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Posts posted by Targren

  1. With Cauldron and MCPC+ being effectively dead (not quite sure whether they were the same thing or not), I'm guessing that those setting up a new server have to rely on finding mods to perform the roles that plugins used to. Since I may end up having to set up a new server in the next few days when the one I've been working for goes down, I find myself in that boat.


    So, since I don't have the time to write new mods myself in four days, I'll ask y'all. Basically, I'm looking for mod replacements for some of the old standard plugins:


    PreciousStones (land claiming)


    CoreProtect (block/interaction logger)

    Skript (Scripting)

    Multiverse (Add dimensions)


    Anyone have any suggestions?

  2. Yipe. Thought you said you were gonna "fix" the lycanites spawns. Lobbers and Afrits at ground level? That was scary.



    I also can't seem to get /gamerule keepInventory to work. I've edited the Project Zulu config to turn off the graves but my stuff still goes flying when I snuff it.

  3. Also having weird frame rate issues, might be the new chunks generating but I get frame drops pretty often (also have Optifine installed, 2GB RAM allocated).



    Mine often drop down to 0 (hard lock). It generally only lasts for a few seconds to a minute, but it's pretty often.


    In my case, I think it's ruins.


    B#439]  [19:06:18] [server thread/INFO]: Saving ownership data for dimension 7 to C:UsersCiroAppDataRoaming.technicmodpackshexxitsavesRageCraft Beta Tests Hexxit 3DIM7SecretRooms-ownership.dat

    [b#439]  java.io.FileNotFoundException: C:UsersCiroAppDataRoaming.technicmodpackshexxitsavesFind A HomeDIM7RuinsPositionsFile.txt_writing (The system cannot find the path specified)

    [b#439]      at java.io.FileOutputStream.open(Native Method)

    [b#439]      at java.io.FileOutputStream.<init>(Unknown Source)

    [b#439]      at java.io.FileOutputStream.<init>(Unknown Source)

    [b#439]      at java.io.FileWriter.<init>(Unknown Source)

    [b#439]      at atomicstryker.ruins.common.RuinGenerator$FlushThread.run(RuinGenerator.java:89)

  4. We are holding on to Lycanites.  That's my first target for tweaking.  I just noticed EBXL is updated now also, so that and treecapitator is second target.


    Also, Lycanites added ore elementals of some sort; there's a pretty good chance of a mob spawning when you mine coal/iron/gold/etc. so watch out for that...


    Those ore elementals suck to a new miner with stone tools... apparently you can spawn a gold elemental from a block of coal ore. That made me dead very fast. 



    I think it might be bspkrscore having a problem with the client, but the console becomes extremely spammy.



    [b#439]  java.lang.NoSuchMethodError: com.mojang.authlib.GameProfile.<init>(Ljava/lang/String;Ljava/lang/String;)V

    [b#439]      at bspkrs.bspkrscore.fml.BSMainMenuRenderTicker.init(BSMainMenuRenderTicker.java:121)

    [b#439]      at bspkrs.bspkrscore.fml.BSMainMenuRenderTicker.onTick(BSMainMenuRenderTicker.java:72)

    [b#439]      at cpw.mods.fml.common.eventhandler.ASMEventHandler_423_BSMainMenuRenderTicker_onTick_RenderTickEvent.invoke(.dynamic)

    [b#439]      at cpw.mods.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:51)

    [b#439]      at cpw.mods.fml.common.eventhandler.EventBus.post(EventBus.java:122)

    [b#439]      at cpw.mods.fml.common.FMLCommonHandler.onRenderTickEnd(FMLCommonHandler.java:339)

    [b#439]      at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:992)

    [b#439]      at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:887)

    [b#439]      at net.minecraft.client.main.Main.main(SourceFile:148)

    [b#439]      at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)

    [b#439]      at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)

    [b#439]      at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)

    [b#439]      at java.lang.reflect.Method.invoke(Unknown Source)

    [b#439]      at net.minecraft.launchwrapper.Launch.launch(Launch.java:134)

    [b#439]      at net.minecraft.launchwrapper.Launch.main(Launch.java:28)


    Over and over and over and over...


