I have the same problem with the crashes here is my crash report it was made today.
---- Minecraft Crash Report ----
// I feel sad now
Time: 1/7/14 2:36 PM
Description: There was a severe problem during mod loading that has caused the game to fail
cpw.mods.fml.common.LoaderException: java.lang.NoClassDefFoundError: thehippomaster/MutantCreatures/MutantSkeleton
at cpw.mods.fml.common.LoadController.transition(LoadController.java:156)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:700)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:249)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:509)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:808)
at net.minecraft.client.main.Main.main(SourceFile:101)
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:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
Caused by: java.lang.NoClassDefFoundError: thehippomaster/MutantCreatures/MutantSkeleton
at thehippomaster.MutantCreatures.ChemicalX.<clinit>(ChemicalX.java:76)
at thehippomaster.MutantCreatures.MutantCreatures.init(MutantCreatures.java:95)
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 cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:545)
at sun.reflect.GeneratedMethodAccessor5.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:201)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:181)
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 com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:112)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:699)
... 10 more
Caused by: java.lang.ClassNotFoundException: thehippomaster.MutantCreatures.MutantSkeleton
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:186)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 38 more
Caused by: java.lang.NoClassDefFoundError: thehippomaster/AnimationAPI/IAnimatedEntity
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClass(Unknown Source)
at java.security.SecureClassLoader.defineClass(Unknown Source)
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:178)
... 40 more
Caused by: java.lang.ClassNotFoundException: thehippomaster.AnimationAPI.IAnimatedEntity
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:186)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 44 more
Caused by: java.lang.NullPointerException
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:178)
... 46 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.6.4
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_45, Oracle Corporation
Java VM Version: Java HotSpotâ„¢ 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 88271608 bytes (84 MB) / 276824064 bytes (264 MB) up to 954728448 bytes (910 MB)
JVM Flags: 2 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G
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 v8.11 FML v6.4.45.953 Minecraft Forge 9.11.1.953 9 mods loaded, 9 mods active
mcp{8.09} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized
FML{6.4.45.953} [Forge Mod Loader] (minecraftforge-9.11.1.953.jar) Unloaded->Constructed->Pre-initialized->Initialized
Forge{9.11.1.953} [Minecraft Forge] (minecraftforge-9.11.1.953.jar) Unloaded->Constructed->Pre-initialized->Initialized
ninjamod{v3.0} [Ninja Mod] ($RPANICC.zip) Unloaded->Constructed->Pre-initialized->Initialized
epicweapons{1.0.0} [Epic Weapons] ([SP n MP] Epic Weapons Mod 1.0.0 by 7ggw88 [1.6.4].zip) Unloaded->Constructed->Pre-initialized->Initialized
EldercraftSkyrim{v1.0.12 Alpha} [Eldercraft- Minerim] (Eldercraft--Minerim-v1012-Alpha-For-MC-164.zip) Unloaded->Constructed->Pre-initialized->Initialized
MinecraftMadness{MC 1.6.4} [Minecraft Madness] (MinecraftMadness-V2-164.zip) Unloaded->Constructed->Pre-initialized->Initialized
MutantCreatures{1.4.3} [Mutant Creatures] (Mutant_Creatures_v1.4.3_mc1.6.2.zip) Unloaded->Constructed->Pre-initialized->Errored
mod_ZanMinimap{0.9.4} [Zan's Minimap] (ZansMinimap1.6.4.zip) Unloaded->Constructed->Pre-initialized->Initialized
Hey, I was just doing some mod tests and I noticed that the Mutant Skeleton Boots give 1 more armor icon than Diamond Boots and they don't seem to take damage, at least from cactus. Is this intended or an oversight? Because if you wear them with full diamond instead of diamond boots you get the jump boost 1 and 11 out of 10 armor without them degrading by the looks of it >.>
Hey, I was just doing some mod tests and I noticed that the Mutant Skeleton Boots give 1 more armor icon than Diamond Boots and they don't seem to take damage, at least from cactus. Is this intended or an oversight? Because if you wear them with full diamond instead of diamond boots you get the jump boost 1 and 11 out of 10 armor without them degrading by the looks of it >.>
The jump boost is intended. Don't you want to be mini-Mutant Skeleton?
