Hi iruno,
You said to let you know if there are servers that use your mod and mine does. It runs my modpack which you download through technic here. http://www.technicpack.net/modpack/details/radioactive-project-bionix.53041 . The modpack comes with our server IP preinstalled. Everyone loves your mod on the server btw :P. A common thing is for people to have gun giveaways at spawn which always attracts tons of people. Theres even a post on our forums that players started to talk about their most powerful guns lol.
This is actually really cool!
However, i would like to see a config that would let you disable mobs or lower their spawn rate.
Does it work on smp?
Rollback Post to RevisionRollBack
Stop treating mod devs poorly. These people mod as a hobby or as a service to the community, they don't have to take your suggestion and you are not entitled to anything from them.
Possibly at some point. I'll probably try adding in some unique items at some point, rather than 100% randomly generated.
Some Extremely Rare Drops Thing Like That
The Bee Stats Would Be
20 Capacity
Gives Regenerating 1 For 5 Sec When Breaks
Release A Shock [Deals 15 Damage] To The Nearest Mobs
Its Recharge Time Will Be 1.5sec One Heart [if no damage is taken]
Basically A Overpowered Shield
And Also A SMG Which Likes
Deals 3 Damage Per Bullets
40/400 Ammo
Element: Slag
And Slag You For 15 Seconds Each Time Reload And Get Kick
I looked at your Technic modpack, i had no lagging problems, but i have a 2.5 terrabyte touchscreen windows 8, so no surprises there.
However, It's an odd mix, ars magicka with nuclear science? Ars magicka is slightly underpowered by itself, so wouldn't mages get owned by missiles? I'm curious now xD
Rollback Post to RevisionRollBack
Stop treating mod devs poorly. These people mod as a hobby or as a service to the community, they don't have to take your suggestion and you are not entitled to anything from them.
Also, may i suggest for this mod, a config file to adjust spawn rates and gun/ammo/etc rarity?
I've been playing for 2 seconds and i found a Balanced Shield and a old revolver that does 23 damage xD
Rollback Post to RevisionRollBack
Stop treating mod devs poorly. These people mod as a hobby or as a service to the community, they don't have to take your suggestion and you are not entitled to anything from them.
Hey, I have experience on texturing Items, Armor and blocks, If you need help with that, It would be a pleasure to help another Borderlands fan making a mod that has alot of potential, I will PM my contact info!
I looked at your Technic modpack, i had no lagging problems, but i have a 2.5 terrabyte touchscreen windows 8, so no surprises there.
However, It's an odd mix, ars magicka with nuclear science? Ars magicka is slightly underpowered by itself, so wouldn't mages get owned by missiles? I'm curious now xD
well atomic science is mainly for power generation howver the ICBM mod does add missiles etc. this is only really helpful though when someone onows your coords anda force field will protect you. Who says a mage cant have a nuclear missile silo too? . i built the pack so people could use a little bit of everything. Its fairly common to see someone flinging fireballs at someone in their mage armor and then whip out their borderlands shotgun to finish emm off lol.
If at all possible, I think you should add a mob like Crawmerax the Invincible and an achievement given upon killing him called "Not so invincible anymore now."
Once again guys, sorry for how long this update has been taking, but I stand what I said in that when making this I didn't know how often I'd actually be able to work on/update this. That doesn't mean things aren't progressing however. As we're moving in to summer, I'm hoping to make some time to give this mod the proper care it's been needing, and I'll definitely try to make this next update worthy of your patience.
If at all possible, I think you should add a mob like Crawmerax the Invincible and an achievement given upon killing him called "Not so invincible anymore now."
Definitely plan to add more achievements in the future, so we'll see.
This is actually really cool!
However, i would like to see a config that would let you disable mobs or lower their spawn rate.
Does it work on smp?
Should work fine in SMP, and I definitely plan to add more config features in the future. And I do agree, most of the rates for things require tweaking, but as the updates come out, it should eventually find a good balance.
Hey, I have experience on texturing Items, Armor and blocks, If you need help with that, It would be a pleasure to help another Borderlands fan making a mod that has alot of potential, I will PM my contact info!
