It tells you right in the error you posted. It's looking for "tallgrass.json", not "tall_grass.json". You have one too many underscores in the file name.
- Acteon
- Registered Member
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Member for 13 years, 1 month, and 11 days
Last active Sun, Dec, 25 2022 03:29:38
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1
Alvoria posted a message on Anyone knowledgeable on resource packs?Posted in: Resource Pack Help
It tells you right in the error you posted. It's looking for "tallgrass.json", not "tall_grass.json". You have one too many underscores in the file name. -
4
TheMasterCaver posted a message on Creepers Are Now 1 Blast Kill?Posted in: Recent Updates and SnapshotsYeah, even on Normal(!) difficulty they can now one-hit you in the best armor in the game!
They went WAY too far with the armor nerfs if you ask me; even diamond armor becomes completely useless when 40 or more points of damage are taken, or twice the number of armor points since the damage reduction formula is based around (armor points - damage / 2) and Protection IV reduces damage by no more than 46.7% (for comparison, on Normal a creeper's explosion deals 49 damage point-blank; Hard is 73; the survive these you need 59.2% (iron armor used to be 60% so you could just barely survive on Normal; I'd still use diamond for the safety margin) and 72.6% damage reduction or better). This also means that in full unenchanted diamond armor the maximum survivable damage is about 26 points, so you don't even need a point-blank hit.
Even Blast Protection won't save you thanks to nerfs; enchantments only provide up to 66% additional damage reduction (previously 50-80% with maxed out enchantments, 40-80% for full Protection IV), and in this case that is by itself since armor provides nothing at all (at least enchantments appear to be unaffected by the aforementioned protection decrease with increasing damage).
Also, while shields reduce damage by 66% they are only effective for attacks from in front of you, take a short time to deploy, and lose durability ridiculously fast (damage + 1, so this is pretty much always at least 2 points per hit; by comparison, armor loses (damage / 4, min 1) so you need 8 points of damage to take away 2 durability so most attacks will only take 1; making the recipe cheap isn't an excuse, why not better shields?).
Combine this with the health regeneration from food (basically like eating pre-1.9 golden apples, and speaking of which, Notch apples were nerfed so much making golden carrots with the gold is a much better use) and armor is just a waste of resources - you'll die anyway from creepers unless you are far enough away that you don't get much damage anyway and other mobs are much weaker (for example, skeleton arrows deal 1-4 damage on Easy and Normal and 1-5 on Hard, thus there isn't much of a difference).
Also, consider this - I don't play on Hard because of some of the annoyances (zombies breaking wooden doors, mainly because I don't want to come across dead villages, which eventually die anyway without proper protection, but at least not immediately) but also because creeper damage, which I rate my armor for to guarantee that I can always survive them, scales up at a greater rate than other mob damage - in fact, Easy would be harder than Normal or Hard under such a system!
In other words, I wear a diamond chestplate + leggings each with Protection IV and diamond boots with Feather Falling IV, which guarantees a minimum 74.4% damage reduction, or slightly over 6 hearts taken point-blank. On the other hand, on Easy you need about 50% damage reduction and on Hard you need about 83% damage reduction for the same damage after armor, and against skeleton arrows this becomes 0.5-2 on Easy, 0.256-1.024 on Normal, and 0.17-0.85 on Hard - so for the same damage from creeper explosions skeleton arrow damage is more than halved from Easy-Hard!
Note that even on Easy you will barely survive a direct hit from a creeper in full diamond armor, receiving 18.75 damage after armor (in other words, barely over half a heart left). Of course, playing on Easy is rather boring thanks to changes in 1.8 which made regional difficulty have no effect on Easy; mobs never spawn with armor and all that (in contrast, in 1.7.10 and earlier you can see armored mobs even on the very first day).
(note that I still play in 1.6.4) -
2
TheMasterCaver posted a message on Are spawn limits limiting the combat?Posted in: Recent Updates and Snapshots
Singleplayer hostile mob cap in 1.8+ (guessing most if not all of the 1.7 series as well, if this doesn't go all the way back to 1.6 series) is 70, not ~60.
At some point after 1.5, mob spawning rate was also attached to the render distance, so having a single-digit render distance setting will also nerf the mob cap (I don't believe you'll notice anything strictly from this factor until 8 or lower).
Mobs spawn in a sphere around the player that is 15,808 blocks big (128 blocks away from the player, starting at 24 blocks away from the player). Technically they can spawn as far as render distance allows, but after 128 you'll see runaway numbers in the F3 debug screen due to mobs past 128 blocks instantly despawning.
Finally, I'm assuming you're only referring to the mobs on the surface and not including anything in the (deep) caves? Mobs spawn the best at 0 light level and the worst at light level 7. Given the random generation of caves, it's possible to have ALL of the mob cap end up deep underground as a stable condition; this can make it seem like you're playing in peaceful.
That would be 1.7.4, which wrecked the game for many people who can't run on a render distance of 10 or higher; part of the reason I still play in 1.6.4 myself, killing upwards of 600 mobs over a several hour play session spent caving, usually at least 200.
Also, I see plenty of mobs on the surface despite there being many more caves underground in 1.6.4 compared to older versions, and even in a world I played where I tripled the ground depth and the number of caves (they nerfed caves in 1.7 in part due to widespread complaints of "swiss cheese" underground; well, they never actually even mentioned this change in the changelogs but that is likely why they nerfed them. In particular, the concentration of caves is much more uniformly distributed, with much smaller areas of very high or low cave concentration) - the spawning algorithm favors flat, open areas, and mobs start to despawn after 30 seconds (or they would never spawn on the surface at night unless there were no caves to spawn in). Of course, once I explore all the caves in an area the surface becomes quite dangerous at night; I've killed 100 zombies in one night just by letting them pathfind to me while standing inside my base. Note that there is no "limit per night" - killing mobs will make more respawn and you could in theory kill thousands per second if you could kill them as soon as they spawned and there were perfect spawning conditions (a Superflat world with one layer of stone and three layers of air, repeated up to the height limit, can approximate this).
I also assume that the OP is referring to the entity count shown in the debug screen, which shows ALL entities, regardless of where they are.
Incidentally, the render distance bug is actually because they don't despawn properly, which requires a render distance of 10 chunks (160 blocks) because entities are only active when a 5x5 area of chunks are loaded around them (i.e. adding 32 more blocks to the 128 block radius they exist in) and they can only despawn if active, but are still counted towards the mob cap. Note that the game actually keeps a minimum of +/- 8 chunks loaded (even with a render distance of 2 I see a ~16 chunk wide swath generated in an external map viewer. This is also why in-game maps, which update out to 128 blocks, work properly on low render distances). Moving around a lot can help alleviate the bug (you can even come across mobs in broad daylight if you load chunks that had mobs frozen in them during the night).
