Kaz and I are both still working on this mod, though I've had a lot of difficulty in my personal life lately that has cut my productivity on any of my projects down to nothing :(. I'm hoping to be in better spirits, soon, but for the past couple months I've been completely unable to focus on anything. My apologies for the slow production of the mod and thanks for your interest
Ah, I hadn't thought of using forge events ^_^. Thank you for your help. I'm still coding in items and research, so it'll be a bit before I can test it out. I'm trying to think of a method to unlock without having the research creation event happen when it's picked up. Or is that how I would do it? (call createResearchItem on the ItemPickupEvent)
It's possible this is really obvious, and I'm just derping hard right now :P. I can't count the number of times I've run into a problem coding and then realized I was just being stupid a day or two later.
In vanilla Thaumcraft, a few research entries have unique unlock triggers, such as the primordial pearl, which unlocks when you pick it up, or the Outer Lands, which unlocks when you arrive there. I'm working on a lore-heavy add-on which has a few items which have to be created (by smelting another item) before their research is unlocked. I'm wondering what sort of trigger is used in Thaumcraft to unlock research outside of normal methods. Looking over the API, I've found a way to unlock entries by scanning an item, but nothing that lets me create a trigger when an item is picked up. Is it maybe a method that an item (like the pearl) can call? If so, I can't find it.
I'm already planning a few instances of unique triggers for unlocking research; I'll be disappointed if I won't be able to make them work (though if Azanor could do it, I'm sure I can, too)
Hey, all. Hope you're doin' well. I'm having an issue. I can't seem to figure out how to properly capture the souls of mobs like villagers and animals that sit such as cats, dogs, witchery familiars, etc. I've tried googling this issue but I just keep getting the wiki entries for the powered spawner or the soul vial, which doesn't help at all.
With villagers or other things that have a trading-type menu, such as the demon, it seems if I spam right click it eventually gets caught, but this seems like a bug. As for things that sit it doesn't matter how many times I click it, whether I shift click, etc, it simply doesn't work.
Is there a way around this? Maybe changing key bindings or something?
Ender IO 1.7.10-2.2.8.381
Weird... I've had no issue capturing any mobs. Shift+right clicking on a villager always works for me. I'd look over your key bindings and see if maybe anything is overriding your shift key in such a way that shift+right clicking isn't functioning properly.
I'm having problems getting this mod to work for me. whenever i start up minecraft it says i need forge 12.18.1.2024 even though i have forge installed, was there an update to forge recently that i dont know about or do i have to move forge to a certain folder?
Forge has a recommended version, which (I'm assuming) is what they feel is the most bug-free of their recent releases. Many mods require the most recent version, though, so you'll want to make sure you're running that and not the recommended. Also, make sure the versions of forge and Tinkers' Construct that you have are both for the same version of Minecraft.
Say, what's a good mod for adding more metals to use with TC if all I want are more metals?
Edit: and maybe new armor?
First, note that for pretty much any mod you'll want to add, you'll need another mod called ExtraTIC, which adds a lot of compatibility between different mods that add ores/ingots.
If you're on Minecraft 1.7.10, Metallurgy (4) is amazing. It adds an impressive variety of ores to the overworld, as well as the nether and the end. Some are comparable to or better than diamond and useful, other metals... not so much :P. It's configurable, though, so you can select which metals you want to have spawn in the world and take out the rest. Tartarite, the highest tier metal from Metallurgy, can be used to make Tinkers' Construct tools with over 45k durability.
Thaumcraft and its add-ons have some cool metals, but getting the most out of Thaumcraft is a major time and energy investment because of its research system.
If you're running a version of Minecraft beyond 1.7.10, then I can't help much, since that's all I play. Metallurgy 5 will be coming out soon (I hope) and will have lots of the old features as well as some really nifty new ones, so keep an eye on that. Thaumcraft has been updated to 1.8.9, I think?
