It is either or both, depending, it is absolutely required for ars magica 2 server side as well as client side from my earlier testing.
on a more helpful front, I think they might be downloading the 1.7.2 version of the mod and not the 1.7.10, as that's what happened when trying to use the 1.7.2 version of animation api on 1.7.10 before.
java.lang.NullPointerException: Ticking entity
at net.minecraft.potion.PotionEffect.func_76455_a(PotionEffect.java:105)
at net.minecraft.entity.EntityLivingBase.func_70679_bo(EntityLivingBase.java:524)
at net.minecraft.entity.EntityLivingBase.func_70030_z(EntityLivingBase.java:293)
at net.minecraft.entity.Entity.func_70071_h_(Entity.java:318)
at net.minecraft.entity.EntityLivingBase.func_70071_h_(EntityLivingBase.java:1561)
at net.minecraft.entity.player.EntityPlayer.func_70071_h_(EntityPlayer.java:288)
at net.minecraft.client.entity.EntityClientPlayerMP.func_70071_h_(SourceFile:63)
at net.minecraft.world.World.func_72866_a(World.java:2070)
at net.minecraft.world.World.func_72870_g(World.java:2034)
at net.minecraft.world.World.func_72939_s(World.java:1887)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1995)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:962)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:887)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at net.minecraft.potion.PotionEffect.func_76455_a(PotionEffect.java:105)
at net.minecraft.entity.EntityLivingBase.func_70679_bo(EntityLivingBase.java:524)
at net.minecraft.entity.EntityLivingBase.func_70030_z(EntityLivingBase.java:293)
at net.minecraft.entity.Entity.func_70071_h_(Entity.java:318)
at net.minecraft.entity.EntityLivingBase.func_70071_h_(EntityLivingBase.java:1561)
at net.minecraft.entity.player.EntityPlayer.func_70071_h_(EntityPlayer.java:288)
at net.minecraft.client.entity.EntityClientPlayerMP.func_70071_h_(SourceFile:63)
at net.minecraft.world.World.func_72866_a(World.java:2070)
at net.minecraft.world.World.func_72870_g(World.java:2034)
@ArcaneGod: that is a bug in the mod, has happened to a few people on the Mianite livestream series as well
OK thanks, and assume this mod you are talking about is ars magca 2? This is a bit of a pickle since i use the Ender expansion mod, and even with the life ward i die a lot lol... D: then gotta remember what spells i was using O.o
Hey mithion I've noticed that using higher forge versions have some kind of graphical glitch with other mods' blocks, tiles, liquids, etc. could you shed some light on this for me ;3; example image
Hey mithion I've noticed that using higher forge versions have some kind of graphical glitch with other mods' blocks, tiles, liquids, etc. could you shed some light on this for me ;3; example image
Optifine is the cause of this. Either remove it or fiddle with the settings until the etherium shows up.
I've gone on vanilla server's with the animation api and animated player before and it works. This would mean It's client side.
No. Not really, no.
Animation API is required only client-side because Animated Player is a client-side mod that depends on Animation API. Animation API is required server-side because Ars Magica 2 is a server-side mod that depends on Animation API. Understand?
Just wondering if anyone else is having the same issue as me:
When i try to change spells only the "next spell" key works, the "previous spell" key functions as though it is also a "next spell" key
I have checked my key bindings and they are not the same binding lol, also I have tried changing them to other keys, but that diddnt change anything.
I have also tried removing all my mods except for Ars Magica 2, but the issue persisted.
Any thoughts?
Thanks!
I'm experiencing this as well. Also, In 1.6.4 I can use these two extra mouse buttons I have to switch between spells in a book, using the next/previous settings, in addition to the shift-scroll wheel. In this version, I have to hold shift to use these mouse buttons, and things don't go as smoothly.
Mithion, I'm curious, do you think you will manage to get your power system fixed before you leave AM2 for good? Sort of sad that it is a serverkiller due to it saving many times a second eating the TPS.
