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    posted a message on CODER NEEDED! (1.12) CustomCraft - more creative freedom!


    Ever since Notch abandoned Minecraft, it's been steadily losing players.
    Minecraft isn't what it used to be: a unique, sandbox adventure.
    But the game still has the potential it has always had.

    With YOUR help, we, the community can resurrect Minecraft and improve it, too.

    CustomCraft, a sister mod for CustomNPCs, aims to do just that:
    Bring back the glory days of Minecraft.


    What is CustomCraft?
    CustomCraft is a mod that, in conjunction with Noppes' CustomNPCs mod, will add more creative capabilities to Minecraft. CustomCraft adds in the ability to save and naturally spawn CustomNPCs and structures, easily create items/blocks/armor with custom attributes, intuitively create scripts for your world using command blocks, and even make custom player animations and abilities! And what's even better is that these are all saveable meaning that once they are made and saved to your Minecraft directory, they'll be part of any new world you create, allowing you to create an immersive adventure for you and your friends. The best part is that this is all accomplished through a fairly light-weight system of commands and simple GUIs, respecting Minecraft's vanilla feel.

    The modding is all up to you. You have the creative freedom you deserve in this one heck of a sandbox game!

    For further, nitty-gritty details, look no further.


    Minecraft version: 1.12

    Mod libraries required: CustomNPCs mod, Player API


    ►No Attacking During Combat Cooldown: Exactly what the title states. Players no longer have the ability to attack and deal less damage while the cooldown is active.


    ►Combo Attacks: All combat cooldowns are 75% shorter now. Upon consecutive hits, a player can make two attacks with a 75% combat cooldown and one final attack to (spawn some special “combo-finisher” particles and) dealing extra damage armored targets but with a 150% combat cooldown.

    D being the damage for the final combo strike, w being the weapon’s base damage, and a being the number of defense points in armor (for example, a full set of diamond armor is 20 defense points). Damage values are rounded to the nearest whole number. Taking a hit during the combo will reset the combo.


    ►Sword Attacks

    Now, the player can utilize one of two alternate attacks when "shift-clicking". Heavy-type weapons (delegated to the “axe” category) perform AOE “sweeping blows” and lighter weapons (delegated to the “sword” category) deal armor piercing damage.

    Swords: Stab attack – damages the target directly (ignoring armor) but only deals 75% damage and has a combat cooldown of 150%. (No combo)

    Axes: Sweeping Blow deals AOE (within a 1.5 block radius) damage, +1 knockback to target, and stuns target (prevents target from using items for 1 second) however only deals 75% damage and has a combat cooldown of 150%. (No combo)

    ►Adding a Half-Life 2-style "Crouch-Jump"

    Holding shift, while in the air, no longer inhibits movement. It also allows skilled players to jump over obstacles that are a block and a slab high.


    ►Adding in more resource pack capabilities

    Resource packs now support changing armor models.


    ►Changing Structure Blocks

    When saving a structure to file, the player has an option to turn on global spawning and once that is activated, a second option appears under the global spawning option: specify spawn settings. This option will bring the user to another screen where the spawn settings can be specified. The editable variables are as following:

    Spawn probability

    Spawn tries

    Spawn density

    Spawn limit (in world)

    Spawn limit (in ____ chunks)

    The biome that the Structure spawns in

    Spawns after ____ Structure has been spawned

    Spawns ____ blocks (within proximity of) near ____ Structure

    Spawns after ____ NPC quest has been given (only generate-able by the player who was given the quest)

    Spawns after ____ NPC dialogue has been given (only generate-able by the player who was given the dialogue)

    The last two require CustomNPC prerequisites and must run a check on whether or not the specified dialogue/quest has been issued.

    Aside from saving structures to spawn naturally, structure blocks can save command block functions as scripts to be run either always as part of the world (applying to all worlds) or to be run only loaded via /loadscript. Users can also save command block functions that use /pose as animations that replace the following existing animations for the player and CustomNPCs:

    -Walking

    -Sprinting

    -Swimming

    -Jumping

    -Shooting a bow

    -Attacking (1st hit in a combo)

    -Attacking (2nd hit in a combo)

    -Attacking (combo finisher)

    -Building

    -Use item

    -Shifting

    -Blocking

    When creating scripts or animations with structure blocks, it only saves the command blocks, start/end script blocks, redstone repeaters, comparators, and redstone.


    ►Adding CustomNPCs Tweaks

    CustomNPCs saved as Cloned NPCs can now spawn in new worlds with the same custom spawn setting options as the custom structure spawn settings. These spawn settings are set in the CustomNPCs Edit GUI. When the CustomNPC is cloned, there will be another option to save the NPC globally. When choosing this option, the CustomNPC will become spawnable in all worlds (under the spawn conditions set before cloning, of course).


