for the next update for this mod could you add a config option to disable certain curses? Because i accidentally turned all my tools into the "Shiny but useless :(" versions of them when i midas touch
for the next update for this mod could you add a config option to disable certain curses? Because i accidentally turned all my tools into the "Shiny but useless :(" versions of them when i midas touch
Initially, that was going to be an option. But then I was advised by other modders not to do it and I agree with them. Curses are a risk. You can get rewarded for getting one or punished, depending on your luck, which you are willing to take. Just because things don't go in your favor does that mean you have to Quit? No. That is why I agree with them and I shall never give people the options to disable curses. In version 1.0.10 Midas Touch has a lower chance of appearing compared to the other curses (due to its annoying nature).
Sorry for the loss of your tolls, but if you managed to get them once I'm sure you'll be able to get them once more Don't get me wrong, I am not trying to be mean or anything, it's just a game design. If I enable people to disable curses everybody will just end up disabling all the bad ones, which defeats the purpose of them. Curses are supposed to be random, so you can be either rewarded or punished by one. They are not supposed to help the player all the time.
Edit: submitted my suggestions i hope you like them.
Although there isn't a way to do it right now, there will be in the future and in the near future I am going to add a way to enable and disable them in creative. It's already in the works
Also, thank you for your suggestions ^^ I will definitely add them
They work as intended. I went with reality (you have 5 fingers on each hand). And when you wear a ring it doesn't stay at the top of the finger, but at the bottom
They work as intended. I went with reality (you have 5 fingers on each hand). And when you wear a ring it doesn't stay at the top of the finger, but at the bottom
I think there may still be an issue though. Look at the sword, you can't hold a sword how the rings are.
Otherwise the sword is clipping right through the middle finger and up through the hand.
Google images: Hand holding sword:
Think of it like this, but curled to hold a blade:
Initially, that was going to be an option. But then I was advised by other modders not to do it and I agree with them. Curses are a risk. You can get rewarded for getting one or punished, depending on your luck, which you are willing to take. Just because things don't go in your favor does that mean you have to Quit? No. That is why I agree with them and I shall never give people the options to disable curses. In version 1.0.10 Midas Touch has a lower chance of appearing compared to the other curses (due to its annoying nature).
Sorry for the loss of your tolls, but if you managed to get them once I'm sure you'll be able to get them once more Don't get me wrong, I am not trying to be mean or anything, it's just a game design. If I enable people to disable curses everybody will just end up disabling all the bad ones, which defeats the purpose of them. Curses are supposed to be random, so you can be either rewarded or punished by one. They are not supposed to help the player all the time.
I've just recently come across this mod and haven't had a chance to try it out, but this is something that I must address as a mod user. When it comes to mods I am very finicky about what can or cannot go, this is the great thing about configs, it always one to add, change, tweak, or remove something to their favor. I stumbled across a really cool mod but it lacked a config which ruined the fun of it IMO. (some sort of mob that can turn you to stone, instant death, at a 25% chance) Even if it dropped something amazing, the punishment felt cheesy and I couldn't turn it off or change the chance. I ended up removing it and haven't come back to it since.
Sure I agree with your statement and I myself do not believe I would turn it off as I like my share of risk vs reward, but if someone wants to why should you tell them not? Look at Thaumcraft, a pretty successful mod. One thing people like and don't like? Taint, but nonetheless everyone can be appeased because there is an option to remove , or tweak it. It was added into the mod because of what you said, it's a gamble; a chance for something bad or good that can end horribly, and yet there is still an option to turn it off for those who don't play that way. Even Minecraft as a whole, people play peaceful mode yes? The intended way is with mobs tho right? Going out at night time is a risk, and if you don't want that... well change to peaceful! If you don't want to add it due to difficulty or time used other ways? Sure I can understand that, but forcing what you prefer on others when you can avoid it seems... off.
I think there may still be an issue though. Look at the sword, you can't hold a sword how the rings are.
Otherwise the sword is clipping right through the middle finger and up through the hand.
It's a video game. If I would really respect rules I should remove rings entirely as you don't actually have fingers in Minecraft, more like stubs.
I've just recently come across this mod and haven't had a chance to try it out, but this is something that I must address as a mod user. When it comes to mods I am very finicky about what can or cannot go, this is the great thing about configs, it always one to add, change, tweak, or remove something to their favor. I stumbled across a really cool mod but it lacked a config which ruined the fun of it IMO. (some sort of mob that can turn you to stone, instant death, at a 25% chance) Even if it dropped something amazing, the punishment felt cheesy and I couldn't turn it off or change the chance. I ended up removing it and haven't come back to it since.
