The Meaning of Life, the Universe, and Everything.
Join Date:
5/19/2013
Posts:
287
Minecraft:
Nintendude1236
Member Details
Double jump on my boots seems to have stopped working. Anyone else have this problem? Maybe Ihave an outdated version of something?
Also, is there any chance compatibility with Zelda Sword Skills could be implemented? (Not even going to bother asking for BG2 compatibility because I know what I know what the answer will be.)
Double jump on my boots seems to have stopped working. Anyone else have this problem? Maybe Ihave an outdated version of something?
Also, is there any chance compatibility with Zelda Sword Skills could be implemented? (Not even going to bother asking for BG2 compatibility because I know what I know what the answer will be.)
Same here, except the double jump only applies to wings. Yet it seems to not work. I was wondering if other modifiers were conflicting and thus disabling double jump.
Rollback Post to RevisionRollBack
I just took the Minecraft Noob test! Check out what I scored. Think you can beat me?!
it always seems like a huge setback for modders, and its not like we as players get something out of it either. i mean minecraft 1.8 adds a bit of miscellaneous content, that you could have had in 1.7 by installing 1 or 2 mods. thats it.
There are center things that are NOT added by mods... such as the Doors... those are some of the best damn doors I've seen in Minecraft to date. SO unless there is a mod that add's THOSE SPECIFIC DOORS and their crafting Recipes, you are talking to a brick wall. And for thoes of us who are trying to use as few mods as possible, you can understand the request for 1.8.
There are center things that are NOT added by mods... such as the Doors... those are some of the best damn doors I've seen in Minecraft to date. SO unless there is a mod that add's THOSE SPECIFIC DOORS and their crafting Recipes, you are talking to a brick wall. And for thoes of us who are trying to use as few mods as possible, you can understand the request for 1.8.
yes, there are also mods that add pretty doors.
you can either get that via resource pack, carpenters blocks, natura, and whatever other mods there are that add other types of doors. i bet you there are a couple furniture mods, that add a whole bunch of different doors, chairs and other stuff. what are the underwater temples compared to all the adventure content of the twilight forest?
after playing around with the bows, i have the feeling that theyre dealing far too much damage. even the simple ones.
im using a slime bow with thaumium arrows (bone rod, slime leaf fletching. though alumite seem to be the best material for arrow heads). have 24 nether quartz on them through iguana tweaks (nothing else) and im already 1 shoting zombies.
thats a little bit crazy, considering i didnt even put a full sharpness upgrade on them. (or go for the stronger longbows).
there is no benefit or incentive for other modifiers like smite, bane of arthropodes or fire, when youre killing everything in 1 shot anyways with just a little bit of quartz. imo the arrows need a major nerf. being able to 1 shot zombies should really only be possible if you put either 5 modifiers of sharpness on those things, or you focus on smite.
just for comparison, a regular manyullyn broadsword deals 4.5 hearts of damage. this bow+arrow combination already deals 11 hearts damage.
edit.: thinking about it, this might actually be a bug. the arrows show 2.5 hearts of damage in their tooltip. the bow "+2 damage" (1 heart?)
it doesnt make sense, that it adds up to such a high amount of damage. 3.5 hearts sounds a lot more reasonable for pretty good and slightly upgraded arrows.
Quote from AMPPL50jump
But pretty much none of them add underwater content.
im not shure right now, but i think twilight forest has a see monster.
Bows are so broken in the current build. It is easy to hit over 100+ damage.
something dosnt seem right there.
its like there is some multiplicative factor in there, that shouldnt be. it all makes sense, if the damage of arrows and bows just straight up adds together. i just upgraded the arros to alumite and im already at 17.5 hearts damage oO
if it was just the +2 damage from the bow, and the 4 hearts from the arrows, it would still be hell of a lot. ideally, the bow just wouldnt add damage. 4 hearts on the arrows with half a quartz upgrade seems reasonable for a ranged weapon.
Hint to level of detail I can probably handle in the answer: I've been a software developer by trade (though only a little in Java), have been using mod packs for quite a while and even maintained my own private pack for a while when 1.6.4 was new.