    ►Saveable CustomNPCs World Settings: World Settings, such as recipes and other data, now have the ability to be saved and made global (apply to all worlds unless changed in those worlds). All recipes and quests are also saved (this includes any specific items with custom attributes are saved as well.)


    ►CustomNPCs Randomizeable Traits: In the CustomNPCs Edit GUI, NPCs can now have a list of randomize-able skins and names. All skin and name chances have an equal chance of being selected when being spawned (if the NPC has spawn settings set)


    ►New Commands:

    /pose – usage: Specify the limb that is being rotated and define its rotation in degrees in the axis you wish to rotate. To keep rotation in certain axis, leave a ‘~’ sign. Example: (/pose leftarm[90 ~ ~])

    /shoot – usage: Specify the entity to shoot and define the knockback force and direction being applied to the summoned entity. To the direction the player is looking in, leave a ‘~’ sign next to a @u. Example: /shoot arrow @u~ @u~ @u~ 5

    /force – usage: Define the knockback force and direction being applied to the target entity. To the direction the player is looking in, leave a ‘~’ sign next to a @u. Example: /force @p @[email protected]~ @u~ 5.

    /loadscript – usage: Load saved scripts. Type in the name of the saved script that you entered when you saved your script with Structure Blocks.

    @u – usage: Used for applying a command to the player who used said command.

    @n – usage: Used for applying a command to the CustomNPC.


    ►New Data Tags:

    npcId – usage: Used for referring to a specific NPC using its saved name you entered when you saved the NPC.


    ►New NBT Tags:

    attackRange (items) – used for specifying an item’s attack range.

    onKill (items) - used for calling a script when the item is used to kill an entity.

    onUse (items) - used for calling a script when the item is right-clicked with.

    onPlace (blocks) - used for calling a script when the block is placed.
    onDrop (items and blocks) - used for calling a script when the item is dropped.

    onShift (items and blocks) - used for calling a script when the item is shifted with.

    onHit (items) - used for calling a script when the item is used to hit an entity.

    onBreaking (items) - used for calling a script when the item is used to destroy a block.

    onBreak (blocks) - used for calling a script when the block is broken.

    onRedstone (blocks) - used for calling a script when the block is activated by redstone.

    onUsed (blocks) - used for calling a script when the block is right-clicked on by the player.

    customTag (items and blocks) – used for specifying and/or calling a custom item tag. Used with /testfor and /give.

    blockHardness (blocks) – used for specifying a block’s hardness.

    blockDropsSelf (blocks) – used for specifying whether a block drops itself.

    blockDropsItem (blocks) - used for specifying whether a block drops another item.


    ►New Items:

    Placeholder Items:

    -Armor: 4 sets each of diamond, gold, iron, chainmail, and leather armor to serve as placeholders for customizeable armor that the player can create using commands.

    - Swords: 4 sets each of diamond, gold, iron, stone, and wood swords to serve as placeholders for customizeable swords that the player can create using commands.

    - Axes: 4 sets each of diamond, gold, iron, stone, and wood axes to serve as placeholders for customizeable tools and weapons that the player can create using commands.

    - Pickaxes: 4 sets each of diamond, gold, iron, stone, and wood pickaxes to serve as placeholders for customizeable tools that the player can create using commands.

    - Hoes: 4 sets each of diamond, gold, iron, stone, and wood hoes to serve as placeholders for customizeable tools that the player can create using commands.

    - Bows: 4 bows to serve as placeholders for customizeable bows that the player can create using commands.

    - Empty Items: 20 items with no attributes to serve as placeholders for customizeable items that the player can create using commands.

    - Blocks: 20 blocks with no attributes to serve as placeholders for customizeable blocks that the player can create using commands.

    Start/End Script Blocks: Used for determining the start and end of a command block chain when creating scripts with structure blocks.

    Round Shields: Same attributes as regular shield, but with a rounded shape. Can be decorated.

    Heater Shields: Same attributes as regular shield, but with a heater shape. Can be decorated.


    So here is where I need the community's help. I need a Java programmer to create this mod, since I lack the expertise in the language of Java to take on such a task. Normally, I would try and learn my way through a project like this, but I am too tied down with school and my various other endeavors to undertake this project. Thus, I must request assistance in this area.


    My intent for this mod is to eventually set up several multiplayer servers to play with this mod and CustomNPCs. I am planning a user-friendly system for packaging this mod, allowing for ease of access to this mod. On these servers, I will create a massive world with questing, NPCs, mini-games, fun PVP, and more. But I can only do that with the help of CustomCraft 1.12.


