“Oi! Who’s there? I have a very deadly crossbow! Oh. Hello. Don’t bother telling me your name. I don’t want to know it. I don’t want it to be haunting my dreams at night. After all, there’s only one reason you’re there. There’s only one reason anyone comes to me these days. Why? The Nether’s not deadly enough for you lot or something? Thought it might be fun to experience frostbite? Feeling a touch on the compulsively avaricious side? Humph. Fine. I’ll tell you what you want to know about Nyx if it means I’ll never see or hear from you again. I get enough nightmares as is.
I know you heard the stories about that old dimension, or at least saw the sign on my door. Ooh, the glowing minerals, the magical crystals, the rugged landscapes! The worst mistake I made in my life was confirming the rumors of the wonders of that plane, because nobody ever talks about the horrors of that go along with them, do they? What, you thought Nyx was safe? Ohhhh no. The only portal we know how to make to that plane only goes one way. That means once you get to Nyx, until you can make a portal out, you’ll be trapped there with a bunch of fast blackened and intelligent reanimated skeletons with deadly weapons and ghostly muscle-numbing spiders. And those are only the least of the damn horrors.
I went there once. We were a party of twelve. I was the only man who got out. We learned a few things while there, though. Nyx was once a beautiful and luscious plane, greener than the most beautiful forests in this world. Then something happened to it. We never managed to find out what, but whatever it was gives me chills just thinking about it. That entire dimension is now a gouged and frozen wasteland. It doesn’t look like there’s been a sun there for a long time. Everything there is frozen, it’s all adapted as best as it could to its brutal environment, and it sure as hell doesn’t want you running around, pilfering its treasures. And when you find yourself alone and defenseless as HER tendrils encroach on your very soul, there won’t be any hope for you, mark my words.
There. I’ve skimmed over the basics, but that’s never enough for you lot, is it? What do I have to tell you for you to let me cook my porkchops in peace?”
Current Version: 0.40.4 Last update: May 5, 2014 (Changelog)
Well, remarkably, I'm not the only one who managed to spread word about that infernal snowball. A strange cult of "You-Tubers" have sent some of their members to that world and have produced and published a fascinating documentary about it.
The documentary is by XerainGaming. I don't know how they managed to produce that video and release it to the world from within that world, but they have been the only ones to do so thus far and I for one am thankful that they are educating the masses on staying away from that bloody place.
Fine Print by TheRabbitologist: That's my character Gregor speaking, not me. Thank you so much for the showcase. You guys are awesome.
For those of you with the godly power to modify their copy of Minecraft *cough* I mean, add or remove elements of reality from their worlds, you’re probably reading this because you’d like to add Nyx to your worlds, and you’re probably curious what some reasons are that you’d want to. Ugh... this is the second biggest mistake I’ll ever make in my life, but here are a few reasons why you’d want to add Ice and Shadow to your collection of mods. Eh? Oh, a mod is... an element of reality that the overlords of Mojang did not create. Don’t ever speak of it to the village priests! Nyx is...
...beautiful. Nyx’s scenery is quite rich. Nyx has six common biomes that are arranged in small areas and then evenly blended together. This makes for very rugged and diverse terrain, though very frequently there are areas where some biomes prevail more than others. From the mountain ridges to wide frozen archipelagos to the arches to the naturally generated fjords, Nyx is... breathtaking. Literally when you wind up in the in the bellies of those damn spiders.
...challenging. Nyx is, without a doubt, an end-game horror environment. Yes, your entire life is little more than a game. For those of you crazy adrenaline-seeking nuts who have gotten bored with the challenges the Overworld, Nether, and End have to offer, Nyx is many times deadlier. It scales wildly with difficulty but never fails to provide an intense challenge for the truly skilled at combat (or parkour for those of you who plan to survive by running). The rugged terrain and deadly mobs require you to be tactical, to have good reflexes and aim, and to not fear death.
...rewarding. That was my worst mistake, mentioning the rewards, but I’ll make it again since you're curious. There is much to be gained from exploring Nyx, if you can find a way to get it all back to the Overworld. Mysterious artefacts and altars, many new building materials, tools that surpass diamond, weapons that are capable of destructive wonders... those are only a few of the rewards. Nyx is a plane of massive risk for massive reward, and worth exploring for those who truly wish to master the world they live in. Wow, I was poetic. I must be buying into the rumors I wish I had never started.
...livable. Only the insane would try to live on Nyx for extended periods of time, but it’s entirely possible to do so and have most wants satisfied (unlike in the Nether or the End). It’s possible (albeit insane, but possible) to go to Nyx with an empty inventory and still be able to eventually use everything the plane has to offer. It offers food that’s not overly inconvenient to obtain, it offers all the building materials one needs to build a safe home, it offers wood and stone to create many overworld items (and tools), and you can sleep on a bed in Nyx without fear of it spontaneously making a huge hole in your health and whatever surface it’s on.
...pure. Humbug, I couldn’t find a better word to use for this. Nyx doesn’t pollute what already exists in Minecraftia in any way. Ice and Shadow adds only two crafting recipes that are accessible without entering Nyx, and that’s for the crystals to get in and out of Nyx. The mod doesn’t add to or change the overworld, nether, or end, except adding the portal travel sound back to Minecraft, which you can disable if you like. No blocks, no items, no entities, no world generation, nothing. If you so choose, you can keep almost everything Nyx-related in Nyx so that if you ever decide to remove Ice and Shadow from your world, the only thing you might need to obtain again is your portal.
You want to know how to get started on that plane? Well. In all my years, you’re one of a few who asked. I don’t know whether to be glad you did or not.
I’m assuming you already got your portal. Or not. It doesn’t matter. If you did and you killed a wither to get it, that means you’re at least somewhat qualified to go to Nyx. Yes, you need to either kill a wither or convince a friend to give you a nether star. The tools in a crafting bench are more than enough to create a portal crystal. To make a portal crystal, you need a nether star, an ender pearl, and a snowball. The portal frame itself is a 3x4x3 structure where the corner columns are ice and the top center and bottom center blocks are ice. The rest don't matter. Oh, and if you're in a world that has a sky, make sure the top block has an unobstructed view of it. And don't try to be a wisecrack and create the portal frame in the Nether. Once you have the frame, just break the portal crystal on the bottom center block, and wait until it gets dark enough for the portal to open.
Anyway. You’d be right to think about bringing things to that plane. So... here’s a little checklist.
First and foremost, TAKE THE OVERWORLD PORTAL CRYSTAL THAT YOU GOT FROM MAKING THE PORTAL! That’s used to create a portal inside Nyx to get OUT of Nyx. Said portal is made exactly like you made the one into that wretched plane, so it will take some time. But for the Aether’s sake, don’t you dare lose that crystal, or you’ll have to fight a lot of necromancers to get another. Well... you’ll get a Nyx Portal Crystal, but you can flip it to an Overworld Portal Crystal with the tools you carry with you to craft. Hopefully it’ll never come to that! YOU CAN GET TRAPPED ON NYX, and trust me, that is less than desirable.
Some of you may think that it’s a smart idea to bring along obsidian and a flint and steel to create a portal to the Nether as an alternate way out. We tried the same bloody thing. And guess what? It’s too damn cold to light a fire there with flint and steel. Or fire charges. And we couldn’t light torches either to help us see what the hell we were doing, so it’s all a moot point.
Some of you may also think it's a smart idea to take potions. We tried that too, and the consensus among us was to not bother. Potions become rather difficult to drink when they're solid blocks of ice.
Don’t you dare go in your pajamas, or you’ll die in seconds. Best to bring a full suit of diamond armor, preferably enchanted. No, I’m not kidding. The monsters there are brutal. If you want to survive there long enough to get anything out of it, take diamond armor! Don't worry. If you're one of those types that can wake up from death as if it was a nightmare, you will also wake up with your armor. Alternatively, you can take the el cheapo route and take iron armor. Enchantments are practically mandatory if you take it, and it’ll make it much harder to live on Nyx.
Have some sort of boots. ANY sort of boots besides leather, for Pete’s sake. You don’t want the sharp icy stones cutting into your feet and freezing your blood, do you?
Take a good iron or diamond sword (preferably enchanted and preferably diamond) AND a bow (again, preferably enchanted; punch and flame are two of the best enchantments to have on Nyx). Forget a sword and the spiders will massacre you. Forget a bow and the skeletons will turn you into an icicle pincushion.
Take any sort of axe. The most common trees there will poison you if you try to punch them just like that, and you don’t want to be vulnerable while getting wood with the skeletons hunting you, do you?
