I respect your opinion on the villagers, but saying I'm racist? Dude, you think there is someone in the world that looks like squidward? Not the big nose, but the overall appearance of the face. You react to comments rudely as if you are the boss of everything. Respect other's opinions, and also, already watched all element animation villager videos a long time ago.
Okay, yeah. I kind of went just a bit too far with that... I'm sure there's someone somewhere who looks something like that, but I've certainly never met them. I am the boss of everything, and I like it that way. I do somewhat regret the way that comment came off, but I'm very tired of the constant hate for the villigers, who I'm personally very fond of. I do respect the opinions of others, but I also don't necicerily agree with them.
Tribbles are a creature from Star Trek that look like tiny balls of fur, about 1.5 inches tall, 5 inches long, and 3 wide. They are cute, and entirely harmless, however they are born pregnant and reproduce at such a rate that having one on your space ship can quickly turn into an infestation, and there will be no room for YOU on your ship. Eventually, there's too much built up pressure, and your spaceship explodes, and everybody dies. Fun, huh?
On the surface, this seems like a great idea, however, the lag from having even 40 or so of the things? Fairly heavy. Immagine what happens if you ignore them. I can't actually support this simply because of the lag. One thing I have done on my server, using a plugin, I made a peice of pink dye named "Tribble" that once put into your inventory spawns more of itself in your inventory. I reccommend sticking to something like this if you want tribbles. They're just not mob material....
you know, if there was a dislike button people will stop complaining on how rude or whatever this guy is. ok, so he didnt explain his opinion in the best way possible. if you are already in a public forum you should know that sometimes these things happen, and there is only one thing to do about it.
i dont know if it has been suggested but its something id like to see
This idea could use some more explaining. You mean like the spider queen mod? Because there's a mod for that. Or like shelob in ChocolateQuest? Because again, that's a thing...
I've just begun an animation tutorial! Even if you're not a modder or modeler, you can follow my progress on the tribesmen in these upcoming videos.
Great tutorial. The issue you mentioned starting at the 7:00 mark was the reason I never migrated my models to the .addChild() function. I never really thought to do it that way.
I could tell you how I do mine. I believe my way is called "Spacial Rotation", a much more difficult and manual way to animate. I only use what I do since most of my modeling comes from the Techne era where .addChild() was not supported. I didn't not even know function existed until a few months ago.
I have to tell Minecraft to rotate the points to keep it all together whereas .addChild() does that all for you. To give you an idea of what my models looked like in Techne, I could give one of my most extreme models, Necromancer Delphox. Here is an old work in progress shot of the model while still working on the texture:
The model is built very similar to the Speed Stinger model at 1:20 in your video (though there are some important differences on rotation point locations). Below is that GIF of footage I shot of the mob in game I showed you a while back, stitched together, and animated but with absolutely no .addChild() functions used.
It may look like it works but it has some serious issues I had to avoid to make it work (such avoiding as Z-axis rotation where possible) and the "parented" parts had to have default angles of 0,0,0. Your way would fix those problems. So even I learned something valuable from your tutorial. I'll play around with what you talked about and see what I can come up with for my own models.
the flesh host mimic spawns underground at brighter light levels, and in villages. From a distance it looks like a regular villager of any profession, but when a player approaches, its head splits open, revealing a fleshy maw riddled with serrated teeth, and it's nose becomes a lure-like tongue (which could glow?). Also, 6 insect like legs erupt from under the crossed arms of the "villager". In villager form, zombies and golems behave normally to it, but in mimic form, zombies ignore it, and golems are hostile towards it. If it kills a villager, the villager respawns as a new flesh host mimic. I don't know what it would drop, but in villager form it sounds like a villager, but in mimic form it would make a screaming/slurpy noise, like something in pain slathered in jelly. Mimic form, with the spidery legs, is 3(or 4) blocks tall.
the flesh host mimic spawns underground at brighter light levels, and in villages. From a distance it looks like a regular villager of any profession, but when a player approaches, its head splits open, revealing a fleshy maw riddled with serrated teeth, and it's nose becomes a lure-like tongue (which could glow?). Also, 6 insect like legs erupt from under the crossed arms of the "villager". In villager form, zombies and golems behave normally to it, but in mimic form, zombies ignore it, and golems are hostile towards it. If it kills a villager, the villager respawns as a new flesh host mimic. I don't know what it would drop, but in villager form it sounds like a villager, but in mimic form it would make a screaming/slurpy noise, like something in pain slathered in jelly. Mimic form, with the spidery legs, is 3(or 4) blocks tall.