    If you don't code, I'd love your help if you want to provide ideas or suggestions for CustomCraft or even if you want to help create stuff on my server when it's finished. Just comment your ideas on this thread or DM me suggestions.


    If you code and would like to help, PLEASE don't hesitate in contacting me at:

    a. here on the forums

    b. my email: [email protected]

    c. or my discord: Jackalope#6446


    This is the change Minecraft needs. It's time to go back to what made Minecraft a great game; its sandbox nature.
    Posted in: Requests / Ideas For Mods
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    posted a message on MINECRAFT IS DEAD? | Hiring a Modder for JackalopeCore

    @senpaisubaraki JackalopePack II is a 1.7.10 pack currently. So yes, I guess it's up to date.

    Posted in: Requests / Ideas For Mods
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    posted a message on MINECRAFT IS DEAD? | Hiring a Modder for JackalopeCore

    @senpaisubaraki Probably because this thread has been kinda inactive for awhile. JackalopePack II has a new thread where I shall be much more active.

    For more frequent status updates and such, here is the new JackalopePack II thread.


    Otherwise, we will be posting updates just as frequently on the pack's Facebook page.


    To anyone with questions or comments or anything like that, please feel free to post them on either the previously mentioned MC Forums thread or Facebook page. I'd love to get feedback and/or answer questions.

    Posted in: Requests / Ideas For Mods
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    posted a message on #MakeMinecraftGreatAgain | JackalopePack II Official Thread

    "The Framework Update" is in the works! Here are the features as of currently:


    ►Adding a combo attack system versus armor.

    Essentially, armor now takes skill to use. If a player with armor is hit over three times in a row without hitting the attacker back, the wearer begins to take increased damage for each consecutive hit. Inexperienced players with OP tank armor can no longer absorb scores of damage without a single consequence.


    ►Adding editable weapon stats.

    The LOTR Mod's (one of the mods in JackalopePack II) Combat system is pretty awesome! Mevans did a great job! However, the weapon stats only apply to LOTR mod weapons. Now, in the Framework Update, that is all changed. Weapons from other mods and JackalopePack II's custom content now have their own stats that are changeable within a config file found in the .minecraft folder.

    ►Adding the "W+M1" ability.

    As negative as the title sounds, adding this ability will actually add both a simplicity and a skill factor to Minecraft's combat. In essence, with the LOTR Mod's combat timer, players can no longer spam click (yay!) and instead can hold down the mouse button while attacking to strike repeatedly.

    ►Adding Shift attacks.

    Remember when 1.9 added in a sword sweep attack that could be accomplished by holding shift while attacking? Well, this is that, but better. Now, the player can utilize one of two alternate attacks when "shift-clicking". Swords and spears will perform a stabbing attack that penetrates armor (but with a -30% damage penalty and +60% combat timer penalty) allowing the user to damage players and armored NPCs directly. All other melee weapons on the other hand do a sweep attack which deals widespread damage (but again with a -30% damage penalty and a +60% combat timer penalty) and +1 knockback.

    ►Adding 1.9 Solid Players

    Just like 1.9, idle players can be pushed around by mobs and players.

    ►Adding a Half-Life 2 Engine-style "Crouch-Jump"

    Holding shift, while in the air, no longer inhibits movement. It also allows skilled players to jump over obstacles that are a block and a slab high.

    ►Adding Structure Blocks

    These are the same thing as their 1.9 counterpart except with spawning in world generation capabilities. For more information, check the Minecraft Wiki:
    http://minecraft.gamepedia.com/Structure_Block

    ►Adding MCA and CustomNPCs Tweaks

    Cloned CustomNPCs now have the ability to naturally spawn in any world (with the right settings). Jackalope will be creating tons of unique characters and villager NPCs that spawn in custom villages and kingdoms.

    CustomNPCs can also now be interacted with in the same way that the player can interact with MCA villagers. That's right. You can now befriend NPCs, go questing with them, and even raise a family with Custom NPCs.


    And there you have it : The Framework Update! We don't have a time estimate quite yet, but as soon as we do, a post will be made in further detail.

    Posted in: Mod Packs
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    posted a message on #MakeMinecraftGreatAgain | JackalopePack II Official Thread


    ᚻᛁᛏᛏᚪᚠᚱᚪᛗᚱᚠᛆᚦᛗᛂᚦᚡᛠᚱᛋᛗᛁᚦᚫᚻᛁᛏᛏᚪᚠᚱᚪᛗᚱᛒᚪᛞᛁᛂᚧᚪᛚᛁᚠ

    "...And the game was over and the player woke up from the dream. And the player began a new dream. And the player dreamed again, dreamed better."

