Assuming you are using TC6 there currently is no way to combat taint. In other versions you could make a flower called an ethereal bloom that you could place and it would get rid of taint.Since TC6 is in beta we'll just have to wait for it or an alternative to be added.
I am using TC6.
I think a better idea would be the ability to make a tool that cleanses or cuts through taint easier. Kind of like the clentaminator from Terraria. Passive purification is nice, but doesn't sound fun or difficult imo. Basically, my current way of fighting it is just placing torches on it to destroy it instantly, which is super boring.
Not sure if this has already been suggested, but maybe add an option to increase taint spread rate and break rate? I like the idea of the world being infected, I just don't want to spend 4 years making sure it doesn't. I think increasing how fast you can clear it by hand would be awesome, but I also want it spreading to still be a threat. (Ignore this if there are ways to clear it easier further on in TC. I haven't gotten to any ways to clear it magically. This still applies to early game, however. For now I'm just going to turn down the spread.)
Okay, so the "Dungeons" issue along with the biome not generating correctly just came back up. After a length of testing, it seems to be a mod called "The Aether II." After digging through configs, I realized that when I set the Ender Forest Biome ID as 200 (I set everything in CC within the 200s), 200 is the same ID as the "Dungeons" biome for Aether 2. Not sure why it wasn't picked up by Reika's API, but I'm glad I found it.
I'm going to try adding Aquatic Abyss back in now that this issue is resolved (for science), but I care about it a lot less than ChromatiCraft or Aether II.
Edit: Just added Aquatic Abyss back in and everything's still working great. There's no support for 1.7.10 for Aether anymore, so there's no point in making an issue report for them, but hopefully anyone that runs across this issue finds my post.
I recall there is a mod that uses dynamic biome ID allocation, which doesn't always work as intended. You can disable that feature in the mod config. I don't recall which mod it was exactly (might've been Runic Dungeons, actually), that might be worth looking for. Also, as far as I know ID conflicts don't always result in crashes. I've been using the mod "Anti ID Conflict" to track the various IDs and make sure there is always a crash if there is a conflict. It detects about 99% of all conflicts, but can't detect conflicts caused by dynamic ID allocation.
If this problem is not related to biome IDs, then I don't know what it might be.
Based off of what I've done so far, it seems to be Aquatic Abyss causing everything to turn into ocean (ironically, I might add). I'm currently adding it to my profile with just ChromatiCraft in it to see if it is indeed what's causing that. Still no idea what's forcing it to be named "Dungeons"
Edit: Just confirmed, it was indeed Aquatic Abyss. Not sure why it's conflicting with ChromatiCraft. I'm just glad it's Aquatic Abyss and not one of my other magic mods.
Hey all. Just a fair forewarning, this may be a bit lengthy.
I'm running into a weird issue involving ChromatiCraft. Not sure what's causing it, but I've started putting together a modpack and I'm testing mod by mod for compatibility issues. I think I got through about 1/10th of the list when I enabled ChromatiCraft, Dragon API, and GeoStrata.
I launched the game, got about 40 crashes (as I suspected) with biome confliction errors, and went through and edited all of the conflicting biome IDs. I launch the game and it goes through. I generate the world and it generates successfully. I spawn in a rainbow forest and notice the really awesome new particle effects coming out of the ground. I start flying around to make sure everything generated okay, and then I start seeing these particle effects (white this time) in a plains biome. I thought it was odd at first, but just assumed it was because I was near CC pylons.
Turns out it wasn't. It was supposed to be an Ender Forest, but somehow, the "Ender Forest" part of the Ender Forest was being turned into Plains, and being called "Dungeons". After messing around with the configs, I bumped up the Ender Forest biome weight to a ridiculous number, and sure enough, surrounded by plains called "Dungeons".
After this, I removed some mods to see if it would resolve the issue, and now I'm surrounded by Deep Ocean. I'm not sure what's going on, but if anyone has any suggestions as to how I can troubleshoot, I'd be grateful. I'm sure it's another mod causing the issue, but without a crash log, I'm not sure how to even begin figuring it out.
The odd thing is that the rainbow forest is still generating normally, and I have no idea what this "Dungeons" biome is. I've never seen it before, and I tried looking it up and found Runic Dungeons (which is a mod I have in the modpack). I tested them together in a new profile, and had no issues, and even went into the Ender Forest and saw those same particle effects. I disabled it in the modpack and nothing changed.
