Seems like villager and block rendering takes a lot of power. I had to remove this because it was still taking my computer to 90+ even with all other mods being on the small side (dynamic trees, animania, etc) the debug profiler files the blocks in this mod under "block entities" (tiles), is that true? Didn't seem like it from the code, but I'm not in a position to doubt Optifine devs :/
Side note, I realized I now classify 100 mods as a "small modpack" -.-
Good grief, its gonna take me about 2-3 times longer to update the recipe code alone than the rest of the mod combined just to update to 1.12.2. -.-' Which is saying a lot as they messed around with items, blocks, and sounds coding again too.
In my opinion, as a mod developer, modding is becoming increasingly unfriendly to new modders. A lot of the updating is targeting people more experienced in programming. Back in 1.7.10, I would highly recommend Minecraft modding as a means of learning how to program. For 1.8 and beyond, especially 1.12 today, I wouldn't recommend trying to learn programming with Minecraft anymore.
Also, with the increasing reliance on those crappy JSON files, I am afraid they will move mob modeling to those too, which would be absolutely fatal to my mod. I can't program the animations I do with crappy JSON files at all. I have a heavy reliance on things like loops and if statements to make my magic work. My mod could better handle a conversion to C++ than JSON files.
Amen to this! I'm updating from 1.7 and quite frankly it's just plain annoying. Apparently I need literally 2,000 json files saying the same thing to stop forge throwing filenotfoundexceptions at me over a single customized item >_> and if mobs require json then I'll just quit. I'm not putting up with that horrid system imposed over the last place where I can do my thing. You already broke my items, you're not breaking my mobs.
Side note, putting KL and Galacticraft together gives me a nice, hot, steamy crash report:
---- Minecraft Crash Report -------- Minecraft Crash Report ----
WARNING: coremods are present: Wizardry Plugin (wizardry-0.8.5.jar) ForgelinPlugin (Forgelin-1.6.0.jar) ColytraLoadingPlugin (colytra-1.12.2-1.0.4.3.jar) AstralCore (astralsorcery-1.12.2-1.8.5.jar) LoadingPlugin (Quark-r1.4-120.jar) Techguns Core (techguns-1.12.2-2.0.1.1.jar) MicdoodlePlugin (MicdoodleCore-1.12.2-4.0.1.169.jar) TheBetweenlandsLoadingPlugin (TheBetweenlands-3.3.6-core.jar) LibrarianLib Plugin (librarianlib-1.12.2-4.9.jar) GottaGoFastLoader (gottagofast-1.0.jar) IELoadingPlugin (ImmersiveEngineering-0.12-80-core.jar) BIFLoader (BowInfinityFix-1.11.x-1.12.x-rv5.jar)Contact their authors BEFORE contacting forge
// Don't be sad, have a hug! <3
Time: 4/15/18 3:14 PMDescription: There was a severe problem during mod loading that has caused the game to fail
net.minecraftforge.fml.common.LoaderExceptionModCrash: Caught exception from Kindred Legacy (kindredlegacy)Caused by: java.lang.NullPointerException at fuzzyacornindustries.kindredlegacy.item.KindredLegacyItems.registerRender(KindredLegacyItems.java:361) at fuzzyacornindustries.kindredlegacy.item.KindredLegacyItems.registerRenderers(KindredLegacyItems.java:276) at fuzzyacornindustries.kindredlegacy.ClientProxy.registerRenderers(ClientProxy.java:387) at fuzzyacornindustries.kindredlegacy.KindredLegacyMain.init(KindredLegacyMain.java:91) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:498) at net.minecraftforge.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:606) at sun.reflect.GeneratedMethodAccessor4.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:498) at com.google.common.eventbus.Subscriber.invokeSubscriberMethod(Subscriber.java:91) at com.google.common.eventbus.Subscriber$SynchronizedSubscriber.invokeSubscriberMethod(Subscriber.java:150) at com.google.common.eventbus.Subscriber$1.run(Subscriber.java:76) at com.google.common.util.concurrent.MoreExecutors$DirectExecutor.execute(MoreExecutors.java:399) at com.google.common.eventbus.Subscriber.dispatchEvent(Subscriber.java:71) at com.google.common.eventbus.Dispatcher$PerThreadQueuedDispatcher.dispatch(Dispatcher.java:116) at com.google.common.eventbus.EventBus.post(EventBus.java:217) at net.minecraftforge.fml.common.LoadController.sendEventToModContainer(LoadController.java:278) at net.minecraftforge.fml.common.LoadController.propogateStateMessage(LoadController.java:256) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:498) at com.google.common.eventbus.Subscriber.invokeSubscriberMethod(Subscriber.java:91) at com.google.common.eventbus.Subscriber$SynchronizedSubscriber.invokeSubscriberMethod(Subscriber.java:150) at com.google.common.eventbus.Subscriber$1.run(Subscriber.java:76) at com.google.common.util.concurrent.MoreExecutors$DirectExecutor.execute(MoreExecutors.java:399) at com.google.common.eventbus.Subscriber.dispatchEvent(Subscriber.java:71) at com.google.common.eventbus.Dispatcher$PerThreadQueuedDispatcher.dispatch(Dispatcher.java:116) at com.google.common.eventbus.EventBus.post(EventBus.java:217) at net.minecraftforge.fml.common.LoadController.distributeStateMessage(LoadController.java:148) at net.minecraftforge.fml.common.Loader.initializeMods(Loader.java:720) at net.minecraftforge.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:352) at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:534) at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:377) at net.minecraft.client.main.Main.main(SourceFile:123) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:498) at net.minecraft.launchwrapper.Launch.launch(Launch.java:135) at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
I have a weapon system set up where each weapon is made of a handle/shaft, a blade, a guard and a pommel, each of which can be of several different icons. It was fairly simple with IItemRenderer in 1.7, but I have no idea how to do that with the new model system. I understand that I'm supposed to retrieve the IBakedModels with ItemOverrideList then combine them, but how do I register the models with ICustomModelLoader? How do I dynamically generate a model based on a png alone? And where would I hook into to register the loader and the override list? Thanks in advance!