    "You are the player.

    Wake up."

    ~The End Poem, Markus Persson


    ᛃᚪᛍᚴ ᚪᛚᚫᚪ ᛂᚡᚪᚾ ᛍᛚᚪᛁᚱᛠ

    #MakeMinecraftGreatAgain :bookshelf:

    Ēalā, ælc! I am Jackalope, project manager of JackalopePack II. Welcome to the Official JackalopePack II thread! Updates to the pack will be posted

    About JackalopePack II:
    JackalopePack II is a modpack that aims to fix what Minecraft updates 1.8+ got wrong, create an immersive world of questing and NPCs, and finish what Markus Persson started in 2010. This modpack contains some of the best Minecraft mods ever created but, at its core, is powered by "JackalopeCore" : a mod that brings all the mods together and adds in a ton of custom content.

    JackalopePack II takes inspiration from and would like to thank the following:
    -The Lord of the Rings and Hobbit books by J.R.R Tolkien
    -The Prydain Chronicles by Lloyd Alexander
    -The Chronicles of Narnia by C.S. Lewis
    -The Inheritance Cycle by Christopher Paolini
    -Dungeons and Dragons by Gary Gygax (I haven't played it, just read about it. Seems legit.)
    -The Legend of Zelda by Shigeru Miyamoto and Nintendo Corp.
    -The Elder Scrolls by Christopher Weaver and Bethesda Corp.
    -Overwatch by Jeff Kaplan and Blizzard Corp.
    -World of Warcraft also by Jeff Kaplan and Blizzard Corp. (that man is amazing)
    -Runescape by Jagex Corp.
    -Paladins by Hi-Rez Studios
    -Norse Folk Legends by Viking Warriors (love you guys! <3 )
    -Ancient, Medieval, and Renaissance World History by um... well... God, I suppose...
    And last but not least...
    -Minecraft 1.0-1.7 by Markus Persson and Mojang Corp.

    Update notes and everything pertaining to JackalopePack will be posted on this thread from now on.
    For the previous threads, check here:



    Wanna help JackalopePack II?

    Then spread the freakin' word, confound it!
    Soon after the framework update's launch, we will be opening up our multiplayer servers to the public and advertising those. Until then, just tell your Minecraft-playing friends about this project and it's goal to "make Minecraft great again!". You can also spread the word with one of our fancy little banners here :D . Copy and paste the link below into your Minecraft forum signature.


    <a href="http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/2841025-makeminecraftgreatagain-jackalopepack-ii-official"><img src="https://photos-2.dropbox.com/t/2/AAD36LbnZ3zawT82iUST25Iiq3XPhgbe9ZzzT870_UPCIg/12/477139470/png/32x32/1/_/1/2/jackalopepackIIbanner.png/EI7C6e4DGG4gBygH/9ulgcS-OLtztOXIRepyNZ6YSTIK7QTQk42xjYrc3t3Y?size=1280x960&amp;size_mode=3" alt=""></a>



    You can also like and follow us on Facebook@JackalopePack2


    Posted in: Mod Packs
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    posted a message on [WILLING TO PAY] Blood Kill Effect mod

    I'd like to see this. I'm not an experienced modder otherwise I'd volunteer. @xAtriumGaming How much would you be willing to pay?

    Posted in: Requests / Ideas For Mods
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    posted a message on MINECRAFT IS DEAD? | Hiring a Modder for JackalopeCore

    If you want to spread the word of the project and its goal to "resurrect Minecraft's prominence", please consider adding a JackalopePack II banner to your forum signature. You can find them on the initial JackalopePack II thread.

    Posted in: Requests / Ideas For Mods
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    posted a message on MINECRAFT IS DEAD? | Hiring a Modder for JackalopeCore

    Hello, modding community!


    I'm Jackalope, and I have an announcement to make:

    Very few of you may have heard of my endeavor to resurrect Minecraft back to prominence through my modpack JackalopePack II.


    It's no secret that Minecraft has suffered a tremendous popularity decline. Notch even said so himself (see attachment image #1 on this thread).



    Google Trend results show that "minecraft" has been appearing less and less frequently (see attachment image #2 on this thread). Google Trend results have an occasional to be dodgy, but in this context of this situation, I think they can be trusted.



    If you visit YouTube and search "minecraft is dying" or something along those lines (see attachment image #3), you will find pages upon pages of videos proclaiming the "DEATH OF MINECRAFT", "IS MINECRAFT DYING?", and "MINECRAFT IS DEAD, HERE'S WHY".



