Thank god I won't be planning on doing anything that would require GL. I checked on your github and say the code for the skills, and boy it was pretty complicated. However, you never learn without a challenge so I'm up for it!
I just checked out the latest build and I couldn't figure out how to use the new wireless system. I love the new models tho, they look amazing! Do you use Techne or Tabula for the models? Maybe a JSON editor?
I added a new level 5 skill since dimension hopper seemed to focus too much on you fazing through items.
I just checked out the latest build and I couldn't figure out how to use the new wireless system. I love the new models tho, they look amazing! Do you use Techne or Tabula for the models? Maybe a JSON editor?
I added a new level 5 skill since dimension hopper seemed to focus too much on you fazing through items.
The models are exported .obj models and our modeller uses 3DS Max.
About the usage of the wireless system, you simply link generators/receivers to a wireless node(using gen/rec's own gui or using Freq Transmitter app), and connect many nodes together using Wireless Matrix. That is, you get the network fully working without a matrix, but if you want more energy and bigger connection, you have to use it.
The models are exported .obj models and our modeller uses 3DS Max.
About the usage of the wireless system, you simply link generators/receivers to a wireless node(using gen/rec's own gui or using Freq Transmitter app), and connect many nodes together using Wireless Matrix. That is, you get the network fully working without a matrix, but if you want more energy and bigger connection, you have to use it.
Oh, I'll try that out as soon as I get a chance to
Hey, I just downloaded the latest build, but I can't seem to get it working. It crashes my Minecraft on startup.
The crash report is as follows:
---- Minecraft Crash Report ----
// Don't do that.
Time: 20/09/15 12:17 PM
Description: There was a severe problem during mod loading that has caused the game to fail
cpw.mods.fml.common.LoaderException: java.lang.NoSuchMethodError: cn.academy.core.item.ACItem.setUnlocalizedName(Ljava/lang/String;)Lnet/minecraft/item/Item;
at cpw.mods.fml.common.LoadController.transition(LoadController.java:163)
at cpw.mods.fml.common.Loader.preinitializeMods(Loader.java:559)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:243)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:480)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:878)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
Caused by: java.lang.NoSuchMethodError: cn.academy.core.item.ACItem.setUnlocalizedName(Ljava/lang/String;)Lnet/minecraft/item/Item;
at cn.academy.core.item.ACItem.<init>(ACItem.java:25)
at cn.academy.misc.media.ItemMedia.<init>(ItemMedia.java:39)
at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
at sun.reflect.NativeConstructorAccessorImpl.newInstance(NativeConstructorAccessorImpl.java:62)
at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(DelegatingConstructorAccessorImpl.java:45)
at java.lang.reflect.Constructor.newInstance(Constructor.java:408)
at java.lang.Class.newInstance(Class.java:438)
at cn.annoreg.base.RegistrationFieldSimple.registerField(RegistrationFieldSimple.java:53)
at cn.annoreg.core.RegistryType.registerAll(RegistryType.java:154)
at cn.annoreg.core.RegistrationManager.registerAll(RegistrationManager.java:163)
at cn.annoreg.core.RegistrationManager.registerAll(RegistrationManager.java:167)
at cn.annoreg.core.RegistryType.registerAll(RegistryType.java:88)
at cn.annoreg.core.RegistrationManager.registerAll(RegistrationManager.java:163)
at cn.annoreg.core.RegistrationManager.registerAll(RegistrationManager.java:167)
at cn.academy.core.AcademyCraft.preInit(AcademyCraft.java:125)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:532)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:212)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:190)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:119)
at cpw.mods.fml.common.Loader.preinitializeMods(Loader.java:556)
... 10 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 7 (amd64) version 6.1
Java Version: 1.8.0_25, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 173082336 bytes (165 MB) / 264540160 bytes (252 MB) up to 1060372480 bytes (1011 MB)
JVM Flags: 6 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v9.05 FML v7.10.99.99 Minecraft Forge 10.13.4.1448 6 mods loaded, 6 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
UCH mcp{9.05} [Minecraft Coder Pack] (minecraft.jar)
UCH FML{7.10.99.99} [Forge Mod Loader] (forge-1.7.10-10.13.4.1448-1.7.10.jar)
UCH Forge{10.13.4.1448} [Minecraft Forge] (forge-1.7.10-10.13.4.1448-1.7.10.jar)
UCH AnnoReg{2.0r1} [Annotation Registry] (minecraft.jar)
UCH LIUtils{2.0} [LIUtils] (LIUtils-1.0r1.jar)
UCE academy-craft{1.0pr1} [Academy Craft] (AcademyCraft-1.0pr1-dev.jar)
GL info: ' Vendor: 'Intel' Version: '3.1.0 - Build 9.17.10.3517' Renderer: 'Intel(R) HD Graphics 3000'
Hey, I just downloaded the latest build, but I can't seem to get it working. It crashes my Minecraft on startup.