I have an item which derives its colors from the ingots used to make it and a texture based on its metadata (something like TiC's parts, essentially), and I note that the new model system requires me to bake models before using them. The problem becomes that, as I have opened my config to allow editing and adding/removing parts as desired to play better with modpacks, I now require a model system which can read all variants written in the config, find their textures and bake them with each color (also custom defined in another config), which I find debilitatingly difficult having worked with 1.7 for too long. I have consulted ModelDynBucket and other similar sources, but I have trouble comprehending them since I do not know the purposes of ICustomModelLoader, ItemOverrideList, IModel and IBakedModel, and can't seem to piece things together after the finals turning my brain to mush. Would a kind soul please point this hapless man towards a more informative source such as a tutorial, or, better yet, model what is to happen in pseudocode? I give this forum my thanks in advance.
There's world#raytraceblocks, but it doesn't factor in entities. Vanilla aim is handled on the client, but I want to have a system where I execute a spell with the provided caster (EntityLivingBase) on the server side. There is a spell component for hitscanning, as some spells directly impact their targets, and I don't want to load the packets with yet another piece of information (plus it looks ugly that I pass a variable just so it can be used by one component). I could just use a really fast projectile, but some skills deal damage multiple times a second (there's a mechanic of one-hit shields as a restraining mechanic on single target single phase attacks, while multi-impact spells are balanced by higher chances to trigger defense mechanics like counter stun and reflect damage) and several players attacking at once a la clan wars or boss hunting can easily generate 100+ entities that eat up performance. I could just recreate the entire ray trace method on the server, but I need to make sure I'm not reinventing the wheel by missing some obscure method. Am I? Or should entity generation work?
you can listen to the MouseEvent and detect when a button is pressed (drag start) or released (drag stop).
That would then require factoring in screen size, starting position and ending position and then converting them into GL11 metrics (which are always beyond my grasp for some reason). Is there a more "elegant" way of doing this?
Is there a way to dynamically add what can be webbed? I play a heavily modded MC, and it's hard to continue living when half the mobs you encounter can't actually be captured. Icon could just be a generic web and yields a generic spider when hatched. Also, I loved (and still do love) the concept of this mod, so may I write an addon for it? I might never finish it (or even start it with all these other things to maintain :P) so right now I'm just checking permissions. I imagine it would more or less be a compatibility patch to add web support to other major mobs like the crimson cultists from TC or the demons from BM and some other types of special spiders that stem from these mobs, and maybe some bosses because everybody loves bosses. Side note, the nova spider sets health instead of healing, so it's very possible that spiders who only lost half a heart get reduced to relatively small amounts instead of healing back up. And does anyone know what royal blood and the rare fruit did? What of the talks about webbed armor? Also mandragoras despawn on peaceful even if they're friendly, and the recall rod doesn't actually seem to work.
I have an "assembler" tile, where players can input weapon parts and create a final weapon according to their desire (kind of like TiC, but also with freedom in arrangement so players can create completely unique weapons in game). I'm a bit stuck on its GUI: the GUI is supposed to have an interface where the weapon parts can be dragged freely (i.e. icon moving) around the screen to the players' desired positions, and it would save these arrangements and reflect them on the weapon. The end objective is the ability to create weapons, comprised out of parts that are individually forged, that can be anything from a single wooden stick to an elaborate arrangement of meteorite iron flame-tipped spear heads mounted on a steel-gold alloy shaft quenched in the blood of phoenixes. The problem is that, although I do know how to gather the item icons and draw them in the GUI, I am absolutely clueless as to how the dragging can be achieved, and how to save the distance moved, as well as any icon rotation or reflection that may have been executed, to NBT for weapon rendering out of the assembler.
Scrapping the idea is possible, but it would require extensive negotiations with the texturer (who swears by this idea) and potentially more CPU-intensive calculations of texture shifting and overlap and whatnot (as he wasn't exactly keen on keeping scale with the parts in the images either).
Can someone inform my undereducated, miserable existence of how to accomplish this, or otherwise point me to a mod which does something of the sort? Thank you in advance.
There is a lot of swords in that mod. Which ones should I look at as causing the problem? I picked out a few and didn't see something that looked like a desync.
You don't have this problem with Crackling Nincada or Infested Deerling? Is it all the Clay Army or just say Delcatty? Do you have any graphics enhancing or altering mods installed?.
