I used the simple installer today to try and add a 1.12 forge profile to my game but it does not appear, has the process changed from the way it worked before 1.12? I never had any problem with the older versions
hey the updated version worked, i am having a great time playing with all the neat block armor effects
I haven't seen everything yet but a few suggestions
-its a little weird that dirt and stone have the same stats (minus durability) maybe some of the worst armor sets should have their stats lowered all to +1 armor
-I notice the bookshelf armor has no effects, maybe it could have super low durability and when it breaks it could drop a random sample of books maybe sometimes enchanted?
-the redstone armor should power any signal near it
-could you color code the effects? like make all negative effects red and all positive effects or neutral effects green/grey?
As mentioned multiple times, we already have a way to toggle it.
Yeah it's not "Gamerule IDontWant19 False" simple, but it's still incredibly easy and quick to do, with tools out there to do the work for you if you don't understand how to change it. You can already independently modify the cooldown of every single weapon, even give multiple different times of cooldown on the same weapon type. Gamerules are "Balanced" around the fact that it's map-making tools. Which means the features exist in a way that benefits map makers most. The reason why we don't have a gamerule for the cooldown is because it would be useless compared to the map maker creative freedom manually modifying the cooldown would be.
If anything, think of it as a "Lesser evil". You can't lazily type a single phrase, but literally everyone benefits from the slightly more complex method of modifying the cooldown as opposed to a toggle that only benefits whoever hates the combat.
hey i just grabbed this mod for 1.11.2 but it crashes on game startup
The game crashed whilst there was a severe problem during mod loading that has caused the game to fail
The game crashed whilst there was a severe problem during mod loading that has caused the game to fail
Error: net.minecraftforge.fml.common.LoaderExceptionModCrash: Caught exception from Block Armor (blockarmor)
---- Minecraft Crash Report ----
// This is a token for 1 free hug. Redeem at your nearest Mojangsta: [~~HUG~~]
Time: 5/29/17 12:49 PM
Description: There was a severe problem during mod loading that has caused the game to fail
net.minecraftforge.fml.common.LoaderExceptionModCrash: Caught exception from Block Armor (blockarmor)
Caused by: java.lang.NoSuchMethodError: net.minecraft.block.Block.func_185477_a(Lnet/minecraft/block/state/IBlockState;Lnet/minecraft/world/World;Lnet/minecraft/util/math/BlockPos;Lnet/minecraft/util/math/AxisAlignedBB;Ljava/util/List;Lnet/minecraft/entity/Entity;)V
at twopiradians.blockArmor.common.item.ArmorSet.isValid(ArmorSet.java:488)
at twopiradians.blockArmor.common.item.ArmorSet.postInit(ArmorSet.java:210)
at twopiradians.blockArmor.common.CommonProxy.postInit(CommonProxy.java:45)
at twopiradians.blockArmor.client.ClientProxy.postInit(ClientProxy.java:68)
at twopiradians.blockArmor.common.BlockArmor.postInit(BlockArmor.java:54)
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.minecraftforge.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:641)
at sun.reflect.GeneratedMethodAccessor5.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 net.minecraftforge.fml.common.LoadController.sendEventToModContainer(LoadController.java:252)
at net.minecraftforge.fml.common.LoadController.propogateStateMessage(LoadController.java:230)
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 net.minecraftforge.fml.common.LoadController.distributeStateMessage(LoadController.java:147)
at net.minecraftforge.fml.common.Loader.initializeMods(Loader.java:833)
at net.minecraftforge.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:357)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:521)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:352)
at net.minecraft.client.main.Main.main(SourceFile:124)
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:
---------------------------------------------------------------------------------------
Hey. Will there be firearms in this fashion? Type muskets, musketons, flint pistols, dynamite checkers, daggers, crossbows, boomerangs? Otherwise, I just do not have a weapon like this at 1.10.2, but I want to shoot from such guns, and the recharge would be like in Balkon's Weapon Mod, you hold down the right mouse button and reload, although it's unlikely to happen. Melee weapon
this is a weapon's pack from dark souls which has no guns...
