You managed to decompile and continue without me giving source code? O_O Bro, you are a god. Of course do whatever the [REDACTED] you want!!!! Good luck on it
java.lang.NullPointerException: Unexpected error
at securecraftprotect.common.handlers.SCPInputHandler.onKeyPressed(SCPInputHandler.java:30)
at cpw.mods.fml.common.eventhandler.ASMEventHandler_198_SCPInputHandler_onKeyPressed_KeyInputEvent.invoke(.dynamic)
at cpw.mods.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:51)
at cpw.mods.fml.common.eventhandler.EventBus.post(EventBus.java:122)
at cpw.mods.fml.common.FMLCommonHandler.fireKeyInput(FMLCommonHandler.java:539)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1860)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:961)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:887)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:134)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
Would it be possible for the blood carpets to have "dynamic" textures? For example, 1 blood carpet would look like a little ball or splatter of blood, but once another blood carpet is put next to it, its texture would change to look like a both blocks are part of the same puddle (and on and on and on).
java.lang.NullPointerException: Unexpected error
at securecraftprotect.common.handlers.SCPInputHandler.onKeyPressed(SCPInputHandler.java:30)
at cpw.mods.fml.common.eventhandler.ASMEventHandler_198_SCPInputHandler_onKeyPressed_KeyInputEvent.invoke(.dynamic)
at cpw.mods.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:51)
at cpw.mods.fml.common.eventhandler.EventBus.post(EventBus.java:122)
at cpw.mods.fml.common.FMLCommonHandler.fireKeyInput(FMLCommonHandler.java:539)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1860)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:961)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:887)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:134)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
Hope this is helpful!
One: slap some spoilers on that, it clutters up the thread. Two: yeah the blink button is being worked on, its broke atm.
Would it be possible for the blood carpets to have "dynamic" textures? For example, 1 blood carpet would look like a little ball or splatter of blood, but once another blood carpet is put next to it, its texture would change to look like a both blocks are part of the same puddle (and on and on and on).
You managed to decompile and continue without me giving source code? O_O Bro, you are a god. Of course do whatever the [REDACTED] you want!!!! Good luck on it
You managed to decompile and continue without me giving source code? O_O Bro, you are a god. Of course do whatever the [REDACTED] you want!!!! Good luck on it
The Meaning of Life, the Universe, and Everything.
Join Date:
11/10/2011
Posts:
251
Location:
Drosselmeyer's Workshop
Minecraft:
creeperman999
Member Details
Spoiler-ified suggestion due to length and size.
Some kind of way to either stop an SCP in it's tracks, or something to just get rid of it and all of it's parts.
Aesthetically, both of them could be manifested as some kind of gun. I would LOVE to help with the models, assuming they were 3D, but I can't model, and I can't put that kind of stuff onto a weapon. But back on topic.
For stopping an SCP in it's tracks, it could make it into a block that could be broken for an item. But that would require making items for EVERY captured SCP, and that would be difficult. Plus, the coding needed for it would be insanely difficult.
For removing it, I'm thinking a teleporter gun, aesthetically. In reality, it's just making the SCP vanish. For good. No trace, no drops, nothing. How would it work? Simple. You fire at/hit the SCP with it, and it vanishes. Whether or not there's some cool effect to accompany it is up to you. And that depends on if you even do this on the first place. It would, presumably, be PRETTY expensive. But hey. Worth it.
Some kind of way to either stop an SCP in it's tracks, or something to just get rid of it and all of it's parts.
Aesthetically, both of them could be manifested as some kind of gun. I would LOVE to help with the models, assuming they were 3D, but I can't model, and I can't put that kind of stuff onto a weapon. But back on topic.
For stopping an SCP in it's tracks, it could make it into a block that could be broken for an item. But that would require making items for EVERY captured SCP, and that would be difficult. Plus, the coding needed for it would be insanely difficult.
For removing it, I'm thinking a teleporter gun, aesthetically. In reality, it's just making the SCP vanish. For good. No trace, no drops, nothing. How would it work? Simple. You fire at/hit the SCP with it, and it vanishes. Whether or not there's some cool effect to accompany it is up to you. And that depends on if you even do this on the first place. It would, presumably, be PRETTY expensive. But hey. Worth it.
From what I remember SCP-1023-ARC in the original mod could kill/delete any SCP (by right-clicking). I'm not sure if it's in the current version. And for "stopping an SCP in its tracks" I assume you mean temporarily stopping them. I'm guessing something like the tesla gate in SCP: CB could work, though it probably can't stop every SCP. To be honest I'm not actually sure what you mean.
