• 0

    posted a message on Lycanites Mobs - Strange and Deadly Creatures!

    Pretty sure they either activate themselves after certain condition's or a specific amount of days in game are met.

    But if not check the configs.

    It wil probobly be listed in the config with 'General' in its name.

    Posted in: Minecraft Mods
  • 0

    posted a message on Lycanites Mobs - Strange and Deadly Creatures!

    So im playing on the 1.15.1.5 version for the MC version of 1.10.2. And I last played this mod on 1.7.10 along with my other mods. And I have done some testing to find that this mod has become quite weighty. Heavy. Idk why. The pack only has a 5,598 KB increase in size.

    But to cut to the chase. I have had to allocate additional RAM for MC (Only one extra G) simply because if I don't the game never loads up. It will be at the white screen pre-game menu "cooking" the mods up but never load.

    Now in the older 1.7.10 version my mods are more numerous and have around 100,000kb more weight.

    So after taking this mod and others out one at a time and testing loading and fps after allocation increase and decrease.


    I want to know why this version of the mod is so heavy. Why is it so weighty? Why it...just slows or stops things now more than it did.


    Note this is not an attack on the mod, but a genuine question as to what changed.

    AI? Optimization?

    Posted in: Minecraft Mods
  • 0

    posted a message on Custom NPCs

    The HP for entities in the 1.10.2 version seems to not be able to pass 1024. Tested the mod solo with the most recent version but the problem persists. And I know the previous health max used to be like 30k. Unsure if this is a bug or is a intentional change.

    Posted in: Minecraft Mods
  • 0

    posted a message on [WIP] Custom Stuff 3 - Create Content Ingame

    sorry to make a second response but it would'nt let me add more under the other spoiler. Ive had a few other troubles too. When I set the block to 'only be placed on ceilings' and then add it too the world gen, it still creates the certain objects 'ON TOP' of the blocks.


    For example, the object, is a crosstexture flower that I am trying to have hang off the underside of some leaf blocks, but up to this point I am still unsuccessful in making that work. Is it the world gen messing up? Or do I need to add scripts here?


    Next. When I add normal block ore to the world gen then say I want it to spawn in the 'air' biome, nothing happens. I figured that was because air blocks are not a option to spawn them on but that particular biome/option is rather confusing/misleading.


    lastly on the subject of scripts, I am unable to get any to work. I type them in every way thinkable on my own, as well as copy paste scripts from other places like the Customstuff 2 wiki. But no scripts seem to work for me. Can you give me a example of a right one? Something simple even. Like Ive been trying to make a sword that onLeftClick, kills all creatures in a certain radius. or a sword that causes a explosion where I am looking when I left click. Idk if its my game..... or me... but something isint right..... or if you know a place I can learn about minecraft scripts....


    Also I was surprised to find that none of the options the execute scripts let me put commands in like I would a command block.


    another question would be. Is the item creation tab/gui useable to anyone other than a OP? I was considering making a server with this on it, but I don't want the average player to mess up the server with the power to make or change my creations at will.


    Anyway, any and all help is appreciated. Sorry for so many questions.

    Posted in: WIP Mods
  • 0

    posted a message on [WIP] Custom Stuff 3 - Create Content Ingame

    Unsure if you are still looking over these threads Cube, but I have a couple crash reports for you, they occurred after making two fluid blocks.


    ---- Minecraft Crash Report ----
    // Ooh. Shiny.

    Time: 12/4/16 12:30 AM
    Description: Exception in server tick loop

    java.lang.IllegalStateException: The fluid registry is corrupted
    at net.minecraftforge.fluids.FluidRegistry.getDefaultFluidName(FluidRegistry.java:297)
    at net.minecraftforge.fluids.FluidRegistry.writeDefaultFluidList(FluidRegistry.java:327)
    at net.minecraftforge.common.ForgeModContainer.getDataForWriting(ForgeModContainer.java:315)
    at cpw.mods.fml.common.FMLCommonHandler.handleWorldDataSave(FMLCommonHandler.java:375)
    at net.minecraft.world.storage.SaveHandler.func_75755_a(SaveHandler.java:169)
    at net.minecraft.world.chunk.storage.AnvilSaveHandler.func_75755_a(AnvilSaveHandler.java:41)
    at net.minecraft.world.WorldServer.func_73042_a(WorldServer.java:837)
    at net.minecraft.world.WorldServer.func_73044_a(WorldServer.java:802)
    at net.minecraft.server.MinecraftServer.func_71267_a(MinecraftServer.java:318)
    at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:106)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:427)
    at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)

