Sorry I haven't responded for a while! I've been really sick since Friday and haven't had time to get on the forums.
I'm guessing from the crash report that you tried to register ItemCursedAxe as a wood block instead of an axe in the TreeCapacitor config. Try registering instead as an axe.
If that's not the case, let me know.
Perhaps add bosses or mobs named after powerful demons? Like Beelzebub being a giant insect (due to his association with flies?)
Seems like a very good idea, but perhaps Beezlebub would better suit the Erebus mod. As for the demons, they seem like they would fir very well in Nether X.
So for NetherX 1.4 I am planning on adding better integration with vanilla, a better execration table, possibly hoes, and a better ghast shrine. I also want to make it more balanced. Any suggestions for any of these features/other features you'd like to see?
Oh, BTW, more types of Nether dungeons and possibly more biomes are planned.
First, I like the idea of improving the nether without totally revamping/changing the nether. I think that's a good thing. I don't think the nether was fleshed out beyond a source of potion ingredients, and I'm actually glad to see it improved, and yet kept vanilla-like.
Second, I like "I also want to make it more balanced.". I haven't played with this yet (just found it), and I'm always in favor of balance. I saw your comment that the execration table was not meant to overpower/overshadow the enchanting table, but to just be a complement/alternative to it.
I am concerned about a toolset that gets wither/armor that gets protection from wither. I am concerned about something that seems to make a nasty vanilla challenge turn into "trivial" -- the power escalation issue -- and also concerned about new blocks that the old AI doesn't know about nor how to deal with.
I would like to know: Is the new boss -- the Ghast Queen -- supposed to be about the same difficulty as the Wither if you are not using the "cheap tricks" to kill it?
So how does living flame drop paper? Why doesn't the paper burn? Given poison lakes, why not a plant that grows around the poison lakes much like sugar cane grows around normal water?
In any event, which biomes are currently used / which biome mods are you in conflict with? If I understood the last few pages correctly, you are soon releasing a version with the biome ID's configurable, but it currently is not.
Interesting tidbits from that:
1. EBXL and BoP have a number of conflicts.
2. Twilight forest's defaults start right after BoP.
3. Highlands (fairly new) conflicts with BoP and Thaumcraft
4. ATG (not listed there) also uses the 150-159 range (conflicts with highlands, I'm not sure which is the "newer" of those two).
4. Dim Doors also conflicts with the upper BoP biomes; I think DD was looking for "out of the way" ID's.
5. I know this list is incomplete; I don't know who is the owner/maintainer of it.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Added it to the server today and it crashed instantly. Thought it had to do with poison so I disabled poison, it still crashes. Any ideas?
---- Minecraft Crash Report ----
// I let you down. Sorry
Time: 4/13/14 8:33 AM
Description: Exception in server tick loop
java.lang.RuntimeException: [Binnie] Liquid not created correctly - poison
at binnie.core.liquid.LiquidManager.createLiquid(LiquidManager.java:55)
at binnie.core.liquid.LiquidManager.createLiquids(LiquidManager.java:27)
at binnie.extrabees.liquids.ModuleLiquids.preInit(ModuleLiquids.java:13)
at binnie.core.BinnieCoreMod.preInit(BinnieCoreMod.java:92)
at binnie.extrabees.ExtraBees.preInit(ExtraBees.java:49)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:601)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:545)
at sun.reflect.GeneratedMethodAccessor1.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:601)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:201)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:181)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:601)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:112)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:522)
at cpw.mods.fml.server.FMLServerHandler.beginServerLoading(FMLServerHandler.java:99)
at cpw.mods.fml.common.FMLCommonHandler.onServerStart(FMLCommonHandler.java:350)
at net.minecraft.server.dedicated.DedicatedServer.func_71197_b(DedicatedServer.java:69)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:445)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:583)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
In any event, which biomes are currently used / which biome mods are you in conflict with? If I understood the last few pages correctly, you are soon releasing a version with the biome ID's configurable, but it currently is not.