I'm new, I hope you like it.
now, i want to talk about this. first of all, i think it would be indeed cool if it was in the mod. but i want people to understand something. (also, endermanly74, i have nothing against you, i just took it as an example.) animating and programming such a thing would be a nightmare. lets try and do it like... 1/10 thing. 1 is really easy, while 10 is almost impossible. the foliaath is about 5 in animating and 3 in programming. i put mowzie in about 7-8 in both. this idea will be somewhere 6 in programming and 9 in animating. ok? so... please, people. try thinking how hard will something be before posting it. i dont know how to say it in another way, and im sorry if i offended anyone, but please. try to understand.
Rollback Post to RevisionRollBack
As human beings, we can teach, invent and discover, but if we can't do any of that we can at the very least be honest.
the flesh host mimic spawns underground at brighter light levels, and in villages. From a distance it looks like a regular villager of any profession, but when a player approaches, its head splits open, revealing a fleshy maw riddled with serrated teeth, and it's nose becomes a lure-like tongue (which could glow?). Also, 6 insect like legs erupt from under the crossed arms of the "villager". In villager form, zombies and golems behave normally to it, but in mimic form, zombies ignore it, and golems are hostile towards it. If it kills a villager, the villager respawns as a new flesh host mimic. I don't know what it would drop, but in villager form it sounds like a villager, but in mimic form it would make a screaming/slurpy noise, like something in pain slathered in jelly. Mimic form, with the spidery legs, is 3(or 4) blocks tall.
I'm new, I hope you like it.
It's cool, but it doesn't fit the theme I'm going for at all. I'd love to see this in a horror mod of some sort.
now, i want to talk about this. first of all, i think it would be indeed cool if it was in the mod. but i want people to understand something. (also, endermanly74, i have nothing against you, i just took it as an example.) animating and programming such a thing would be a nightmare. lets try and do it like... 1/10 thing. 1 is really easy, while 10 is almost impossible. the foliaath is about 5 in animating and 3 in programming. i put mowzie in about 7-8 in both. this idea will be somewhere 6 in programming and 9 in animating. ok? so... please, people. try thinking how hard will something be before posting it. i dont know how to say it in another way, and im sorry if i offended anyone, but please. try to understand.
You make a good point, but this one's actually not that difficult. I just don't want it in Mowzie's Mobs.
Great tutorial. The issue you mentioned starting at the 7:00 mark was the reason I never migrated my models to the .addChild() function. I never really thought to do it that way.
I could tell you how I do mine. I believe my way is called "Spacial Rotation", a much more difficult and manual way to animate. I only use what I do since most of my modeling comes from the Techne era where .addChild() was not supported. I didn't not even know function existed until a few months ago.
I have to tell Minecraft to rotate the points to keep it all together whereas .addChild() does that all for you. To give you an idea of what my models looked like in Techne, I could give one of my most extreme models, Necromancer Delphox. Here is an old work in progress shot of the model while still working on the texture:
The model is built very similar to the Speed Stinger model at 1:20 in your video (though there are some important differences on rotation point locations). Below is that GIF of footage I shot of the mob in game I showed you a while back, stitched together, and animated but with absolutely no .addChild() functions used.
It may look like it works but it has some serious issues I had to avoid to make it work (such avoiding as Z-axis rotation where possible) and the "parented" parts had to have default angles of 0,0,0. Your way would fix those problems. So even I learned something valuable from your tutorial. I'll play around with what you talked about and see what I can come up with for my own models.
Woah! You do all that trig on the fly? I was already impressed with your work...
I'd love to see what you can do with some better tools. Please share later!
Woah! You do all that trig on the fly? I was already impressed with your work...
I'd love to see what you can do with some better tools. Please share later!
One of the very first things I learned on the first day I learned how to draw almost 11 years ago to the day, was you can only be as good as the tools you use.