    A detailed walkthrough of the error, its code path and all known details is as follows:
    ---------------------------------------------------------------------------------------

    -- System Details --
    Details:
    Minecraft Version: 1.7.10
    Operating System: Windows 7 (amd64) version 6.1
    Java Version: 1.8.0_111, Oracle Corporation
    Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
    Memory: 184497656 bytes (175 MB) / 380428288 bytes (362 MB) up to 1060372480 bytes (1011 MB)
    JVM Flags: 6 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
    AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
    IntCache: cache: 1, tcache: 1, allocated: 12, tallocated: 94
    FML: MCP v9.05 FML v7.10.99.99 Minecraft Forge 10.13.4.1558 5 mods loaded, 5 mods active
    States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
    UCHIJAAAA mcp{9.05} [Minecraft Coder Pack] (minecraft.jar)
    UCHIJAAAA FML{7.10.99.99} [Forge Mod Loader] (forge-1.7.10-10.13.4.1558-1.7.10.jar)
    UCHIJAAAA Forge{10.13.4.1558} [Minecraft Forge] (forge-1.7.10-10.13.4.1558-1.7.10.jar)
    UCHIJAAAA CustomStuff3{0.7.10} [Custom Stuff 3] (CustomStuff3-0.7.10-MC1.7.10.jar)
    UCHIJAAAA PackTwo{1.0.0} [Pack II] (PackTwo)
    GL info: ~~ERROR~~ RuntimeException: No OpenGL context found in the current thread.
    Profiler Position: N/A (disabled)
    Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
    Player Count: 1 / 8; [EntityPlayerMP['_VII_'/372, l='New World', x=32.50, y=66.00, z=-136.50]]
    Type: Integrated Server (map_client.txt)
    Is Modded: Definitely; Client brand changed to 'fml,forge'


    and the other



    ---- Minecraft Crash Report ----
    // Surprise! Haha. Well, this is awkward.

    Time: 12/4/16 12:26 AM
    Description: Updating screen events

    java.lang.IllegalStateException: The fluid registry is corrupted
    at net.minecraftforge.fluids.FluidRegistry.getDefaultFluidName(FluidRegistry.java:297)
    at net.minecraftforge.fluids.FluidRegistry.writeDefaultFluidList(FluidRegistry.java:327)
    at net.minecraftforge.common.ForgeModContainer.getDataForWriting(ForgeModContainer.java:315)
    at cpw.mods.fml.common.FMLCommonHandler.handleWorldDataSave(FMLCommonHandler.java:375)
    at net.minecraft.world.storage.SaveHandler.func_75761_a(SaveHandler.java:209)
    at net.minecraft.client.Minecraft.func_71371_a(Minecraft.java:2081)
    at net.minecraft.client.gui.GuiCreateWorld.func_146284_a(GuiCreateWorld.java:230)
    at net.minecraft.client.gui.GuiScreen.func_73864_a(GuiScreen.java:225)
    at net.minecraft.client.gui.GuiCreateWorld.func_73864_a(GuiCreateWorld.java:377)
    at net.minecraft.client.gui.GuiScreen.func_146274_d(GuiScreen.java:296)
    at net.minecraft.client.gui.GuiScreen.func_146269_k(GuiScreen.java:268)
    at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1640)
    at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:973)
    at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:898)
    at net.minecraft.client.main.Main.main(SourceFile:148)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
    at java.lang.reflect.Method.invoke(Unknown Source)
    at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
    at net.minecraft.launchwrapper.Launch.main(Launch.java:28)