Replied to the PM, maybe at some point I may take you up on that offer.
You Should Add Like When Ur Out Of Health A Bar Appears And Say
Kill One Enemy Bla Bla
And Increase The Health Also Instead Of 20 Hears Put A Texture Like A Long Red Bar/Line
[Which Can Go Up To 50,000 Health And Mobs Do More Damage Also]
Have you ever thought about when tediore reload you make them spin? you could use the item frame right clicking the item to flip Maybe you can copy that or something.
The Meaning of Life, the Universe, and Everything.
Join Date:
12/5/2010
Posts:
932
Minecraft:
Darkmega18
Member Details
Hey Iruno, hit a little hick-up here it seems. I was actually looking forward to having this cause I enjoy gun mods due to the lack of ranged options in minecraft but I hit this after a few seconds in game:
It's probably being caused by a collision of some description somewhere and it happens every time the game wants to spawn one of your dudes it seems. what that collision is though I have no idea where to start in a 70 or so strong modset so maybe you could give me a hint . (forge says 97, but thats probably expanded cause of the apis and compatability of-shoots to some of them. )
Hey Iruno, hit a little hick-up here it seems. I was actually looking forward to having this cause I enjoy gun mods due to the lack of ranged options in minecraft but I hit this after a few seconds in game:
It's probably being caused by a collision of some description somewhere and it happens every time the game wants to spawn one of your dudes it seems. what that collision is though I have no idea where to start in a 70 or so strong modset so maybe you could give me a hint . (forge says 97, but thats probably expanded cause of the apis and compatability of-shoots to some of them. )
The problem is most likely the fact that you have too many mods installed, try removing some of the mods.
Hello Iruno, Today my server just crashed twice because of this
Description: Ticking entity
java.lang.ClassCastException: mods.borderlands.EntityAmmo cannot be cast to net.minecraft.entity.EntityLiving
at mithion.arsmagica.entities.EntitySummonedCreature.func_70636_d(EntitySummonedCreature.java:323)
at net.minecraft.entity.EntityLiving.func_70071_h_(EntityLiving.java:866)
at mithion.arsmagica.entities.EntitySummonedCreature.func_70071_h_(EntitySummonedCreature.java:316)
at net.minecraft.world.World.func_72866_a(World.java:2444)
at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:921)
at net.minecraft.world.World.func_72870_g(World.java:2397)
at net.minecraft.world.World.func_72939_s(World.java:2209)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:786)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:833)
at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:320)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:729)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:613)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:573)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at mithion.arsmagica.entities.EntitySummonedCreature.func_70636_d(EntitySummonedCreature.java:323)
at net.minecraft.entity.EntityLiving.func_70071_h_(EntityLiving.java:866)
at mithion.arsmagica.entities.EntitySummonedCreature.func_70071_h_(EntitySummonedCreature.java:316)
at net.minecraft.world.World.func_72866_a(World.java:2444)
at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:921)
at net.minecraft.world.World.func_72870_g(World.java:2397)
-- Entity being ticked --
Details:
Entity Type: ArsMagica.SummonedEarthGolem (mithion.arsmagica.entities.EntitySummonedEarthGolem)
Entity ID: 102251
Entity Name: Earth Golem
Entity's Exact location: 801.91, 64.00, -2861.23
Entity's Block location: World: (801,64,-2862), Chunk: (at 1,4,2 in 50,-179; contains blocks 800,0,-2864 to 815,255,-2849), Region: (1,-6; contains chunks 32,-192 to 63,-161, blocks 512,0,-3072 to 1023,255,-2561)
Entity's Momentum: 0.11, -0.08, 0.03
Stacktrace:
at net.minecraft.world.World.func_72939_s(World.java:2209)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:786)
I'm not sure if its your mod or Ars Magica that is crashing me but i figured i would report it to both of you
I'm not sure if its your mod or Ars Magica that is crashing me but i figured i would report it to both of you
Yea, it looks like Ars Magica is trying to do something with the ammo, thinking it's a living entity. Not quite sure there's anything I can do about that, and I can't be totally sure what exactly is causing it in Ars Magica, other than the fact the error says it tried to treat my Ammo as a living entity, which it isn't.
