The Meaning of Life, the Universe, and Everything.
Join Date:
8/28/2013
Posts:
62
Member Details
Suggestion: what if you could use different magical items to activate different properties of a spell for example a stave would make a fireball be shot out but maybe a magical chest piece would cover you in flames setting anyone who hit you on fire or maybe a magical sword that would increase in size and catch on fire or finally ( this is one is wishful thinking ) a helmet that would allow you to breathe fire so long story short a single spell could do different things depending on what you fuse it with.
Apocalypse, gem, crystal of desire, lands, dark secret, salt and light, the wizards, wheel, what could they mean? I should probably actually read the post now
Suggestion:
what if you could use different magical items to activate different
properties of a spell for example a stave would make a fireball be shot
out but maybe a magical chest piece would cover you in flames setting
anyone who hit you on fire or maybe a magical sword that would increase
in size and catch on fire or finally ( this is one is wishful thinking )
a helmet that would allow you to breathe fire so long story short a
single spell could do different things depending on what you fuse it
with.
I didn't actually think of that possibility before! Before I was just considering having a special armor set that gave potion effects, or weapons that did various things on their own. Tying that in with the infusing system was something I didn't consider previously, but now that I think of it, that opens up a lot of potential. Some of the spells apply potion effects like fire resistance and night vision. I could make it so the player can put those effects on armor. Some of the projectile effects could go on weapons... Of course, to make it balanced (and also probably easier to implement) it'd probably be best if I limited that feature to special weapons - perhaps the aforementioned crystal weapons / armor. Those could be weaker than normal weapons (probably around the strength of iron) but could have lots of interesting effects. But then, the enchantment system already exists, and it does some of the same stuff... but this would allow more control and variety. This is quite a bit to think about. Thanks for the suggestion, and glad you like the mod!
-0.1.1
* Added Mana Collector
* Added Rage (Level 3 Red Spell)
* Added Gale Force (Level 4 Yellow Spell)
* Added Bury (Level 5 Green Spell)
* Added Crystal Swords
* Added particle effects when using some self-targeting spells
* Added sound for traveling spell projectile
* Decreased spawn chances for mana crystal veins - should be slightly less everywhere now
* Updraft no longer stops existing movement
* Fixed crafting recipe for Grand Staff
* Fixed crafting recipe for Cold Step Spell
* Fixed crafting recipe for Lava Armour Spell
But im getting a server crash with your latest version
[22:02:24] [Server thread/ERROR] [FML/]: Caught exception from tfsimplymagic
java.lang.NoClassDefFoundError: net/minecraft/client/settings/KeyBinding
at com.finneyt.simplymagic.control.KeyHandler.<init>(KeyHandler.java:28) ~[KeyHandler.class:?]
at com.finneyt.simplymagic.SimplyMagicMod.preInit(SimplyMagicMod.java:199) ~[SimplyMagicMod.class:?]
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) ~[?:1.8.0_45]
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source) ~[?:1.8.0_45]
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) ~[?:1.8.0_45]
at java.lang.reflect.Method.invoke(Unknown Source) ~[?:1.8.0_45]
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:532) ~[FMLModContainer.class:?]
at sun.reflect.GeneratedMethodAccessor3.invoke(Unknown Source) ~[?:?]
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) ~[?:1.8.0_45]
at java.lang.reflect.Method.invoke(Unknown Source) ~[?:1.8.0_45]
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74) ~[guava-17.0.jar:?]
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47) ~[guava-17.0.jar:?]
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322) ~[guava-17.0.jar:?]
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304) ~[guava-17.0.jar:?]
at com.google.common.eventbus.EventBus.post(EventBus.java:275) ~[guava-17.0.jar:?]
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:212) ~[LoadController.class:?]
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:190) ~[LoadController.class:?]
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) ~[?:1.8.0_45]
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source) ~[?:1.8.0_45]
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) ~[?:1.8.0_45]
at java.lang.reflect.Method.invoke(Unknown Source) ~[?:1.8.0_45]
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74) ~[guava-17.0.jar:?]
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47) ~[guava-17.0.jar:?]
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322) ~[guava-17.0.jar:?]
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304) ~[guava-17.0.jar:?]
at com.google.common.eventbus.EventBus.post(EventBus.java:275) ~[guava-17.0.jar:?]