    A detailed walkthrough of the error, its code path and all known details is as follows:
    ---------------------------------------------------------------------------------------

    -- Head --
    Stacktrace:
    at net.minecraftforge.fluids.FluidRegistry.getDefaultFluidName(FluidRegistry.java:297)
    at net.minecraftforge.fluids.FluidRegistry.writeDefaultFluidList(FluidRegistry.java:327)
    at net.minecraftforge.common.ForgeModContainer.getDataForWriting(ForgeModContainer.java:315)
    at cpw.mods.fml.common.FMLCommonHandler.handleWorldDataSave(FMLCommonHandler.java:375)
    at net.minecraft.world.storage.SaveHandler.func_75761_a(SaveHandler.java:209)
    at net.minecraft.client.Minecraft.func_71371_a(Minecraft.java:2081)
    at net.minecraft.client.gui.GuiCreateWorld.func_146284_a(GuiCreateWorld.java:230)
    at net.minecraft.client.gui.GuiScreen.func_73864_a(GuiScreen.java:225)
    at net.minecraft.client.gui.GuiCreateWorld.func_73864_a(GuiCreateWorld.java:377)
    at net.minecraft.client.gui.GuiScreen.func_146274_d(GuiScreen.java:296)
    at net.minecraft.client.gui.GuiScreen.func_146269_k(GuiScreen.java:268)

    -- Affected screen --
    Details:
    Screen name: net.minecraft.client.gui.GuiMainMenu
    Stacktrace:
    at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1640)
    at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:973)
    at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:898)
    at net.minecraft.client.main.Main.main(SourceFile:148)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
    at java.lang.reflect.Method.invoke(Unknown Source)
    at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
    at net.minecraft.launchwrapper.Launch.main(Launch.java:28)

    -- System Details --
    Details:
    Minecraft Version: 1.7.10
    Operating System: Windows 7 (amd64) version 6.1
    Java Version: 1.8.0_111, Oracle Corporation
    Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
    Memory: 191297752 bytes (182 MB) / 302235648 bytes (288 MB) up to 1060372480 bytes (1011 MB)
    JVM Flags: 6 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
    AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
    IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
    FML: MCP v9.05 FML v7.10.99.99 Minecraft Forge 10.13.4.1558 5 mods loaded, 5 mods active
    States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
    UCHIJA mcp{9.05} [Minecraft Coder Pack] (minecraft.jar)
    UCHIJA FML{7.10.99.99} [Forge Mod Loader] (forge-1.7.10-10.13.4.1558-1.7.10.jar)
    UCHIJA Forge{10.13.4.1558} [Minecraft Forge] (forge-1.7.10-10.13.4.1558-1.7.10.jar)
    UCHIJA CustomStuff3{0.7.10} [Custom Stuff 3] (CustomStuff3-0.7.10-MC1.7.10.jar)
    UCHIJA PackTwo{1.0.0} [Pack II] (PackTwo)
    GL info: ' Vendor: 'NVIDIA Corporation' Version: '4.3.0' Renderer: 'GeForce GT 635/PCIe/SSE2'
    Launched Version: 1.7.10-Forge10.13.4.1558-1.7.10
    LWJGL: 2.9.1
    OpenGL: GeForce GT 635/PCIe/SSE2 GL version 4.3.0, NVIDIA Corporation
    GL Caps: Using GL 1.3 multitexturing.
    Using framebuffer objects because OpenGL 3.0 is supported and separate blending is supported.
    Anisotropic filtering is supported and maximum anisotropy is 16.
    Shaders are available because OpenGL 2.1 is supported.

    Is Modded: Definitely; Client brand changed to 'fml,forge'
    Type: Client (map_client.txt)
    Resource Packs: [SoulCraft]
    Current Language: English (US)
    Profiler Position: N/A (disabled)
    Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
    Anisotropic Filtering: Off (1)


    Posted in: WIP Mods
  • 0

    posted a message on TragicMC mod, tough Bosses, Mobs, Weapons and Dimensions (TragicMC3)

    Just found a way around the issue... So I was trying to disable Doom to get it to not show up.