My guess is they just forgot to check if the Entity is actually a EntityLiving before class casting it.
Yea, I've seen it before, it's just that, like all the others, they haven't been updated in quite some time. If I can though, I definitely want loot chests to look something like those.
Hey Iruno, hit a little hick-up here it seems. I was actually looking forward to having this cause I enjoy gun mods due to the lack of ranged options in minecraft but I hit this after a few seconds in game:
It's probably being caused by a collision of some description somewhere and it happens every time the game wants to spawn one of your dudes it seems. what that collision is though I have no idea where to start in a 70 or so strong modset so maybe you could give me a hint . (forge says 97, but thats probably expanded cause of the apis and compatability of-shoots to some of them. )
Conflicting IDs. "java.lang.ClassCastException: net.minecraft.item.ItemBlock cannot be cast to mods.borderlands.ItemWeapon" When it calls to give the Marauder a gun and give it stats, it's actually giving him some sort of block, which is causing a crash. You can change the item IDs for my mod in its properties. I can't be sure what mod is actually causing the conflict, since it's only casted to ItemBlock. That should hopefully fix your problem. You may need to just change the number until you find one that doesn't conflict with your other mods.
Have you ever thought about when tediore reload you make them spin? you could use the item frame right clicking the item to flip Maybe you can copy that or something.
That'd be cool, if I could figure something out. Definitely want to get more effects in. As it stands, most of the mod is a bit lacking in that aspect.
You Should Add Like When Ur Out Of Health A Bar Appears And Say
Kill One Enemy Bla Bla
And Increase The Health Also Instead Of 20 Hears Put A Texture Like A Long Red Bar/Line
[Which Can Go Up To 50,000 Health And Mobs Do More Damage Also]
I'd like to have something like this later on, second wind and such.
You said to let you know if there are servers that use your mod and mine does. It runs my modpack which you download through technic here. http://www.technicpack.net/modpack/details/radioactive-project-bionix.53041 . The modpack comes with our server IP preinstalled. Everyone loves your mod on the server btw :P. A common thing is for people to have gun giveaways at spawn which always attracts tons of people. Theres even a post on our forums that players started to talk about their most powerful guns lol.
However, i would like to see a config that would let you disable mobs or lower their spawn rate.
Does it work on smp?
Stop treating mod devs poorly. These people mod as a hobby or as a service to the community, they don't have to take your suggestion and you are not entitled to anything from them.
Some Extremely Rare Drops Thing Like That
The Bee Stats Would Be
20 Capacity
Gives Regenerating 1 For 5 Sec When Breaks
Release A Shock [Deals 15 Damage] To The Nearest Mobs
Its Recharge Time Will Be 1.5sec One Heart [if no damage is taken]
Basically A Overpowered Shield
And Also A SMG Which Likes
Deals 3 Damage Per Bullets
40/400 Ammo
Element: Slag
And Slag You For 15 Seconds Each Time Reload And Get Kick
However, It's an odd mix, ars magicka with nuclear science? Ars magicka is slightly underpowered by itself, so wouldn't mages get owned by missiles? I'm curious now xD
Stop treating mod devs poorly. These people mod as a hobby or as a service to the community, they don't have to take your suggestion and you are not entitled to anything from them.
I've been playing for 2 seconds and i found a Balanced Shield and a old revolver that does 23 damage xD
Stop treating mod devs poorly. These people mod as a hobby or as a service to the community, they don't have to take your suggestion and you are not entitled to anything from them.
Added to the thread.
Definitely plan to add more achievements in the future, so we'll see.
Should work fine in SMP, and I definitely plan to add more config features in the future. And I do agree, most of the rates for things require tweaking, but as the updates come out, it should eventually find a good balance.
Replied to the PM, maybe at some point I may take you up on that offer.