I could probably just make a new profile with the same mods, and enable each mod one by one starting with chromaticraft, but I'm really interested in figuring out why this is happening, not just what's causing it.
As I wait for a reply, I'm going to continue going through each of my mods individually to try to figure out what's happening.
P.S.: It's not BoP or AE2 sadly I checked those before anything else.
TL;DR: Something's messing with my Ender Forest Biome generation, labeling, and possibly IDing, and I'd appreciate suggestions on how to figure out what's causing it.
java.lang.NoSuchMethodError: net.minecraft.tileentity.TileEntity.updateEntity()V
at net.minecraft.tileentity.TileEntity.updateEntity_DAPIRelay(TileEntity.java)
at net.minecraft.world.World.func_72939_s(World.java:1939)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:489)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:636)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:547)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:111)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:427)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)
-- Block entity being ticked --
Details:
Name: CCTileEntityLootChest // Reika.ChromatiCraft.Block.Worldgen.BlockLootChest.TileEntityLootChest
Block type: ID #423 (tile.chroma.loot // Reika.ChromatiCraft.Block.Worldgen.BlockLootChest)
Block data value: 8 / 0x8 / 0b1000
Block location: World: (-253,18,433), Chunk: (at 3,1,1 in -16,27; contains blocks -256,0,432 to -241,255,447), Region: (-1,0; contains chunks -32,0 to -1,31, blocks -512,0,0 to -1,255,511)
Actual block type: ID #423 (tile.chroma.loot // Reika.ChromatiCraft.Block.Worldgen.BlockLootChest)
Actual block data value: 8 / 0x8 / 0b1000
Browsing through the forum, this seems to be a common problem. Earlier it looked like it was having a problem with a custom Thaumcraft plant.
Let me know if you'd like more information for testing purposes. I'm always happy to help.
Minecraft 1.7.2 isn't officially supported (I haven't tested on it), but I just pushed a new version of the mod (version 1.4.2), that might fix this. I changed the way the camouflage parts rendered when smooth lighting is turned on.
They should all show up and be craftable. It's possible they are disabled in 'torchLevers.cfg' you can find it in the /config/ directory. Towards the top there are configuration options to turn off any of the blocks you don't want in the game.
Of course All of my mods can be used in modpacks, I only ask that you don't monetize the pack. Feel free to setup public or private servers using any of my mods, but don't sell or even use advertisement/redirection services to make money from the downloads.
Hmmm... I wasn't able to recreate this bug. If you're using an invasive graphics altering mod like Optifine try disabling that. Also try making sure you're running the recommended Forge version (currently 10.13.4.1448). If you'd like more help send me a list of the mods your using or a game log and I'll try to recreate the bug.
I tried out the newest Forge and it seemed to have a lot of issues. Try rolling back to 1448 (the latest recommended build), and double check that you're using Torch Levers 1.4.1 (now updated to 1.4.2, so use that ^_^). There was a bug in 1.4 that caused server crashes, but I fixed it a year ago and don't really remember what caused it. If the error persists let me know and I'll try to help.
Okay, I will do that ASAP and let you know the results! Thanks for the extremely quick reply!
Also, while I'm at it, would it be okay if I included your mod in a modded server? It will be semi-private for no monetary gain. If so, let me know any restrictions you would like. (I'm planning on putting a text document within the mod pack file disclaiming any and all rights I own to any mod within the mod pack, including links to every mod author's website and more.)
Oh, I'm really looking forward to this actually. Even if it's expensive. That mean you can make your lumen generation much more compact and not spread across the world, which is useful for servers.