You helped me get that much closer to doing well showing me Tabula, .addChild(), and now that little double joint trick in your tutorials. Thanks so much, I appreciate what you've given me.
Ok i do play heavily modded MC i have rooted the cause of the crash to your mod and i cant even play MC.So here is the crash report
---- Minecraft Crash Report ----
// Don't be sad. I'll do better next time, I promise!
Time: 14/7/15 8:13 AM
Description: There was a severe problem during mod loading that has caused the game to fail
cpw.mods.fml.common.LoaderException: java.lang.NoClassDefFoundError: com/bobmowzie/mowziesmobs/common/entity/EntityBabyFoliaath
at cpw.mods.fml.common.LoadController.transition(LoadController.java:163)
at cpw.mods.fml.common.Loader.preinitializeMods(Loader.java:535)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:241)
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: com/bobmowzie/mowziesmobs/common/entity/EntityBabyFoliaath
at com.bobmowzie.mowziesmobs.common.item.MMItems.init(MMItems.java:18)
at net.ilexiconn.llibrary.common.content.ContentHelper.init(ContentHelper.java:61)
at net.ilexiconn.llibrary.common.content.ContentHelper.init(ContentHelper.java:25)
at com.bobmowzie.mowziesmobs.MowziesMobs.preInit(MowziesMobs.java:65)
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 cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:532)
at sun.reflect.GeneratedMethodAccessor3.invoke(Unknown Source)
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.preinitializeMods(Loader.java:533)
... 10 more
Caused by: java.lang.ClassNotFoundException: com.bobmowzie.mowziesmobs.common.entity.EntityBabyFoliaath
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)
... 40 more
Caused by: java.lang.NoClassDefFoundError: com/bobmowzie/mowziesmobs/common/entity/MMEntityBase
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClass(ClassLoader.java:760)
at java.security.SecureClassLoader.defineClass(SecureClassLoader.java:142)
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:182)
... 42 more
Caused by: java.lang.ClassNotFoundException: com.bobmowzie.mowziesmobs.common.entity.MMEntityBase
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:101)
at java.lang.ClassLoader.loadClass(ClassLoader.java:424)
at java.lang.ClassLoader.loadClass(ClassLoader.java:357)
... 46 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
About the spider queen my suggestion would be that the spider queen would be larger then other spiders and could shoot cobwebs and poison players, i would also like to see those creepy legs on it, regarding the drops it could drop poison potions, large amounts of string and a big xp boost.
the spider queen would spawn in a Spider cave with her own spider "children" her minions would attack the player however if the queen is killed they will begin to flee from him.
The big part of the loot however could be maybe in dissected corpses wich could contain random parts of armor swords ingots and gems.
Anyway just some toughts and ideas i hope you can get something from them
About the spider queen my suggestion would be that the spider queen would be larger then other spiders and could shoot cobwebs and poison players, i would also like to see those creepy legs on it, regarding the drops it could drop poison potions, large amounts of string and a big xp boost.
the spider queen would spawn in a Spider cave with her own spider "children" her minions would attack the player however if the queen is killed they will begin to flee from him.
The big part of the loot however could be maybe in dissected corpses wich could contain random parts of armor swords ingots and gems.
Anyway just some toughts and ideas i hope you can get something from them
Hey there, nice mod! I mean really cool! But can you pls add a configuration (mod compitable) which allows you to config which mob 'il be attacked by that awesome plant thing... Oh and pls add some nether mobs, would be so cool! ,,Oh if my english sucks just forget it im one of those german guys...''
It's JC's model. I got it off of the magical place where they keep their stuff. (I won't name it if they don't want me to.)
Check out my maps (Currently on hold): http://www.minecraftforum.net/forums/mapping-and-modding/maps/2317554-frogamanias-maps
Frog's Fantastic Fantasy Mod: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/2412083-its-completely-new-frogs-fantastic-fantasy-mod
I think I know where:
Dropbox, am I right?
JurassiCraft enthusiast. Paleofreak, and all-time gamer. Oh and also supporter of awesome dinosaur mods
Ya, I loaded up the server, got 2 accounts on, and spawned in both the wroughtnaught and foliath. I'll get a screenshot.