Take an iron pickaxe. You can take a diamond pickaxe if you really wish, but for the hard stuff you can make an Echir pickaxe and replace the part that connects the head to the shaft with Orichalium.
Take lots of ladders and cheap building blocks. Nyx has massive caverns and giant mountains that much are easier to traverse with those. Make sure to make your platforms and ladders in such a way that a passing skeleton with a frost bow won’t knock you off and beat you up.
A shovel is definitely good idea to rapidly clear the snow there and get you materials to build temporary structures with, but you’ll want to take an iron shovel or better to whack down the petrified leaves on the petrified trees and use them as flint for your arrows. Don’t be a nut and try to cut stone with shears. Speaking of which...
Shears are good to have because those thorny vines make for a very common food source, if you know how to make them into bread. Furthermore, you can use them to trim areodynamic leaves away from branches without damaging said leaves.
If you are a genocidal killer of endermen, then ender pearls are truly worth having there. They can make for quick escapes, or just for rapid travel if you’re criminally lazy.
Glowstone is good as a light source, but bear in mind that bright light isn't a common thing in Nyx and the light will attract attention. Don’t bother taking torches. You won’t be able to ignite them. Remember what I said about it being cold?
If you plan to live for extended periods on Nyx, take a bed, make sure to place it in an “unobstructed” location, never let it get broken. If it breaks, who knows where you’ll wake up?
Once the portal is open and you have all your affairs in order, sprint into it and you'll be taken to that wretched place. Once you’re there, don’t lose your composure, stretch out your awareness, and do not let your guard down for even a second. Above all, live like these are last moments alive, because they probably are. After all, you’re stuck on Nyx. Enjoy.
Give me time to compose my thoughts and I'll answer that in more detail. For now, the basics are that the green minerals are the iron of that world and the dark ember-spewing rocks are the coal of that forsaken place. You can make throwing knives using one ingot and one stick in a crafting area. They're weaker than swords, but never break, and... of course, you can throw them. Certain minerals bind very nicely to the green metal, and can change its qualities. Those violent chunks, for instance, can greatly reduce the tools' durability but increase their speed and make throwing knives cause small explosions. Three chunks per tool is usually enough, though I expect if there are any minerals that could be used to better armor then you'd need an amount equaling the number of ingots that went into it.
Ah, now you're asking the right questions. What sorts of dangerous beings are there in Nyx? Excellent question. Here's a list of the ones my group ran into. Thank goodness our camera's film didn't freeze over.
Winter skeletons... these are the bane of our existence, I tell you. They’re a bit tougher than your average skeleton and they’re bloody fast. They’re intelligent and will change weapons depending on the situation, and all their weapons seem to have dark magic in them. If you have no armor, a single attack can bring to to your knees if not outright kill you. Some use bows that fire freezing ice, others use swords and always swing for your tendons, some even throw balls of harming energy at you. They are worth fearing, and definitely a good idea to sneak by when possible. They’re horrid shades of deadly spiders, you see. Or rather, you don't. They’re small and they’re impossible to see until they want to attack you. For all you know, you could be walking into a nest of them. You can’t hurt them by dropping them off cliffs, and they inject some sort of ice-cold neurotoxin that kills any hope of escape. A wisp or two at a time is easily livable if you have the right equipment, but a swarm of these will make short work of the best adventurer covered up to the top of his head in enchanted armor. They’re larger skeletons that wear purple glowing caps. You really can’t miss them, but should make an effort to stay away from them. If they get close enough, they will throw strange potions of harming at you which they keep liquid through some strange power. There are two reasons drawing out battles with them is a bad idea. If you take too long in killing them, then they won’t hesitate to summon battalions of minions, which are generally weaker than their independent skeletal counterparts and regenerate slower than their master, but they hit like the devil and come in swarms. The second reason is that they’re tough and they use their magic to regenerate themselves, meaning that pausing the offensive to heal will also allow them to heal as well. They’re worth killing, though... they may drop condensed chaotic energy and portal crystals if you’re lucky. No. No. No. I am NOT talking about those... those... abominations, alright? Just... when your vision blacks out for no reason and a sinister rattle fills your ears, hide. Don't fight it. Just hide.
If you want to use Ice and Shadow in a public modpack, you must PM (or email, if we're on more personal terms) me requesting permission. Generally, I will grant permission (via PM, or your email if I have it) if the modpack is a smaller modpack (a list of included mods would be really nice) that has a consistent theme and does an at least passable job of integrating the mods, and permission will be granted under the condition that a link is provided to this thread as part of the public list of mods that the modpack includes. I reserve the right to revoke permission for any reason (though I promise that I won't revoke permission unless the modpack creator does something horribly unethical), but will only do so after messaging the modpack creator that I am retracting permission (so you don't need to check this thread regularly to see if I've decided to be mean).
Here is a list of modpacks that have my permission to redistribute Ice and Shadow:
"Heaven's Game" by lucapergue
"Crafter's Tale" by LordArrani
"Eldritch Studies" by Svartulf and PolluxStar
If a modpack is not listed here, it is implied that permission hasn't been given or has been revoked.
Here's a list of mods that have been run with Ice and Shadow that either synergize, don't work well together, or are in any way noteworthy due to inter-mod interaction. For reference, Ice and Shadow's default IDs are listed in the changelog.
Mods that run fine with IaS:
Works flawlessly. Note that Nyxian wood variants of the various blocks do not exist, but both poisonwood logs and sticky wood logs can be converted to vanilla logs in a furnace.
Works flawlessly, however only a couple of Nyx's blocks+items will yield any research points, and aura nodes generated in Nyx (will be fixed) may attract a lot of unwanted attention. Aura nodes generated predominantly offer order and water aspects. Finally, Thaumcraft's arrows may override the behavior of IaS's bows (will be fixed).
Works flawlessly, though note that Nyxian materials are not available to create Tinker's Construct tools.
Works, HOWEVER Mine and Blade's death system isn't compatible with Ice and Shadow's, and you will lose the weapons in your battle inventory slots when on Nyx. You can disable Nyx's death system in the config.
Mods can run together, however note that none of the Nyxian mobs have any particularly special properties.
Mods that have issues with IaS:
Item ID conflicts. See this post for details on resolving the conflicts.
Block ID conflict @1023. Change nyxBlockPetrifiedLeaves_id to something other than 1023.
Nyxian biomes may generate in a BOP world. This is likely the result of biome ID conflicts (250-254). You can try to change Nyx's biomes to use IDs not taken by BOP, but good luck finding them.
Well, this is awkward, isn't it? Ice and Shadow gets to a state worthy of release just after Forge for Minecraft 1.7.2 gets finished. Long story short, the mod will be rewritten for a 1.7 (probably 1.8) release in a way that will make it easier to maintain between instances of Mojang naughtiness (and will also be open-sourced). After all, there are probably 100+ items in IaS and 75+ blocks and some parts of the code can get hit pretty hard by updates. There's an open-source repository up if anyone is interested enough to search for it, though I offer no guarantees of working or sane code. Updates to the 1.6.4 will still be made (as I expect there are a lot of mods that won't migrate to 1.6.4, at least not for a while), specifically in the department of lore pages (which are right now just placeholders) and some stuff that ended up getting not released on time.
I'll be adding the current bits of content to IaS1 for sure:
-Bosses & Rewards
-Stilted Villages
-At least one journal to piece together.
-More single-use magic items.
The Meaning of Life, the Universe, and Everything.
Join Date:
4/14/2013
Posts:
131
Minecraft:
LordArrani
Member Details
Wow! This looks great. I realize you are probably going to get bugged about this over and over, so I suggest you mention this in the original post, but is this open for modpack use?
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Bored of vanilla? Sick of cluttered and complicated modpiles packs? Check out my modpacks!
there was a block ID conflict, now I might sound like a noob but I have never fixed that before, so I changed the id for permafrost to 249, and everything worked fine, but when I first generated the dimension everything that was supposed to be permafrost was umberstone (because it has the id 255) can you please help me and tell me what I did wrong, maybe I need to change both of them to something different that 255? I am really bad at this and help would be greatly appreciated.
Random suggestions, make it so that wisps can "appear" from the portal.
I've released a patch update that fixes the issue (and also includes some content intented for 0.41.0). I'm so sorry about that. It appears that the biomes were initialized before the code that sets IDs to non-default values was run. I was at some point going to refactor the terrain gen code to use the new Chunk constructor provided by Forge (that supports the full 4096 block range and terrain gen up to y=256) but... I never got around to it, and with Forge for 1.7 taking care of all the ID issues, it seems like a moot point (especially given that changing the ID to something less-used would break existing saves, and that's mean now that the mod's been released).
