• 0

    posted a message on Streams - Real Flowing Rivers!
    Just got home, looks like Dropbox is down right now. I'll try it as soon as that goes back up.

    Worlds load fine now with a rather heavily modded game, but, surprisingly, I've only seen a few Streams in a Twilight Forest biome, and not much of anywhere else. I'll test around on different Forge versions, but how rare are the Streams by default?
    Posted in: Minecraft Mods
  • 0

    posted a message on Streams - Real Flowing Rivers!
    Quote from delvr»

    That's strange, it crashes in one of the functions I had fixed in the new version. Can you re-confirm that you were using the latest 0.1.1 release? Also were you running a client or server? And finally could you post the entire crash log on pastebin so I can investigate? Thanks.

    Definitely was running the latest of both Farseek and Streams. Re-downloaded them and will boot up Minecraft again just to double check. Running on Client for now.
    I'll end up having to upload the crashlog to Dropbox or something; it was actually too large to be posted on pastebin.

    Edited in: Exact steps taken:
    Single Player, New World, Creative, World appears to build fine, get in-game, MCA prompts for initial world creation, "Next" on Gender screen, "Next" on Name Screen, "Next" on Configuration Screen, "Finish", leads into a "Shutting down internal server" crash.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.7.2][1.7.10] [V1.0.2] Myths and Monsters Mod (Check my last comment on the thread for status update)
    It appears as though this happens when the Dropbox link for Myths and Monsters is down. Possibly due to Cape rendering for specific individuals, or something to that extent? Sadly, I've resorted to disabling the mod temporarily until a fix comes around.
    Posted in: Minecraft Mods
  • 0

    posted a message on Streams - Real Flowing Rivers!
    Looks like the most recent version is giving me some crash issues. Lots of other mods, so it is more than likely a mod incompatibility, I just honestly have no idea with what. World appears to actually load, but Minecraft crashes after finishing the initial MCA menu in new world generations.



    Snippet of crashlog:



    [Client thread/INFO] [STDOUT/]: [net.minecraft.client.Minecraft:func_71377_b:349]: ---- Minecraft Crash Report ----
    // On the bright side, I bought you a teddy bear!

    Time: 2/2/15 1:06 AM
    Description: Ticking entity

    java.lang.reflect.InvocationTargetException
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
    at java.lang.reflect.Method.invoke(Unknown Source)
    at farseek.core.ReplacedMethod.apply(MethodReplacementTransformer.scala:114)
    at streams.entity.item.EntityBoatExtensions$.handleWaterMovement(EntityBoatExtensions.scala:59)
    at streams.entity.item.EntityBoatExtensions.handleWaterMovement(EntityBoatExtensions.scala)
    at net.minecraft.client.entity.EntityPlayerSP.func_70072_I(EntityPlayerSP.java)
    at net.minecraft.entity.Entity.func_70030_z(Entity.java:403)
    at net.minecraft.entity.EntityLivingBase.func_70030_z(EntityLivingBase.java:193)
    at net.minecraft.entity.Entity.func_70071_h_(Entity.java:318)
    at net.minecraft.entity.EntityLivingBase.func_70071_h_(EntityLivingBase.java:1559)
    at net.minecraft.entity.player.EntityPlayer.func_70071_h_(EntityPlayer.java:288)
    at net.minecraft.client.entity.EntityPlayerSP.localOnUpdate(EntityPlayerSP.java)
    at api.player.client.ClientPlayerAPI.onUpdate(ClientPlayerAPI.java:6312)
    at api.player.client.ClientPlayerAPI.onUpdate(ClientPlayerAPI.java:6298)
    at net.minecraft.client.entity.EntityPlayerSP.func_70071_h_(EntityPlayerSP.java)
    at net.minecraft.client.entity.EntityClientPlayerMP.func_70071_h_(SourceFile:63)
    at net.minecraft.world.World.func_72866_a(World.java:2070)
    at net.minecraft.world.World.func_72870_g(World.java:2034)
    at net.minecraft.world.World.func_72939_s(World.java:1887)
    at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1995)
    at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:962)
    at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:887)
    at net.minecraft.client.main.Main.main(SourceFile:148)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
    at java.lang.reflect.Method.invoke(Unknown Source)
    at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
    at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
    at java.lang.reflect.Method.invoke(Unknown Source)
    at org.multimc.onesix.OneSixLauncher.launchWithMainClass(OneSixLauncher.java:286)
    at org.multimc.onesix.OneSixLauncher.launch(OneSixLauncher.java:376)
    at org.multimc.EntryPoint.listen(EntryPoint.java:165)
    at org.multimc.EntryPoint.main(EntryPoint.java:54)
    Caused by: java.lang.reflect.InvocationTargetException
    at sun.reflect.GeneratedMethodAccessor21.invoke(Unknown Source)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
    at java.lang.reflect.Method.invoke(Unknown Source)
    at farseek.core.ReplacedMethod.apply(MethodReplacementTransformer.scala:114)
    at streams.entity.item.EntityBoatExtensions$.handleWaterMovement(EntityBoatExtensions.scala:59)
    at streams.entity.item.EntityBoatExtensions.handleWaterMovement(EntityBoatExtensions.scala)
    at net.minecraft.entity.Entity.func_70072_I(Entity.java)
    at net.minecraft.client.entity.EntityPlayerSP.localHandleWaterMovement(EntityPlayerSP.java)
    at api.player.client.ClientPlayerAPI.handleWaterMovement(ClientPlayerAPI.java:5225)
    at net.minecraft.client.entity.EntityPlayerSP.streams_core_StreamsClassTransformer_net_minecraft_entity_Entity_handleWaterMovement(EntityPlayerSP.java)
    ... 39 more