Hey HitchH1k3r, I am trying to run your (currently) latest version of Torch Levers on a Forge (forge-1.7.10-10.13.4.1492-1.7.10-universal) Server, and my server is crashing before world blocks begin spawning. Torch Levers is the only mod being ran on this modded server when this crash occurs. Here is a crash report:
---- Minecraft Crash Report ----
// I just don't know what went wrong
Time: 8/12/15 9:07 AM
Description: Exception in server tick loop
cpw.mods.fml.common.LoaderException: java.lang.NoClassDefFoundError: Lnet/minecraft/client/resources/data/IMetadataSerializer;
at cpw.mods.fml.common.LoadController.transition(LoadController.java:163)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:544)
at cpw.mods.fml.server.FMLServerHandler.beginServerLoading(FMLServerHandler.java:87)
at cpw.mods.fml.common.FMLCommonHandler.onServerStart(FMLCommonHandler.java:314)
at net.minecraft.server.dedicated.DedicatedServer.func_71197_b(DedicatedServer.java:117)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:387)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)
Caused by: java.lang.NoClassDefFoundError: Lnet/minecraft/client/resources/data/IMetadataSerializer;
at java.lang.Class.getDeclaredFields0(Native Method)
at java.lang.Class.privateGetDeclaredFields(Unknown Source)
at java.lang.Class.getDeclaredField(Unknown Source)
at cpw.mods.fml.common.ProxyInjector.inject(ProxyInjector.java:43)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:512)
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 com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:212)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:190)
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 com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:119)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:513)
... 5 more
Caused by: java.lang.ClassNotFoundException: net.minecraft.client.resources.data.IMetadataSerializer
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:191)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 32 more
Caused by: java.lang.NullPointerException
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:182)
... 34 more
Any and all help with this problem would be much appreciated, and thanks for your time and creating such an amazing mod.
Note that this is only a preliminary version, and is subject to change.
Also, it will be much more quiet and subtle ingame.
As I listen the first time:
0:00-1:00 The first minute gave me goosebumps.
1:00-1:22 The sharp notes after 1 minute were a little sudden, but they kinda grew on me.
1:22-2:53 I personally don't like "Choir ahs", but I'm not listening to this while exploring the dimension, I'm listening to this by itself.
2:53-2:58 The double key change gave me goose bumps. (I love key changes! x3)
2:58-3:40 The key change at 3:37 sounds interesting, and I'm expecting the double key change again...
3:41-4:24 And there it is. Although for some reason it's kind of disappointing.
4:24-5:01 I like the use of the ambiance with this key drop.
5:01-5:59 I love the key change back up instead of continuing downwards. Chills~.
5:59-8:00 After this it get pretty repetitive with the "ahs".
8:00-8:32 This sounds very relaxing to me.
As I listen the second time:
0:00-0:07 This sounds so awesome.
0:07-0:29 First note comes in a little early for me and sounds a little sharp.
0:29-0:54 I really like this rhythm that you create here.
0:54-0:56 Immediate chills as the strings come in.
0:56-1:02 After listening to this again, the strings make the sharp notes less offensive, but I still feel like this first note is a little much.
1:02-1:22 Getting used to the rhythm
1:22-1:33 Listening to this a second time, I feel like the ahs should just come in slower or at a lower pitch.
1:33-1:49 The lower ahs sound really cool, but a little overwhelming.
1:49-1:56 I didn't even hear this shift the first time, but it's awesome.
1:56-2:16 Repeat
2:16-2:37 This shift sounds a little awkward, but I like the shift regardless.
2:37-2:58 Repeat
2:58-3:17 I'm getting used to the shifts and what your music is really going for.
3:17-4:24 Music repeats in a few patterns
4:24-5:04 This downwards shift sounds really cool, and really contrasts the upwards shift in the first part of the piece.
5:04-6:00 Music goes back to its original pattern. Pretty cool. ^_~
6:00-8:00 Ahs are pretty repetitive.
8:00-8:32 Again, very relaxing. I really like this for some reason.
Suggestions:
Make what I call the "sharp notes" (Sharp like a dagger, not sharp as in pitch) a little softer.
Maybe use the key changes more. Like, throw something into the part after the key change to make it unique from the original pattern other than the key change.
2:17 Maybe change that constant note to a lower pitch where the pattern repeats.
2:59 Maybe add something in as the pitch shifts upwards briefly to make it a little interesting. This will make 3:09-3:41 sound a little more ambient.
3:41 Same thing here, but for 3:52-4:24
6:00-8:00 Could be a little shorter or quieter.
Summary:
Overall it was a really good piece. I enjoyed listening to it. It actually sounded kind of like certain pieces in WoW or Halo, and I really like both of those games' music. Reika, if you are reading this, know that my appreciation and love for this song supercede any of the things I listed that I didn't like as much. Any suggestions I have made are merely that: suggestions. I'm sure you spent a decent amount of time on this, and you probably have a good idea about what you want. And remember, I'm listening to this without even seeing the dimension once. Let me know if you want me to be more specific about anything, or if you'd like me to explore the dimension and make a new response afterwards.