(this suggests that lowering the "instant despawn" radius to be 32 blocks less than the chunk load distance * 16 should fix the mob spawning bug, though on 2 chunk render distance this means no mobs at all; not sure though if the "active" chunk zone actually gets that small) -
8
Mettan posted a message on Why most are hating 1.9?Posted in: Recent Updates and Snapshots
He must actually be not that good if he can't adapt to change.
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7
oCrapaCreeper posted a message on Why most are hating 1.9?Posted in: Recent Updates and Snapshots
Didn't even know this guy existed until now, seems like just another stereotypical PvPer who judges unfinished features too early or just doesn't want to adapt.
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6
Hlaaftana posted a message on Please change 1.9Posted in: Recent Updates and Snapshotsthis is the worst thread in a while
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1
Alakite posted a message on Powered minecart problem --- helpPosted in: DiscussionQuote from GreenNomad»
Hi, because I don't want to use powered rails. I spent months making a long track system and I don't want to have to go back over it again to mod it with powered rails, I just want it put back the way it was :-(
It is what it is, though. They're not going to change it back, so your only two choices are to adapt, or to rage uselessly.
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1
bloodshot45 posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!Posted in: Minecraft ModsQuote from Dwight1833
A big thank you for this upgraded version!
We had not played the Dev versions at all and have been playing 1.6.2 up to this point. ( just to put my questions in perspective )
My group upgraded to the Dev version for 1.7.2 last night ( we were very happy to see that )
No problems getting it to run for everyone, and running in a brand new world on a server on my machine.
My questions are about spawn rates.
In adjusting spawn rates for individual creatures should I use the Mo Creatures config, or the Custom Mob Sawner config files? ( would like to do some minor tweaking. I was confused finding 2 different sets of config files that adjusted the individual creatures. One in Mo Creatur4es and another in the custom mob spawner.
More importantly how do I adjust the global spawn rate?
The 1.6.2 version was a little too manic on spawn rates, the 1.7.2 version seems a little too passive on spawn rates for our tastes ( not a criticism )
Is there a way to adjust the global spawn rates? Where is that located, I could find it in the older version, but have not found it on the newer version. I would like to have it set somewhere between the two
CMS 3.0.0+ will use vanilla spawn rates as its default. If you want to adjust them, you can just use the /cms command or edit the config/CustomSpawner/[environment]/Environment.cfg configs. So if you wanted to change the current spawntickrate to 200 for creatures in the current environment, you would type :
/cms spawntickrate creatures 200
You should also adjust some of the vanilla frequencies as the defaults are quite high. Use
/cms
for a full list of commands.
Note: /cms commands will take affect immediately. If you use configs, you will have to restart server.
Quote from Animeloverkyokyo
Minecraft crashed today in the middle of taming a horse... I was playing a LAN game. It did not crash before when I tamed a horse or when I played a LAN game... or both.
---- Minecraft Crash Report ----
// Quite honestly, I wouldn't worry myself about that.
Time: 1/28/14 5:03 PM
Description: Ticking entity
java.lang.NullPointerException: Ticking entity
at drzhark.mocreatures.MoCTools.tameWithName(MoCTools.java:1333)
at drzhark.mocreatures.entity.MoCEntityAnimal.func_70612_e(MoCEntityAnimal.java:937)
at net.minecraft.entity.EntityLivingBase.func_70636_d(EntityLivingBase.java:1889)
at net.minecraft.entity.EntityLiving.func_70636_d(EntityLiving.java:394)
at net.minecraft.entity.EntityAgeable.func_70636_d(SourceFile:95)
at net.minecraft.entity.passive.EntityAnimal.func_70636_d(SourceFile:37)
at drzhark.mocreatures.entity.MoCEntityAnimal.func_70636_d(MoCEntityAnimal.java:370)
at drzhark.mocreatures.entity.passive.MoCEntityHorse.func_70636_d(MoCEntityHorse.java:2147)
at net.minecraft.entity.EntityLivingBase.func_70071_h_(EntityLivingBase.java:1685)
at net.minecraft.entity.EntityLiving.func_70071_h_(EntityLiving.java:227)
at drzhark.mocreatures.entity.passive.MoCEntityHorse.func_70071_h_(MoCEntityHorse.java:2372)
at net.minecraft.world.World.func_72866_a(World.java:2092)
at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:672)
at net.minecraft.world.World.func_72870_g(World.java:2055)
at net.minecraft.world.World.func_72939_s(World.java:1907)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:510)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:657)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:568)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:114)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:452)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:705)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at drzhark.mocreatures.MoCTools.tameWithName(MoCTools.java:1333)
at drzhark.mocreatures.entity.MoCEntityAnimal.func_70612_e(MoCEntityAnimal.java:937)
at net.minecraft.entity.EntityLivingBase.func_70636_d(EntityLivingBase.java:1889)
at net.minecraft.entity.EntityLiving.func_70636_d(EntityLiving.java:394)
at net.minecraft.entity.EntityAgeable.func_70636_d(SourceFile:95)
at net.minecraft.entity.passive.EntityAnimal.func_70636_d(SourceFile:37)
at drzhark.mocreatures.entity.MoCEntityAnimal.func_70636_d(MoCEntityAnimal.java:370)
at drzhark.mocreatures.entity.passive.MoCEntityHorse.func_70636_d(MoCEntityHorse.java:2147)
at net.minecraft.entity.EntityLivingBase.func_70071_h_(EntityLivingBase.java:1685)
at net.minecraft.entity.EntityLiving.func_70071_h_(EntityLiving.java:227)
at drzhark.mocreatures.entity.passive.MoCEntityHorse.func_70071_h_(MoCEntityHorse.java:2372)
at net.minecraft.world.World.func_72866_a(World.java:2092)
at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:672)
at net.minecraft.world.World.func_72870_g(World.java:2055)
-- Entity being ticked --
Details:
Entity Type: MoCreatures.WildHorse (drzhark.mocreatures.entity.passive.MoCEntityHorse)
Entity ID: 7186898
Entity Name: WildHorse
Entity's Exact location: -27.94, 4.00, -1214.98
Entity's Block location: World: (-28,4,-1215), Chunk: (at 4,0,1 in -2,-76; contains blocks -32,0,-1216 to -17,255,-1201), Region: (-1,-3; contains chunks -32,-96 to -1,-65, blocks -512,0,-1536 to -1,255,-1025)
Entity's Momentum: 0.00, 0.00, 0.00
Stacktrace:
at net.minecraft.world.World.func_72939_s(World.java:1907)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:510)
-- Affected level --
Details:
Level name: Mo's Farm
All players: 2 total; [EntityPlayerMP['animeloverkyokyo'/899229, l='Mo's Farm', x=-26.94, y=5.70, z=-1212.98], EntityPlayerMP['animecatdragon'/1881415, l='Mo's Farm', x=-117.63, y=7.86, z=-1170.74]]