    The entire crashlog is enormous, to be entirely honest. It looks like it -might- be a conflict between player API and Streams? Maybe?
    Posted in: Minecraft Mods
  • 0

    posted a message on [Modjam 4]Elemental Caves - Vanilla Cave System Overhaul
    Going to go ahead and bump this guy up.

    Would it be possible to work on Elemental Caves for 1.7.10 while Forge for 1.8 is in the process of being fleshed out, or is the development time mostly going towards Minestrappolation at this point?
    Posted in: Minecraft Mods
  • 0

    posted a message on Better Overworld : Project Zulu 1.7.10 -- Mobs, Blocks, Items, Structures and Game Mechanics -- UPDATED TO v1.4C2 (03/07/2015)
    No need for apologies soultek, real life should always take precedence over a hobby. Looking forward to the update regardless.

    Here's to hoping that you had a wonderful holiday!
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.7.10] nohero's mods: More Health Enchanted: Beta for Health Loss Issue 1/2/2016
    Quote from Darthrafael»
    I don't really understand the config file, how do I set the XP levels at which I get an extra heart?

    In the configuration file:

    # The levels where you can the heart. Fully customizable in the fields below.
    S:"Level Ramp"=1,2,3,4,5,6,7,8,9,10
    would give the player an additional heart on every level, up to level ten.
    Posted in: Minecraft Mods
  • 0

    posted a message on [Modjam 4]Elemental Caves - Vanilla Cave System Overhaul
    On that note, any idea if the next update will remain 1.7.10, or will you guys be pushing for a 1.8 release come winter break, assuming Forge is stable? Personally, I'd love at least one more 1.7.10 polished update, but that's just my opinion.
    Posted in: Minecraft Mods
  • 0

    posted a message on Better Overworld : Project Zulu 1.7.10 -- Mobs, Blocks, Items, Structures and Game Mechanics -- UPDATED TO v1.4C2 (03/07/2015)
    I've gotta say that I'm also loving the sound of bugs scattering upon breaking a floral block. It's the little things adding to the atmosphere that really stand out.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.2/1.7.2, Forge 10] Stats, BlockSeeker [X-Ray], Waypoint Seeker, Linked Chest, XP Chest, Soul Tools
    Edit: Ignore, user error, I'm dumb.

    Loving the GokiStats.

    Double edited in: Imho, an API to add stats/skills would be absolutely amazing. As it stands, I have numerous mods which add various types of weapons that do not specifically fall into the "Swordsmanship" category. While I could absolutely add the weapons into this category, I like to aim for more specialized roles while playing. However, because not everyone runs with said mods, I feel as though I would come across as rude for suggesting an implementation of it. This is where the API would come in. It could obviously expand far beyond simply weapon categories, depending on how it was implemented, but it is definitely something that I would love to see.
    Posted in: Minecraft Mods
  • 0

    posted a message on Lycanites Mobs - Strange and Deadly Creatures!
    Quote from PCAwesomeness»

    The Roc and Raiko are supposed to drop the player. And while the Raiko seems to do it, the Roc is a little buggy...