Well the jump boost isn't part of the issue. The problem is the stats. The full of Skeleton armor is fine and ties with diamond I believe. But because the boots give 1 armor icon more than diamond boots, if you mix and match you can surpass what is normally possibly with one set or the other. I am not a big fan of being able to go past the 10 armor bars by simply swapping boots out, especially when they give jump boost. It just seems a little overpowered; or at least towards the balance I was going for. And maybe full diamond with more defensive jump boosting boots isn't that overpowered compared to the full set of skele, but when you start to mix those boots with other mod armors... Well 2.5 armor is a lot for boots...
Well the jump boost isn't part of the issue. The problem is the stats. The full of Skeleton armor is fine and ties with diamond I believe. But because the boots give 1 armor icon more than diamond boots, if you mix and match you can surpass what is normally possibly with one set or the other. I am not a big fan of being able to go past the 10 armor bars by simply swapping boots out, especially when they give jump boost. It just seems a little overpowered; or at least towards the balance I was going for. And maybe full diamond with more defensive jump boosting boots isn't that overpowered compared to the full set of skele, but when you start to mix those boots with other mod armors... Well 2.5 armor is a lot for boots...
Hmm, interesting. I'm not sure either.
If it's a bug, it must be fixed...
If it's intentional, guess he went too far...
If it's a bug, it must be fixed...
If it's intentional, guess he went too far...
Well, it is more of an oversight than a bug probably. Armor is tricky since there is suck little room for variation. Try making a set between iron or diamond and you end up with half the part same as iron and half the same as diamond, which isn't what you probably wanted...
Although the boots aren’t the most unbalanced thing ever, but the no degrading, at least from cactus, makes it a bit more of an issue. Jump boost 1 is rather useless. Still, it could be he tried to change up the stats a bit and was unaware of how it could be mix and matched.
Could you add a mutant spider?
Just kidding xD
But I was thinking in the chemical X. It would be nice some power-up or something if you use it on yourself. Maybe its not going to turn you into a mutant, but it can give you a speed boost, health regen, night vision and maybe something else for a minute or two. And maybe add a scientist villager with an extra building. There you can find a chest with some mod-related stuff. And you can trade with him with -again- mod related stuff for emerald or vice versa.
Hey, I was just doing some mod tests and I noticed that the Mutant Skeleton Boots give 1 more armor icon than Diamond Boots and they don't seem to take damage, at least from cactus. Is this intended or an oversight? Because if you wear them with full diamond instead of diamond boots you get the jump boost 1 and 11 out of 10 armor without them degrading by the looks of it >.>
Well the jump boost isn't part of the issue. The problem is the stats. The full of Skeleton armor is fine and ties with diamond I believe. But because the boots give 1 armor icon more than diamond boots, if you mix and match you can surpass what is normally possibly with one set or the other. I am not a big fan of being able to go past the 10 armor bars by simply swapping boots out, especially when they give jump boost. It just seems a little overpowered; or at least towards the balance I was going for. And maybe full diamond with more defensive jump boosting boots isn't that overpowered compared to the full set of skele, but when you start to mix those boots with other mod armors... Well 2.5 armor is a lot for boots...
Well, it is more of an oversight than a bug probably. Armor is tricky since there is suck little room for variation. Try making a set between iron or diamond and you end up with half the part same as iron and half the same as diamond, which isn't what you probably wanted... Although the boots aren’t the most unbalanced thing ever, but the no degrading, at least from cactus, makes it a bit more of an issue. Jump boost 1 is rather useless. Still, it could be he tried to change up the stats a bit and was unaware of how it could be mix and matched.
Go up to any mob that does lots of damage (preferably about 10 pts of damage (5 hearts)) Compare the two armours, then tell me which one is better.
Could you add a mutant spider?
Just kidding xD
But I was thinking in the chemical X. It would be nice some power-up or something if you use it on yourself. Maybe its not going to turn you into a mutant, but it can give you a speed boost, health regen, night vision and maybe something else for a minute or two. And maybe add a scientist villager with an extra building. There you can find a chest with some mod-related stuff. And you can trade with him with -again- mod related stuff for emerald or vice versa.