And that's my opinion on the song from listening to it a couple of times. Hopefully the spoilers helped make this a little tidier. I tried to be thorough while still being to the point.
Hello. If you don't know me, I am Natureshadow. I am currently making a mod pack named Resplendence on Curse Voice, and this is the forum thread I have created for that mod pack.
Resplendence is inspired by a few magic, adventure, and tech mods I've learned to love, including (but not limited to):
Azanor's Thaumcraft
Greymark's Roguelike Dungeon Mod
Reika's ChromatiCraft
TeamCoFH's Thermal Expansion
Hopefully those few mods gives you a slight idea what this mod pack is really about.
At this time, this mod pack will be for semi-private use only, meaning I will only be distributing this between my friends for server play use.
That being said, if it is requested enough, I will gladly go back and ask the mod authors for permissions for a public release. Just remember that the mod authors are not obligated to give me any permissions to their mods, so do not expect a public release to ever be available, as it may or may not happen. And remember, you can always download these author's mods for private use, or you can ask the mod authors for permission to include their mods in your mod pack.
If you do know me and were redirected to here by me, welcome! After lots and lots of testing, tinkering, and time, Resplendence is now in alpha!!!
I am currently working with a couple of my friends to try to get a server created for this mod pack so that we can test the mod pack's multiplayer compatibility. As of now... well... Let's just say I've had easier tasks. I expect that the server will be up and running within the next week. Multiplayer testing has always been a mystical task to accomplish, and I look forward to hurdling this obstacle so that we can move forward. I ask that you continue testing, or start testing if you haven't started.
Goals for the Alpha release:
I would like everyone to come to a conclusion on the mods within the pack. Although a few mod changes during beta are inevitable, I would like to keep them to a minimum. If the mod pack undergoes a large amount of modification before beta is released, I will release a second version of alpha. I will also do some light config file changes before the the Alpha server is released as the server will not be redone when/if the second version is released. Any and all alpha version 2 testing will be done in single player.
After multiplayer has been accomplished, I am optimistically hoping that the second version alpha will be released, or perhaps even beta depending on how everyone feels about the mods within the pack, within the next week or two. If beta is released, I will try to have a server running within the next 3 or 4 days. Overall, the beta multiplayer server should be here anywhere between 1-3 weeks.
Lastly, thank you again mod authors for making this possible. I really do appreciate it. You guys have taken Minecraft and done something amazing with it. I will provide a link to every mod used in the alpha version below very soon, but for now, I will only provide a link to the mods not within Curse Voice's mod hub.
Reika's Mods - ChromatiCraft, Dragon API, and TerritoryZone
Mapwriter 2 - 2.1.7 update causes a crash with this mod. Here is the crash report:
java.lang.NullPointerException: Registering texture
at mapwriter.BlockColourGen.genBlockColours(BlockColourGen.java:151)
at mapwriter.Mw.reloadBlockColours(Mw.java:403)
at mapwriter.forge.EventHandler.onTextureStitchEventPost(EventHandler.java:77)
at cpw.mods.fml.common.eventhandler.ASMEventHandler_535_EventHandler_onTextureStitchEventPost_Post.invoke(.dynamic)
at cpw.mods.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:54)
at cpw.mods.fml.common.eventhandler.EventBus.post(EventBus.java:138)
at net.minecraftforge.client.ForgeHooksClient.onTextureStitchedPost(ForgeHooksClient.java:276)
at net.minecraft.client.renderer.texture.TextureMap.func_110571_b(TextureMap.java:311)
at net.minecraft.client.renderer.texture.TextureMap.func_110551_a(TextureMap.java:97)
at net.minecraft.client.renderer.texture.TextureManager.func_110579_a(TextureManager.java:89)
at net.minecraft.client.renderer.texture.TextureManager.func_110549_a(TextureManager.java:172)
at net.minecraft.client.resources.SimpleReloadableResourceManager.func_110544_b(SimpleReloadableResourceManager.java:143)
at net.minecraft.client.resources.SimpleReloadableResourceManager.func_110541_a(SimpleReloadableResourceManager.java:121)
at net.minecraft.client.Minecraft.func_110436_a(Minecraft.java:617)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:327)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:552)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:878)
at net.minecraft.client.main.Main.main(SourceFile:148)
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:483)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
I have informed VectronDiablon of this conflict as well. Here is a link to his mod website if you wish to contact him:
Which of these looks better (and easier to navigate)?
