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    posted a message on [NETWORK] [1.12.2 - 1.16.5] Nova UGLounge

    Welcome to Nova UGLounge, the successor to UGLounge.


    Here, we host four modded minecraft servers, though we have plans for expansion. Here they are, and here is a good rundown of each modpack they run on.


    - Compitum Magia II, an extremely modded magic-centric server with over 400+ mods. This pack is extremely content dense, and could keep one entertained for hours. Provided their computer could handle it. This server is on 1.12.2, and is the only 1.12.2 server hosted here.


    - Crucial 2, based around the same modpack by Vazkii. This is a much lighter pack, but each mod has been carefully selected and curated for their quality, and is overall, a vanilla plus modpack. This server is on 1.16.5, like most of ours.


    - All The Mods 6, based around the popular modpack of the same name. This contains a decent selection of mods from 1.16.5 forge, and aims to showcase various mods from that version. Like Crucial 2, this is on 1.16.5.


    - Untitled Magic Pack, a pack based around various magic mods and create, this is a fairly decent sized pack, and has a quite a few things that could be entertaining to magic mod fans on that version. Also contains dragons, beware. This server is also on 1.16.5.


    To join these servers, check our discord!


    (Note: To get access to any of the servers, you need to select a server role from the roles channel. From there, go to the logging channel for the desired server and get the appropriate IP.)

    Posted in: PC Servers
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    posted a message on java.lang.RuntimeException: java.lang.NoSuchFieldException: processor crash modded.

    What mods did you update recently? I'm running into this, and it's obviously not optifine, for I don't use it.

    Posted in: Java Edition Support
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    posted a message on Be the last poster to win!

    No u

    Posted in: Forum Games
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    posted a message on WiccaMod

    Bewitchment head here. While you said you were learning Java still, I think we can take in coders still, provided you are still reading this. I only stumbled upon this because I decided to look up references to my own mod even.


    To contact me about this, add me on Discord.


    Username + Tag is cursed_black_hole#7288

    Posted in: WIP Mods
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    posted a message on Nova UGLounge (Network of three servers, all welcome)

    Welcome to Nova UGLounge, created out of the ashes of UGLounge, which previously fell due to past drama.


    Since it has three MC servers associated with it, I will post descriptions of each.


    Matcha Green: Spigot-based 1.13.2 server, has a myriad of plugins designed to make it as brutal as possible. Has a factions and economy system. Receives updating when needed. IP is 104.149.239.2:25589


    Foundation Vanilla: "Vanilla With Sprinkles"-type modded server, sort of our vassal really. Receives updates every time a new build is out. IP is 104.149.239.2:25592.


    Compitum Magia: Heavily modded mostly magic-centric server, with emphasis put on difficulty. Bring your beefy PCs for this server. Receives updates on a good basis. IP is 104.149.239.11:25565


    Rules are defined on the discord channel.


    Discord channel: https://discord.gg/7um9kJM


    There is no whitelist associated with any of the servers at this point in time, but can be implemented at any time, depending on the situation.


    There is also an ARK server associated with it, but that will be advertised elsewhere.


    All servers are hosted on a machine in Texas, and all go down once every 6 hours for restarts, to refresh them.


    More servers may appear in the future...

    Posted in: PC Servers
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    posted a message on Better Nether [1.16|1.15|1.12]

    Does this mod have any mobs of it's own? I'm trying to track down a bug involving a duplicate stat id and a mob with the ID villager_warrior.


    https://paste.dimdev.org/navikorube.mccrash

    Posted in: Minecraft Mods
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    posted a message on Better Nether [1.16|1.15|1.12]

    Would it be possible to add NetherEX support to your mod?

    Posted in: Minecraft Mods
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    posted a message on Howling Moon [A Werewolf mod] v1.1.1 [1.12.2 v0.9]

    Anyone else running into this when they try to exit the werewolf menu?


    https://github.com/Razmen/HowlingMoon/issues/12

    Posted in: Minecraft Mods
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    posted a message on [1.15.2] Ruins (Structure Spawning System)

    I had dumped all of the contents of optional into generic, yes.


    Maybe if a structure is in generic, but has biomes specified for it, it will only spawn in those biomes anyways? I did not feel like sifting through all of the optional structures.

