java.lang.ArrayIndexOutOfBoundsException: 1
at com.vivalux.cyb.init.CYBAchievements.getAchievement(CYBAchievements.java:41)
at com.vivalux.cyb.handler.AchievementListener.onItemCrafted(AchievementListener.java:21)
at cpw.mods.fml.common.eventhandler.ASMEventHandler_40_AchievementListener_onItemCrafted_ItemCraftedEvent.invoke(.dynamic)
at cpw.mods.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:54)
at cpw.mods.fml.common.eventhandler.EventBus.post(EventBus.java:138)
at cpw.mods.fml.common.FMLCommonHandler.firePlayerCraftingEvent(FMLCommonHandler.java:570)
at net.minecraft.inventory.SlotCrafting.func_82870_a(SlotCrafting.java:109)
at net.minecraft.inventory.Container.func_75144_a(SourceFile:238)
at net.minecraft.client.multiplayer.PlayerControllerMP.func_78753_a(PlayerControllerMP.java:419)
at codechicken.nei.guihook.GuiContainerManager.handleSlotClick(GuiContainerManager.java:503)
at net.minecraft.client.gui.inventory.GuiContainer.func_146984_a(GuiContainer.java:638)
at net.minecraft.client.gui.inventory.GuiContainer.public_func_146984_a(GuiContainer.java)
at codechicken.nei.guihook.DefaultSlotClickHandler.callHandleMouseClick(DefaultSlotClickHandler.java)
at codechicken.nei.guihook.DefaultSlotClickHandler.handleSlotClick(DefaultSlotClickHandler.java:17)
at codechicken.nei.guihook.GuiContainerManager.handleMouseClick(GuiContainerManager.java:452)
at net.minecraft.client.gui.inventory.GuiContainer.managerHandleMouseClick(GuiContainer.java)
at net.minecraft.client.gui.inventory.GuiContainer.func_73864_a(GuiContainer.java:394)
at net.minecraft.client.gui.GuiScreen.func_146274_d(GuiScreen.java:296)
at net.minecraft.client.gui.inventory.GuiContainer.func_146274_d(GuiContainer.java)
at net.minecraft.client.gui.GuiScreen.func_146269_k(GuiScreen.java:268)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1629)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:962)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:887)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:606)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
A detailed walkthrough of the error, its code path and all known details is as follows:
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-- Head --
Stacktrace:
at com.vivalux.cyb.init.CYBAchievements.getAchievement(CYBAchievements.java:41)
at com.vivalux.cyb.handler.AchievementListener.onItemCrafted(AchievementListener.java:21)
at cpw.mods.fml.common.eventhandler.ASMEventHandler_40_AchievementListener_onItemCrafted_ItemCraftedEvent.invoke(.dynamic)
at cpw.mods.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:54)
at cpw.mods.fml.common.eventhandler.EventBus.post(EventBus.java:138)
at cpw.mods.fml.common.FMLCommonHandler.firePlayerCraftingEvent(FMLCommonHandler.java:570)
at net.minecraft.inventory.SlotCrafting.func_82870_a(SlotCrafting.java:109)
at net.minecraft.inventory.Container.func_75144_a(SourceFile:238)
at net.minecraft.client.multiplayer.PlayerControllerMP.func_78753_a(PlayerControllerMP.java:419)
at codechicken.nei.guihook.GuiContainerManager.handleSlotClick(GuiContainerManager.java:503)
at net.minecraft.client.gui.inventory.GuiContainer.func_146984_a(GuiContainer.java:638)
at net.minecraft.client.gui.inventory.GuiContainer.public_func_146984_a(GuiContainer.java)
at codechicken.nei.guihook.DefaultSlotClickHandler.callHandleMouseClick(DefaultSlotClickHandler.java)
at codechicken.nei.guihook.DefaultSlotClickHandler.handleSlotClick(DefaultSlotClickHandler.java:17)
at codechicken.nei.guihook.GuiContainerManager.handleMouseClick(GuiContainerManager.java:452)
at net.minecraft.client.gui.inventory.GuiContainer.managerHandleMouseClick(GuiContainer.java)
at net.minecraft.client.gui.inventory.GuiContainer.func_73864_a(GuiContainer.java:394)
at net.minecraft.client.gui.GuiScreen.func_146274_d(GuiScreen.java:296)
at net.minecraft.client.gui.inventory.GuiContainer.func_146274_d(GuiContainer.java)
at net.minecraft.client.gui.GuiScreen.func_146269_k(GuiScreen.java:268)
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Resource Packs: [Invictus-1.0-Shader.zip] Current Language: English (US)
Profiler Position: N/A (disabled)
Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Anisotropic Filtering: Off (1)
Got it. Should be as easy fix
[quote=Geero07;/members/Geero07;/forums/mapping-and-modding/minecraft-mods/2127883-cybernetica-become-a-cyborg-in-this-new-armor-mod?comment=76]
I don't really mean the droid of my profile I just got the idea from my profile.Droids are good becus they can become like your minions.With different types of bodies droids can be cool..Anyways thnx for replying to my comment
Oh, I see what you're saying! That's not a bad idea either Not sure if I'll make droids, but certainly something I'll keep in mind.
