I am observing an issue of which I'm uncertain of the cause.
Mods involved or POSSIBLY involved are:
BiomesOPlenty-1.12.2-7.0.1.2399
CraftTweaker2-1.12-4.1.11.jar
What's happening:
Server startup errors like this one —
[09:47:16] [Server thread/ERROR] [FML]: Parsing error loading built-in advancement biomesoplenty:recipes/buildingblocks/fir_stairs
com.google.gson.JsonSyntaxException: Unknown recipe 'biomesoplenty:fir_stairs'
at net.minecraft.advancements.AdvancementRewards$Deserializer.deserialize(AdvancementRewards.java:171) ~[l$a.class:?]
at net.minecraft.advancements.AdvancementRewards$Deserializer.deserialize(AdvancementRewards.java:147) ~[l$a.class:?]
at com.google.gson.internal.bind.TreeTypeAdapter.read(TreeTypeAdapter.java:69) ~[TreeTypeAdapter.class:?]
at com.google.gson.Gson.fromJson(Gson.java:887) ~[Gson.class:?]
at com.google.gson.Gson.fromJson(Gson.java:952) ~[Gson.class:?]
at com.google.gson.internal.bind.TreeTypeAdapter$GsonContextImpl.deserialize(TreeTypeAdapter.java:162) ~[TreeTypeAdapter$GsonContextImpl.class:?]
at net.minecraft.util.JsonUtils.deserializeClass(SourceFile:439) ~[rc.class:?]
at net.minecraft.util.JsonUtils.deserializeClass(SourceFile:455) ~[rc.class:?]
at net.minecraft.advancements.Advancement$Builder.deserialize(SourceFile:203) ~[i$a.class:?]
at net.minecraft.advancements.AdvancementManager$1.deserialize(AdvancementManager.java:50) ~[ns$1.class:?]
at net.minecraft.advancements.AdvancementManager$1.deserialize(AdvancementManager.java:46) ~[ns$1.class:?]
at com.google.gson.internal.bind.TreeTypeAdapter.read(TreeTypeAdapter.java:69) ~[TreeTypeAdapter.class:?]
at net.minecraft.util.JsonUtils.gsonDeserialize(SourceFile:492) ~[rc.class:?]
at net.minecraft.util.JsonUtils.fromJson(SourceFile:532) ~[rc.class:?]
at net.minecraftforge.common.ForgeHooks.lambda$loadAdvancements$0(ForgeHooks.java:1356) ~[ForgeHooks.class:?]
at net.minecraftforge.common.crafting.CraftingHelper.findFiles(CraftingHelper.java:822) [CraftingHelper.class:?]
at net.minecraftforge.common.ForgeHooks.loadAdvancements(ForgeHooks.java:1338) [ForgeHooks.class:?]
at net.minecraftforge.common.ForgeHooks.loadAdvancements(ForgeHooks.java:1312) [ForgeHooks.class:?]
at net.minecraft.advancements.AdvancementManager.reload(AdvancementManager.java:69) [ns.class:?]
at net.minecraft.advancements.AdvancementManager.<init>(AdvancementManager.java:60) [ns.class:?]
at net.minecraft.world.WorldServer.init(WorldServer.java:156) [oo.class:?]
at net.minecraft.server.MinecraftServer.loadAllWorlds(MinecraftServer.java:298) [MinecraftServer.class:?]
at net.minecraft.server.dedicated.DedicatedServer.init(DedicatedServer.java:270) [nz.class:?]
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:486) [MinecraftServer.class:?]
at java.lang.Thread.run(Thread.java:748) [?:1.8.0_181]
This happens for pretty much all of the vanilla and BOP stair recipes.
Now, there's another piece of information that's relevant here: I mentioned CraftTweaker. I'm running a CraftTweaker script which goes through and patches ALL of the stair recipes to double their yield from 4 to 8. (Because dear mother of gods, the vanilla stair recipe is so horribly wasteful of material. 4 stairs from 6 full blocks? Seriously, Notch?!?)
That script looks like this (for each stair, using the fir_stairs above as an example):
Is the error occurring because of some extra initialization or re-initialization that BiomesOPlenty does that needs to be redone after CraftTweaker replaces the recipes? (I'm assuming that it's not BoP's fault since vanilla stairs seem to be affected as well, but I've been wrong before.) Or is this simply a race condition between CraftTweaker replacing the recipes and BiomesOPlenty registering advancements, and it just happens the advancement is being registered while CraftTweaker is in the middle of replacing the recipes? Or is there something else going on?
As far as I can see, this does not appear to affect gameplay once server startup is complete.
Where have the Jade Cliffs, Canyons etc. gone? Well, I would definitely like to see them back...
I was also a huge fan of the Crag Biome, until it's unique blue-/greenish look was stripped from it. Why make a whole biome look duller than before?
Apart from that, I very much appreciate the good work put in this mod.
Truth to tell, I never liked the crag biome. I like the crags just fine. But crag stone? Not only was it ugly, it was completely useless except as an ugly bulk building material, and not strong enough to be worth using for that. I like crags a lot better without crag stone.
this has been a staple mod for all my playing of modded mc for so long <3 so thank you for making such a pretty and functional thing!
I have been decking myself out a lot of drawers in the FTB pack Continuum and found that I can only use vanilla wooded drawers to make upgrades, compacting drawers, and other blocks that use a drawer in the recipe. I would love to be able to use the SD Extras drawers in these recipes. I do also know Continuum modifies the recipes of a lot of things heavily, but this felt more like an inter-mod thing?