Sure I agree with your statement and I myself do not believe I would turn it off as I like my share of risk vs reward, but if someone wants to why should you tell them not? Look at Thaumcraft, a pretty successful mod. One thing people like and don't like? Taint, but nonetheless everyone can be appeased because there is an option to remove , or tweak it. It was added into the mod because of what you said, it's a gamble; a chance for something bad or good that can end horribly, and yet there is still an option to turn it off for those who don't play that way. Even Minecraft as a whole, people play peaceful mode yes? The intended way is with mobs tho right? Going out at night time is a risk, and if you don't want that... well change to peaceful! If you don't want to add it due to difficulty or time used other ways? Sure I can understand that, but forcing what you prefer on others when you can avoid it seems... off.
Fair enough, but if people ever complain to me that the mod doesn't have much content after disabling curses, I'll redirect them to you (jk, but you seem to understand my concerns)
It's a video game. If I would really respect rules I should remove rings entirely as you don't actually have fingers in Minecraft, more like stubs.
Haha indeed xD, bracelets are the rings of minecraft!
Anyway, I'm actually gonna install this and give it a whiiiiirrrrl.
EDIT: So I did some things and since a friend was on I did some things on a server. Apparently your mod doesn't like that at all. xD Sync issues, crashes, etc, but that aside what I did try single player was really great and like nothing I have seen in any other mods (and I play with hundreds xD).
Haha indeed xD, bracelets are the rings of minecraft!
Anyway, I'm actually gonna install this and give it a whiiiiirrrrl.
EDIT: So I did some things and since a friend was on I did some things on a server. Apparently your mod doesn't like that at all. xD Sync issues, crashes, etc, but that aside what I did try single player was really great and like nothing I have seen in any other mods (and I play with hundreds xD).
P.S - I use xD a lot
Haha, yeah, this next update that is soon to come will actually fix a lot of sync issues and general server problems (or at least narrow them down to a more manageable size if all). Glad you like it If you ever have any suggestion, just leave one here: http://goo.gl/forms/gV5G0g0297
The Meaning of Life, the Universe, and Everything.
Join Date:
7/2/2014
Posts:
127
Member Details
Version 1.1.0 ha been released, here's the changelog (I will have to update the images in the main thread as well)
Added:
- A GUI for Curses (default key is C)
- Curses now have localized names
- Config options to disable each curse individually or curses in general
- Config option to disable or enable extra info on jewelry (it's on by default)
- Crystals now emit particles (can be disabled through a config)
- 1 achievement
- 1 challenge (viewable in the achievements menu)
- 1 new structure
- 1 new curse
- A curse tab in the guide
- The book now remembers the last page and tab you visited
- The ability to activate or deactivate curses in creative through the Curses GUI
- A message telling you how bad of a person you are if you kill a heart
- Sound effects while the ritual is in progress
Removed:
- The ore to ingots tab in the guide (it was more for testing anyway)
Changed:
- Changed Hearts despawn time from 30 to 45 seconds
- Hearts now are invulnerable first 3 seconds after they spawn
- "Humble Bundle" curse is now called "2 for 1"
- The guide GUI (it's fancy now)
- Crystals have a more random render
- With Pentagram curse you can now steal a maximum of 2 hearts per entity (3 if you completed the challenge)
- Moved the hearts icons so they don't conflict with the battlegears mod
- Structure spawning method so it is more reliable
- Molten metals are more reliable now
- If you destroy a full smelter it will drop 6 cobblestone, a bucket of lava and a bucket of the molten metal it contained
- The text in the guide is now slightly smaller
- Vampire Hunger now has a 50% to heal you when attacking a creature
- You will be set on fire if you go outside during the day while having Vampire Hunger active
- Aurelyium Pink Crystal to Razzium Pink Crystal
- Vazkiium Magenta Crystal to Aurelyium Magenta Crystal
Fixed:
- Pentagram should now be visible for everybody (aka people can now see the pentagram underneath you)
- Hearts are no longer removed if in creative (so if you take damage in creative the extra hearts don't get removed)
- Cursed Eye now follows you properly
- Hearts now protect you from all damages (not just physical)
- White Hearts not adding an extra heart in multiplayer
- Some recipes being wrong in the guide
- NEI not showing the recipes of some blocks
- A lot of sync issues between the client and server (woohoo)
- Smelters will now the block if you destroy them
- The console log is a bit cleaner now
- Displayer text being weird, displaying the same text twice
If you can't find the download link to the new version on the main thread, go here. It usually takes curse a few hours before it updates the widget.
