Any guesstimate as to how far your 1.8 version is from being complete? I'm debating whether or not I want to start up a new world. I'll probably do it looks like I'll be waiting a while on the wasteland... but I might be incline to hold off if it's just around the corner.
Rollback Post to RevisionRollBack
Showing My Support! Great Work Deserves Great Appreciation!
How do you go about adding modded vanilla lists to the loot config? I don't want to add the items, as I don't know what will be in the list, I want to be able to reference the lists directly.
You put the items you want into the config. thats it. find out the item name, and put it in the config.
So! I always wanted to MAKE a mod like this, and I was so glad to find this one. I have been REALLY enjoying it, quite a lot. I love the difficulty level. Everything feels like a real achievement--finding that lava to make obsidian at last had me nearly cheering. Getting a jukebox into my house and a creeper-dropped record playing made me feel like I was the last person on Earth, listening to my happy music all alone. GREAT mod.
Some suggestions:
* Stray dog packs. These could be hostile toward zombies, be able to eat zombie flesh, be tameable, and be very rare (maybe only located in cities?)
* RARE sapling loot, and rare, solitary grass blocks. I mean super rare, maybe only found in Nether Fortress chests or very rare in city chests.
* City sewers? I know there's city mods out there with sewers. This might be a good place for tons of mobs, some more loot, or maybe rare grass growing under the city that could be harvested with silk touch, or possibly water now and again.
* Other survivors. I'd suggest a travelling hermit that trades things, maybe melon/pumpkin seeds or potatoes/carrots, or other hard-to-get items. Also possible might be hostile bands of 2-3 bandits, maybe on horseback, and armored. Perhaps you could steal their horse, or take it if you manage to kill them. Small groups or solo looters, too, in cities or ruins, might be fun, or even hermit holdouts holing up in villages or towns, perhaps varying between trader and hostile at random (per NPC).
* Recipes: the ability to change zombie flesh into leather. The ability to somehow purify radioactive yuck into water, maybe? I like the water how it is though.
* An option to remove all placed mob spawners? Or would this destroy dungeons, too? Even so maybe it could be an option; the immersion of this mob is great but running into spawners everywhere in the city killed it for me. Sorry if this is already an option, see next:
* I can't find a config file; I also couldn't see the location listed anywhere! Maybe make it easier to find or make the directions more obvious if there are any!
* Maybe a way to get livestock & sugar canes. Ofc extremely rare--maybe sometimes 1 single surviving sheep, pig, cow or rabbit later on) inside a pen? I do have eggs from chickens, but they're useless without sugar/milk!
I use the backpack mod with this one, and it's a really fun experience. Highly recommended mod!
--Oh, one other thing, for people who are interested; it's possible to start a world with this mod, run or fly around and generate a ton of wasteland terrain, cities, towns etc, then close Minecraft, turn off the mod, and load it as a regular game. There's a dropoff between the regular world and the wasteland one, but it's pretty cool to have a huge wasteland area with the grass slowly encroaching and wilderness outside of it! You'll just lose the radioactive stuff
I like some of your suggestions. They are really good, also I would actually add add some biomes like radioactive ocean that would have a change to be generated not less than 1000 blocks from spawn, and maybe radioactive swamp? A lot of radioactive goo instead of water but there be slimes like in normal swamps, and maybe some new mob, radioactive slime?
I think there is way to check id of block and you could add to loot chest as a very rare type grass block. And of course in spawn config file you can change spawn of animals, in your case add them. You can find that file in config folder in your minecraft folder, and there will be Wasteland folder, inside is CreatureSpawns file.
Wandering trader is achievable via mod primitive mobs, but it have separate spawn config you need to tweak a little before going to wasteland mod's config and set where new mobs should spawn or shouldn't.
* An option to remove all placed mob spawners? Or would this destroy dungeons, too? Even so maybe it could be an option; the immersion of this mob is great but running into spawners everywhere in the city killed it for me. Sorry if this is already an option, see next:
Hey there! Looking through the config file I never found a way to turn off the spawners, and could only change what mob they'd spawn - so I've actually used MCedit to remove the spawners from the schematics one by one and it didn't seem to break anything for me.
Turned the Wasteland Forest into a dried up ocean by using the Biome Tweaker mod. Felt something more dramatic was needed when you go exploring.