Background: IMO the biggest, hardest to solve problem with packs outside of crash bugs is balance, duplication and pacing. For examples when I play with Thaumcraft and TiC, both have tools that can dig 3x3 areas or cut entire trees, but the one's in Thaumcraft take much longer to get. Even with Metallurgy installed there are 31832 versions of copper that aren't inter-changable or require a special compatibility mod to become interchangable.
It seems to me that the easiest way to make these sort of problems soluble would be to store all values in the text config files for things like the durability and damage multipliers of particular materials. With a little ingenuity in the formatting, recipes could also be accessible this way. (Personally I'd just use the formatting used in the great templates of the old FTB wiki pages.)
Question:
I'd think storing more values in text files would make it easier in the long run for both the mod creator and mod pack authors, so why isn't this commonly ever done? (is it just technical debt from building quickly?)
Is this a larger programming hurdle than I'm imagining?
Is there something about the java/mod programming environment that prevents this?
I personally find that any mod's that add in more of Copper, Tin or other base elements all ready added by say Tinkers etc, i will disable them as ores become to abundant an easy to obtain thus making it easier to get through mod's quicker. However my gripe has been similar, Mod's that add in ore's should add in a check to see if that ore is all ready being added by some other mod and then via a config option to be true//false to weather it will simply use that existing generation of the ore or ignore it an also create its own. Im only a mod pack developer so the practicality of that i dont know.
You've awoken on this barren wasteland planet, a civilization once ruled and proud, but where is everyone? All the buildings are empty, nothing remains, all that can be seen is mass hordes in all directions of zombies, skeletons and other creatures never before seen. Inside isn't safe, Outside isn't safe, what will u do to survive this planet and escape? Can you survive the 1st day without death claiming you?
There is no natural light, when night time comes it's pitch black, no moon light and all that is heard is the scratching and moaning of whats around lurking to destroy you. Mining reveals unbeknownst horrors from the rocks just waiting to come out and devour your soul. Puddles of liquid blue or purple are not water, but also intent on harming you.
I had an idea for a new weapon. A Katana. With the special ability right click tap or held to throw shuriken and throwing knives from your hot bar. It would be the best ninja weapon xD
Hint to level of detail I can probably handle in the answer: I've been a software developer by trade (though only a little in Java), have been using mod packs for quite a while and even maintained my own private pack for a while when 1.6.4 was new.
Background: IMO the biggest, hardest to solve problem with packs outside of crash bugs is balance, duplication and pacing. For examples when I play with Thaumcraft and TiC, both have tools that can dig 3x3 areas or cut entire trees, but the one's in Thaumcraft take much longer to get. Even with Metallurgy installed there are 31832 versions of copper that aren't inter-changable or require a special compatibility mod to become interchangable.
It seems to me that the easiest way to make these sort of problems soluble would be to store all values in the text config files for things like the durability and damage multipliers of particular materials. With a little ingenuity in the formatting, recipes could also be accessible this way. (Personally I'd just use the formatting used in the great templates of the old FTB wiki pages.)
Question:
I'd think storing more values in text files would make it easier in the long run for both the mod creator and mod pack authors, so why isn't this commonly ever done? (is it just technical debt from building quickly?)
Is this a larger programming hurdle than I'm imagining?
Is there something about the java/mod programming environment that prevents this?
Anyway, thanks for keeping this great mod going!
you get most of that from iguana tweaks.
i actually nearly managed to balance tinkers construct against thaumcraft. the only way to do so, though is either to disable the tool forge completely, or to change the recipe to take endgame content of other mods to craft. the basic tools from the tool station are usually not a problem.
they only become problematic in some cases, when too many of the same modifier are stacked.
even mods like botania, that make better tools and armor more easy available, are outshadowed by the tool forge weapons and tools.
compare how hard it is to make a terrasteel pick from botania compared to a tinker hammer. a tool froge only costs 4 iron/copper blocks. which is just 18 iron ore with he doubling of the smeltery. thats nothing.
and as far as arrows and bolts go, the damage just has to be a bug. no way, its supposed to be intended like that.
Essence Berry Bushes grow in any light, ore berry bushes need near-complete darkness. This is from my personal experience.