Chunk stats: ServerChunkCache: 1219 Drop: 0
Level seed: 3925821319136678101
Level generator: ID 01 - flat, ver 0. Features enabled: false
Level generator options:
Level spawn location: World: (-77,4,-1236), Chunk: (at 3,0,12 in -5,-78; contains blocks -80,0,-1248 to -65,255,-1233), Region: (-1,-3; contains chunks -32,-96 to -1,-65, blocks -512,0,-1536 to -1,255,-1025)
Level time: 15357 game time, 15357 day time
Level dimension: 0
Level storage version: 0x04ABD - Anvil
Level weather: Rain time: 56986 (now: false), thunder time: 108305 (now: false)
Level game mode: Game mode: creative (ID 1). Hardcore: false. Cheats: true
Stacktrace:
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:657)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:568)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:114)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:452)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:705)
-- System Details --
Details:
Minecraft Version: 1.7.2
Operating System: Windows 7 (x86) version 6.1
Java Version: 1.7.0_45, Oracle Corporation
Java VM Version: Java HotSpot™ Client VM (mixed mode, sharing), Oracle Corporation
Memory: 138791328 bytes (132 MB) / 518979584 bytes (494 MB) up to 518979584 bytes (494 MB)
JVM Flags: 2 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx512M
AABB Pool Size: 3209 (179704 bytes; 0 MB) allocated, 2191 (122696 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 13, tallocated: 95
FML: MCP v9.01-pre FML v7.2.106.1012 Minecraft Forge 10.12.0.1012 5 mods loaded, 5 mods active
mcp{8.09} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
FML{7.2.106.1012} [Forge Mod Loader] (forge-1.7.2-10.12.0.1012.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Forge{10.12.0.1012} [Minecraft Forge] (forge-1.7.2-10.12.0.1012.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
CustomSpawner{3.2.0.dev.R1} [DrZhark's CustomSpawner] (CustomMobSpawner 3.2.0-DEV-R1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MoCreatures{6.2.0.dev.R1} [DrZhark's Mo'Creatures Mod] (DrZharks MoCreatures Mod v6.2.0-DEV-R1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Profiler Position: N/A (disabled)
Vec3 Pool Size: 306 (17136 bytes; 0 MB) allocated, 243 (13608 bytes; 0 MB) used
Player Count: 2 / 8; [EntityPlayerMP['animeloverkyokyo'/899229, l='Mo's Farm', x=-26.94, y=5.70, z=-1212.98], EntityPlayerMP['animecatdragon'/1881415, l='Mo's Farm', x=-117.63, y=7.86, z=-1170.74]]
Type: Integrated Server (map_client.txt)
Is Modded: Definitely; Client brand changed to 'fml,forge'
I hotifxed this issue recently, just redownload MoCreatures again for fix.
Quote from Acteon
Have item IDs changed? All of the server's MoC items have vanished with the update.
Additionally, the ticking entity error is back:
---- Minecraft Crash Report ----
// I blame Dinnerbone.
Time: 1/29/14 1:04 AM
Description: Ticking entity
java.lang.NoSuchMethodError: net.minecraft.world.World.clip(Lnet/minecraft/util/Vec3;Lnet/minecraft/util/Vec3;)Lnet/minecraft/util/MovingObjectPosition;
at drzhark.mocreatures.entity.item.MoCEntityKittyBed.func_70685_l(MoCEntityKittyBed.java:137)
at drzhark.mocreatures.entity.passive.MoCEntityKitty.getKittyStuff(MoCEntityKitty.java:473)
at drzhark.mocreatures.entity.passive.MoCEntityKitty.func_70636_d(MoCEntityKitty.java:762)
at net.minecraft.entity.EntityLivingBase.func_70071_h_(EntityLivingBase.java:1685)
at net.minecraft.entity.EntityLiving.func_70071_h_(EntityLiving.java:227)
at drzhark.mocreatures.entity.passive.MoCEntityKitty.func_70071_h_(MoCEntityKitty.java:1371)
at net.minecraft.world.World.func_72866_a(World.java:2092)
at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:672)
at net.minecraft.world.World.func_72870_g(World.java:2055)
at net.minecraft.world.World.func_72939_s(World.java:1907)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:510)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:657)
at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:329)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:568)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:452)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:705)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at drzhark.mocreatures.entity.item.MoCEntityKittyBed.func_70685_l(MoCEntityKittyBed.java:137)
at drzhark.mocreatures.entity.passive.MoCEntityKitty.getKittyStuff(MoCEntityKitty.java:473)
at drzhark.mocreatures.entity.passive.MoCEntityKitty.func_70636_d(MoCEntityKitty.java:762)
at net.minecraft.entity.EntityLivingBase.func_70071_h_(EntityLivingBase.java:1685)
at net.minecraft.entity.EntityLiving.func_70071_h_(EntityLiving.java:227)
at drzhark.mocreatures.entity.passive.MoCEntityKitty.func_70071_h_(MoCEntityKitty.java:1371)
at net.minecraft.world.World.func_72866_a(World.java:2092)
at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:672)
at net.minecraft.world.World.func_72870_g(World.java:2055)
-- Entity being ticked --
Details:
Entity Type: MoCreatures.Kitty (drzhark.mocreatures.entity.passive.MoCEntityKitty)
Entity ID: 1764
Entity Name: Kitty
Entity's Exact location: -722.70, 67.00, -99.35
Entity's Block location: World: (-723,67,-100), Chunk: (at 13,4,12 in -46,-7; contains blocks -736,0,-112 to -721,255,-97), Region: (-2,-1; contains chunks -64,-32 to -33,-1, blocks -1024,0,-512 to -513,255,-1)
Entity's Momentum: 0.00, -0.08, 0.00
Stacktrace:
at net.minecraft.world.World.func_72939_s(World.java:1907)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:510)
-- Affected level --
Details:
Level name: home
All players: 1 total; [EntityPlayerMP['Archon951'/1672, l='home', x=-709.50, y=54.70, z=-10.74]]
Chunk stats: ServerChunkCache: 1043 Drop: 0
Level seed: -5856543127977107356
Level generator: ID 00 - default, ver 1. Features enabled: true
Level generator options:
Level spawn location: World: (190,74,258), Chunk: (at 14,4,2 in 11,16; contains blocks 176,0,256 to 191,255,271), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511)
Level time: 208467119 game time, 161054944 day time
Level dimension: 0
Level storage version: 0x04ABD - Anvil
Level weather: Rain time: 56726 (now: false), thunder time: 22126 (now: false)
Level game mode: Game mode: survival (ID 0). Hardcore: false. Cheats: false
Stacktrace:
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:657)
at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:329)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:568)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:452)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:705)
-- System Details --
Details:
Minecraft Version: 1.7.2
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_45, Oracle Corporation
Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 2477415904 bytes (2362 MB) / 3087007744 bytes (2944 MB) up to 3087007744 bytes (2944 MB)
JVM Flags: 2 total; -Xms3072M -Xmx3072M
AABB Pool Size: 12142 (679952 bytes; 0 MB) allocated, 10029 (561624 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 12, tallocated: 94
