I seem to be having an issue, I am unable to name my slimelings or interact with them in any way other than the 'grow' 'breed' 'strengthen' and 'heal' options.
Just installed your mod and its absolutely lovely. I enjoy being able to customize my weapons and tools before enchanting and having something other than just plain swords as weapons.
Is there any chance of getting an option in the config to control the ore density? I've been considering using this however in my testing essence ore is a bit too common for my tastes.
I've noticed a few issues with the mod thus far as released. These may be due to my current mods or multimc, however I am doing some testing.
1.Crafting recipes for the weapon boxes do not work properly, only one can be crafted of all the recipes and it seems to be whichever was loaded last
2.Certain guns in the WW2 pack are not functioning, my list of them includes the MG42, the Bren, the Browning, the Type 99, the PP28, and possibly the PPSH (a friend reported issues with it, though he may have meant the PP28). I'm going to take a look at each gun config file, I think it might be an issue with the ammo.
This is a really annoying bug that occurs when you switch worlds really fast, or delete one world and create a new one rapidly. Something seem to lock the files I use to save auras. It won't happen if you wait 5-10 seconds before clicking to generate a new world.
I've been trying to track the bug down for ages with no luck yet.
It seems that the waiting isn't the issue on my end, nor is it a conflict with another mod's world generation as I had thought. It happens on first generation or after playing another map regardless of how long I leave it, and again only on certain seeds... by coincidence one of them actually is just the seed "seeds" (no quotes). Just figured you'd want to know so you might give it a test.
I've got an odd crash issue on world generation, it seems to only occur with certain seeds, below is the console spew.
java.lang.NullPointerException
at mod_ThaumCraft.getAuraSaveFile(mod_ThaumCraft.java:1431)
at mod_ThaumCraft.SaveAuraData(mod_ThaumCraft.java:1371)
at mod_ThaumCraft.AddAuraToList(mod_ThaumCraft.java:1360)
at ThaumCraftCore.GenerateAura(ThaumCraftCore.java:73)
at mod_ThaumCraft.generateSurface(mod_ThaumCraft.java:1131)
at ModLoader.populateChunk(ModLoader.java:1191)
at kl.a(ChunkProvider.java:204)
at acf.a(Chunk.java:1110)
at kl.c(ChunkProvider.java:113)
at kl.b(ChunkProvider.java:126)
at wz.d(World.java:633)
at wz.a(World.java:548)
at wz.i(World.java:561)
at wz.b(World.java:448)
at akv.a(WorldProvider.java:86)
at wz.j(World.java:385)
at wz.<init>(World.java:337)
at wz.<init>(World.java:265)
at net.minecraft.client.Minecraft.a(Minecraft.java:1947)
at xd.a(SourceFile:161)
at vl.a(SourceFile:68)
at xd.a(SourceFile:231)
at vl.f(SourceFile:116)
at vl.i(SourceFile:104)
at net.minecraft.client.Minecraft.k(Minecraft.java:1584)
at net.minecraft.client.Minecraft.x(Minecraft.java:842)
at net.minecraft.client.Minecraft.run(Minecraft.java:747)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT fe66be8e ----------
My mods are listed below (from the modloader config)
Let me begin by saying that this is a favorite mod of mine, best gun mod out there in my opinion. I do however have a request, could you have an option to disable the blocks it adds (not just the crafting of them) so as to free up those few precious block ids? I know minecraft seems to be moving in a direction that would allow near infinite block ids but for now its just such a shame that sometimes I can't squeeze this mod in with my massive list.
I love this mod so far, but I'm having some issues with setting up Initiation mode, I've gotten it to the point where I cant use runes save for preset teleport runes, but I'm unable to use the initiation rune as described, if someone could give me an idea of what I'm doing wrong I'd be very thankful
use regular torches instead of redstone, I think I forgot to update the template on that one post. I'll go and fix it.
Thanks so much llama, that was it, now everything is working perfectly
I love this mod so far, but I'm having some issues with setting up Initiation mode, I've gotten it to the point where I cant use runes save for preset teleport runes, but I'm unable to use the initiation rune as described, if someone could give me an idea of what I'm doing wrong I'd be very thankful
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1.Crafting recipes for the weapon boxes do not work properly, only one can be crafted of all the recipes and it seems to be whichever was loaded last
2.Certain guns in the WW2 pack are not functioning, my list of them includes the MG42, the Bren, the Browning, the Type 99, the PP28, and possibly the PPSH (a friend reported issues with it, though he may have meant the PP28). I'm going to take a look at each gun config file, I think it might be an issue with the ammo.
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It seems that the waiting isn't the issue on my end, nor is it a conflict with another mod's world generation as I had thought. It happens on first generation or after playing another map regardless of how long I leave it, and again only on certain seeds... by coincidence one of them actually is just the seed "seeds" (no quotes). Just figured you'd want to know so you might give it a test.
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My mods are listed below (from the modloader config)
mod_Pambonecraft=on
mod_ModLoaderMp=on
mod_Railcraft=on
mod_BuildCraftCore=on
mod_betterDungeons=on
mod_kbidiscs=on
mod_BuildCraftTransport=on
mod_Pamdesertcraft=on
mod_BuildCraftEnergy=on
mod_kbidiscsExtensionBackground=on
mod_Pamclothcraft=on
mod_Somnia=on
mod_WeaponMod=on
mod_CCTurtle=on
mod_kbidiscsExtensionFavs=on
mod_ThaumCraft=on
mod_IC2=on
mod_AS_BattleTowers=on
mod_Zeppelin=on
mod_ComputerCraft=on
mod_NPCS=on
mod_Invasion=on
mod_RedPowerLogic=on
loggingLevel=FINER
mod_BuildCraftFactory=on
mod_Pamflowers=on
grassFix=true
mod_Millenaire=on
mod_stevescarts=on
mod_kbidiscsExtensionNASCAR98=on
mod_RedPowerCore=on
mod_zAdditionalPipes=on
mod_RedPowerWiring=on
mod_CraftGuide=on
mod_EE=on
mod_PortalGun=on
mod_RedPowerArray=on
mod_PigbearLaser=on
mod_kbidiscsExtensionAether=on
mod_AnimalBikes=on
mod_ReiMinimap=on
mod_Pamwaxcraft=on
mod_RedPowerLighting=on
mod_MinecraftForge=on
mod_Backpack=on
mod_Pamsimplehc=on
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Thats not entirely true, there is a module labeled 'Guns' however it contains 4 block ids, for the lighter, the nuke, oil, and the tnt cannon.
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Thanks so much llama, that was it, now everything is working perfectly
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