It would just be for convince. But if you want to do it soon, i sugest not AP is working on allot of changes. I just requested it as an idea to keep in mind
Well, I will think about it, but don't count on it.
Thanks for replying The modpack is based on the four elemental armies (water and ice, fire and darkness, air and lightning and earth and nature) It will be set in medieval times There will be a big server (the official one) which we will actually have the 4 armies and will have large scale wars shops, tournamets(jousting gladiator fights, horse racing.) and much more Of course we will provide a link to here and give u the credit in the post Thanks again
Ok, cool, I should mention however, that I am not sure if this mod even works on servers, so you may want to test that out first...
You're moving this mod in the right direction. If my private modpack was 1.6.4, I'd definitely use this mod. But it is 1.6.2, and I don't like the older version of the mod. Reduced spawns, reduced speed, fewer but better looking ships that don't always face the same direction...you fixed everything I did not like. I made an endless ocean survival map, and your concept was perfect.
What I would like to see...
I never got any good loot in the chests. Buckets, cucumbers, medallions, rinse and repeat. Can you improve on this?
More variety to ships. Some tiny ships, some epic ships, and various designs in between. You could make a pirate ship a dungeon in itself, complete with a boss. That'd be cool.
More mobs, and type-specific spawners to go along with them.
Configuration that lets you adjust possible loot, spawn rates of ships, appearance of "iceberg like" rocks, and chances for different ship types if you add more.
1) You're moving this mod in the right direction. If my private modpack was 1.6.4, I'd definitely use this mod. But it is 1.6.2, and I don't like the older version of the mod. Reduced spawns, reduced speed, fewer but better looking ships that don't always face the same direction...you fixed everything I did not like. I made an endless ocean survival map, and your concept was perfect.
What I would like to see...
2) I never got any good loot in the chests. Buckets, cucumbers, medallions, rinse and repeat. Can you improve on this?
3) More variety to ships. Some tiny ships, some epic ships, and various designs in between. You could make a pirate ship a dungeon in itself, complete with a boss. That'd be cool.
4) More mobs, and type-specific spawners to go along with them.
5) Configuration that lets you adjust possible loot, spawn rates of ships, appearance of "iceberg like" rocks, and chances for different ship types if you add more.
1) Thanks
2) erm... I suppose I could add a bit... I guess I never really thought that they needed more variation, but I am open to the idea, do you have any ideas about what I should add?
3) To be honest, I do plan to do this, but I have not had tons of time, and it would be rather time consuming to do, but at some point I likely will.
4) This is more or less planed, but if you like you can offer your own ideas.
5) I suppose this is a good idea, I will try to add at least some of these things in the future.
Hey! Great mod! Definitely a lot of fun, can't wait to see when the Ghosts [and] Cannons are full working. I personally love the fish traps! No more standing there for hours fishing XD -snip-
I thought of a suggestion or two for your pirate zombies.
-----
A pirate zombie that can't swim but can move and jump like the normal pirate zombies do on land. They would spawn at the underwater shipwrecks (at half the spawn rate of the floating ships since they would be harder to kill while swimming). You could also have a chest on the ships that either have better loot or double loot since the fight would be harder (though the spawner and chest should be closer to each other).
A different approach would be to have all of the pirate zombies unable to swim but can still move and jump the same while they are in the water. In this option, the underwater ships would have a separate spawner that was slower than the normal ones. While you can jump off a ship to escape the zombies, you are only really safe until you reach land, then the fun begins.
In both scenarios, they would need the spider's ability to climb when they are in water.
-----
A more devious version would be one that also doesn't suffocate from sand or gravel and randomly spawns in beaches two blocks deep (they would need to spawn rarely). They only 'awaken' when one of the blocks they are resting in or a block next to them is disturbed or walked on. They also wouldn't make sounds until after they start attacking.
I thought of a suggestion or two for your pirate zombies.
-----
1) A pirate zombie that can't swim but can move and jump like the normal pirate zombies do on land. They would spawn at the underwater shipwrecks (at half the spawn rate of the floating ships since they would be harder to kill while swimming). You could also have a chest on the ships that either have better loot or double loot since the fight would be harder (though the spawner and chest should be closer to each other).
2) A different approach would be to have all of the pirate zombies unable to swim but can still move and jump the same while they are in the water. In this option, the underwater ships would have a separate spawner that was slower than the normal ones. While you can jump off a ship to escape the zombies, you are only really safe until you reach land, then the fun begins.