Back when mdiyo was still the author, i'm absolutely certain that the bushes themselves grew only in very low light levels, but an update did make them grow berries at any light level. I might be wasting my time shoving them in my subbasement in 1.7.10, but in 1.6.4 they need the dark.
Unexpected Crash i don't now how to fix. Most of the time i can understand it sand fix it but i have no clue with this one
---- Minecraft Crash Report ----
// There are four lights!
Time: 2/16/15 6:54 PM
Description: Initializing game
java.lang.RuntimeException: java.lang.ClassNotFoundException: tconstruct.plugins.TinkerThaumcraft
at com.google.common.base.Throwables.propagate(Throwables.java:160)
at cpw.mods.fml.common.registry.ObjectHolderRegistry.scanTarget(ObjectHolderRegistry.java:76)
at cpw.mods.fml.common.registry.ObjectHolderRegistry.findObjectHolders(ObjectHolderRegistry.java:39)
at cpw.mods.fml.common.Loader.preinitializeMods(Loader.java:507)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:239)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:480)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:867)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:134)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
Caused by: java.lang.ClassNotFoundException: tconstruct.plugins.TinkerThaumcraft
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:188)
at java.lang.ClassLoader.loadClass(ClassLoader.java:306)
at java.lang.ClassLoader.loadClass(ClassLoader.java:247)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Class.java:249)
at cpw.mods.fml.common.registry.ObjectHolderRegistry.scanTarget(ObjectHolderRegistry.java:70)
... 12 more
Caused by: java.lang.NullPointerException
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at com.google.common.base.Throwables.propagate(Throwables.java:160)
at cpw.mods.fml.common.registry.ObjectHolderRegistry.scanTarget(ObjectHolderRegistry.java:76)
at cpw.mods.fml.common.registry.ObjectHolderRegistry.findObjectHolders(ObjectHolderRegistry.java:39)
at cpw.mods.fml.common.Loader.preinitializeMods(Loader.java:507)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:239)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:480)
-- Initialization --
Details:
Stacktrace:
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:867)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:134)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
-- System Details --
Details:
Minecraft Version: 1.7.10
Operating System: Mac OS X (x86_64) version 10.7.5
Java Version: 1.6.0_65, Apple Inc.
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Apple Inc.
Memory: 73763240 bytes (70 MB) / 279744512 bytes (266 MB) up to 1060372480 bytes (1011 MB)
JVM Flags: 5 total; -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 v7.10.18.1180 Minecraft Forge 10.13.0.1180 Optifine OptiFine_1.7.10_HD_B4 31 mods loaded, 31 mods active
mcp{9.05} [Minecraft Coder Pack] (minecraft.jar) Unloaded
FML{7.10.18.1180} [Forge Mod Loader] (forge-1.7.10-10.13.0.1180.jar) Unloaded
Forge{10.13.0.1180} [Minecraft Forge] (forge-1.7.10-10.13.0.1180.jar) Unloaded
mod_ThreadedLighting{1.7.10-1.0} [Threaded Lighting] (minecraft.jar) Unloaded
battlegear2{1.0.6.3} [Mine & Blade Battlegear 2 - Bullseye] (1.7.10-MB_Battlegear2-Bullseye-1.0.6.3.jar) Unloaded
aether{Alpha 1.7.10-1.0} [Aether II] (aether.jar) Unloaded
asielib{0.3.9} [asielib] (AsieLib-1.7.10-0.3.9.jar) Unloaded
