused problems everytime, and i'm unwilling to try again, was a pain to delete the entity and reupload the world. That's the only crash I couldn't restart the server from. I'll look into more stuff after the severe crash fix is pushed.
Rollback Post to RevisionRollBack
Find me on EsperNet at #Granseal
Props to those who know the reference!
I'm certain I tried glass blocks and glass panes in the altar and nothing happend :/ I can't say if the whirlwind thing caused problems everytime, and i'm unwilling to try again, was a pain to delete the entity and reupload the world. That's the only crash I couldn't restart the server from. I'll look into more stuff after the severe crash fix is pushed.
Huh, looks like I messed up somewhere with the glass. Fixed it now. I'll tidy up some things, and have a fix for everything ready by the end of the day.
Edit: Basically, the Crystal is ONLY craftable in a 2nd tier altar. Just downgrade your altar or make a new one for the time being.
Ok, so I should have fixed all of the issues with the spells as well as the glass block not properly transmuting. I have some code that is floating around about some new additions, but it shouldn't be at all visible unless you are actively looking for it. Pro tip: it won't spawn.
Speaking of which, I am probably going to be looking for some Techne models of demons in the coming days. I can make them myself, of course, but I am not an artist when it comes to this. If you think that you would like to make some form of demon, feel free to show an in-Techne image (with texture, if possible) of the demon that you would like to contribute. The Summoning process is still not fully decided on, but it should be good enough for intuitive sense.
Oh, and yeah: v0.4.1 is out. If you are testing this on your world (or server) make sure to back up and test the offending code!
Rollback Post to RevisionRollBack
Life sometimes hits people hard ... sometimes you do better getting back up again than not getting hit at all. -WayofTime
The Meaning of Life, the Universe, and Everything.
Join Date:
9/26/2012
Posts:
50
Member Details
Now seems like the perfect time to mess around with Techne again.
Say, out of curiosity, how many demon models would you be looking for at this particular juncture? And what style would you prefer? Humanoid? Bestial? Monstrous? Chimeric? A mixture?
The Meaning of Life, the Universe, and Everything.
Join Date:
9/26/2012
Posts:
50
Member Details
Quote from name=whizard_dragon timestamp=1377738143 post=24122089 »
Yay for and update. Summoning demons sounds like it might be something awesome to do. Lets just hope things just don't turn sour for the summoner xD
Now now, my good man, while I would hate to dash your hopes, I must inform you that they are likely very much futile in this matter. After all, isn't that the whole point of this mod?
Now seems like the perfect time to mess around with Techne again.
Say, out of curiosity, how many demon models would you be looking for at this particular juncture? And what style would you prefer? Humanoid? Bestial? Monstrous? Chimeric? A mixture?
Well, I am thinking that as long as most, if not all, have a particular use, any number is acceptable. Different range of abilities, of styles, elements, heights, over-all manliness - honestly, there are so many possibilities that it would be more of a shame to NOT explore as many as possible.
As to the styles, the overall style shouldn't matter, as long as certain "classes" are given to them. In lore, there are minor, major, and high demons. So, if we follow that 5-class system that was outlined before, I think it should be good. Basically, don't give a demon that only produces silk a huge figure, which towers at 5 stories... If you can think of a function, try to make it match the function.
Almost all of the demons will be tame-able, although they won't ... get their "demon" on, if you know what I mean. The summoning will be important to call upon a demon army.
Yay for and update. Summoning demons sounds like it might be something awesome to do. Lets just hope things just don't turn sour for the summoner xD
As shallowfire mentioned, the mod's main point is that every action has a consequence if you are a moron. Ok, maybe he didn't exactly say that, but oh well!
In better words, every method has a risk. Some of them, like the main items (such as the Sigils), only damage you if you do not have the proper amount of LP stored. The rituals don't activate unless you have enough as a safety measure - a process that may change soon. The blood altar initially needs a Sacrificial Knife, one that, if you are careless, will turn your day into a bad day very quickly.
So, the summoning will need to have some sort of sacrifice ... Definitely not saying what that sacrifice may be. I do intend that this mod SHOULD be playable on normal survival, Hardcore, and UHC, which has no regen. Thus, there shouldn't be any process that instantly kills you, without some way to prevent it. Maybe the high-demons will have such abilities, but they should only be spawned through summoning.
