I'm having a problem triggering the achievement for collecting all 3 scepters. I've tried dropping and picking up all 3 again with no luck. It's not a show-stopper, but still it's an issue.
java.lang.NoClassDefFoundError: Could not initialize class codechicken.nei.NEIClientConfig
at codechicken.nei.ClientHandler.tickEvent(ClientHandler.java:162)
at cpw.mods.fml.common.eventhandler.ASMEventHandler_249_ClientHandler_tickEvent_RenderTickEvent.invoke(.dynamic)
at cpw.mods.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:54)
at cpw.mods.fml.common.eventhandler.EventBus.post(EventBus.java:138)
at cpw.mods.fml.common.FMLCommonHandler.onRenderTickEnd(FMLCommonHandler.java:340)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:992)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:887)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
A detailed walkthrough of the error, its code path and all known details is as follows:
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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)
Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Anisotropic Filtering: Off (1)
Sorry, that's not related to Twilight Forest mod. "Could not initialize class codechicken.nei.NEIClientConfig", it looks like you might be missing a component of NEI, or mismatched versions. Make sure you've grabbed the latest version of NEI and CodeChickenCore from their site.
Okay i have different mods this time can anyone help me?
Caused by: java.lang.IllegalArgumentException: Duplicate enchantment id! class twilightforest.enchantment.EnchantmentTFFireReact and class net.darkhax.moreswords.enchantment.EnchantmentKeenEdge Enchantment ID:136
This is the key bit. Check twilight forest and more swords config files to see if either can change the enchantment ID number. It might take multiple tries to find a number that doesn't conflict between multiple mods.
I could've sworn that Touched by Undeath was an achievement you got for getting one of the Lich's scepters?
Touched by Undeath achievement states (paraphrased) "Kill a mosquito swarm with the Lich's scepter, you must go to the swamp for this". The only other available achievement in that chain requires collecting all three Lich scepters, which I suppose I can try to do and see if that properly unlocks the swamp area. However, seeing as the particle effect turned off, I suspect it "worked" but failed to remove the hunger debuff from the area.
Ultimately we decided to remove the progression feature to avoid any future problems, and I'll just have to self-enforce my progression through the chain.
Are there any fixes for progression other than simply "turn it off" that I see repeated over and over again in the thread? I enjoy the forced progression, except when it doesn't work.
My situation: I verified progression was active, couldn't access Lich or Swamp areas due to particle effects and debuffs. Killed the Naga, got the scale (did NOT get achievement as many have mentioned), Lich area became available so I went to do that. I then realized I didn't progress properly since Swamp didn't become available. Reviewed achievements and figured it out, dropped Naga scale and Lich trophy and picked them up again to get those achievements. Went back to Swamp, found the particle effects gone so I entered, and immediately was bombarded by hunger effects which nearly killed me before I realized it. Reviewed achievements, next one available is Touched by Undeath, requiring me to go in the swamp to kill mosquitoes. I can't accomplish that since I can't step more than a few blocks into the swamp before my hunger is drained.
Any thoughts? Or is the only option to turn off progression and attempt to do it in the proper order without penalty?
It is presently incomplete. Pahimar has some time off from work soon and plans on completing EE3 during that time while also bonding with his daughter. <snip>
Oh I'm well aware he has a life, and I also follow the exploits of him and Direwolf. I was more pointing out that it seemed like the mod would have some functionality from the description "To summarize: this mod allows you to transmute tons of materials into other materials." But I was not able to figure out any way to actually transmute anything.
There is documentation out there for the 1.6.4 version of EE3, but none of that seems to be in place for 1.7.10. I was more wondering if I was missing something, maybe some trick to get things like the minium stone to actually do something. It sounds like the answer currently is "No, nothing actually does anything", and if that's truly the case then so be it. I will be checking out Project E tonight, and will definitely be following the progress of EE3 for the future.
I do hope for a 1.7.10 backport, as 1.8 is still horrendously unsupported for mods as of yet. Good to know devs like yourself are working to fix that though!
Kidding aside, I was disappointed to find how incomplete EE3 was considering the obvious time and effort that went into the models and textures for the items, but now I am excited to try Project E.
My main concern with EE3 in its current state is that I can't seem to figure out how to do anything of value that would make the mod actually do Equivalent Exchange. I can build the machines, and burn items into dust. I can craft a divining rod, and a minium stone, but they seem to have no in-game function. I can craft one of the books, but it seems to be an empty GUI with a functionless search box.
Am I missing something? Is there a way to actually use the minium stone and divining rod? Is there a use for the remarkably expensive-to-craft chests other than storage (emc conversion for example)? Or is the mod simply that incomplete?
Currently seeing an issue in Better Chests for 1.7.10 where the Feeder upgrade doesn't seem to be feeding my critters. I have some penned in chickens within 2 blocks of the chest, which has a feeder upgrade and seeds inside. Nothing seems to happen. The collector and killer work fine, but the feeder seems to do nothing. Am I missing something?
<snip>
I just tested the latest 1.7.10 version, and it appears to be the normal brewing stand recipe:
Any chance there's some other mod messing with the recipe?
<snippy snip>
The brewing stand that was created by the vanilla recipe above was listed as being part of Brewing API. Now that I review the modpack, and your mod's requirements, I've come to the conclusion that I screwed up in posting this here. I shall blame it on lack of coffee that day.
It's awesome to watch a dev actively working a mod and taking advice, rather than what I traditionally see of a nearly abandoned mod with 1 post a month. Looking forward to using this mod a lot! I always found vanilla potions lacking somehow.