From what I remember SCP-1023-ARC in the original mod could kill/delete any SCP (by right-clicking). I'm not sure if it's in the current version. And for "stopping an SCP in its tracks" I assume you mean temporarily stopping them. I'm guessing something like the tesla gate in SCP: CB could work, though it probably can't stop every SCP. To be honest I'm not actually sure what you mean.
I mean a way to stop SCPs that are too dangerous to be in your world, or ones that are just too inconvenient. And by stopping them in their tracks, I meant for good.
Part of the mod is trying to contain SCPs by your own means,plus,they kind of already come "contained and restricted" but several SCP are just too powerful or just don't seem to serve other puposes rather than "scape and destroy/kill". If they are "incovenient enough" or maybe too destructive,they will have they containment procedures correctly applied or won't be added to the mod.
Take SCP-1440 as an example,he was removed from the old mod because users complained about it being "too destructive around villages" (which was mostly it's purpose"
TL;DR: Too destructive? It may not be coded to the mod or just will have it's ways to be stoped.
I have not idea what SCPCraft is or was, I had not idea that you were continuing this project.
Can we have a description of what this mod is about, and if it's possible to have some screenshots if it's the case?
Thanks you so much.
SCPCraft or Secure. Craft Protect. is about this: http://www.scp-wiki.net/ (A collaborative horror-story wiki. It's about an organization trying to contain fictitious anomalous objects from the general public. Give it a read.)
The mod is about adding those objects and related items into the game.
These are some images (NOTE: These are from the original mod, some of them aren't in the current version:
i'm sorry ntzrmtthihu777 i have been wanting to help out this mod(if the link to the ship was bad you could have just said so sorry):(
No, the link was fine, but I really dislike it when someone comes along and keeps on trying to inject themself into something like that, especially when I already said 'go ahead'. If you want an example of how not to behave, look at my creepypastacraft thread and look at Hooded's posts.
Some kind of way to either stop an SCP in it's tracks, or something to just get rid of it and all of it's parts.
Aesthetically, both of them could be manifested as some kind of gun. I would LOVE to help with the models, assuming they were 3D, but I can't model, and I can't put that kind of stuff onto a weapon. But back on topic.
For stopping an SCP in it's tracks, it could make it into a block that could be broken for an item. But that would require making items for EVERY captured SCP, and that would be difficult. Plus, the coding needed for it would be insanely difficult.
For removing it, I'm thinking a teleporter gun, aesthetically. In reality, it's just making the SCP vanish. For good. No trace, no drops, nothing. How would it work? Simple. You fire at/hit the SCP with it, and it vanishes. Whether or not there's some cool effect to accompany it is up to you. And that depends on if you even do this on the first place. It would, presumably, be PRETTY expensive. But hey. Worth it.
SCP-1003 serves this purpose for now, dealing some 5000 hearts of damage. It mainly serves as a modder helper at the moment, but I think once I got most of it settled down I'll nerf it to be a more balanced item.
From what I remember SCP-1023-ARC in the original mod could kill/delete any SCP (by right-clicking). I'm not sure if it's in the current version. And for "stopping an SCP in its tracks" I assume you mean temporarily stopping them. I'm guessing something like the tesla gate in SCP: CB could work, though it probably can't stop every SCP. To be honest I'm not actually sure what you mean.
I mean a way to stop SCPs that are too dangerous to be in your world, or ones that are just too inconvenient. And by stopping them in their tracks, I meant for good.
I'll probably include a killswitch of some sort, or one could simply turn the game to peaceful.
Part of the mod is trying to contain SCPs by your own means,plus,they kind of already come "contained and restricted" but several SCP are just too powerful or just don't seem to serve other puposes rather than "scape and destroy/kill". If they are "incovenient enough" or maybe too destructive,they will have they containment procedures correctly applied or won't be added to the mod.
Take SCP-1440 as an example,he was removed from the old mod because users complained about it being "too destructive around villages" (which was mostly it's purpose"
TL;DR: Too destructive? It may not be coded to the mod or just will have it's ways to be stoped.
I'm thinking to say the heck with that and code all 3000 or so of them XD
SCPCraft or Secure. Craft Protect. is about this: http://www.scp-wiki.net/ (A collaborative horror-story wiki. It's about an organization trying to contain fictitious anomalous objects from the general public. Give it a read.)
The mod is about adding those objects and related items into the game.
These are some images (NOTE: These are from the original mod, some of them aren't in the current version:
Hehe, I actually have the Pipe Nightmare in the works; the pipe block works, and so does the mob. I just have to get the document spawned containment cells setup
You managed to decompile and continue without me giving source code? O_O Bro, you are a god. Of course do whatever the [REDACTED] you want!!!! Good luck on it
Will there be more options in the config file? Ex: a whitelist or blacklist of what blocks certain SCPs can break, the spread rate of certain SCPs, their spawn rates, things like that.