That screen looks absolutely amazing. Has anyone found any decent modpacks based around this mod? I haven't had much luck, but then again, been awhile since I looked.
So! I always wanted to MAKE a mod like this, and I was so glad to find this one. I have been REALLY enjoying it, quite a lot. I love the difficulty level. Everything feels like a real achievement--finding that lava to make obsidian at last had me nearly cheering. Getting a jukebox into my house and a creeper-dropped record playing made me feel like I was the last person on Earth, listening to my happy music all alone. GREAT mod.
Some suggestions:
* Stray dog packs. These could be hostile toward zombies, be able to eat zombie flesh, be tameable, and be very rare (maybe only located in cities?)
* RARE sapling loot, and rare, solitary grass blocks. I mean super rare, maybe only found in Nether Fortress chests or very rare in city chests.
* City sewers? I know there's city mods out there with sewers. This might be a good place for tons of mobs, some more loot, or maybe rare grass growing under the city that could be harvested with silk touch, or possibly water now and again.
* Other survivors. I'd suggest a travelling hermit that trades things, maybe melon/pumpkin seeds or potatoes/carrots, or other hard-to-get items. Also possible might be hostile bands of 2-3 bandits, maybe on horseback, and armored. Perhaps you could steal their horse, or take it if you manage to kill them. Small groups or solo looters, too, in cities or ruins, might be fun, or even hermit holdouts holing up in villages or towns, perhaps varying between trader and hostile at random (per NPC).
* Recipes: the ability to change zombie flesh into leather. The ability to somehow purify radioactive yuck into water, maybe? I like the water how it is though.
* An option to remove all placed mob spawners? Or would this destroy dungeons, too? Even so maybe it could be an option; the immersion of this mob is great but running into spawners everywhere in the city killed it for me. Sorry if this is already an option, see next:
* I can't find a config file; I also couldn't see the location listed anywhere! Maybe make it easier to find or make the directions more obvious if there are any!
* Maybe a way to get livestock & sugar canes. Ofc extremely rare--maybe sometimes 1 single surviving sheep, pig, cow or rabbit later on) inside a pen? I do have eggs from chickens, but they're useless without sugar/milk!
I use the backpack mod with this one, and it's a really fun experience. Highly recommended mod!
--Oh, one other thing, for people who are interested; it's possible to start a world with this mod, run or fly around and generate a ton of wasteland terrain, cities, towns etc, then close Minecraft, turn off the mod, and load it as a regular game. There's a dropoff between the regular world and the wasteland one, but it's pretty cool to have a huge wasteland area with the grass slowly encroaching and wilderness outside of it! You'll just lose the radioactive stuff
This seems ok, but to have vendors spawn, just take the Custom NPC mod and plan them yourself, you'll have more choice and with some other mods, as Dr Zark Mo Creatures, you can have so much choice in the components of you mod pack. Currently I'm using the Backpack too with thiese ones, and some other mod for food and furniture as Mr Crayfish and Bibliocraft, but to convert radioactive water bucket, being using Custom NPC, you can trade one with another bucket, or put the radioactive water on the oven of Mr Crayfish, and convert it by heating into fresh water, which you put on bassin for alchemy and take with bottles for thirst mod for example if you have one.
Those are just some examples of what you can do by combining some cool mods over there.
Speaking about something else, I've been happy to see MrSpring here, cause it's been a while since we saw you here man. I have to wait for other updates even when you will release you update of Wasteland Mod, because very few mods are updated to 1.8 of Minecraft, which is a mess playing between my three versions of the game
But still, happy to see that this mod is still being worked on.
Rollback Post to RevisionRollBack
Hum yeah, originally known as Duriel or Duriel7, but these two were taken, so I took Duriel77 as nick.
That screen looks absolutely amazing. Has anyone found any decent modpacks based around this mod? I haven't had much luck, but then again, been awhile since I looked.
Working on one at the moment, will be a while though, almost got all the worldgen sorted out, then it's all the config adjusting, minetweaking and HQM writing.
I get the single player to work fine for me, but the multiplayer, when I try to load up the server, gives me a "client out of date" error. How do I fix this?
I get the single player to work fine for me, but the multiplayer, when I try to load up the server, gives me a "client out of date" error. How do I fix this?