FML: MCP v9.01-pre FML v7.2.106.1012 Minecraft Forge 10.12.0.1012 7 mods loaded, 7 mods active
mcp{8.09} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
FML{7.2.106.1012} [Forge Mod Loader] (forge-1.7.2-10.12.0.1012-universal.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Forge{10.12.0.1012} [Minecraft Forge] (forge-1.7.2-10.12.0.1012-universal.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
SKC-Core{1.1.0.0} [SKC Core] (SKC Core 1.1.0.0 - MC 1.7.2 - Forge (10.12.0.985).jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
SKC-CraftableHorseArmor{1.1.0.0} [Craftable Horse Armor] (CraftableHorseArmor 1.1.0.0 - MC 1.7.2 - Forge (10.12.0.985).jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
CustomSpawner{3.2.0.dev.R1} [DrZhark's CustomSpawner] (CustomMobSpawner 3.2.0-DEV-R1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MoCreatures{6.2.0.dev.R1} [DrZhark's Mo'Creatures Mod] (DrZharks MoCreatures Mod v6.2.0-DEV-R1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Profiler Position: N/A (disabled)
Vec3 Pool Size: 2321 (129976 bytes; 0 MB) allocated, 1804 (101024 bytes; 0 MB) used
Player Count: 1 / 20; [EntityPlayerMP['Archon951'/1672, l='home', x=-709.50, y=54.70, z=-10.74]]
Is Modded: Definitely; Server brand changed to 'fml,forge'
Type: Dedicated Server (map_server.txt)
And again:
---- Minecraft Crash Report ----
// Surprise! Haha. Well, this is awkward.
Time: 1/29/14 1:10 AM
Description: Ticking entity
java.lang.NoSuchMethodError: net.minecraft.world.World.clip(Lnet/minecraft/util/Vec3;Lnet/minecraft/util/Vec3;)Lnet/minecraft/util/MovingObjectPosition;
at drzhark.mocreatures.entity.item.MoCEntityKittyBed.func_70685_l(MoCEntityKittyBed.java:137)
at drzhark.mocreatures.entity.passive.MoCEntityKitty.getKittyStuff(MoCEntityKitty.java:473)
at drzhark.mocreatures.entity.passive.MoCEntityKitty.func_70636_d(MoCEntityKitty.java:762)
at net.minecraft.entity.EntityLivingBase.func_70071_h_(EntityLivingBase.java:1685)
at net.minecraft.entity.EntityLiving.func_70071_h_(EntityLiving.java:227)
at drzhark.mocreatures.entity.passive.MoCEntityKitty.func_70071_h_(MoCEntityKitty.java:1371)
at net.minecraft.world.World.func_72866_a(World.java:2092)
at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:672)
at net.minecraft.world.World.func_72870_g(World.java:2055)
at net.minecraft.world.World.func_72939_s(World.java:1907)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:510)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:657)
at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:329)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:568)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:452)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:705)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at drzhark.mocreatures.entity.item.MoCEntityKittyBed.func_70685_l(MoCEntityKittyBed.java:137)
at drzhark.mocreatures.entity.passive.MoCEntityKitty.getKittyStuff(MoCEntityKitty.java:473)
at drzhark.mocreatures.entity.passive.MoCEntityKitty.func_70636_d(MoCEntityKitty.java:762)
at net.minecraft.entity.EntityLivingBase.func_70071_h_(EntityLivingBase.java:1685)
at net.minecraft.entity.EntityLiving.func_70071_h_(EntityLiving.java:227)
at drzhark.mocreatures.entity.passive.MoCEntityKitty.func_70071_h_(MoCEntityKitty.java:1371)
at net.minecraft.world.World.func_72866_a(World.java:2092)
at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:672)
at net.minecraft.world.World.func_72870_g(World.java:2055)
-- Entity being ticked --
Details:
Entity Type: MoCreatures.Kitty (drzhark.mocreatures.entity.passive.MoCEntityKitty)
Entity ID: 1495
Entity Name: Kitty
Entity's Exact location: -726.29, 67.00, -107.65
Entity's Block location: World: (-727,67,-108), Chunk: (at 9,4,4 in -46,-7; contains blocks -736,0,-112 to -721,255,-97), Region: (-2,-1; contains chunks -64,-32 to -33,-1, blocks -1024,0,-512 to -513,255,-1)
Entity's Momentum: -0.01, -0.08, 0.00
Stacktrace:
at net.minecraft.world.World.func_72939_s(World.java:1907)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:510)
-- Affected level --
Details:
Level name: home
All players: 1 total; [EntityPlayerMP['Archon951'/1391, l='home', x=-709.50, y=54.05, z=-139.95]]
Chunk stats: ServerChunkCache: 995 Drop: 0
Level seed: -5856543127977107356
Level generator: ID 00 - default, ver 1. Features enabled: true
Level generator options:
Level spawn location: World: (190,74,258), Chunk: (at 14,4,2 in 11,16; contains blocks 176,0,256 to 191,255,271), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511)
Level time: 208469471 game time, 161057296 day time
Level dimension: 0
Level storage version: 0x04ABD - Anvil
Level weather: Rain time: 54374 (now: false), thunder time: 19774 (now: false)
Level game mode: Game mode: survival (ID 0). Hardcore: false. Cheats: false
Stacktrace:
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:657)
at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:329)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:568)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:452)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:705)
-- System Details --
Details:
Minecraft Version: 1.7.2
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_45, Oracle Corporation
Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 2287427304 bytes (2181 MB) / 3087007744 bytes (2944 MB) up to 3087007744 bytes (2944 MB)
JVM Flags: 2 total; -Xms3072M -Xmx3072M
AABB Pool Size: 11116 (622496 bytes; 0 MB) allocated, 8108 (454048 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 12, tallocated: 94
FML: MCP v9.01-pre FML v7.2.106.1012 Minecraft Forge 10.12.0.1012 7 mods loaded, 7 mods active
mcp{8.09} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
FML{7.2.106.1012} [Forge Mod Loader] (forge-1.7.2-10.12.0.1012-universal.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Forge{10.12.0.1012} [Minecraft Forge] (forge-1.7.2-10.12.0.1012-universal.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
SKC-Core{1.1.0.0} [SKC Core] (SKC Core 1.1.0.0 - MC 1.7.2 - Forge (10.12.0.985).jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
SKC-CraftableHorseArmor{1.1.0.0} [Craftable Horse Armor] (CraftableHorseArmor 1.1.0.0 - MC 1.7.2 - Forge (10.12.0.985).jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
CustomSpawner{3.2.0.dev.R1} [DrZhark's CustomSpawner] (CustomMobSpawner 3.2.0-DEV-R1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MoCreatures{6.2.0.dev.R1} [DrZhark's Mo'Creatures Mod] (DrZharks MoCreatures Mod v6.2.0-DEV-R1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Profiler Position: N/A (disabled)
Vec3 Pool Size: 2878 (161168 bytes; 0 MB) allocated, 1460 (81760 bytes; 0 MB) used
Player Count: 1 / 20; [EntityPlayerMP['Archon951'/1391, l='home', x=-709.50, y=54.05, z=-139.95]]
Is Modded: Definitely; Server brand changed to 'fml,forge'
Type: Dedicated Server (map_server.txt)
One more:
---- Minecraft Crash Report ----
// Why did you do that?