As for making wisps appear from the portals, that encourages players to permanently shut the portals or invest in redstone contraptions and dedicated buildings/rooms to avoid/contain those wisps in the overworld, and I'm not necessarily sure if I like that given the high cost to create the portal in the first place. Thank you for the suggestion, though, suggestions are definitely appreciated.
Wow! This looks great. I realize you are probably going to get bugged about this over and over, so I suggest you mention this in the original post, but is this open for modpack use?
Thank you for the positive feedback! I had a spoiler with modpack usage under downloads, but to be fair this wasn't the most intuitive place to look and it was easy to miss. So I moved stuff around. In short, modpacks for private use or use with friends are fine, but for public modpacks it's on a case-by-base basis, so please PM me and tell me a bit about your modpack (greater chance of me granting permission if the modpack is relatively small, integrates the mods nicely, and has a consistent theme).
For some reason every time I try to run Minecraft, it gives me the same block conflicts. I keep changing them, and there's always something else, even though it tells me the block IDs are free. I just reassigned every item ID for this mod that I could, and still not working. One of the main problems is that it tells me that Permafrost is set to 255, when I changed it to 3573. Is it thinking the biome IDs are item IDs?
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~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
oh and when I sort out the conflicts in my modpack I'll send it to you if you're interested, I also have a special 16x16 mini texture pack for it which changes some vanilla textures but mostly mod textures, I'll send it to youwheneverything stomps derping with the mods
For some reason every time I try to run Minecraft, it gives me the same block conflicts. I keep changing them, and there's always something else, even though it tells me the block IDs are free. I just reassigned every item ID for this mod that I could, and still not working. One of the main problems is that it tells me that Permafrost is set to 255, when I changed it to 3573. Is it thinking the biome IDs are item IDs?
Permafrost and Nyx Stone have ids that are less than 256 for a reason. At the moment, they cannot and should not be changed to be above 255, and the configuration system will quietly prevent such a change from being made (in hindsight, the log message it spits out should be of severity Level.SEVERE instead of Level.CONFIG). Sorry. Beyond that, I can't really help much without knowing what other mods you have installed.
I had some problems with 0.40.2 and Natura: Serval ID conflicts This is the part of the IceAndShadow.cfg I changed to get it working with Natura: (Maybe it helps somebody)
-REDACTED-
I've added a section to the main post on mod interaction and linked to your post under "Natura". Thank you.
Getting a crash with the latest version for 1.6.4.
---- Minecraft Crash Report ----
// Why did you do that?
Time: 3/13/14 2:55 PM
Description: There was a severe problem during mod loading that has caused the game to fail
cpw.mods.fml.common.LoaderException: java.lang.reflect.InvocationTargetException
at cpw.mods.fml.common.registry.GameRegistry.registerBlock(GameRegistry.java:233)
at cpw.mods.fml.common.registry.GameRegistry.registerBlock(GameRegistry.java:196)
at iceandshadow.mod.IaSBlocks.init(IaSBlocks.java:76)
at iceandshadow.IceAndShadow.load(IceAndShadow.java:152)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:545)
at sun.reflect.GeneratedMethodAccessor3.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:201)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:181)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:112)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:699)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:249)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:509)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:808)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
Caused by: java.lang.reflect.InvocationTargetException
at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
at sun.reflect.NativeConstructorAccessorImpl.newInstance(Unknown Source)
at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(Unknown Source)
at java.lang.reflect.Constructor.newInstance(Unknown Source)
at cpw.mods.fml.common.registry.GameRegistry.registerBlock(GameRegistry.java:221)
... 39 more
Caused by: java.lang.ClassCastException: flabs.mods.betterfurnaces.BlockBetterFurnace cannot be cast to iceandshadow.block.IaSBlock
at iceandshadow.item.IaSItemBlockMulti.<init>(IaSItemBlockMulti.java:15)
... 44 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
Getting a crash with the latest version for 1.6.4.
-REDACTED-
Holy... how are you even getting this? It looks like BetterFurnaces is trying to use the ItemBlock I made for Nyx blocks that have multiple distinct variants based on block metadata (which, needless to say, only works with IaSBlocks). I'll test the upstream build of IaS with BetterFurnaces to see if I can reproduce the error.
EDIT: Okay. So this whole bit basically boiled down to one giant block ID conflict that didn't register as such for one reason or another (coremods?). You may want to change nyxBlockDarkStone_id in the Ice and Shadow config (I assume you're using a modpack as you have lots of mods, as by default the conflict occurs with nyxBlockPetrifiedLeaves_id).
Too bad my Minecraft version is 1.6.2. Oh well, I'd probably be easy prey in Nyx unless I went Creative mode, I'm not the best fighter out there.
Also... would the armor and weapons of Modular PowerSuits be useful on Nyx, or enchanted diamond armor-sword combo is still a better choice?
That's actually a rather good question. I can definitely see them being useful if you bring along all the necessary blocks to keep them charged, as diamond armor gets destroyed fairly quickly (depending, of course, on how you play). However, I haven't played much with Modular PowerSuits, and am not sure how well the eponymal powersuits do as far as actual damage reduction goes.
That's actually a rather good question. I can definitely see them being useful if you bring along all the necessary blocks to keep them charged, as diamond armor gets destroyed fairly quickly (depending, of course, on how you play). However, I haven't played much with Modular PowerSuits, and am not sure how well the eponymal powersuits do as far as actual damage reduction goes.
Well, I know one thing for sure: The solar generators from the Addons are completely useless on Nyx, so are the heat-powered ones. The player would need to stack everything on batteries and max out defense(diamond shielding is much more efficient than eletrical shielding, but is heavier), while keeping offense weapons economical yet still helpful. And, of course, balancing out speed so you don't become a big fat sitting duck.
Back to the main topic... do you plan to involve bosses, or to add a 1.6.2 version?
Weird, huh? What's even stranger is that I couldn't find any sort of ID conflicts either! There isn't a Biomes O' Plenty biome with the same ID as any Nyx biomes!
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Bored of vanilla? Sick of cluttered and complicated modpiles packs? Check out my modpacks!
Back to the main topic... do you plan to involve bosses, or to add a 1.6.2 version?
There will be boss mobs in 0.41.0, which will come out once I figure out how to create a boss that's a fitting epic battle for the toughest of survivors without being unfair...
EDIT: Or 0.42.0. It mostly depends on which gets done first: the new dungeon or the boss mob.
And there is a version of IaS for 1.6.2 (0.37.3), but a lot has changed since that version, and there are known bugs in it. Of course, if you're okay with that, I can still put it up.
Hmmm... I found a bit of a bug with Biomes O' Plenty.
Upon creating a Bo'P world, I ran into a Nyx Biome in the overworld:
-REDACTED-
Weird, huh? What's even stranger is that I couldn't find any sort of ID conflicts either! There isn't a Biomes O' Plenty biome with the same ID as any Nyx biomes!
Either that, or BOP allows the Nyxian biomes to generate along with its own biomes and the overworld biomes, which I'd find strange. Either way, thanks for reporting!
There are all sorts of block conflicts with other mods. Any way you could use the forge coding to generate a ID Conflicts.txt like all the other forge mods do?
---- Minecraft Crash Report ----
// Don't be sad, have a hug! <3
Time: 3/27/14 4:28 PM
Description: There was a severe problem during mod loading that has caused the game to fail
cpw.mods.fml.common.LoaderException: java.lang.reflect.InvocationTargetException
at cpw.mods.fml.common.registry.GameRegistry.registerBlock(GameRegistry.java:233)
at cpw.mods.fml.common.registry.GameRegistry.registerBlock(GameRegistry.java:196)
at iceandshadow.mod.IaSBlocks.init(IaSBlocks.java:76)
at iceandshadow.IceAndShadow.load(IceAndShadow.java:152)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:545)
at sun.reflect.GeneratedMethodAccessor3.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:201)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:181)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:112)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:699)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:249)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:509)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:808)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
Caused by: java.lang.reflect.InvocationTargetException
at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
at sun.reflect.NativeConstructorAccessorImpl.newInstance(Unknown Source)
at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(Unknown Source)
at java.lang.reflect.Constructor.newInstance(Unknown Source)
at cpw.mods.fml.common.registry.GameRegistry.registerBlock(GameRegistry.java:221)
... 39 more
Caused by: java.lang.ClassCastException: flabs.mods.betterfurnaces.BlockBetterFurnace cannot be cast to iceandshadow.block.IaSBlock
at iceandshadow.item.IaSItemBlockMulti.<init>(IaSItemBlockMulti.java:15)
... 44 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
There are all sorts of block conflicts with other mods. Any way you could use the forge coding to generate a ID Conflicts.txt like all the other forge mods do?
