I freaking love Ye Gamol. I've loved it for ages and I will keep using it. I'm just wondering though, how hard would it be to add a config option for flax gen? (I already have the same thing from BoP and it's kind of everywhere)
If it's not a simple step to add the config option, would anyone have any suggestions on what I can do to remove it? At least maybe point me in the right direction?
If not, I could always just replace its texture with a really low-lying, nondescript flower.
Is it possible to add crafting recipes that fill chalices, mugs, and bowls from bottles? So you can grab a wine bottle off your fancy new bottle rack and pour out some glasses for you and your friends instead of passing the bottle around XD
Also on the note of bottle racks, they're very nice. I did find a bug though, if you have more than one spot open on your hotbar and try to take a bottle off the rack with any slot other than the first one, it will not appear in the slot you had selected. It won't appear at all on the client end, but I think on the server side it enters the first open slot on your hotbar, since switching to that open slot and right clicking will place the bottle back on therack.
Pouring recipes are already a thing - simply place your bottle on a row above a valid container (e.g. mug), and you will be able to pour the drink
About the bottle racks: Goddamnit x)
Inventory synchronization is super annoying. I'll be working to fix it before the release
Well in my opinion instead of having a GUI like you do for the table and the saw. Perhaps something like with Tinkers Construct and it's drying rack. Just have a nice looking model you can right click with a piece of beef or zombie flesh. Then add a item called tanning knife which could look like this
Then have the player right click it a number of times. Then boop it becomes leather over time. Produces a by product called Senew which can be converted to make string.
That's... actually a pretty decent and manageable system. I'll consider it for the next update
I freaking love Ye Gamol. I've loved it for ages and I will keep using it. I'm just wondering though, how hard would it be to add a config option for flax gen? (I already have the same thing from BoP and it's kind of everywhere)
If it's not a simple step to add the config option, would anyone have any suggestions on what I can do to remove it? At least maybe point me in the right direction?
If not, I could always just replace its texture with a really low-lying, nondescript flower.
I don't think you can disable it currently... I will definitely add a config option for it next update, but until then there probably isn't much you can do.
Actually, I might just implement it today or tomorrow if I get the chance. Check back some time and you'll be able to download a nightly build
Edit: Aaand done. You can download the latest nightly build for the option in the config
Pouring recipes are already a thing - simply place your bottle on a row above a valid container (e.g. mug), and you will be able to pour the drink
About the bottle racks: Goddamnit x)
Inventory synchronization is super annoying. I'll be working to fix it before the release
...Huh. So they are XD Could have sworn I tried that orientation before...oh well.
I've found a couple of other things here and there...the caffeine and cocaine recipes for syringes also work in fluid containers. I guess they got turned into forge fluids along with everything else, was this intended? It's kind of odd to be holding a mug of cocaine or a chalice of caffeine Nor are they drinkable in that state, which is what was making me think it's unintended.
I also noticed that the drunk effect of your vision moving around has no bounds when you're in a GUI, meaning you can end up looking upside down behind you while in a crafting bench or something. I really wished I could press f5 to see what it looked like XD Leaving the GUI would snap the crosshairs back to within the normally viewable area.
There seems to be something going on with the drying table. I didn't finish testing to see if it happened with everything that you can dry, but it worked with both types of mushrooms. Sometimes it would go normally, and give me 3 dried mushrooms. Other times, it would give one that I couldn't shift click into my inventory and wouldn't stack with others in my inventory. It would just disappear if I tried to eat it. I'm not entirely sure how to reproduce it, other than I used it to dry mushrooms and then dried another set right after, which is the one that went wrong.
Last thing I found was with the drunk shader. As the intensity would increase, it would reach a point a bit past where the double/triple vision starts. I think a blur effect is supposed to start there? Instead, abruptly the triple vision goes away, the swirl effect intensifies, and my fps takes quite a big hit. This might again be something related to horrible imbedded graphics, though all the other shaders seem to work just fine.
Speaking of the shaders, I think you got the bloom intensity just right. Before, I would sometimes be blinded for a good 20 seconds after only 2 shrooms XD
It would be really cool if in the next psycadelicraft update or even nightly for a few of these f you added diviners sage, DMT, a way to empty barrels to get rid of waste material, and a better way to fill bottles with things like cocaine and caffeine so it doesn't take so long. oh and I was wondering, what happened to harmonium?