Now, I don't have the idea fully fleshed out - this is something that may take a month or two (with schoolwork) to get to where I want it. I am thinking that, at some degree, most Demons should be summonable at a certain Blood-orb level. I might add some portal-stabilizers, or other such devices, to add to the success rate. Though, I don't want Mr. Richy Rich to be able to simply buy a Demon - all they really care about is power and blood. So, the orb will dictate what demons you can summon, and other influences will garuntee if it is successful. Obviously, the very minor demons will be very easy to summon, maybe 5% chance to fail for rank D, but the failure consequence will be minor, maybe setting you aflame. As you go higher, it will probably be harder.
I wonder if they will be more likely to come if you sacrifice other demons...
Rollback Post to RevisionRollBack
Life sometimes hits people hard ... sometimes you do better getting back up again than not getting hit at all. -WayofTime
mmmm.... Found Techne, and seeing what you want from "demons" I have a few ideas to start modeling. I might throw a few textureless models first, just to get an idea of what you like the most, before putting effort into texturing it. Also, curious, do you have any "limits" you want on the demon models? Like, do you mind a high quantity of limbs or do you prefer to keep it simple?
mmmm.... Found Techne, and seeing what you want from "demons" I have a few ideas to start modeling. I might throw a few textureless models first, just to get an idea of what you like the most, before putting effort into texturing it. Also, curious, do you have any "limits" you want on the demon models? Like, do you mind a high quantity of limbs or do you prefer to keep it simple?
I think a good rule of thumb is to keep it realistic, i.e. have the demons so that they aren't 100 tentacle abominations. If they look awesome, and the pivot points in the model are good, I think you should do what makes it feel right.
And yeah, going with the model first before texturing is definitely a good idea - will help others to see what "works" and what doesn't.
Hi WayofTime, just stumbled on your mod, I like it very much! Seems that we are both touching on the same general themes with our mods, I'm just getting the demon bargining dynamic working, take a look at the summoning part if you are interested:
I had a question on your spell "machines"; are you keeping the chunks containing them loaded, or do you cache the current state and only propogate changes made to them to the player in some fashion as the tile entities get modified?
Anyhow, good luck with the next update!
That is certainly a VERY interesting way to do the summoning ritual. I'll comment on that in a second.
The spell machines don't have independent chunk loading abilities, and thus you should have some form of chunkloader available. I'll probably have some sort of "Binding Anchor" block at a later date so that the mod can be as independent as possible, but a simple World Anchor should work. It MAY work without it loaded, but I doubt it.
So, that ritual is very intense, and I REALLY like it! I'm probably going to go with a different type of method for the summoning rituals and have it more "stone and iron based" rather than "sparkle based." Most of the things currently in the mod revolve around creating a solid in-world construct and bending the magic in the devices and stone to your will. So, instead of placing runes made of dust on the ground to channel your magic force, you inscribe your will onto runic blocks, place them in the world, and activate your ritual through the arcane devices.
Even with the rituals, you inscribe your blood into the stone, instead of layering it onto it. Yeah, there are definitely limitations with this method - they don't look as magical, the runic style might not look "complete," but the main advantage is that with the rune blocks you can have 3D rituals.
I'll also tackle ritualistic summoning through this. I'm thinking that instead of runic circles channeling the raw magical essence and sacrificing the entities within, I'll go with a more "magi-tech" way and have ancient pedestals that the items will be contained in/on, arranged in a pattern, and have them combine alchemically to open up the demon's gateway.
That's the word I was looking for! Alchemy! I suppose the mod works through the alchemy of using your blood through blood magic.
I look forward to looking at your mod more, and will look for more information on it in the future!
Rollback Post to RevisionRollBack
Life sometimes hits people hard ... sometimes you do better getting back up again than not getting hit at all. -WayofTime
I haven't tested personally to see if it works, but you should be able to use a Buildcraft pipe to extract Life Essence from a Blood Altar. I won't add my own liquid transportation system (gosh, there are already enough of those), but present systems should function.
I am the author of the Minecraft mod Blood Magic! Find out more about this mod here: http://www.minecraftforum.net/topic/1899223-
I am the author of the Minecraft mod Blood Magic! Find out more about this mod here: http://www.minecraftforum.net/topic/1899223-
Any thoughts on moving all the stuff from the mod into a new tab instead of the "Miscellaneous" tab?
>.>
<.<
The mod you have linked in your siggy looks nice so far I just have to remember to keep an eye on it now.
// Uh... Did I do that?