I hope this is the case as well. I am making a new modpack, and can not load this mod without changing biome IDs. I would like to include this mod, if the configurable biome IDs comes in time. Not trying to rush anyone, just would be nice if it worked out.
Rollback Post to RevisionRollBack
If you have a post count higher than 9, and do not use SPOILER bbcode tags when posting logs here, you get added to the ignore list.
I can only speculate but looking at the past few pages, people need configurable biome IDs in order to use the mod at all, so that is probably one of the new features in the update
Rollback Post to RevisionRollBack
If you have a post count higher than 9, and do not use SPOILER bbcode tags when posting logs here, you get added to the ignore list.
They are static, not configurable, yet. The developer is working on the update. Once the update is out, the biome IDs will be in the .cfg file and can be changed to work with your other mods
Rollback Post to RevisionRollBack
If you have a post count higher than 9, and do not use SPOILER bbcode tags when posting logs here, you get added to the ignore list.
Hello, may I ask a question? How do I get cursed pages / cursed books?
cursed books are made with leather and curse pages, which are dropped by brim-spells (brim-spells are the living fire, hard to spot little bastards since the whole place is on fire... )
Maybe some sort of nether dragon?
How is is like the Aether? The Aether is a whole new dimension, Nether X adds in new things to the nether.
Seems like a very good idea, but perhaps Beezlebub would better suit the Erebus mod. As for the demons, they seem like they would fir very well in Nether X.
My youtube channel L:
https://www.youtube.com/user/ninjabeeutube1223344
First, I like the idea of improving the nether without totally revamping/changing the nether. I think that's a good thing. I don't think the nether was fleshed out beyond a source of potion ingredients, and I'm actually glad to see it improved, and yet kept vanilla-like.
Second, I like "I also want to make it more balanced.". I haven't played with this yet (just found it), and I'm always in favor of balance. I saw your comment that the execration table was not meant to overpower/overshadow the enchanting table, but to just be a complement/alternative to it.
I am concerned about a toolset that gets wither/armor that gets protection from wither. I am concerned about something that seems to make a nasty vanilla challenge turn into "trivial" -- the power escalation issue -- and also concerned about new blocks that the old AI doesn't know about nor how to deal with.
I would like to know: Is the new boss -- the Ghast Queen -- supposed to be about the same difficulty as the Wither if you are not using the "cheap tricks" to kill it?
So how does living flame drop paper? Why doesn't the paper burn? Given poison lakes, why not a plant that grows around the poison lakes much like sugar cane grows around normal water?
In any event, which biomes are currently used / which biome mods are you in conflict with? If I understood the last few pages correctly, you are soon releasing a version with the biome ID's configurable, but it currently is not.
Biome ID spreadsheet:
https://docs.google....9OZFhRR3c#gid=0
Interesting tidbits from that:
1. EBXL and BoP have a number of conflicts.
2. Twilight forest's defaults start right after BoP.
3. Highlands (fairly new) conflicts with BoP and Thaumcraft
4. ATG (not listed there) also uses the 150-159 range (conflicts with highlands, I'm not sure which is the "newer" of those two).
4. Dim Doors also conflicts with the upper BoP biomes; I think DD was looking for "out of the way" ID's.
5. I know this list is incomplete; I don't know who is the owner/maintainer of it.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Looks like a problem with Binnie mods. When you go post this over there, ffs, use "spolier" tags for the log, not "code" tags
I hope this is the case as well. I am making a new modpack, and can not load this mod without changing biome IDs. I would like to include this mod, if the configurable biome IDs comes in time. Not trying to rush anyone, just would be nice if it worked out.
sweet
My youtube channel L:
https://www.youtube.com/user/ninjabeeutube1223344
What will be in the update?
I can only speculate but looking at the past few pages, people need configurable biome IDs in order to use the mod at all, so that is probably one of the new features in the update
They are static, not configurable, yet. The developer is working on the update. Once the update is out, the biome IDs will be in the .cfg file and can be changed to work with your other mods
cursed books are made with leather and curse pages, which are dropped by brim-spells (brim-spells are the living fire, hard to spot little bastards since the whole place is on fire...