Kill One Enemy Bla Bla
And Increase The Health Also Instead Of 20 Hears Put A Texture Like A Long Red Bar/Line
[Which Can Go Up To 50,000 Health And Mobs Do More Damage Also]
woops fixed it. bad build of mcpc+ XD
It's probably being caused by a collision of some description somewhere and it happens every time the game wants to spawn one of your dudes it seems. what that collision is though I have no idea where to start in a 70 or so strong modset so maybe you could give me a hint . (forge says 97, but thats probably expanded cause of the apis and compatability of-shoots to some of them. )
http://www.youtube.com/user/DarkmegaGaming
Darkmega's Latest Modpack for 1.12.2. Timeless Technician! Tech centered, Semi-hardcore, Combat oriented.
The problem is most likely the fact that you have too many mods installed, try removing some of the mods.
Description: Ticking entity
java.lang.ClassCastException: mods.borderlands.EntityAmmo cannot be cast to net.minecraft.entity.EntityLiving
at mithion.arsmagica.entities.EntitySummonedCreature.func_70636_d(EntitySummonedCreature.java:323)
at net.minecraft.entity.EntityLiving.func_70071_h_(EntityLiving.java:866)
at mithion.arsmagica.entities.EntitySummonedCreature.func_70071_h_(EntitySummonedCreature.java:316)
at net.minecraft.world.World.func_72866_a(World.java:2444)
at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:921)
at net.minecraft.world.World.func_72870_g(World.java:2397)
at net.minecraft.world.World.func_72939_s(World.java:2209)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:786)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:833)
at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:320)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:729)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:613)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:573)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at mithion.arsmagica.entities.EntitySummonedCreature.func_70636_d(EntitySummonedCreature.java:323)
at net.minecraft.entity.EntityLiving.func_70071_h_(EntityLiving.java:866)
at mithion.arsmagica.entities.EntitySummonedCreature.func_70071_h_(EntitySummonedCreature.java:316)
at net.minecraft.world.World.func_72866_a(World.java:2444)
at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:921)
at net.minecraft.world.World.func_72870_g(World.java:2397)
-- Entity being ticked --
Details:
Entity Type: ArsMagica.SummonedEarthGolem (mithion.arsmagica.entities.EntitySummonedEarthGolem)
Entity ID: 102251
Entity Name: Earth Golem
Entity's Exact location: 801.91, 64.00, -2861.23
Entity's Block location: World: (801,64,-2862), Chunk: (at 1,4,2 in 50,-179; contains blocks 800,0,-2864 to 815,255,-2849), Region: (1,-6; contains chunks 32,-192 to 63,-161, blocks 512,0,-3072 to 1023,255,-2561)
Entity's Momentum: 0.11, -0.08, 0.03
Stacktrace:
at net.minecraft.world.World.func_72939_s(World.java:2209)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:786)
I'm not sure if its your mod or Ars Magica that is crashing me but i figured i would report it to both of you
http://www.minecraftforum.net/topic/1386911-125wipbordercraft-borderlands-mod-v03-updated/
Yea, it looks like Ars Magica is trying to do something with the ammo, thinking it's a living entity. Not quite sure there's anything I can do about that, and I can't be totally sure what exactly is causing it in Ars Magica, other than the fact the error says it tried to treat my Ammo as a living entity, which it isn't.
My guess is they just forgot to check if the Entity is actually a EntityLiving before class casting it.
Yea, I've seen it before, it's just that, like all the others, they haven't been updated in quite some time. If I can though, I definitely want loot chests to look something like those.
Conflicting IDs. "java.lang.ClassCastException: net.minecraft.item.ItemBlock cannot be cast to mods.borderlands.ItemWeapon" When it calls to give the Marauder a gun and give it stats, it's actually giving him some sort of block, which is causing a crash. You can change the item IDs for my mod in its properties. I can't be sure what mod is actually causing the conflict, since it's only casted to ItemBlock. That should hopefully fix your problem. You may need to just change the number until you find one that doesn't conflict with your other mods.
That'd be cool, if I could figure something out. Definitely want to get more effects in. As it stands, most of the mod is a bit lacking in that aspect.
I'd like to have something like this later on, second wind and such.