Hope that made sense and thank you again for your rad work (the framed ones are doing my brain in with so many possibilities)
Cheers,
Onion
I use CraftTweaker to change the recipes to use oredict planks instead of only Minecraft vanilla planks. End of problem.
Definitely making a mental note of this. BoP has a number of biomes that are just ... irritating. Like the, what's it called, legacy island biome? ...which goes COMPLETELY against the spirit of the superrealistic worlds I strive for.
Is it possible to have an agressive mode where the wolves automatically attack monsters in certain range, and an attack target mode by pointing a monster with some sort of a wand ?
As a reminder, all of this is being done unofficially. I am making no promises as to the completion or maintenance of any rewritten versions of Divisor's mods.
Thank you for your efforts. I gotta say, you are jumping in at the deep end. Smart Moving has got to be one of the more technically difficult, for its size, mods out there.
Is there anyway on the medieval door to change the frame to be stone bricks instead of what looks like quartz? preferably in-gamer but if its editing a texture file that would be fine to, i looked but couldn't find any info in this thread about it, though i'm new to forums so it's possible i messed up my search.
Thanks for any help anyone can give.
~lin
What materials are you using to craft your mediaeval door? The "frame" should be whatever blocks you craft it from. You want bricks? Use bricks. You can use pretty near any solid block in the recipe — even mod-added blocks.
If you can only get a quartz-like texture, either you're doing something wrong crafting it, or something in your modpack (or resource pack or shader?) is messing with the door's textures.
I just realized that with the gauntlet in the off-hand there's an potential focus use going untapped, mainly using them with bows.
Perhaps using one of the focii mediums you can imbue elemental or status effects to the weapon you're wielding. as such using the gauntlet with a bow lets you enhance the arrows with ice, healing, or wind for example. Imbuing them with the elemental effects from the focus.
It could either be a function of the touch medium, or there could be a new "Imbue/Enhance/Enchant" Medium. Allowing you to use your focus on whatever is being held in the opposite hand.
it would synergize well with bows, as you could give arrows anything from elemental to status effects. It wouldn't improve the arrows actual damage, but it would be a nice return of the elemental arrows.
It makes sense. Instead of crafting special arrows, you just imbue normal ones with magic while you draw them. Much more efficient.
This is an excellent idea. I like it.
Would it need a new medium? Perhaps the Touch medium could do it. You're touching the arrow...
0
I'm pretty sure you're thinking of the mod Roxa's Tall Doors.
0
Hmm. That did not actually seem to help...
0
Ohhhhh! I didn't realize recipes could have names now. Thanks! I'll amend the scripts.
0
G'day folks,
I am observing an issue of which I'm uncertain of the cause.
Mods involved or POSSIBLY involved are:
BiomesOPlenty-1.12.2-7.0.1.2399
CraftTweaker2-1.12-4.1.11.jar
What's happening:
Server startup errors like this one —
This happens for pretty much all of the vanilla and BOP stair recipes.
Now, there's another piece of information that's relevant here: I mentioned CraftTweaker. I'm running a CraftTweaker script which goes through and patches ALL of the stair recipes to double their yield from 4 to 8. (Because dear mother of gods, the vanilla stair recipe is so horribly wasteful of material. 4 stairs from 6 full blocks? Seriously, Notch?!?)
That script looks like this (for each stair, using the fir_stairs above as an example):
Now, my question:
Is the error occurring because of some extra initialization or re-initialization that BiomesOPlenty does that needs to be redone after CraftTweaker replaces the recipes? (I'm assuming that it's not BoP's fault since vanilla stairs seem to be affected as well, but I've been wrong before.) Or is this simply a race condition between CraftTweaker replacing the recipes and BiomesOPlenty registering advancements, and it just happens the advancement is being registered while CraftTweaker is in the middle of replacing the recipes? Or is there something else going on?
As far as I can see, this does not appear to affect gameplay once server startup is complete.
0
Truth to tell, I never liked the crag biome. I like the crags just fine. But crag stone? Not only was it ugly, it was completely useless except as an ugly bulk building material, and not strong enough to be worth using for that. I like crags a lot better without crag stone.
0
...Wait, what? Does that mean mods can no longer add dimensions?
0
I use CraftTweaker to change the recipes to use oredict planks instead of only Minecraft vanilla planks. End of problem.
0
Definitely making a mental note of this. BoP has a number of biomes that are just ... irritating. Like the, what's it called, legacy island biome? ...which goes COMPLETELY against the spirit of the superrealistic worlds I strive for.
0
Hmm. Target designator ...
2
Wheeeeeeee! Won't this be fun?
Thank you for your efforts. I gotta say, you are jumping in at the deep end. Smart Moving has got to be one of the more technically difficult, for its size, mods out there.
0
Life happens. (Almost constantly, actually. If it stops, you have a problem.)
0
What materials are you using to craft your mediaeval door? The "frame" should be whatever blocks you craft it from. You want bricks? Use bricks. You can use pretty near any solid block in the recipe — even mod-added blocks.
If you can only get a quartz-like texture, either you're doing something wrong crafting it, or something in your modpack (or resource pack or shader?) is messing with the door's textures.
0
The good news: TommyS64 just ported the RenderPlayer API Enhancer as well.
The bad news: At least for me, in 1.12.2 it is causing crippling (read: 2fps) client-side lag. Unusable.
2
This is an excellent idea. I like it.
Would it need a new medium? Perhaps the Touch medium could do it. You're touching the arrow...
0
I've been running into desync issues but couldn't positively isolate them to Thaumcraft.