Anyways, that's all I really know :(. I'd suggest looking over the list of mods that ExtraTIC works with, though. Some of them might be what you're looking for
I want to make a mod that will modify any enemy mob (vanilla or modded) during spawn (with values determined by spawn location). This would be easy if mob attributes like attack damage, movement speed, and health were stored in convenient variables, but based on the time I've spent looking over the vanilla code and trying things out, this doesn't seem to be the case.
Right now I have a function that fires whenever EntityJoinWorld event is triggered. I tried using setBaseValue with the SharedMonsterAttributes, but it doesn't seem to work. Watching it step-by-step through a debugger showed that the baseMaxHP value had been altered, but it changes back after the next line (I have a system message set up to report the mobs MaxHP).
Right now I'm only trying to modify the attack damage, MaxHP, and movement speed attributes. I've found examples of how equipment, drops, and EXP can be modified, so I should have no issues with doing those. But I've spent the past two days pouring over the vanilla code and trying different things to get the attribute values to change and I've had no luck. I thought I might be able to make a class that extends EntityMob, but that forces a constructor.. unless I can maybe use that to destroy the old mob (or just prevent the spawn) and create a new one in its place whenever a regular mob is spawned in? I feel like that would take a lot of unnecessary work, though, and I'm worried that I might end up losing mob data, especially of modded mobs.
I haven't found many examples of modders trying to tinker with these values, so I feel like I'm in somewhat uncharted territories, here... I hope someone out there can help, though; I have years of experience with C++, but I'm fairly new to Java, and very new to mod programming (I made a mod a few years ago that added an item with a crafting recipe and I'm working on a Thaumcraft add-on right now).
Can you install this mod in a old world, or is it better to start a new one?
It depends. There's some worldgen (ores, ore berries, slime islands) so to get the most out of the mod, you'll want to be able to find those things, which (normally) only generate in new chunks. If you're already using a mod like metallurgy that adds copper and tin, then the only ores you'll be missing are cobalt and ardite, which generate in the nether.
If you don't want to start an entirely new world, you do have a couple options. The CofH core mod has some nifty features (bedrock flattening is my favorite) including ore retrogen. What that does is go through all the already generated chunks (as they are loaded into memory) and adds in whichever ores you specify in the config file as if they had been there the whole time. I think all of the retrogen options are false by default, so if you just change the values for copper, tin, etc. to true, they'll spawn into previously generated chunks as if they had been there all along. The only issue is that slime islands will still only generate in new chunks (and I'm not sure if CofH core recognizes the ore berry bushes as ores that can be retrogen-ed) Alternatively, you could install MCedit, which will allow you to view your minecraft world, select any chunks you want to save, and then delete the rest. They'll regenerate the next time you walk through them and have any features added by new mods.
Hello I keep crashing whenever I press f3 and while im pretty sure tinkers' construct isn't causing it this is the only forum I i regerly go to so i was hoping someone here could tell me whats causing it, here's the crash report
---- Minecraft Crash Report ----
WARNING: coremods are present:
LoadingPlugin (Quark-beta-49.jar)
EnderCorePlugin (EnderCore-1.10.2-0.4.1.46-beta.jar)
FMLPlugin (InventoryTweaks-1.61-58.jar)
Contact their authors BEFORE contacting forge
java.lang.NullPointerException: Unexpected error
at net.darkhax.wawla.client.ClientProxy.onOverlayRendered(ClientProxy.java:28)
at net.minecraftforge.fml.common.eventhandler.ASMEventHandler_263_ClientProxy_onOverlayRendered_Text.invoke(.dynamic)
at net.minecraftforge.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:72)
at net.minecraftforge.fml.common.eventhandler.EventBus.post(EventBus.java:168)
at net.minecraftforge.client.GuiIngameForge.renderHUDText(GuiIngameForge.java:694)
at net.minecraftforge.client.GuiIngameForge.func_175180_a(GuiIngameForge.java:171)
at net.minecraft.client.renderer.EntityRenderer.func_181560_a(EntityRenderer.java:1072)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:1076)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:371)
at net.minecraft.client.main.Main.main(SourceFile:124)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at org.multimc.onesix.OneSixLauncher.launchWithMainClass(OneSixLauncher.java:310)
at org.multimc.onesix.OneSixLauncher.launch(OneSixLauncher.java:395)
at org.multimc.EntryPoint.listen(EntryPoint.java:170)
at org.multimc.EntryPoint.main(EntryPoint.java:54)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Thread: Client thread
Stacktrace:
at net.darkhax.wawla.client.ClientProxy.onOverlayRendered(ClientProxy.java:28)
at net.minecraftforge.fml.common.eventhandler.ASMEventHandler_263_ClientProxy_onOverlayRendered_Text.invoke(.dynamic)
at net.minecraftforge.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:72)
at net.minecraftforge.fml.common.eventhandler.EventBus.post(EventBus.java:168)
at net.minecraftforge.client.GuiIngameForge.renderHUDText(GuiIngameForge.java:694)
at net.minecraftforge.client.GuiIngameForge.func_175180_a(GuiIngameForge.java:171)
EnderIO: No known problems detected.