    Posted in: Minecraft Mods
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    posted a message on Dungeon Mobs (Latest: Link to source code for v4.2.0) [v4.1.3]

    New version of Dungeon Mobs has dropped, it should fix server-ending crashes now.

    Posted in: Minecraft Mods
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    posted a message on Dungeon Mobs (they're back!)

    Due to some shenanigans, I have effectively taken over here.

    Posted in: Minecraft Mods
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    posted a message on [1.15.2] Ruins (Structure Spawning System)

    If I put the contents of the optional folder provided by various ruins lists to generic, what should I expect to happen, generation-wise? As this is what I have been doing.

    Posted in: Minecraft Mods
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    posted a message on Dungeon Mobs (Latest: Link to source code for v4.2.0) [v4.1.3]
    Quote from GnomeWorks»

    Hello once more, fine people of the Minecraft forums. It's been a minute.


    As an aside, grad school is great fun. I'm not sure why I thought that was a good idea, but... hey, these things happen. But grad school and working a full-time job? I don't recommend it, unless you think your blood pressure is just too low...


    There's been some machine failures and HD crashes since I last updated this mod: I was putting together some stuff for it... a couple years ago, now, I guess. Hmm. Time flies.


    Enough with the preamble: I have decided that it's time to admit that I'm retired from the Minecraft modding community. But, given that, it seemed a bit of a jerk move to take the mod down with me, so:


    Here is the source code for Dungeon Mobs v4.2.0, which was intended to include the beamos, but wound up not working quite right. The code for that is still all in there, so if you want to rip it out - or make it work - that's your prerogative. Oh, and by the way, the versioning structure was: first digit increased for each new release of Minecraft I updated for; second digit was used for each new mob added for a given Minecraft release; and third digit was for bug-fixes and such that didn't include any new content.


    I make no guarantees that the code I posted works, but I checked it out, and it does look like everything you need is in there. Textures, sounds, the whole nine yards: for whomever decides to take up the torch, there should be enough material there for you to at least only have a couple hundred bugs to start with. And I'm just talking about the build process, I'm not even talking about actual gameplay.


    Remember, as well, that this was written for Minecraft 1.7.10: there's even a few function calls to functions that hadn't been deobfuscated yet, and have the really bizarre naming scheme! But I'm sure you'll be fine. Part of the fun of writing stuff for Minecraft was that the base framework already existed, you just had to figure out how to poke at it to make it do what you want. I really can think of no better way for someone to get into coding than trying to write a mod for Minecraft.


    I also apologize for the lack of comments. And the horrible variable names. And the vulgarities. But really, I never intended on releasing the code, and don't have the time or inclination to try to set up a dev environment just to fix that stuff, so... shrug.


    It's been a fun road. We had some good times, and some bad. I want to offer thanks to all those folk who helped out along the road: you guys know who you are. And to everyone else, including those who've never gotten to use this mod: maybe someone will update it, and you'll get to (re-)experience the horrible, terrible feeling of playing Minecraft with some real difficulty. Because after all, what is life without a challenge?


    With that, I relinquish control of the mod. It is no longer mine, but now lives free in the digital wilds, frolicking among its own kind.


    Do with it what you will.


    I'll eyeball porting this. I want to see how easy it is for me to work with mobs.

    Posted in: Minecraft Mods
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    posted a message on [Operation Mod Shelter][RESUMED] Finding new home for abandoned Mods

    Alright, is anyone still around here?


    I've got a few, and then some.


    1. I tried my hand at porting Ancient Trees, but the codebase needs some serious rewrites. https://github.com/A13XIS/dendrology-legacy-mod/pull/22


    2. I'm aware of a few other mods that are open source, and one could see about trying to update.


    https://www.minecraftforum.net/forums/mapping-and-modding-java-edition/minecraft-mods/wip-mods/1440588-wip-1-6-4-1-6-2-smp-lan-sp-shrooms-v0-0-6?page=18#c345


    https://github.com/AlexDGr8r/MeteorsMod


    Ask around on the discord channels for aid. Here are two you could go to.


    http://discord.gg/moddedmc


    https://discord.gg/2QpDWmh

    Posted in: Mods Discussion
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    posted a message on Realm Of The Dragons (1.10.2 - 1.12)

    With the latest snapshot, I am still getting the keybinding error as a server tries to load.


    https://pastebin.com/J6rir5mS

    Posted in: WIP Mods
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