Version 1.1.0 ha been released, here's the changelog (I will have to update the images in the main thread as well)
Added:
- A GUI for Curses (default key is C)
- Curses now have localized names
- Config options to disable each curse individually or curses in general
- Config option to disable or enable extra info on jewelry (it's on by default)
- Crystals now emit particles (can be disabled through a config)
- 1 achievement
- 1 challenge (viewable in the achievements menu)
- 1 new structure
- 1 new curse
- A curse tab in the guide
- The book now remembers the last page and tab you visited
- The ability to activate or deactivate curses in creative through the Curses GUI
- A message telling you how bad of a person you are if you kill a heart
- Sound effects while the ritual is in progress
Removed:
- The ore to ingots tab in the guide (it was more for testing anyway)
Changed:
- Changed Hearts despawn time from 30 to 45 seconds
- Hearts now are invulnerable first 3 seconds after they spawn
- "Humble Bundle" curse is now called "2 for 1"
- The guide GUI (it's fancy now)
- Crystals have a more random render
- With Pentagram curse you can now steal a maximum of 2 hearts per entity (3 if you completed the challenge)
- Moved the hearts icons so they don't conflict with the battlegears mod
- Structure spawning method so it is more reliable
- Molten metals are more reliable now
- If you destroy a full smelter it will drop 6 cobblestone, a bucket of lava and a bucket of the molten metal it contained
- The text in the guide is now slightly smaller
- Vampire Hunger now has a 50% to heal you when attacking a creature
- You will be set on fire if you go outside during the day while having Vampire Hunger active
- Aurelyium Pink Crystal to Razzium Pink Crystal
- Vazkiium Magenta Crystal to Aurelyium Magenta Crystal
Fixed:
- Pentagram should now be visible for everybody (aka people can now see the pentagram underneath you)
- Hearts are no longer removed if in creative (so if you take damage in creative the extra hearts don't get removed)
- Cursed Eye now follows you properly
- Hearts now protect you from all damages (not just physical)
- White Hearts not adding an extra heart in multiplayer
- Some recipes being wrong in the guide
- NEI not showing the recipes of some blocks
- A lot of sync issues between the client and server (woohoo)
- Smelters will now the block if you destroy them
- The console log is a bit cleaner now
- Displayer text being weird, displaying the same text twice
If you can't find the download link to the new version on the main thread, go here. It usually takes curse a few hours before it updates the widget.
My server crashed on startup.
---- Minecraft Crash Report ----
// I feel sad now
Time: 8/15/15 10:59 AM
Description: Exception in server tick loop
cpw.mods.fml.common.LoaderException: java.lang.NoClassDefFoundError: darkknight/jewelrycraft/client/gui/GuiTab
at cpw.mods.fml.common.LoadController.transition(LoadController.java:163)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:544)
at cpw.mods.fml.server.FMLServerHandler.beginServerLoading(FMLServerHandler.java:87)
at cpw.mods.fml.common.FMLCommonHandler.onServerStart(FMLCommonHandler.java:314)
at net.minecraft.server.dedicated.DedicatedServer.func_71197_b(DedicatedServer.java:117)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:387)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)
Caused by: java.lang.NoClassDefFoundError: darkknight/jewelrycraft/client/gui/GuiTab
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:440)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.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(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
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)
... 5 more
Caused by: java.lang.ClassNotFoundException: darkknight.jewelrycraft.client.gui.GuiTab
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:191)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 30 more
Caused by: java.lang.RuntimeException: Attempted to load class darkknight/jewelrycraft/client/gui/GuiTab for invalid side SERVER
at cpw.mods.fml.common.asm.transformers.SideTransformer.transform(SideTransformer.java:50)
at net.minecraft.launchwrapper.LaunchClassLoader.runTransformers(LaunchClassLoader.java:279)
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:176)
... 32 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_40, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 2964970792 bytes (2827 MB) / 3087007744 bytes (2944 MB) up to 3087007744 bytes (2944 MB)
JVM Flags: 2 total; -Xmx3072M -Xms3072M
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 4 mods loaded, 4 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-universal.jar)
UC Forge{10.13.4.1448} [Minecraft Forge] (forge-1.7.10-10.13.4.1448-1.7.10-universal.jar)
UE jewelrycraft2{1.1.0} [Jewelrycraft 2] ([1.7.10] Jewelrycraft2-1.1.0-universal.jar)
Profiler Position: N/A (disabled)
Is Modded: Definitely; Server brand changed to 'fml,forge'
Type: Dedicated Server (map_server.txt)
I did not manage to implement it in this update, but I hope to do it for the next one.
This mod looks even better than the first Jewelrycraft mod, great work!