Detailed RF API diagnostics:
* RF API class 'EnergyStorage' is loaded from: jar:file:/C:/Users/User/Documents/My%20Games/Minecraft/MultiMC/instances/1.10.2/minecraft/mods/EnderIO-1.10.2-3.0.1.81_beta.jar!/cofh/api/energy/EnergyStorage.class
* RF API class 'IEnergyConnection' is loaded from: jar:file:/C:/Users/User/Documents/My%20Games/Minecraft/MultiMC/instances/1.10.2/minecraft/mods/cyberware-1.9.4-1.10.2-beta-0.1.11.jar!/cofh/api/energy/IEnergyConnection.class
* RF API class 'IEnergyContainerItem' is loaded from: jar:file:/C:/Users/User/Documents/My%20Games/Minecraft/MultiMC/instances/1.10.2/minecraft/mods/EnderIO-1.10.2-3.0.1.81_beta.jar!/cofh/api/energy/IEnergyContainerItem.class
* RF API class 'IEnergyHandler' is loaded from: jar:file:/C:/Users/User/Documents/My%20Games/Minecraft/MultiMC/instances/1.10.2/minecraft/mods/cyberware-1.9.4-1.10.2-beta-0.1.11.jar!/cofh/api/energy/IEnergyHandler.class
* RF API class 'IEnergyProvider' is loaded from: jar:file:/C:/Users/User/Documents/My%20Games/Minecraft/MultiMC/instances/1.10.2/minecraft/mods/cyberware-1.9.4-1.10.2-beta-0.1.11.jar!/cofh/api/energy/IEnergyProvider.class
* RF API class 'IEnergyReceiver' is loaded from: jar:file:/C:/Users/User/Documents/My%20Games/Minecraft/MultiMC/instances/1.10.2/minecraft/mods/cyberware-1.9.4-1.10.2-beta-0.1.11.jar!/cofh/api/energy/IEnergyReceiver.class
* RF API class 'IEnergyStorage' is loaded from: jar:file:/C:/Users/User/Documents/My%20Games/Minecraft/MultiMC/instances/1.10.2/minecraft/mods/EnderIO-1.10.2-3.0.1.81_beta.jar!/cofh/api/energy/IEnergyStorage.class
* RF API class 'ItemEnergyContainer' is loaded from: jar:file:/C:/Users/User/Documents/My%20Games/Minecraft/MultiMC/instances/1.10.2/minecraft/mods/EnderIO-1.10.2-3.0.1.81_beta.jar!/cofh/api/energy/ItemEnergyContainer.class
* RF API class 'TileEnergyHandler' is loaded from: jar:file:/C:/Users/User/Documents/My%20Games/Minecraft/MultiMC/instances/1.10.2/minecraft/mods/EnderIO-1.10.2-3.0.1.81_beta.jar!/cofh/api/energy/TileEnergyHandler.class
* RF API class 'TileEnergyHandler' is loaded from: jar:file:/C:/Users/User/Documents/My%20Games/Minecraft/MultiMC/instances/1.10.2/minecraft/mods/EnderIO-1.10.2-3.0.1.81_beta.jar!/cofh/api/energy/TileEnergyHandler.class
Launched Version: MultiMC5
LWJGL: 2.9.1
OpenGL: Intel(R) HD Graphics 4000 GL version 4.0.0 - Build 10.18.10.4276, Intel
GL Caps: Using GL 1.3 multitexturing.