Some suggestions I have for psycadelicraft
Diviners Sage
DMT
A way to get rid of waste liquids
A way to load up a lot of water a lot of coke or caffeine or whichever to be more efficiently put in bottles
And an air tight container to store alcohols without them maturing
...Huh. So they are XD Could have sworn I tried that orientation before...oh well.
I've found a couple of other things here and there...the caffeine and cocaine recipes for syringes also work in fluid containers. I guess they got turned into forge fluids along with everything else, was this intended? It's kind of odd to be holding a mug of cocaine or a chalice of caffeine Nor are they drinkable in that state, which is what was making me think it's unintended.
I also noticed that the drunk effect of your vision moving around has no bounds when you're in a GUI, meaning you can end up looking upside down behind you while in a crafting bench or something. I really wished I could press f5 to see what it looked like XD Leaving the GUI would snap the crosshairs back to within the normally viewable area.
There seems to be something going on with the drying table. I didn't finish testing to see if it happened with everything that you can dry, but it worked with both types of mushrooms. Sometimes it would go normally, and give me 3 dried mushrooms. Other times, it would give one that I couldn't shift click into my inventory and wouldn't stack with others in my inventory. It would just disappear if I tried to eat it. I'm not entirely sure how to reproduce it, other than I used it to dry mushrooms and then dried another set right after, which is the one that went wrong.
Last thing I found was with the drunk shader. As the intensity would increase, it would reach a point a bit past where the double/triple vision starts. I think a blur effect is supposed to start there? Instead, abruptly the triple vision goes away, the swirl effect intensifies, and my fps takes quite a big hit. This might again be something related to horrible imbedded graphics, though all the other shaders seem to work just fine.
Speaking of the shaders, I think you got the bloom intensity just right. Before, I would sometimes be blinded for a good 20 seconds after only 2 shrooms XD
Thanks for all the reports!
I fixed the drunk view rotation issue and the drying table thing.
The cocaine / caffeine recipes are half intended - with these ingredients you can theoretically fill any type of liquid container. Perhaps I'll make these juices drinkable and others injectable, with interesting side effects (mostly nausea probably, haha) some time later, but not yet.
For the drunk shader - try turning off one of the visual options, e.g. motionBlur=false (added just for you ;)).
I'm not sure if the motion blur could potentially cause it, but who knows. I'm banking more on the 2D shaders.
Edit: Nevermind, I found the issue. Working on fixing it.
It would be really cool if in the next psycadelicraft update or even nightly for a few of these f you added diviners sage, DMT, a way to empty barrels to get rid of waste material, and a better way to fill bottles with things like cocaine and caffeine so it doesn't take so long. oh and I was wondering, what happened to harmonium?
Some suggestions I have for psycadelicraft
Diviners Sage
DMT
A way to get rid of waste liquids
A way to load up a lot of water a lot of coke or caffeine or whichever to be more efficiently put in bottles
And an air tight container to store alcohols without them maturing
I recently disabled harmonium since its effect is now more or less contained as a hallucination for the various other drugs. You can enable it back if you like, in the config.
1. That does look like a pretty interesting plant, I'll consider adding it later
2. DMT will be coming, but probably some other update.
3. Slurry is normally used as a fertilizer or for biogas, so I'll try to add a way to make it useful instead. You can't just hokus-pokus your waste away
4. You can already do that.
5. I recommend bottles. I don't think I'll add a container like that myself soon, but you are free to use any liquid containers from other mods since they won't call the fermentation methods.
Thanks for all the reports!
I fixed the drunk view rotation issue and the drying table thing.
The cocaine / caffeine recipes are half intended - with these ingredients you can theoretically fill any type of liquid container. Perhaps I'll make these juices drinkable and others injectable, with interesting side effects (mostly nausea probably, haha) some time later, but not yet.
For the drunk shader - try turning off one of the visual options, e.g. motionBlur=false (added just for you ;)).
I'm not sure if the motion blur could potentially cause it, but who knows. I'm banking more on the 2D shaders.
Edit: Nevermind, I found the issue. Working on fixing it.
Well, not really, unfortunately...
FML is in Beta for 1.8, and Forge is being worked on - in fact, I spoke to Lex about it just yesterday
There's still a lot to be done, but you can bet that once Forge 1.8 is released, or perhaps even in Beta, I'll happily update asap. Block States are awesome.
Well, not really, unfortunately...