    Now are 90% of those videos RageElixir-esque clickbait designed just to entice you in for quick views? Probably. However, some of the top results provide some interesting points and something to ponder in the least. Is Minecraft dying? The answer appears to be: yes. Everyone seems to have their own theory as to why this is happening. Some blame Microsoft for screwing up with the updates. Others blame the community and complain about things like toxicity.


    Personally, I blame both.


    I think Minecraft's decline in popularity can be summed up with a PM I got from a modder losing interest in Minecraft:


    "[I]'ve moved away from playing Minecraft. I feel like, as an adult, I shouldn't be playing the game as it is seen as a "kids game" now. I still sometimes have the urge to code or play the game, but the magic that I felt a year ago isn't there."


    When I received this PM, I was stunned. I didn't know why, but I very much disagreed with this man. To me, Minecraft was and always had been the same amazing concept it has always been. But that's just it; a concept. It was then that I realized that I think of Minecraft in a very different way. I think of Minecraft as an idea, as opposed to those who simply look at it from a linear completionist perspective.


    So here's what I think went wrong (I'll get to my solution in a moment). When Markus Persson abandoned Minecraft and left it to Microsoft, Microsoft missed the point entirely. They started adding random things with little to no consistency and that didn't flow well with the game. These features by themselves are not altogether bad, but took away more than they contributed. This, in turn, made Minecraft less of a concept, and more of a run-of-the-mill game. But this time, it wasn't even such a good game. Counter-intuitive combat, incomplete story (if that's what they were going for) and useless building tools. That's what Microsoft got wrong. But the community didn't handle it any better. They started viewing it through the same obtuse and narrow-minded lenses that Microsoft viewed it through and began falling away from it. Minecraft was just another linear video game on the shelf along with Halo 3, Final Fantasy XIV, and FNAF 1. Now the Minecraft community has an unfortunate majority of "cringy" Minecraft squeakers who probably aren't old enough to remember Minecraft before Microsoft.


    What's my solution? JackalopePack II. You can read more about it on the official JPII thread (link in my signature), but essentially, its goal is to bring elements from other games that we've loved so much and combine it with more sandbox content to make Minecraft great again :D . Take Garry's Mod for instance. Garry's Mod was released in 2004. Two thousand and four! That's right. That beloved sandbox is nearly 15 years old. It is still among the top ten best video games in the world, ranking at #7 in the list. Garry's Mod is far from dead. What has kept this desert of a sandbox alive for so long? I'll give you a hint: it's in the name. The answer is "Mod". Modding is part of the reason Garry's Mod has remained relevant all these years. Mods are the community's way of contributing to the game. This is also part of the reason Minecraft has been so popular is because it's creators used to listen to the community. Remember when pistons weren't in the game (wow, I feel old)? They became part of the game because of the community.


    JackalopePack II's aim is to bring back the old Minecraft with new features. In JPII, the player's original, vanilla, pre-1.9 Minecraft world is unaltered and fresh, yet with even less creativity limits, optional side-quests/dimensions to explore, better aesthetically-pleasing graphics, and more multiplayer functionality. The greatest thing is... many of the mods we'll be using (such as Aether II, Lord of the Rings, CustomNPCs, Thaumcraft and many more) already bring much of that experience into Minecraft. When accompanied with my ideas for JackalopeCore (the mod that incorporates my additions), Minecraft will be even more. Even more of a sandbox. Even more of an RPG. Even more of the greatest video game in history!


    I am a newbie to modding and many of these features are out of my current skill set. Since I am learning Java in my spare time from my busy life of school, extra-curriculars, dates, and my other projects, I cannot promise that these will happen anytime soon. However, being the aspiring entrepeneur, I can afford to pay modder of noteable experience to create these changes for me.


    I am currently offering a bid starting at $50 to any modder capable of implementing my changes and additions.

    I need a modder capable of:


    -Changing melee combat functionality. For instance, I intend to incorporate a "wind-up" delay before the melee attack tracer is sent out.


    -Model animation using AnimationAPI or PlayerAPI. Both external player animations and HUD animations (such as holding a gun, or throwing a knife with the player's hands visible)


    -Rendering


    -Creating new models and mobs


    -Creating/editing GUIs


    -Creating/editing AI


    -Creating new behaviors of the player and mods


    -Understanding how other mods work


    On the JackalopePack II thread (which you can find in my signature) I have listed several qualified modders who are more or less the standard for the qualification.


    Again, I am offering a bid starting at $50. My mind is open to higher bids as well. I will pay via PayPal and pay out 50% in advance and an additional 50% when the modding work is finished.