Time: 1/29/14 1:16 AM
Description: Ticking entity
java.lang.NoSuchMethodError: net.minecraft.world.World.clip(Lnet/minecraft/util/Vec3;Lnet/minecraft/util/Vec3;)Lnet/minecraft/util/MovingObjectPosition;
at drzhark.mocreatures.entity.item.MoCEntityKittyBed.func_70685_l(MoCEntityKittyBed.java:137)
at drzhark.mocreatures.entity.passive.MoCEntityKitty.getKittyStuff(MoCEntityKitty.java:473)
at drzhark.mocreatures.entity.passive.MoCEntityKitty.func_70636_d(MoCEntityKitty.java:762)
at net.minecraft.entity.EntityLivingBase.func_70071_h_(EntityLivingBase.java:1685)
at net.minecraft.entity.EntityLiving.func_70071_h_(EntityLiving.java:227)
at drzhark.mocreatures.entity.passive.MoCEntityKitty.func_70071_h_(MoCEntityKitty.java:1371)
at net.minecraft.world.World.func_72866_a(World.java:2092)
at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:672)
at net.minecraft.world.World.func_72870_g(World.java:2055)
at net.minecraft.world.World.func_72939_s(World.java:1907)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:510)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:657)
at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:329)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:568)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:452)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:705)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at drzhark.mocreatures.entity.item.MoCEntityKittyBed.func_70685_l(MoCEntityKittyBed.java:137)
at drzhark.mocreatures.entity.passive.MoCEntityKitty.getKittyStuff(MoCEntityKitty.java:473)
at drzhark.mocreatures.entity.passive.MoCEntityKitty.func_70636_d(MoCEntityKitty.java:762)
at net.minecraft.entity.EntityLivingBase.func_70071_h_(EntityLivingBase.java:1685)
at net.minecraft.entity.EntityLiving.func_70071_h_(EntityLiving.java:227)
at drzhark.mocreatures.entity.passive.MoCEntityKitty.func_70071_h_(MoCEntityKitty.java:1371)
at net.minecraft.world.World.func_72866_a(World.java:2092)
at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:672)
at net.minecraft.world.World.func_72870_g(World.java:2055)
-- Entity being ticked --
Details:
Entity Type: MoCreatures.Kitty (drzhark.mocreatures.entity.passive.MoCEntityKitty)
Entity ID: 3504
Entity Name: Kitty
Entity's Exact location: -713.59, 67.00, -117.19
Entity's Block location: World: (-714,67,-118), Chunk: (at 6,4,10 in -45,-8; contains blocks -720,0,-128 to -705,255,-113), Region: (-2,-1; contains chunks -64,-32 to -33,-1, blocks -1024,0,-512 to -513,255,-1)
Entity's Momentum: -0.08, -0.08, -0.02
Stacktrace:
at net.minecraft.world.World.func_72939_s(World.java:1907)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:510)
-- Affected level --
Details:
Level name: home
All players: 2 total; [EntityPlayerMP['elricehran'/1351, l='home', x=167.21, y=6.00, z=58.08], EntityPlayerMP['Archon951'/3344, l='home', x=-713.10, y=67.00, z=-109.22]]
Chunk stats: ServerChunkCache: 1169 Drop: 0
Level seed: -5856543127977107356
Level generator: ID 00 - default, ver 1. Features enabled: true
Level generator options:
Level spawn location: World: (190,74,258), Chunk: (at 14,4,2 in 11,16; contains blocks 176,0,256 to 191,255,271), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511)
Level time: 208471469 game time, 161059294 day time
Level dimension: 0
Level storage version: 0x04ABD - Anvil
Level weather: Rain time: 52376 (now: false), thunder time: 17776 (now: false)
Level game mode: Game mode: survival (ID 0). Hardcore: false. Cheats: false
Stacktrace:
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:657)
at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:329)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:568)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:452)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:705)
-- System Details --
Details:
Minecraft Version: 1.7.2
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_45, Oracle Corporation
Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 2130926216 bytes (2032 MB) / 3067084800 bytes (2925 MB) up to 3067084800 bytes (2925 MB)
JVM Flags: 2 total; -Xms3072M -Xmx3072M
AABB Pool Size: 17090 (957040 bytes; 0 MB) allocated, 13101 (733656 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 13, tallocated: 95
FML: MCP v9.01-pre FML v7.2.106.1012 Minecraft Forge 10.12.0.1012 7 mods loaded, 7 mods active
mcp{8.09} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
FML{7.2.106.1012} [Forge Mod Loader] (forge-1.7.2-10.12.0.1012-universal.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Forge{10.12.0.1012} [Minecraft Forge] (forge-1.7.2-10.12.0.1012-universal.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
SKC-Core{1.1.0.0} [SKC Core] (SKC Core 1.1.0.0 - MC 1.7.2 - Forge (10.12.0.985).jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
SKC-CraftableHorseArmor{1.1.0.0} [Craftable Horse Armor] (CraftableHorseArmor 1.1.0.0 - MC 1.7.2 - Forge (10.12.0.985).jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
CustomSpawner{3.2.0.dev.R1} [DrZhark's CustomSpawner] (CustomMobSpawner 3.2.0-DEV-R1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MoCreatures{6.2.0.dev.R1} [DrZhark's Mo'Creatures Mod] (DrZharks MoCreatures Mod v6.2.0-DEV-R1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Profiler Position: N/A (disabled)
Vec3 Pool Size: 5665 (317240 bytes; 0 MB) allocated, 3491 (195496 bytes; 0 MB) used
Player Count: 2 / 20; [EntityPlayerMP['elricehran'/1351, l='home', x=167.21, y=6.00, z=58.08], EntityPlayerMP['Archon951'/3344, l='home', x=-713.10, y=67.00, z=-109.22]]
Is Modded: Definitely; Server brand changed to 'fml,forge'
Type: Dedicated Server (map_server.txt)
Mojang removed the need for mods to register Block and Item ID's. They are now registered internally by Minecraft to avoid all the conflicts people have experienced in the past. As for updating from pre 1.7, FML has some logic to attempt to get old ID's to work with new but it's really recommended to just start fresh. We also changed a ton of items in this update so don't expect it to ever work.