The crash report is as follows:
---- Minecraft Crash Report ----
// Don't do that.
Time: 20/09/15 12:17 PM
Description: There was a severe problem during mod loading that has caused the game to fail
cpw.mods.fml.common.LoaderException: java.lang.NoSuchMethodError: cn.academy.core.item.ACItem.setUnlocalizedName(Ljava/lang/String;)Lnet/minecraft/item/Item;
at cpw.mods.fml.common.LoadController.transition(LoadController.java:163)
at cpw.mods.fml.common.Loader.preinitializeMods(Loader.java:559)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:243)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:480)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:878)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
Caused by: java.lang.NoSuchMethodError: cn.academy.core.item.ACItem.setUnlocalizedName(Ljava/lang/String;)Lnet/minecraft/item/Item;
at cn.academy.core.item.ACItem.<init>(ACItem.java:25)
at cn.academy.misc.media.ItemMedia.<init>(ItemMedia.java:39)
at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
at sun.reflect.NativeConstructorAccessorImpl.newInstance(NativeConstructorAccessorImpl.java:62)
at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(DelegatingConstructorAccessorImpl.java:45)
at java.lang.reflect.Constructor.newInstance(Constructor.java:408)
at java.lang.Class.newInstance(Class.java:438)
at cn.annoreg.base.RegistrationFieldSimple.registerField(RegistrationFieldSimple.java:53)
at cn.annoreg.core.RegistryType.registerAll(RegistryType.java:154)
at cn.annoreg.core.RegistrationManager.registerAll(RegistrationManager.java:163)
at cn.annoreg.core.RegistrationManager.registerAll(RegistrationManager.java:167)
at cn.annoreg.core.RegistryType.registerAll(RegistryType.java:88)
at cn.annoreg.core.RegistrationManager.registerAll(RegistrationManager.java:163)
at cn.annoreg.core.RegistrationManager.registerAll(RegistrationManager.java:167)
at cn.academy.core.AcademyCraft.preInit(AcademyCraft.java:125)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:532)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:212)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:190)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:119)
at cpw.mods.fml.common.Loader.preinitializeMods(Loader.java:556)
... 10 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 7 (amd64) version 6.1
Java Version: 1.8.0_25, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 173082336 bytes (165 MB) / 264540160 bytes (252 MB) up to 1060372480 bytes (1011 MB)
JVM Flags: 6 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v9.05 FML v7.10.99.99 Minecraft Forge 10.13.4.1448 6 mods loaded, 6 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
UCH mcp{9.05} [Minecraft Coder Pack] (minecraft.jar)
UCH FML{7.10.99.99} [Forge Mod Loader] (forge-1.7.10-10.13.4.1448-1.7.10.jar)
UCH Forge{10.13.4.1448} [Minecraft Forge] (forge-1.7.10-10.13.4.1448-1.7.10.jar)
UCH AnnoReg{2.0r1} [Annotation Registry] (minecraft.jar)
UCH LIUtils{2.0} [LIUtils] (LIUtils-1.0r1.jar)
UCE academy-craft{1.0pr1} [Academy Craft] (AcademyCraft-1.0pr1-dev.jar)
GL info: ' Vendor: 'Intel' Version: '3.1.0 - Build 9.17.10.3517' Renderer: 'Intel(R) HD Graphics 3000'
You tried to use a dev version into the normal minecraft. Plsase use the universal version :I
---
By the way I'm very delighted to say that 1.0pr(prerelease)1 has been released! Check our website for the download. I will update the thread info in a few days, now I'm quite exhausted lol... Anyways, enjoy the mod and tell me if you guys have any problem!
You tried to use a dev version into the normal minecraft. Plsase use the universal version :I
---
By the way I'm very delighted to say that 1.0pr(prerelease)1 has been released! Check our website for the download. I will update the thread info in a few days, now I'm quite exhausted lol... Anyways, enjoy the mod and tell me if you guys have any problem!
Aha, thanks. Not sure how I did that. Good to see the update though, keep it up!
So, after mucking around a bit, I must say that this update has met and exceeded all expectations.