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:119) [LoadController.class:?]
at cpw.mods.fml.common.Loader.preinitializeMods(Loader.java:533) [Loader.class:?]
at cpw.mods.fml.server.FMLServerHandler.beginServerLoading(FMLServerHandler.java:88) [FMLServerHandler.class:?]
at cpw.mods.fml.common.FMLCommonHandler.onServerStart(FMLCommonHandler.java:314) [FMLCommonHandler.class:?]
at net.minecraft.server.dedicated.DedicatedServer.func_71197_b(DedicatedServer.java:117) [lt.class:?]
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:387) [MinecraftServer.class:?]
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685) [li.class:?]
Caused by: java.lang.ClassNotFoundException: net.minecraft.client.settings.KeyBinding
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:191) ~[launchwrapper-1.11.jar:?]
at java.lang.ClassLoader.loadClass(Unknown Source) ~[?:1.8.0_45]
at java.lang.ClassLoader.loadClass(Unknown Source) ~[?:1.8.0_45]
... 33 more
Caused by: java.lang.NullPointerException
[22:02:24] [Server thread/WARN] [FML/]: Can't revert to frozen GameData state without freezing first.
And I dont know how to fix this...
"java.lang.NoClassDefFoundError: net/minecraft/client/settings/KeyBinding"
Seems like a client-only code got registered into the server. The KeyBinding class only works within a client, and not on a dedicated server.
I have not run into any errors with this, even after many hours of play testing. Some more info would be helpful: did this occur on a single-player or multi-player server? I have not yet done any testing on multiplayer, I just checked how it worked when I opened my test world to LAN and everything seemed to work properly. I haven't got access to a multiplayer server to tinker with. At what point in the game did this occur (upon loading, pressing a key, something else)?
Line 28 of KeyHandler is this:
keys = new KeyBinding[desc.length];
Line 199 of SimplyMagicMod (The main mod class) is this:
I coded this according to a tutorial I saw. If anyone with a better knowledge of forge modding than me sees something wrong with this, please do tell me what I'm doing wrong.
@medsal15
I just checked, it does seem to be compatible with NEI, though there are some technical blocks and other things that the player shouldn't see, and I don't know how to get them to not appear on the menu, so I might recommend against it for the time being.
The Meaning of Life, the Universe, and Everything.
Join Date:
8/28/2013
Posts:
62
Member Details
No problem I always wanted a mod like this, mods like thaumcraft and witchery seemed too fixed to change, this mod seems to have much more room to grow
I've recently tested and decompiled this mod and did find that the issue indeed is the KeyHandler. Are you trying to register this key binding in both client and server? Clients are the only ones using key bindings.
Edit: It only crashes on dedicated servers, not on clients
Try to register it from your ClientProxy class instead :3 . I'll give my sample ClientProxy from my mod project: Pastebin
Thanks for helping out. I've fixed this and I am currently working on a minor update which should be released shortly. Good luck with your server, let me know if you experience any more problems.
0.1.2 Notes
* Reduced mana collector charging speed
* Adjusted key handler registration, hopefully will work on dedicated servers now
* Tweaked world generation for more balanced resource spawning
Working on for next version
- Elemental weaknesses for each mob
- More spells, preferably a new white spell that will work with crystal swords (white crystal sword has no acceptable spells in current version)
- Fix bug where shift-crafting arcane souls creates them fully-charged (enjoy it while it lasts)
- Prevent technical blocks from appearing in NEI menu
- Music disc(s)?
- Start work on mage armor
- Possibly try updating to 1.8 (LMK if this is wanted, updates for 1.7.10 will still be made)
-0.1.3
* Restructured code to prevent future changes to item IDs. This might break everything. It also might not. Whatever the case, it will be a one-time issue.
* Added Splash (Level 3 Blue Spell)
* Added Stealth Blast (Level 5 Black Spell)
* Added True Shot (Level 4 White Spell)
* Added weaknesses and resistances for each non-boss mob
* Added more sounds and effects to functional blocks, spells, etc.