    Contact methods:

    a. shoot me a PM here on the forums
    b. contact me on Discord at Jackalope#6446
    c. email me at [email protected]
    d. hit me up on Skype at [email protected]
    or e. add me on Steam

    Thanks! Have a good day!
    -Jack

    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on Help! Eclipse Can't Run Minecraft Client

    UPDATE: I fixed this. For future reference: you have to go into Java>Preferences and add the path to your preferred JRE.

    Posted in: Modification Development
  • 0

    posted a message on Help! Eclipse Can't Run Minecraft Client

    I have been working on a mod project (a link in my signature) in Eclipse and whenever I attempt to run the client, it crashes.


    It spits out this error:


    [16:30:24] [main/INFO] [GradleStart]: Extra: []
    [16:30:24] [main/INFO] [GradleStart]: Running with arguments: [--userProperties, {}, --assetsDir, C:/Users/Jack/.gradle/caches/minecraft/assets, --assetIndex, 1.7.10, --accessToken, {REDACTED}, --version, 1.7.10, --tweakClass, cpw.mods.fml.common.launcher.FMLTweaker, --tweakClass, net.minecraftforge.gradle.tweakers.CoremodTweaker]
    [16:30:24] [main/INFO] [LaunchWrapper]: Loading tweak class name cpw.mods.fml.common.launcher.FMLTweaker
    [16:30:24] [main/INFO] [LaunchWrapper]: Using primary tweak class name cpw.mods.fml.common.launcher.FMLTweaker
    [16:30:24] [main/INFO] [LaunchWrapper]: Loading tweak class name net.minecraftforge.gradle.tweakers.CoremodTweaker
    [16:30:24] [main/INFO] [LaunchWrapper]: Calling tweak class cpw.mods.fml.common.launcher.FMLTweaker
    [16:30:24] [main/INFO] [FML]: Forge Mod Loader version 7.10.18.1180 for Minecraft 1.7.10 loading
    [16:30:24] [main/INFO] [FML]: Java is Java HotSpot(TM) 64-Bit Server VM, version 1.8.0_101, running on Windows 10:amd64:10.0, installed at C:\Program Files\Java\jre1.8.0_101
    [16:30:24] [main/INFO] [FML]: Managed to load a deobfuscated Minecraft name- we are in a deobfuscated environment. Skipping runtime deobfuscation
    [16:30:24] [main/INFO] [LaunchWrapper]: Calling tweak class net.minecraftforge.gradle.tweakers.CoremodTweaker
    [16:30:24] [main/INFO] [GradleStart]: Injecting location in coremod cpw.mods.fml.relauncher.FMLCorePlugin
    [16:30:24] [main/INFO] [GradleStart]: Injecting location in coremod net.minecraftforge.classloading.FMLForgePlugin
    [16:30:24] [main/INFO] [LaunchWrapper]: Loading tweak class name cpw.mods.fml.common.launcher.FMLInjectionAndSortingTweaker
    [16:30:24] [main/INFO] [LaunchWrapper]: Loading tweak class name cpw.mods.fml.common.launcher.FMLDeobfTweaker
    [16:30:24] [main/INFO] [LaunchWrapper]: Loading tweak class name net.minecraftforge.gradle.tweakers.AccessTransformerTweaker
    [16:30:24] [main/INFO] [LaunchWrapper]: Calling tweak class cpw.mods.fml.common.launcher.FMLInjectionAndSortingTweaker
    [16:30:24] [main/ERROR] [LaunchWrapper]: Unable to launch
    java.util.ConcurrentModificationException
    at java.util.ArrayList$Itr.checkForComodification(Unknown Source) ~[?:1.8.0_101]
    at java.util.ArrayList$Itr.remove(Unknown Source) ~[?:1.8.0_101]
    at net.minecraft.launchwrapper.Launch.launch(Launch.java:117) [launchwrapper-1.9.jar:?]
    at net.minecraft.launchwrapper.Launch.main(Launch.java:28) [launchwrapper-1.9.jar:?]
    at net.minecraftforge.gradle.GradleStartCommon.launch(Unknown Source) [start/:?]
    at GradleStart.main(Unknown Source) [start/:?]
    Picked up _JAVA_OPTIONS: -Xmx1g -Xms1g
    Java HotSpot(TM) 64-Bit Server VM warning: Using incremental CMS is deprecated and will likely be removed in a future release


    I have JRE 1.7 installed and there are no syntax errors in the coding.


    Can someone help?