-REDACTED-
This is probably the result of a block ID conflict, specifically with nyxBlockDarkStone_id (forget the exact value). I could possibly do a bit of ID conflict checking for the next version to map out all potential conflicts. Thank you for the suggestion!
EDIT: More documentation on the portal and everything would be appreciated. Also, I have not been able to go to the dimension. The portal is set up properly, but it does not work.
Thank you for the kind words. I was planning to set up a wiki, but don't have the time to write articles for it currently.
As far as the portal goes, you need to sprint through it to travel through it. Since apparently quite a few people have been having issues with this feature (which I'll maintain for the sake of protecting the player in the event of being pushed or lag spikes), maybe I should add in an in-game message if someone attempts to stand in the portal that hints that they need to sprint through it.
I've found a few small (mostly graphical) issues.
First, the darkstone pillar block's texture doesn't align with the block placement. Second, the slabs and stairs have shadows when there is a block horizontally next to them. Third, the petrified leaves don't respect the graphic settings (fast vs. fancy). Forth and last, the sticky planks are crafted from themselves instead of the logs, which could lead to duping if it was actually possible to obtain them.
I've perused your config and see that the planks issue is quite obviously solved.
If it helps you feel better, Ars Magica 2 has the same shadow issue with the witchwood plank stairs/slabs.
Overall, I'm really loving this mod. Even with other mods it is still pretty difficult. The torch restriction is brilliant and mass using lighting can be rather...harmful. I'm really looking forward to the new thing you'll add.
I've found a few small (mostly graphical) issues.
-REDACTED-
Overall, I'm really loving this mod. Even with other mods it is still pretty difficult. The torch restriction is brilliant and mass using lighting can be rather...harmful. I'm really looking forward to the new thing you'll add.
Thank you for the kind words about the mod and for bringing my attention to a few things. I'll go through the issues you brought up one by one.
First, the darkstone pillar block's texture doesn't align with the block placement.
Oops. I'll be fixing that.
Second, the slabs and stairs have shadows when there is a block horizontally next to them.
Unfortunately I know about it and can't trivially solve this one. I know that slab and stair lighting isn't ever quite right, but that's the fault of how Mojang's rendering engine handles luminescent blocks and the work-arounds I had to take to prevent more obnoxious lighting bugs (like block luminescence increasing if illuminated by a brighter block, this has NOT been fixed in 1.7 to my knowledge, notice how redstone blocks don't emit light). I'll do what I can, but no guarantees.
Third, the petrified leaves don't respect the graphic settings (fast vs. fancy).
I'll definitely be fixing that. The reason this happened was that petrified leaves are actually a very different block type from the other leaves. But! It'll be fixed.
Forth and last, the sticky planks are crafted from themselves instead of the logs, which could lead to duping if it was actually possible to obtain them.
Yeaaah, I felt like an idiot when I found that I had added that crafting recipe. But yes, it's fixed upstream.
I know you heard the stories about that old dimension, or at least saw the sign on my door. Ooh, the glowing minerals, the magical crystals, the rugged landscapes! The worst mistake I made in my life was confirming the rumors of the wonders of that plane, because nobody ever talks about the horrors of that go along with them, do they? What, you thought Nyx was safe? Ohhhh no. The only portal we know how to make to that plane only goes one way. That means once you get to Nyx, until you can make a portal out, you’ll be trapped there with a bunch of fast blackened and intelligent reanimated skeletons with deadly weapons and ghostly muscle-numbing spiders. And those are only the least of the damn horrors.
I went there once. We were a party of twelve. I was the only man who got out. We learned a few things while there, though. Nyx was once a beautiful and luscious plane, greener than the most beautiful forests in this world. Then something happened to it. We never managed to find out what, but whatever it was gives me chills just thinking about it. That entire dimension is now a gouged and frozen wasteland. It doesn’t look like there’s been a sun there for a long time. Everything there is frozen, it’s all adapted as best as it could to its brutal environment, and it sure as hell doesn’t want you running around, pilfering its treasures. And when you find yourself alone and defenseless as HER tendrils encroach on your very soul, there won’t be any hope for you, mark my words.
There. I’ve skimmed over the basics, but that’s never enough for you lot, is it? What do I have to tell you for you to let me cook my porkchops in peace?”
Current Version: 0.40.4
Last update: May 5, 2014 (Changelog)
~Preferred Download for Minecraft 1.6.4~
~Non-Adf.ly Download for Minecraft 1.6.4~
The documentary is by XerainGaming. I don't know how they managed to produce that video and release it to the world from within that world, but they have been the only ones to do so thus far and I for one am thankful that they are educating the masses on staying away from that bloody place.
Fine Print by TheRabbitologist: That's my character Gregor speaking, not me. Thank you so much for the showcase. You guys are awesome.
I’m assuming you already got your portal. Or not. It doesn’t matter. If you did and you killed a wither to get it, that means you’re at least somewhat qualified to go to Nyx. Yes, you need to either kill a wither or convince a friend to give you a nether star. The tools in a crafting bench are more than enough to create a portal crystal. To make a portal crystal, you need a nether star, an ender pearl, and a snowball. The portal frame itself is a 3x4x3 structure where the corner columns are ice and the top center and bottom center blocks are ice. The rest don't matter. Oh, and if you're in a world that has a sky, make sure the top block has an unobstructed view of it. And don't try to be a wisecrack and create the portal frame in the Nether. Once you have the frame, just break the portal crystal on the bottom center block, and wait until it gets dark enough for the portal to open.
Anyway. You’d be right to think about bringing things to that plane. So... here’s a little checklist.
Winter skeletons... these are the bane of our existence, I tell you. They’re a bit tougher than your average skeleton and they’re bloody fast. They’re intelligent and will change weapons depending on the situation, and all their weapons seem to have dark magic in them. If you have no armor, a single attack can bring to to your knees if not outright kill you. Some use bows that fire freezing ice, others use swords and always swing for your tendons, some even throw balls of harming energy at you. They are worth fearing, and definitely a good idea to sneak by when possible.
They’re horrid shades of deadly spiders, you see. Or rather, you don't. They’re small and they’re impossible to see until they want to attack you. For all you know, you could be walking into a nest of them. You can’t hurt them by dropping them off cliffs, and they inject some sort of ice-cold neurotoxin that kills any hope of escape. A wisp or two at a time is easily livable if you have the right equipment, but a swarm of these will make short work of the best adventurer covered up to the top of his head in enchanted armor.
They’re larger skeletons that wear purple glowing caps. You really can’t miss them, but should make an effort to stay away from them. If they get close enough, they will throw strange potions of harming at you which they keep liquid through some strange power. There are two reasons drawing out battles with them is a bad idea. If you take too long in killing them, then they won’t hesitate to summon battalions of minions, which are generally weaker than their independent skeletal counterparts and regenerate slower than their master, but they hit like the devil and come in swarms. The second reason is that they’re tough and they use their magic to regenerate themselves, meaning that pausing the offensive to heal will also allow them to heal as well. They’re worth killing, though... they may drop condensed chaotic energy and portal crystals if you’re lucky.
No. No. No. I am NOT talking about those... those... abominations, alright? Just... when your vision blacks out for no reason and a sinister rattle fills your ears, hide. Don't fight it. Just hide.
Here is a list of modpacks that have my permission to redistribute Ice and Shadow:
"Crafter's Tale" by LordArrani
"Eldritch Studies" by Svartulf and PolluxStar
If a modpack is not listed here, it is implied that permission hasn't been given or has been revoked.
Here's a list of mods that have been run with Ice and Shadow that either synergize, don't work well together, or are in any way noteworthy due to inter-mod interaction. For reference, Ice and Shadow's default IDs are listed in the changelog.
Mods that run fine with IaS:
Mods that have issues with IaS:
I'll be adding the current bits of content to IaS1 for sure:
-Bosses & Rewards
-Stilted Villages
-At least one journal to piece together.
-More single-use magic items.
Bored of vanilla? Sick of cluttered and complicated mod
pilespacks? Check out my modpacks!The Expedition (derelict)---------- Equinox (Fixed!)
I've released a patch update that fixes the issue (and also includes some content intented for 0.41.0). I'm so sorry about that. It appears that the biomes were initialized before the code that sets IDs to non-default values was run. I was at some point going to refactor the terrain gen code to use the new Chunk constructor provided by Forge (that supports the full 4096 block range and terrain gen up to y=256) but... I never got around to it, and with Forge for 1.7 taking care of all the ID issues, it seems like a moot point (especially given that changing the ID to something less-used would break existing saves, and that's mean now that the mod's been released).
