awesome! would it be too much of a request to have those features implimented in a new 1.6.2 version as well? most of the other mods I'm using aren't even on 1.6.4 yet haha
Well because you asked nicely I will go ahead and release an updated 1.6.2 version of atlanticraft 0.4.0. (If you want this then perhaps others do as well.) I do not foresee any big problems going back to 1.6.2. I will release the 1.6.4 version as well. This is the first release where the mod will be SMP compatible, so when I do release I would appreciate you and anyone else to report bugs so I can fix them.
About your other question, about only having dive suits and the like. If a demand for a stand alone Dive Equipment mod comes about then perhaps I will make it its own stand alone mod, but as of right now the config file will only let you edit the block, item, and biome ID's for compatibility.
Keep enjoying the mod, the new update approaches
-Dalivinfart
The Meaning of Life, the Universe, and Everything.
Join Date:
7/17/2011
Posts:
348
Minecraft:
Chaosflo44
Member Details
My game crashed all of a sudden! Please fix this
java.lang.ArrayIndexOutOfBoundsException: 3377
at dalivinfart.minecraft.atlanticraft.entity.EntityEndershark.func_70636_d(EntityEndershark.java:219)
at net.minecraft.entity.EntityLivingBase.func_70071_h_(EntityLivingBase.java:1826)
at net.minecraft.entity.EntityLiving.func_70071_h_(EntityLiving.java:257)
at net.minecraft.entity.monster.EntityMob.func_70071_h_(SourceFile:29)
at net.minecraft.world.World.func_72866_a(World.java:2350)
at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:721)
at net.minecraft.world.World.func_72870_g(World.java:2311)
at net.minecraft.world.World.func_72939_s(World.java:2157)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:552)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:666)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:585)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:172)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:482)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:582)
java.lang.ArrayIndexOutOfBoundsException: 3377
at dalivinfart.minecraft.atlanticraft.entity.EntityEndershark.func_70636_d(EntityEndershark.java:219)
at net.minecraft.entity.EntityLivingBase.func_70071_h_(EntityLivingBase.java:1826)
at net.minecraft.entity.EntityLiving.func_70071_h_(EntityLiving.java:257)
at net.minecraft.entity.monster.EntityMob.func_70071_h_(SourceFile:29)
at net.minecraft.world.World.func_72866_a(World.java:2350)
at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:721)
at net.minecraft.world.World.func_72870_g(World.java:2311)
at net.minecraft.world.World.func_72939_s(World.java:2157)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:552)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:666)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:585)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:172)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:482)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:582)
I will take a look! I've been away for a bit but I'm just putting the ol' finishing touches on the newest update. Should be fixed in there.
[Technical]
-Full SMP support!! (Wipes sweat off brow)
-Block, Item, and Biome ID Config. (Block/Item work automagically most of the time, Biome ID's will need to be changed manually in the config file)
-1.6.2 AND 1.6.4 Support
[Blocks]
-New Blocks
--Coral Stone
--Sea Basalt
--Sea Stone
--Sea Flower
[World Gen]
-Reduced number of oceanium ore per vein
[Biome]
-New Biome: Medusozoa Fields
--Features the new blocks in algae covered boulders, coral structures, and underwater squido villages
[Villages]
-Squido villages generate in Medusozoa Fields Biome
-Spawns new NPC (Squido)
-New Rice Farm in regular villages, spawns 2 farmer villagers
[Mobs]
-Jellyfish animal spawns in new biome
-Squido spawn in their villages, behavior is exactly like regular villagers for now
-Reduced damage Endersharks deal
-Fixed Mob names
[Dive Suit]
-Flippers work differently, sneak to swim in the direction you are looking
[Oceanium Tools]
-Tools no longer are enchanted when crafting
-Tools no longer have a penalty for using them out of water
-They are just like iron tools, except there is no penalty for using them underwater
-Oceanium Sword give player strength buff when underwater
-Note that armor has not changed
[Bug Fixes]
-Fixed bug where player would move when pressing movement keys while inventory or other GUI was open
-Fixed a bug where the endershark crashed the game due to left-over test code of enderman (whoops, should fix your problem Chaosflo44)
What's coming next you ask?
-Dark Ocean Biome
-A Mob 8 times as deadly as a creeper
-Improved mob AI all around
-1.7 Version along with a change to the fish mobs to include Salmon, Blow Fish, etc...
Hi there. Adding your mod to the mod list (a link to which can be found in my signature). Also, a suggestion:
There's no need to double-zip the mod. You can put the instructions into the same zip that goes into the mods folder. Just reword it to say "place the zip you found these instructions in into the .minecraft/mods directory". Also, write the instructions into your thread as well (as per the rules), which is where most people should read it.
Keep up the good work. Good day.
EDIT: Also, running it on a server seems fine for a moment, but soon after crashes. Also seems to crash immediately when I tried to make a Wetsuit chest. For now, I'll mark the mod as SSP, LAN on the list as the server is not yet stable.
Feel free to contact me should this change, or you need a tester for multiplayer. Quoting my posts notifies me.
Hey I finally got atlanticraft to be fully SMP compatible, and also updated to 1.6.4, if you could update this on the list I would appreciate it! Thanks!