The KittyBed crash has already been reported and will be fixed.
-
222
StarshadesJack posted a message on [1.6.4] Visions of Blades v1.0pre1 (SwordsPlus Revival!)Posted in: Minecraft Mods
Best with Forge 9.11.1.921?
Two years ago, a quaint little sword mod came into existence that proved popular with the masses. But it slowly faded out of existence and was eventually forgotten....
Now, today, that mod is making a return! Slowly. But definitely surely.
Welcome to SwordsPlus Book I:I, a revisit and in-progress face lift of an old family favorite!
Disclaimer
This mod is designated pre. This means it's slightly more fleshed out than an alpha but noticeably less fleshed out than a beta. Tl;dr: it's still in-progress, probably highly buggy, and generally best used in throwaway worlds.
You have been warned.
Mod Blocks
This mod includes several blocks. Here is a breakdown of them:
Planning Table
The Planning Table may very well be the core of your operation. It is from this block that you will accomplish many of the tasks required in creating your new weapons and equipment. Here's what you can do with it so far:
Create Work Plans - Right-click the top of the Table with a piece of equipment to place it down and then right click again with a writable book. If there are Work Plans for that type of equipment, the book will be consumed and replaced with all related Plans.
Currently Works With - Vanilla and VoB swords
Decide a Metalworking Project - Right-click the top of the Table with a Work Plan to place it down. Now, any cardinally adjacent Forging Anvil can be used to produce equipment components associated with that Plan.
Combine Components - Right-click the top of the Table with a component to place it down. Right click again with a compatible component to assemble the two into a full weapon/tool.
Lower Shelf Storage - Right-click any cardinal side of the Table with a Work Plan to place it on the lower shelf. You can store up to 5 Work Plans. It's a first-on-last-off stack, so don't expect it to be easy to find the right Plan!
Click Spoiler for In-World Image
Forging Anvil
From atop the Forging Anvil, you will shape metals into equipment components. Right-click the top of the Anvil with an ingot of Iron or Gold to place it down. You can place up to 4 ingots of the same metal on its surface.
If a valid Work Plan sits atop an adjacent Planning Table and the correct amount of ingots of a valid material lies atop the Anvil, you can start having at it with a hammer. You'll know you're on to something if you hear a resounding "THWACK!" noise and see the metal begin to deform a bit. It takes many swings with a hammer to shape out metals, but don't worry! You'll never have to spend too long doing so.
Forging Anvils currently employ Dwarven Magic to make metals malleable without a visible heat source. They also do not break with use and do not obey gravity. Yay, Dwarven Magic!
Click Spoiler for In-World Image
Fire Boxes
Fire Boxes are simple contraptions. Right click any cardinal side of a Fire Box with a valid fuel (Log, Plank, or Coal Block) to place it in. Right click again with a Flint & Steel or Fire Charge or other such fire starter to set it ablaze.
You cannot retrieve a fuel from a Fire Box if the Fire Box is lit. Fuels last longer in Fire Boxes than in Furnaces because Dwarven Magic. There is currently no mechanical difference between the two Fire Box types.
Click Spoiler for In-World Image
Grills
Grills are a great way to cook food! They require being placed atop a lit Fire Box to work, but they let you cook up to four different meat items at the same time!
Wood grills are slightly less efficient than Iron Grills, taking 15 seconds to cook a meat item as opposed to the standard 10.
Oh, and be careful! If you leave meat on the heat too long, it'll burn to a crisp! You can eat burnt meat still, but it'll do your stomach very little justice.
Click Spoiler for In-World Image
Mod Items
Naturally, there are a lot of items:
Work Plans
Each plan represents one's sum total of knowledge on how to craft a particular component of equipment.
Hammers
The Hammer is the primary tool of the metal smith. With it, you can shape raw metals into more useful forms.
In terms of durability: Stone < Gold < Iron
In terms of efficiency: Stone < Iron < Gold
Hammers can be used as weapons and deal two hearts of damage irrespective of their material. Abusing hammers as weapons or block breaking tools costs double durability.
Currently, only the Stone hammer is craftable:
(This is a temporary recipe. I intend to make VoB entirely GUI-free and not reliant on vanilla crafting by 1.0 final)
You can enchant hammers:
- Efficiency (I-V) - Slightly increases smithing efficiency with each level
- Impact (I) - Metal->butter. Max efficiency. (Incompatible with Efficiency enchant)
- Might (I-V) - Slightly increases attack damage with each level
- Sledge (I-III) - Increases likelihood of an armor-piercing attack
- Buff (I-III) - No implemented use yet, will be smithing related
- Unbreaking (I-III) - Same as other damageable tools
Note: Currently, all hammers have the same enchantability, which is quite low. It may be better to put enchants on them via Enchanted Books.
Components & Swords
Table shows what you can make and how they can combine. You cannot use components as weapons, even if they're blades.
Iron Blades are identical to vanilla Iron Swords. Gold Blades are as powerful as vanilla Stone Swords and almost as durable.
Light Blades deal +1 heart of damage (+2 damage) but have 33% less durability.
Heavy Blades deal -1 heart of damage (-2 damage) but have 33% more durability.
Help Pages
Basically, in-game instructions. Currently, only some of the Plan Table instructions exist and only through Creative.
Lore Pages
Hints and secrets and spoilers. Currently, one is available via Creative. Eventually, there will be many and they will be rare dungeon/structure loot. They are currently encrypted in SGA and future versions will provide a translation mechanic for making them legible.
Issues
+ Tile Entities are buggy sometimes
+ Sledge enchant doesn't do anything
+ Might needs to be tweaked, probably?