FML is in Beta for 1.8, and Forge is being worked on - in fact, I spoke to Lex about it just yesterday
There's still a lot to be done, but you can bet that once Forge 1.8 is released, or perhaps even in Beta, I'll happily update asap. Block States are awesome.
Did you see the rotated blocks(via command block commands)? If that could be done via code, I could team up with a few people and begin a god of war: ascension mod for Minecraft, and add the Amulet of Uruborus(amulet that heals or decays structures, with epic animations, even repaired the entire statue of Apollo in the actual game)
Rollback Post to RevisionRollBack
I just took the Minecraft Noob test! Check out what I scored. Think you can beat me?!
Did you see the rotated blocks(via command block commands)? If that could be done via code, I could team up with a few people and begin a god of war: ascension mod for Minecraft, and add the Amulet of Uruborus(amulet that heals or decays structures, with epic animations, even repaired the entire statue of Apollo in the actual game)
Rotated blocks? I'm not sure what you're referring to, to be honest
On a side note, anything is possible with code. Some things are just significantly harder to the point of not being viable.
Is there a command to make Enity Virtals, and maybe possibly make all Entity Virals in a new tab or the NEI tab, thingy?
Rollback Post to RevisionRollBack
Teddwa (The Fakemon in my avatar) belongs to ReallyDarkAndWindie and that is used with permission from him.
Click on this spoiler to see mods and ideas that I support!
Click on this Spoiler to see misc. banners and whatnot!
That covers pretty much all possibilities. The tab is created by me, by hand, is is unlikely to be expanded beyond vanilla entities since it only serves to make the above process a bit easier.
Well, you pretty much either install Forge on a server jar and put the mod in your mods folder (along with IvToolkit), or open a LAN connection in your single player world with the mod installed. There's no special steps involved
[17:03:33] [main/INFO] [LaunchWrapper]: Loading tweak class name cpw.mods.fml.common.launcher.FMLTweaker
[17:03:35] [main/INFO] [LaunchWrapper]: Using primary tweak class name cpw.mods.fml.common.launcher.FMLTweaker
[17:03:35] [main/INFO] [LaunchWrapper]: Calling tweak class cpw.mods.fml.common.launcher.FMLTweaker
[17:03:35] [main/INFO] [FML]: Forge Mod Loader version 7.10.25.1199 for Minecraft 1.7.10 loading
[17:03:35] [main/INFO] [FML]: Java is Java HotSpot(TM) Client VM, version 1.7.0_67, running on Windows 7:x86:6.1, installed at C:\Program Files (x86)\Java\jre7
[17:03:36] [main/WARN] [FML]: The coremod net.malisis.core.asm.MalisisCorePlugin does not have a MCVersion annotation, it may cause issues with this version of Minecraft
[17:03:36] [main/INFO] [LaunchWrapper]: Loading tweak class name cpw.mods.fml.common.launcher.FMLInjectionAndSortingTweaker
[17:03:36] [main/INFO] [LaunchWrapper]: Loading tweak class name cpw.mods.fml.common.launcher.FMLDeobfTweaker
[17:03:36] [main/INFO] [LaunchWrapper]: Calling tweak class cpw.mods.fml.common.launcher.FMLInjectionAndSortingTweaker
[17:03:36] [main/INFO] [LaunchWrapper]: Calling tweak class cpw.mods.fml.common.launcher.FMLInjectionAndSortingTweaker
[17:03:36] [main/INFO] [LaunchWrapper]: Calling tweak class cpw.mods.fml.relauncher.CoreModManager$FMLPluginWrapper
[17:03:56] [main/INFO] [FML]: Found valid fingerprint for Minecraft Forge. Certificate fingerprint e3c3d50c7c986df74c645c0ac54639741c90a557
[17:03:56] [main/INFO] [FML]: Found valid fingerprint for Minecraft. Certificate fingerprint cd99959656f753dc28d863b46769f7f8fbaefcfc
[17:03:56] [main/INFO] [LaunchWrapper]: Calling tweak class cpw.mods.fml.relauncher.CoreModManager$FMLPluginWrapper
[17:03:56] [main/INFO] [LaunchWrapper]: Calling tweak class cpw.mods.fml.relauncher.CoreModManager$FMLPluginWrapper
Exception in thread "main" java.lang.NoClassDefFoundError: ivorius/ivtoolkit/asm/IvClassTransformerManager
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClass(Unknown Source)