-dalivinfart
Decided to change the name of the mod to Aquasphere.Right now I am updating the current version (0.4) to MC Version 1.7.2 and designing banners and a better logo picture. I will also be adding more information on the new update as well as better pictures of the mod. After that I begin work on the next version of Aquasphere (0.5) Which includes the updates I mentioned at the end of the 0.4 changelog as well as integration of thehippomaster21's animation API. I'm about 50% of the way done with 1.7.2
Hi, just wanted to drop by and say that I've been loving the mod. I've always wanted more underwater content, and you've done a fine job of adding it! I'm still not quite sure how to kill the endershark. That guy makes endermen look slow.
If I could throw out a suggestion? Something like a spear gun would be nice. Arrows have reduced movement in water. Maybe you could have a spear gun do the opposite, to make it basically limited to water use?
you should add like a underwater maze well deep rocks like corral it would look sweet and add angler fish as well.
I do have plans for something similar to an underwater maze, however I'm working on other things first. I also have plans to add an angler fish and that may or may not happen in the next update. Thanks for your suggestions, keep diving!
Hi, just wanted to drop by and say that I've been loving the mod. I've always wanted more underwater content, and you've done a fine job of adding it! I'm still not quite sure how to kill the endershark. That guy makes endermen look slow.
If I could throw out a suggestion? Something like a spear gun would be nice. Arrows have reduced movement in water. Maybe you could have a spear gun do the opposite, to make it basically limited to water use?
Excellent suggestion! At this point I'm not going to add a spear gun, perhaps in a later update it will be a more mid/late game item. HOWEVER you have brought up a valid point about the arrows and so you have inspired me into adding oceanium tipped arrows. They fall short in the air but glide like regular arrows through the water. The recipe will be similar to regular arrows, replace flint with oceanium nuggets and the feather with scales(replacing fins in the next update). <-- And if you're wondering about the fins, they will have a more powerful use but will only be able to get them through killing endersharks.
Im also rewriting all of the underwater AI and so endersharks will be difficult but not impossible to kill.
I appreciate your support in the mod, let me know what you think of these changes if you can, I love to hear from all of you guys.
I'd like to report a bit on endershark behavior if I could.
I'm in the process of building an underwater base. I used sponges from Extra Utilities to clear the water away so that I could lay out floors and such. The endershark had no trouble enderporting into the air pocket and taking a bite out of me. If he moved into the air pocket normally, though, he would enderport away once he was out of the water. Seems like when I got attacked, he was jumping directly behind me and biting me before his AI told him to port away. He also seems to teleport far, far more often than endermen do. It's pretty tough just to chase one down to get him to aggro. If you're wanting him to be an elusive, very tough to kill mob, you've done a fine job.
Another issue, he seems to be having trouble pathing around the plant life from your mod. If he had to path around a corner to get to me, and there was kelp in between, he would get stuck and spin.
I'm installing glass walls in the base now. There haven't been any reports of shark attacks in several minecraft days.
Oh, and I'll complain about one little thing. Diving helmets are very fragile. If I forget I'm wearing it and get in a fight with a few skeletons, it's guaranteed to break. I can only imagine what it would do if I was seriously trying to fight the endershark with it on.
EDIT: Oh, and at first I thought you had to kill endersharks to get fins in this version. I thought, how am I even going to catch the guy without the swimming gear? Then little fish kept suiciding into the air pockets of my base. I have lots of fins now.
I was in my mine at around y=30 or so. I approached some flowing water, wasn't standing in it. Endershark appeared in it, attacked me several times and killed me.
Oh, and in general I've noticed that the endershark has a much easier time attacking something that's on the same y level as him. If I can jump just one block higher, I don't get hit.
Well because you asked nicely I will go ahead and release an updated 1.6.2 version of atlanticraft 0.4.0. (If you want this then perhaps others do as well.) I do not foresee any big problems going back to 1.6.2. I will release the 1.6.4 version as well. This is the first release where the mod will be SMP compatible, so when I do release I would appreciate you and anyone else to report bugs so I can fix them.
About your other question, about only having dive suits and the like. If a demand for a stand alone Dive Equipment mod comes about then perhaps I will make it its own stand alone mod, but as of right now the config file will only let you edit the block, item, and biome ID's for compatibility.
Keep enjoying the mod, the new update approaches
-Dalivinfart
That's great post the link here when you're done
Yes you may when it's finished come back with the link so I can see, and possibly link to it in the topic.
java.lang.ArrayIndexOutOfBoundsException: 3377
at dalivinfart.minecraft.atlanticraft.entity.EntityEndershark.func_70636_d(EntityEndershark.java:219)
at net.minecraft.entity.EntityLivingBase.func_70071_h_(EntityLivingBase.java:1826)
at net.minecraft.entity.EntityLiving.func_70071_h_(EntityLiving.java:257)
at net.minecraft.entity.monster.EntityMob.func_70071_h_(SourceFile:29)
at net.minecraft.world.World.func_72866_a(World.java:2350)
at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:721)
at net.minecraft.world.World.func_72870_g(World.java:2311)
at net.minecraft.world.World.func_72939_s(World.java:2157)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:552)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:666)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:585)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:172)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:482)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:582)
I will take a look! I've been away for a bit but I'm just putting the ol' finishing touches on the newest update. Should be fixed in there.