Time: 8/27/13 5:23 PM
Description: Ticking entity
java.lang.NoSuchMethodError: net.minecraft.entity.EntityLivingBase.func_70016_h(DDD)V
at WayofTime.alchemicalWizardry.WindGustProjectile.onImpact(WindGustProjectile.java:98)
at WayofTime.alchemicalWizardry.WindGustProjectile.onImpact(WindGustProjectile.java:51)
at WayofTime.alchemicalWizardry.EnergyBlastProjectile.func_70071_h_(EnergyBlastProjectile.java:289)
at net.minecraft.world.World.func_72866_a(World.java:2345)
at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:717)
at net.minecraft.world.World.func_72870_g(World.java:2306)
at net.minecraft.world.World.func_72939_s(World.java:2152)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:548)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:666)
at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:275)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:585)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:482)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:582)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at WayofTime.alchemicalWizardry.WindGustProjectile.onImpact(WindGustProjectile.java:98)
at WayofTime.alchemicalWizardry.WindGustProjectile.onImpact(WindGustProjectile.java:51)
at WayofTime.alchemicalWizardry.EnergyBlastProjectile.func_70071_h_(EnergyBlastProjectile.java:289)
at net.minecraft.world.World.func_72866_a(World.java:2345)
at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:717)
at net.minecraft.world.World.func_72870_g(World.java:2306)
-- Entity being ticked --
Details:
Entity Type: AWWayofTime.windGustProjectile (WayofTime.alchemicalWizardry.WindGustProjectile)
Entity ID: 216
Entity Name: entity.AWWayofTime.windGustProjectile.name
Entity's Exact location: 230.64, 64.54, 187.11
Entity's Block location: World: (230,64,187), Chunk: (at 6,4,11 in 14,11; contains blocks 224,0,176 to 239,255,191), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511)
Entity's Momentum: 1.13, -0.35, 0.26
Stacktrace:
at net.minecraft.world.World.func_72939_s(World.java:2152)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:548)
-- Affected level --
Details:
Level name: world
All players: 0 total; []
Chunk stats: ServerChunkCache: 630 Drop: 0
Level seed: -7100345800007207520
Level generator: ID 00 - default, ver 1. Features enabled: true
Level generator options:
Level spawn location: World: (114,82,123), Chunk: (at 2,5,11 in 7,7; contains blocks 112,0,112 to 127,255,127), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511)
Level time: 70618931 game time, 38322168 day time
Level dimension: 0
Level storage version: 0x04ABD - Anvil
Level weather: Rain time: 116126 (now: true), thunder time: 318 (now: true)
Level game mode: Game mode: survival (ID 0). Hardcore: false. Cheats: false
Stacktrace:
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:666)
at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:275)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:585)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:482)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:582)
-- System Details --
Details:
Minecraft Version: 1.6.2
Operating System: Linux (i386) version 2.6.32-042stab076.8
Java Version: 1.6.0_24, Sun Microsystems Inc.
Java VM Version: OpenJDK Client VM (mixed mode), Sun Microsystems Inc.
Memory: 416487568 bytes (397 MB) / 709623808 bytes (676 MB) up to 810942464 bytes (773 MB)
JVM Flags: 2 total; -Xmx800M -Xms700M
AABB Pool Size: 4215 (236040 bytes; 0 MB) allocated, 4215 (236040 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 3, tcache: 0, allocated: 3, tallocated: 63
FML: MCP v8.04 FML v6.2.55.842 Minecraft Forge 9.10.0.842 60 mods loaded, 60 mods active
mcp{8.04} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
FML{6.2.55.842} [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Forge{9.10.0.842} [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
CodeChickenCore{0.9.0.3} [CodeChicken Core] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
NotEnoughItems{1.6.1.2} [Not Enough Items] (NotEnoughItems 1.6.1.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
KeithyUtils{1.2} [Keithy Utils] (KeithyUtils_1.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Aquaculture{1.2.4} [Aquaculture] (Aquaculture_1.2.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BiblioCraft{1.4.0} [BiblioCraft] (BiblioCraft[v1.4.0].zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
AWWayofTime{v0.3.0} [Blood Magic: Alchemical Wizardry] (Blood Magic v0.4.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ChickenChunks{1.3.3.1} [ChickenChunks] (ChickenChunks 1.3.3.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ComputerCraft{1.56} [ComputerCraft] (ComputerCraft1.56.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