In both scenarios, they would need the spider's ability to climb when they are in water.
-----
3) A more devious version would be one that also doesn't suffocate from sand or gravel and randomly spawns in beaches two blocks deep (they would need to spawn rarely). They only 'awaken' when one of the blocks they are resting in or a block next to them is disturbed or walked on. They also wouldn't make sounds until after they start attacking.
1) Well, I kind of have something like this done, I haven't released it yet, but I do have it working, more or less. It doesn't do what you suggest, but it does add some cool things to the water.
2) This I feel wouldn't really work, because the zombies would all sink to the bottom and then drown, but I am planing on adding something that allows for the zombies to come after you when you are under water, but I am not sure what it is going to be.
3) This would be cool, however, I feel that it doesn't really add to the theme of pirate zombies, rather to a general theme of undead. Though this mod does add a bunch of zombie, I want to stay away from making it some kind of undead mod.
Hi, I'm trying to run this on a 1.6.2 server of mine(I know, really should update lol) but everytime I try and run the server, I get this error:
---- Minecraft Crash Report ----
// Everything's going to plan. No, really, that was supposed to happen.
Time: 11/21/13 11:16 PM
Description: Exception in server tick loop
java.lang.NoSuchMethodError: net.minecraft.src.ModLoader.addOverride(Ljava/lang/String;Ljava/lang/String;)I
at kodithemaster.Pirates.koadmastersPirates.<clinit>(koadmastersPirates.java:448)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:457)
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.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:194)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:174)
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.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:105)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:509)
at cpw.mods.fml.server.FMLServerHandler.beginServerLoading(FMLServerHandler.java:99)
at cpw.mods.fml.common.FMLCommonHandler.onServerStart(FMLCommonHandler.java:350)
at net.minecraft.server.dedicated.DedicatedServer.func_71197_b(DedicatedServer.java:69)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:443)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:582)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.6.2
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_05, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 3007270152 bytes (2867 MB) / 3087007744 bytes (2944 MB) up to 3817799680 bytes (3640 MB)
JVM Flags: 2 total; -Xms3G -Xmx4G
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v8.04 FML v6.2.62.871 Minecraft Forge 9.10.1.871 5 mods loaded, 5 mods active
mcp{8.04} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed
FML{6.2.62.871} [Forge Mod Loader] (minecraftforge-universal-1.6.2-9.10.1.871.jar) Unloaded->Constructed
Forge{9.10.1.871} [Minecraft Forge] (minecraftforge-universal-1.6.2-9.10.1.871.jar) Unloaded->Constructed
KoadPirates{For minecraft 1.6.4} [Koadmaster's Pirates] (Koadmaster 0.3.2.zip) Unloaded
Leetsword{#4} [Leetsword Mod] (Leetsword Mod #5 [1.6.2].zip) Unloaded
Profiler Position: N/A (disabled)
Is Modded: Definitely; Server brand changed to 'fml,forge'
Type: Dedicated Server (map_server.txt)
If anyone can help me, I'd appreciate it greatly!!
Hi, I'm trying to run this on a 1.6.2 server of mine(I know, really should update lol) but everytime I try and run the server, I get this error:
-snip-
If anyone can help me, I'd appreciate it greatly!!
I am not really even sure the 1.6.2 version ever worked :/ so that likely is your problem. However, I am not even sure this mod works on servers, so far no one has told me that they got it working on a server
Ok, so over the past few weeks I have been making some cool things, and I was going to wait for 1.7, but I decided that I would let you guys have it a bit early.
It adds a bunch of new content that you should check out in the Op, please give feedback, most notably on the ghost pirates
i can turn off the guns or features i dont want right?
Uh...No... Most things you can just not use if you don't want to, but you can't turn them off, that is something that may be added in the future (mostly with world gen) but it is not in the mod at the moment.