(Details in How-To)
[Technical]
-Full SMP support!! (Wipes sweat off brow)
-Block, Item, and Biome ID Config. (Block/Item work automagically most of the time, Biome ID's will need to be changed manually in the config file)
-1.6.2 AND 1.6.4 Support
[Blocks]
-New Blocks
--Coral Stone
--Sea Basalt
--Sea Stone
--Sea Flower
[World Gen]
-Reduced number of oceanium ore per vein
[Biome]
-New Biome: Medusozoa Fields
--Features the new blocks in algae covered boulders, coral structures, and underwater squido villages
[Villages]
-Squido villages generate in Medusozoa Fields Biome
-Spawns new NPC (Squido)
-New Rice Farm in regular villages, spawns 2 farmer villagers
[Mobs]
-Jellyfish animal spawns in new biome
-Squido spawn in their villages, behavior is exactly like regular villagers for now
-Reduced damage Endersharks deal
-Fixed Mob names
[Dive Suit]
-Flippers work differently, sneak to swim in the direction you are looking
[Oceanium Tools]
-Tools no longer are enchanted when crafting
-Tools no longer have a penalty for using them out of water
-They are just like iron tools, except there is no penalty for using them underwater
-Oceanium Sword give player strength buff when underwater
-Note that armor has not changed
[Bug Fixes]
-Fixed bug where player would move when pressing movement keys while inventory or other GUI was open
-Fixed a bug where the endershark crashed the game due to left-over test code of enderman (whoops, should fix your problem Chaosflo44)
What's coming next you ask?
-Dark Ocean Biome
-A Mob 8 times as deadly as a creeper
-Improved mob AI all around
-1.7 Version along with a change to the fish mobs to include Salmon, Blow Fish, etc...
Hey I finally got atlanticraft to be fully SMP compatible, and also updated to 1.6.4, if you could update this on the list I would appreciate it! Thanks!
-dalivinfart
Decided to change the name of the mod to Aquasphere. Right now I am updating the current version (0.4) to MC Version 1.7.2 and designing banners and a better logo picture. I will also be adding more information on the new update as well as better pictures of the mod. After that I begin work on the next version of Aquasphere (0.5) Which includes the updates I mentioned at the end of the 0.4 changelog as well as integration of thehippomaster21's animation API. I'm about 50% of the way done with 1.7.2
D4rkXeno
D4rkXeno
If I could throw out a suggestion? Something like a spear gun would be nice. Arrows have reduced movement in water. Maybe you could have a spear gun do the opposite, to make it basically limited to water use?
I do have plans for something similar to an underwater maze, however I'm working on other things first. I also have plans to add an angler fish and that may or may not happen in the next update. Thanks for your suggestions, keep diving!
Excellent suggestion! At this point I'm not going to add a spear gun, perhaps in a later update it will be a more mid/late game item. HOWEVER you have brought up a valid point about the arrows and so you have inspired me into adding oceanium tipped arrows. They fall short in the air but glide like regular arrows through the water. The recipe will be similar to regular arrows, replace flint with oceanium nuggets and the feather with scales(replacing fins in the next update). <-- And if you're wondering about the fins, they will have a more powerful use but will only be able to get them through killing endersharks.
Im also rewriting all of the underwater AI and so endersharks will be difficult but not impossible to kill.
I appreciate your support in the mod, let me know what you think of these changes if you can, I love to hear from all of you guys.
I'm in the process of building an underwater base. I used sponges from Extra Utilities to clear the water away so that I could lay out floors and such. The endershark had no trouble enderporting into the air pocket and taking a bite out of me. If he moved into the air pocket normally, though, he would enderport away once he was out of the water. Seems like when I got attacked, he was jumping directly behind me and biting me before his AI told him to port away. He also seems to teleport far, far more often than endermen do. It's pretty tough just to chase one down to get him to aggro. If you're wanting him to be an elusive, very tough to kill mob, you've done a fine job.
Another issue, he seems to be having trouble pathing around the plant life from your mod. If he had to path around a corner to get to me, and there was kelp in between, he would get stuck and spin.
I'm installing glass walls in the base now. There haven't been any reports of shark attacks in several minecraft days.
Oh, and I'll complain about one little thing. Diving helmets are very fragile. If I forget I'm wearing it and get in a fight with a few skeletons, it's guaranteed to break. I can only imagine what it would do if I was seriously trying to fight the endershark with it on.
EDIT: Oh, and at first I thought you had to kill endersharks to get fins in this version. I thought, how am I even going to catch the guy without the swimming gear? Then little fish kept suiciding into the air pockets of my base. I have lots of fins now.
I was in my mine at around y=30 or so. I approached some flowing water, wasn't standing in it. Endershark appeared in it, attacked me several times and killed me.
Oh, and in general I've noticed that the endershark has a much easier time attacking something that's on the same y level as him. If I can jump just one block higher, I don't get hit.