Thank you, I try my best ^^
for the next update for this mod could you add a config option to disable certain curses? Because i accidentally turned all my tools into the "Shiny but useless :(" versions of them when i midas touch
Initially, that was going to be an option. But then I was advised by other modders not to do it and I agree with them. Curses are a risk. You can get rewarded for getting one or punished, depending on your luck, which you are willing to take. Just because things don't go in your favor does that mean you have to Quit? No. That is why I agree with them and I shall never give people the options to disable curses. In version 1.0.10 Midas Touch has a lower chance of appearing compared to the other curses (due to its annoying nature).
Sorry for the loss of your tolls, but if you managed to get them once I'm sure you'll be able to get them once more Don't get me wrong, I am not trying to be mean or anything, it's just a game design. If I enable people to disable curses everybody will just end up disabling all the bad ones, which defeats the purpose of them. Curses are supposed to be random, so you can be either rewarded or punished by one. They are not supposed to help the player all the time.
Binding of Issac items
Ok guys, I made a forms page where you can submit your suggestions: http://goo.gl/forms/gV5G0g0297
How does one remove a curse once cursed?
In other news cool mod keep up the work.
Edit: submitted my suggestions i hope you like them.
Although there isn't a way to do it right now, there will be in the future and in the near future I am going to add a way to enable and disable them in creative. It's already in the works
Also, thank you for your suggestions ^^ I will definitely add them
just wondering on why the rings are in a kinda weird spot
because rings are normaly on the 4x4 area at the bottem
http://www.youtube.com/channel/UC3XczeHHUfA1We-qK5-ATpA
I don't understand, can you post pictures of the issue, please?
hands dont work like you thought they did
http://www.youtube.com/channel/UC3XczeHHUfA1We-qK5-ATpA
They work as intended. I went with reality (you have 5 fingers on each hand). And when you wear a ring it doesn't stay at the top of the finger, but at the bottom
I think there may still be an issue though. Look at the sword, you can't hold a sword how the rings are.
Otherwise the sword is clipping right through the middle finger and up through the hand.
Google images: Hand holding sword:
Think of it like this, but curled to hold a blade:
I've just recently come across this mod and haven't had a chance to try it out, but this is something that I must address as a mod user. When it comes to mods I am very finicky about what can or cannot go, this is the great thing about configs, it always one to add, change, tweak, or remove something to their favor. I stumbled across a really cool mod but it lacked a config which ruined the fun of it IMO. (some sort of mob that can turn you to stone, instant death, at a 25% chance) Even if it dropped something amazing, the punishment felt cheesy and I couldn't turn it off or change the chance. I ended up removing it and haven't come back to it since.
Sure I agree with your statement and I myself do not believe I would turn it off as I like my share of risk vs reward, but if someone wants to why should you tell them not? Look at Thaumcraft, a pretty successful mod. One thing people like and don't like? Taint, but nonetheless everyone can be appeased because there is an option to remove , or tweak it. It was added into the mod because of what you said, it's a gamble; a chance for something bad or good that can end horribly, and yet there is still an option to turn it off for those who don't play that way. Even Minecraft as a whole, people play peaceful mode yes? The intended way is with mobs tho right? Going out at night time is a risk, and if you don't want that... well change to peaceful! If you don't want to add it due to difficulty or time used other ways? Sure I can understand that, but forcing what you prefer on others when you can avoid it seems... off.
It's a video game. If I would really respect rules I should remove rings entirely as you don't actually have fingers in Minecraft, more like stubs.
Fair enough, but if people ever complain to me that the mod doesn't have much content after disabling curses, I'll redirect them to you (jk, but you seem to understand my concerns)
Haha indeed xD, bracelets are the rings of minecraft!
Anyway, I'm actually gonna install this and give it a whiiiiirrrrl.
EDIT: So I did some things and since a friend was on I did some things on a server. Apparently your mod doesn't like that at all. xD Sync issues, crashes, etc, but that aside what I did try single player was really great and like nothing I have seen in any other mods (and I play with hundreds xD).