Got some pictures. The only problem with multiplayer is the axe doesn't swing but other than that everything seems to be fine.
me with both the mobs:
http://i.imgur.com/kbc3SaW.png
proof that it's not LAN:
http://i.imgur.com/jWbun1P.png
How about a spider queen?
i dont know if it has been suggested but its something id like to see
Okay, yeah. I kind of went just a bit too far with that... I'm sure there's someone somewhere who looks something like that, but I've certainly never met them. I am the boss of everything, and I like it that way. I do somewhat regret the way that comment came off, but I'm very tired of the constant hate for the villigers, who I'm personally very fond of. I do respect the opinions of others, but I also don't necicerily agree with them.
Okay
Tribbles are a creature from Star Trek that look like tiny balls of fur, about 1.5 inches tall, 5 inches long, and 3 wide. They are cute, and entirely harmless, however they are born pregnant and reproduce at such a rate that having one on your space ship can quickly turn into an infestation, and there will be no room for YOU on your ship. Eventually, there's too much built up pressure, and your spaceship explodes, and everybody dies. Fun, huh?
On the surface, this seems like a great idea, however, the lag from having even 40 or so of the things? Fairly heavy. Immagine what happens if you ignore them. I can't actually support this simply because of the lag. One thing I have done on my server, using a plugin, I made a peice of pink dye named "Tribble" that once put into your inventory spawns more of itself in your inventory. I reccommend sticking to something like this if you want tribbles. They're just not mob material....
Oh. Wonderful. Now I'm that guy.
That's very helpful! I'd appreciate more of these!
That's good! Maybe I should use this on my server now.
This idea could use some more explaining. You mean like the spider queen mod? Because there's a mod for that. Or like shelob in ChocolateQuest? Because again, that's a thing...
My Mods:
Fool's gold & other dumb things
Placebo Effect
Two others that I am pretending don't exist.
Also, Modding Theory.
mowziemation! i like that!
i wonder what comes first, animating or texturing.
im guessing texturing, it makes more sense to animate your complete project rather then a grey one.
As human beings, we can teach, invent and discover, but if we can't do any of that we can at the very least be honest.
OH man...
I scored 36% on the Minecraft Trivia Quiz. How much do you know about Minecraft?
Please tell me where you got that in a spoiler!
EDIT:
Wait, is it GitHub?
Great tutorial. The issue you mentioned starting at the 7:00 mark was the reason I never migrated my models to the .addChild() function. I never really thought to do it that way.
I could tell you how I do mine. I believe my way is called "Spacial Rotation", a much more difficult and manual way to animate. I only use what I do since most of my modeling comes from the Techne era where .addChild() was not supported. I didn't not even know function existed until a few months ago.
I have to tell Minecraft to rotate the points to keep it all together whereas .addChild() does that all for you. To give you an idea of what my models looked like in Techne, I could give one of my most extreme models, Necromancer Delphox. Here is an old work in progress shot of the model while still working on the texture:
The model is built very similar to the Speed Stinger model at 1:20 in your video (though there are some important differences on rotation point locations). Below is that GIF of footage I shot of the mob in game I showed you a while back, stitched together, and animated but with absolutely no .addChild() functions used.
It may look like it works but it has some serious issues I had to avoid to make it work (such avoiding as Z-axis rotation where possible) and the "parented" parts had to have default angles of 0,0,0. Your way would fix those problems. So even I learned something valuable from your tutorial. I'll play around with what you talked about and see what I can come up with for my own models.
here's my idea:
Flesh Host Mimic:
the flesh host mimic spawns underground at brighter light levels, and in villages. From a distance it looks like a regular villager of any profession, but when a player approaches, its head splits open, revealing a fleshy maw riddled with serrated teeth, and it's nose becomes a lure-like tongue (which could glow?). Also, 6 insect like legs erupt from under the crossed arms of the "villager". In villager form, zombies and golems behave normally to it, but in mimic form, zombies ignore it, and golems are hostile towards it. If it kills a villager, the villager respawns as a new flesh host mimic. I don't know what it would drop, but in villager form it sounds like a villager, but in mimic form it would make a screaming/slurpy noise, like something in pain slathered in jelly. Mimic form, with the spidery legs, is 3(or 4) blocks tall.