Skill Tree:
It works amazingly! I feel that skills level up a touch too quickly, but this may just be because I'm not constantly having to go back to the AD every five minutes. The brain courses seem to be unlocked right from the get go however, despite claiming to be level four and five skills. I did start the world with cheats on however, so that may have been what caused it.
CP changes:
I suggested a while back that the CP recharge rate should be reduced, and the CP total should be increased. You seem to have done this, though I've no idea whether or not I had anything to do with it. It makes fights far more interesting, and more about CP regulation, rather than running around, waiting for CP to recharge every five seconds.
Level Scaling:
One of my favourite things about AC was that you really felt like you were growing in power. At level one, you cheered at the death of a chicken, at level three, the death of a zombie, at level five, "Whoops, there goes the universe!". This... Hasn't appeared to carry over. I haven't progressed past level one yet, but already I'm cutting through hordes of zombies and skeletons. Regardless of whether or not I'll get a lot stronger, I always felt like at level one you should be so weak, a wooden sword was a more effective tool, but consistently using it would grant powers that would let you take on the ender dragon with nothing more than a few arcade coins. This is the main downside to the update for me.
Perks:
Rather than just having abilities, you can now unlock perks. I love it! Why aren't there more? Make more perks damnit!
Portable AD:
Finally! Now I can go mining and still level up my abilities! This has been sorely needed for a long time.
Aaaaand that's about it for now. Thanks for sharing this, and if you need any help from me, I'd be more than happy to provide it.
See y'all!
Edit: just thought I'd quickly let you all know, I've been using the Particle Waveform High-Speed Cannon ability.
I'm wondering, what will you do with some abilities that are not up to high level originally? This is hard to explain, so here's a good example; Imagine Breaker. It's level 0 in the original Animes/Novels, and all it does is pretty much delete everything, so which skills are you going to put in for abilities like this? Are you going to make up skills with your imagination?
Rollback Post to RevisionRollBack
"There are two kinds of arrogance. One where you are unequal to the task and one where your dreams are too big. The former is commonplace stupidity... but the latter is a rare species that is difficult to find." -Gilgamesh-
"For everything in heaven and earth, life is sorrow." -Enkidu-
You first shoot a magnetic clip to the block you want to go towards, point your mouse toward where the clip lands and use the magnet ability, simple as that
You first shoot a magnetic clip to the block you want to go towards, point your mouse toward where the clip lands and use the magnet ability, simple as that
That's the Magnetic Movement ability, I'm asking about the Magentic Manipulation ability.
I's nice. Very stable, at least as far as I can tell. Lots of uses, though the current lack of documentation doesn't help, but even that's not too big of a deal. What I would like to see is some creative utilities, simply so that I don't need to spam lazers to get to the rest of the abilities. And moar songs. Maybe a way to add our own MP3s to the media player, that would be REALLY nice. And the option to make the player loop a song or head to the next song when the previous is finished. But that's more of a QOL thing than anything significant.
Tl;dr: Great mod, didn't crash on me yet. Needs creative utils.
EDIT: Also, is it possible to switch between Meltdowner, Electromaster and that third one?
The Meaning of Life, the Universe, and Everything.
Join Date:
7/28/2015
Posts:
119
Minecraft:
Parody Master
Xbox:
acappella1000
PSN:
acappella2
Member Details
hey i had an idea could you add a time ability?
what it could do is with the first one it can slow down objects like arrows or something within a short radius and can eventually completely freeze them (or really slow them) and so on with powers and eventually you could make small jumps backwards so if you destroy a block you shouldnt have (like a diamond with a stone pick) you can press it and make a jump backwards before it happened and the more you use it you can hold it and watch everything rewind
another is my friends idea. Force fields
so at the start its only a thin clear-ish small barrier that can stop arrows then as you level it up it can be platforms and can push stuff and eventually can put other things in temporary ones so if tnt was about to go off you could put it in a small force field and contain its explosion
what it could do is with the first one it can slow down objects like arrows or something within a short radius and can eventually completely freeze them (or really slow them) and so on with powers and eventually you could make small jumps backwards so if you destroy a block you shouldnt have (like a diamond with a stone pick) you can press it and make a jump backwards before it happened and the more you use it you can hold it and watch everything rewind
another is my friends idea. Force fields
so at the start its only a thin clear-ish small barrier that can stop arrows then as you level it up it can be platforms and can push stuff and eventually can put other things in temporary ones so if tnt was about to go off you could put it in a small force field and contain its explosion
change and replace as you please
I like the force field idea a lot. Here is my idea on that:
Energy Barrier Controller
Level 1: Matter Barrier, Builds a simple barrier around yourself of energy, it has a 25% chance to block projectiles and damage, every level after that gives a 5% boost to the original percent. (25+(25*0.5x)) Drains 5 CP/s while active.