* Added a quick variant of the arcane infuser that can be accessed via creative mode
* Added a red X to arcane infuser gui when the input is an unacceptable combination - should make it easier to tell what spells can be used with crystal swords
* Added magic silk, craftable with mana crystals and string - currently has no function, but will be used in crafting magic armor in a future update
* Began work on adding music discs, which currently play nothing - tracks will be added when they are completed. Music discs are currently inaccessible except by mods / cheats
* Fixed arcane soul crafting so that shift-clicking does not result in a fully charged soul
* Arcane souls no longer exceed max charge when spawned using creative mode - spawn fully charged instead
* Recipes that require arcane souls now require the souls to be fully charged
* Changed recipe for Strong Heart Spell
* Changed recipe for Illuminate Spell
* Fixed ability to charge staves and arcane souls in creative mode
* Fixed Grow spell launching projectile
* Fixed Blindness Crystal Sword
Like Avatar where Avatar Wan bonded with Raava and was able to call on her power. Or how Naruto is bonded with Kurama and calls upon Kurama's power.
You could bond with an Angel or a Demon and gain a permanent health boost, higher magic capacity, and use the "Bonded State" where you call upon your spiritual partner's strength and it would increase your spell's power and size four fold!
-0.2
* Restructured spell code to allow for changes to be applied to extant spell items and just generally make it better. This will break everything again. Sorry
* Added Mage Clothes that give weaknesses / resistances to certain elements and give bonus effects when wearing a full set
* Added Volcanic Ritual (Level 4 Red Spell)
* Added Rending Arc (Level 4 Yellow Spell)
* Added Famish (Level 3 Green Spell)
* Added Crystallize (Level 5 Blue Spell)
* Added Nullify (Level 3 Black Spell)
* Added Healing Hands (Level 3 White Spell)
* Removed Bury because it was broken and a stupid idea to begin with
* Added Armour Pierce (Level 5 Green Spell) to replace Bury
* Healing spell now renamed Recover
* Changed recipe for Recover spell
* Changed recipe for Underworld Staff to require quartz intead of ghast tears, should make it easier to get
* Magic flowers can now spread naturally like mushrooms
* Scorchbloom now sets entities that walk through it on fire
* Fluteweed now emits sound effects
* Frostbell now applies slowing effect to entities that walk through it
* Updraft and Gale Force should now should work on players
* Stealth Blast mines no longer last forever
* Slightly decreased Radiant Aura range.
* Mana crystal ore and magite ore now work with Fortune enchantment
* Music discs still aren't ready yet
* Arcane Soul no longer displays damage bar when moused over in creative menu
* Radiant Aura spell now has particle effects
* Changed arcane infuser GUI texture so red X icon resembles that of the vanilla anvil
This is so epic! Better than Ars Magica if you have a slow computer!
Rollback Post to RevisionRollBack
If I helped you in any way or agree in my ideas or posts, make sure you click that green arrow pointing up below my post or simply huggle me! I use 1.7.10 (Modded), so when I comment that I like a 1.8 mod, I will comment to downgrade to 1.7.10. I support no pics, no clicks. Suggestions that I think that are the best deserves a banner!
It is almost time to say goodbye to 1.7.10 because of the recent surge of big 1.9 mods.
Why MCreator sucks: jcm2606's file (doesn't open a new tab) He allows/welcomes anyone to link the file, so I put it here in my signature for people to know how MCreator functions. I thank jcm2606 (he's awesome) for creating the document/file and I'm just here to spread the word.
<Deleted>
Awesome mod man good luck
Suggestion: what if you could use different magical items to activate different properties of a spell for example a stave would make a fireball be shot out but maybe a magical chest piece would cover you in flames setting anyone who hit you on fire or maybe a magical sword that would increase in size and catch on fire or finally ( this is one is wishful thinking ) a helmet that would allow you to breathe fire so long story short a single spell could do different things depending on what you fuse it with.
Apocalypse, gem, crystal of desire, lands, dark secret, salt and light, the wizards, wheel, what could they mean? I should probably actually read the post now
I didn't actually think of that possibility before! Before I was just considering having a special armor set that gave potion effects, or weapons that did various things on their own. Tying that in with the infusing system was something I didn't consider previously, but now that I think of it, that opens up a lot of potential. Some of the spells apply potion effects like fire resistance and night vision. I could make it so the player can put those effects on armor. Some of the projectile effects could go on weapons... Of course, to make it balanced (and also probably easier to implement) it'd probably be best if I limited that feature to special weapons - perhaps the aforementioned crystal weapons / armor. Those could be weaker than normal weapons (probably around the strength of iron) but could have lots of interesting effects. But then, the enchantment system already exists, and it does some of the same stuff... but this would allow more control and variety. This is quite a bit to think about. Thanks for the suggestion, and glad you like the mod!
