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    posted a message on Arcane Ascension [PR-8] (Floating Islands!) UPDATED 28/12/2015
    Quote from harley9699

    Another thing I noticed: it caused huge lag when it was installed. You did fix the nether thing, but the lag was too much. FYI....

    Is the lag only in the nether?
    Posted in: Minecraft Mods
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    posted a message on Arcane Ascension [PR-8] (Floating Islands!) UPDATED 28/12/2015
    Quote from xeronut

    I remember seeing this mod under the old management and wanting to play it, but it was SSP-only. The gauntlet in particular looks like a boatload of fun - feels like EE-styled equipment that isn't cheaty or seriously OP. When this goes SMP I am all over it - keep up the awesome work! :)

    I'm not sure whats stopping it from being SMP compatible, but I guess as I simplify the code and iron the bugs out it will eventually work. :)
    Thanks!
    Posted in: Minecraft Mods
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    posted a message on Arcane Ascension [PR-8] (Floating Islands!) UPDATED 28/12/2015
    Quote from harley9699

    Think you fixed it, man. Have only been once, but at least it worked. Will let ya know if I run into anything else.

    Im glad its working, thanks dude.
    Posted in: Minecraft Mods
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    posted a message on Arcane Ascension [PR-8] (Floating Islands!) UPDATED 28/12/2015
    Quote from harley9699

    How about the no-travel-to-Nether one?

    I believe so.
    If you could confirm this for me that would be great.
    Considering you have so many mods, you may need to change around the item IDs of the terrain blocks.
    I lowered them to around 230-234 I think. Dont bring them higher than 255.
    Posted in: Minecraft Mods
  • 0

    posted a message on Arcane Ascension [PR-8] (Floating Islands!) UPDATED 28/12/2015
    Just updated to PR4!
    Not many changes, but hopefully will fix most of the generation bugs.
    Posted in: Minecraft Mods
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    posted a message on Arcane Ascension [PR-8] (Floating Islands!) UPDATED 28/12/2015
    Quote from Miz_Redavni

    So far out of the 7 floating islands I have found, I have found only 1 with 1 flower on it and none of those special trees. That means 6 with no trees and no flowers T^T

    I think I may have fixed that for the upcoming update.
    Quote from Kaiinyaa

    It's a great mod. I really liked it.

    However, I made an account just for the sole reason of saying that there's a bug with the Prometheus Chamber. The bug being that the items in the GUI can undergo geometric progression by Shift+Clicking the item within the GUI. i.e. I transmuted my stack of Trace-Stone and out came 2 Empyrium Paragon along with other stuff. Being used to shift-clicking items once they're done, I did so but it would magically port around the GUI multiplying itself by two (from 2 it became 4) I shift-clicked again now it became 8. Repeated the process 3 more times and I ended up with a stack.

    I don't know if it's just happening to me or it's the mod itself. People might abuse this or kept it to themselves. If this has already been reported, then I apologize.


    I wasnt aware of that bug, thanks!
    Fixed it for the next update.
    Quote from chezzjoe

    i dont like the new fire on the chamber i would prefer golden particle effect

    I may do a particle update sometime soon.
    Im not happy with the glimmerwood leaves particles either.
    I just need to fiddle around and try to find out how to add custom particles first.
    Quote from Oblivious2488

    Also out of curiosity for the Mod creator...do you have anyone creating a texture pack for this mod? If not I might be able to throw something together :D

    What sort of texturepack?
    Do you mean alternate textures oorrr..?
    Quote from MegaMrDingo

    This is mod is small, yet, good. I really enjoy it, adding more content to it would be awesome!

    Thankyou. :)
    Quote from DrVillainous

    Minecraft crashed when I tried to test this mod... I was attempting to pick up a Glimmerdust Arrow when it did. Here's the crash report:

    Thanks, I have removed the glimmerdust arrow entity for the next update until I have the time and patience to work on it.
    Quote from JoshuaRystedt

    Has anyone else had MC crash with this mod when trying to travel through a Nether portal? I don't have any other mods installed that affect the Nether but I get an "internal server closed" error. As soon as I uninstalled the mod my nether portals and nether generation worked again.