betterrecords{1.7.10-1.1.9} [Better Records] (betterrecords-1.7.10-1.1.9.jar) Unloaded
BiomesOPlenty{2.1.0} [Biomes O' Plenty] (BiomesOPlenty-1.7.10-2.1.0.1057-universal.jar) Unloaded
craftingpillars{1.6.0} [Crafting Pillars Mod] (CraftingPillars-1.7.x-1.6.1.jar) Unloaded
customnpcs{1.7.10b} [CustomNpcs] (CustomNPCs_1.7.10b.jar) Unloaded
lootablebodies{1.3.2} [DrCyano's Lootable Bodies] (CyanosLootableBodies-1.3.2-backport.jar) Unloaded
DragonMounts{r41-1.7.10} [Dragon Mounts] (DragonMounts-r41-1.7.10.jar) Unloaded
MoCreatures{6.3.1} [DrZhark's Mo'Creatures Mod] (DrZharks MoCreatures Mod v6) Unloaded
ExtraTiC{0.8.4} [ExtraTiC] (ExtraTiC-1.7.10-1.0.3.jar) Unloaded
xencreepers{1.1} [Female Creepers] (Femalecreepers_1.7.2-10-1.2.jar) Unloaded
flansmod{4.8.0} [Flan's Mod] (Flans Mod-1.7.10-4.8.0.jar) Unloaded
gilded-games-util{1.7.10-1.0} [Gilded Games Utility] (gilded-games-util-1.7.10-1.5.jar) Unloaded
Mantle{1.7.10-0.3.2.jenkins184} [Mantle] (Mantle-1.7.10-0.3.2.jar) Unloaded
mca{4.1.5} [Minecraft Comes Alive] (MCA-1.7.10-4.1.5-universal.jar) Unloaded
Metallurgy{4.0.6} [Metallurgy 4] (Metallurgy-1.7.10-4.0.6.80.jar) Unloaded
MetallurgyCore{4.0.4} [Metallurgy Core] (MetallurgyCore-1.7.10-4.0.4.18.jar) Unloaded
movillages{1.2.1} [Mo' Villages] (MoVillages-1.3.1.jar) Unloaded
cfm{3.4.7} [ß9MrCrayfish's Furniture Mod] (MrCrayfishFurnitureModv3.4.7(1.7.10).jar) Unloaded
radixcore{1.3.4} [RadixCore] (RadixCore-1.7.10-1.3.4-universal.jar) Unloaded
statues{2.1.4} [Statues] (statues-1.7.10-2.1.4.jar) Unloaded
TConstruct{1.7.10-1.8.2.build858} [Tinkers' Construct] (TConstruct-1.7.10-1.8.2a.jar) Unloaded
TwilightForest{2.3.2} [The Twilight Forest] (twilightforest-1.7.10-2.3.2.jar) Unloaded
VehicularMovement{0.0.2} [VehicularMovement] (VehicularMovement-0.0.3.jar) Unloaded
wearmc{1.7.10g} [WearMC] (WearMC-Forge-1.7.10g.jar) Unloaded
zeldaswordskills{1.7.10-beta-0.1.4} [Zelda Sword Skills] (zeldaswordskills-1.7.10-beta-0.1.4.jar) Unloaded
Launched Version: 1.7.10-Forge10.13.0.1180
LWJGL: 2.9.1
OpenGL: AMD Radeon HD 6770M OpenGL Engine GL version 2.1 ATI-7.32.12, ATI Technologies Inc.
GL Caps: Using GL 1.3 multitexturing.
Using framebuffer objects because ARB_framebuffer_object is supported and separate blending is supported.
Anisotropic filtering is supported and maximum anisotropy is 16.
Shaders are available because OpenGL 2.1 is supported.
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Resource Packs: []
Current Language: English (US)
Profiler Position: N/A (disabled)
Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Anisotropic Filtering: Off (1)
Also, is there any chance compatibility with Zelda Sword Skills could be implemented? (Not even going to bother asking for BG2 compatibility because I know what I know what the answer will be.)
Same here, except the double jump only applies to wings. Yet it seems to not work. I was wondering if other modifiers were conflicting and thus disabling double jump.
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...
There are center things that are NOT added by mods... such as the Doors... those are some of the best damn doors I've seen in Minecraft to date. SO unless there is a mod that add's THOSE SPECIFIC DOORS and their crafting Recipes, you are talking to a brick wall. And for thoes of us who are trying to use as few mods as possible, you can understand the request for 1.8.