    Indeed, the Raiko does periodically drop the player. But when the player is killed while in their talons, airborne, the respawn tends to bug out. So I guess a better suggestion/rephrase would be, "Is it possible to add the ability for the Roc/Raiko to drop the player immediately upon the player's death, as opposed to (What appears to be) after respawning?"

    While this is a relatively minor annoyance, I ask because you can still be attacked/killed while in that bugged state after respawning. And at that point it turns from a relatively minor annoyance to frustration.
    Posted in: Minecraft Mods
  • 0

    posted a message on Lycanites Mobs - Strange and Deadly Creatures!
    I'm not entirely sure whether this is a bug on Lycanite's part or if it's just some server lag, but when killed while in the grasp of a Raiko or Roc (Or, I assume, anything that can "grab" you), respawning gets a little strange. Upon respawning, it appears as though you are teleported back to the position of death extremely briefly, almost as if the Raiko/Roc's grab function is still in play. It's relatively hard to explain or describe, so if anyone has experienced this and can put it into words better than I have, please do.

    Is there any way to avoid or alleviate this? Perhaps the Raiko/Roc releases the player when they have half of a heart left, allowing them to either fall to their death or barely manage to escape?

    Edited in: While I'm at it, I was under the assumption that the "B:"Subspecies Tags"=false" configuration changed whether tags such as "Ashen Reiver" appeared under the mob's name, but the tags continued to appear, from what I could tell. Is it dependent on range, or should I try creating a new world to see if it took affect? And if my assumption is horribly off, would it be possible to implement a configuration that completely disables the tag for immersion purposes?
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.7.10] nohero's mods: More Health Enchanted: Beta for Health Loss Issue 1/2/2016
    It looks like it's semi-compatible with the most recent Tinkers' Construct build. The hearts from at least one of Tinker's additional items seem to stack on top of your changes, but the GUI for the hearts themselves don't seem to update properly until you actually take damage. Kinda bizarre, but not a massive headache. Definitely no apparent crashes or anything of the sort, so that makes me pretty happy.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.7.10] nohero's mods: More Health Enchanted: Beta for Health Loss Issue 1/2/2016
    Quote from nohero»

    I've pushed a quick fix out (redownload, same link) that hopefully fixes this issue. I had some code handling players logging out in singleplayer that isn't compatible with multiplayer, so I added the @sideonly(Side.CLIENT) to it.

    This appears to fix any immediate issues I was having on a 1.7.10 server. I'll mess around with it and see whether there are any incompatibilities with other mods that I might have. Thanks nohero!
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.7.10] nohero's mods: More Health Enchanted: Beta for Health Loss Issue 1/2/2016
    Quote from nohero»


    More Health Enhanced V5.5 MC 1.7.2 Universal Download Download for BOTH client and server! Required: Forge API Made for Forge 1.7.2-10.12.2.1147-other versions may work. Installer is the best way to use Forge on MC 1.6+ The long overdue update is here at last. The change to 1.7.2 caused some fundamental changes to my mod (quite a hassle), so there are potentially bugs-- I've tested the main ones (login/logout/respawn/change dimension) but I havn't tested in a multiplayer setting, so if you find any bugs there tell me. Refactored a lot of my code, so it should be easier to maintain.

    Well this was a pleasant surprise. I thought you may have disappeared into the void!
    I'll be checking shortly, but any idea if this will work with 1.7.10, by chance? Hopefully another update is incoming shortly if it does not.

    Edited in: Looks like it's incompatible with 1.7.10 multiplayer, but appears to work with single player 1.7.10 at first glance.

    Link to crashlog because the forum's editing function is terrible.

    And just as an aside, I am using Forge 1332 along with quite a handful of additional mods. I'd chalk it up to an incompatibility but it appears to work fine in single player, so I'm assuming it is just an issue with multiplayer.
    Posted in: Minecraft Mods
  • To post a comment, please .