CCTurtle{1.56} [ComputerCraft Turtles] (ComputerCraft1.56.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
customnpcs{0.8} [CustomNpcs] (CustomNPCs_1.6.2 beta.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
DeathCounter{2.0.0} [DeathCounter] (DeathCounter2.0.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
eplus{1.16.4} [Enchanting Plus] (EnchantingPlus-1.16.4.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
EnderStorage{1.4.3.3} [EnderStorage] (EnderStorage 1.4.3.3.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ForgeMultipart{1.0.0.148} [Forge Multipart] (ForgeMultipart-universal-1.6.2-1.0.0.148.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
McMultipart{1.0.0.148} [Minecraft Multipart Plugin] (ForgeMultipart-universal-1.6.2-1.0.0.148.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
iChunUtil{2.0.0} [iChunUtil] (iChunUtil2.0.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
GraviGun{2.0.0} [GraviGun] (GravityGun2.0.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
InfernalMobs{1.3.6} [Infernal Mobs] (InfernalMobs_1.6.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Natura{2.1.7} [Natura] (Natura_1.6.2_2.1.7.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Natura|CompatMineFactoryReloaded{0.1} [Natura compat: MFR] (Natura_1.6.2_2.1.7.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
PortalGun{2.0.0} [PortalGun] (PortalGun2.0.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ProjRed|Core{4.0.0pre.37} [Project: Red-Core] (ProjectRed-1.6.2-4.0.0pre.37.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ProjRed|Expansion{4.0.0pre.37} [Project: Red-Expansion] (ProjectRed-1.6.2-4.0.0pre.37.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ProjRed|Exploration{4.0.0pre.37} [Project: Red-Exploration] (ProjectRed-1.6.2-4.0.0pre.37.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ProjRed|Illumination{4.0.0pre.37} [Project: Red-Illumination] (ProjectRed-1.6.2-4.0.0pre.37.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ProjRed|Integration{4.0.0pre.37} [Project: Red-Integration] (ProjectRed-1.6.2-4.0.0pre.37.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ProjRed|Transmission{4.0.0pre.37} [Project: Red-Transmission] (ProjectRed-1.6.2-4.0.0pre.37.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BuildCraft|Core{4.0.2} [BuildCraft] (buildcraft-A-4.0.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BuildCraft|Builders{4.0.2} [BC Builders] (buildcraft-A-4.0.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BuildCraft|Energy{4.0.2} [BC Energy] (buildcraft-A-4.0.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BuildCraft|Factory{4.0.2} [BC Factory] (buildcraft-A-4.0.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Forestry{2.3.0.1} [Forestry for Minecraft] (forestry-A-2.3.0.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Railcraft{8.0.1.0} [Railcraft] (Railcraft_1.6.2-8.0.1.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
StevesCarts{2.0.0.a125} [Steve's Carts 2] (StevesCarts2.0.0.a125.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
TConstruct{1.6.2_1.4.dev.30.1} [Tinkers' Construct] (TConstruct_1.6.2_1.4.dev.30.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
TConstruct|CompatMineFactoryReloaded{0.1} [TConstruct Compat: MFR] (TConstruct_1.6.2_1.4.dev.30.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Torched{2.0.0} [Torched] (Torched2.0.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
WR-CBE|Core{1.4.0.4} [WR-CBE Core] (WR-CBE 1.4.0.4.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
WR-CBE|Addons{1.4.0.4} [WR-CBE Addons] (WR-CBE 1.4.0.4.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
WR-CBE|Logic{1.4.0.4} [WR-CBE Logic] (WR-CBE 1.4.0.4.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BuildCraft|Transport{4.0.2} [BC Transport] (buildcraft-A-4.0.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BuildCraft|Silicon{4.0.2} [BC Silicon] (buildcraft-A-4.0.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
AppliedEnergistics{rv12.b} [Applied Energistics] (appeng-rv12-b-mc162.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Backpack{1.12.15} [Backpack] (backpack-1.12.15-1.6.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ExtraUtilities{0.3 prerelease 3a} [Extra Utilities] (extrautils - 0.3 Prerelease 3a.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
IronChest{5.3.20.530} [Iron Chest] (ironchest-universal-1.6.2-5.3.20.530.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Mystcraft{0.10.6.00} [Mystcraft] (mystcraft-uni-1.6.2-0.10.6.00.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
NEIAddons{1.9.0.r40} [NEI Addons] (neiaddons-1.6.2-1.9.0.r40.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