Version 0.1.1 is out now.
Changelog:
-0.1.1
* Added Mana Collector
* Added Rage (Level 3 Red Spell)
* Added Gale Force (Level 4 Yellow Spell)
* Added Bury (Level 5 Green Spell)
* Added Crystal Swords
* Added particle effects when using some self-targeting spells
* Added sound for traveling spell projectile
* Decreased spawn chances for mana crystal veins - should be slightly less everywhere now
* Updraft no longer stops existing movement
* Fixed crafting recipe for Grand Staff
* Fixed crafting recipe for Cold Step Spell
* Fixed crafting recipe for Lava Armour Spell
"java.lang.NoClassDefFoundError: net/minecraft/client/settings/KeyBinding"
Seems like a client-only code got registered into the server. The KeyBinding class only works within a client, and not on a dedicated server.
", palatino">
", palatino">Creator of:
Is this mod compatible with NEI?
When you post a mod: "No pics no clicks" and "MCreator = bad ~99% of the time"
Don't forget to read the crashlog before reporting the crash. It might tell you why it's crashing.
Sorry if my spelling is bad, I'm learning english...
My mod ideas: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/mods-discussion/2354659-medsal15s-mod-ideas-hub
Why do evil poeple always want to control the world?
If you need ideas, I may be able to give you some...
Warning status: Unbanned
@FireBall2142, ephraim07
I have not run into any errors with this, even after many hours of play testing. Some more info would be helpful: did this occur on a single-player or multi-player server? I have not yet done any testing on multiplayer, I just checked how it worked when I opened my test world to LAN and everything seemed to work properly. I haven't got access to a multiplayer server to tinker with. At what point in the game did this occur (upon loading, pressing a key, something else)?
Line 28 of KeyHandler is this:
keys = new KeyBinding[desc.length];
Line 199 of SimplyMagicMod (The main mod class) is this:
FMLCommonHandler.instance().bus().register(new KeyHandler());
I coded this according to a tutorial I saw. If anyone with a better knowledge of forge modding than me sees something wrong with this, please do tell me what I'm doing wrong.
@medsal15
I just checked, it does seem to be compatible with NEI, though there are some technical blocks and other things that the player shouldn't see, and I don't know how to get them to not appear on the menu, so I might recommend against it for the time being.
No problem I always wanted a mod like this, mods like thaumcraft and witchery seemed too fixed to change, this mod seems to have much more room to grow
I've recently tested and decompiled this mod and did find that the issue indeed is the KeyHandler. Are you trying to register this key binding in both client and server? Clients are the only ones using key bindings.
Edit: It only crashes on dedicated servers, not on clients
Try to register it from your ClientProxy class instead :3 . I'll give my sample ClientProxy from my mod project: Pastebin
", palatino">
", palatino">Creator of:
@ephraim07
Thanks for helping out. I've fixed this and I am currently working on a minor update which should be released shortly. Good luck with your server, let me know if you experience any more problems.
Minor update 0.1.2 is out now.
0.1.2 Notes
* Reduced mana collector charging speed
* Adjusted key handler registration, hopefully will work on dedicated servers now
* Tweaked world generation for more balanced resource spawning
Working on for next version
- Elemental weaknesses for each mob
- More spells, preferably a new white spell that will work with crystal swords (white crystal sword has no acceptable spells in current version)
- Fix bug where shift-crafting arcane souls creates them fully-charged (enjoy it while it lasts)
- Prevent technical blocks from appearing in NEI menu
- Music disc(s)?
- Start work on mage armor
- Possibly try updating to 1.8 (LMK if this is wanted, updates for 1.7.10 will still be made)
@FireBall2142
Is this still occurring with the new version released earlier today?
0.1.3 is out.
Changelog:
-0.1.3
* Restructured code to prevent future changes to item IDs. This might break everything. It also might not. Whatever the case, it will be a one-time issue.