As for making wisps appear from the portals, that encourages players to permanently shut the portals or invest in redstone contraptions and dedicated buildings/rooms to avoid/contain those wisps in the overworld, and I'm not necessarily sure if I like that given the high cost to create the portal in the first place. Thank you for the suggestion, though, suggestions are definitely appreciated.
Thank you for the positive feedback! I had a spoiler with modpack usage under downloads, but to be fair this wasn't the most intuitive place to look and it was easy to miss. So I moved stuff around. In short, modpacks for private use or use with friends are fine, but for public modpacks it's on a case-by-base basis, so please PM me and tell me a bit about your modpack (greater chance of me granting permission if the modpack is relatively small, integrates the mods nicely, and has a consistent theme).
~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
I most definitely would be interested, thank you.
Permafrost and Nyx Stone have ids that are less than 256 for a reason. At the moment, they cannot and should not be changed to be above 255, and the configuration system will quietly prevent such a change from being made (in hindsight, the log message it spits out should be of severity Level.SEVERE instead of Level.CONFIG). Sorry. Beyond that, I can't really help much without knowing what other mods you have installed.
I've added a section to the main post on mod interaction and linked to your post under "Natura". Thank you.
// Why did you do that?
Time: 3/13/14 2:55 PM
Description: There was a severe problem during mod loading that has caused the game to fail
cpw.mods.fml.common.LoaderException: java.lang.reflect.InvocationTargetException
at cpw.mods.fml.common.registry.GameRegistry.registerBlock(GameRegistry.java:233)
at cpw.mods.fml.common.registry.GameRegistry.registerBlock(GameRegistry.java:196)
at iceandshadow.mod.IaSBlocks.init(IaSBlocks.java:76)
at iceandshadow.IceAndShadow.load(IceAndShadow.java:152)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:545)
at sun.reflect.GeneratedMethodAccessor3.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:201)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:181)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:112)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:699)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:249)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:509)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:808)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
Caused by: java.lang.reflect.InvocationTargetException
at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
at sun.reflect.NativeConstructorAccessorImpl.newInstance(Unknown Source)
at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(Unknown Source)
at java.lang.reflect.Constructor.newInstance(Unknown Source)
at cpw.mods.fml.common.registry.GameRegistry.registerBlock(GameRegistry.java:221)
... 39 more
Caused by: java.lang.ClassCastException: flabs.mods.betterfurnaces.BlockBetterFurnace cannot be cast to iceandshadow.block.IaSBlock
at iceandshadow.item.IaSItemBlockMulti.<init>(IaSItemBlockMulti.java:15)
... 44 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.6.4
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_45, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 540459368 bytes (515 MB) / 1587019776 bytes (1513 MB) up to 1908932608 bytes (1820 MB)
JVM Flags: 2 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx2G
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v8.11 FML v6.4.49.965 Minecraft Forge 9.11.1.965 Optifine OptiFine_1.6.4_HD_U_C8 76 mods loaded, 76 mods active
mcp{8.09} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized
FML{6.4.49.965} [Forge Mod Loader] (minecraftforge-9.11.1.965.jar) Unloaded->Constructed->Pre-initialized->Initialized
Forge{9.11.1.965} [Minecraft Forge] (minecraftforge-9.11.1.965.jar) Unloaded->Constructed->Pre-initialized->Initialized
CodeChickenCore{0.9.0.7} [CodeChicken Core] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized
NotEnoughItems{1.6.1.8} [Not Enough Items] (NotEnoughItems 1.6.1.8.jar) Unloaded->Constructed->Pre-initialized->Initialized
TConstruct-Preloader{0.0.1} [Tinkers Corestruct] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized
DamageIndicatorsMod{2.9.1.6} [Damage Indicators] (1.6.4 DamageIndicatorsv2.9.1.6.zip) Unloaded->Constructed->Pre-initialized->Initialized
Erebus{v0.1.0} [Erebus] ([1.6.2+] The Erebus 0.1.1a.zip) Unloaded->Constructed->Pre-initialized->Initialized
bspkrsCore{v5.3(1.6.4)} [bspkrsCore] ([1.6.4]bspkrsCorev5.3.zip) Unloaded->Constructed->Pre-initialized->Initialized
ArmorStatusHUD{v1.15(1.6.4)} [ArmorStatusHUD] ([1.6.4]ArmorStatusHUDv1.15.zip) Unloaded->Constructed->Pre-initialized->Initialized
BetterFurnaces{3.4} [Better Furnaces] ([1.6.4]BetterFurnacesV3.4.dev.zip) Unloaded->Constructed->Pre-initialized->Initialized
craftableAnimals{2.3.1} [Craftable Animals] ([1.6.4]CraftableAnimals v2.3.1.jar) Unloaded->Constructed->Pre-initialized->Initialized
StatusEffectHUD{v1.19(1.6.4)} [StatusEffectHUD] ([1.6.4]StatusEffectHUDv1.19.zip) Unloaded->Constructed->Pre-initialized->Initialized
TreeCapitator{Forge 1.6.4.r06} [Treecapitator] ([1.6.4]TreeCapitator.Forge.1.6.4.r06.Universal.jar) Unloaded->Constructed->Pre-initialized->Initialized
WorldStateCheckpoints{Forge 1.6.4.r04} [WorldStateCheckpoints] ([1.6.4]WorldStateCheckpoints.Forge.1.6.4.r04.zip) Unloaded->Constructed->Pre-initialized->Initialized
wildcaves3{0.4.3.5} [Wild Caves 3] ([1.6.x] WildCaves v0.4.3.4.zip) Unloaded->Constructed->Pre-initialized->Initialized
nohero_morehealth{4.5} [More Health Forge] ([Forge]More Health Enhanced 5.0 Universal.zip) Unloaded->Constructed->Pre-initialized->Initialized
algaecraft{1.4.3} [AlgaeCraft] (algaecraft1.4.3(3)_forMC1.6.4_Forge.zip) Unloaded->Constructed->Pre-initialized->Initialized
arsmagica2{1.1.2b} [Ars Magica 2] (AM2_1.1.2b.zip) Unloaded->Constructed->Pre-initialized->Initialized
Atum{0.5.9B} [Atum] (Atum1.6.4-0.5.9b.jar) Unloaded->Constructed->Pre-initialized->Initialized
barrels{3.2} [The Barrels Mod] (Barrels 3.2-1.6.4.jar) Unloaded->Constructed->Pre-initialized->Initialized
BetterDungeons{2.4} [Chocolate quest] (BetterDungeons204.zip) Unloaded->Constructed->Pre-initialized->Initialized
BiblioCraft{1.5.4} [BiblioCraft] (BiblioCraft[v1.5.4].zip) Unloaded->Constructed->Pre-initialized->Initialized
BiblioWoodsBoP{1.2} [BiblioWoods Biomes O'Plenty Edition] (BiblioWoods[BiomesOPlenty][v1.2].zip) Unloaded->Constructed->Pre-initialized->Initialized
BC2{1.0.0} [Bosscraft 2] (Bosscraft2 (1.0.2).zip) Unloaded->Constructed->Pre-initialized->Initialized
buildhelper{0.2.1} [Torojima's Build Helper] (buildhelper_0.2.1.zip) Unloaded->Constructed->Pre-initialized->Initialized
BWG4{1.1.9} [Better World Generation 4] (BWG4_V119.zip) Unloaded->Constructed->Pre-initialized->Initialized
CoFHCore{2.0.0.b7a} [CoFH Core] (CoFHCore-2.0.0.b7a.jar) Unloaded->Constructed->Pre-initialized->Initialized
CoFHLoot{2.0.0.b7a} [CoFH Loot] (CoFHCore-2.0.0.b7a.jar) Unloaded->Constructed->Pre-initialized->Initialized
CoFHMasquerade{2.0.0.b7a} [CoFH Masquerade] (CoFHCore-2.0.0.b7a.jar) Unloaded->Constructed->Pre-initialized->Initialized