Check out these great mods from mod authors of greatness! :
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/2316232-wild-cryptids-and-conspiracies-mod-wip
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1292078-quiverbow-ranged-weaponry-thought-up-by-steve
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1289717-alpha-aether-ii-genesis-of-the-void-halloween
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1282601-more-swords-mod
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1291094-ganys-surface-miscellaneous-overworld-themed
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1286381-nevermine-14-new-dimensions-180-new-mobs-22-bosses
yes, there are also mods that add pretty doors.
you can either get that via resource pack, carpenters blocks, natura, and whatever other mods there are that add other types of doors. i bet you there are a couple furniture mods, that add a whole bunch of different doors, chairs and other stuff. what are the underwater temples compared to all the adventure content of the twilight forest?
no, it has like 20 mods that add better adventure content.
im using a slime bow with thaumium arrows (bone rod, slime leaf fletching. though alumite seem to be the best material for arrow heads). have 24 nether quartz on them through iguana tweaks (nothing else) and im already 1 shoting zombies.
thats a little bit crazy, considering i didnt even put a full sharpness upgrade on them. (or go for the stronger longbows).
there is no benefit or incentive for other modifiers like smite, bane of arthropodes or fire, when youre killing everything in 1 shot anyways with just a little bit of quartz. imo the arrows need a major nerf. being able to 1 shot zombies should really only be possible if you put either 5 modifiers of sharpness on those things, or you focus on smite.
just for comparison, a regular manyullyn broadsword deals 4.5 hearts of damage. this bow+arrow combination already deals 11 hearts damage.
edit.: thinking about it, this might actually be a bug. the arrows show 2.5 hearts of damage in their tooltip. the bow "+2 damage" (1 heart?)
it doesnt make sense, that it adds up to such a high amount of damage. 3.5 hearts sounds a lot more reasonable for pretty good and slightly upgraded arrows.
im not shure right now, but i think twilight forest has a see monster.
something dosnt seem right there.
its like there is some multiplicative factor in there, that shouldnt be. it all makes sense, if the damage of arrows and bows just straight up adds together. i just upgraded the arros to alumite and im already at 17.5 hearts damage oO
if it was just the +2 damage from the bow, and the 4 hearts from the arrows, it would still be hell of a lot. ideally, the bow just wouldnt add damage. 4 hearts on the arrows with half a quartz upgrade seems reasonable for a ranged weapon.
Hint to level of detail I can probably handle in the answer: I've been a software developer by trade (though only a little in Java), have been using mod packs for quite a while and even maintained my own private pack for a while when 1.6.4 was new.
Background: IMO the biggest, hardest to solve problem with packs outside of crash bugs is balance, duplication and pacing. For examples when I play with Thaumcraft and TiC, both have tools that can dig 3x3 areas or cut entire trees, but the one's in Thaumcraft take much longer to get. Even with Metallurgy installed there are 31832 versions of copper that aren't inter-changable or require a special compatibility mod to become interchangable.
It seems to me that the easiest way to make these sort of problems soluble would be to store all values in the text config files for things like the durability and damage multipliers of particular materials. With a little ingenuity in the formatting, recipes could also be accessible this way. (Personally I'd just use the formatting used in the great templates of the old FTB wiki pages.)
Question:
I'd think storing more values in text files would make it easier in the long run for both the mod creator and mod pack authors, so why isn't this
commonlyever done? (is it just technical debt from building quickly?)Is this a larger programming hurdle than I'm imagining?
Is there something about the java/mod programming environment that prevents this?
Anyway, thanks for keeping this great mod going!
The bug is that if you use obsidian rods your mining speed is 2x that of what it should be, cobalt: 28, electrum: 34 and so on...kinda special.
UPDATE: the bug is only vidual when creating a tool, the actual mining speed are what it is supposed to be.
Arduous https://minecraft.curseforge.com/projects/arduous-lost-wasteland
You've awoken on this barren wasteland planet, a civilization once ruled and proud, but where is everyone? All the buildings are empty, nothing remains, all that can be seen is mass hordes in all directions of zombies, skeletons and other creatures never before seen. Inside isn't safe, Outside isn't safe, what will u do to survive this planet and escape? Can you survive the 1st day without death claiming you?