+ Everything needs to be cleaned up
+ Relying on Crafting Grid for blocks and hammers
+ Prerelease does not contain awesome SwordsPlus content yet
+ Blocks don't have actual inventory renders, appear as weird tiles
To Do
+ Fixing all above issues
+ Add more materials (silver, steel, etc)
+ Alkahestry
+ Actual SwordsPlus swords
+ Lots of things
+ Rewrite all the things because terrible code
+ Polish up and release VoB API 1.0
Changes Log
1.0pre1
+ released pre-release
Download & Install
> Download Here
> Download for Meanies
> If lacking Forge, download Forge installer and run
> Throw mod .zip into Forge profile directory's mods folder
> Run Minecraft
> Ignore FML/Forge blaring about item mismatches. That's not an error.
FAQ/NAQ/NYAQ
Why u no diamond tools?
No diamond hammers because diamond shatters. No diamond swords because not yet implemented because diamond is not a metal.
Why u no [insert other thing here]?
Because it's a pre edition. It lacks things.
You broke my world save! I loved that world!
Why would you download a pre (basically alpha) mod and expect it to NOT kill your world save? Not my responsibility.
Why are Tile Entities buggy?
Because I coded them poorly.
Why are you releasing this now?
To help find and squash bugs.
Is this AltriaCraft?
No.
Can you add [insert thing here]?
Ask me later. Also, yes Blazr, Zanbatos are still going to be a thing. Just not right now.
Why no GUIs?
Don't like coding GUIs. Ergo, not adding GUIs.
Debug Procedure
Here's what to do in the case of a bug:
1) Did the game crash?
YES: go to 2 | NO: go to 5
2) Does the crash log in [your profile's minecraft folder]/crash-reports mention anything about "ID already occupied by" or something to that extent?
YES: go to 3 | NO: go to 4
3) You have an ID conflict. Use the config files to fix the problem.
4) Post the crash log contents to this thread.
5) Does the bug involve only vanilla and/or Visions of Blades content?
YES: go to 6 | NO: go to 7
6) Describe the bug and how to replicate it in the thread
7) If it's not a bug with my mod, it's not my problem. If it's a bug with getting another mod's content to work with something in my mod, I'm not addressing that until 1.0 full release.
Licensing Stuffs and Things
This modification is closed source.
You may not redistribute this modification. Redistribution includes but is not limited to: mod packs (private or public), alternative downloads, and passing along to a friend.
However, if you are an official part of Feed The Beast, you may include this modification in any official FTB modpack. Hint hint.
You may not decompile this modification.
You may not modify this modification with the intent to create a derivative work.
You may use this modification's API (once released) to allow your own modification to make use of content from this modification.
you may not be a jerk butt who tries to find loopholes in this legal mumbo jumbo for personal gain.
StarshadesJack reserves the right to issue a cease and desist if he has determined you have broken the licensing agreement, irrespective of if such actions were specifically detailed within said agreement.
It is always better to just simply ask if something is allowed if you are even remotely uncertain.
You may not download this mod if you intend to not enjoy it
-
3
DrZhark posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!We consider version 5.2.2 good enough for release, so there it goes.Posted in: Minecraft Mods
The most important changes are the overhaul done to the spawning system (Bloodshot), finally fixing the wyvern lair lag and adding more creatures: Raccoons, Mini Golems, Silver Skeletons, Ants, Small Fish and Medium Fish, with the new item: Fishnet that allows the taming of crabs, jellyfish, stingrays, manta rays and all the fish.
We worked on this update almost non stop for about twenty days. As always, if there are any bugs, please report back
Enjoy!
changelog:
[5.2.2]
- Fixed mount dupe when a player disconnected while riding an animal.
- Fixed an issue with config not properly being synced during world load.
- Fixed GUI option being duped after loading world.
[5.2.1]
- Fixed CustomMobSpawner crash with getBlockLightValue
- Fixed wyvern crash in singleplayer
- Fixed tamed animals being duped when reloading chunks
- Fixed /moc min and max commands
- removed keepVanillaOnlyWithLight config option
- Savanna and Plains biomes will now spawn Zebras naturally
- Make WorldProviderWyvernEnd inherit from WorldProviderSurface. This should fix client-side lag issues.
[5.2.0b]
- Fixed issue with Ocelots still spawning on vanilla side when using CMS.
[5.2.0a] Note: this will still work with 5.2.0
- Fixed crash when accessing Butterfly in GUI
- Fixed crash when accessing Ozelot in GUI
- Fixed crash when accessing SnowMan in GUI
- Fixed bug with autogenerating config files for mods
- Added new golemDestroyBlocks option which controls whether or not Big Golems can break blocks.
- Added override for isCreatureOfType to MoCEntityAmbient
[5.2.0]
DrZhark
-fixed bug with invisible ropes on goats
-fixed bug with fire an cave ogre spawns frequencies
-fixed bug when obtaining a white fairy horse
-big cats now check surrounding bigcats and will try to spawn the same species
-bears will check spawning surroundings, if within 12 blocks of bamboo / reeds, it will become a panda. If the biome where the bear is spawning has the word bamboo on its name, it will also be a panda.
-bunnies and mice will always spawn white on cold biomes
-komodo dragons will not spawn near torches and can now spawn on sand (for those who want to add them to the desert biomes)
-changed tall grass and leaves on the wyvern dimension blocks
-improvements done for the wyvern dimension FPS
-wyverns will drop eggs on death even if they're not spawned in the wyvern lair
-Mother wyverns spawn 5% of the time (up from 3%)
-insects, scorpions and crabs are now targeted by bane of the arthropods enchantment
-undead MoCreatures are now targeted by the smite enchantment
-fixed bug with kitten textures
-crocodiles, komodos, sharks, big cats won't attack players on creative mode
-partial migration of entityID use, all non tameable creatures and new creatures now use an internal entity ID number instead of global IDs.
-vanilla creatures are now despawned on areas not illuminated by artificial lights instead of checking for nearby fences
-aquatic creatures now avoid 'block inwall damage'
-ostriches won't lay eggs if tamed
-maggots turn red when hit
-eggs notify players with chat messages when hatching, egg hatching time reduced
-custom key bindings disabled when chatting
-stingrays can be catched on fish nets
-mantarays can be tamed by riding them. Tamed mantarays can be catched on fish nets.
-crabs can be tamed by using a fishnet on them
-added Ants
-added Raccoons
-added Silver Skeletons
-added Mini Golems
-added Small fish
-added Medium fish (cod, salmon, bass)
-piranhas are now a separate entity
-Added fish nets that can be used to capture and tame fish
-fish can be hooked with the fishing pole
blood
- Updated to 1.5.2
- Fixed CMS verboseConsole not being set
- Fixed many more GUI bugs
- Fixed inMenu check in MoCClientTickHandler
- Fixed defaults not being used properly
- Fixed issue preventing GUI from adding biomegroups for entities that had no entries.