I notice that I get the following error frequently in my Forge logs:
2013-11-28 08:59:49 [SEVERE] [Minecraft-Server] Wrong location! EntityItem['item.tile.seaWeed'/17080, l='Middle Earth', x=-123.56, y=47.17, z=-159.86]
2013-11-28 08:59:49 [INFO] [STDERR] java.lang.Exception: Stack trace
2013-11-28 08:59:49 [INFO] [STDERR] at java.lang.Thread.dumpStack(Unknown Source)
2013-11-28 08:59:49 [INFO] [STDERR] at net.minecraft.world.chunk.Chunk.func_76612_a(Chunk.java:908)
2013-11-28 08:59:49 [INFO] [STDERR] at net.minecraft.world.chunk.storage.AnvilChunkLoader.func_75823_a(AnvilChunkLoader.java:414)
2013-11-28 08:59:49 [INFO] [STDERR] at net.minecraft.world.chunk.storage.AnvilChunkLoader.func_75822_a(AnvilChunkLoader.java:103)
2013-11-28 08:59:49 [INFO] [STDERR] at net.minecraft.world.chunk.storage.AnvilChunkLoader.func_75815_a(AnvilChunkLoader.java:83)
2013-11-28 08:59:49 [INFO] [STDERR] at net.minecraft.world.gen.ChunkProviderServer.func_73239_e(ChunkProviderServer.java:182)
2013-11-28 08:59:49 [INFO] [STDERR] at net.minecraft.world.gen.ChunkProviderServer.func_73158_c(ChunkProviderServer.java:118)
2013-11-28 08:59:49 [INFO] [STDERR] at net.minecraft.world.gen.ChunkProviderServer.func_73154_d(ChunkProviderServer.java:166)
2013-11-28 08:59:49 [INFO] [STDERR] at net.minecraft.world.World.func_72964_e(World.java:529)
2013-11-28 08:59:49 [INFO] [STDERR] at net.minecraft.world.World.func_72798_a(World.java:414)
2013-11-28 08:59:49 [INFO] [STDERR] at net.minecraft.block.BlockFlowing.func_72208_o(BlockFlowing.java:350)
2013-11-28 08:59:49 [INFO] [STDERR] at net.minecraft.block.BlockFlowing.func_72206_n(BlockFlowing.java:314)
2013-11-28 08:59:49 [INFO] [STDERR] at net.minecraft.block.BlockFlowing.func_71847_b(BlockFlowing.java:158)
2013-11-28 08:59:49 [INFO] [STDERR] at net.minecraft.world.WorldServer.func_72955_a(WorldServer.java:617)
2013-11-28 08:59:49 [INFO] [STDERR] at net.minecraft.world.WorldServer.func_72835_b(WorldServer.java:197)
2013-11-28 08:59:49 [INFO] [STDERR] at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:657)
2013-11-28 08:59:49 [INFO] [STDERR] at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:587)
2013-11-28 08:59:49 [INFO] [STDERR] at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:129)
2013-11-28 08:59:49 [INFO] [STDERR] at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:484)
2013-11-28 08:59:49 [INFO] [STDERR] at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:583)
Another thing that I've noticed is that whenever I open a world in MCEdit, the map has parts that shoot off toward the north west. (The red circle is where I have explored.) In one map that I had the branch towards the NW went on for 10x the length of this world. I might be mistaken, but this only seems to occur when KoadMasters Pirates is installed.
I notice that I get the following error frequently in my Forge logs:
2013-11-28 08:59:49 [SEVERE] [Minecraft-Server] Wrong location! EntityItem['item.tile.seaWeed'/17080, l='Middle Earth', x=-123.56, y=47.17, z=-159.86]
2013-11-28 08:59:49 [INFO] [STDERR] java.lang.Exception: Stack trace
2013-11-28 08:59:49 [INFO] [STDERR] at java.lang.Thread.dumpStack(Unknown Source)
2013-11-28 08:59:49 [INFO] [STDERR] at net.minecraft.world.chunk.Chunk.func_76612_a(Chunk.java:908)
2013-11-28 08:59:49 [INFO] [STDERR] at net.minecraft.world.chunk.storage.AnvilChunkLoader.func_75823_a(AnvilChunkLoader.java:414)
2013-11-28 08:59:49 [INFO] [STDERR] at net.minecraft.world.chunk.storage.AnvilChunkLoader.func_75822_a(AnvilChunkLoader.java:103)
2013-11-28 08:59:49 [INFO] [STDERR] at net.minecraft.world.chunk.storage.AnvilChunkLoader.func_75815_a(AnvilChunkLoader.java:83)
2013-11-28 08:59:49 [INFO] [STDERR] at net.minecraft.world.gen.ChunkProviderServer.func_73239_e(ChunkProviderServer.java:182)
2013-11-28 08:59:49 [INFO] [STDERR] at net.minecraft.world.gen.ChunkProviderServer.func_73158_c(ChunkProviderServer.java:118)
2013-11-28 08:59:49 [INFO] [STDERR] at net.minecraft.world.gen.ChunkProviderServer.func_73154_d(ChunkProviderServer.java:166)
2013-11-28 08:59:49 [INFO] [STDERR] at net.minecraft.world.World.func_72964_e(World.java:529)
2013-11-28 08:59:49 [INFO] [STDERR] at net.minecraft.world.World.func_72798_a(World.java:414)