I'm currently contemplating whether or not I should continue development. I might release 1.2.0, and then update the mod to whatever the lastest MC version is. Nobody plays 1.8.9 anymore, so it only seems logical. I put a lot of time and effort into this mod, and I feel like continuing it for a little longer.
the shield is too big to keep equipped at all and the skeletons do objectively take 3x longer than they used to, all mobs take longer and it shouldn't....it isnt fun
Skill generally refers to more significant actions than petting a dog, even if its literal meaning would suggest it could apply to any action.
Slow? It is not slow. It's not lightning fast, but neither was 1.8 combat.
Also, skeletons are not annoying if you know how to handle them.
my definition of skill was flawless
slow is not up for debate....it takes 3x longer to kill a skeleton now than it did before....this is slow ESPECIALLY for survival players who might fight 4 or 5 in a single night
andfurther on the subect fo skeltons there is only ONE way to fight them now....with a bow....very far away. shields are too big, they block half the screen and you cant spam crops into crop land with one equipped or tower blocks under you easy anymore....they dont work right, and skeltons in close range zip all over the place...why can they sprint so fast with a bow drawn? its stupid and annoying
skill has nothing to do with it, 1.9 combat takes skill, 1.8 combat takes skill...petting the dog takes skill....skill is decided after the fact as humans find new and better ways to do things...anything that has a better way and a worse way is an act involving skill
the 1.9 combat is not at all fun though....if i wanted slow methodical combat i have dark souls
and can we all see how ANNOYING the skeletons are now?
so one thing that really annoys me this mod is the weapons are unreadable with all the illogical stats on them.....why do staffs tell me "1.2 on legs" I cant put it on my legs....
the top few lines of text are unreadable because of this
0
I just upgraded to the 1.12 version and I'm sad to see the mace is no longer unlimited durability with no cooldown......aww no op weapon =(
still what is the point of using the mace? it has 1 attack speed and .5 less damage than the battle axe
0
I used the simple installer today to try and add a 1.12 forge profile to my game but it does not appear, has the process changed from the way it worked before 1.12? I never had any problem with the older versions
0
bad.......bad bad bad bad bad
its terrible, its like all slow and ploding now, and the shield needs to be unequiped for any building
the whole 1.9 update is like poorly implemented ideas that sounded good on paper
0
did they fix the rocs that were grabbing creepers causing random explosions everywhere?
1
hey the updated version worked, i am having a great time playing with all the neat block armor effects
I haven't seen everything yet but a few suggestions
-its a little weird that dirt and stone have the same stats (minus durability) maybe some of the worst armor sets should have their stats lowered all to +1 armor
-I notice the bookshelf armor has no effects, maybe it could have super low durability and when it breaks it could drop a random sample of books maybe sometimes enchanted?
-the redstone armor should power any signal near it
-could you color code the effects? like make all negative effects red and all positive effects or neutral effects green/grey?
0
where is the tutorial on this change?