    I was able to fix it by editing config/bspkrsCore.cfg and editing








  5. I know its possible to do it without overwriting base code, let alone making it so it had to be redist with the base game code, but its often too annoying for devs to improve on base code since it can affect too many things, unless their intentions is just that, improved base ____ for all mods, and expect some mod incompatibilities that expected the old behavior.


    Good to know about the Better Archery mod being the "culprit" Targren.


    It's been awhile since I looked at the base code, now that forge has changed its setup so it doesn't include MCP, and my old-man memory isn't what it used to be, so prepare your grains of salt... but I seem to remember, while trying to mellow out the skellies' "machine-gun" upgrade a little bit, that their bow AI had its own class, which could be reassigned on spawn... might have involved reflections...




    Kinda off topic:

    Again, I may not be posting in the right place... but 1.8 is coming out real soon... supposedly tomorrow soon. If it wasn't I'd understand the 1.6 version, but why now? We can wait a little longer, can't we?...Can't we?


    I could be wrong, but I think it took this long for enough of the "core" hexxit mods to get working 1.6.4 versions to bother making a new version. 

  6. even if they can, its unlikely they will since theyll then be distributing the base code themselves to minecraft which is against the EULA...unless they made a "coremod" that overwrote most AI behavior, even could affect mod mob AI...its a nightmare...


    @Misfit - if you didnt read the above, its a "not going to happen anytime soon"


    It is possible, but tricky, to overwrite mob AI without changing the core code. I suspect it may be Better Archery, since it also arms the skeletons with even better bows and potion arrows (like that's what they needed. :P)


    I'll test it out real quick... Confirmed. After disabling BetterArchery, skeletons now happily follow me around corners again instead of standing pat and waiting for me to poke my head out to be ventilated again. With the mod, they DO move, but much more "decisively", so I think it's an "improvement" rather than an unintended bug, even if it does make the damn things far too overpowered, IMO.

  7. @Targren What exactly did I do wrong?

    I placed the API.jar in the mods folder first. After it didn't work I placed it in the coremods folder.

    Here is the error with both jars in the mods folder:

    I see the lines "NoClassDefFoundError" but it still doesn't tell me what I did wrong.

    I should add that I only need it to be working via LAN. No server involved, just client<->client ;)


    No idea what you did wrong, but that error means it can't find the mod. Nothing on the mod page says you should put it in the coremods folder, so I'm not sure why you did that. There's no real appreciable difference between getting it to work for client/server these days, since even SSP runs a local "internal server" for some time now.

  8. Just out of curiosity, was anyone able to pinpoint my problem with my crashed game/save with the log I provided? o: 


    We wish. :P That's a fairly common problem (even seems to cross modpacks - something very similar happens in ABT). The current workarounds both use MCEdit:



    Use MCEdit to move your player away from the corrupted chunk, and don't go back over there.




    Use MCEdit to select and delete the corrupted chunk, and hope that it doesn't re-corrupt when it regenerates. (This is generally only useful if the crash log includes sufficient info to identify the chunk in question - doesn't look like yours did)

  9. Go further, they simply wont stop. Haha.



    I found a line of 12. Yes, 12.



    But God do I hate the Zulu horses.

    Amen, Brother. :P



    So, here's a new one. I had an Ancient Warfare "Lookout Tower" thing disappear on me. Literally. I had just started a new run (seem to be doing that a lot lately!) and wasn't geared up to deal with it, so I waypointed it and kept moving to find wool/a bed.  When I found it, I went back, and boom: no tower.


    Luckily, I happened to be using this run as a test run of my capture software, so I caught the entire run through in video. :)



    Relevant parts:

    Original Discovery: ~5:00

    Shocking Return: ~14:15


    Audio is NSFW, and not really necessary to demonstrate the mysterious disappearing watchtower.

  10. (Sorry if this is the wrong section: I seem to remember seeing that Platform Pagoda is the place for help on custom modpacks)


    The relevant mods in the pack are ChocolateQuest/BetterDungeons and Mystcraft - latest 1.6.4 version.