Mithion, I'm curious, do you think you will manage to get your power system fixed before you leave AM2 for good? Sort of sad that it is a serverkiller due to it saving many times a second eating the TPS.
there's a config you can use to fix this issue
# Set this to false if you are experiencing tick lage due to AM2 saving power data alongside the world save. This will instead cache the power data in memory to be saved later. This comes with more risk in the event of a crash, and a larger memory footprint, but increased performance. Can be used alongside chunk unload save config. Power data is still always saved at world unload (server shutdown).
B:PND_File_WSave=true
Hm. I wonder if that's related to my problems with AM2 power. Everytime I unload the chunk the power is in, it erases all the links I made, and empties the mana batteries, making me start over from scratch. Weirdly, this doesn't happen when I just quit out and restart. Only when I leave the chunk far behind, then return.
I'll have to take a look at that config...see if changing it helps.
Hm. I wonder if that's related to my problems with AM2 power. Everytime I unload the chunk the power is in, it erases all the links I made, and empties the mana batteries, making me start over from scratch. Weirdly, this doesn't happen when I just quit out and restart. Only when I leave the chunk far behind, then return.
I'll have to take a look at that config...see if changing it helps.
if that doesn't work, try using a Chunk loader mod
i recommend ChickenChunks, its a very simple and straightforward, the only thing it adds to the game is a chunl loader block
if that doesn't work, try using a Chunk loader mod
i recommend ChickenChunks, its a very simple and straightforward, the only thing it adds to the game is a chunl loader block
That's the one by the same modder that did NEI, isn't it? If so, I have it installed. Just haven't tried using it yet. I'm a little worried about what it'll do to my world.
But yeah, if this doesn't work, that's the next step.
Thank you for your help. But it was just a problem about different versions between AM2 and the API. The download link is from a earlier version of the API. Here's the right link (as you can see, in the changelog says "fixed the issue where mod crashes servers"): http://minecraft.curseforge.com/mc-mods/77191-animationapi/files/2221721
Can a very awesome someone verify this for me please? If so, I'll update the OP to point to the correct DL link.
That's the one by the same modder that did NEI, isn't it? If so, I have it installed. Just haven't tried using it yet. I'm a little worried about what it'll do to my world.
But yeah, if this doesn't work, that's the next step.
I use chunk loaders all the time - they are quite safe and don't mess with things. They just prevent the world from unloading when you're not there, so you might run into lag if you have a lot of them.
I have never had a problem with as many as 10 of them running though. YMMV.
Oh ok, so the current link on the OP is fine. It points to the animapi thread, which contains all the downloads and instructions...so I'll just leave it as it is.
I've gone on vanilla server's with the animation api and animated player before and it works. This would mean It's client side.
It is either or both, depending, it is absolutely required for ars magica 2 server side as well as client side from my earlier testing.
on a more helpful front, I think they might be downloading the 1.7.2 version of the mod and not the 1.7.10, as that's what happened when trying to use the 1.7.2 version of animation api on 1.7.10 before.
Well thanks or being subtle, man....
Here you go.