    Hopefuly I have fixed it for the next update.
    Im not sure why it does that, It seems to work fine in eclipse.
    Posted in: Minecraft Mods
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    posted a message on Arcane Ascension [PR-8] (Floating Islands!) UPDATED 28/12/2015
    Quote from harley9699

    Cool, thanks. Just checked here 2 minutes ago. Guess I could feel it ascending through my arcaneness. :)

    Hah, made me laugh. :)
    Quote from JoshuaRystedt

    I love the concept of this mod! Downloaded to test it out but there is a .rar and no .zip (as the install instructions state).
    I am quite familiar with Minecraft Forge and regularly install mods into my client.
    I made different attempts at an install by changing the .rar and the arcane ascension folder to .zip folders but have thus far been unsuccessful.

    I am a Mac user, running MC 1.4.6, and also have 10 other mods installed (including Rei's Minimap, ExtraBiomesXL (doesn't look like it's conflicting with Arcane Ascension), Ruins, and the Twilight Forest).

    ---- Minecraft Crash Report ----
    // Uh... Did I do that?

    Time: 12/23/12 10:46 PM
    Description: Failed to start game

    cpw.mods.fml.common.LoaderException: java.lang.ClassNotFoundException: calebmanley.arcaneascension.ArcaneAscension
    at cpw.mods.fml.common.LoadController.transition(LoadController.java:117)
    at cpw.mods.fml.common.Loader.loadMods(Loader.java:484)
    at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:161)
    at net.minecraft.client.Minecraft.a(Minecraft.java:410)
    at asq.a(SourceFile:56)
    at net.minecraft.client.Minecraft.run(Minecraft.java:744)
    at java.lang.Thread.run(Thread.java:680)
    Caused by: java.lang.ClassNotFoundException: calebmanley.arcaneascension.ArcaneAscension
    at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:179)
    at java.lang.ClassLoader.loadClass(ClassLoader.java:306)
    at java.lang.ClassLoader.loadClass(ClassLoader.java:247)
    at cpw.mods.fml.common.ModClassLoader.loadClass(ModClassLoader.java:57)
    at java.lang.Class.forName0(Native Method)
    at java.lang.Class.forName(Class.java:247)
    at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:414)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
    at java.lang.reflect.Method.invoke(Method.java:597)
    at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
    at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
    at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
    at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
    at com.google.common.eventbus.EventBus.post(EventBus.java:268)
    at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:140)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
    at java.lang.reflect.Method.invoke(Method.java:597)
    at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
    at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
    at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
    at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
    at com.google.common.eventbus.EventBus.post(EventBus.java:268)
    at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:83)
    at cpw.mods.fml.common.Loader.loadMods(Loader.java:478)
    ... 5 more
    Caused by: java.lang.NullPointerException
    at org.objectweb.asm.ClassReader.<init>(Unknown Source)
    at net.minecraftforge.transformers.EventTransformer.transform(EventTransformer.java:29)
    at cpw.mods.fml.relauncher.RelaunchClassLoader.runTransformers(RelaunchClassLoader.java:222)
    at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:171)
    ... 32 more


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

    -- System Details --
    Details:
    Minecraft Version: 1.4.6
    Operating System: Mac OS X (x86_64) version 10.8.2
    Java Version: 1.6.0_37, Apple Inc.
    Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Apple Inc.
    Memory: 485832832 bytes (463 MB) / 534708224 bytes (509 MB) up to 1065025536 bytes (1015 MB)
    JVM Flags: 3 total; -Xbootclasspath/a:/System/Library/PrivateFrameworks/JavaApplicationLauncher.framework/Resources/LauncherSupport.jar -Xms512M -Xmx1024M
    AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
    Suspicious classes: FML and Forge are installed
    IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
    FML: MCP v7.25 FML v4.6.12.511 Minecraft Forge 6.5.0.467 Optifine OptiFine_1.4.6_HD_U_A2 11 mods loaded, 11 mods active
    mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed
    FML [Forge Mod Loader] (coremods) Unloaded->Constructed
    Forge [Minecraft Forge] (coremods) Unloaded->Constructed
    mod_CodeChickenCore [CodeChicken Core] (coremods) Unloaded->Constructed
    mod_NotEnoughItems [Not Enough Items] (coremods) Unloaded->Constructed
    ExtrabiomesXL [ExtrabiomesXL] (ExtrabiomesXL-universal-1.4.6-3.7.0.jar) Unloaded->Constructed
    AS_Ruins [Ruins Spawning System] (Ruins_1.4.6.zip) Unloaded->Constructed
    AS_UpdateCheck [AtomicStryker Update Check Mod] (UpdateCheckerMod_1.4.6.zip) Unloaded->Constructed
    mod_ReiMinimap [mod_ReiMinimap] ([1.4.6]ReiMinimap_v3.2_05.zip) Unloaded->Constructed
    arcaneAscension [Arcane Ascension] (arcaneascension.zip) Unloaded->Errored
    TwilightForest [The Twilight Forest] (twilightforest-1.14.0.zip) Unloaded->Constructed
    LWJGL: 2.4.2
    OpenGL: Intel HD Graphics 4000 OpenGL Engine GL version 2.1 APPLE-8.6.22, Intel Inc.
    Is Modded: Definitely; Client brand changed to 'forge,fml'
    Type: Client (map_client.txt)
    Texture Pack: Sphax XmasBDcraft 128x.zip
    Profiler Position: N/A (disabled)
    Vec3 Pool Size: ~~ERROR~~ NullPointerException: null