    I'm trying to make a private modpack for some friends from our ABT server, and I'm hitting a bit of a wall. I'm trying to set up the loot tables for CQ/BD dungeons, but I can't figure out how to add Mystcraft pages - BD chest tables work based on item IDs, but if I add the item ID, I just get a "blank page". Has anyone had any luck with making this work?


    I'd rather not yank Mystcraft, since I was looking forward to finally getting it to try it, but with the modified worldgen and multiple players, getting pages is going to be an exercise is masochism...

  11. im pretty sure it was, unless they removed chocolate quest in the 2.0.1 dev


    Nope, I derped. It is there. I was looking for ChocolateQuest, but after you download it, the name changes back to betterdungeons. XD


    Curious that I didn't see a single one before my savegame corrupted, though...

  12. Chocolate quest is essentially better dungeons, just a different name.


    I know, I said as much, which is why I thought it was so strange that it wasn't in the updated Hexxit. But if it's already known that there's a compatibility issue or something, then I wasn't gonna bother suggesting it.

  13. Oh, I think the Nausea from the Pirates is supposed to be a deadly disease called Scurvy that sailors used to get in around about Tudor times.


    Scurvy is a nutritional (Vitamin C) deficiency. Not a contagion.


    And it's still a horrible effect. Immersion is one thing, but making me (the player) nauseated just because I got hit with the status effect in-game is crossing the line. :P

  14. atleast with the zelda mod when you target a mob you can do moves like quickly strafing left or right, which is very useful when fighting spitting mobs.


    I still miss a proper, craftable shield. Zelda do provide 2 according to the NEI, but no recipe for them.


    Yeah, the mod thread said I should have been able to do that. Was never able to make it happen, though.

  15. Gotta say, not really digging the Zelda mod so far. Can't get the mob targeting to work right, even after I fixed the keymapping overlap, and have never seen a single key (but a buttload of locked chests), and secret rooms that only seem to contain even more locked chests. :P


    Do like the roguelike dungeons though. I think I'll test M&B and report back.



    Update: Doesn't look like M&B plays nice with Zelda. Doesn't seem to be an ID collision, it's  full-on crash-to-launcher

  16. Thaumcraft will most likely not be included, this was expressed by the mod author that he didn't want his mod included in any public packs.

    Last I checked he may have changed that stance.


    He has indeed. It's nice to see, even if I'm really not a fan of the new versions with the taint mechanic.


    From the Thaumcraft thread



    The code of “Thaumcraft for Minecraft” in source or binary form is the intellectual property of Azanor. See below for copyright, terms and conditions.

    As a habit I ignore every PM in regards to mod-packs - both private and public. Everything you need to know about them is listed here.

    You want Thaumcraft in your mod pack? All you need to meet are five simple conditions:

    1. Your mod pack needs a link back to this forum post.

    2. You cannot make any money off of the mod pack.

    3. You cannot claim that you made any part of the mod, and you must give credit to the author of the mod (Azanor).

    4. If I ever ask you to remove my mod from your pack, for whatever reason, you do so.

    5. Handle any queries and bug reports internally first. This is one of the main reasons I had such a strict anti-modpack policy for such a long time - people using modpacks would come here posting errors that have nothing to do with my mod or that have been fixed ages ago, but still occurs in the modpack because it is using an older version.

    If these five conditions are met, then you have my permission to use it in a mod pack.


    Not sure if it needs it, personally, though. If anything, I'd suggest something to lower the difficulty for the start of the game rather than another endgame mod. 


    Maybe I just suck, but when the "Goddamned (literal) bats"(AllTheTropes Warning) are constantly killing your fledgling Link-Steve, something might be a little OP. :)  (The electrical ones)


    And why do Infernal Mob drops suck so hard compared to the old Hexxit. Is very sad. :(


    Update: Just looked into the mob drops. Looks like many of the IDs there other than iron, chainmail, and diamond gear, don't actually exist. Think this may be unintentional, and thus the crap drops are a bug. :)

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