P.S - I use xD a lot
Haha, yeah, this next update that is soon to come will actually fix a lot of sync issues and general server problems (or at least narrow them down to a more manageable size if all). Glad you like it If you ever have any suggestion, just leave one here: http://goo.gl/forms/gV5G0g0297
still many minecraft skins try to have hands (i try to make good looking hands for im always looking at them)
http://www.youtube.com/channel/UC3XczeHHUfA1We-qK5-ATpA
Version 1.1.0 ha been released, here's the changelog (I will have to update the images in the main thread as well)
Added:
- A GUI for Curses (default key is C)
- Curses now have localized names
- Config options to disable each curse individually or curses in general
- Config option to disable or enable extra info on jewelry (it's on by default)
- Crystals now emit particles (can be disabled through a config)
- 1 achievement
- 1 challenge (viewable in the achievements menu)
- 1 new structure
- 1 new curse
- A curse tab in the guide
- The book now remembers the last page and tab you visited
- The ability to activate or deactivate curses in creative through the Curses GUI
- A message telling you how bad of a person you are if you kill a heart
- Sound effects while the ritual is in progress
Removed:
- The ore to ingots tab in the guide (it was more for testing anyway)
Changed:
- Changed Hearts despawn time from 30 to 45 seconds
- Hearts now are invulnerable first 3 seconds after they spawn
- "Humble Bundle" curse is now called "2 for 1"
- The guide GUI (it's fancy now)
- Crystals have a more random render
- With Pentagram curse you can now steal a maximum of 2 hearts per entity (3 if you completed the challenge)
- Moved the hearts icons so they don't conflict with the battlegears mod
- Structure spawning method so it is more reliable
- Molten metals are more reliable now
- If you destroy a full smelter it will drop 6 cobblestone, a bucket of lava and a bucket of the molten metal it contained
- The text in the guide is now slightly smaller
- Vampire Hunger now has a 50% to heal you when attacking a creature
- You will be set on fire if you go outside during the day while having Vampire Hunger active
- Aurelyium Pink Crystal to Razzium Pink Crystal
- Vazkiium Magenta Crystal to Aurelyium Magenta Crystal
Fixed:
- Pentagram should now be visible for everybody (aka people can now see the pentagram underneath you)
- Hearts are no longer removed if in creative (so if you take damage in creative the extra hearts don't get removed)
- Cursed Eye now follows you properly
- Hearts now protect you from all damages (not just physical)
- White Hearts not adding an extra heart in multiplayer
- Some recipes being wrong in the guide
- NEI not showing the recipes of some blocks
- A lot of sync issues between the client and server (woohoo)
- Smelters will now the block if you destroy them
- The console log is a bit cleaner now
- Displayer text being weird, displaying the same text twice
If you can't find the download link to the new version on the main thread, go here. It usually takes curse a few hours before it updates the widget.
My server crashed on startup.
---- Minecraft Crash Report ----
// I feel sad now
Time: 8/15/15 10:59 AM
Description: Exception in server tick loop
cpw.mods.fml.common.LoaderException: java.lang.NoClassDefFoundError: darkknight/jewelrycraft/client/gui/GuiTab
at cpw.mods.fml.common.LoadController.transition(LoadController.java:163)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:544)
at cpw.mods.fml.server.FMLServerHandler.beginServerLoading(FMLServerHandler.java:87)
at cpw.mods.fml.common.FMLCommonHandler.onServerStart(FMLCommonHandler.java:314)
at net.minecraft.server.dedicated.DedicatedServer.func_71197_b(DedicatedServer.java:117)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:387)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)
Caused by: java.lang.NoClassDefFoundError: darkknight/jewelrycraft/client/gui/GuiTab
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:440)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.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(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
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)
... 5 more
Caused by: java.lang.ClassNotFoundException: darkknight.jewelrycraft.client.gui.GuiTab
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:191)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 30 more
Caused by: java.lang.RuntimeException: Attempted to load class darkknight/jewelrycraft/client/gui/GuiTab for invalid side SERVER
at cpw.mods.fml.common.asm.transformers.SideTransformer.transform(SideTransformer.java:50)
at net.minecraft.launchwrapper.LaunchClassLoader.runTransformers(LaunchClassLoader.java:279)
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:176)
... 32 more
A detailed walkthrough of the error, its code path and all known details is as follows:
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-- System Details --
Details:
Minecraft Version: 1.7.10
Operating System: Windows 8.1 (amd64) version 6.3
Java Version: 1.8.0_40, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 2964970792 bytes (2827 MB) / 3087007744 bytes (2944 MB) up to 3087007744 bytes (2944 MB)
JVM Flags: 2 total; -Xmx3072M -Xms3072M
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 4 mods loaded, 4 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-universal.jar)
UC Forge{10.13.4.1448} [Minecraft Forge] (forge-1.7.10-10.13.4.1448-1.7.10-universal.jar)
UE jewelrycraft2{1.1.0} [Jewelrycraft 2] ([1.7.10] Jewelrycraft2-1.1.0-universal.jar)
Profiler Position: N/A (disabled)
Is Modded: Definitely; Server brand changed to 'fml,forge'
Type: Dedicated Server (map_server.txt)