0
hey i just grabbed this mod for 1.11.2 but it crashes on game startup
The game crashed whilst there was a severe problem during mod loading that has caused the game to fail
The game crashed whilst there was a severe problem during mod loading that has caused the game to fail
Error: net.minecraftforge.fml.common.LoaderExceptionModCrash: Caught exception from Block Armor (blockarmor)
---- Minecraft Crash Report ----
// This is a token for 1 free hug. Redeem at your nearest Mojangsta: [~~HUG~~]
Time: 5/29/17 12:49 PM
Description: There was a severe problem during mod loading that has caused the game to fail
net.minecraftforge.fml.common.LoaderExceptionModCrash: Caught exception from Block Armor (blockarmor)
Caused by: java.lang.NoSuchMethodError: net.minecraft.block.Block.func_185477_a(Lnet/minecraft/block/state/IBlockState;Lnet/minecraft/world/World;Lnet/minecraft/util/math/BlockPos;Lnet/minecraft/util/math/AxisAlignedBB;Ljava/util/List;Lnet/minecraft/entity/Entity;)V
at twopiradians.blockArmor.common.item.ArmorSet.isValid(ArmorSet.java:488)
at twopiradians.blockArmor.common.item.ArmorSet.postInit(ArmorSet.java:210)
at twopiradians.blockArmor.common.CommonProxy.postInit(CommonProxy.java:45)
at twopiradians.blockArmor.client.ClientProxy.postInit(ClientProxy.java:68)
at twopiradians.blockArmor.common.BlockArmor.postInit(BlockArmor.java:54)
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.minecraftforge.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:641)
at sun.reflect.GeneratedMethodAccessor5.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 net.minecraftforge.fml.common.LoadController.sendEventToModContainer(LoadController.java:252)
at net.minecraftforge.fml.common.LoadController.propogateStateMessage(LoadController.java:230)
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 net.minecraftforge.fml.common.LoadController.distributeStateMessage(LoadController.java:147)
at net.minecraftforge.fml.common.Loader.initializeMods(Loader.java:833)
at net.minecraftforge.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:357)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:521)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:352)
at net.minecraft.client.main.Main.main(SourceFile:124)
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:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.11.2
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.8.0_25, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 96758536 bytes (92 MB) / 319897600 bytes (305 MB) up to 10724048896 bytes (10227 MB)
JVM Flags: 6 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx10G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP 9.38 Powered by Forge 13.20.0.2310 8 mods loaded, 8 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
UCHIJ minecraft{1.11.2} [Minecraft] (minecraft.jar)
UCHIJ mcp{9.19} [Minecraft Coder Pack] (minecraft.jar)
UCHIJ FML{8.0.99.99} [Forge Mod Loader] (forge-1.11.2-13.20.0.2310.jar)
UCHIJ forge{13.20.0.2310} [Minecraft Forge] (forge-1.11.2-13.20.0.2310.jar)
UCHIJ mercurius_updater{1.0} [mercurius_updater] (MercuriusUpdater-1.11.2.jar)
UCHIE blockarmor{2.3} [Block Armor] (BlockArmor-1.11-2
0
is the 1.11 version of this done yet? i want to upgrade but I don't really want to do it without this mod
0
this is a weapon's pack from dark souls which has no guns...
0
thank you for the 1.10 version of this, i really hope you do 1.11 soon I won't update without it!
0
I would pick it up again at 1.11 or 1.12
0
the shield is too big to keep equipped at all and the skeletons do objectively take 3x longer than they used to, all mobs take longer and it shouldn't....it isnt fun
0
my definition of skill was flawless
slow is not up for debate....it takes 3x longer to kill a skeleton now than it did before....this is slow ESPECIALLY for survival players who might fight 4 or 5 in a single night
andfurther on the subect fo skeltons there is only ONE way to fight them now....with a bow....very far away. shields are too big, they block half the screen and you cant spam crops into crop land with one equipped or tower blocks under you easy anymore....they dont work right, and skeltons in close range zip all over the place...why can they sprint so fast with a bow drawn? its stupid and annoying
0
skill has nothing to do with it, 1.9 combat takes skill, 1.8 combat takes skill...petting the dog takes skill....skill is decided after the fact as humans find new and better ways to do things...anything that has a better way and a worse way is an act involving skill
the 1.9 combat is not at all fun though....if i wanted slow methodical combat i have dark souls
and can we all see how ANNOYING the skeletons are now?
0
so one thing that really annoys me this mod is the weapons are unreadable with all the illogical stats on them.....why do staffs tell me "1.2 on legs" I cant put it on my legs....
the top few lines of text are unreadable because of this