I already think that this is a good mod just by looking at it(I haven't tried it yet).
Some suggestions:
Dash:An upgradable module that lets you dash forward,breaking blocks and damaging mobs that are in your way.Mob damaging and block destruction can be unlocked after upgrading this module a certain amount of times.
Drill:Basically an improved pickaxe,this module breaks things it can break instantly.The blocks it can break increases as you upgrade this module.
Alright,i don't think you need this,but i am going to say it anyways. XP
As i am a user of your mod,i alredy have an idea of what you should work right now: The wrist blaster,the integration table and a HUD.
The wrist blaster should be a 3D item,not a fist-implemented thing,as you would need to change vanilla code ( i think) and that could be trouble-some and very complicated.
The integration table should be a bed-like block. It doesn't need a animation (yet) , it should just be a re-textured bed with a fence-like block sticking out at the middle of it holding it to the ground.
I don't think the HUD would be very complicated to make,but i think it should be only a blue colored text saying the current energy of the blaster,like this: ''Blaster Energy:100%'' .
Droids? You mean those robots in Oblivion? Maybe,but....
Maybe too hard to make the model,the AI and the functions like scanning,guarding,defending etc,could get too OP and ruin the fun of battling other people and a ''fair'' crafting recipe would need to be insane because,i mean c'mon,they're friking minion robots!
Dash and Drill? The Drill doesn't sound very hard to make,but as i alredy stated: 3D items for now,changing vanilla code with fist-implemented stuff could be dangerous and could greatly damage minecraft's reality if not completely breaking the mod maker's copy of minecraft. Now the dash could be just a temporary jump-speed boost? Like,you double-tap the foward key and you would make a short fast-jump with some blue energy particles coming out of you while you do that.
REMEMBER: Those are my recommendations for you to start working at the mod as of RIGHT NOW,and then after you are a little bit more experienced with rendering code and vanilla code you could move on with more complex stuff,like animations and fist-implemented gadgets.
Kay I dunno if this is a really cool bug or really cool feature but whenbi die with Cybernetics in my inventory I respawn with it atatched to me, so which is it and finally 1.7.10 now I can be a (upper body) space cyborg
Kay I dunno if this is a really cool bug or really cool feature but whenbi die with Cybernetics in my inventory I respawn with it atatched to me, so which is it and finally 1.7.10 now I can be a (upper body) space cyborg
It's a feature from the mod.
Space Cyborg,eh? More like just Borg. *BADUM DISSS*
Kay I dunno if this is a really cool bug or really cool feature but whenbi die with Cybernetics in my inventory I respawn with it atatched to me, so which is it and finally 1.7.10 now I can be a (upper body) space cyborg
It's a feature from the mod.
Space Cyborg,eh? More like just Borg. *BADUM DISSS*
Correct. It is by design that your implants remain equipped when you respawn. I mean, you are replacing entire parts of your body with technology. You can't get rid of them that easily Also just to clarify, if you need/want to, you can remove them from the Integration Table (which is also the only place you can equip them as well)
No I mean that I had unequipped robotic eye and arm in my inventory and when I died they were attached like I woke up from being half dead and realized yhat I am a cyborg now like in the movies. And just to make sure the parts were not equipped yet.
No I mean that I had unequipped robotic eye and arm in my inventory and when I died they were attached like I woke up from being half dead and realized yhat I am a cyborg now like in the movies. And just to make sure the parts were not equipped yet.
Ah, I see what you're saying now. THAT is definitely a bug. Will be fixed in the next update. Implants in your inventory (not equipped as armor) should not be equipped when you respawn.
Actually maybe you could make it a setting on hardcore mode allowing you to live on with extra lives but will suffer significant penalties if removed, that way you dont have to ddelete your harfcore world when using it. Coz in most cases cybernetics can save lives so I believe that that it should be a feature after registering your dna code on the integration table, so I die and with my last words I say "Ill be back".
And there is another bug when you install the night vision module and remove the upgrade and eye the enchant stays on.