    But if I go into the configs and set the min and max Doom at 0. The bar does not show up, and none of the destructive scrolls can be used.


    :iapprove: Winning

    Posted in: Minecraft Mods
  • 0

    posted a message on TragicMC mod, tough Bosses, Mobs, Weapons and Dimensions (TragicMC3)

    The Log file is so large I literally cannot post it here.. but i reset your mods config to default. Then test everything again. The only time it crashes is after I adjust the Blanket Doom too False, add 1000 to the Doom limit cap, then add Ars Magica into the mix. I'm pretty sure its some kind of incompatibility. Because otherwise all the config adjustments I do to your mod do not crash me.

    I even tried to break the post into 3-4 segments, it still is too large to post.

    Posted in: Minecraft Mods
  • 0

    posted a message on TragicMC mod, tough Bosses, Mobs, Weapons and Dimensions (TragicMC3)

    I checked the minecraft directory and I have tons of logs...but they all seem to be encrypted? I can't read the most recent one...or any of them for that matter... and is that crash report not full? I copy pasted if from the minecraft log in screen. I thought that's all that there was too it?

    Posted in: Minecraft Mods
  • 0

    posted a message on TragicMC mod, tough Bosses, Mobs, Weapons and Dimensions (TragicMC3)

    Also another idea for you that I looked in the configs for but could not find, is a way to specify the way your world gen tools work.


    Like the bubble for example..I was trying to find a config that had a list of all the block ID's it was using when it spawned those random block bubbles, so I could delete those ID's and just add one block ID to it that I would want to use...


    Was gonna make a big obsidian bubble.... also the spike generator would be cool if it had a similar config.


    Or maybe the pit generator had a blacklist ID so when it eats away at the world, it does not each the blocks on its blacklist ID list.


    ideas ideas ideas...

    Posted in: Minecraft Mods
  • 0

    posted a message on TragicMC mod, tough Bosses, Mobs, Weapons and Dimensions (TragicMC3)

    Testing results.


    Default test: No change to the Tmc config,(Outside of what I already changed in the past, and forgot what default was, but its worked all this time so I don't think what I changed before is the issue...I remember setting some scrolls too false because they were too damaging to the world (The purple ones). And I changed the Doom cap a while back to a 1000...but I don't remember any other changes I did.. Anyway...


    Mod list for these tests is as follows:

    Damage Indicators 3.2.3

    Ars Magica 1.4.0.008

    Animation API 1.2.4

    Big Trees v.1060

    Custom NPC's

    Mo Creatures 6.3.1

    Lycanites Mobs 1.10.11.1

    TragicMc 2.43.2375

    Twilight Forest 2.3.3


    All things generated successful this test starting from a new world. Synapse and Collision also both successful.


    ---------------------------------------


    Test 2: Set the Doom to false in blanket settings of the Config.


    Generating new world with no structure gen and creative-mode.... .... .... Crash.


    Crash info.



    ---- Minecraft Crash Report ----
    // You're mean.

    Time: 8/13/15 3:58 PM
    Description: Ticking memory connection

    java.util.ConcurrentModificationException
    at java.util.HashMap$HashIterator.nextEntry(Unknown Source)
    at java.util.HashMap$ValueIterator.next(Unknown Source)
    at net.minecraft.entity.Entity.<init>(Entity.java:181)
    at net.minecraft.entity.EntityLivingBase.<init>(EntityLivingBase.java:119)
    at net.minecraft.entity.player.EntityPlayer.<init>(EntityPlayer.java:141)
    at net.minecraft.entity.player.EntityPlayerMP.<init>(EntityPlayerMP.java:138)
    at net.minecraft.server.management.ServerConfigurationManager.func_148545_a(ServerConfigurationManager.java:410)
    at net.minecraft.server.network.NetHandlerLoginServer.func_147326_c(NetHandlerLoginServer.java:101)
    at net.minecraft.server.network.NetHandlerLoginServer.func_147233_a(NetHandlerLoginServer.java:60)
    at net.minecraft.network.NetworkManager.func_74428_b(NetworkManager.java:215)
    at net.minecraft.network.NetworkSystem.func_151269_c(NetworkSystem.java:165)
    at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:659)
    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)