    Posted in: Modification Development
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    posted a message on JackalopePack II (Celtic Update Coming Up!) | RENDERERS AND CODERS WANTED


    ᚻᛁᛏᛏᚪᚠᚱᚪᛗᚱᚠᛆᚦᛗᛂᚦᚡᛠᚱᛋᛗᛁᚦᚫᚻᛁᛏᛏᚪᚠᚱᚪᛗᚱᛒᚪᛞᛁᛂᚧᚪᛚᛁᚠ


    Once upon a spring, nine years ago...
    There was a wizard who, in his laboratory, created a concept that would later become the greatest innovation in video game history. Two years later, that concept he had created became a game.

    It was released for all to enjoy and sold approximately 1.8 million copies.
    It achieved the status of the greatest game of all time.
    It became a game that was loved by millions of people of all ages.

    Casual and hardcore players alike enjoyed this masterpiece and shared it with their friends. Countless adventures had been had and many more were yet to come.

    But then...

    The wizard fell away from his creation. The game was given a new master, as Notch left the game. However, he wasn't the only one. Soon, hundreds of the game's players slowly drifted away from what had once been known as the greatest game of all time. Many wondered why the wizard had forsaken his creation. Many cried out to him to return to the realm he had created.
    The game's new master had more or less failed to maintain the game's true concept. The game faded away into the shadows...

    Until...

    Two wizards began the process of reversing the spell of negligence that the wizard had left upon his forgotten game. Two wizards observed what had made the game so popular and why the game was dying.

    It was during this that they discovered that what had kept the game alive for so long... was the concept that had been created once upon a spring nine years ago. Thus, they set out on a quest to bring back the concept and to restore the game to it's former glory.

    This is the story of:
    JackalopePack II


    ᛃᚪᛍᚴ ᚪᛚᚫᚪ ᛂᚡᚪᚾ ᛍᛚᚪᛁᚱᛠ

    Gutentag, alles. I am Jack, co-project manager of "JackalopePack II". Instead of a monotonous explanation right here, you can read about the project and it's goals in the frequently asked questions that I've gotten from people interested in the project.

    F.A.Q:

    What is JackalopePack II?
    JackalopePack II is a modpack that brings so much more to Minecraft than the random smattering of mods one usually gets in your standard modpack. JackalopePack II builds off of not only Minecraft, but much of the vast content that the game's brilliant followers have created, aside from bringing me and my team's fresh, new ideas to the game.

    Cool! How will JackalopePack II do that?
    I am creating a core mod that will add on to existing mods and just bring my own concepts into the game.

    What is the goal of JackalopePack II?
    To create, first, an aesthetic and complete fantasy experience inside of Minecraft's existing genius and, second, fix what updates 1.8+ got wrong. Many of Minecraft's recent updates have met with negative reception. Another goal of this project, is to more or less fix Minecraft's rather broken combat mechanics.

    Combat!? What will THAT be like?
    Hold your horses... I won't divulge too much. I am still working on it, y'know. For now, I'll just say that by the time we're done with it, Minecraft will have E-Sport worthy melee AND ranged combat
    I have finished designing the combat system. I've spent a good deal of time conceptualizing and planning out the system. I can safely say it shall be worth all that. This system builds off of the Lord of the Rings mod's (one of the mods in JackalopePack II) combat system, allowing for weapons from other mods to be designated as heavy, medium, or light weapons in a config file that comes pre-configurated in the pack.

    So... when is this gonna come out?
    The initial release of JackalopePack II is, thus far, scheduled to be released sometime around July. This depends on several factors.

    What can I do to help?

    Spread the freakin' word, confound it!
    Soon after the framework update's launch, we will be opening up our multiplayer servers to the public and advertising those. Until then, just tell your Minecraft-playing friends about this project and it's goal to "make Minecraft great again!". You can also spread the word with one of our fancy little banners here :D . Copy and paste the link below into your Minecraft forum signature.





    Dragonborn Signature:
    <a href="http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/mod-packs/2798358-jackalopepack-ii-celtic-update-coming-up-renderers"><img src="https://photos-6.dropbox.com/t/2/AAB2Ek93O5616kZumjBHEJV6wCnxTqp4nkn7Ny-WQyz1ZQ/12/477139470/png/32x32/1/_/1/2/jpbanner2.png/EI7C6e4DGGsgBygH/TJi0hUXcxJm2Q2iSXq0gBaGOdYQI-Yd-S_O_MHKo6pY?size=1280x960&amp;size_mode=3" alt=""></a>




    Daedric Signature:

    [url=http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/mod-packs/2798358-jackalopepack-ii-celtic-update-coming-up-renderers][img]https://photos-4.dropbox.com/t/2/AADE88C850QMFzjpVeX-HD_LXHDmGnVoJXpTPSzGvuuklA/12/477139470/png/32x32/1/_/1/2/jpbanner3.png/EI7C6e4DGGsgBygH/AdZJj6vBX5RhEs5mu6h6h24CPCyu82SwVarAAkQ5YvM?size=1280x960&size_mode=3[/img][/url]


    Valkyrie Signature:
    <a href="http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/mod-packs/2798358-jackalopepack-ii-celtic-update-coming-up-renderers"><img src="https://photos-2.dropbox.com/t/2/AAA9N4XZh06HjqYQXFkHsfRVAr21GqP50VFEvUTveO_GVQ/12/477139470/png/32x32/1/_/1/2/jpbanner4.png/EI7C6e4DGGsgBygH/FHjZixXs_alIBk4PXNKHjnzE0D141IJjcPoqaxkxxEQ?size=1280x960&size_mode=3" alt=""></a>




    Thaumaturge Signature:

    [url=http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/mod-packs/2798358-jackalopepack-ii-celtic-update-coming-up-renderers][img]https://photos-3.dropbox.com/t/2/AAB1woHtodClemsYQbvtGBMWog-X12KeUhb3bE0cf509BA/12/477139470/png/32x32/1/_/1/2/jpbanner5.png/EI7C6e4DGGsgBygH/NfA0Uw6o2ISObflEVWie2DAr87lvWbeZH-AJx3zu92o?size=1280x960&size_mode=3[/img][/url]


    You can also like and follow us on Facebook. If you want to contact me about anything concerning this project, feel free to do so!
    You can contact me via:

    a. shoot me a PM here on the forums
    b. contact me on Discord at Jackalope#6446
    c. email me at [email protected]
    d. hit me up on Skype at [email protected]
    or f. contact me on Facebook @JackalopePack2

    Anywhoo, stay tuned to this thread, as I will post updates and developments within the project here or on Facebook.

    Thanks!
    -Jack

    3/13/17 NEWS UPDATE: Several team members have either left or gone on indefinite hiatus. Thus, the fellowship is disbanding. BUTT! This does not mean that JackalopePack II will not happen, because it will. It most certainly will.
    The team currently consists of me and a friend of mine. Both of us are aspiring Java programmers.
    We hope to release JackalopePack II at the end of March/early-mid April.

    5/10/17 NEWS UPDATE: This thread is NOT dead.
    MyNPCs and Combat+ were merged with a few other ideas we had into a single mod called: "JackalopeCore". Due to the fact that JackalopeCore modifies other mods, the pack will prompt the user (at the first startup) stating that this mod does indeed modify other mods and asks if he/she would like to download the pack's core from our own cloud. This is for legal reasons...
    The team still consists of me and a friend of mine. Both of us are aspiring Java programmers. We are taking our time with it so that "hopefully, it will be worth the wait." ;)

    7/15/17 NEWS UPDATE: This project is STILL NOT dead. Once the framework update is launched, JackalopePack II discussion and updates will migrate to a different thread.
    I will no longer be involved in the coding (at least, not for now), due to my work schedule and my other projects. I am hiring a Java coder in my stead. You should see some work done on this within the next month.
    Posted in: Mod Packs
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    posted a message on Questions about a modpack

    Sorry, dit is het verkeerde forum. :D

    Posted in: Modification Development
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    posted a message on JackalopePack Modder Wanted

    Hello, Minecraft Forum!


    For the past few months, I have been compiling a list of mods that work together well. I am also bringing them together even more by creating tons of quests and new dungeons using Better Questing, QuestBook, NPC Integration, CustomNPCs, and Schematica.


    Now I have but a few things before this modpack is complete (including getting extra permission from mod developers). One of those things is to create some minor addon mods to a few of the mods I have included in the pack. However, I ,for lack of a better word, "suck" at modding. I have had very little experience, but I am willing to learn.


    That's where you all come in. I need a modder to help make these addon mods.


    What's in it for you? While I can't pay you (I have a tight student budget :( ) I can offer you a position on my private-soon-to-be-public server as admin. You can be involved in creating what I think to be one of the best modpacks in Minecraft's history.


    What skill level in modding does this require?

    Not much. You will essentially be adding on to what someone else has already made. However, MCreator does not count as modding experience. I'm looking for someone who has actually created at least one mod using Java to program it.


    If you are looking to play a part in the making of this great modpack, please email me at [email protected]


    Thanks!

    -Jack


    (I will provide more information and a full list of what needs to be done in a reply to an email.)

    Posted in: Requests / Ideas For Mods
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