Level 2: Energy block, Build a block made of field energy, it can be placed wherever you are looking. Build stairs and such to traverse wherever, dismiss a block by using the ability on it again. Dismiss them all by double tapping the ability, or by running out of CP. Uses 2 CP/s per block.
Concentrated Matter Barrier, A stronger barrier, concentrated around where you are looking. It has a 80% chance to deflect any damage, but does not cover the whole body. Uses 10 CP/s.
Level 3: Enhance Block, Infuse a block with a field, making it as resistant as obsidian. 0.5 CP/s per block (not as big as a normal block, so quarter cost, also so you can have it last a while)
Target Barrier, Lock a target (any entity, so lit TnT would work) within a barrier of energy, they are trapped within it and cannot leave until it is dismissed. Nothing can leave or enter, so you can't hurt something while it is within it either. 6 CP/s
Level 4: Energy Bridge, Build blocks under your feet as you move, walk over ravines or between mountains. 3 CP per placed block (it fades after you get a few blocks away)
Enhancing Barrier, Build a barrier around objects. Make weapons more durable and have a 80% reduction to damage. It enhances what ever is in your hand. 4 CP/s
Armour Enhancing Barrier, Build a barrier on your armour, making your armour take 80% less damage, and give 50% more damage reduction to the wearer. Deflects all projectiles. 4 CP/s
Level 5: Ultimate Barrier, Build a barrier field around yourself that can deflect all entities from entering it. Projectiles, monsters and all entities will be pushed back by it. Explosions and Meltdowner attacks can pass through it
Barrier Explosion, While using any barrier on yourself (Ultimate Barrier, Matter Barrier, Concentrated Barrier) you can expand it rapidly, flinging all enemies back, or if using a Concentrated Barrier fire it like a projectile facing whatever direction it was placed on. It provides damage based upon the level of the barrier used. Uses 500 CP per use.
Thank god I won't be planning on doing anything that would require GL. I checked on your github and say the code for the skills, and boy it was pretty complicated. However, you never learn without a challenge so I'm up for it!
I was just checking your LIUtils, andI cant seem to figure out how to download the latest build from travis-ci. Any ideas on how to download it?
-EDIT-
Oh wait, I think I might have figured it out!
I just checked out the latest build and I couldn't figure out how to use the new wireless system. I love the new models tho, they look amazing! Do you use Techne or Tabula for the models? Maybe a JSON editor?
I added a new level 5 skill since dimension hopper seemed to focus too much on you fazing through items.
The models are exported .obj models and our modeller uses 3DS Max.
About the usage of the wireless system, you simply link generators/receivers to a wireless node(using gen/rec's own gui or using Freq Transmitter app), and connect many nodes together using Wireless Matrix. That is, you get the network fully working without a matrix, but if you want more energy and bigger connection, you have to use it.
Oh, I'll try that out as soon as I get a chance to
Hey, I just downloaded the latest build, but I can't seem to get it working. It crashes my Minecraft on startup.
The crash report is as follows:
---- Minecraft Crash Report ----
// Don't do that.
Time: 20/09/15 12:17 PM
Description: There was a severe problem during mod loading that has caused the game to fail
cpw.mods.fml.common.LoaderException: java.lang.NoSuchMethodError: cn.academy.core.item.ACItem.setUnlocalizedName(Ljava/lang/String;)Lnet/minecraft/item/Item;
at cpw.mods.fml.common.LoadController.transition(LoadController.java:163)
at cpw.mods.fml.common.Loader.preinitializeMods(Loader.java:559)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:243)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:480)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:878)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
Caused by: java.lang.NoSuchMethodError: cn.academy.core.item.ACItem.setUnlocalizedName(Ljava/lang/String;)Lnet/minecraft/item/Item;
at cn.academy.core.item.ACItem.<init>(ACItem.java:25)
at cn.academy.misc.media.ItemMedia.<init>(ItemMedia.java:39)
at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
at sun.reflect.NativeConstructorAccessorImpl.newInstance(NativeConstructorAccessorImpl.java:62)
at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(DelegatingConstructorAccessorImpl.java:45)
at java.lang.reflect.Constructor.newInstance(Constructor.java:408)
at java.lang.Class.newInstance(Class.java:438)
at cn.annoreg.base.RegistrationFieldSimple.registerField(RegistrationFieldSimple.java:53)
at cn.annoreg.core.RegistryType.registerAll(RegistryType.java:154)
at cn.annoreg.core.RegistrationManager.registerAll(RegistrationManager.java:163)
at cn.annoreg.core.RegistrationManager.registerAll(RegistrationManager.java:167)
at cn.annoreg.core.RegistryType.registerAll(RegistryType.java:88)
at cn.annoreg.core.RegistrationManager.registerAll(RegistrationManager.java:163)
at cn.annoreg.core.RegistrationManager.registerAll(RegistrationManager.java:167)
at cn.academy.core.AcademyCraft.preInit(AcademyCraft.java:125)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:532)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:212)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:190)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:119)
at cpw.mods.fml.common.Loader.preinitializeMods(Loader.java:556)
... 10 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 7 (amd64) version 6.1
Java Version: 1.8.0_25, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 173082336 bytes (165 MB) / 264540160 bytes (252 MB) up to 1060372480 bytes (1011 MB)
JVM Flags: 6 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v9.05 FML v7.10.99.99 Minecraft Forge 10.13.4.1448 6 mods loaded, 6 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
UCH mcp{9.05} [Minecraft Coder Pack] (minecraft.jar)
UCH FML{7.10.99.99} [Forge Mod Loader] (forge-1.7.10-10.13.4.1448-1.7.10.jar)
UCH Forge{10.13.4.1448} [Minecraft Forge] (forge-1.7.10-10.13.4.1448-1.7.10.jar)
UCH AnnoReg{2.0r1} [Annotation Registry] (minecraft.jar)
UCH LIUtils{2.0} [LIUtils] (LIUtils-1.0r1.jar)
UCE academy-craft{1.0pr1} [Academy Craft] (AcademyCraft-1.0pr1-dev.jar)
GL info: ' Vendor: 'Intel' Version: '3.1.0 - Build 9.17.10.3517' Renderer: 'Intel(R) HD Graphics 3000'
Unless...
You tried to use a dev version into the normal minecraft. Plsase use the universal version :I
---
By the way I'm very delighted to say that 1.0pr(prerelease)1 has been released! Check our website for the download. I will update the thread info in a few days, now I'm quite exhausted lol... Anyways, enjoy the mod and tell me if you guys have any problem!
Aha, thanks. Not sure how I did that. Good to see the update though, keep it up!
Unless...
So, after mucking around a bit, I must say that this update has met and exceeded all expectations.
Skill Tree:
It works amazingly! I feel that skills level up a touch too quickly, but this may just be because I'm not constantly having to go back to the AD every five minutes. The brain courses seem to be unlocked right from the get go however, despite claiming to be level four and five skills. I did start the world with cheats on however, so that may have been what caused it.
CP changes:
I suggested a while back that the CP recharge rate should be reduced, and the CP total should be increased. You seem to have done this, though I've no idea whether or not I had anything to do with it. It makes fights far more interesting, and more about CP regulation, rather than running around, waiting for CP to recharge every five seconds.
Level Scaling:
One of my favourite things about AC was that you really felt like you were growing in power. At level one, you cheered at the death of a chicken, at level three, the death of a zombie, at level five, "Whoops, there goes the universe!". This... Hasn't appeared to carry over. I haven't progressed past level one yet, but already I'm cutting through hordes of zombies and skeletons. Regardless of whether or not I'll get a lot stronger, I always felt like at level one you should be so weak, a wooden sword was a more effective tool, but consistently using it would grant powers that would let you take on the ender dragon with nothing more than a few arcade coins. This is the main downside to the update for me.
Perks:
Rather than just having abilities, you can now unlock perks. I love it! Why aren't there more? Make more perks damnit!
Portable AD:
Finally! Now I can go mining and still level up my abilities! This has been sorely needed for a long time.
Aaaaand that's about it for now. Thanks for sharing this, and if you need any help from me, I'd be more than happy to provide it.
See y'all!
Edit: just thought I'd quickly let you all know, I've been using the Particle Waveform High-Speed Cannon ability.
Unless...
cannot seems to get this mod to work for me
If you could be a little more specific, I might be able to help.
Do you have all of the required mods? If not, download them from the downloads page of the website.
Are you running Forge 10.13.4.1448-1.7.10? If not, download the installer from the Forge website and run it.
Are you using the correct versions of the required mods? Do not use the dev version!
Unless...
I'm wondering, what will you do with some abilities that are not up to high level originally? This is hard to explain, so here's a good example; Imagine Breaker. It's level 0 in the original Animes/Novels, and all it does is pretty much delete everything, so which skills are you going to put in for abilities like this? Are you going to make up skills with your imagination?
"There are two kinds of arrogance. One where you are unequal to the task and one where your dreams are too big. The former is commonplace stupidity... but the latter is a rare species that is difficult to find." -Gilgamesh-
"For everything in heaven and earth, life is sorrow." -Enkidu-
Does anyone know how to use the magnet manipulation ability? I can't seem to get it working.
Unless...
yeah i have all the required mods and the correct versions and the latest version of forge,there are no other mods besides the ones i need aswell
Would you mind providing a crash report? That would help.
Unless...
You first shoot a magnetic clip to the block you want to go towards, point your mouse toward where the clip lands and use the magnet ability, simple as that
That's the Magnetic Movement ability, I'm asking about the Magentic Manipulation ability.
Unless...
I's nice. Very stable, at least as far as I can tell. Lots of uses, though the current lack of documentation doesn't help, but even that's not too big of a deal. What I would like to see is some creative utilities, simply so that I don't need to spam lazers to get to the rest of the abilities. And moar songs. Maybe a way to add our own MP3s to the media player, that would be REALLY nice. And the option to make the player loop a song or head to the next song when the previous is finished. But that's more of a QOL thing than anything significant.
Tl;dr: Great mod, didn't crash on me yet. Needs creative utils.
EDIT: Also, is it possible to switch between Meltdowner, Electromaster and that third one?
If I'm rude to you, just tell me. Don't take it too personally. Well, unless you were being stupid. If you were, DO take it personally.
hey i had an idea could you add a time ability?
what it could do is with the first one it can slow down objects like arrows or something within a short radius and can eventually completely freeze them (or really slow them) and so on with powers and eventually you could make small jumps backwards so if you destroy a block you shouldnt have (like a diamond with a stone pick) you can press it and make a jump backwards before it happened and the more you use it you can hold it and watch everything rewind
another is my friends idea. Force fields
so at the start its only a thin clear-ish small barrier that can stop arrows then as you level it up it can be platforms and can push stuff and eventually can put other things in temporary ones so if tnt was about to go off you could put it in a small force field and contain its explosion
change and replace as you please
I like the force field idea a lot. Here is my idea on that:
Energy Barrier Controller
Level 1: Matter Barrier, Builds a simple barrier around yourself of energy, it has a 25% chance to block projectiles and damage, every level after that gives a 5% boost to the original percent. (25+(25*0.5x)) Drains 5 CP/s while active.
Level 2: Energy block, Build a block made of field energy, it can be placed wherever you are looking. Build stairs and such to traverse wherever, dismiss a block by using the ability on it again. Dismiss them all by double tapping the ability, or by running out of CP. Uses 2 CP/s per block.
Concentrated Matter Barrier, A stronger barrier, concentrated around where you are looking. It has a 80% chance to deflect any damage, but does not cover the whole body. Uses 10 CP/s.
Level 3: Enhance Block, Infuse a block with a field, making it as resistant as obsidian. 0.5 CP/s per block (not as big as a normal block, so quarter cost, also so you can have it last a while)
Target Barrier, Lock a target (any entity, so lit TnT would work) within a barrier of energy, they are trapped within it and cannot leave until it is dismissed. Nothing can leave or enter, so you can't hurt something while it is within it either. 6 CP/s
Level 4: Energy Bridge, Build blocks under your feet as you move, walk over ravines or between mountains. 3 CP per placed block (it fades after you get a few blocks away)
Enhancing Barrier, Build a barrier around objects. Make weapons more durable and have a 80% reduction to damage. It enhances what ever is in your hand. 4 CP/s
Armour Enhancing Barrier, Build a barrier on your armour, making your armour take 80% less damage, and give 50% more damage reduction to the wearer. Deflects all projectiles. 4 CP/s
Level 5: Ultimate Barrier, Build a barrier field around yourself that can deflect all entities from entering it. Projectiles, monsters and all entities will be pushed back by it. Explosions and Meltdowner attacks can pass through it
Barrier Explosion, While using any barrier on yourself (Ultimate Barrier, Matter Barrier, Concentrated Barrier) you can expand it rapidly, flinging all enemies back, or if using a Concentrated Barrier fire it like a projectile facing whatever direction it was placed on. It provides damage based upon the level of the barrier used. Uses 500 CP per use.