The Meaning of Life, the Universe, and Everything.
Join Date:
1/12/2012
Posts:
275
Minecraft:
Explosionguy
Member Details
Never mind. I thought it caused weird glitches with the textures that make limbs disappear, and change to other strange textures to the point that I can't even tell which mob is which anymore, all because of an incompatibility issue with Optifine. I can't figure out what's causing it for the life of me.
If anyone can help me, I would greatly appreciate it. I'll definitely be voting up anyone who can help me with this issue.
---- Minecraft Crash Report ----
// I let you down. Sorry
Time: 1/11/14 3:39 PM
Description: There was a severe problem during mod loading that has caused the game to fail
cpw.mods.fml.common.LoaderException: java.lang.NoClassDefFoundError: thehippomaster/MutantCreatures/MutantSkeleton
at cpw.mods.fml.common.LoadController.transition(LoadController.java:156)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:700)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:249)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:509)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:808)
at net.minecraft.client.main.Main.main(SourceFile:101)
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:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
Caused by: java.lang.NoClassDefFoundError: thehippomaster/MutantCreatures/MutantSkeleton
at thehippomaster.MutantCreatures.ChemicalX.<clinit>(ChemicalX.java:76)
at thehippomaster.MutantCreatures.MutantCreatures.init(MutantCreatures.java:95)
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 cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:545)
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 com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:201)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:181)
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 com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:112)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:699)
... 10 more
Caused by: java.lang.ClassNotFoundException: thehippomaster.MutantCreatures.MutantSkeleton
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:186)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 39 more
Caused by: java.lang.NoClassDefFoundError: thehippomaster/AnimationAPI/IAnimatedEntity
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClass(Unknown Source)
at java.security.SecureClassLoader.defineClass(Unknown Source)
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:178)
... 41 more
Caused by: java.lang.ClassNotFoundException: thehippomaster.AnimationAPI.IAnimatedEntity
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:186)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 45 more
Caused by: java.lang.NullPointerException
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:178)
... 47 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.6.4
Operating System: Windows 7 (x86) version 6.1
Java Version: 1.7.0_45, Oracle Corporation
Java VM Version: Java HotSpotâ„¢ Client VM (mixed mode, sharing), Oracle Corporation
Memory: 26346160 bytes (25 MB) / 124002304 bytes (118 MB) up to 518979584 bytes (494 MB)
JVM Flags: 2 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx512M
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 v8.11 FML v6.4.45.953 Minecraft Forge 9.11.1.953 4 mods loaded, 4 mods active
mcp{8.09} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized
FML{6.4.45.953} [Forge Mod Loader] (minecraftforge-9.11.1.953.jar) Unloaded->Constructed->Pre-initialized->Initialized
Forge{9.11.1.953} [Minecraft Forge] (minecraftforge-9.11.1.953.jar) Unloaded->Constructed->Pre-initialized->Initialized
MutantCreatures{1.4.4} [Mutant Creatures] (Mutant_Creatures_v1.4.4_mc1.6.4.zip) Unloaded->Constructed->Pre-initialized->Errored
The Meaning of Life, the Universe, and Everything.
Join Date:
12/5/2010
Posts:
932
Minecraft:
Darkmega18
Member Details
Um, just a slight suggestion but... Mutant skelly OP, plz nerf.
seriously, you made his projectiles penetrate not only other creatures but the terrain? thats going a little far, considering his shots are basically hit scan at a players effective range using what they generally can use. so my suggestion is, take these ideas and fix him into the fair but OP type.
1: Shots still penetrate the world and all enemies BUT when he scopes up (aims) make it project a dotted or "trajectory warning" target line thing straight through where the bolt it going to fire and make it hold there which gives you about half a second to see where the shot is gonna hit through and then allow the player to hence dodge it. keeping in the "if you smack him he'll hopefully miss" but basically making it tilt an otherwise straight shot sideways a little bit giving you even more dodge leeway.