I personally like the first image more, although I suggest using a slightly grayer shade for the lighter block if possible, or any other higher-contrasting blocks. (if you have to increase the contrast in game in order to see the difference between the two blocks. If not, it looks great). I always prefer my darker shades on my floors and my lighter shades as my walls.
0
I am using TC6.
I think a better idea would be the ability to make a tool that cleanses or cuts through taint easier. Kind of like the clentaminator from Terraria. Passive purification is nice, but doesn't sound fun or difficult imo. Basically, my current way of fighting it is just placing torches on it to destroy it instantly, which is super boring.
0
Not sure if this has already been suggested, but maybe add an option to increase taint spread rate and break rate? I like the idea of the world being infected, I just don't want to spend 4 years making sure it doesn't. I think increasing how fast you can clear it by hand would be awesome, but I also want it spreading to still be a threat. (Ignore this if there are ways to clear it easier further on in TC. I haven't gotten to any ways to clear it magically. This still applies to early game, however. For now I'm just going to turn down the spread.)
0
Okay, so the "Dungeons" issue along with the biome not generating correctly just came back up. After a length of testing, it seems to be a mod called "The Aether II." After digging through configs, I realized that when I set the Ender Forest Biome ID as 200 (I set everything in CC within the 200s), 200 is the same ID as the "Dungeons" biome for Aether 2. Not sure why it wasn't picked up by Reika's API, but I'm glad I found it.
I'm going to try adding Aquatic Abyss back in now that this issue is resolved (for science), but I care about it a lot less than ChromatiCraft or Aether II.
Edit: Just added Aquatic Abyss back in and everything's still working great. There's no support for 1.7.10 for Aether anymore, so there's no point in making an issue report for them, but hopefully anyone that runs across this issue finds my post.
0
Still not sure why, though. Aquatic Abyss doesn't even have anything to do with biomes to my knowledge.
0
Based off of what I've done so far, it seems to be Aquatic Abyss causing everything to turn into ocean (ironically, I might add). I'm currently adding it to my profile with just ChromatiCraft in it to see if it is indeed what's causing that. Still no idea what's forcing it to be named "Dungeons"
Edit: Just confirmed, it was indeed Aquatic Abyss. Not sure why it's conflicting with ChromatiCraft. I'm just glad it's Aquatic Abyss and not one of my other magic mods.
0
Hey all. Just a fair forewarning, this may be a bit lengthy.
I'm running into a weird issue involving ChromatiCraft. Not sure what's causing it, but I've started putting together a modpack and I'm testing mod by mod for compatibility issues. I think I got through about 1/10th of the list when I enabled ChromatiCraft, Dragon API, and GeoStrata.
I launched the game, got about 40 crashes (as I suspected) with biome confliction errors, and went through and edited all of the conflicting biome IDs. I launch the game and it goes through. I generate the world and it generates successfully. I spawn in a rainbow forest and notice the really awesome new particle effects coming out of the ground. I start flying around to make sure everything generated okay, and then I start seeing these particle effects (white this time) in a plains biome. I thought it was odd at first, but just assumed it was because I was near CC pylons.
Turns out it wasn't. It was supposed to be an Ender Forest, but somehow, the "Ender Forest" part of the Ender Forest was being turned into Plains, and being called "Dungeons". After messing around with the configs, I bumped up the Ender Forest biome weight to a ridiculous number, and sure enough, surrounded by plains called "Dungeons".
After this, I removed some mods to see if it would resolve the issue, and now I'm surrounded by Deep Ocean. I'm not sure what's going on, but if anyone has any suggestions as to how I can troubleshoot, I'd be grateful. I'm sure it's another mod causing the issue, but without a crash log, I'm not sure how to even begin figuring it out.
The odd thing is that the rainbow forest is still generating normally, and I have no idea what this "Dungeons" biome is. I've never seen it before, and I tried looking it up and found Runic Dungeons (which is a mod I have in the modpack). I tested them together in a new profile, and had no issues, and even went into the Ender Forest and saw those same particle effects. I disabled it in the modpack and nothing changed.
I could probably just make a new profile with the same mods, and enable each mod one by one starting with chromaticraft, but I'm really interested in figuring out why this is happening, not just what's causing it.