All the swords are technically extensions of the same class, I believe, but it's dotanuki. I don't see much with Nincada and Deerling, though that might be because they usually appear singularly in my world. The desync is proportional to the number of mobs hit in the right-click attack, so the issue is most prominent with members of the Clay Army who tend to appear in massive gangs. Graphics wise the only thing I have installed is Optifine, but I don't see how that would relate to the issue.
Small problem. When cutting apart the clay army with a slashblade, the client experiences a desync lasting up to five seconds in which no changes to the player will be saved, but any damage dealt in the time will stack and deliver as soon as the desync finishes. I experience no similar issues with the mobs and sentient swords/Silent's Gems katanas, and other mobs behave normally when attacked by a slashblade.
One of the rules when you make stuff:
Never. Say. A. Release day.
+1 can relate. I was very tempted to put an EDD on Taoism. Now I'm glad I didn't—it's been 3 months since the last release and there are 2000 more errors. When someone asks you a question, there is only one legitimate answer anyways. "When it's ready."
-Blizzard Studios
0
"Stoked" cauldron. You need bellows blowing air into the hibachi below to create 2-high flames to make glue. Did you do that? Just checking.
0
Seems like villager and block rendering takes a lot of power. I had to remove this because it was still taking my computer to 90+ even with all other mods being on the small side (dynamic trees, animania, etc)
the debug profiler files the blocks in this mod under "block entities" (tiles), is that true? Didn't seem like it from the code, but I'm not in a position to doubt Optifine devs :/
Side note, I realized I now classify 100 mods as a "small modpack" -.-
0
Amen to this! I'm updating from 1.7 and quite frankly it's just plain annoying. Apparently I need literally 2,000 json files saying the same thing to stop forge throwing filenotfoundexceptions at me over a single customized item >_> and if mobs require json then I'll just quit. I'm not putting up with that horrid system imposed over the last place where I can do my thing. You already broke my items, you're not breaking my mobs.
Side note, putting KL and Galacticraft together gives me a nice, hot, steamy crash report:
---- Minecraft Crash Report -------- Minecraft Crash Report ----
WARNING: coremods are present: Wizardry Plugin (wizardry-0.8.5.jar) ForgelinPlugin (Forgelin-1.6.0.jar) ColytraLoadingPlugin (colytra-1.12.2-1.0.4.3.jar) AstralCore (astralsorcery-1.12.2-1.8.5.jar) LoadingPlugin (Quark-r1.4-120.jar) Techguns Core (techguns-1.12.2-2.0.1.1.jar) MicdoodlePlugin (MicdoodleCore-1.12.2-4.0.1.169.jar) TheBetweenlandsLoadingPlugin (TheBetweenlands-3.3.6-core.jar) LibrarianLib Plugin (librarianlib-1.12.2-4.9.jar) GottaGoFastLoader (gottagofast-1.0.jar) IELoadingPlugin (ImmersiveEngineering-0.12-80-core.jar) BIFLoader (BowInfinityFix-1.11.x-1.12.x-rv5.jar)Contact their authors BEFORE contacting forge
// Don't be sad, have a hug! <3
Time: 4/15/18 3:14 PMDescription: There was a severe problem during mod loading that has caused the game to fail
net.minecraftforge.fml.common.LoaderExceptionModCrash: Caught exception from Kindred Legacy (kindredlegacy)Caused by: java.lang.NullPointerException at fuzzyacornindustries.kindredlegacy.item.KindredLegacyItems.registerRender(KindredLegacyItems.java:361) at fuzzyacornindustries.kindredlegacy.item.KindredLegacyItems.registerRenderers(KindredLegacyItems.java:276) at fuzzyacornindustries.kindredlegacy.ClientProxy.registerRenderers(ClientProxy.java:387) at fuzzyacornindustries.kindredlegacy.KindredLegacyMain.init(KindredLegacyMain.java:91) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:498) at net.minecraftforge.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:606) at sun.reflect.GeneratedMethodAccessor4.