2: Jump shotgun is the same but instead he stays in the air longer and all shots have aim reticules but if you hit him in the air it negates his shot and makes him fall on his head dazing him for a moment.
3: if any shot is going to turn into a slow, a hunger or a poison shot give visual cues such as the reticule becoming a different color when he aims.
4: Skellington PUNCH.... nothing. it's perfectly fine. it's like, his most balanced move despite having like punch 4 on it.
5: Rib smash, no idea. Haven't been hit by it enough to care but maybe make it hold you and strangle you instead and you've gotta "mash out" by hitting him a few times then when he lets go he shoot you upwards into a punch or something.
Cause he's the only mutant I have serious "Nope, f*** this *creative mode*" moments with. The rest are a fair and fun mini-boss fight that I enjoy fighting one on one fairly even with zombie awareness on in the background causing armies to amass around me but mutant skelly? Even with a 10 damage katana that hits through flash flinching as fast as I can flail and a 30 damage arrow shot of my own from his armor when I managed to take one out which is fully enchanted with protection of every type and with my health extended an entire 16 more hearts due to natural absorption mod enchants he makes me struggle cause he charges his shots so fast and theres literally no way of getting away from them if he's not some 40 blocks away sniping when even then they come within half a block of nailing me in the face... that and even with all that protection he's still hitting me for 2 and a half hearts per shot topped off with a poison touch occasionally cause you were probably a douche and made his shots deal magic damage.
So plz nerf (even if not with my suggestions but just to a level where his shots are atleast avoidable using some form of strategy other than spamming his face), and you'll be right as rain in my books for some very fun and challenging boss mobs that break the usual form of "walk at you mobs with more health, sometimes mob summoning abilities and dickish potion effects slapped on them".
ALSO, you gotta make mutant creepers, creeper shards and the enemy minions acknowledge mobgriefing rules cause it's not fun cleaning up his craters when he comes knocking. I do have a gravity gun to get rid of him when he finaleblows but that's basically just saying "you need to have this mod or fight him in water or when a mutant creeper turns up your world will burn because it's a feature of my mod and it's your fault for keeping it enabled"... and thats usually not a good thing to be accidentally saying >_>.
Um, just a slight suggestion but... Mutant skelly OP, plz nerf. seriously, you made his projectiles penetrate not only other creatures but the terrain? thats going a little far, considering his shots are basically hit scan at a players effective range using what they generally can use. so my suggestion is, take these ideas and fix him into the fair but OP type. 1: Shots still penetrate the world and all enemies BUT when he scopes up (aims) make it project a dotted or "trajectory warning" target line thing straight through where the bolt it going to fire and make it hold there which gives you about half a second to see where the shot is gonna hit through and then allow the player to hence dodge it. keeping in the "if you smack him he'll hopefully miss" but basically making it tilt an otherwise straight shot sideways a little bit giving you even more dodge leeway. 2: Jump shotgun is the same but instead he stays in the air longer and all shots have aim reticules but if you hit him in the air it negates his shot and makes him fall on his head dazing him for a moment. 3: if any shot is going to turn into a slow, a hunger or a poison shot give visual cues such as the reticule becoming a different color when he aims. 4: Skellington PUNCH.... nothing. it's perfectly fine. it's like, his most balanced move despite having like punch 4 on it. 5: Rib smash, no idea. Haven't been hit by it enough to care but maybe make it hold you and strangle you instead and you've gotta "mash out" by hitting him a few times then when he lets go he shoot you upwards into a punch or something. Cause he's the only mutant I have serious "Nope, f*** this *creative mode*" moments with. The rest are a fair and fun mini-boss fight that I enjoy fighting one on one fairly even with zombie awareness on in the background causing armies to amass around me but mutant skelly? Even with a 10 damage katana that hits through flash flinching as fast as I can flail and a 30 damage arrow shot of my own from his armor when I managed to take one out which is fully enchanted with protection of every type and with my health extended an entire 16 more hearts due to natural absorption mod enchants he makes me struggle cause he charges his shots so fast and theres literally no way of getting away from them if he's not some 40 blocks away sniping when even then they come within half a block of nailing me in the face... that and even with all that protection he's still hitting me for 2 and a half hearts per shot topped off with a poison touch occasionally cause you were probably a douche and made his shots deal magic damage. So plz nerf (even if not with my suggestions but just to a level where his shots are atleast avoidable using some form of strategy other than spamming his face), and you'll be right as rain in my books for some very fun and challenging boss mobs that break the usual form of "walk at you mobs with more health, sometimes mob summoning abilities and dickish potion effects slapped on them". ALSO, you gotta make mutant creepers, creeper shards and the enemy minions acknowledge mobgriefing rules cause it's not fun cleaning up his craters when he comes knocking. I do have a gravity gun to get rid of him when he finaleblows but that's basically just saying "you need to have this mod or fight him in water or when a mutant creeper turns up your world will burn because it's a feature of my mod and it's your fault for keeping it enabled"... and thats usually not a good thing to be accidentally saying >_>.