Time: 3/30/15 5:25 PM
Description: Ticking entity
java.lang.NullPointerException: Ticking entity
at net.minecraft.potion.PotionEffect.func_76455_a(PotionEffect.java:105)
at net.minecraft.entity.EntityLivingBase.func_70679_bo(EntityLivingBase.java:524)
at net.minecraft.entity.EntityLivingBase.func_70030_z(EntityLivingBase.java:293)
at net.minecraft.entity.Entity.func_70071_h_(Entity.java:318)
at net.minecraft.entity.EntityLivingBase.func_70071_h_(EntityLivingBase.java:1561)
at net.minecraft.entity.player.EntityPlayer.func_70071_h_(EntityPlayer.java:288)
at net.minecraft.client.entity.EntityClientPlayerMP.func_70071_h_(SourceFile:63)
at net.minecraft.world.World.func_72866_a(World.java:2070)
at net.minecraft.world.World.func_72870_g(World.java:2034)
at net.minecraft.world.World.func_72939_s(World.java:1887)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1995)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:962)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:887)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at net.minecraft.potion.PotionEffect.func_76455_a(PotionEffect.java:105)
at net.minecraft.entity.EntityLivingBase.func_70679_bo(EntityLivingBase.java:524)
at net.minecraft.entity.EntityLivingBase.func_70030_z(EntityLivingBase.java:293)
at net.minecraft.entity.Entity.func_70071_h_(Entity.java:318)
at net.minecraft.entity.EntityLivingBase.func_70071_h_(EntityLivingBase.java:1561)
at net.minecraft.entity.player.EntityPlayer.func_70071_h_(EntityPlayer.java:288)
at net.minecraft.client.entity.EntityClientPlayerMP.func_70071_h_(SourceFile:63)
at net.minecraft.world.World.func_72866_a(World.java:2070)
at net.minecraft.world.World.func_72870_g(World.java:2034)
OK thanks, and assume this mod you are talking about is ars magca 2? This is a bit of a pickle since i use the Ender expansion mod, and even with the life ward i die a lot lol... D: then gotta remember what spells i was using O.o
Hey mithion I've noticed that using higher forge versions have some kind of graphical glitch with other mods' blocks, tiles, liquids, etc. could you shed some light on this for me ;3; example image
Optifine is the cause of this. Either remove it or fiddle with the settings until the etherium shows up.
No. Not really, no.
Animation API is required only client-side because Animated Player is a client-side mod that depends on Animation API. Animation API is required server-side because Ars Magica 2 is a server-side mod that depends on Animation API. Understand?
I'm experiencing this as well. Also, In 1.6.4 I can use these two extra mouse buttons I have to switch between spells in a book, using the next/previous settings, in addition to the shift-scroll wheel. In this version, I have to hold shift to use these mouse buttons, and things don't go as smoothly.
Is there any chance for this to be uploaded to Curse for easier integration with the Curse Loader?
Thanks for such a cool and wonderful looking mod!
I fiddled with the settings and then checked optifine to see if they updated turns out that was the issue my bad ;-;
Mithion your a very bad man, making me wait an entire day to clear up an inventory space. Disgraceful!
Gasp! How dare I.
Mithion, I'm curious, do you think you will manage to get your power system fixed before you leave AM2 for good? Sort of sad that it is a serverkiller due to it saving many times a second eating the TPS.
there's a config you can use to fix this issue
# Set this to false if you are experiencing tick lage due to AM2 saving power data alongside the world save. This will instead cache the power data in memory to be saved later. This comes with more risk in the event of a crash, and a larger memory footprint, but increased performance. Can be used alongside chunk unload save config. Power data is still always saved at world unload (server shutdown).
B:PND_File_WSave=true
Hm. I wonder if that's related to my problems with AM2 power. Everytime I unload the chunk the power is in, it erases all the links I made, and empties the mana batteries, making me start over from scratch. Weirdly, this doesn't happen when I just quit out and restart. Only when I leave the chunk far behind, then return.
I'll have to take a look at that config...see if changing it helps.
if that doesn't work, try using a Chunk loader mod
i recommend ChickenChunks, its a very simple and straightforward, the only thing it adds to the game is a chunl loader block
That's the one by the same modder that did NEI, isn't it? If so, I have it installed. Just haven't tried using it yet. I'm a little worried about what it'll do to my world.
But yeah, if this doesn't work, that's the next step.
Can a very awesome someone verify this for me please? If so, I'll update the OP to point to the correct DL link.
I use chunk loaders all the time - they are quite safe and don't mess with things. They just prevent the world from unloading when you're not there, so you might run into lag if you have a lot of them.
I have never had a problem with as many as 10 of them running though. YMMV.
I grabbed AnimationAPI v1.2.4 mc1.7.10 from Animation API (and this is the file that I have used on my server with AM2 for a few months) and the MD5 matches that of the one posted on CurseForge.
I just followed the instructions on the AnimationAPI page and the original post of this thread and got the files on the first try without issue.
Oh ok, so the current link on the OP is fine. It points to the animapi thread, which contains all the downloads and instructions...so I'll just leave it as it is.
Thanks
sandalleMr. Awesome Person!