NEIAddons|AE{1.9.0.r40} [NEI Addons: Applied Energistics] (neiaddons-1.6.2-1.9.0.r40.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
NEIAddons|CraftingTables{1.9.0.r40} [NEI Addons: Crafting Tables] (neiaddons-1.6.2-1.9.0.r40.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
NEIAddons|ExtraBees{1.9.0.r40} [NEI Addons: Extra Bees] (neiaddons-1.6.2-1.9.0.r40.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
NEIAddons|Forestry{1.9.0.r40} [NEI Addons: Forestry] (neiaddons-1.6.2-1.9.0.r40.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
NEIAddons|MiscPeripherals{1.9.0.r40} [NEI Addons: Misc Peripherals] (neiaddons-1.6.2-1.9.0.r40.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ObsidiPlates{2.0.0} [Obsidian Pressure Plates] (obsidiplates-1.6.2-universal-2.0.0.15.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Revamp{1.2.1} [Rivvest's Enhancements to Villager and Mob Performance] (revamp-1.2.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
TwilightForest{1.19.0} [The Twilight Forest] (twilightforest-1.19.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ForgeMicroblock{1.0.0.148} [Forge Microblocks] (ForgeMultipart-universal-1.6.2-1.0.0.148.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Profiler Position: N/A (disabled)
Vec3 Pool Size: 1274 (71344 bytes; 0 MB) allocated, 1274 (71344 bytes; 0 MB) used
Player Count: 0 / 20; []
Is Modded: Definitely; Server brand changed to 'fml,forge'
Type: Dedicated Server (map_server.txt)
// This doesn't make any sense!
Time: 8/27/13 5:06 PM
Description: Exception in server tick loop
java.lang.NoSuchMethodError: net.minecraft.world.World.func_72894_k(F)V
at WayofTime.alchemicalWizardry.SpellLightningBolt.onOffensiveMeleeRightClick(SpellLightningBolt.java:76)
at WayofTime.alchemicalWizardry.TEHomHeart.castSpell(TEHomHeart.java:29)
at WayofTime.alchemicalWizardry.BlankSpell.func_77659_a(BlankSpell.java:76)
at net.minecraft.item.ItemStack.func_77957_a(ItemStack.java:176)
at net.minecraft.item.ItemInWorldManager.func_73085_a(ItemInWorldManager.java:353)
at net.minecraft.network.NetServerHandler.func_72472_a(NetServerHandler.java:540)
at net.minecraft.network.packet.Packet15Place.func_73279_a(SourceFile:58)
at net.minecraft.network.TcpConnection.func_74428_b(TcpConnection.java:458)
at net.minecraft.network.NetServerHandler.func_72570_d(NetServerHandler.java:141)
at net.minecraft.network.NetworkListenThread.func_71747_b(NetworkListenThread.java:54)
at net.minecraft.server.dedicated.DedicatedServerListenThread.func_71747_b(SourceFile:30)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:689)
at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:275)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:585)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:482)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:582)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.6.2
Operating System: Linux (i386) version 2.6.32-042stab076.8
Java Version: 1.6.0_24, Sun Microsystems Inc.
Java VM Version: OpenJDK Client VM (mixed mode), Sun Microsystems Inc.
Memory: 379968680 bytes (362 MB) / 709689344 bytes (676 MB) up to 810942464 bytes (773 MB)
JVM Flags: 2 total; -Xmx800M -Xms700M
AABB Pool Size: 5726 (320656 bytes; 0 MB) allocated, 5508 (308448 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 2, tallocated: 64
FML: MCP v8.04 FML v6.2.55.842 Minecraft Forge 9.10.0.842 60 mods loaded, 60 mods active
mcp{8.04} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
FML{6.2.55.842} [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Forge{9.10.0.842} [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
CodeChickenCore{0.9.0.3} [CodeChicken Core] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
NotEnoughItems{1.6.1.2} [Not Enough Items] (NotEnoughItems 1.6.1.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
KeithyUtils{1.2} [Keithy Utils] (KeithyUtils_1.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Aquaculture{1.2.4} [Aquaculture] (Aquaculture_1.2.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BiblioCraft{1.4.0} [BiblioCraft] (BiblioCraft[v1.4.0].zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
AWWayofTime{v0.3.0} [Blood Magic: Alchemical Wizardry] (Blood Magic v0.4.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ChickenChunks{1.3.3.1} [ChickenChunks] (ChickenChunks 1.3.3.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ComputerCraft{1.56} [ComputerCraft] (ComputerCraft1.56.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
CCTurtle{1.56} [ComputerCraft Turtles] (ComputerCraft1.56.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
customnpcs{0.8} [CustomNpcs] (CustomNPCs_1.6.2 beta.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