As I wait for a reply, I'm going to continue going through each of my mods individually to try to figure out what's happening.
P.S.: It's not BoP or AE2 sadly I checked those before anything else.
TL;DR: Something's messing with my Ender Forest Biome generation, labeling, and possibly IDing, and I'd appreciate suggestions on how to figure out what's causing it.
1
Could you possibly include something that lets us choose to keep the repair enchant in the configs?
0
I know you're working hard on the update, and a lot of commotion is going on, so I'm just going to leave this here:
---- Minecraft Crash Report ----
// I just don't know what went wrong
Time: 9/1/15 1:20 PM
Description: Ticking block entity
java.lang.NoSuchMethodError: net.minecraft.tileentity.TileEntity.updateEntity()V
at net.minecraft.tileentity.TileEntity.updateEntity_DAPIRelay(TileEntity.java)
at net.minecraft.world.World.func_72939_s(World.java:1939)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:489)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:636)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:547)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:111)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:427)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)
-- Block entity being ticked --
Details:
Name: CCTileEntityLootChest // Reika.ChromatiCraft.Block.Worldgen.BlockLootChest.TileEntityLootChest
Block type: ID #423 (tile.chroma.loot // Reika.ChromatiCraft.Block.Worldgen.BlockLootChest)
Block data value: 8 / 0x8 / 0b1000
Block location: World: (-253,18,433), Chunk: (at 3,1,1 in -16,27; contains blocks -256,0,432 to -241,255,447), Region: (-1,0; contains chunks -32,0 to -1,31, blocks -512,0,0 to -1,255,511)
Actual block type: ID #423 (tile.chroma.loot // Reika.ChromatiCraft.Block.Worldgen.BlockLootChest)
Actual block data value: 8 / 0x8 / 0b1000
Browsing through the forum, this seems to be a common problem. Earlier it looked like it was having a problem with a custom Thaumcraft plant.
Let me know if you'd like more information for testing purposes. I'm always happy to help.
I'm looking forward to v8c :3
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Okay, I will do that ASAP and let you know the results! Thanks for the extremely quick reply!
Also, while I'm at it, would it be okay if I included your mod in a modded server? It will be semi-private for no monetary gain. If so, let me know any restrictions you would like. (I'm planning on putting a text document within the mod pack file disclaiming any and all rights I own to any mod within the mod pack, including links to every mod author's website and more.)
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Oh, I'm really looking forward to this actually. Even if it's expensive. That mean you can make your lumen generation much more compact and not spread across the world, which is useful for servers.
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Hey HitchH1k3r, I am trying to run your (currently) latest version of Torch Levers on a Forge (forge-1.7.10-10.13.4.1492-1.7.10-universal) Server, and my server is crashing before world blocks begin spawning. Torch Levers is the only mod being ran on this modded server when this crash occurs. Here is a crash report:
---- Minecraft Crash Report ----
// I just don't know what went wrong
Time: 8/12/15 9:07 AM
Description: Exception in server tick loop
cpw.mods.fml.common.LoaderException: java.lang.NoClassDefFoundError: Lnet/minecraft/client/resources/data/IMetadataSerializer;
at cpw.mods.fml.common.LoadController.transition(LoadController.java:163)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:544)
at cpw.mods.fml.server.FMLServerHandler.beginServerLoading(FMLServerHandler.java:87)
at cpw.mods.fml.common.FMLCommonHandler.onServerStart(FMLCommonHandler.java:314)
at net.minecraft.server.dedicated.DedicatedServer.func_71197_b(DedicatedServer.java:117)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:387)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)
Caused by: java.lang.NoClassDefFoundError: Lnet/minecraft/client/resources/data/IMetadataSerializer;
at java.lang.Class.getDeclaredFields0(Native Method)
at java.lang.Class.privateGetDeclaredFields(Unknown Source)
at java.lang.Class.getDeclaredField(Unknown Source)
at cpw.mods.fml.common.ProxyInjector.inject(ProxyInjector.java:43)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:512)
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 com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:212)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:190)
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 com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:119)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:513)
... 5 more
Caused by: java.lang.ClassNotFoundException: net.minecraft.client.resources.data.IMetadataSerializer
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:191)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 32 more
Caused by: java.lang.NullPointerException
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:182)
... 34 more
Any and all help with this problem would be much appreciated, and thanks for your time and creating such an amazing mod.