at java.security.SecureClassLoader.defineClass(Unknown Source)
at java.net.URLClassLoader.defineClass(Unknown Source)
at java.net.URLClassLoader.access$100(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:115)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at ivorius.psychedelicraftcore.PsychedelicraftLoadingPlugin.getASMTransformerClass(PsychedelicraftLoadingPlugin.java:26)
at cpw.mods.fml.relauncher.CoreModManager$FMLPluginWrapper.injectIntoClassLoader(CoreModManager.java:96)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:114)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
Caused by: java.lang.ClassNotFoundException: ivorius.ivtoolkit.asm.IvClassTransformerManager
at java.net.URLClassLoader$1.run(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:115)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 16 more
[17:03:33] [main/INFO] [LaunchWrapper]: Loading tweak class name cpw.mods.fml.common.launcher.FMLTweaker
[17:03:35] [main/INFO] [LaunchWrapper]: Using primary tweak class name cpw.mods.fml.common.launcher.FMLTweaker
[17:03:35] [main/INFO] [LaunchWrapper]: Calling tweak class cpw.mods.fml.common.launcher.FMLTweaker
[17:03:35] [main/INFO] [FML]: Forge Mod Loader version 7.10.25.1199 for Minecraft 1.7.10 loading
[17:03:35] [main/INFO] [FML]: Java is Java HotSpot(TM) Client VM, version 1.7.0_67, running on Windows 7:x86:6.1, installed at C:\Program Files (x86)\Java\jre7
[17:03:36] [main/WARN] [FML]: The coremod net.malisis.core.asm.MalisisCorePlugin does not have a MCVersion annotation, it may cause issues with this version of Minecraft
[17:03:36] [main/INFO] [LaunchWrapper]: Loading tweak class name cpw.mods.fml.common.launcher.FMLInjectionAndSortingTweaker
[17:03:36] [main/INFO] [LaunchWrapper]: Loading tweak class name cpw.mods.fml.common.launcher.FMLDeobfTweaker
[17:03:36] [main/INFO] [LaunchWrapper]: Calling tweak class cpw.mods.fml.common.launcher.FMLInjectionAndSortingTweaker
[17:03:36] [main/INFO] [LaunchWrapper]: Calling tweak class cpw.mods.fml.common.launcher.FMLInjectionAndSortingTweaker
[17:03:36] [main/INFO] [LaunchWrapper]: Calling tweak class cpw.mods.fml.relauncher.CoreModManager$FMLPluginWrapper
[17:03:56] [main/INFO] [FML]: Found valid fingerprint for Minecraft Forge. Certificate fingerprint e3c3d50c7c986df74c645c0ac54639741c90a557
[17:03:56] [main/INFO] [FML]: Found valid fingerprint for Minecraft. Certificate fingerprint cd99959656f753dc28d863b46769f7f8fbaefcfc
[17:03:56] [main/INFO] [LaunchWrapper]: Calling tweak class cpw.mods.fml.relauncher.CoreModManager$FMLPluginWrapper
[17:03:56] [main/INFO] [LaunchWrapper]: Calling tweak class cpw.mods.fml.relauncher.CoreModManager$FMLPluginWrapper
Exception in thread "main" java.lang.NoClassDefFoundError: ivorius/ivtoolkit/asm/IvClassTransformerManager
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClass(Unknown Source)
at java.security.SecureClassLoader.defineClass(Unknown Source)
at java.net.URLClassLoader.defineClass(Unknown Source)
at java.net.URLClassLoader.access$100(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:115)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at ivorius.psychedelicraftcore.PsychedelicraftLoadingPlugin.getASMTransformerClass(PsychedelicraftLoadingPlugin.java:26)
at cpw.mods.fml.relauncher.CoreModManager$FMLPluginWrapper.injectIntoClassLoader(CoreModManager.java:96)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:114)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
Caused by: java.lang.ClassNotFoundException: ivorius.ivtoolkit.asm.IvClassTransformerManager
at java.net.URLClassLoader$1.run(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:115)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 16 more
is it because i have 2 mods or...?
Nah, all is good. Psychedelicraft simply requires IvToolkit to work, which you can download from the OP, too.
If it's not a simple step to add the config option, would anyone have any suggestions on what I can do to remove it? At least maybe point me in the right direction?
If not, I could always just replace its texture with a really low-lying, nondescript flower.