There is no natural light, when night time comes it's pitch black, no moon light and all that is heard is the scratching and moaning of whats around lurking to destroy you. Mining reveals unbeknownst horrors from the rocks just waiting to come out and devour your soul. Puddles of liquid blue or purple are not water, but also intent on harming you.
you get most of that from iguana tweaks.
i actually nearly managed to balance tinkers construct against thaumcraft. the only way to do so, though is either to disable the tool forge completely, or to change the recipe to take endgame content of other mods to craft. the basic tools from the tool station are usually not a problem.
they only become problematic in some cases, when too many of the same modifier are stacked.
even mods like botania, that make better tools and armor more easy available, are outshadowed by the tool forge weapons and tools.
compare how hard it is to make a terrasteel pick from botania compared to a tinker hammer. a tool froge only costs 4 iron/copper blocks. which is just 18 iron ore with he doubling of the smeltery. thats nothing.
and as far as arrows and bolts go, the damage just has to be a bug. no way, its supposed to be intended like that.
They grow in pitch darkness.
Essence Berry Bushes grow in any light, ore berry bushes need near-complete darkness. This is from my personal experience.
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...
Back when mdiyo was still the author, i'm absolutely certain that the bushes themselves grew only in very low light levels, but an update did make them grow berries at any light level. I might be wasting my time shoving them in my subbasement in 1.7.10, but in 1.6.4 they need the dark.
Signs You're an Aging Gamer: You Press the "A" or "X" Button Rapidly During Loading Screens
---- Minecraft Crash Report ----
// There are four lights!
Time: 2/16/15 6:54 PM
Description: Initializing game
java.lang.RuntimeException: java.lang.ClassNotFoundException: tconstruct.plugins.TinkerThaumcraft
at com.google.common.base.Throwables.propagate(Throwables.java:160)
at cpw.mods.fml.common.registry.ObjectHolderRegistry.scanTarget(ObjectHolderRegistry.java:76)
at cpw.mods.fml.common.registry.ObjectHolderRegistry.findObjectHolders(ObjectHolderRegistry.java:39)
at cpw.mods.fml.common.Loader.preinitializeMods(Loader.java:507)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:239)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:480)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:867)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:134)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
Caused by: java.lang.ClassNotFoundException: tconstruct.plugins.TinkerThaumcraft
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:188)
at java.lang.ClassLoader.loadClass(ClassLoader.java:306)
at java.lang.ClassLoader.loadClass(ClassLoader.java:247)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Class.java:249)
at cpw.mods.fml.common.registry.ObjectHolderRegistry.scanTarget(ObjectHolderRegistry.java:70)
... 12 more
Caused by: java.lang.NullPointerException
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at com.google.common.base.Throwables.propagate(Throwables.java:160)
at cpw.mods.fml.common.registry.ObjectHolderRegistry.scanTarget(ObjectHolderRegistry.java:76)
at cpw.mods.fml.common.registry.ObjectHolderRegistry.findObjectHolders(ObjectHolderRegistry.java:39)
at cpw.mods.fml.common.Loader.preinitializeMods(Loader.java:507)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:239)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:480)
-- Initialization --
Details:
Stacktrace:
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:867)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:134)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
-- System Details --
Details:
Minecraft Version: 1.7.10
Operating System: Mac OS X (x86_64) version 10.7.5
Java Version: 1.6.0_65, Apple Inc.
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Apple Inc.