Only Mutant Creepers respect the gamerule of MobGriefing.
Only Mutant Creepers respect the gamerule of MobGriefing.
But you might be right.
I dunno, I've never had the guts to do one without my gravity gun handy to literally chuck him out into the ocean before he blows up cause by the picture that blast is big. the mini ones i know they don't respect though. Since last time I fought one and he actually had a chance to jumpsplosion me I had forgot to gamemode for the sake of my OCD with craters and be made a hole, so that jogged me into making sure it was set. lol
anyway *ahem* I "partially" withdraw my objection to mutant skelly, but I still disapprove world penetration. Since with Dartcraft based gear I just wrecked one while hardly taking a hit cause of the POWER OF SCIENCE AND MAGIC COMBINED. It's like I say. Dartcraft solves all problems. and to tell the truth the one that I had to creative mode to beat was an infernalized mutant skelly with 750 HP and like 6 things on him, so thats like an impossible fight. Hitscanning penetration is always an icky thing to deal with anyway in games. lol
"How do I installed Animation API?"
Mod Packs- Untamed Chaos (1.7.10), Moonlit Siege (1.7.10), Ascension (1.6.4)
Youtube- Minecraft Channel, Let's Plays (Ascension Hardcore, Proton), Mod Spotlights
The jump boost is intended. Don't you want to be mini-Mutant Skeleton?
But the cactus thing might be a bug.
Mod Packs- Untamed Chaos (1.7.10), Moonlit Siege (1.7.10), Ascension (1.6.4)
Youtube- Minecraft Channel, Let's Plays (Ascension Hardcore, Proton), Mod Spotlights
Hmm, interesting. I'm not sure either.
If it's a bug, it must be fixed...
If it's intentional, guess he went too far...
Well, it is more of an oversight than a bug probably. Armor is tricky since there is suck little room for variation. Try making a set between iron or diamond and you end up with half the part same as iron and half the same as diamond, which isn't what you probably wanted...
Although the boots aren’t the most unbalanced thing ever, but the no degrading, at least from cactus, makes it a bit more of an issue. Jump boost 1 is rather useless. Still, it could be he tried to change up the stats a bit and was unaware of how it could be mix and matched.
Mod Packs- Untamed Chaos (1.7.10), Moonlit Siege (1.7.10), Ascension (1.6.4)
Youtube- Minecraft Channel, Let's Plays (Ascension Hardcore, Proton), Mod Spotlights
Just kidding xD
But I was thinking in the chemical X. It would be nice some power-up or something if you use it on yourself. Maybe its not going to turn you into a mutant, but it can give you a speed boost, health regen, night vision and maybe something else for a minute or two. And maybe add a scientist villager with an extra building. There you can find a chest with some mod-related stuff. And you can trade with him with -again- mod related stuff for emerald or vice versa.
Go up to any mob that does lots of damage (preferably about 10 pts of damage (5 hearts)) Compare the two armours, then tell me which one is better.
A seemingly decent idea.
If anyone can help me, I would greatly appreciate it. I'll definitely be voting up anyone who can help me with this issue.
Later!
And later does NOT mean never.
There are spawn eggs already.