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:498) at com.google.common.eventbus.Subscriber.invokeSubscriberMethod(Subscriber.java:91) at com.google.common.eventbus.Subscriber$SynchronizedSubscriber.invokeSubscriberMethod(Subscriber.java:150) at com.google.common.eventbus.Subscriber$1.run(Subscriber.java:76) at com.google.common.util.concurrent.MoreExecutors$DirectExecutor.execute(MoreExecutors.java:399) at com.google.common.eventbus.Subscriber.dispatchEvent(Subscriber.java:71) at com.google.common.eventbus.Dispatcher$PerThreadQueuedDispatcher.dispatch(Dispatcher.java:116) at com.google.common.eventbus.EventBus.post(EventBus.java:217) at net.minecraftforge.fml.common.LoadController.sendEventToModContainer(LoadController.java:278) at net.minecraftforge.fml.common.LoadController.propogateStateMessage(LoadController.java:256) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:498) at com.google.common.eventbus.Subscriber.invokeSubscriberMethod(Subscriber.java:91) at com.google.common.eventbus.Subscriber$SynchronizedSubscriber.invokeSubscriberMethod(Subscriber.java:150) at com.google.common.eventbus.Subscriber$1.run(Subscriber.java:76) at com.google.common.util.concurrent.MoreExecutors$DirectExecutor.execute(MoreExecutors.java:399) at com.google.common.eventbus.Subscriber.dispatchEvent(Subscriber.java:71) at com.google.common.eventbus.Dispatcher$PerThreadQueuedDispatcher.dispatch(Dispatcher.java:116) at com.google.common.eventbus.EventBus.post(EventBus.java:217) at net.minecraftforge.fml.common.LoadController.distributeStateMessage(LoadController.java:148) at net.minecraftforge.fml.common.Loader.initializeMods(Loader.java:720) at net.minecraftforge.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:352) at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:534) at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:377) at net.minecraft.client.main.Main.main(SourceFile:123) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:498) at net.minecraft.launchwrapper.Launch.launch(Launch.java:135) at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
A detailed walkthrough of the error, its code path and all known details is as follows:---------------------------------------------------------------------------------------
-- System Details --Details: Minecraft Version: 1.12.2 Operating System: Mac OS X (x86_64) version 10.12.6 Java Version: 1.8.0_121, Oracle Corporation Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation Memory: 1414149024 bytes (1348 MB) / 4281597952 bytes (4083 MB) up to 4281597952 bytes (4083 MB) JVM Flags: 5 total; -Xmx4G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0 FML: MCP 9.42 Powered by Forge 14.23.2.2611 Optifine OptiFine_1.12.2_HD_U_C9 97 mods loaded, 97 mods active States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
| State | ID | Version | Source | Signature | |:----- |:--------------------- |:------------------------ |:------------------------------------------------- |:---------------------------------------- | | UCHI | minecraft | 1.12.2 | minecraft.jar | None | | UCHI | mcp | 9.42 | minecraft.jar | None | | UCHI | FML | 8.0.99.99 | forge-1.12.2-14.23.2.2611.jar | e3c3d50c7c986df74c645c0ac54639741c90a557 | | UCHI | forge | 14.23.2.2611 | forge-1.12.2-14.23.2.2611.jar | e3c3d50c7c986df74c645c0ac54639741c90a557 | | UCHI | micdoodlecore | | minecraft.jar | None | | UCHI | bowinfinityfix | rv5 | minecraft.jar | e250ba31147feb059b86cfd74ee61a8aeb88fb9b | | UCHI | gottagofast | 1.0 | gottagofast-1.0.jar | None | | UCHI | techguns_core | 1.12.2-1.0 | minecraft.jar | None | | UCHI | mercurius_updater | 1.0 | MercuriusUpdater-1.12.2.jar | None | | UCHI | jei | 4.8.5.138 | jei_1.12.2-4.8.5.138.jar | None | | UCHI | abyssalcraft | 1.9.4.3 | AbyssalCraft-1.12.2-1.9.4.3.jar | 220f10d3a93b3ff5fbaa7434cc629d863d6751b9 | | UCHI | biomesoplenty | 7.0.1.2302 | BiomesOPlenty-1.12.2-7.0.1.2302-universal.jar | None | | UCHI | baubles | 1.5.2 | Baubles-1.12-1.5.2.jar | None | | UCHI | botania | r1.10-353 | Botania r1.10-353.jar | None | | UCHI | craftstudioapi | 1.0.0 | CraftStudio-1.0.0.93-mc1.12-alpha.jar | None | | UCHI | quark | r1.4-120 | Quark-r1.4-120.jar | None | | UCHI | animania | 1.4.3 | animania-1.12.2-1.4.3.jar | None | | UCHI | astralsorcery | 1.8.5 | astralsorcery-1.12.2-1.8.5.jar | None | | UCHI | psi | r1.1-59 | Psi-r1.1-59.jar | None | | UCHI | autoreglib | 1.3-15 | AutoRegLib-1.3-15.jar | None | | UCHI | subcommonlib | 1.2.0.1 | subcommonlib-sublib-1.12.2-1.2.0.4.jar | None | | UCHI | rpginventory | 1.12.2 | rpginventory-1.12-5.3.0.0.jar | None | | UCHI | beastmaster | $version | beastmaster-1.12.2-1.2.0.1.jar | None | | UCHI | overlord | 2.4.10 | Overlord-1.12.2-2.4.10.jar | None | | UCHI | guideapi | 1.12-2.1.4-57 | Guide-API-1.12-2.1.4-57.jar | None | | UCHI | bloodmagic | 1.12.2-2.2.7-90 | BloodMagic-1.12.2-2.2.7-90.jar | None | | UCHI | bma_addon | 1.11.2 4.0.3.0 | bma_addon-1.12-4.1.0.3.jar | None | | UCHI | bookshelf | 2.3.533 | Bookshelf-1.12.2-2.3.533.jar | d476d1b22b218a10d845928d1665d45fce301b27 | | UCHI | carryon | 1.7 | CarryOn MC1.12 v1.7.jar | None | | UCHI | ceanimals | 1.4.0 | ceanimals-1.12-1.4.0.jar | None | | UCHI | codechickenlib | 3.1.5.331 | CodeChickenLib-1.12.2-3.1.5.331-universal.jar | f1850c39b2516232a2108a7bd84d1cb5df93b261 | | UCHI | colytra | 1.0.4.3 | colytra-1.12.2-1.0.4.3.jar | 5d5b8aee896a4f5ea3f3114784742662a67ad32f | | UCHI | cyberware | 0.2.10.5 | cyberware-1.12.2-0.2.10.5.jar | 67a0e286dc0d4b502f3c92ac20b953517b52d0a9 | | UCHI | cyclopscore | 0.11.4 | CyclopsCore-1.12.2-0.11.4.jar | bd0353b3e8a2810d60dd584e256e364bc3bedd44 | | UCHI | deathquotes | 1.2.0 | DeathQuotes-1.2.0-mc1.12-forge.jar | None | | UCHI | dungeontactics | DT-0.14.2 | DungeonTactics-1.12.2-0.14.2.jar | None | | UCHI | dynamictrees | 1.12.2-0.7.4 | DynamicTrees-1.12.2-0.7.4.jar | None | | UCHI | embers | 0.230 | embers-0.230.jar | None | | UCHI | erebus | 1.0.22 | Erebus-1.0.22.jar | None | | UCHI | evilcraft | 0.10.48 | EvilCraft-1.12.2-0.10.48.jar | bd0353b3e8a2810d60dd584e256e364bc3bedd44 | | UCHI | evilcraftcompat | 1.0.0 | EvilCraft-1.12.2-0.10.48.jar | None | | UCHI | forgelin | 1.6.0 | Forgelin-1.6.0.jar | None | | UCHI | friendlyfire | 1.5.8 | FriendlyFire-1.12.2-1.5.8.jar | d476d1b22b218a10d845928d1665d45fce301b27 | | UCHI | ic2 | 2.8.39-ex112 | industrialcraft-2-2.8.39-ex112.jar | de041f9f6187debbc77034a344134053277aa3b0 | | UCHI | galacticraftcore | 4.0.1.169 | GalacticraftCore-1.12.2-4.0.1.169.jar | None | | UCHI | galacticraftplanets | 4.0.1.169 | Galacticraft-Planets-1.12.2-4.0.1.169.jar | None | | UCHI | gardenofglass | sqrt(-1) | GardenOfGlass.jar | None | | UCHI | genera | 1.0.7 | Genera-1.12.2-1.0.7.jar | None | | UCHI | geolosys | 1.8.4b | Geolosys-1.12.x-1.8.4b.jar | None | | UCHI | grimpack | 5.2.12.78 | Grim Pack-1.12.2-5.2.12.78.jar | None | | UCHI | waila | 1.8.23 | Hwyla-1.8.23-B38_1.12.jar | None | | UCHI | horsepower | 2.5.11 | HorsePower-1.12.2-2.5.11.57.jar | cd7e958342770a8b17c919055da42c24dfefd879 | | UCHI | huntingdim | 1.0.20 | HuntingDimension-1.12.2-1.0.20.jar | d476d1b22b218a10d845928d1665d45fce301b27 | | UCHI | igwmod | 1.4.4-15 | IGW-Mod-1.12.2-1.4.4-15-universal.jar | None | | UCHI | immersiveengineering | 0.12-80 | ImmersiveEngineering-0.12-80.jar | 4cb49fcde3b43048c9889e0a3d083225da926334 | | UCHI | immersivepetroleum | @VERSION@ | immersivepetroleum-1.12.2-1.1.5.jar | None | | UCHI | keywizard | 1.10.2-1.5 | keywizard-1.12.2-1.5.2.jar | None | | UCHE | kindredlegacy | 1.12.2-pre-1.2_1 | kindredlegacy-1.12.2-pre-1.2_1.jar | None | | UCHI | levels | 2.0.1 | levels-2.0.1.jar | None | | UCHI | wizardry | 0.8.5 | wizardry-0.8.5.jar | None | | UCHI | librarianlib | 9.4 | librarianlib-1.12.2-4.9.jar | None | | UCHI | llibrary | 1.7.9 | llibrary-1.7.9-1.12.jar | None | | UCHI | lycanitesmobs | 1.19.5.2 - MC 1.12.2 | LycanitesMobsComplete+1.19.5.2+[1.12.2].jar | None | | UCHI | arcticmobs | 1.19.5.2 - MC 1.12.2 | LycanitesMobsComplete+1.19.5.2+[1.12.2].jar | None | | UCHI | demonmobs | 1.19.5.2 - MC 1.12.2 | LycanitesMobsComplete+1.19.5.2+[1.12.2].jar | None | | UCHI | desertmobs | 1.19.5.2 - MC 1.12.2 | LycanitesMobsComplete+1.19.5.2+[1.12.2].jar | None | | UCHI | elementalmobs | 1.19.5.2 - MC 1.12.2 | LycanitesMobsComplete+1.19.5.2+[1.12.2].jar | None | | UCHI | forestmobs | 1.19.5.2 - MC 1.12.2 | LycanitesMobsComplete+1.19.5.2+[1.12.2].jar | None | | UCHI | freshwatermobs | 1.19.5.2 - MC 1.12.2 | LycanitesMobsComplete+1.19.5.2+[1.12.2].jar | None | | UCHI | infernomobs | 1.19.5.2 - MC 1.12.2 | LycanitesMobsComplete+1.19.5.2+[1.12.2].jar | None | | UCHI | junglemobs | 1.19.5.2 - MC 1.12.2 | LycanitesMobsComplete+1.19.5.2+[1.12.2].jar | None | | UCHI | mountainmobs | 1.19.5.2 - MC 1.12.2 | LycanitesMobsComplete+1.19.5.2+[1.12.2].jar | None | | UCHI | plainsmobs | 1.19.5.2 - MC 1.12.2 | LycanitesMobsComplete+1.19.5.2+[1.12.2].jar | None | | UCHI | saltwatermobs | 1.19.5.2 - MC 1.12.2 | LycanitesMobsComplete+1.19.5.2+[1.12.2].jar | None | | UCHI | shadowmobs | 1.19.5.2 - MC 1.12.2 | LycanitesMobsComplete+1.19.5.2+[1.12.2].jar | None | | UCHI | swampmobs | 1.19.5.2 - MC 1.12.2 | LycanitesMobsComplete+1.19.5.2+[1.12.2].jar | None | | UCHI | magipsi | 1.3 | MagicalPsi-1.3.jar | None | | UCHI | millenaire | Millénaire 6.2.0-beta.23 | millenaire-6.2.0-beta.23.jar | None | | UCHI | modelloader | 1.0.5 | modelloader-1.0.5.jar | None | | UCHI | moreplanets | 2.0.14 | More-Planets-1.12.2-2.0.14-GC156.jar | b3468b224a74e296555ad7efeb35f482e6f445de | | UCHI | moreplanetsextras | 1.12.2-1.0 | MorePlanetsExtras-1.12.2-1.0.jar | None | | UCHI | recipehandler | 0.10 | NoMoreRecipeConflict-0.10(1.12.2).jar | None | | UCHI | pneumaticcraft | 1.12.2-0.5.1-163 | pneumaticcraft-repressurized-1.12.2-0.5.1-163.jar | None | | UCHI | rewired | 1.12.2 | ReWIRED-1.0.1.jar | None | | UCHI | silentlib | 2.2.16 | SilentLib-1.12-2.2.16-97.jar | None | | UCHI | silentgems | 2.7.0 | SilentsGems-1.12-2.7.0-266.jar | None | | UCHI | sgextraparts | 1.4.1 | SGExtraParts-1.12-1.4.1-34.jar | None | | UCHI | shulkerbox | 1.3.0 | shulkerbox-1.3.0.jar | None | | UCHI | flammpfeil.slashblade | mc1.12-r11 | SlashBlade-mc1.12-r11.jar | None | | UCHI | soot | 0.9 | Soot-0.9.jar | None | | UCHI | techguns | 2.0.1.1 | techguns-1.12.2-2.0.1.1.jar | None | | UCHI | thebetweenlands | 3.3.6 | TheBetweenlands-3.3.6-universal.jar | 38067d6878811efb38b6a045521cfd80b9b60b38 | | UCHI | totemic | 1.12.2-0.10.2 | Totemic-1.12.2-0.10.2.jar | 21d11d7bf4d97b465382a1f95428029aac6daaea | | UCHI | twilightforest | 3.6.345 | twilightforest-1.12.2-3.6.345-universal.jar | None | | UCHI | umbralux | 1.12.2 | umbralux-1.12.2-2.1.0.2.jar | None | | UCHI | waystones | 4.0.20 | Waystones_1.12.2-4.0.20.jar | None | | UCHI | librarianliblate | 9.4 | librarianlib-1.12.2-4.9.jar | None |
Loaded coremods (and transformers): Wizardry Plugin (wizardry-0.8.5.jar) com.teamwizardry.wizardry.asm.WizardryTransformerForgelinPlugin (Forgelin-1.6.0.jar) ColytraLoadingPlugin (colytra-1.12.2-1.0.4.3.jar) c4.colytra.core.asm.ElytraTransformerAstralCore (astralsorcery-1.12.2-1.8.5.jar) LoadingPlugin (Quark-r1.4-120.jar) vazkii.quark.base.asm.ClassTransformerTechguns Core (techguns-1.12.2-2.0.1.1.jar) techguns.core.TechgunsASMTransformerMicdoodlePlugin (MicdoodleCore-1.12.2-4.0.1.169.jar) micdoodle8.mods.miccore.MicdoodleTransformerTheBetweenlandsLoadingPlugin (TheBetweenlands-3.3.6-core.jar) thebetweenlands.core.TheBetweenlandsClassTransformerLibrarianLib Plugin (librarianlib-1.12.2-4.9.jar) com.teamwizardry.librarianlib.asm.LibLibTransformerGottaGoFastLoader (gottagofast-1.0.jar) com.thiakil.gottagofast.coremod.GottaGoFastASMTransformerIELoadingPlugin (ImmersiveEngineering-0.12-80-core.jar) blusunrize.immersiveengineering.common.asm.IEClassTransformerBIFLoader (BowInfinityFix-1.11.x-1.12.x-rv5.jar) com.github.parker8283.bif.Transformer GL info: ' Vendor: 'Intel Inc.' Version: '2.1 INTEL-10.25.17' Renderer: 'Intel Iris Pro OpenGL Engine' Grim Pack loaded parts: = Grim Core { Loaded } ~ Enable aluminum subpart { Enabled } ~ Enable coal subpart { Enabled } ~ Enable graphite subpart { Enabled } ~ Enable iron subpart { Enabled } ~ Enable rubber subpart { Enabled } ~ Enable steel subpart { Enabled } = Grim Cuisine { Loaded } ~ Enable SubPart chocolate { Enabled } ~ Enable SubPart dairy { Enabled } ~ Enable SubPart dragon fruit { Enabled } ~ Enable SubPart health { Enabled } ~ Enable SubPart pie { Enabled } ~ Enable SubPart soda { Enabled } = Grim Decor { Loaded } ~ Enable SubPart alarm { Enabled } ~ Enable SubPart cages { Enabled } ~ Enable SubPart calendar { Enabled } ~ Enable SubPart colorizer { Enabled } ~ Enable SubPart