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As I listen the first time:
0:00-1:00 The first minute gave me goosebumps.
1:00-1:22 The sharp notes after 1 minute were a little sudden, but they kinda grew on me.
1:22-2:53 I personally don't like "Choir ahs", but I'm not listening to this while exploring the dimension, I'm listening to this by itself.
2:53-2:58 The double key change gave me goose bumps. (I love key changes! x3)
2:58-3:40 The key change at 3:37 sounds interesting, and I'm expecting the double key change again...
3:41-4:24 And there it is. Although for some reason it's kind of disappointing.
4:24-5:01 I like the use of the ambiance with this key drop.
5:01-5:59 I love the key change back up instead of continuing downwards. Chills~.
5:59-8:00 After this it get pretty repetitive with the "ahs".
8:00-8:32 This sounds very relaxing to me.
As I listen the second time:
0:00-0:07 This sounds so awesome.
0:07-0:29 First note comes in a little early for me and sounds a little sharp.
0:29-0:54 I really like this rhythm that you create here.
0:54-0:56 Immediate chills as the strings come in.
0:56-1:02 After listening to this again, the strings make the sharp notes less offensive, but I still feel like this first note is a little much.
1:02-1:22 Getting used to the rhythm
1:22-1:33 Listening to this a second time, I feel like the ahs should just come in slower or at a lower pitch.
1:33-1:49 The lower ahs sound really cool, but a little overwhelming.
1:49-1:56 I didn't even hear this shift the first time, but it's awesome.
1:56-2:16 Repeat
2:16-2:37 This shift sounds a little awkward, but I like the shift regardless.
2:37-2:58 Repeat
2:58-3:17 I'm getting used to the shifts and what your music is really going for.
3:17-4:24 Music repeats in a few patterns
4:24-5:04 This downwards shift sounds really cool, and really contrasts the upwards shift in the first part of the piece.
5:04-6:00 Music goes back to its original pattern. Pretty cool. ^_~
6:00-8:00 Ahs are pretty repetitive.
8:00-8:32 Again, very relaxing. I really like this for some reason.
Suggestions:
Make what I call the "sharp notes" (Sharp like a dagger, not sharp as in pitch) a little softer.
Maybe use the key changes more. Like, throw something into the part after the key change to make it unique from the original pattern other than the key change.
2:17 Maybe change that constant note to a lower pitch where the pattern repeats.
2:59 Maybe add something in as the pitch shifts upwards briefly to make it a little interesting. This will make 3:09-3:41 sound a little more ambient.
3:41 Same thing here, but for 3:52-4:24
6:00-8:00 Could be a little shorter or quieter.
Summary:
Overall it was a really good piece. I enjoyed listening to it. It actually sounded kind of like certain pieces in WoW or Halo, and I really like both of those games' music. Reika, if you are reading this, know that my appreciation and love for this song supercede any of the things I listed that I didn't like as much. Any suggestions I have made are merely that: suggestions. I'm sure you spent a decent amount of time on this, and you probably have a good idea about what you want. And remember, I'm listening to this without even seeing the dimension once. Let me know if you want me to be more specific about anything, or if you'd like me to explore the dimension and make a new response afterwards.
And that's my opinion on the song from listening to it a couple of times. Hopefully the spoilers helped make this a little tidier. I tried to be thorough while still being to the point.
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____________________________________________________________________________________________
Hello. If you don't know me, I am Natureshadow. I am currently making a mod pack named Resplendence on Curse Voice, and this is the forum thread I have created for that mod pack.
Resplendence is inspired by a few magic, adventure, and tech mods I've learned to love, including (but not limited to):
Azanor's Thaumcraft
Greymark's Roguelike Dungeon Mod
Reika's ChromatiCraft
TeamCoFH's Thermal Expansion
Hopefully those few mods gives you a slight idea what this mod pack is really about.
At this time, this mod pack will be for semi-private use only, meaning I will only be distributing this between my friends for server play use.
That being said, if it is requested enough, I will gladly go back and ask the mod authors for permissions for a public release. Just remember that the mod authors are not obligated to give me any permissions to their mods, so do not expect a public release to ever be available, as it may or may not happen. And remember, you can always download these author's mods for private use, or you can ask the mod authors for permission to include their mods in your mod pack.