    A detailed walkthrough of the error, its code path and all known details is as follows:
    ---------------------------------------------------------------------------------------

    -- Head --
    Stacktrace:
    at java.util.HashMap$HashIterator.nextEntry(Unknown Source)
    at java.util.HashMap$ValueIterator.next(Unknown Source)
    at net.minecraft.entity.Entity.<init>(Entity.java:181)
    at net.minecraft.entity.EntityLivingBase.<init>(EntityLivingBase.java:119)
    at net.minecraft.entity.player.EntityPlayer.<init>(EntityPlayer.java:141)
    at net.minecraft.entity.player.EntityPlayerMP.<init>(EntityPlayerMP.java:138)
    at net.minecraft.server.management.ServerConfigurationManager.func_148545_a(ServerConfigurationManager.java:410)
    at net.minecraft.server.network.NetHandlerLoginServer.func_147326_c(NetHandlerLoginServer.java:101)
    at net.minecraft.server.network.NetHandlerLoginServer.func_147233_a(NetHandlerLoginServer.java:60)
    at net.minecraft.network.NetworkManager.func_74428_b(NetworkManager.java:215)

    -- Ticking connection --
    Details:
    Connection: [email protected]
    Stacktrace:
    at net.minecraft.network.NetworkSystem.func_151269_c(NetworkSystem.java:165)
    at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:659)
    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)