    Sorry about that, I had a derp moment and put it into a rar by accident... :/
    I re-uploaded. Just download again. :)
    Sorry for the inconvenience!
    Posted in: Minecraft Mods
  • 0

    posted a message on Arcane Ascension [PR-8] (Floating Islands!) UPDATED 28/12/2015
    Just released PR3!
    Check the changelog for the changes.

    I havent fixed/improved the generation code yet.
    Still not SMP compatible.
    The reason for this is because I just wanted to push the update out for 1.4.6.
    The next update will have the fixes and more features for sure. :)
    Posted in: Minecraft Mods
  • 0

    posted a message on Herblore Mod™ V2.1g [Finally Updated!]
    Quote from Triton37

    Sadly, my minecraft has stopped working for the time being, so I can't test any new features for a while.

    Anyways.

    I liked some of the stuff Badmon209 suggested. (Although I strongly oppose others...)

    -Rolling papers would be more realistic, and less consuming on resources.

    -Grow lights would, again, be realistic. Glowstone works, but grow lights would be more effective, thus more expensive.

    -Dealers. At first, I was against the Idea, but the more I thought about it, It makes sense. He could peddle seeds, bud, hemp, whatever. Maybe even paraphernalia, though, I think a separate "dealer" would be best for that.

    I have some suggestions of my own, too. Some have been suggested in the past and you may find them annoying. You have been warned.

    -Tobacco. I know that in the past you have opposed this, so I don't expect much here. I thought it could be the opposite of toke. Take health damage, but restore hunger. It would also enable Blunts and mixed joints.

    -Since pipes no longer require packing, I figured the bongs could be packed in a 4x4 crafting grid, eliminating the need for a workbench.

    - This one's a long shot, but how about a gas mask? You could equip it like a helmet and while you wear it, you continually smoke until you run out of toke, or you remove the mask. (I think this one might be hard to code, or even impossible. I have no coding experience.)

    Just throwing ideas around. I realize you have a lot on your plate as is, (Arcane Ascension looks awesome, BTW.) so don't think I'm trying to dog you. If you never added another thing to this mod, I would be content.

    Edit: Oh, and Caleb, what's the code for your signature? I'd like to show support for the mod.


    Well I agree with that.

    The rolling papers are being implemented as rolling papers.
    I dont really want to add growlights, I could just remove the possibility of using glowstone and restrict it to redstone lamps to grow?
    And with the dealer, Ill see what I can do, Im not sure if I can add villagers to villages without editing base class files.

    Im still not sure about the tobacco, ill consider it.
    I guess I could do that too maybe.
    The gas mask would be possible, I may even add it just for fun. :P

    [url="http://www.minecraftforum.net/topic/1050087-131-herblore-mod%E2%84%A2-v14-ssp-villager-dealers/"][img]http://i.imgur.com/WA1uF.png[/img][/url]

    Thats for the banner, thanks man! :D
    Posted in: Minecraft Mods
  • 0

    posted a message on Arcane Ascension [PR-8] (Floating Islands!) UPDATED 28/12/2015
    Quote from chezzjoe

    what about stone towers that come out of the bottom of the island. they dont spawn on every island

    I dont get what you mean?
    Can you show me a picture?
    Quote from Steelflame

    I am a Sonic fan (As if my avatar didn't give that away, lol), and Sonic Adventure 1 was my first Sonic game (hey, give me a break, had to start somewhere when I was 5 years old).