If you do know me and were redirected to here by me, welcome! After lots and lots of testing, tinkering, and time, Resplendence is now in alpha!!!
I am currently working with a couple of my friends to try to get a server created for this mod pack so that we can test the mod pack's multiplayer compatibility. As of now... well... Let's just say I've had easier tasks. I expect that the server will be up and running within the next week. Multiplayer testing has always been a mystical task to accomplish, and I look forward to hurdling this obstacle so that we can move forward. I ask that you continue testing, or start testing if you haven't started.
Goals for the Alpha release:
I would like everyone to come to a conclusion on the mods within the pack. Although a few mod changes during beta are inevitable, I would like to keep them to a minimum. If the mod pack undergoes a large amount of modification before beta is released, I will release a second version of alpha. I will also do some light config file changes before the the Alpha server is released as the server will not be redone when/if the second version is released. Any and all alpha version 2 testing will be done in single player.
After multiplayer has been accomplished, I am optimistically hoping that the second version alpha will be released, or perhaps even beta depending on how everyone feels about the mods within the pack, within the next week or two. If beta is released, I will try to have a server running within the next 3 or 4 days. Overall, the beta multiplayer server should be here anywhere between 1-3 weeks.
Lastly, thank you again mod authors for making this possible. I really do appreciate it. You guys have taken Minecraft and done something amazing with it. I will provide a link to every mod used in the alpha version below very soon, but for now, I will only provide a link to the mods not within Curse Voice's mod hub.
Reika's Mods - ChromatiCraft, Dragon API, and TerritoryZone
https://sites.google.com/site/reikasminecraft/home
Player - Fastcraft
http://forum.industrial-craft.net/index.php?page=Thread&threadID=10820
Torch Levers - HitchH1k3r
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1288257-1-7-10-forge-torch-levers-and-more-version-1-4-1
All of these mods are awesome, and you should definitely go tell the mod makers how well they did!
Thanks to RazielMB for the lovely artwork!
If you would like to see more of their artwork, click on this link to go to their DeviantArt page:
http://razielmb.deviantart.com/
I hope you enjoy your journey through the unknown and I hope we meet again soon.
- Natureshadow
______________________________________________________________________________________________
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Mapwriter 2 - 2.1.7 update causes a crash with this mod. Here is the crash report:
java.lang.NullPointerException: Registering texture
at mapwriter.BlockColourGen.genBlockColours(BlockColourGen.java:151)
at mapwriter.Mw.reloadBlockColours(Mw.java:403)
at mapwriter.forge.EventHandler.onTextureStitchEventPost(EventHandler.java:77)
at cpw.mods.fml.common.eventhandler.ASMEventHandler_535_EventHandler_onTextureStitchEventPost_Post.invoke(.dynamic)
at cpw.mods.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:54)
at cpw.mods.fml.common.eventhandler.EventBus.post(EventBus.java:138)
at net.minecraftforge.client.ForgeHooksClient.onTextureStitchedPost(ForgeHooksClient.java:276)
at net.minecraft.client.renderer.texture.TextureMap.func_110571_b(TextureMap.java:311)
at net.minecraft.client.renderer.texture.TextureMap.func_110551_a(TextureMap.java:97)
at net.minecraft.client.renderer.texture.TextureManager.func_110579_a(TextureManager.java:89)
at net.minecraft.client.renderer.texture.TextureManager.func_110549_a(TextureManager.java:172)
at net.minecraft.client.resources.SimpleReloadableResourceManager.func_110544_b(SimpleReloadableResourceManager.java:143)
at net.minecraft.client.resources.SimpleReloadableResourceManager.func_110541_a(SimpleReloadableResourceManager.java:121)
at net.minecraft.client.Minecraft.func_110436_a(Minecraft.java:617)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:327)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:552)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:878)
at net.minecraft.client.main.Main.main(SourceFile:148)
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:483)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
I have informed VectronDiablon of this conflict as well. Here is a link to his mod website if you wish to contact him:
http://www.curse.com/mc-mods/minecraft/231387-mapwriter-2
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I personally like the first image more, although I suggest using a slightly grayer shade for the lighter block if possible, or any other higher-contrasting blocks. (if you have to increase the contrast in game in order to see the difference between the two blocks. If not, it looks great). I always prefer my darker shades on my floors and my lighter shades as my walls.