DeathCounter{2.0.0} [DeathCounter] (DeathCounter2.0.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
eplus{1.16.4} [Enchanting Plus] (EnchantingPlus-1.16.4.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
EnderStorage{1.4.3.3} [EnderStorage] (EnderStorage 1.4.3.3.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ForgeMultipart{1.0.0.148} [Forge Multipart] (ForgeMultipart-universal-1.6.2-1.0.0.148.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
McMultipart{1.0.0.148} [Minecraft Multipart Plugin] (ForgeMultipart-universal-1.6.2-1.0.0.148.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
iChunUtil{2.0.0} [iChunUtil] (iChunUtil2.0.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
GraviGun{2.0.0} [GraviGun] (GravityGun2.0.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
InfernalMobs{1.3.6} [Infernal Mobs] (InfernalMobs_1.6.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Natura{2.1.7} [Natura] (Natura_1.6.2_2.1.7.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Natura|CompatMineFactoryReloaded{0.1} [Natura compat: MFR] (Natura_1.6.2_2.1.7.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
PortalGun{2.0.0} [PortalGun] (PortalGun2.0.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ProjRed|Core{4.0.0pre.37} [Project: Red-Core] (ProjectRed-1.6.2-4.0.0pre.37.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ProjRed|Expansion{4.0.0pre.37} [Project: Red-Expansion] (ProjectRed-1.6.2-4.0.0pre.37.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ProjRed|Exploration{4.0.0pre.37} [Project: Red-Exploration] (ProjectRed-1.6.2-4.0.0pre.37.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ProjRed|Illumination{4.0.0pre.37} [Project: Red-Illumination] (ProjectRed-1.6.2-4.0.0pre.37.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ProjRed|Integration{4.0.0pre.37} [Project: Red-Integration] (ProjectRed-1.6.2-4.0.0pre.37.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ProjRed|Transmission{4.0.0pre.37} [Project: Red-Transmission] (ProjectRed-1.6.2-4.0.0pre.37.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BuildCraft|Core{4.0.2} [BuildCraft] (buildcraft-A-4.0.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BuildCraft|Builders{4.0.2} [BC Builders] (buildcraft-A-4.0.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BuildCraft|Energy{4.0.2} [BC Energy] (buildcraft-A-4.0.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BuildCraft|Factory{4.0.2} [BC Factory] (buildcraft-A-4.0.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Forestry{2.3.0.1} [Forestry for Minecraft] (forestry-A-2.3.0.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Railcraft{8.0.1.0} [Railcraft] (Railcraft_1.6.2-8.0.1.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
StevesCarts{2.0.0.a125} [Steve's Carts 2] (StevesCarts2.0.0.a125.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
TConstruct{1.6.2_1.4.dev.30.1} [Tinkers' Construct] (TConstruct_1.6.2_1.4.dev.30.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
TConstruct|CompatMineFactoryReloaded{0.1} [TConstruct Compat: MFR] (TConstruct_1.6.2_1.4.dev.30.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Torched{2.0.0} [Torched] (Torched2.0.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
WR-CBE|Core{1.4.0.4} [WR-CBE Core] (WR-CBE 1.4.0.4.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
WR-CBE|Addons{1.4.0.4} [WR-CBE Addons] (WR-CBE 1.4.0.4.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
WR-CBE|Logic{1.4.0.4} [WR-CBE Logic] (WR-CBE 1.4.0.4.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BuildCraft|Transport{4.0.2} [BC Transport] (buildcraft-A-4.0.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BuildCraft|Silicon{4.0.2} [BC Silicon] (buildcraft-A-4.0.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
AppliedEnergistics{rv12.b} [Applied Energistics] (appeng-rv12-b-mc162.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Backpack{1.12.15} [Backpack] (backpack-1.12.15-1.6.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ExtraUtilities{0.3 prerelease 3a} [Extra Utilities] (extrautils - 0.3 Prerelease 3a.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
IronChest{5.3.20.530} [Iron Chest] (ironchest-universal-1.6.2-5.3.20.530.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Mystcraft{0.10.6.00} [Mystcraft] (mystcraft-uni-1.6.2-0.10.6.00.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
NEIAddons{1.9.0.r40} [NEI Addons] (neiaddons-1.6.2-1.9.0.r40.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
NEIAddons|AE{1.9.0.r40} [NEI Addons: Applied Energistics] (neiaddons-1.6.2-1.9.0.r40.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
NEIAddons|CraftingTables{1.9.0.r40} [NEI Addons: Crafting Tables] (neiaddons-1.6.2-1.9.0.r40.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