I'm new, I hope you like it.
now, i want to talk about this. first of all, i think it would be indeed cool if it was in the mod. but i want people to understand something. (also, endermanly74, i have nothing against you, i just took it as an example.) animating and programming such a thing would be a nightmare. lets try and do it like... 1/10 thing. 1 is really easy, while 10 is almost impossible. the foliaath is about 5 in animating and 3 in programming. i put mowzie in about 7-8 in both. this idea will be somewhere 6 in programming and 9 in animating. ok? so... please, people. try thinking how hard will something be before posting it. i dont know how to say it in another way, and im sorry if i offended anyone, but please. try to understand.
As human beings, we can teach, invent and discover, but if we can't do any of that we can at the very least be honest.
It's cool, but it doesn't fit the theme I'm going for at all. I'd love to see this in a horror mod of some sort.
You make a good point, but this one's actually not that difficult. I just don't want it in Mowzie's Mobs.
Woah! You do all that trig on the fly? I was already impressed with your work...
I'd love to see what you can do with some better tools. Please share later!
Maybe...
*Nods head up and down. Yus I did.
Check out my maps (Currently on hold): http://www.minecraftforum.net/forums/mapping-and-modding/maps/2317554-frogamanias-maps
Frog's Fantastic Fantasy Mod: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/2412083-its-completely-new-frogs-fantastic-fantasy-mod
One of the very first things I learned on the first day I learned how to draw almost 11 years ago to the day, was you can only be as good as the tools you use.
You helped me get that much closer to doing well showing me Tabula, .addChild(), and now that little double joint trick in your tutorials. Thanks so much, I appreciate what you've given me.
Ok i do play heavily modded MC i have rooted the cause of the crash to your mod and i cant even play MC.So here is the crash report
---- Minecraft Crash Report ----
// Don't be sad. I'll do better next time, I promise!
Time: 14/7/15 8:13 AM
Description: There was a severe problem during mod loading that has caused the game to fail
cpw.mods.fml.common.LoaderException: java.lang.NoClassDefFoundError: com/bobmowzie/mowziesmobs/common/entity/EntityBabyFoliaath
at cpw.mods.fml.common.LoadController.transition(LoadController.java:163)
at cpw.mods.fml.common.Loader.preinitializeMods(Loader.java:535)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:241)
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: com/bobmowzie/mowziesmobs/common/entity/EntityBabyFoliaath
at com.bobmowzie.mowziesmobs.common.item.MMItems.init(MMItems.java:18)
at net.ilexiconn.llibrary.common.content.ContentHelper.init(ContentHelper.java:61)
at net.ilexiconn.llibrary.common.content.ContentHelper.init(ContentHelper.java:25)
at com.bobmowzie.mowziesmobs.MowziesMobs.preInit(MowziesMobs.java:65)
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 cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:532)
at sun.reflect.GeneratedMethodAccessor3.invoke(Unknown Source)
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.preinitializeMods(Loader.java:533)
... 10 more
Caused by: java.lang.ClassNotFoundException: com.bobmowzie.mowziesmobs.common.entity.EntityBabyFoliaath
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)
... 40 more
Caused by: java.lang.NoClassDefFoundError: com/bobmowzie/mowziesmobs/common/entity/MMEntityBase