- Fixed crash when using Reset to Defaults
- Fixed issue with CMS not detecting custom entities such as Project Zulu's.
- Fixed CMS bug with creatures spawning in homes.
- Fixed MoCreatures not removing vanilla entries from all biomes when adding to CMS
- Fixed duplicate entity names not being handled correctly by spawner
- Fixed duplicate biomes not being handled correctly by spawner
- Fixed entities not being removed from vanilla structures when disabling a specific type from spawning
- Fixed possible NPE when calling CustomSpawner's RemoveCustomSpawn method.
- Fixed issue with entities not being removed from vanilla spawn lists when their biomegroups were empty and frequency set to 0.
- Fixed '/moc list <entity> biomegroups' command
- Fixed '/moc help' command not displaying pages correctly
- Fixed NPE's with MoC custom blocks.
- Fixed Wyvern's flying away after being tamed.
- Fixed potential NPE with MoCBlockGrass and MoCBlockTallGrass.
- Fixed Mooshrooms spawning in non-Mushroom biomes
- Fixed MoCreatures not spawning in BOP overridden vanilla biomes
- Fixed Pet names not enabled by default
- Fixed ownership working in singleplayer when it shouldn't.
- Fixed certain default biomes being placed in wrong groups.
- Added better CMS debug output
- Added debugCMS config option
- Added disallowMonsterSpawnDuringDay config option
- Added despawnLightLevel config option
- Added checkAmbientLightLevel config option
- Added CMS lightLevel check for Monsters
- Added comment support to MoCProperty constructors
- Added InstaSpawner support for all entities including custom
- Added brand new configuration for entities, biomes, structures, and global settings.
- Added vanilla structure spawn support to CMS. All detected structures will be generated in config/MoCreatures/MoCStructures.cfg
- Added Spigot's spawner optimizations to CMS
- Added new config option 'lightLevel' which ignores sunlight and acts as a light threshold for whether or not to spawn a creature.
- Added new monsterSpawnRange config option
- Added canSpawn option to all entities
- Added missing BOP/XL biome entries to default config
- Added support for unknown CreatureTypes
- Added new spawntickrates for Ambients and WaterCreatures
- Added new maxSpawnInChunk config option to all entities.
- Added CMS support for handling maxSpawnInChunks
- Added new Creature Type 'UNDEFINED'. This group will get assigned entities that CMS couldn't detect a creature type for.
- Added new teleport command '/moc tp <entityId> <playername>' which can transfer tamed pets from any dimension to their respective owners.
- Added new tamed command '/moc tamed <playername>' which lists currently loaded tamed pets of player with their total recorded tamed count.
- Added new tamedcount command '/moc tamedcount <playername> which displays current tamed count from player's dat file.
- Improved performance when updating settings via commands and GUI.
- Changed tall grass and leaves on the wyvern dimension blocks
- Improvements done for the wyvern dimension FPS
- Removed default resource config files since they are no longer used
- Removed default configs from resources. All configuration will now be generated on the fly.
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1
Using MSC while the server is live; via ingame menu,
setting some mobs as ambient over 'creature', [requires a line in the MSC overwrite file]
then enabling them; allows all normal spawns.
Mind blowing... the issue appears to be strictly with "creature" tagged mobs.
I will continue to experiment, and report back.
1
spawnerFreq is the time between the checks for spawns. So the lower that number; the more frequently it checks for spawning conditions.
1
You should have two copies. The one in the appdata/.minecraft/mods folder will be your single player settings. You need to find the mods folder for the server. blahblahblah/running_server_here/mods/mo_creatures_generated_folder/globalsettings.txt
Its something like that, good luck!
1
Have you run the server at all? The file won't generate until the server recognizes the mod; and makes it. You can then stop the server and set your properties. If you have run it; and the configuration isn't there, something isn't setup right.
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Go to the mods folder where you placed your server mods. There will be another folder in there that holds a single text file. This is the config file for the server; open it with the basic notepad program to edit accordingly.
1
http://www.malwarebytes.org/
fairly regularly. You can buy a license if you want one; but they have no qualms about home users using the free edition of you don't want to pay. Its actually been pretty darn reliable for a while now.
1
I woke up in a number of odd places.
-Under the dining room table; but not on the floor. Sprawled out on the chairs that were pushed in.
-At the bottom of the stairs of my home, and everything hurt. (I'm assuming I fell to get there.)
-In the middle of the backyard. On the grass, looking up at the sky.
-Once on the green of the 14th hole of the golf course behind our home. (the green was literally on just the other side of the back property line so it wasn't all that far)
-The crawl space under the basement staircase.
-The back seat of my father's car. Not on the seat; but curled up into a ball between the driver and back seat. Imagine his surprise when driving into work and his son pops up in the rear-view mirror.
-Once awoke in the kitchen; drinking a gallon of milk. This was... odd.
-Once awoke laying in the tub; with the shower going, fully clothed.
Falling down the stairs was actually the last time I have ever sleepwalked, (sleptwalked?) guessing my brain decided that enough was enough once an injury occurred.
1
Neither name can be short-handed very well. I believe its common for people to try and shorten names when outside of a voice-chat environment (or when the name is unpronounceable) however there doesn't seem to be a readily apparent shorthand for those tags.
For example; the majority of the time my own name is shortened to Act.
The poster above me? I'd call him Tuck. (Although the full name still makes me chortle every time I read it.)
Ask yourself if you like Ael or Nyr better.
1
Make transitional shelters until you can trek far enough to get to a village. Be sure to have enough wood on hand / near by to be able to fence in the entire village on your first day. You will need wood, and enough food to keep exploring. Spleunking can be used to maintain enough base iron / coal to make armor 'in field'.
Pros: Highly mobile, cover / explore large amounts of terrain. Villages can settle in several locations; giving your possible 'home' a variety of potential biomes. Once you reach a village; Iron Golems will provide protection against all but creeper attacks. (Light the village; the fence will take care of the rest). If you're going to make this a long LP; trading offers great utility once 1.3 hits, and you'll already have an established hub (looking for the new features won't force dangerous exploration)
Cons: Highly difficult start. Food is a major, major problem in early stages. Spelunking is the only source of field tools / armor and requires down time while the iron refines; this leaves you exposed. Will most likely require a few restarts while a settle-able village is sought out.
If you are lucky enough to find a 'good' village; it will supply you with a steady source of food once you arrive. The hardest part is going to be surviving the initial run all over the place.
1
I second this motion. Never know when something might go wrong and make you need that $300.
Better to be prepared then SOL.