Memory: 73763240 bytes (70 MB) / 279744512 bytes (266 MB) up to 1060372480 bytes (1011 MB)
JVM Flags: 5 total; -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 v7.10.18.1180 Minecraft Forge 10.13.0.1180 Optifine OptiFine_1.7.10_HD_B4 31 mods loaded, 31 mods active
mcp{9.05} [Minecraft Coder Pack] (minecraft.jar) Unloaded
FML{7.10.18.1180} [Forge Mod Loader] (forge-1.7.10-10.13.0.1180.jar) Unloaded
Forge{10.13.0.1180} [Minecraft Forge] (forge-1.7.10-10.13.0.1180.jar) Unloaded
mod_ThreadedLighting{1.7.10-1.0} [Threaded Lighting] (minecraft.jar) Unloaded
battlegear2{1.0.6.3} [Mine & Blade Battlegear 2 - Bullseye] (1.7.10-MB_Battlegear2-Bullseye-1.0.6.3.jar) Unloaded
aether{Alpha 1.7.10-1.0} [Aether II] (aether.jar) Unloaded
asielib{0.3.9} [asielib] (AsieLib-1.7.10-0.3.9.jar) Unloaded
betterrecords{1.7.10-1.1.9} [Better Records] (betterrecords-1.7.10-1.1.9.jar) Unloaded
BiomesOPlenty{2.1.0} [Biomes O' Plenty] (BiomesOPlenty-1.7.10-2.1.0.1057-universal.jar) Unloaded
craftingpillars{1.6.0} [Crafting Pillars Mod] (CraftingPillars-1.7.x-1.6.1.jar) Unloaded
customnpcs{1.7.10b} [CustomNpcs] (CustomNPCs_1.7.10b.jar) Unloaded
lootablebodies{1.3.2} [DrCyano's Lootable Bodies] (CyanosLootableBodies-1.3.2-backport.jar) Unloaded
DragonMounts{r41-1.7.10} [Dragon Mounts] (DragonMounts-r41-1.7.10.jar) Unloaded
MoCreatures{6.3.1} [DrZhark's Mo'Creatures Mod] (DrZharks MoCreatures Mod v6) Unloaded
ExtraTiC{0.8.4} [ExtraTiC] (ExtraTiC-1.7.10-1.0.3.jar) Unloaded
xencreepers{1.1} [Female Creepers] (Femalecreepers_1.7.2-10-1.2.jar) Unloaded
flansmod{4.8.0} [Flan's Mod] (Flans Mod-1.7.10-4.8.0.jar) Unloaded
gilded-games-util{1.7.10-1.0} [Gilded Games Utility] (gilded-games-util-1.7.10-1.5.jar) Unloaded
Mantle{1.7.10-0.3.2.jenkins184} [Mantle] (Mantle-1.7.10-0.3.2.jar) Unloaded
mca{4.1.5} [Minecraft Comes Alive] (MCA-1.7.10-4.1.5-universal.jar) Unloaded
Metallurgy{4.0.6} [Metallurgy 4] (Metallurgy-1.7.10-4.0.6.80.jar) Unloaded
MetallurgyCore{4.0.4} [Metallurgy Core] (MetallurgyCore-1.7.10-4.0.4.18.jar) Unloaded
movillages{1.2.1} [Mo' Villages] (MoVillages-1.3.1.jar) Unloaded
cfm{3.4.7} [ß9MrCrayfish's Furniture Mod] (MrCrayfishFurnitureModv3.4.7(1.7.10).jar) Unloaded
radixcore{1.3.4} [RadixCore] (RadixCore-1.7.10-1.3.4-universal.jar) Unloaded
statues{2.1.4} [Statues] (statues-1.7.10-2.1.4.jar) Unloaded
TConstruct{1.7.10-1.8.2.build858} [Tinkers' Construct] (TConstruct-1.7.10-1.8.2a.jar) Unloaded
TwilightForest{2.3.2} [The Twilight Forest] (twilightforest-1.7.10-2.3.2.jar) Unloaded
VehicularMovement{0.0.2} [VehicularMovement] (VehicularMovement-0.0.3.jar) Unloaded
wearmc{1.7.10g} [WearMC] (WearMC-Forge-1.7.10g.jar) Unloaded
zeldaswordskills{1.7.10-beta-0.1.4} [Zelda Sword Skills] (zeldaswordskills-1.7.10-beta-0.1.4.jar) Unloaded
Launched Version: 1.7.10-Forge10.13.0.1180
LWJGL: 2.9.1
OpenGL: AMD Radeon HD 6770M OpenGL Engine GL version 2.1 ATI-7.32.12, ATI Technologies Inc.
GL Caps: Using GL 1.3 multitexturing.
Using framebuffer objects because ARB_framebuffer_object is supported and separate blending is supported.
Anisotropic filtering is supported and maximum anisotropy is 16.
Shaders are available because OpenGL 2.1 is supported.
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Resource Packs: []
Current Language: English (US)
Profiler Position: N/A (disabled)
Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Anisotropic Filtering: Off (1)
url=http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2155858-hmm-give-us-a-use-give-a-use-to-other-villager]