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClass(ClassLoader.java:760)
at java.security.SecureClassLoader.defineClass(SecureClassLoader.java:142)
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:182)
... 42 more
Caused by: java.lang.ClassNotFoundException: com.bobmowzie.mowziesmobs.common.entity.MMEntityBase
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:101)
at java.lang.ClassLoader.loadClass(ClassLoader.java:424)
at java.lang.ClassLoader.loadClass(ClassLoader.java:357)
... 46 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 8.1 (amd64) version 6.3
Java Version: 1.8.0_25, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 206999464 bytes (197 MB) / 384425984 bytes (366 MB) up to 1060372480 bytes (1011 MB)
JVM Flags: 6 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G -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 v7.10.140.1401 Minecraft Forge 10.13.3.1401 44 mods loaded, 44 mods active
mcp{9.05} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized
FML{7.10.140.1401} [Forge Mod Loader] (forge-1.7.10-10.13.3.1401-1710ls.jar) Unloaded->Constructed->Pre-initialized
Forge{10.13.3.1401} [Minecraft Forge] (forge-1.7.10-10.13.3.1401-1710ls.jar) Unloaded->Constructed->Pre-initialized
CodeChickenCore{1.0.2.11} [CodeChicken Core] (minecraft.jar) Unloaded->Constructed->Pre-initialized
NotEnoughItems{1.0.2.15} [Not Enough Items] (NotEnoughItems-1.7.10-1.0.2.15-universal.jar) Unloaded->Constructed->Pre-initialized
dynamicswordskills{1.7.10-1.6.5} [Dynamic Sword Skills] (1.7.10-dynamicswordskills-1.6.5.jar) Unloaded->Constructed->Pre-initialized
battlegear2{1.0.6.3} [Mine & Blade Battlegear 2 - Bullseye] (1.7.10-MB_Battlegear2-Bullseye-1.0.6.3.jar) Unloaded->Constructed->Pre-initialized
simplecore{1.1.0} [SimpleCore API] ([1.7.10] SimpleCore API v1.1.0.jar) Unloaded->Constructed->Pre-initialized
simpleores{1.6.0} [SimpleOres 2] ([1.7.10] SimpleOres 2 v1.6.0 - Copy.jar) Unloaded->Constructed->Pre-initialized
AncientWarfare{2.4.83-beta-MC1.7.10} [Ancient Warfare Core] (ancientwarfare-2.4.83-beta-MC1.7.10 - Copy.jar) Unloaded->Constructed->Pre-initialized
AncientWarfareAutomation{2.4.83-beta-MC1.7.10} [Ancient Warfare Automation] (ancientwarfare-2.4.83-beta-MC1.7.10 - Copy.jar) Unloaded->Constructed->Pre-initialized
AncientWarfareNEIPlugin{2.4.83-beta-MC1.7.10} [Ancient Warfare NEI Plugin] (ancientwarfare-2.4.83-beta-MC1.7.10 - Copy.jar) Unloaded->Constructed->Pre-initialized
AncientWarfareNpc{2.4.83-beta-MC1.7.10} [Ancient Warfare NPCs] (ancientwarfare-2.4.83-beta-MC1.7.10 - Copy.jar) Unloaded->Constructed->Pre-initialized
AncientWarfareStructure{2.4.83-beta-MC1.7.10} [Ancient Warfare Structures] (ancientwarfare-2.4.83-beta-MC1.7.10 - Copy.jar) Unloaded->Constructed->Pre-initialized
AncientWarfareVehicle{2.4.83-beta-MC1.7.10} [Ancient Warfare Vehicles] (ancientwarfare-2.4.83-beta-MC1.7.10 - Copy.jar) Unloaded->Constructed->Pre-initialized
animalsPlus{1.2} [Animals+] (animalsPlus-1.2.jar) Unloaded->Constructed->Pre-initialized
ArchimedesShips{1.7.10 v1.7.1} [Archimedes' Ships] (Archimedes Ships.jar) Unloaded->Constructed->Pre-initialized
armourersWorkshop{1.7.10-0.28.0.70} [Armourer's Workshop] (Armourers Workshop.jar) Unloaded->Constructed->Pre-initialized
chocolateQuest{1.0} [Chocolate Quest] (chocolateQuest-1.7.10-1.0.jar) Unloaded->Constructed->Pre-initialized
customnpcs{1.7.10c} [CustomNpcs] (CustomNPCs_1.7.10c.jar) Unloaded->Constructed->Pre-initialized
DragonMounts{r39} [Dragon Mounts] (Dragon Mounts.jar) Unloaded->Constructed->Pre-initialized
enviromine{1.3.117} [EnviroMine] (EnviroMine-1.3.117.jar) Unloaded->Constructed->Pre-initialized