2013-11-28 08:59:49 [INFO] [STDERR] at net.minecraft.block.BlockFlowing.func_72208_o(BlockFlowing.java:350)
2013-11-28 08:59:49 [INFO] [STDERR] at net.minecraft.block.BlockFlowing.func_72206_n(BlockFlowing.java:314)
2013-11-28 08:59:49 [INFO] [STDERR] at net.minecraft.block.BlockFlowing.func_71847_b(BlockFlowing.java:158)
2013-11-28 08:59:49 [INFO] [STDERR] at net.minecraft.world.WorldServer.func_72955_a(WorldServer.java:617)
2013-11-28 08:59:49 [INFO] [STDERR] at net.minecraft.world.WorldServer.func_72835_b(WorldServer.java:197)
2013-11-28 08:59:49 [INFO] [STDERR] at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:657)
2013-11-28 08:59:49 [INFO] [STDERR] at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:587)
2013-11-28 08:59:49 [INFO] [STDERR] at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:129)
2013-11-28 08:59:49 [INFO] [STDERR] at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:484)
2013-11-28 08:59:49 [INFO] [STDERR] at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:583)
Another thing that I've noticed is that whenever I open a world in MCEdit, the map has parts that shoot off toward the north west. (The red circle is where I have explored.) In one map that I had the branch towards the NW went on for 10x the length of this world. I might be mistaken, but this only seems to occur when KoadMasters Pirates is installed.
Hum... Interesting, I have never had this issue. Does it cause any real problems during play? Either way, I will try to see what is causing it
For worldgen, it just slows down MC. When this happens, I pause the game to let it save everything and then restart MC.
Though now that I think about it, I have a few mods that could instead be causing this issue (worldgen that affects oceans), I'll have to track it down when I have a chance. (BoP, ATG, EXBL, and Mariculture)
For worldgen, it just slows down MC. When this happens, I pause the game to let it save everything and then restart MC. Though now that I think about it, I have a few mods that could instead be causing this issue (worldgen that affects oceans), I'll have to track it down when I have a chance. (BoP, ATG, EXBL, and Mariculture)
Well... it my be helpful it you went to the cords in your log, and see what is going on at the location that it told you it was having issues with, that might help to identify the problem.
Well, I will think about it, but don't count on it.
Ok, cool, I should mention however, that I am not sure if this mod even works on servers, so you may want to test that out first...
What I would like to see...
I never got any good loot in the chests. Buckets, cucumbers, medallions, rinse and repeat. Can you improve on this?
More variety to ships. Some tiny ships, some epic ships, and various designs in between. You could make a pirate ship a dungeon in itself, complete with a boss. That'd be cool.
More mobs, and type-specific spawners to go along with them.
Configuration that lets you adjust possible loot, spawn rates of ships, appearance of "iceberg like" rocks, and chances for different ship types if you add more.
1) Thanks
2) erm... I suppose I could add a bit... I guess I never really thought that they needed more variation, but I am open to the idea, do you have any ideas about what I should add?
3) To be honest, I do plan to do this, but I have not had tons of time, and it would be rather time consuming to do, but at some point I likely will.
4) This is more or less planed, but if you like you can offer your own ideas.
5) I suppose this is a good idea, I will try to add at least some of these things in the future.
Thanks, I'll add it into the op
If you want to you can, as stated, it is preferred that you link to the main page, but you can feel free to use it.
Also great mod I am having alot of fun
-----
A pirate zombie that can't swim but can move and jump like the normal pirate zombies do on land. They would spawn at the underwater shipwrecks (at half the spawn rate of the floating ships since they would be harder to kill while swimming). You could also have a chest on the ships that either have better loot or double loot since the fight would be harder (though the spawner and chest should be closer to each other).