decorations { Enabled } ~ Enable SubPart fireplaces { Enabled } ~ Enable SubPart flat item frame { Enabled } ~ Enable SubPart fluro { Enabled } ~ Enable SubPart frames { Enabled } ~ Enable SubPart furniture { Enabled } ~ Enable SubPart lamp posts { Enabled } ~ Enable SubPart lanterns { Enabled } ~ Enable SubPart lightbulbs { Enabled } ~ Enable SubPart neon sign { Enabled } ~ Enable SubPart slopes { Enabled } ~ Enable SubPart wall clock { Enabled } ~ Enable SubPart wallpaper { Enabled } = Grim Industry { Loaded } ~ Enable SubPart bridges { Enabled } ~ Enable SubPart chunk loader { Enabled } ~ Enable SubPart conveyor { Enabled } ~ Enable SubPart decoration { Enabled } ~ Enable SubPart doors { Enabled } ~ Enable SubPart elemental blocks { Enabled } ~ Enable SubPart extruder { Enabled } ~ Enable SubPart fans { Enabled } ~ Enable SubPart gates { Enabled } ~ Enable SubPart gravity { Enabled } ~ Enable SubPart hlights { Enabled } ~ Enable SubPart ice maker { Enabled } ~ Enable SubPart machines { Enabled } ~ Enable SubPart metal works { Enabled } ~ Enable SubPart nuclear { Enabled } ~ Enable SubPart rways { Enabled } ~ Enable SubPart sensors { Enabled } ~ Enable SubPart shaped charges { Disabled } ~ Enable SubPart spikes { Enabled } ~ Enable SubPart steel { Enabled } ~ Enable SubPart storage { Enabled } ~ Enable SubPart torches { Enabled } ~ Enable SubPart workbench upgrades { Enabled } = Grim Tools { Loaded } ~ Enable SubPart backpacks { Enabled } ~ Enable SubPart black diamond { Enabled } ~ Enable SubPart boomerangs { Enabled } ~ Enable SubPart buckets { Enabled } ~ Enable SubPart chicken suit { Enabled } ~ Enable SubPart chisel { Enabled } ~ Enable SubPart detonators { Enabled } ~ Enable SubPart extinguisher { Enabled } ~ Enable SubPart grenade launcher { Enabled } ~ Enable SubPart hammers { Enabled } ~ Enable SubPart knives { Enabled } ~ Enable SubPart machetes { Enabled } ~ Enable SubPart masks { Enabled } ~ Enable SubPart multitools { Enabled } ~ Enable SubPart pokeball { Enabled } ~ Enable SubPart portable workbench { Enabled } ~ Enable SubPart powerstaff { Enabled } ~ Enable SubPart ray guns { Enabled } ~ Enable SubPart slingshots { Enabled } ~ Enable SubPart spears { Enabled } ~ Enable SubPart staffs { Enabled } ~ Enable SubPart ultimate fist { Enabled } ~ Enable SubPart wands { Enabled } = Grim Util { Loaded } ~ Enable SubPart auto item replacer { Disabled } ~ Enable SubPart auto torch { Enabled } ~ Enable SubPart chicken feathers { Enabled } ~ Enable SubPart debug { Disabled } ~ Enable SubPart double doors { Enabled } ~ Enable SubPart frozen { Enabled } ~ Enable SubPart fusrodah { Enabled } ~ Enable SubPart graves { Enabled } ~ Enable SubPart infinite lava { Enabled } ~ Enable SubPart time { Enabled } = Grim World { Loaded } ~ Enable SubPart 8-bit mobs { Enabled } ~ Enable SubPart corruption { Disabled } ~ Enable SubPart desert wells { Enabled } ~ Enable SubPart flat bedrock { Enabled } ~ Enable SubPart floating island world type { Disabled } ~ Enable SubPart floating islands { Enabled } ~ Enable SubPart fungus { Enabled } ~ Enable SubPart glowstone seeds { Enabled } ~ Enable SubPart gunpowder reeds { Enabled } ~ Enable SubPart ice pixie { Enabled } ~ Enable SubPart more people { Disabled } ~ Enable SubPart randomite { Enabled } ~ Enable SubPart ruins { Enabled } ~ Enable SubPart treasure mobs { Enabled } ~ Enable SubPart world gen expanded { Enabled }
which seems to be caused by the space essence being created then not initialized so it's a null item...
0
I am completely, utterly, irrevocably confused.
I have a weapon system set up where each weapon is made of a handle/shaft, a blade, a guard and a pommel, each of which can be of several different icons. It was fairly simple with IItemRenderer in 1.7, but I have no idea how to do that with the new model system. I understand that I'm supposed to retrieve the IBakedModels with ItemOverrideList then combine them, but how do I register the models with ICustomModelLoader? How do I dynamically generate a model based on a png alone? And where would I hook into to register the loader and the override list? Thanks in advance!