NEIAddons|ExtraBees{1.9.0.r40} [NEI Addons: Extra Bees] (neiaddons-1.6.2-1.9.0.r40.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
NEIAddons|Forestry{1.9.0.r40} [NEI Addons: Forestry] (neiaddons-1.6.2-1.9.0.r40.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
NEIAddons|MiscPeripherals{1.9.0.r40} [NEI Addons: Misc Peripherals] (neiaddons-1.6.2-1.9.0.r40.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ObsidiPlates{2.0.0} [Obsidian Pressure Plates] (obsidiplates-1.6.2-universal-2.0.0.15.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Revamp{1.2.1} [Rivvest's Enhancements to Villager and Mob Performance] (revamp-1.2.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
TwilightForest{1.19.0} [The Twilight Forest] (twilightforest-1.19.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ForgeMicroblock{1.0.0.148} [Forge Microblocks] (ForgeMultipart-universal-1.6.2-1.0.0.148.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Profiler Position: N/A (disabled)
Vec3 Pool Size: 3499 (195944 bytes; 0 MB) allocated, 1644 (92064 bytes; 0 MB) used
Player Count: 1 / 20; [EntityPlayerMP['RogueShadow'/295737, l='world', x=215.99, y=63.00, z=176.78]]
Is Modded: Definitely; Server brand changed to 'fml,forge'
Type: Dedicated Server (map_server.txt)
Sorry I haven't been playing with your mod much lately Way, I didn't realize nobody else but me would find bugs. I should have learned from history. The wind gust projectile seems to be staying in the world and causing a crash on startup, I'll have to download the world and mcedit it out prabably. Before I can start the server again.
Might suggest deleting before attempting to do anything else if it's something that works then deletes itself.
I couldn't figure out how to make the unbound orb thing for the spells, so I spawned that one in before right clicking on the spell tables.
You've mentioned it may be possible to pump the essence out of the altar? I've tried and failed a few times
Props to those who know the reference!
I'll work out the pumping thing at a later time, since these types of bugs should be worked on first.
The unbound orb is made by putting in glass into the blood altar.
So the Windgust projectile is borked when loading the world from shutting it down? Or does it mess up randomly as well? I can most likely figure out an easy way to make it work if it is the randomly thing, though I can't really tell without knowing if the same thing happens with the other projectiles. My guess is "no," otherwise you would have said so.
The second crash report should be a quick fix, however. What it was meant to do was cause it to start really raining, but I suppose the method that I used wasn't up to snub. On the severity of that bug: does it corrupt the world, or are there any issues other than bumping you off the server? Also, is it every time?
I'll compose a fix in the coming days, though it can't be tonight or tomorrow. I'm working on the next branch of magic, as well, so what I'll do is add the next level of the Altar in the next update (sorry, no extra goodies with it yet) and take out the stuff that would allow the ... thing to happen. =3
EDIT: First issue fixed, moving onto second one.
I am the author of the Minecraft mod Blood Magic! Find out more about this mod here: http://www.minecraftforum.net/topic/1899223-
Haha! Thanks >.>
Props to those who know the reference!
Huh, looks like I messed up somewhere with the glass. Fixed it now. I'll tidy up some things, and have a fix for everything ready by the end of the day.
Edit: Basically, the Crystal is ONLY craftable in a 2nd tier altar. Just downgrade your altar or make a new one for the time being.
I am the author of the Minecraft mod Blood Magic! Find out more about this mod here: http://www.minecraftforum.net/topic/1899223-
Speaking of which, I am probably going to be looking for some Techne models of demons in the coming days. I can make them myself, of course, but I am not an artist when it comes to this. If you think that you would like to make some form of demon, feel free to show an in-Techne image (with texture, if possible) of the demon that you would like to contribute. The Summoning process is still not fully decided on, but it should be good enough for intuitive sense.
Oh, and yeah: v0.4.1 is out. If you are testing this on your world (or server) make sure to back up and test the offending code!
I am the author of the Minecraft mod Blood Magic! Find out more about this mod here: http://www.minecraftforum.net/topic/1899223-
Say, out of curiosity, how many demon models would you be looking for at this particular juncture? And what style would you prefer? Humanoid? Bestial? Monstrous? Chimeric? A mixture?