A different approach would be to have all of the pirate zombies unable to swim but can still move and jump the same while they are in the water. In this option, the underwater ships would have a separate spawner that was slower than the normal ones. While you can jump off a ship to escape the zombies, you are only really safe until you reach land, then the fun begins.
In both scenarios, they would need the spider's ability to climb when they are in water.
-----
A more devious version would be one that also doesn't suffocate from sand or gravel and randomly spawns in beaches two blocks deep (they would need to spawn rarely). They only 'awaken' when one of the blocks they are resting in or a block next to them is disturbed or walked on. They also wouldn't make sounds until after they start attacking.
Thanks
1) Well, I kind of have something like this done, I haven't released it yet, but I do have it working, more or less. It doesn't do what you suggest, but it does add some cool things to the water.
2) This I feel wouldn't really work, because the zombies would all sink to the bottom and then drown, but I am planing on adding something that allows for the zombies to come after you when you are under water, but I am not sure what it is going to be.
3) This would be cool, however, I feel that it doesn't really add to the theme of pirate zombies, rather to a general theme of undead. Though this mod does add a bunch of zombie, I want to stay away from making it some kind of undead mod.
---- Minecraft Crash Report ----
// Everything's going to plan. No, really, that was supposed to happen.
Time: 11/21/13 11:16 PM
Description: Exception in server tick loop
java.lang.NoSuchMethodError: net.minecraft.src.ModLoader.addOverride(Ljava/lang/String;Ljava/lang/String;)I
at kodithemaster.Pirates.koadmastersPirates.<clinit>(koadmastersPirates.java:448)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:457)
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.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:194)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:174)
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.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:105)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:509)
at cpw.mods.fml.server.FMLServerHandler.beginServerLoading(FMLServerHandler.java:99)
at cpw.mods.fml.common.FMLCommonHandler.onServerStart(FMLCommonHandler.java:350)
at net.minecraft.server.dedicated.DedicatedServer.func_71197_b(DedicatedServer.java:69)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:443)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:582)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.6.2
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_05, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 3007270152 bytes (2867 MB) / 3087007744 bytes (2944 MB) up to 3817799680 bytes (3640 MB)
JVM Flags: 2 total; -Xms3G -Xmx4G
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v8.04 FML v6.2.62.871 Minecraft Forge 9.10.1.871 5 mods loaded, 5 mods active
mcp{8.04} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed
FML{6.2.62.871} [Forge Mod Loader] (minecraftforge-universal-1.6.2-9.10.1.871.jar) Unloaded->Constructed
Forge{9.10.1.871} [Minecraft Forge] (minecraftforge-universal-1.6.2-9.10.1.871.jar) Unloaded->Constructed
KoadPirates{For minecraft 1.6.4} [Koadmaster's Pirates] (Koadmaster 0.3.2.zip) Unloaded
Leetsword{#4} [Leetsword Mod] (Leetsword Mod #5 [1.6.2].zip) Unloaded
Profiler Position: N/A (disabled)
Is Modded: Definitely; Server brand changed to 'fml,forge'
Type: Dedicated Server (map_server.txt)
If anyone can help me, I'd appreciate it greatly!!
I guess that would make sense, but I will probably address this problem in a different way
Cool, have fun
I am not really even sure the 1.6.2 version ever worked :/ so that likely is your problem. However, I am not even sure this mod works on servers, so far no one has told me that they got it working on a server
It adds a bunch of new content that you should check out in the Op, please give feedback, most notably on the ghost pirates
Uh...No... Most things you can just not use if you don't want to, but you can't turn them off, that is something that may be added in the future (mostly with world gen) but it is not in the mod at the moment.
Another thing that I've noticed is that whenever I open a world in MCEdit, the map has parts that shoot off toward the north west. (The red circle is where I have explored.) In one map that I had the branch towards the NW went on for 10x the length of this world. I might be mistaken, but this only seems to occur when KoadMasters Pirates is installed.
Hum... Interesting, I have never had this issue. Does it cause any real problems during play? Either way, I will try to see what is causing it
Though now that I think about it, I have a few mods that could instead be causing this issue (worldgen that affects oceans), I'll have to track it down when I have a chance. (BoP, ATG, EXBL, and Mariculture)
Well... it my be helpful it you went to the cords in your log, and see what is going on at the location that it told you it was having issues with, that might help to identify the problem.