CoFHSocial{2.0.0.b7a} [CoFH Social] (CoFHCore-2.0.0.b7a.jar) Unloaded->Constructed->Pre-initialized->Initialized
CoFHWorld{2.0.0.b7a} [CoFH World] (CoFHCore-2.0.0.b7a.jar) Unloaded->Constructed->Pre-initialized->Initialized
DungeonPack{1.6.4} [DungeonPack] (DungeonPack 1.6.4.zip) Unloaded->Constructed->Pre-initialized->Initialized
dynamictanks{1.0} [Dynamic Liquid Tanks 2] (DynamicTanks2_v0.0.8.jar) Unloaded->Constructed->Pre-initialized->Initialized
EnderStorage{1.4.3.5} [EnderStorage] (EnderStorage 1.4.3.5.jar) Unloaded->Constructed->Pre-initialized->Initialized
EnhancedPortals3{${version}} [EnhancedPortals] (EnhancedPortals-1.6.4-3.0.0b5d.jar) Unloaded->Constructed->Pre-initialized->Initialized
Natura{2.1.11} [Natura] (Natura-1.6.4-2.1.11.1.jar) Unloaded->Constructed->Pre-initialized->Initialized
Thaumcraft{4.1.0g} [Thaumcraft] (Thaumcraft4.1.0g.zip) Unloaded->Constructed->Pre-initialized->Initialized
ThaumicTinkererKami{1.0} [Thaumic Tinkerer KAMI] (ThaumicTinkererKAMI_j6.jar) Unloaded->Constructed->Pre-initialized->Initialized
Waila{1.4.4} [Waila] (Waila_1.4.4b.zip) Unloaded->Constructed->Pre-initialized->Initialized
ThaumicTinkerer{2.3-137} [Thaumic Tinkerer] (ThaumicTinkerer-2.3-137.jar) Unloaded->Constructed->Pre-initialized->Initialized
ThaumicExploration{0.4.0} [Thaumic Exploration] (Thaumic Exploration 0.5.1.jar) Unloaded->Constructed->Pre-initialized->Initialized
ForbiddenMagic{0.31} [Forbidden Magic] (ForbiddenMagic pr0.31.jar) Unloaded->Constructed->Pre-initialized->Initialized
ForgeMultipart{1.0.0.193} [Forge Multipart] (ForgeMultipart-universal-1.6.4-1.0.0.193.jar) Unloaded->Constructed->Pre-initialized->Initialized
McMultipart{1.0.0.193} [Minecraft Multipart Plugin] (ForgeMultipart-universal-1.6.4-1.0.0.193.jar) Unloaded->Constructed->Pre-initialized->Initialized
GuffCore{1.0.0} [Guff's Core] (GuffCore 1.0.0 (MC 1.6.4).zip) Unloaded->Constructed->Pre-initialized->Initialized
IceAndShadow{0.40.3} [Ice and Shadow I - Enter Nyx] (IceAndShadow.zip) Unloaded->Constructed->Pre-initialized->Errored
inventorytweaks{1.56} [Inventory Tweaks] (InventoryTweaks-MC1.6.2-1.56-b77.jar) Unloaded->Constructed->Pre-initialized->Initialized
levelup{0.2} [Level Up!] (LevelUp!_0.2(1.6.X).zip) Unloaded->Constructed->Pre-initialized->Initialized
mca{3.6.0} [Minecraft Comes Alive] (MCA-3.6.0 MC-1.6.4.zip) Unloaded->Constructed->Pre-initialized->Initialized
AS_Minions{1.7.6} [Minions] (Minions_1.6.4.zip) Unloaded->Constructed->Pre-initialized->Initialized
Morph{0.7.0} [Morph] (Morph-Beta-0.7.0.zip) Unloaded->Constructed->Pre-initialized->Initialized
Mystcraft{0.10.11.00} [Mystcraft] (mystcraft-uni-1.6.4-0.10.11.00.zip) Unloaded->Constructed->Pre-initialized->Initialized
Natura|ForgeMuliPart{0.1} [Natura Compat: FMP] (Natura-1.6.4-2.1.11.1.jar) Unloaded->Constructed->Pre-initialized->Initialized
necromancy{1.5} [Necromancy] (Necromancy_1.6.4.zip) Unloaded->Constructed->Pre-initialized->Initialized
NetherX{1.2.2} [NetherX] (NetherX 1.2 for MC 1.6.4.jar) Unloaded->Constructed->Pre-initialized->Initialized
plantmegapack{2.20} [Plant Mega Pack] (PlantMegaPack_2.20.zip) Unloaded->Constructed->Pre-initialized->Initialized
PR{0.4.6} [Plunder Rummage] (Plunder_Rummage_0.4.6__MC_1.6.4_.zip) Unloaded->Constructed->Pre-initialized->Initialized
quiverchevsky{b41 Backport} [QuiverBow] (QuiverBow_1.6.4_b44_Backport.zip) Unloaded->Constructed->Pre-initialized->Initialized
xreliquary{1.1.2} [Xeno's Reliquary] (Reliquary-1.1.2b.jar) Unloaded->Constructed->Pre-initialized->Initialized
Revamp{1.2.2} [Rivvest's Enhancements to Villager and Mob Performance] (revamp-1.2.2.zip) Unloaded->Constructed->Pre-initialized->Initialized
RitualEnchanting{v1.0} [Ritual Enchanting] (RitualEnchanting.zip) Unloaded->Constructed->Pre-initialized->Initialized
Schematica{1.5.3.56} [Schematica] (Schematica.jar) Unloaded->Constructed->Pre-initialized->Initialized
TConstruct{1.6.X_1.5.4dev} [Tinkers' Construct] (TConstruct_mc1.6.4_1.5.4d4.jar) Unloaded->Constructed->Pre-initialized->Initialized
ThaumcraftExtras{1.1} [Thaumcraft Extras] (ThaumcraftExtras-1.6.4-1.1a.jar) Unloaded->Constructed->Pre-initialized->Initialized
ThaumicReliquary{1.0.0} [Thaumic Reliquary] (Thaumic Reliquary 1.0.2.jar) Unloaded->Constructed->Pre-initialized->Initialized
thaumicalgaecraft{AC 1.4.3 and TC 4.0.5b for MC 1.6.4} [Thaumic Algae] (thaumicalgae1.1.0forAC1.4.3andTC4.0.5b_MC1.6.4.zip) Unloaded->Constructed->Pre-initialized->Initialized
TMechworks{19.d4b8fa0} [Tinkers' Mechworks] (TMechworks_mc1.6.4_0.1.4.2.jar) Unloaded->Constructed->Pre-initialized->Initialized
TwilightForest{1.20.3} [The Twilight Forest] (twilightforest-1.20.3.jar) Unloaded->Constructed->Pre-initialized->Initialized
Useful_Cobble{1.13.8} [Useful_Cobble] (useful_cobble_1_13_8.zip) Unloaded->Constructed->Pre-initialized->Initialized
WatkinsBase{0.1} [Watkins Base] (UtilityChest.zip) Unloaded->Constructed->Pre-initialized->Initialized
UtilityChest{v2.2} [Utility Chest] (UtilityChest.zip) Unloaded->Constructed->Pre-initialized->Initialized
witchery{0.9.1} [Witchery] (Witchery_0-9-1_164.zip) Unloaded->Constructed->Pre-initialized->Initialized
YALSM{2.0.3} [Yet Another Leather Smelting Mod] (yalsm-2.0.3.jar) Unloaded->Constructed->Pre-initialized->Initialized
mod_ZanMinimap{0.9.4} [Zan's Minimap] (ZansMinimap1.6.4.zip) Unloaded->Constructed->Pre-initialized->Initialized
ForgeMicroblock{1.0.0.193} [Forge Microblocks] (ForgeMultipart-universal-1.6.4-1.0.0.193.jar) Unloaded->Constructed->Pre-initialized->Initialized
TConstruct Environment: DO NOT REPORT THIS CRASH! Unsupported mods in environment: optifine
Also... would the armor and weapons of Modular PowerSuits be useful on Nyx, or enchanted diamond armor-sword combo is still a better choice?
Holy... how are you even getting this? It looks like BetterFurnaces is trying to use the ItemBlock I made for Nyx blocks that have multiple distinct variants based on block metadata (which, needless to say, only works with IaSBlocks). I'll test the upstream build of IaS with BetterFurnaces to see if I can reproduce the error.
EDIT: Okay. So this whole bit basically boiled down to one giant block ID conflict that didn't register as such for one reason or another (coremods?). You may want to change nyxBlockDarkStone_id in the Ice and Shadow config (I assume you're using a modpack as you have lots of mods, as by default the conflict occurs with nyxBlockPetrifiedLeaves_id).
That's actually a rather good question. I can definitely see them being useful if you bring along all the necessary blocks to keep them charged, as diamond armor gets destroyed fairly quickly (depending, of course, on how you play). However, I haven't played much with Modular PowerSuits, and am not sure how well the eponymal powersuits do as far as actual damage reduction goes.
Well, I know one thing for sure: The solar generators from the Addons are completely useless on Nyx, so are the heat-powered ones. The player would need to stack everything on batteries and max out defense(diamond shielding is much more efficient than eletrical shielding, but is heavier), while keeping offense weapons economical yet still helpful. And, of course, balancing out speed so you don't become a big fat sitting duck.