Using GL 1.3 texture combiners.
Using framebuffer objects because OpenGL 3.0 is supported and separate blending is supported.
Shaders are available because OpenGL 2.1 is supported.
VBOs are available because OpenGL 1.5 is supported.
Using VBOs: Yes
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Resource Packs:
Current Language: English (US)
Profiler Position: N/A (disabled)
CPU: 4x Intel(R) Core(TM) i3-3227U CPU @ 1.90GHz
It's WAWLA (What are we looking at) causing the error; it's having some sort of issue displaying the HUD, I think more specifically text.
So the instant I put a smeltery Controller down, my game crashes, and I have to force shut down. and I have no idea why. If you need a crash report I will try but no guarantees. I also have other mods but everything is compatible and its all 1.8.9.
Thank you in advanced. I would like to try and solve this. It was running fine before
If you haven't played since you last had this crash, go to the logs folder in your .minecraft and find fml-client-latest.log. It's a text file which should end with details on the crash. Otherwise, you can find the log from the last time you had the crash (might be compressed in gz format, which can be opened with a decompression program like 7zip or gzip). If you post the text from an applicable log here (under a spoiler), the devs (and those of us good at reading logs) can help you figure out what's going on and maybe how to fix it.
You got ****ing nerves. You scared the **** out of me with that Hero...... xD Is it after some time or is it randomly appearing? (Btw I don't want to spoil others, so ssshhhh)
Your profile pic is from a Cyriak video; how are you scared of a little text on a machine? The things that come from Cyriak's head are enough to give you-know-who nightmares for life :P.
Honestly, though, it weirded me out a bit when I saw it, too. I only play on a server I run (pretty much just for my friends and I right now) and the first time I saw it I'm like, "Um... who was in my base? Who did this?"
So, I've read the thread, and still don't understand whether or not it's a full-on tech mod. I know it's probably just my lack of decent comprehension skills, but I just can't tell whether I should get TE as my core tech.
I wouldn't say it's a full-on tech mod. It does add a bit of tech with the crusher, which turns each ore into two powders (each powder smelts into an ore, so you get double the ingots!) and a few other blocks, but the main feature of the mod is the ability to combine ore dusts to make new, more powerful ores (As well as adding lots of world-gen to make mining and exploring a bit more interesting). Metallurgy adds a few tool tiers above diamond, though the materials can be extremely tough to find (at least in large quantities).
I've always paired Metallurgy with some sort of tech mod like IndustrialCraft (long ago, before the mod became far too complex) or EnderIO. If you download ExtraTiC, the metallurgy metals can be used with Tinkers Construct to make some really broken tools (I have a hammer with over 31k durability that repairs itself at a fairly rapid rate ^_^).
I'm going to be working with Kazmirl on this mod ^_^. We'll be updating this post soon with more details on what features we're working on, the mod title, and more! I'm super excited about a lot of what we have planned, and I hope everyone else will be, too.
For this it must be open source but actually it isn't
The author might come back to it, or they might want to pass the mod on to another individual developer who they trust (rather than opening it up to everyone). If they don't want to make it open source right now, I'm sure they have a good reason. Which brings me to...
If they do that, the mod is basically no longer in their control. Anyone can make changes, and several users could decide to take it in a bunch of different directions. Open source is great for when a mod author is completely finished working on a mod and wants to give it to the community so someone can continue development; if YorkeMC intends to come back to the mod in the future and do a bit more work, that will be tough if a bunch of other users have made changes.