Maybe just take the server and the client in the same version, and will be fine.
Rollback Post to RevisionRollBack
Hum yeah, originally known as Duriel or Duriel7, but these two were taken, so I took Duriel77 as nick.
Hello everybody , i have found a strange problem , with one of my mods : Flans mod , Can you help me ?
---- Minecraft Crash Report ----
// Would you like a cupcake?
Time: 30/10/15 20:23
Description: There was a severe problem during mod loading that has caused the game to fail
cpw.mods.fml.common.LoaderException: java.lang.NoClassDefFoundError: org/jnbt/Tag
at cpw.mods.fml.common.LoadController.transition(LoadController.java:163)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:544)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:208)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:480)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:878)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
Caused by: java.lang.NoClassDefFoundError: org/jnbt/Tag
at dk.mrspring.wasteland.Wasteland.<clinit>(Wasteland.java:62)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Class.java:344)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:440)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:212)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:190)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:119)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:513)
... 10 more
Caused by: java.lang.ClassNotFoundException: org.jnbt.Tag
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:191)
at java.lang.ClassLoader.loadClass(ClassLoader.java:424)
at java.lang.ClassLoader.loadClass(ClassLoader.java:357)
... 36 more
Caused by: java.lang.NullPointerException
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:182)
... 38 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
In the config you have set the spawnrate of something to 0 or -1. citys perhaps?
No... I don't think I do... I'll check my config and see if it is.
hmm... could it have anything to do with ahving all the spawners being set to 0? (I wanted the cities to spawn without the spawner in difficulty I have a bad computer and I ahve a hard enough time in peacefull from the lag ;n; )
Oh hey, MrSpring.
Any guesstimate as to how far your 1.8 version is from being complete? I'm debating whether or not I want to start up a new world. I'll probably do it looks like I'll be waiting a while on the wasteland... but I might be incline to hold off if it's just around the corner.
You put the items you want into the config. thats it. find out the item name, and put it in the config.
/www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/2816702-tales-of-skyrim-bringing-skyrim-to-minecraft"" target="" data-ensure-absolute>
I like some of your suggestions. They are really good, also I would actually add add some biomes like radioactive ocean that would have a change to be generated not less than 1000 blocks from spawn, and maybe radioactive swamp? A lot of radioactive goo instead of water but there be slimes like in normal swamps, and maybe some new mob, radioactive slime?
I think there is way to check id of block and you could add to loot chest as a very rare type grass block. And of course in spawn config file you can change spawn of animals, in your case add them. You can find that file in config folder in your minecraft folder, and there will be Wasteland folder, inside is CreatureSpawns file.
Wandering trader is achievable via mod primitive mobs, but it have separate spawn config you need to tweak a little before going to wasteland mod's config and set where new mobs should spawn or shouldn't.
Hey there! Looking through the config file I never found a way to turn off the spawners, and could only change what mob they'd spawn - so I've actually used MCedit to remove the spawners from the schematics one by one and it didn't seem to break anything for me.
Just throwing this out there, has anyone used this mod alongside with Formivore's mods: CARuins, GreatWall and WalledCity Generator?
Seems the custom world type blocks this mod from functioning.
Here's a sneak at something I've been doing:
https://dl.dropboxusercontent.com/u/46396473/ProjectX/2015-09-16_22.12.35.png
Turned the Wasteland Forest into a dried up ocean by using the Biome Tweaker mod. Felt something more dramatic was needed when you go exploring.
That screen looks absolutely amazing. Has anyone found any decent modpacks based around this mod? I haven't had much luck, but then again, been awhile since I looked.
This seems ok, but to have vendors spawn, just take the Custom NPC mod and plan them yourself, you'll have more choice and with some other mods, as Dr Zark Mo Creatures, you can have so much choice in the components of you mod pack. Currently I'm using the Backpack too with thiese ones, and some other mod for food and furniture as Mr Crayfish and Bibliocraft, but to convert radioactive water bucket, being using Custom NPC, you can trade one with another bucket, or put the radioactive water on the oven of Mr Crayfish, and convert it by heating into fresh water, which you put on bassin for alchemy and take with bottles for thirst mod for example if you have one.