Back to the main topic... do you plan to involve bosses, or to add a 1.6.2 version?
Upon creating a Bo'P world, I ran into a Nyx Biome in the overworld:
http://www.majhost.com/gallery/garnira/Minecraft/2014-03-15_22.52.14.png
http://www.majhost.com/gallery/garnira/Minecraft/2014-03-15_22.51.51.png
Weird, huh? What's even stranger is that I couldn't find any sort of ID conflicts either! There isn't a Biomes O' Plenty biome with the same ID as any Nyx biomes!
Bored of vanilla? Sick of cluttered and complicated mod
pilespacks? Check out my modpacks!The Expedition (derelict)---------- Equinox (Fixed!)
There will be boss mobs in 0.41.0, which will come out once I figure out how to create a boss that's a fitting epic battle for the toughest of survivors without being unfair...
EDIT: Or 0.42.0. It mostly depends on which gets done first: the new dungeon or the boss mob.
And there is a version of IaS for 1.6.2 (0.37.3), but a lot has changed since that version, and there are known bugs in it. Of course, if you're okay with that, I can still put it up.
From what I gather, there is an ID conflict, even if neither wiki (FTB or BOP) lists it. Excerpt from biomesoplenty.common.core.BOPConfigurationIDs.java:
Either that, or BOP allows the Nyxian biomes to generate along with its own biomes and the overworld biomes, which I'd find strange. Either way, thanks for reporting!
There are all sorts of block conflicts with other mods. Any way you could use the forge coding to generate a ID Conflicts.txt like all the other forge mods do?
// Don't be sad, have a hug! <3
Time: 3/27/14 4:28 PM
Description: There was a severe problem during mod loading that has caused the game to fail
cpw.mods.fml.common.LoaderException: java.lang.reflect.InvocationTargetException
at cpw.mods.fml.common.registry.GameRegistry.registerBlock(GameRegistry.java:233)
at cpw.mods.fml.common.registry.GameRegistry.registerBlock(GameRegistry.java:196)
at iceandshadow.mod.IaSBlocks.init(IaSBlocks.java:76)
at iceandshadow.IceAndShadow.load(IceAndShadow.java:152)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:545)
at sun.reflect.GeneratedMethodAccessor3.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:201)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:181)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:112)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:699)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:249)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:509)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:808)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
Caused by: java.lang.reflect.InvocationTargetException
at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
at sun.reflect.NativeConstructorAccessorImpl.newInstance(Unknown Source)
at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(Unknown Source)
at java.lang.reflect.Constructor.newInstance(Unknown Source)
at cpw.mods.fml.common.registry.GameRegistry.registerBlock(GameRegistry.java:221)
... 39 more
Caused by: java.lang.ClassCastException: flabs.mods.betterfurnaces.BlockBetterFurnace cannot be cast to iceandshadow.block.IaSBlock
at iceandshadow.item.IaSItemBlockMulti.<init>(IaSItemBlockMulti.java:15)
... 44 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.6.4
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_45, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 204423432 bytes (194 MB) / 824705024 bytes (786 MB) up to 1908932608 bytes (1820 MB)
JVM Flags: 2 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx2G
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v8.11 FML v6.4.49.965 Minecraft Forge 9.11.1.965 Optifine OptiFine_1.6.4_HD_U_C8 70 mods loaded, 70 mods active
mcp{8.09} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized
FML{6.4.49.965} [Forge Mod Loader] (minecraftforge-9.11.1.965.jar) Unloaded->Constructed->Pre-initialized->Initialized
Forge{9.11.1.965} [Minecraft Forge] (minecraftforge-9.11.1.965.jar) Unloaded->Constructed->Pre-initialized->Initialized
CodeChickenCore{0.9.0.9} [CodeChicken Core] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized
NotEnoughItems{1.6.1.9} [Not Enough Items] (NotEnoughItems 1.6.1.9.jar) Unloaded->Constructed->Pre-initialized->Initialized
TConstruct-Preloader{0.0.1} [Tinkers Corestruct] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized
DamageIndicatorsMod{2.9.1.6} [Damage Indicators] (1.6.4 DamageIndicatorsv2.9.1.6.zip) Unloaded->Constructed->Pre-initialized->Initialized
Erebus{v0.1.0} [Erebus] ([1.6.2+] The Erebus 0.1.1a.zip) Unloaded->Constructed->Pre-initialized->Initialized
bspkrsCore{v5.3(1.6.4)} [bspkrsCore] ([1.6.4]bspkrsCorev5.3.zip) Unloaded->Constructed->Pre-initialized->Initialized
ArmorStatusHUD{v1.15(1.6.4)} [ArmorStatusHUD] ([1.6.4]ArmorStatusHUDv1.15.zip) Unloaded->Constructed->Pre-initialized->Initialized
BetterFurnaces{3.4} [Better Furnaces] ([1.6.4]BetterFurnacesV3.4.dev.zip) Unloaded->Constructed->Pre-initialized->Initialized
craftableAnimals{2.3.1} [Craftable Animals] ([1.6.4]CraftableAnimals v2.3.1.jar) Unloaded->Constructed->Pre-initialized->Initialized
StatusEffectHUD{v1.19(1.6.4)} [StatusEffectHUD] ([1.6.4]StatusEffectHUDv1.19.zip) Unloaded->Constructed->Pre-initialized->Initialized
TreeCapitator{Forge 1.6.4.r06} [Treecapitator] ([1.6.4]TreeCapitator.Forge.1.6.4.r06.Universal.jar) Unloaded->Constructed->Pre-initialized->Initialized
WorldStateCheckpoints{Forge 1.6.4.r04} [WorldStateCheckpoints] ([1.6.4]WorldStateCheckpoints.Forge.1.6.4.r04.zip) Unloaded->Constructed->Pre-initialized->Initialized
wildcaves3{0.4.3.5} [Wild Caves 3] ([1.6.x] WildCaves v0.4.3.4.zip) Unloaded->Constructed->Pre-initialized->Initialized
nohero_morehealth{4.5} [More Health Forge] ([Forge]More Health Enhanced 5.0 Universal.zip) Unloaded->Constructed->Pre-initialized->Initialized
arsmagica2{1.1.2b} [Ars Magica 2] (AM2_1.1.2b.zip) Unloaded->Constructed->Pre-initialized->Initialized
Atum{0.5.9B} [Atum] (Atum1.6.4-0.5.9b.jar) Unloaded->Constructed->Pre-initialized->Initialized
barrels{3.2} [The Barrels Mod] (Barrels 3.2-1.6.4.jar) Unloaded->Constructed->Pre-initialized->Initialized
BiblioCraft{1.5.4} [BiblioCraft] (BiblioCraft[v1.5.4].zip) Unloaded->Constructed->Pre-initialized->Initialized
BiblioWoodsBoP{1.2} [BiblioWoods Biomes O'Plenty Edition] (BiblioWoods[BiomesOPlenty][v1.2].zip) Unloaded->Constructed->Pre-initialized->Initialized
buildhelper{0.2.1} [Torojima's Build Helper] (buildhelper_0.2.1.zip) Unloaded->Constructed->Pre-initialized->Initialized
CoFHCore{2.0.0.b7a} [CoFH Core] (CoFHCore-2.0.0.b7a.jar) Unloaded->Constructed->Pre-initialized->Initialized
CoFHLoot{2.0.0.b7a} [CoFH Loot] (CoFHCore-2.0.0.b7a.jar) Unloaded->Constructed->Pre-initialized->Initialized
CoFHMasquerade{2.0.0.b7a} [CoFH Masquerade] (CoFHCore-2.0.0.b7a.jar) Unloaded->Constructed->Pre-initialized->Initialized
CoFHSocial{2.0.0.b7a} [CoFH Social] (CoFHCore-2.0.0.b7a.jar) Unloaded->Constructed->Pre-initialized->Initialized
CoFHWorld{2.0.0.b7a} [CoFH World] (CoFHCore-2.0.0.b7a.jar) Unloaded->Constructed->Pre-initialized->Initialized
DungeonPack{1.6.4} [DungeonPack] (DungeonPack 1.6.4.zip) Unloaded->Constructed->Pre-initialized->Initialized
dynamictanks{1.0} [Dynamic Liquid Tanks 2] (DynamicTanks2_v0.0.8a.jar) Unloaded->Constructed->Pre-initialized->Initialized