That being said, is it your mod that disables the vanilla brewing stand recipe? Unfortunately there's no easy way to track down which mod is causing that, but yours is a possibility so I wanted to ask. Other mods use the brewing stand for a material in other recipes, so not being able to craft it is a hindrance.
I'll keep investigating why it's disabled, but I may end up having to use minetweaker to re-add the recipe manually.
twinminds: I haven't worked on the code for a bit, but I am very certain that the potion ID's used in this mod are dynamic, in other words, they are guaranteed to be unique. A possible solution to your problem is to ensure that Archmagus is loaded last.
*SNIP*
Thanks for the reply. Ultimately I was able to sleuth out the other mod that it was conflicting with that uses static potion ID's and change their config file to use another number. Fun times!
Currently running into a crash when trying to include RI on my private server pack: http://pastebin.com/tAB0jyJv
To troubleshoot, I have been able to successfully launch in single player. And after significant work adding mods back to my server pack one at a time, it was the addition of RI that caused the above crash. I have had other mods added before that caused that, and the only resolution so far is to remove the mod, since the mods are calling a client side render that shouldn't be called on server side.
I did find an open issue for this on the issue tracker, but I couldn't add anything do it, so I had to post here.
Good to hear! I was getting the same crafting manager error when building my new private pack. Mostly replying to get a ding once you've uploaded the fix. Looking forward to the mod!
Any chance you could provide a list of potion ID's you're using in the mod? I keep running into conflicts and yours is one of the only mods without a config file to make changes, so I will need to configure other mods ID's around it.
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0
Sorry, that's not related to Twilight Forest mod. "Could not initialize class codechicken.nei.NEIClientConfig", it looks like you might be missing a component of NEI, or mismatched versions. Make sure you've grabbed the latest version of NEI and CodeChickenCore from their site.
0
This is the key bit. Check twilight forest and more swords config files to see if either can change the enchantment ID number. It might take multiple tries to find a number that doesn't conflict between multiple mods.
0
Touched by Undeath achievement states (paraphrased) "Kill a mosquito swarm with the Lich's scepter, you must go to the swamp for this". The only other available achievement in that chain requires collecting all three Lich scepters, which I suppose I can try to do and see if that properly unlocks the swamp area. However, seeing as the particle effect turned off, I suspect it "worked" but failed to remove the hunger debuff from the area.
Ultimately we decided to remove the progression feature to avoid any future problems, and I'll just have to self-enforce my progression through the chain.
0
My situation: I verified progression was active, couldn't access Lich or Swamp areas due to particle effects and debuffs. Killed the Naga, got the scale (did NOT get achievement as many have mentioned), Lich area became available so I went to do that. I then realized I didn't progress properly since Swamp didn't become available. Reviewed achievements and figured it out, dropped Naga scale and Lich trophy and picked them up again to get those achievements. Went back to Swamp, found the particle effects gone so I entered, and immediately was bombarded by hunger effects which nearly killed me before I realized it. Reviewed achievements, next one available is Touched by Undeath, requiring me to go in the swamp to kill mosquitoes. I can't accomplish that since I can't step more than a few blocks into the swamp before my hunger is drained.
Any thoughts? Or is the only option to turn off progression and attempt to do it in the proper order without penalty?
0
Oh I'm well aware he has a life, and I also follow the exploits of him and Direwolf. I was more pointing out that it seemed like the mod would have some functionality from the description "To summarize: this mod allows you to transmute tons of materials into other materials." But I was not able to figure out any way to actually transmute anything.
There is documentation out there for the 1.6.4 version of EE3, but none of that seems to be in place for 1.7.10. I was more wondering if I was missing something, maybe some trick to get things like the minium stone to actually do something. It sounds like the answer currently is "No, nothing actually does anything", and if that's truly the case then so be it. I will be checking out Project E tonight, and will definitely be following the progress of EE3 for the future.
0
0
Rabble rabble but I want EE3 to work!
Kidding aside, I was disappointed to find how incomplete EE3 was considering the obvious time and effort that went into the models and textures for the items, but now I am excited to try Project E.
My main concern with EE3 in its current state is that I can't seem to figure out how to do anything of value that would make the mod actually do Equivalent Exchange. I can build the machines, and burn items into dust. I can craft a divining rod, and a minium stone, but they seem to have no in-game function. I can craft one of the books, but it seems to be an empty GUI with a functionless search box.
Am I missing something? Is there a way to actually use the minium stone and divining rod? Is there a use for the remarkably expensive-to-craft chests other than storage (emc conversion for example)? Or is the mod simply that incomplete?
0
0
The brewing stand that was created by the vanilla recipe above was listed as being part of Brewing API. Now that I review the modpack, and your mod's requirements, I've come to the conclusion that I screwed up in posting this here. I shall blame it on lack of coffee that day.
Thanks for the response and verification anyhow!
0
That being said, is it your mod that disables the vanilla brewing stand recipe? Unfortunately there's no easy way to track down which mod is causing that, but yours is a possibility so I wanted to ask. Other mods use the brewing stand for a material in other recipes, so not being able to craft it is a hindrance.
I'll keep investigating why it's disabled, but I may end up having to use minetweaker to re-add the recipe manually.
0
Thanks for the reply. Ultimately I was able to sleuth out the other mod that it was conflicting with that uses static potion ID's and change their config file to use another number. Fun times!
0
To troubleshoot, I have been able to successfully launch in single player. And after significant work adding mods back to my server pack one at a time, it was the addition of RI that caused the above crash. I have had other mods added before that caused that, and the only resolution so far is to remove the mod, since the mods are calling a client side render that shouldn't be called on server side.
I did find an open issue for this on the issue tracker, but I couldn't add anything do it, so I had to post here.
0
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