    -- System Details --
    Details:
    Minecraft Version: 1.7.10
    Operating System: Windows 7 (amd64) version 6.1
    Java Version: 1.7.0_45, Oracle Corporation
    Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
    Memory: 261635640 bytes (249 MB) / 656990208 bytes (626 MB) up to 1060372480 bytes (1011 MB)
    JVM Flags: 6 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
    AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
    IntCache: cache: 0, tcache: 0, allocated: 13, tallocated: 95
    FML: MCP v9.05 FML v7.10.99.99 Minecraft Forge 10.13.4.1490 25 mods loaded, 25 mods active
    States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
    UCHIJAAAA mcp{9.05} [Minecraft Coder Pack] (minecraft.jar)
    UCHIJAAAA FML{7.10.99.99} [Forge Mod Loader] (forge-1.7.10-10.13.4.1490-1.7.10.jar)
    UCHIJAAAA Forge{10.13.4.1490} [Minecraft Forge] (forge-1.7.10-10.13.4.1490-1.7.10.jar)
    UCHIJAAAA AM2-Preloader{0.0.2} [AMCore] (minecraft.jar)
    UCHIJAAAA AnimationAPI{1.2.4} [AnimationAPI] (AnimationAPI-1.7.10-1.2.4.jar)
    UCHIJAAAA arsmagica2{1.4.0.008} [Ars Magica 2] (1.7.10_AM2-1.4.0.008.jar)
    UCHIJAAAA DamageIndicatorsMod{3.2.3} [Damage Indicators] ([1.7.10]DamageIndicatorsMod-3.2.3.jar)
    UCHIJAAAA bigtrees{1.7.2b} [The BigTrees Mod] (BigTrees-172b-forge1060.jar)
    UCHIJAAAA customnpcs{1.7.10c} [CustomNpcs] (CustomNPCs_1.7.10c.jar)
    UCHIJAAAA MoCreatures{6.3.1} [DrZhark's Mo'Creatures Mod] (DrZharks MoCreatures Mod v6.3.1.zip)
    UCHIJAAAA lycanitesmobs{1.10.11.1 - MC 1.7.10} [Lycanites Mobs] (LycanitesMobsComplete 1.10.11.1 [1.7.10].jar)
    UCHIJAAAA arcticmobs{1.10.11.1 - MC 1.7.10} [Lycanites Arctic Mobs] (LycanitesMobsComplete 1.10.11.1 [1.7.10].jar)
    UCHIJAAAA demonmobs{1.10.11.1 - MC 1.7.10} [Lycanites Demon Mobs] (LycanitesMobsComplete 1.10.11.1 [1.7.10].jar)
    UCHIJAAAA desertmobs{1.10.11.1 - MC 1.7.10} [Lycanites Desert Mobs] (LycanitesMobsComplete 1.10.11.1 [1.7.10].jar)
    UCHIJAAAA forestmobs{1.10.11.1 - MC 1.7.10} [Lycanites Forest Mobs] (LycanitesMobsComplete 1.10.11.1 [1.7.10].jar)
    UCHIJAAAA freshwatermobs{1.10.11.1 - MC 1.7.10} [Lycanites Freshwater Mobs] (LycanitesMobsComplete 1.10.11.1 [1.7.10].jar)
    UCHIJAAAA infernomobs{1.10.11.1 - MC 1.7.10} [Lycanites Inferno Mobs] (LycanitesMobsComplete 1.10.11.1 [1.7.10].jar)
    UCHIJAAAA junglemobs{1.10.11.1 - MC 1.7.10} [Lycanites Jungle Mobs] (LycanitesMobsComplete 1.10.11.1 [1.7.10].jar)
    UCHIJAAAA mountainmobs{1.10.11.1 - MC 1.7.10} [Lycanites Mountain Mobs] (LycanitesMobsComplete 1.10.11.1 [1.7.10].jar)
    UCHIJAAAA plainsmobs{1.10.11.1 - MC 1.7.10} [Lycanites Plains Mobs] (LycanitesMobsComplete 1.10.11.1 [1.7.10].jar)
    UCHIJAAAA saltwatermobs{1.10.11.1 - MC 1.7.10} [Lycanites Saltwater Mobs] (LycanitesMobsComplete 1.10.11.1 [1.7.10].jar)
    UCHIJAAAA shadowmobs{1.10.11.1 - MC 1.7.10} [Lycanites Shadow Mobs] (LycanitesMobsComplete 1.10.11.1 [1.7.10].jar)
    UCHIJAAAA swampmobs{1.10.11.1 - MC 1.7.10} [Lycanites Swamp Mobs] (LycanitesMobsComplete 1.10.11.1 [1.7.10].jar)
    UCHIJAAAA TragicMC{2.43.2375 Beta} [TragicMC 2] (TragicMC2-1.7.10-2.43.2375.jar)
    UCHIJAAAA TwilightForest{2.3.3} [The Twilight Forest] (twilightforest-1.7.10-2.3.3.jar)
    GL info: ~~ERROR~~ RuntimeException: No OpenGL context found in the current thread.
    Profiler Position: N/A (disabled)
    Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
    Player Count: 0 / 8; []
    Type: Integrated Server (map_client.txt)
    Is Modded: Definitely; Client brand changed to 'fml,forge'


    Looking at the report.. it looks like twilight forest did not like me changing the doom config to false???





    --------------------------------------------------------------


    Test two: Setting Doom back too true. Setting blanket config of allowmobs spawning too false


    New world generating with creativemode and no structure spawning... ... ... Successful.


    Testing travel to Synapse....Successful Generation

    Testing travel to Collision...Successful Generation.


    None of your mobs spawned. All is as it should be...

    Continuing to the next test.


    ---------------------------------------------------------


    Test three: Changing mobspawns back to true. Setting each individual creatures allowance too false.


    Generating new world with same settings as before. Creativemode and structure generation turned off.


    New world generation successful.


    Testing travel to Synapse...Successful Generation. .....also Lockbots...lockbots everywhere. Pretty sure I did not miss their config but I will check again in a sec....yep. missed them...were good.


    Traveling to Collision...Succsessful. And no bioams seem to have anything spawning that belongs to you.


    Moving on to next test.

    ------------------------------------------------------------


    Test four: Changing all mob allowances too true, setting spawn chance to 0


    Generating new creative world with no structures.... ... ... success.


    Testing travel to Synapse.. ... ...successful. And no creatures spawn.


