TragicMC is meant to add more difficulty through content, rather than through modifying core gameplay aspects like other mods. Essentially, it is best to play TragicMC with as few mods as possible although it should be compatible with most other mods.
If you have any ideas, feedback or constructive criticism you'd like to give, you can always post your suggestion here or Private Message me if you don't feel comfortable sharing in the forum.
What TragicMC adds:
Dimensions that each contain their own biomes, blocks and creatures
Lots of mobs and tough Boss fights that have their own unique mechanics to deal with
A lot of items and new blocks, including some interesting weapons and magical items
A special energy system that allows you to use special abilities
New enchantments and potion effects to give a bit more interest to combat
There is a Wiki for TragicMC located here, it is still a Work-in-Progress (as is the mod) but it has a ton of useful information that you can use to ease your TragicMC experience. Also shoutout to CommodoreAlpha for his large amount of work done on it. Currently it is only partially updated for TragicMC 2 and the original mod.
The links here are the only "official" ones for the mod. These links are adflly links, do not click anything below the header, wait until it says "Skip Ad" in the top right and click on that and it will continue to the actual file location.
1. Ensure that you download Forge, TragicMC will not work without Forge. Get the latest recommended/stable build from here.
2. Validate that you have a clean installation of Minecraft, then run the version from the Launcher of the version you would like to play. After that, install Forge and run the same version with only Forge installed.
3. Download the correct version of TragicMC for the version you would like to play and place it inside the "/mods" folder inside of your .minecraft directory.
4. Load Minecraft with Forge and load up a world with TragicMC to ensure of no errors. If no errors are found then enjoy, otherwise post here with your crash report.
TragicMC has a lot of recipes so it's recommended that you use a recipe mod like NEI or JEI that allows you to see the recipes on the fly. JEI is recommended for 1.8.9.
Game Crashes or Bugs:
If your game crashes and you think TragicMC is the cause, please post your crash report here and I'll reply to you as soon as possible (I get notified every post so it shouldn't be too long of a wait unless I'm not home). If you need help with getting a crash report or finding the Forge logs, this post, though a bit outdated should help point you in the right direction.
Use of Code and Mod Pack permissions
The code for the mod is available under the GPLv3 License, basically if you copy or use any of the code, credit me, and you can't charge for distribution of the mod if you choose to distribute it (unless you're using my Adfly links, which upholds to the license). You are free to use this mod in any Mod Packs and to distribute it within them as previously stated. As a courtesy, it'd be cool if you could message me that you're using it in one just so that I get the head's up. If you'd like to see the raw code, you can view it on GitHub. The code for TragicMC 3 is currently unavailable for public viewing and is not under a license.
If you want to donate, click here. This isn't ever required but it's nice since I'm spending hours working on this thing for free.
This will probably be a pretty long post, but here goes..
Okay, the fact that this is your first mod amazes me, because it is very well put together and has a lot of potential. Firstly, the textures for the items are amazing, pretty much all of them are really high quality.
- The items are way too overpowered, people wouldn't be able to use this for a balanced playthrough. If you nerf the damage/armor values and/or make them harder to obtain that should fix this.
- The entity IDs you assigned to the mobs are too low. See this picture:
They are conflicting with vanilla entities. Although assigning a higher value to each will fix this for now, i'd recommend you look into using forge's IDs instead of vanilla entity IDs to prevent conflicts with mods in the future.
- You need to add in a config file. People will start whining about this soon enough, so you might as well start looking into it. People need to be able to change Item IDs, Entity IDs (when applicable), Biome IDs, Block IDs, etc. in order to resolve conflicts with other mods.
- The models for the mobs you've added need some work. Take a look at how some other mods have arranged their models and maybe get some help with modelling if that's not your strong suit. I know lycanite used animationAPI to animate the entities for his mod, so maybe that's worth looking into if you plan to replace the mobs with more complex models.
That's it for now, I look forward to seeing how this mod progresses.
Thanks so much for your constructive criticism. I was actually already looking in to the config file thing because I know a lot of mods have that and it is very helpful.
I was already planning to balance the weapons more, I'll probably settle on lowering the overall strength curve since after the armor/tool sets it kinda skyrockets, and for weapons that have a right click effect, make that use extra durability. Though for all of those special weapons you do need to kill a boss to obtain them, I still do feel like they are a bit too strong.
The models are definitely my weakest thing, I'm not very good at creating them, but most of them were rushed just to get them in to test and such. I'll definitely have to work on that, and also thank you for that link, I'll look into it.
It would also be nice if people could set the ID of items/blocks to 0 to entirely remove them from the game. Some of these tools are way too OP for me and unneccessary. If anything I'd be more than happy to have nothing but the mobs.
Thanks for your comment.
Like I said in my previous reply, the weapons will get a lot of nerfs in the next update, however, I'll make a note to add that option to the config file when I add it.
java.lang.ClassCastException: java.util.ArrayList cannot be cast to net.minecraft.entity.Entity
A detailed walkthrough of the error, its code path and all known details is as follows: