1. Since it is summer, we will work alot more on the mod I'll try to provide you with the latest information.
2. Please stop telling us about the behaviour of SCPs, the problem is that we don't have an AI coder so all the SCPs are kinda the same right now, but we are working on it.
3. I am currently reworking all the models because they need an update. Currently I've remade SCP - 096 and made SCP - 538. SCP - 682 is next on the list (;
Ok. Also it still shows glitches if i remove flans, i think alot of my mods take up the entity list because most have things to do with animals or planes.
---- Minecraft Crash Report ----
// I feel sad now
Time: 25/06/16 00:05
Description: Initializing game
java.lang.IllegalArgumentException: ID is already registered: 111
at net.minecraft.entity.EntityList.func_75618_a(EntityList.java:94)
at cpw.mods.fml.common.registry.EntityRegistry.registerGlobalEntityID(EntityRegistry.java:199)
at com.flansmod.common.FlansMod.init(FlansMod.java:233)
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.GeneratedMethodAccessor3.invoke(Unknown Source)
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.initializeMods(Loader.java:737)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:311)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:552)
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)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at net.minecraft.entity.EntityList.func_75618_a(EntityList.java:94)
at cpw.mods.fml.common.registry.EntityRegistry.registerGlobalEntityID(EntityRegistry.java:199)
at com.flansmod.common.FlansMod.init(FlansMod.java:233)
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.GeneratedMethodAccessor3.invoke(Unknown Source)
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.initializeMods(Loader.java:737)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:311)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:552)
-- Initialization --
Details:
Stacktrace:
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)
This is caused by duplication of some entity's ID. And it isn't fault of my mod (as you see, Error-marked mods are Flan's and AvP). But if it's alright w/o my mod - be shure to wait for next update, where I'll try to get rid of most crashes.
Ah, yeah its ok without it. also thank you for the assistance guys!
Wait, is this mod updating to 1.8? Or is it staying 1.7? Also nice 682!
No problem! I'm pretty sure that the situation here is similar to the AvP mod: we won't update to 1.8 until we are finnished with 1.7.10. And yeah, thank you too, it's always nice to see some activity on the forum page!
I think i might suggest this mod to TheMBmulti to use in his youtube series if thats ok! Even though it is w.i.p, and maybe you could work with the guys rebooting secure craft protect! that would be cool!
It would awesome but we haven't implemented enough yet so I think it wouldn't make any difference to the survival gameplay (The SCPs don't spawn naturally and they don't have any special AI except for SCP - 173).... By the way, do you remember how in the old mod, you had to summon the SCPs using documents? Well we are planning to change it. All the SCPs will spawn in the SCP foundation, that will generate in your world.
Ooh! Will it be like the end dungeon? Like you throw something and then it leads you to the foundation? Also will the personnel at the foundation be hostile to you or pacifist to you, like do you have to wipe them out and install your own employees?
I'm not sure about it being like the end dungeon, we originaly planned for the structure to spawn on a static coordinates (like 0, 0, 0)... But we are still working on it so thanks for the idea! As for employees, I think they will be hostile or passive..
Oh! So like D-Class who are peaceful, but MTF Who shoot you on site. Also do you plan on adding the Chaos Insurgency? They are like the SCP Foundation but enemies to them, and steal SCPS from them.
Personally, I would love to have Chaos Insurgency in the mod, but I'm not sure if they'll ever get added...
Sooo.... how will you run into these devilish little fiends? Will they spawn randomly, or in certain generated structures? Or will this be mostly for creative players?
Rollback Post to RevisionRollBack
If I seem megalomaniacal, chances are I'm just kidding
Sooo.... how will you run into these devilish little fiends? Will they spawn randomly, or in certain generated structures? Or will this be mostly for creative players?
We are planning to add a SCP Foundation dungeon, where all the SCPs will be contained (you can see me building it on my channel), I honestly tought about adding a specific world generation, where SCP foundation won't generate and all the SCPs will spawn in special places, so you can try contacting them yourself, but I'm not sure how it will be done (if it will be done).
Go on believing that you'll complete this project xam - it won't matter. One day you'll give in and I will move to revive the original mod.
Well I'm not the only one working on it, we have a coder who actually started all this, but he has alot of work to do, so not much time is left for this mod. But if you'd like we will surely accept help.
Nah, thanks but you don't need my help. Going off your videos, there's little I could improve on.
Still, my comment seems to come off as more serious than I realised so I apologise (in case its needed), and leave you with the comments proper ending: (MWhahahahaha. :p).
Could update the mod because I've been waiting a long time please
Well I do not want the mod to have realistic animation I just want the mond to have its creatures and things like in mod scp v1.2 for minecraft 1.4 please
Recently I was working on the mod. One guy promised to send me a lot of money when I finish it, so I continued it on. But then I found out, that he lied.
Now I don't have much free time because of Univercity, but after New Year, I think, I'll continue development once again.
If you are interested in news - go visit mods official group in Russian social network vk.com/scpcraft2. If you don't understand what I'm saying there, go to translator or just look on pictures
Hello mod creator, I just want to let you know I'm using your mod in my mod pack InsanityCraft:
https://docs.google.com/document/d/1YkvtBj9yGUf0TgYMsrPV0atSS_1Ge0W67hZAtQY0LSk/edit?usp=sharing
Just A Nerdy Gamer Girl
I'd like to bring you some information.
1. Since it is summer, we will work alot more on the mod I'll try to provide you with the latest information.
2. Please stop telling us about the behaviour of SCPs, the problem is that we don't have an AI coder so all the SCPs are kinda the same right now, but we are working on it.
3. I am currently reworking all the models because they need an update. Currently I've remade SCP - 096 and made SCP - 538. SCP - 682 is next on the list (;
So be sure to stay tuned, the mod is still alive.
If it's crashing your game, post a crash log (in spoilers) so you can be helped.
I'll show the crash log to our coder and answer you as soon as he replies. And yeah, if anybody is interested, SCP - 682 model is finished:
This is caused by duplication of some entity's ID. And it isn't fault of my mod (as you see, Error-marked mods are Flan's and AvP). But if it's alright w/o my mod - be shure to wait for next update, where I'll try to get rid of most crashes.
No problem! I'm pretty sure that the situation here is similar to the AvP mod: we won't update to 1.8 until we are finnished with 1.7.10. And yeah, thank you too, it's always nice to see some activity on the forum page!
It would awesome but we haven't implemented enough yet so I think it wouldn't make any difference to the survival gameplay (The SCPs don't spawn naturally and they don't have any special AI except for SCP - 173).... By the way, do you remember how in the old mod, you had to summon the SCPs using documents? Well we are planning to change it. All the SCPs will spawn in the SCP foundation, that will generate in your world.
I'm not sure about it being like the end dungeon, we originaly planned for the structure to spawn on a static coordinates (like 0, 0, 0)... But we are still working on it so thanks for the idea! As for employees, I think they will be hostile or passive..
Personally, I would love to have Chaos Insurgency in the mod, but I'm not sure if they'll ever get added...
If anybody is interested, here is the link to my channel, where I upload SCP craft 2 timelapses. You can see more progress there: https://www.youtube.com/channel/UC9dl8AN-ZUNCizwPuefii2A/videos
Sooo.... how will you run into these devilish little fiends? Will they spawn randomly, or in certain generated structures? Or will this be mostly for creative players?
If I seem megalomaniacal, chances are I'm just kidding
We are planning to add a SCP Foundation dungeon, where all the SCPs will be contained (you can see me building it on my channel), I honestly tought about adding a specific world generation, where SCP foundation won't generate and all the SCPs will spawn in special places, so you can try contacting them yourself, but I'm not sure how it will be done (if it will be done).
Is this mod discontinued?
Go on believing that you'll complete this project xam - it won't matter. One day you'll give in and I will move to revive the original mod.
No, it isn't.
Well I'm not the only one working on it, we have a coder who actually started all this, but he has alot of work to do, so not much time is left for this mod. But if you'd like we will surely accept help.
Nah, thanks but you don't need my help. Going off your videos, there's little I could improve on.
Still, my comment seems to come off as more serious than I realised so I apologise (in case its needed), and leave you with the comments proper ending: (MWhahahahaha. :p).
Clearly, I'm too lazy to continue it, 'cause I'm not interested in modding so much, as it was before. Sorry
Maybe, some day, I'll move it on newer version or just update... Who knows...
Could update the mod because I've been waiting a long time please
Well I do not want the mod to have realistic animation I just want the mond to have its creatures and things like in mod scp v1.2 for minecraft 1.4 please
Totally forgot about this thread
Recently I was working on the mod. One guy promised to send me a lot of money when I finish it, so I continued it on. But then I found out, that he lied.
Now I don't have much free time because of Univercity, but after New Year, I think, I'll continue development once again.
If you are interested in news - go visit mods official group in Russian social network vk.com/scpcraft2. If you don't understand what I'm saying there, go to translator or just look on pictures
Have a nice day! and sorry for my bad language