    That is Angel Isle from that game. Beautiful then in Dreamcast style, and can't wait for Sonic Adventure 3 (Seems they are finally giving in and putting out the 3rd of the trilogy, at least as far as speculation goes based on them reserving sonicadventure3.com) to render it in high definition. One reason I always liked this mod was because those islands always remided me of Angel Isle.

    Also, when do you think you can make the 1.4.6 update? Being a mod that affects terrain generation, I seriously don't want to update my Minecraft without your mod updated as well for risk of pretty much dropping the tracestone population to 0 within a massive radius of my base.

    Also, this has given me a great idea for an addition to my base... Giant floating island above my tower, go.


    I figured that. :P
    Ive never really been into sonic. Still a good game though.
    I have already updated it to 1.4.6, and I am testing it right now, and finishing off the features I was implementing before the update.
    It will most likely be released today!
    Posted in: Minecraft Mods
  • 0

    posted a message on Arcane Ascension [PR-8] (Floating Islands!) UPDATED 28/12/2015
    Quote from Steelflame

    You can very well make them higher in the air, to give yourself more creative room. I personally feel they should at least be at Y 100. Oh yea, and don't worry about the 128 hight limit for generated structures (which was one reason why they originally had to be low), as Forge has managed to fix that so that land could generate above that high, as well as structures. Honestly, if you made the islands bigger, but put a lot of land formation into them, their rarity would be fine.

    Imagine finding something like this floating above your ocean biome.




    That is pretty cool I must admit.
    Ill see what I can do once I get it virtually bugless. :)
    Posted in: Minecraft Mods
  • 0

    posted a message on Herblore Mod™ V2.1g [Finally Updated!]
    Quote from badmon209

    honestly i know you dont want to overdo anything but i have a few tips
    *add a dealer, the villagers in the brown coats and all of the villagers are very hard to get to sell it to me cause well they dont sell it ever it would make it easier to buy it, take tips from that phychadeliccraft mod
    *bring the grinder back please, and i mean the crafting table with grinder on top it is easier to use
    * add more herbs (which you did say you would) with diffrent colors and each one having a cool effect
    * add rolling paper instead of regular paper it will just be minor but cool to see implemented
    *more diffrent types of joints each one having a longer effect or a shorter one
    * add cops that will take a cut of your pot about %25 if its in your invetory (sorry misspell) also cops will fine you if they see your farm (use gold nuggets, it will give them a use)
    * like junkycraft you should add pot heads (aggresive) but they will be your friend if you right click them with toke (your choice what kind of toke example dried wet etc.
    *toke lights, lights that will make toke grow faster if put next to it
    Thank you for reading my suggestions for the mod, and PLEASE dont consider this demands or anything wrongful to you i just think adding some cool things such as these would make the mod better than it is already (not saying its a bad mod it is a GREAT MOD)
    and the only reason i put stars by the suggestions is to make it look proffessional so i hope you enjoyed reading my suggestions

    Im glad you took your time to give me these suggestions.
    A few of them are either already implemented or being implemented in one way or another.
    Alot of the stray to far from how I see this mod.
    Quote from soulstolen753

    i got this when playing it afterwards


    Firstly use spoilers.
    I suggest, once I update this to 1.4.6, force updating and then reinstalling.
    Posted in: Minecraft Mods
  • 0

    posted a message on [16x][1.8] ImprovedDefault - BETTER STONE AND NETHER (v1.7)
    Quote from echo453

    Man I really wish this did not die so fast. This was my favorite pack.

    The thread just seemed to die...
    Ill still update it if people want it. :)
    Posted in: Resource Packs
  • 1

    posted a message on Arcane Ascension [PR-8] (Floating Islands!) UPDATED 28/12/2015
    Quote from SpAcE_mOnKeY126

    think the floating islands need to be a bit more awesome, like bigger, some flat-ish, some mountain-ish, flat-ish terrain with mountain-ish terrain as well, caves inside and the shapes, every island i've found has a weird round-ish flower kinda shape when looking at it from below or above

    I dont know about caves, or so much variance, but they do really need to be spiced up a little.
    Posted in: Minecraft Mods
  • 0

    posted a message on Arcane Ascension [PR-8] (Floating Islands!) UPDATED 28/12/2015
    Quote from Steelflame

    Im pretty sure the reason that Tracestone was made to need iron was just because the fact you could get things that normally needed iron+ tools to obtain, like gold, redstone, and diamonds.

    Well thats also a good point...
    Posted in: Minecraft Mods
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