And when you install a eye and a night vision module and remove them both later I still have the enchantment
I think he wants more variants of Cybernetic designs. Different looks.
Well, there is going to be a slightly different progression. Exo-suit - Partial Implants (like they are now) - Full body Implants (completely replaces body parts such as Head, Torso, Legs, and Feet)
maybe add an energy system and solar recharge feature that slowly recharges your suit. and maybe an energy tool that can change forms from a sword to an axe ect.
how exactly do i use the integration table? and for a future update, could you add a craftable book that explains how to use the mod?
You place your implants (i.e. cybernetic eye and arm) in the armor slots (top row) and then you place your modules (i.e. armor plating) into the module slots (bottom row). Note not all modules are compatible with all implants. Modules will display which ones they are compatible with in their tooltip.
As for the craftable book: that is coming out in the next version :). Just completing a few finishing touches.
Hey guys I just wanted to give an update so you know this mod isn't dead and neither am I. I just released a new version of Xth'uoth but I have realized how lacking as a programmer I am. The plan I have is to increase my programming skills outside of modding before returning to focus on it (in addition to working on a personal website). I will still work intermittently on my mods, but it may take some time for new releases. Because of this, if you want to keep updated on my progresses be sure to follow me on twitter @AuriluxMod. I appreciate all your guy's support! Have a happy rest of the holidays!
Oh, I see what you're saying! That's not a bad idea either Not sure if I'll make droids, but certainly something I'll keep in mind.
Hmmm, maybe
As i am a user of your mod,i alredy have an idea of what you should work right now: The wrist blaster,the integration table and a HUD.
The wrist blaster should be a 3D item,not a fist-implemented thing,as you would need to change vanilla code ( i think) and that could be trouble-some and very complicated.
The integration table should be a bed-like block. It doesn't need a animation (yet) , it should just be a re-textured bed with a fence-like block sticking out at the middle of it holding it to the ground.
I don't think the HUD would be very complicated to make,but i think it should be only a blue colored text saying the current energy of the blaster,like this: ''Blaster Energy:100%'' .
Droids? You mean those robots in Oblivion? Maybe,but....
Maybe too hard to make the model,the AI and the functions like scanning,guarding,defending etc,could get too OP and ruin the fun of battling other people and a ''fair'' crafting recipe would need to be insane because,i mean c'mon,they're friking minion robots!
Dash and Drill? The Drill doesn't sound very hard to make,but as i alredy stated: 3D items for now,changing vanilla code with fist-implemented stuff could be dangerous and could greatly damage minecraft's reality if not completely breaking the mod maker's copy of minecraft. Now the dash could be just a temporary jump-speed boost? Like,you double-tap the foward key and you would make a short fast-jump with some blue energy particles coming out of you while you do that.
REMEMBER: Those are my recommendations for you to start working at the mod as of RIGHT NOW,and then after you are a little bit more experienced with rendering code and vanilla code you could move on with more complex stuff,like animations and fist-implemented gadgets.
It's a feature from the mod.
Space Cyborg,eh? More like just Borg. *BADUM DISSS*
Correct. It is by design that your implants remain equipped when you respawn. I mean, you are replacing entire parts of your body with technology. You can't get rid of them that easily Also just to clarify, if you need/want to, you can remove them from the Integration Table (which is also the only place you can equip them as well)
A trifecta I am proud to accept
Ah, I see what you're saying now. THAT is definitely a bug. Will be fixed in the next update. Implants in your inventory (not equipped as armor) should not be equipped when you respawn.
And there is another bug when you install the night vision module and remove the upgrade and eye the enchant stays on.
And when you install a eye and a night vision module and remove them both later I still have the enchantment
Ah, so there isn't. I will get that fixed. Thanks!
Please elaborate.
I think he wants more variants of Cybernetic designs. Different looks.
Well, there is going to be a slightly different progression. Exo-suit - Partial Implants (like they are now) - Full body Implants (completely replaces body parts such as Head, Torso, Legs, and Feet)
Got it. I guess I was reading into it more than there was XD
Its a bit down the line, but something very much like this is on the todo list
You place your implants (i.e. cybernetic eye and arm) in the armor slots (top row) and then you place your modules (i.e. armor plating) into the module slots (bottom row). Note not all modules are compatible with all implants. Modules will display which ones they are compatible with in their tooltip.
As for the craftable book: that is coming out in the next version :). Just completing a few finishing touches.
I make YouTube Videos! https://www.youtube.com/channel/UC4Uhng7jLPmiiI4rnRT0FwA