0
I have an item which derives its colors from the ingots used to make it and a texture based on its metadata (something like TiC's parts, essentially), and I note that the new model system requires me to bake models before using them. The problem becomes that, as I have opened my config to allow editing and adding/removing parts as desired to play better with modpacks, I now require a model system which can read all variants written in the config, find their textures and bake them with each color (also custom defined in another config), which I find debilitatingly difficult having worked with 1.7 for too long. I have consulted ModelDynBucket and other similar sources, but I have trouble comprehending them since I do not know the purposes of ICustomModelLoader, ItemOverrideList, IModel and IBakedModel, and can't seem to piece things together after the finals turning my brain to mush. Would a kind soul please point this hapless man towards a more informative source such as a tutorial, or, better yet, model what is to happen in pseudocode? I give this forum my thanks in advance.
0
There's world#raytraceblocks, but it doesn't factor in entities. Vanilla aim is handled on the client, but I want to have a system where I execute a spell with the provided caster (EntityLivingBase) on the server side. There is a spell component for hitscanning, as some spells directly impact their targets, and I don't want to load the packets with yet another piece of information (plus it looks ugly that I pass a variable just so it can be used by one component). I could just use a really fast projectile, but some skills deal damage multiple times a second (there's a mechanic of one-hit shields as a restraining mechanic on single target single phase attacks, while multi-impact spells are balanced by higher chances to trigger defense mechanics like counter stun and reflect damage) and several players attacking at once a la clan wars or boss hunting can easily generate 100+ entities that eat up performance. I could just recreate the entire ray trace method on the server, but I need to make sure I'm not reinventing the wheel by missing some obscure method. Am I? Or should entity generation work?
0
That's a semi-common drop from wasps; it's not craftable.
0
That would then require factoring in screen size, starting position and ending position and then converting them into GL11 metrics (which are always beyond my grasp for some reason). Is there a more "elegant" way of doing this?
0
Is there a way to dynamically add what can be webbed? I play a heavily modded MC, and it's hard to continue living when half the mobs you encounter can't actually be captured. Icon could just be a generic web and yields a generic spider when hatched. Also, I loved (and still do love) the concept of this mod, so may I write an addon for it? I might never finish it (or even start it with all these other things to maintain :P) so right now I'm just checking permissions. I imagine it would more or less be a compatibility patch to add web support to other major mobs like the crimson cultists from TC or the demons from BM and some other types of special spiders that stem from these mobs, and maybe some bosses because everybody loves bosses. Side note, the nova spider sets health instead of healing, so it's very possible that spiders who only lost half a heart get reduced to relatively small amounts instead of healing back up. And does anyone know what royal blood and the rare fruit did? What of the talks about webbed armor? Also mandragoras despawn on peaceful even if they're friendly, and the recall rod doesn't actually seem to work.
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I have an "assembler" tile, where players can input weapon parts and create a final weapon according to their desire (kind of like TiC, but also with freedom in arrangement so players can create completely unique weapons in game). I'm a bit stuck on its GUI: the GUI is supposed to have an interface where the weapon parts can be dragged freely (i.e. icon moving) around the screen to the players' desired positions, and it would save these arrangements and reflect them on the weapon. The end objective is the ability to create weapons, comprised out of parts that are individually forged, that can be anything from a single wooden stick to an elaborate arrangement of meteorite iron flame-tipped spear heads mounted on a steel-gold alloy shaft quenched in the blood of phoenixes. The problem is that, although I do know how to gather the item icons and draw them in the GUI, I am absolutely clueless as to how the dragging can be achieved, and how to save the distance moved, as well as any icon rotation or reflection that may have been executed, to NBT for weapon rendering out of the assembler.
Scrapping the idea is possible, but it would require extensive negotiations with the texturer (who swears by this idea) and potentially more CPU-intensive calculations of texture shifting and overlap and whatnot (as he wasn't exactly keen on keeping scale with the parts in the images either).
Can someone inform my undereducated, miserable existence of how to accomplish this, or otherwise point me to a mod which does something of the sort? Thank you in advance.
0
No information was given in that post. Post the crash(es) in spoilers and provide your mod list, or we can't really help you.
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All the swords are technically extensions of the same class, I believe, but it's dotanuki. I don't see much with Nincada and Deerling, though that might be because they usually appear singularly in my world. The desync is proportional to the number of mobs hit in the right-click attack, so the issue is most prominent with members of the Clay Army who tend to appear in massive gangs. Graphics wise the only thing I have installed is Optifine, but I don't see how that would relate to the issue.
0
Small problem. When cutting apart the clay army with a slashblade, the client experiences a desync lasting up to five seconds in which no changes to the player will be saved, but any damage dealt in the time will stack and deliver as soon as the desync finishes. I experience no similar issues with the mobs and sentient swords/Silent's Gems katanas, and other mobs behave normally when attacked by a slashblade.
0
I last got it from a yeti. Maybe it's just my luck but I've had extreme difficulty finding cold biomes in 1.7 so I've only ever gotten 1.
1
+1 can relate. I was very tempted to put an EDD on Taoism. Now I'm glad I didn't—it's been 3 months since the last release and there are 2000 more errors. When someone asks you a question, there is only one legitimate answer anyways.
"When it's ready."
-Blizzard Studios