* Added Splash (Level 3 Blue Spell)
* Added Stealth Blast (Level 5 Black Spell)
* Added True Shot (Level 4 White Spell)
* Added weaknesses and resistances for each non-boss mob
* Added more sounds and effects to functional blocks, spells, etc.
* Added a quick variant of the arcane infuser that can be accessed via creative mode
* Added a red X to arcane infuser gui when the input is an unacceptable combination - should make it easier to tell what spells can be used with crystal swords
* Added magic silk, craftable with mana crystals and string - currently has no function, but will be used in crafting magic armor in a future update
* Began work on adding music discs, which currently play nothing - tracks will be added when they are completed. Music discs are currently inaccessible except by mods / cheats
* Fixed arcane soul crafting so that shift-clicking does not result in a fully charged soul
* Arcane souls no longer exceed max charge when spawned using creative mode - spawn fully charged instead
* Recipes that require arcane souls now require the souls to be fully charged
* Changed recipe for Strong Heart Spell
* Changed recipe for Illuminate Spell
* Fixed ability to charge staves and arcane souls in creative mode
* Fixed Grow spell launching projectile
* Fixed Blindness Crystal Sword
Progress has begun on the next update.
Currently planning for next update:
* Magic armour - comes in 6 sets, one for each element. When wearing a full set, it grants a lasting spell effect.
* Another set of 6 spells, this time focusing on spells useful in multiplayer / co-op / PvP
* Music discs:
Such a clever mod! =D
Could you maybe add a "Host" Function?
Like Avatar where Avatar Wan bonded with Raava and was able to call on her power. Or how Naruto is bonded with Kurama and calls upon Kurama's power.
You could bond with an Angel or a Demon and gain a permanent health boost, higher magic capacity, and use the "Bonded State" where you call upon your spiritual partner's strength and it would increase your spell's power and size four fold!
Like the idea? =D
Life is a game... I have cheat codes enabled.
This mod looks like it has potential!
0.2.0 is out.
Changelog:
-0.2
* Restructured spell code to allow for changes to be applied to extant spell items and just generally make it better. This will break everything again. Sorry
* Added Mage Clothes that give weaknesses / resistances to certain elements and give bonus effects when wearing a full set
* Added Volcanic Ritual (Level 4 Red Spell)
* Added Rending Arc (Level 4 Yellow Spell)
* Added Famish (Level 3 Green Spell)
* Added Crystallize (Level 5 Blue Spell)
* Added Nullify (Level 3 Black Spell)
* Added Healing Hands (Level 3 White Spell)
* Removed Bury because it was broken and a stupid idea to begin with
* Added Armour Pierce (Level 5 Green Spell) to replace Bury
* Healing spell now renamed Recover
* Changed recipe for Recover spell
* Changed recipe for Underworld Staff to require quartz intead of ghast tears, should make it easier to get
* Magic flowers can now spread naturally like mushrooms
* Scorchbloom now sets entities that walk through it on fire
* Fluteweed now emits sound effects
* Frostbell now applies slowing effect to entities that walk through it
* Updraft and Gale Force should now should work on players
* Stealth Blast mines no longer last forever
* Slightly decreased Radiant Aura range.
* Mana crystal ore and magite ore now work with Fortune enchantment
* Music discs still aren't ready yet
* Arcane Soul no longer displays damage bar when moused over in creative menu
* Radiant Aura spell now has particle effects
* Changed arcane infuser GUI texture so red X icon resembles that of the vanilla anvil
This is so epic! Better than Ars Magica if you have a slow computer!
If I helped you in any way or agree in my ideas or posts, make sure you click that green arrow pointing up below my post or simply huggle me! I use 1.7.10 (Modded), so when I comment that I like a 1.8 mod, I will comment to downgrade to 1.7.10. I support no pics, no clicks. Suggestions that I think that are the best deserves a banner!
It is almost time to say goodbye to 1.7.10 because of the recent surge of big 1.9 mods.
Why MCreator sucks: jcm2606's file (doesn't open a new tab) He allows/welcomes anyone to link the file, so I put it here in my signature for people to know how MCreator functions. I thank jcm2606 (he's awesome) for creating the document/file and I'm just here to spread the word.
500+ huggles? U wot, m8?