First and foremost, thank you for continuing two of my favorite mods. The SCP and CreepyPasta mods were always some of my favorites, and I am eventually wanting to try and make a horror/survival modpack/Hardcore Questing Mod map based around these things and surviving their onslaughts.
Since you've stated that you might as well screw it and add all of the SCPs, I look forward to the inclusion of SCP-682 and all of the mayhem that shall proceed from his inclusion.
Right? its pretty nice to do this sort of thing yeah?
Watch yourself, you're beginning to remind me of someone I rather disliked in my CreepyPastaCraft thread.
Patreon
---- Minecraft Crash Report ----
// Oh - I know what I did wrong!
Time: 7/25/14 5:56 PM
Description: Unexpected error
java.lang.NullPointerException: Unexpected error
at securecraftprotect.common.handlers.SCPInputHandler.onKeyPressed(SCPInputHandler.java:30)
at cpw.mods.fml.common.eventhandler.ASMEventHandler_198_SCPInputHandler_onKeyPressed_KeyInputEvent.invoke(.dynamic)
at cpw.mods.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:51)
at cpw.mods.fml.common.eventhandler.EventBus.post(EventBus.java:122)
at cpw.mods.fml.common.FMLCommonHandler.fireKeyInput(FMLCommonHandler.java:539)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1860)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:961)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:887)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:134)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
Hope this is helpful!
One: slap some spoilers on that, it clutters up the thread. Two: yeah the blink button is being worked on, its broke atm.
Something like how redstone is placed eh?
Patreon
Yes! I'm surprised actually, I thought about redstone in my head when writing it, but I never acutally posted it!
I don't see why not, it shouldn't be so hard. I'd just replicate the redstone's code as needed.
Patreon
Some kind of way to either stop an SCP in it's tracks, or something to just get rid of it and all of it's parts.
Aesthetically, both of them could be manifested as some kind of gun. I would LOVE to help with the models, assuming they were 3D, but I can't model, and I can't put that kind of stuff onto a weapon. But back on topic.
For stopping an SCP in it's tracks, it could make it into a block that could be broken for an item. But that would require making items for EVERY captured SCP, and that would be difficult. Plus, the coding needed for it would be insanely difficult.
For removing it, I'm thinking a teleporter gun, aesthetically. In reality, it's just making the SCP vanish. For good. No trace, no drops, nothing. How would it work? Simple. You fire at/hit the SCP with it, and it vanishes. Whether or not there's some cool effect to accompany it is up to you. And that depends on if you even do this on the first place. It would, presumably, be PRETTY expensive. But hey. Worth it.
From what I remember SCP-1023-ARC in the original mod could kill/delete any SCP (by right-clicking). I'm not sure if it's in the current version. And for "stopping an SCP in its tracks" I assume you mean temporarily stopping them. I'm guessing something like the tesla gate in SCP: CB could work, though it probably can't stop every SCP. To be honest I'm not actually sure what you mean.
I mean a way to stop SCPs that are too dangerous to be in your world, or ones that are just too inconvenient. And by stopping them in their tracks, I meant for good.
Can we have a description of what this mod is about, and if it's possible to have some screenshots if it's the case?
Thanks you so much.
Take SCP-1440 as an example,he was removed from the old mod because users complained about it being "too destructive around villages" (which was mostly it's purpose"
TL;DR: Too destructive? It may not be coded to the mod or just will have it's ways to be stoped.
SCPCraft or Secure. Craft Protect. is about this: http://www.scp-wiki.net/ (A collaborative horror-story wiki. It's about an organization trying to contain fictitious anomalous objects from the general public. Give it a read.)
The mod is about adding those objects and related items into the game.
These are some images (NOTE: These are from the original mod, some of them aren't in the current version:
No, the link was fine, but I really dislike it when someone comes along and keeps on trying to inject themself into something like that, especially when I already said 'go ahead'. If you want an example of how not to behave, look at my creepypastacraft thread and look at Hooded's posts.
SCP-1003 serves this purpose for now, dealing some 5000 hearts of damage. It mainly serves as a modder helper at the moment, but I think once I got most of it settled down I'll nerf it to be a more balanced item.
Yeah, the ARC did just that.
I'll probably include a killswitch of some sort, or one could simply turn the game to peaceful.
I'm thinking to say the heck with that and code all 3000 or so of them XD
Hehe, I actually have the Pipe Nightmare in the works; the pipe block works, and so does the mob. I just have to get the document spawned containment cells setup
Patreon
Since you've stated that you might as well screw it and add all of the SCPs, I look forward to the inclusion of SCP-682 and all of the mayhem that shall proceed from his inclusion.
Sincerely,
King of the Booooterflies