0
Kaz and I are both still working on this mod, though I've had a lot of difficulty in my personal life lately that has cut my productivity on any of my projects down to nothing :(. I'm hoping to be in better spirits, soon, but for the past couple months I've been completely unable to focus on anything. My apologies for the slow production of the mod and thanks for your interest
0
Ah, I hadn't thought of using forge events ^_^. Thank you for your help. I'm still coding in items and research, so it'll be a bit before I can test it out. I'm trying to think of a method to unlock without having the research creation event happen when it's picked up. Or is that how I would do it? (call createResearchItem on the ItemPickupEvent)
It's possible this is really obvious, and I'm just derping hard right now :P. I can't count the number of times I've run into a problem coding and then realized I was just being stupid a day or two later.
0
In vanilla Thaumcraft, a few research entries have unique unlock triggers, such as the primordial pearl, which unlocks when you pick it up, or the Outer Lands, which unlocks when you arrive there. I'm working on a lore-heavy add-on which has a few items which have to be created (by smelting another item) before their research is unlocked. I'm wondering what sort of trigger is used in Thaumcraft to unlock research outside of normal methods. Looking over the API, I've found a way to unlock entries by scanning an item, but nothing that lets me create a trigger when an item is picked up. Is it maybe a method that an item (like the pearl) can call? If so, I can't find it.
I'm already planning a few instances of unique triggers for unlocking research; I'll be disappointed if I won't be able to make them work (though if Azanor could do it, I'm sure I can, too)
0
Weird... I've had no issue capturing any mobs. Shift+right clicking on a villager always works for me. I'd look over your key bindings and see if maybe anything is overriding your shift key in such a way that shift+right clicking isn't functioning properly.
1
Forge has a recommended version, which (I'm assuming) is what they feel is the most bug-free of their recent releases. Many mods require the most recent version, though, so you'll want to make sure you're running that and not the recommended. Also, make sure the versions of forge and Tinkers' Construct that you have are both for the same version of Minecraft.
0
First, note that for pretty much any mod you'll want to add, you'll need another mod called ExtraTIC, which adds a lot of compatibility between different mods that add ores/ingots.
If you're on Minecraft 1.7.10, Metallurgy (4) is amazing. It adds an impressive variety of ores to the overworld, as well as the nether and the end. Some are comparable to or better than diamond and useful, other metals... not so much :P. It's configurable, though, so you can select which metals you want to have spawn in the world and take out the rest. Tartarite, the highest tier metal from Metallurgy, can be used to make Tinkers' Construct tools with over 45k durability.
Thaumcraft and its add-ons have some cool metals, but getting the most out of Thaumcraft is a major time and energy investment because of its research system.
If you're running a version of Minecraft beyond 1.7.10, then I can't help much, since that's all I play. Metallurgy 5 will be coming out soon (I hope) and will have lots of the old features as well as some really nifty new ones, so keep an eye on that. Thaumcraft has been updated to 1.8.9, I think?
Anyways, that's all I really know :(. I'd suggest looking over the list of mods that ExtraTIC works with, though. Some of them might be what you're looking for
0
Thank you for the help! I'll see if I can get it working tonight ^_^.
I would update, but all the major mods I use are still on 1.7.10. I've been waiting on Metallurgy 5 to come out (among other things).
0
I want to make a mod that will modify any enemy mob (vanilla or modded) during spawn (with values determined by spawn location). This would be easy if mob attributes like attack damage, movement speed, and health were stored in convenient variables, but based on the time I've spent looking over the vanilla code and trying things out, this doesn't seem to be the case.
Right now I have a function that fires whenever EntityJoinWorld event is triggered. I tried using setBaseValue with the SharedMonsterAttributes, but it doesn't seem to work. Watching it step-by-step through a debugger showed that the baseMaxHP value had been altered, but it changes back after the next line (I have a system message set up to report the mobs MaxHP).
Right now I'm only trying to modify the attack damage, MaxHP, and movement speed attributes. I've found examples of how equipment, drops, and EXP can be modified, so I should have no issues with doing those. But I've spent the past two days pouring over the vanilla code and trying different things to get the attribute values to change and I've had no luck. I thought I might be able to make a class that extends EntityMob, but that forces a constructor.. unless I can maybe use that to destroy the old mob (or just prevent the spawn) and create a new one in its place whenever a regular mob is spawned in? I feel like that would take a lot of unnecessary work, though, and I'm worried that I might end up losing mob data, especially of modded mobs.