Those are just some examples of what you can do by combining some cool mods over there.
Speaking about something else, I've been happy to see MrSpring here, cause it's been a while since we saw you here man. I have to wait for other updates even when you will release you update of Wasteland Mod, because very few mods are updated to 1.8 of Minecraft, which is a mess playing between my three versions of the game
But still, happy to see that this mod is still being worked on.
Hum yeah, originally known as Duriel or Duriel7, but these two were taken, so I took Duriel77 as nick.
Working on one at the moment, will be a while though, almost got all the worldgen sorted out, then it's all the config adjusting, minetweaking and HQM writing.
I get the single player to work fine for me, but the multiplayer, when I try to load up the server, gives me a "client out of date" error. How do I fix this?
I really hope this mod will be reborned,i want cities spawned more commonly(or option in config)
It is. already. an option.
Seriously, does anyone actually look in the config for this mod before complaining?
/www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/2816702-tales-of-skyrim-bringing-skyrim-to-minecraft"" target="" data-ensure-absolute>
why?
Maybe just take the server and the client in the same version, and will be fine.
Hum yeah, originally known as Duriel or Duriel7, but these two were taken, so I took Duriel77 as nick.
I keep crashing whenever I try to make a world, can someone take a look at the log and try to tell me whats wrong?
GiMoe, are you still maintaining this mod? or has someone else taken over?
// Would you like a cupcake?
Time: 30/10/15 20:23
Description: There was a severe problem during mod loading that has caused the game to fail
cpw.mods.fml.common.LoaderException: java.lang.NoClassDefFoundError: org/jnbt/Tag
at cpw.mods.fml.common.LoadController.transition(LoadController.java:163)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:544)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:208)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:480)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:878)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
Caused by: java.lang.NoClassDefFoundError: org/jnbt/Tag
at dk.mrspring.wasteland.Wasteland.<clinit>(Wasteland.java:62)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Class.java:344)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:440)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:212)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:190)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:119)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:513)
... 10 more
Caused by: java.lang.ClassNotFoundException: org.jnbt.Tag
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:191)
at java.lang.ClassLoader.loadClass(ClassLoader.java:424)
at java.lang.ClassLoader.loadClass(ClassLoader.java:357)
... 36 more
Caused by: java.lang.NullPointerException
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:182)
... 38 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.7.10
Operating System: Windows 10 (amd64) version 10.0
Java Version: 1.8.0_25, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 148291872 bytes (141 MB) / 255270912 bytes (243 MB) up to 3207856128 bytes (3059 MB)
JVM Flags: 6 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx3G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v9.05 FML v7.10.99.99 Minecraft Forge 10.13.4.1448 5 mods loaded, 5 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
UC mcp{9.05} [Minecraft Coder Pack] (minecraft.jar)
UC FML{7.10.99.99} [Forge Mod Loader] (forge-1.7.10-10.13.4.1448-1.7.10.jar)
UC Forge{10.13.4.1448} [Minecraft Forge] (forge-1.7.10-10.13.4.1448-1.7.10.jar)
UC flansmod{4.10.0} [Flan's Mod] (Flans Mod-1.7.10-4.10.0.jar)
UE WLM{1.4.3} [The Wasteland Mod] (Wasteland mod-1.4.4.jar)
GL info: ' Vendor: 'ATI Technologies Inc.' Version: '3.3.11672 Compatibility Profile Context' Renderer: 'ATI Radeon HD 4800 Series'
Support Ice and Fire , This is terribly awesome !:D
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/2498069-ice-and-fire-dragons-in-a-whole-new-light
Made by Ceetronn
Its not flans, you don't have jnbt core. Its available for download just under the regular Wastelands download
In the config you have set the spawnrate of something to 0 or -1. citys perhaps?
/www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/2816702-tales-of-skyrim-bringing-skyrim-to-minecraft"" target="" data-ensure-absolute>
No... I don't think I do... I'll check my config and see if it is.
hmm... could it have anything to do with ahving all the spawners being set to 0? (I wanted the cities to spawn without the spawner in difficulty I have a bad computer and I ahve a hard enough time in peacefull from the lag ;n; )
WEll... shortly after actually READING your post... I realize what went wrong XD setting the spawnrate of spawners to 0 is the problem - 3- ledurp