Pouring recipes are already a thing - simply place your bottle on a row above a valid container (e.g. mug), and you will be able to pour the drink
About the bottle racks: Goddamnit x)
Inventory synchronization is super annoying. I'll be working to fix it before the release
That's... actually a pretty decent and manageable system. I'll consider it for the next update
I don't think you can disable it currently... I will definitely add a config option for it next update, but until then there probably isn't much you can do.
Actually, I might just implement it today or tomorrow if I get the chance. Check back some time and you'll be able to download a nightly build
Edit: Aaand done. You can download the latest nightly build for the option in the config
...Huh. So they are XD Could have sworn I tried that orientation before...oh well.
I've found a couple of other things here and there...the caffeine and cocaine recipes for syringes also work in fluid containers. I guess they got turned into forge fluids along with everything else, was this intended? It's kind of odd to be holding a mug of cocaine or a chalice of caffeine Nor are they drinkable in that state, which is what was making me think it's unintended.
I also noticed that the drunk effect of your vision moving around has no bounds when you're in a GUI, meaning you can end up looking upside down behind you while in a crafting bench or something. I really wished I could press f5 to see what it looked like XD Leaving the GUI would snap the crosshairs back to within the normally viewable area.
There seems to be something going on with the drying table. I didn't finish testing to see if it happened with everything that you can dry, but it worked with both types of mushrooms. Sometimes it would go normally, and give me 3 dried mushrooms. Other times, it would give one that I couldn't shift click into my inventory and wouldn't stack with others in my inventory. It would just disappear if I tried to eat it. I'm not entirely sure how to reproduce it, other than I used it to dry mushrooms and then dried another set right after, which is the one that went wrong.
Last thing I found was with the drunk shader. As the intensity would increase, it would reach a point a bit past where the double/triple vision starts. I think a blur effect is supposed to start there? Instead, abruptly the triple vision goes away, the swirl effect intensifies, and my fps takes quite a big hit. This might again be something related to horrible imbedded graphics, though all the other shaders seem to work just fine.
Speaking of the shaders, I think you got the bloom intensity just right. Before, I would sometimes be blinded for a good 20 seconds after only 2 shrooms XD
Some suggestions I have for psycadelicraft
Diviners Sage
DMT
A way to get rid of waste liquids
A way to load up a lot of water a lot of coke or caffeine or whichever to be more efficiently put in bottles
And an air tight container to store alcohols without them maturing
Thanks for all the reports!
I fixed the drunk view rotation issue and the drying table thing.
The cocaine / caffeine recipes are half intended - with these ingredients you can theoretically fill any type of liquid container. Perhaps I'll make these juices drinkable and others injectable, with interesting side effects (mostly nausea probably, haha) some time later, but not yet.
For the drunk shader - try turning off one of the visual options, e.g. motionBlur=false (added just for you ;)).
I'm not sure if the motion blur could potentially cause it, but who knows. I'm banking more on the 2D shaders.
Edit: Nevermind, I found the issue. Working on fixing it.
I recently disabled harmonium since its effect is now more or less contained as a hallucination for the various other drugs. You can enable it back if you like, in the config.
1. That does look like a pretty interesting plant, I'll consider adding it later
2. DMT will be coming, but probably some other update.
3. Slurry is normally used as a fertilizer or for biogas, so I'll try to add a way to make it useful instead. You can't just hokus-pokus your waste away
4. You can already do that.
5. I recommend bottles. I don't think I'll add a container like that myself soon, but you are free to use any liquid containers from other mods since they won't call the fermentation methods.
It all seems to be working now!
I am a supporter of Planet Minecraft.
Well, not really, unfortunately...
FML is in Beta for 1.8, and Forge is being worked on - in fact, I spoke to Lex about it just yesterday
There's still a lot to be done, but you can bet that once Forge 1.8 is released, or perhaps even in Beta, I'll happily update asap. Block States are awesome.
Did you see the rotated blocks(via command block commands)? If that could be done via code, I could team up with a few people and begin a god of war: ascension mod for Minecraft, and add the Amulet of Uruborus(amulet that heals or decays structures, with epic animations, even repaired the entire statue of Apollo in the actual game)
I just took the Minecraft Noob test! Check out what I scored. Think you can beat me?!
To take the test, check out
https://minecraftnoobtest.com/test.php
Don't click this link, HE is haunting it...
Thank you.
http://imgur.com/ylYDhq9,B600zXm,cgtkNe6,P5OexBM,oB4gUcr
Rotated blocks? I'm not sure what you're referring to, to be honest
On a side note, anything is possible with code. Some things are just significantly harder to the point of not being viable.