Now now, my good man, while I would hate to dash your hopes, I must inform you that they are likely very much futile in this matter. After all, isn't that the whole point of this mod?
Ah, the joys of having so many programs that things can get lost!
Well, I am thinking that as long as most, if not all, have a particular use, any number is acceptable. Different range of abilities, of styles, elements, heights, over-all manliness - honestly, there are so many possibilities that it would be more of a shame to NOT explore as many as possible.
As to the styles, the overall style shouldn't matter, as long as certain "classes" are given to them. In lore, there are minor, major, and high demons. So, if we follow that 5-class system that was outlined before, I think it should be good. Basically, don't give a demon that only produces silk a huge figure, which towers at 5 stories... If you can think of a function, try to make it match the function.
Almost all of the demons will be tame-able, although they won't ... get their "demon" on, if you know what I mean. The summoning will be important to call upon a demon army.
As shallowfire mentioned, the mod's main point is that every action has a consequence if you are a moron. Ok, maybe he didn't exactly say that, but oh well!
In better words, every method has a risk. Some of them, like the main items (such as the Sigils), only damage you if you do not have the proper amount of LP stored. The rituals don't activate unless you have enough as a safety measure - a process that may change soon. The blood altar initially needs a Sacrificial Knife, one that, if you are careless, will turn your day into a bad day very quickly.
So, the summoning will need to have some sort of sacrifice ... Definitely not saying what that sacrifice may be. I do intend that this mod SHOULD be playable on normal survival, Hardcore, and UHC, which has no regen. Thus, there shouldn't be any process that instantly kills you, without some way to prevent it. Maybe the high-demons will have such abilities, but they should only be spawned through summoning.
Now, I don't have the idea fully fleshed out - this is something that may take a month or two (with schoolwork) to get to where I want it. I am thinking that, at some degree, most Demons should be summonable at a certain Blood-orb level. I might add some portal-stabilizers, or other such devices, to add to the success rate. Though, I don't want Mr. Richy Rich to be able to simply buy a Demon - all they really care about is power and blood. So, the orb will dictate what demons you can summon, and other influences will garuntee if it is successful. Obviously, the very minor demons will be very easy to summon, maybe 5% chance to fail for rank D, but the failure consequence will be minor, maybe setting you aflame. As you go higher, it will probably be harder.
I wonder if they will be more likely to come if you sacrifice other demons...
I am the author of the Minecraft mod Blood Magic! Find out more about this mod here: http://www.minecraftforum.net/topic/1899223-
Good job on what you've created, I hope to see more things coming from you in the future
I think a good rule of thumb is to keep it realistic, i.e. have the demons so that they aren't 100 tentacle abominations. If they look awesome, and the pivot points in the model are good, I think you should do what makes it feel right.
And yeah, going with the model first before texturing is definitely a good idea - will help others to see what "works" and what doesn't.
That is certainly a VERY interesting way to do the summoning ritual. I'll comment on that in a second.
The spell machines don't have independent chunk loading abilities, and thus you should have some form of chunkloader available. I'll probably have some sort of "Binding Anchor" block at a later date so that the mod can be as independent as possible, but a simple World Anchor should work. It MAY work without it loaded, but I doubt it.
So, that ritual is very intense, and I REALLY like it! I'm probably going to go with a different type of method for the summoning rituals and have it more "stone and iron based" rather than "sparkle based." Most of the things currently in the mod revolve around creating a solid in-world construct and bending the magic in the devices and stone to your will. So, instead of placing runes made of dust on the ground to channel your magic force, you inscribe your will onto runic blocks, place them in the world, and activate your ritual through the arcane devices.
Even with the rituals, you inscribe your blood into the stone, instead of layering it onto it. Yeah, there are definitely limitations with this method - they don't look as magical, the runic style might not look "complete," but the main advantage is that with the rune blocks you can have 3D rituals.
I'll also tackle ritualistic summoning through this. I'm thinking that instead of runic circles channeling the raw magical essence and sacrificing the entities within, I'll go with a more "magi-tech" way and have ancient pedestals that the items will be contained in/on, arranged in a pattern, and have them combine alchemically to open up the demon's gateway.
That's the word I was looking for! Alchemy! I suppose the mod works through the alchemy of using your blood through blood magic.
I look forward to looking at your mod more, and will look for more information on it in the future!
I am the author of the Minecraft mod Blood Magic! Find out more about this mod here: http://www.minecraftforum.net/topic/1899223-