    Testing travel to Collision... .. ..successful.....creatures are spawning....somewhere...but I don't think they are yours. I use a kill all ability and its killing entities somewhere...but I have seen vanilla mobs in the collision...so its probably skellies or zombies...


    -------------------------------------------------



    And I think that's my last test for the moment... turned out better than I though it would..

    Posted in: Minecraft Mods
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    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)

    It's not a huge issue, I have a plan B.. I just prefer config settings over restricting items, to restrict something else...two stones for one bird ya know? Going the long way around....

    Posted in: Minecraft Mods
  • 0

    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)

    Because I am working on a server. All the mobs are made custom by me through the NPC mod by noppes. I use the skins and models of all the creatures in other mods, but have their spawn chances set to 0 in order to ensure certain game breaking things don't happen. For example, Some creatures in other mods do a ton of grief damage, setting them to 0 spawn chance or disabling them allows me to still use its model, but ensures that it is never naturally spawned in game with its abilities to destroy the server.

    Only in the scenario that I am present to summon or kill the creature that could do massive server damage is it cool with me.


    Also I would prefer Etherium to be a rarer resource than what it is...it does not fit with the backstory of my server...not that I can't change that, but I of course like things the way I have them and in-vision them to be.


    That's why dear and curious Moridin.


    So I take it neither can be disabled? (If not I will just do a lore change up, and then blacklist the items it takes to make the bosses.)

    Posted in: Minecraft Mods
  • 0

    posted a message on TragicMC mod, tough Bosses, Mobs, Weapons and Dimensions (TragicMC3)

    Yeah I can add it in again and test it a few more times to give you some crash reports.

    But I remember if I set the blanket setting to No Doom. The game would crash at startup. And if I were to set each mob one by one to not spawn, or turn its spawn number/chance or w.e too 0, it would crash my game when I traveled to your custom dimensions.


    The crash probably happens because I have the mods set to true, but spawn chance to 0... I bet the game tries to generate them in their biomes but then realizes it can't...then crashes....



    anyway yeah Ill test out a bunch of different formats and inclucde what I did to try and bring on the crash. Give me a few hours.

    Posted in: Minecraft Mods
  • 0

    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)

    Is their a way to disable boss spawns and disable etherium from generating at world startup?

    Posted in: Minecraft Mods
  • 0

    posted a message on TragicMC mod, tough Bosses, Mobs, Weapons and Dimensions (TragicMC3)

    TLDR : Trying to disable features has given no fruit, so does anyone know how to delete things from a mod and leave only certain features and the mod still function? All I want/need is the cool mobs from the mod..... Tried doing this with 7-zip. Got into the mod jar and deleted everything other than things that had to do with the mobs. (No offense to the mod owner.) Although this did not work unsurprisingly. Is there a way to do it correctly?



    I have a few things to unload about the mod. First of all I want to say alone, its pretty dang great. Functionality wise it works where other mods Ive used that provide similar content crash.


    But when it comes down to it, This mod has some issues with other mods. I tried to turn off the features in the configs in different ways that I did not want but it still seems to crash my game with other mods installed.


    I am using Lycanites mobs, Ars Magica 2, Mo Creatures, Custom NPCs and a Tree gen modifier......Maybe some of these cause incompatibilities?


    Currently if i use the blanket config to turn off Doom with these mods installed it crashes at start. Also disabling mobs individually seems to have issues, or was it using the blanket mob disable? I cant remember, I know one or both crash my game...


    My big issue (which my sound strange) Is that I want none of the core features active, but still activate-able. Like no monsters spawn on their own, but I can still spawn them. Doom meter is not shown, but doom items can still be used....


    Although what I REALLY want is the mobs. Just the mobs if I could find a way to have only them I would, they are my main focus from the mod and why I downloaded it.

    -----------------------------------




    Last is a suggestion to the mod owner. I was looking through the configs when I started playing with the mod hoping I could find a config to activate doom gain on the death of any mob...or perhaps gain doom energy through exp orbs? I like the idea of doom being in game and a usable mana bar like function, but I set it so it does not regenerate, because of like I said; I feel it should regen when you kill things.

    Posted in: Minecraft Mods
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