Steamcraft{0.26.0} [Flaxbeard's Steam Power] (FlaxbeardsSteamPower-1.7.10-0.26.0.jar) Unloaded->Constructed->Pre-initialized
ganyssurface{1.9.5} [Gany's Surface] (Ganys Surface-1.9.5 - Copy.jar) Unloaded->Constructed->Pre-initialized
iChunUtil{4.1.2} [iChunUtil] (iChunUtil-4.1.2.jar) Unloaded->Constructed->Pre-initialized
imc{1.6} [Improving Minecraft] (Improving Minecraft-1.6.jar) Unloaded->Constructed->Pre-initialized
llibrary{0.3.2-1.7.10} [LLibrary] (LLibrary-0.3.2-1.7.10.jar) Unloaded->Constructed->Pre-initialized
Mantle{1.7.10-0.3.2.jenkins184} [Mantle] (Mantle-1.7.10-0.3.2.jar) Unloaded->Constructed->Pre-initialized
MapWriter{2.1.2} [MapWriter] (MapWriter-1.7.10-2.1.2.jar) Unloaded->Constructed->Pre-initialized
RadixCore{2.0.1} [RadixCore] (RadixCore-2.0.1-1.7.10-universal.jar) Unloaded->Constructed->Pre-initialized
MCA{5.0.5_1} [Minecraft Comes Alive] (MCA-5.0.5_1-1.7.10-universal.jar) Unloaded->Constructed->Pre-initialized
MobAmputation{4.0.0} [MobAmputation] (MobAmputation-4.0.0.jar) Unloaded->Constructed->Pre-initialized
MobDismemberment{4.0.0} [MobDismemberment] (MobDismemberment-4.0.0.jar) Unloaded->Constructed->Pre-initialized
mowziesmobs{1.1.2} [Mowzie's Mobs] (Mowzies Mobs-1.2.1.jar) Unloaded->Constructed->Errored
Natura{2.2.0} [Natura] (natura-1.7.10-2.2.0.1.jar) Unloaded->Constructed->Pre-initialized
ProjectZulu|Core{1.7.10-1.4a} [Project Zulu] (ProjectZulu-1.7.10-1.4a.jar) Unloaded->Constructed->Pre-initialized
quiverchevsky{b100} [QuiverBow] (QuiverBow_1.7.10_b100.zip) Unloaded->Constructed->Pre-initialized
punt{1.7.10-10.13.0-14.0} [Punt] (smallboats-1.7.10-10.13.0-14.0.jar) Unloaded->Constructed->Pre-initialized
whitehall{1.7.10-10.13.0-14.0} [Whitehall] (smallboats-1.7.10-10.13.0-14.0.jar) Unloaded->Constructed->Pre-initialized
hoy{1.7.10-10.13.0-14.0} [Hoy] (smallboats-1.7.10-10.13.0-14.0.jar) Unloaded->Constructed->Pre-initialized
smallboats{1.7.10-10.13.0-14.0} [SmallBoats (base)] (smallboats-1.7.10-10.13.0-14.0.jar) Unloaded->Constructed->Pre-initialized
TConstruct{1.7.10-1.8.5.build957} [Tinkers' Construct] (TConstruct-1.7.10-1.8.3b - Copy.jar) Unloaded->Constructed->Pre-initialized
TwilightForest{2.3.2} [The Twilight Forest] (twilightforest-1.7.10-2.3.2.jar) Unloaded->Constructed->Pre-initialized
IguanaTweaksTConstruct{1.7.10-2.1.2.101} [Iguana Tinker Tweaks] (IguanaTinkerTweaks-1.7.10-2.1.2.jar) Unloaded->Constructed->Pre-initialized
GL info: ' Vendor: 'Intel' Version: '4.2.0 - Build 10.18.10.3355' Renderer: 'Intel(R) HD Graphics 4400'
Mantle Environment: Environment healthy.
TConstruct Environment: Environment healthy.
I had that problem a little bit ago. You must've forgotten to put AnimationAPI in the mods folder. You need both AnimationAPI and LLibary in there.
About the spider queen my suggestion would be that the spider queen would be larger then other spiders and could shoot cobwebs and poison players, i would also like to see those creepy legs on it, regarding the drops it could drop poison potions, large amounts of string and a big xp boost.
the spider queen would spawn in a Spider cave with her own spider "children" her minions would attack the player however if the queen is killed they will begin to flee from him.
The big part of the loot however could be maybe in dissected corpses wich could contain random parts of armor swords ingots and gems.
Anyway just some toughts and ideas i hope you can get something from them
Giant spiders have been done already. Sorry.
I suppose I could. Why, though?
Mhm :/
okai ill think of smothing else