EnderStorage{1.4.3.6} [EnderStorage] (EnderStorage 1.4.3.6.jar) Unloaded->Constructed->Pre-initialized->Initialized
EnhancedPortals3{${version}} [EnhancedPortals] (EnhancedPortals-1.6.4-3.0.0b5d.jar) Unloaded->Constructed->Pre-initialized->Initialized
ExpChest{3.1.40.--} [Exp Chest] (Exp Chest v3.1.40.--.zip) Unloaded->Constructed->Pre-initialized->Initialized
ExtraUtilities{1.0.3c} [Extra Utilities] (extrautils-1.0.3c.zip) Unloaded->Constructed->Pre-initialized->Initialized
Natura{2.1.11} [Natura] (Natura-1.6.4-2.1.11.1.jar) Unloaded->Constructed->Pre-initialized->Initialized
Thaumcraft{4.1.0g} [Thaumcraft] (Thaumcraft4.1.0g.zip) Unloaded->Constructed->Pre-initialized->Initialized
ThaumicTinkererKami{1.0} [Thaumic Tinkerer KAMI] (ThaumicTinkererKAMI_j6.jar) Unloaded->Constructed->Pre-initialized->Initialized
Waila{1.4.4} [Waila] (Waila_1.4.4b.zip) Unloaded->Constructed->Pre-initialized->Initialized
ThaumicTinkerer{2.3-137} [Thaumic Tinkerer] (ThaumicTinkerer-2.3-137.jar) Unloaded->Constructed->Pre-initialized->Initialized
ThaumicExploration{0.4.0} [Thaumic Exploration] (Thaumic Exploration 0.5.1.jar) Unloaded->Constructed->Pre-initialized->Initialized
ForbiddenMagic{0.31} [Forbidden Magic] (ForbiddenMagic pr0.31.jar) Unloaded->Constructed->Pre-initialized->Initialized
ForgeMultipart{1.0.0.193} [Forge Multipart] (ForgeMultipart-universal-1.6.4-1.0.0.193.jar) Unloaded->Constructed->Pre-initialized->Initialized
McMultipart{1.0.0.193} [Minecraft Multipart Plugin] (ForgeMultipart-universal-1.6.4-1.0.0.193.jar) Unloaded->Constructed->Pre-initialized->Initialized
GuffCore{1.0.0} [Guff's Core] (GuffCore 1.0.0 (MC 1.6.4).zip) Unloaded->Constructed->Pre-initialized->Initialized
IceAndShadow{0.40.3} [Ice and Shadow I - Enter Nyx] (IceAndShadow.zip) Unloaded->Constructed->Pre-initialized->Errored
inventorytweaks{1.56} [Inventory Tweaks] (InventoryTweaks-MC1.6.2-1.56-b77.jar) Unloaded->Constructed->Pre-initialized->Initialized
levelup{0.2} [Level Up!] (LevelUp!_0.2(1.6.X).zip) Unloaded->Constructed->Pre-initialized->Initialized
mca{3.6.1} [Minecraft Comes Alive] (MCA-3.6.1 MC-1.6.4.zip) Unloaded->Constructed->Pre-initialized->Initialized
AS_Minions{1.7.6} [Minions] (Minions_1.6.4.zip) Unloaded->Constructed->Pre-initialized->Initialized
Morph{0.7.0} [Morph] (Morph-Beta-0.7.0.zip) Unloaded->Constructed->Pre-initialized->Initialized
Mystcraft{0.10.11.00} [Mystcraft] (mystcraft-uni-1.6.4-0.10.11.00.zip) Unloaded->Constructed->Pre-initialized->Initialized
Natura|ForgeMuliPart{0.1} [Natura Compat: FMP] (Natura-1.6.4-2.1.11.1.jar) Unloaded->Constructed->Pre-initialized->Initialized
necromancy{1.5} [Necromancy] (Necromancy_1.6.4.zip) Unloaded->Constructed->Pre-initialized->Initialized
plantmegapack{2.20} [Plant Mega Pack] (PlantMegaPack_2.20.zip) Unloaded->Constructed->Pre-initialized->Initialized
quiverchevsky{b41 Backport} [QuiverBow] (QuiverBow_1.6.4_b44_Backport.zip) Unloaded->Constructed->Pre-initialized->Initialized
Revamp{1.2.2} [Rivvest's Enhancements to Villager and Mob Performance] (revamp-1.2.2.zip) Unloaded->Constructed->Pre-initialized->Initialized
RitualEnchanting{v1.0} [Ritual Enchanting] (RitualEnchanting.zip) Unloaded->Constructed->Pre-initialized->Initialized
Schematica{1.5.3.56} [Schematica] (Schematica.jar) Unloaded->Constructed->Pre-initialized->Initialized
SS2{2 (build 2)} [Soul Shards 2] (SoulShards-2.0.15-universal-srg.jar) Unloaded->Constructed->Pre-initialized->Initialized
TConstruct{1.6.X_1.5.4dev} [Tinkers' Construct] (TConstruct_mc1.6.4_1.5.4d4.jar) Unloaded->Constructed->Pre-initialized->Initialized
ThaumcraftExtras{1.1} [Thaumcraft Extras] (ThaumcraftExtras-1.6.4-1.1a.jar) Unloaded->Constructed->Pre-initialized->Initialized
TMechworks{19.d4b8fa0} [Tinkers' Mechworks] (TMechworks_mc1.6.4_0.1.4.2.jar) Unloaded->Constructed->Pre-initialized->Initialized
TwilightForest{1.20.3} [The Twilight Forest] (twilightforest-1.20.3.jar) Unloaded->Constructed->Pre-initialized->Initialized
Useful_Cobble{1.13.8} [Useful_Cobble] (useful_cobble_1_13_8.zip) Unloaded->Constructed->Pre-initialized->Initialized
WatkinsBase{0.1} [Watkins Base] (UtilityChest.zip) Unloaded->Constructed->Pre-initialized->Initialized
UtilityChest{v2.2} [Utility Chest] (UtilityChest.zip) Unloaded->Constructed->Pre-initialized->Initialized
witchery{0.16.3} [Witchery] (Witchery_0-16-3_164.zip) Unloaded->Constructed->Pre-initialized->Initialized
YALSM{2.0.3} [Yet Another Leather Smelting Mod] (yalsm-2.0.3.jar) Unloaded->Constructed->Pre-initialized->Initialized
mod_ZanMinimap{0.9.4} [Zan's Minimap] (ZansMinimap1.6.4.zip) Unloaded->Constructed->Pre-initialized->Initialized
ForgeMicroblock{1.0.0.193} [Forge Microblocks] (ForgeMultipart-universal-1.6.4-1.0.0.193.jar) Unloaded->Constructed->Pre-initialized->Initialized
TConstruct Environment: DO NOT REPORT THIS CRASH! Unsupported mods in environment: optifine
This is probably the result of a block ID conflict, specifically with nyxBlockDarkStone_id (forget the exact value). I could possibly do a bit of ID conflict checking for the next version to map out all potential conflicts. Thank you for the suggestion!
Thank you for the kind words. I was planning to set up a wiki, but don't have the time to write articles for it currently.
As far as the portal goes, you need to sprint through it to travel through it. Since apparently quite a few people have been having issues with this feature (which I'll maintain for the sake of protecting the player in the event of being pushed or lag spikes), maybe I should add in an in-game message if someone attempts to stand in the portal that hints that they need to sprint through it.
First, the darkstone pillar block's texture doesn't align with the block placement. Second, the slabs and stairs have shadows when there is a block horizontally next to them. Third, the petrified leaves don't respect the graphic settings (fast vs. fancy). Forth and last, the sticky planks are crafted from themselves instead of the logs, which could lead to duping if it was actually possible to obtain them.
I've perused your config and see that the planks issue is quite obviously solved.
If it helps you feel better, Ars Magica 2 has the same shadow issue with the witchwood plank stairs/slabs.
Overall, I'm really loving this mod. Even with other mods it is still pretty difficult. The torch restriction is brilliant and mass using lighting can be rather...harmful. I'm really looking forward to the new thing you'll add.
Thank you for the kind words about the mod and for bringing my attention to a few things. I'll go through the issues you brought up one by one.
Oops. I'll be fixing that.
Unfortunately I know about it and can't trivially solve this one. I know that slab and stair lighting isn't ever quite right, but that's the fault of how Mojang's rendering engine handles luminescent blocks and the work-arounds I had to take to prevent more obnoxious lighting bugs (like block luminescence increasing if illuminated by a brighter block, this has NOT been fixed in 1.7 to my knowledge, notice how redstone blocks don't emit light). I'll do what I can, but no guarantees.
I'll definitely be fixing that. The reason this happened was that petrified leaves are actually a very different block type from the other leaves. But! It'll be fixed.
Yeaaah, I felt like an idiot when I found that I had added that crafting recipe. But yes, it's fixed upstream.