Yeah, I guess picking up items from these is still a bit bugged here and there. I hope to fix it next update
Click on this spoiler to see mods and ideas that I support!
Well, you can always create them manually, like so:
/give <player> yegamolchattels:entity_vita <amount> 0 {vitaEntityID:"<MOBID>"}
e.g.
/give @p yegamolchattels:entity_vita 1 0 {vitaEntityID:"Skeleton"}
Or
/give <player> yegamolchattels:entity_vita <amount> 0 {vitaEntity:<Entity TagCompound>}
That covers pretty much all possibilities. The tab is created by me, by hand, is is unlikely to be expanded beyond vanilla entities since it only serves to make the above process a bit easier.
Well, you pretty much either install Forge on a server jar and put the mod in your mods folder (along with IvToolkit), or open a LAN connection in your single player world with the mod installed. There's no special steps involved
You can find 1.7.2 downloads for all my mods in the download archive (linked on the thread)
[17:03:33] [main/INFO] [LaunchWrapper]: Loading tweak class name cpw.mods.fml.common.launcher.FMLTweaker
[17:03:35] [main/INFO] [LaunchWrapper]: Using primary tweak class name cpw.mods.fml.common.launcher.FMLTweaker
[17:03:35] [main/INFO] [LaunchWrapper]: Calling tweak class cpw.mods.fml.common.launcher.FMLTweaker
[17:03:35] [main/INFO] [FML]: Forge Mod Loader version 7.10.25.1199 for Minecraft 1.7.10 loading
[17:03:35] [main/INFO] [FML]: Java is Java HotSpot(TM) Client VM, version 1.7.0_67, running on Windows 7:x86:6.1, installed at C:\Program Files (x86)\Java\jre7
[17:03:36] [main/WARN] [FML]: The coremod net.malisis.core.asm.MalisisCorePlugin does not have a MCVersion annotation, it may cause issues with this version of Minecraft
[17:03:36] [main/INFO] [LaunchWrapper]: Loading tweak class name cpw.mods.fml.common.launcher.FMLInjectionAndSortingTweaker
[17:03:36] [main/INFO] [LaunchWrapper]: Loading tweak class name cpw.mods.fml.common.launcher.FMLDeobfTweaker
[17:03:36] [main/INFO] [LaunchWrapper]: Calling tweak class cpw.mods.fml.common.launcher.FMLInjectionAndSortingTweaker
[17:03:36] [main/INFO] [LaunchWrapper]: Calling tweak class cpw.mods.fml.common.launcher.FMLInjectionAndSortingTweaker
[17:03:36] [main/INFO] [LaunchWrapper]: Calling tweak class cpw.mods.fml.relauncher.CoreModManager$FMLPluginWrapper
[17:03:56] [main/INFO] [FML]: Found valid fingerprint for Minecraft Forge. Certificate fingerprint e3c3d50c7c986df74c645c0ac54639741c90a557
[17:03:56] [main/INFO] [FML]: Found valid fingerprint for Minecraft. Certificate fingerprint cd99959656f753dc28d863b46769f7f8fbaefcfc
[17:03:56] [main/INFO] [LaunchWrapper]: Calling tweak class cpw.mods.fml.relauncher.CoreModManager$FMLPluginWrapper
[17:03:56] [main/INFO] [LaunchWrapper]: Calling tweak class cpw.mods.fml.relauncher.CoreModManager$FMLPluginWrapper
Exception in thread "main" java.lang.NoClassDefFoundError: ivorius/ivtoolkit/asm/IvClassTransformerManager
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClass(Unknown Source)
at java.security.SecureClassLoader.defineClass(Unknown Source)
at java.net.URLClassLoader.defineClass(Unknown Source)
at java.net.URLClassLoader.access$100(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:115)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at ivorius.psychedelicraftcore.PsychedelicraftLoadingPlugin.getASMTransformerClass(PsychedelicraftLoadingPlugin.java:26)
at cpw.mods.fml.relauncher.CoreModManager$FMLPluginWrapper.injectIntoClassLoader(CoreModManager.java:96)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:114)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
Caused by: java.lang.ClassNotFoundException: ivorius.ivtoolkit.asm.IvClassTransformerManager
at java.net.URLClassLoader$1.run(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:115)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 16 more
is it because i have 2 mods or...?
Nah, all is good. Psychedelicraft simply requires IvToolkit to work, which you can download from the OP, too.