I haven't found many examples of modders trying to tinker with these values, so I feel like I'm in somewhat uncharted territories, here... I hope someone out there can help, though; I have years of experience with C++, but I'm fairly new to Java, and very new to mod programming (I made a mod a few years ago that added an item with a crafting recipe and I'm working on a Thaumcraft add-on right now).
0
It depends. There's some worldgen (ores, ore berries, slime islands) so to get the most out of the mod, you'll want to be able to find those things, which (normally) only generate in new chunks. If you're already using a mod like metallurgy that adds copper and tin, then the only ores you'll be missing are cobalt and ardite, which generate in the nether.
If you don't want to start an entirely new world, you do have a couple options. The CofH core mod has some nifty features (bedrock flattening is my favorite) including ore retrogen. What that does is go through all the already generated chunks (as they are loaded into memory) and adds in whichever ores you specify in the config file as if they had been there the whole time. I think all of the retrogen options are false by default, so if you just change the values for copper, tin, etc. to true, they'll spawn into previously generated chunks as if they had been there all along. The only issue is that slime islands will still only generate in new chunks (and I'm not sure if CofH core recognizes the ore berry bushes as ores that can be retrogen-ed) Alternatively, you could install MCedit, which will allow you to view your minecraft world, select any chunks you want to save, and then delete the rest. They'll regenerate the next time you walk through them and have any features added by new mods.
1
It's WAWLA (What are we looking at) causing the error; it's having some sort of issue displaying the HUD, I think more specifically text.
0
If you haven't played since you last had this crash, go to the logs folder in your .minecraft and find fml-client-latest.log. It's a text file which should end with details on the crash. Otherwise, you can find the log from the last time you had the crash (might be compressed in gz format, which can be opened with a decompression program like 7zip or gzip). If you post the text from an applicable log here (under a spoiler), the devs (and those of us good at reading logs) can help you figure out what's going on and maybe how to fix it.
0
Your profile pic is from a Cyriak video; how are you scared of a little text on a machine? The things that come from Cyriak's head are enough to give you-know-who nightmares for life :P.
Honestly, though, it weirded me out a bit when I saw it, too. I only play on a server I run (pretty much just for my friends and I right now) and the first time I saw it I'm like, "Um... who was in my base? Who did this?"
0
I wouldn't say it's a full-on tech mod. It does add a bit of tech with the crusher, which turns each ore into two powders (each powder smelts into an ore, so you get double the ingots!) and a few other blocks, but the main feature of the mod is the ability to combine ore dusts to make new, more powerful ores (As well as adding lots of world-gen to make mining and exploring a bit more interesting). Metallurgy adds a few tool tiers above diamond, though the materials can be extremely tough to find (at least in large quantities).
I've always paired Metallurgy with some sort of tech mod like IndustrialCraft (long ago, before the mod became far too complex) or EnderIO. If you download ExtraTiC, the metallurgy metals can be used with Tinkers Construct to make some really broken tools (I have a hammer with over 31k durability that repairs itself at a fairly rapid rate ^_^).
0
I'm going to be working with Kazmirl on this mod ^_^. We'll be updating this post soon with more details on what features we're working on, the mod title, and more! I'm super excited about a lot of what we have planned, and I hope everyone else will be, too.
0
The author might come back to it, or they might want to pass the mod on to another individual developer who they trust (rather than opening it up to everyone). If they don't want to make it open source right now, I'm sure they have a good reason. Which brings me to...
If they do that, the mod is basically no longer in their control. Anyone can make changes, and several users could decide to take it in a bunch of different directions. Open source is great for when a mod author is completely finished working on a mod and wants to give it to the community so someone can continue development; if YorkeMC intends to come back to the mod in the future and do a bit more work, that will be tough if a bunch of other users have made changes.