// I let you down. Sorry
Time: 1/11/14 3:39 PM
Description: There was a severe problem during mod loading that has caused the game to fail
cpw.mods.fml.common.LoaderException: java.lang.NoClassDefFoundError: thehippomaster/MutantCreatures/MutantSkeleton
at cpw.mods.fml.common.LoadController.transition(LoadController.java:156)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:700)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:249)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:509)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:808)
at net.minecraft.client.main.Main.main(SourceFile:101)
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:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
Caused by: java.lang.NoClassDefFoundError: thehippomaster/MutantCreatures/MutantSkeleton
at thehippomaster.MutantCreatures.ChemicalX.<clinit>(ChemicalX.java:76)
at thehippomaster.MutantCreatures.MutantCreatures.init(MutantCreatures.java:95)
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 cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:545)
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 com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:201)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:181)
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 com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:112)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:699)
... 10 more
Caused by: java.lang.ClassNotFoundException: thehippomaster.MutantCreatures.MutantSkeleton
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:186)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 39 more
Caused by: java.lang.NoClassDefFoundError: thehippomaster/AnimationAPI/IAnimatedEntity
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClass(Unknown Source)
at java.security.SecureClassLoader.defineClass(Unknown Source)
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:178)
... 41 more
Caused by: java.lang.ClassNotFoundException: thehippomaster.AnimationAPI.IAnimatedEntity
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:186)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 45 more
Caused by: java.lang.NullPointerException
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:178)
... 47 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.6.4
Operating System: Windows 7 (x86) version 6.1
Java Version: 1.7.0_45, Oracle Corporation
Java VM Version: Java HotSpotâ„¢ Client VM (mixed mode, sharing), Oracle Corporation
Memory: 26346160 bytes (25 MB) / 124002304 bytes (118 MB) up to 518979584 bytes (494 MB)
JVM Flags: 2 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx512M
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 v8.11 FML v6.4.45.953 Minecraft Forge 9.11.1.953 4 mods loaded, 4 mods active
mcp{8.09} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized
FML{6.4.45.953} [Forge Mod Loader] (minecraftforge-9.11.1.953.jar) Unloaded->Constructed->Pre-initialized->Initialized
Forge{9.11.1.953} [Minecraft Forge] (minecraftforge-9.11.1.953.jar) Unloaded->Constructed->Pre-initialized->Initialized
MutantCreatures{1.4.4} [Mutant Creatures] (Mutant_Creatures_v1.4.4_mc1.6.4.zip) Unloaded->Constructed->Pre-initialized->Errored
EDIT: Fixed, forgot to install AnimationAPI.
Don't ever quote yourself.
Now wait a sec! Why not?
seriously, you made his projectiles penetrate not only other creatures but the terrain? thats going a little far, considering his shots are basically hit scan at a players effective range using what they generally can use. so my suggestion is, take these ideas and fix him into the fair but OP type.
1: Shots still penetrate the world and all enemies BUT when he scopes up (aims) make it project a dotted or "trajectory warning" target line thing straight through where the bolt it going to fire and make it hold there which gives you about half a second to see where the shot is gonna hit through and then allow the player to hence dodge it. keeping in the "if you smack him he'll hopefully miss" but basically making it tilt an otherwise straight shot sideways a little bit giving you even more dodge leeway.
2: Jump shotgun is the same but instead he stays in the air longer and all shots have aim reticules but if you hit him in the air it negates his shot and makes him fall on his head dazing him for a moment.
3: if any shot is going to turn into a slow, a hunger or a poison shot give visual cues such as the reticule becoming a different color when he aims.
4: Skellington PUNCH.... nothing. it's perfectly fine. it's like, his most balanced move despite having like punch 4 on it.
5: Rib smash, no idea. Haven't been hit by it enough to care but maybe make it hold you and strangle you instead and you've gotta "mash out" by hitting him a few times then when he lets go he shoot you upwards into a punch or something.
Cause he's the only mutant I have serious "Nope, f*** this *creative mode*" moments with. The rest are a fair and fun mini-boss fight that I enjoy fighting one on one fairly even with zombie awareness on in the background causing armies to amass around me but mutant skelly? Even with a 10 damage katana that hits through flash flinching as fast as I can flail and a 30 damage arrow shot of my own from his armor when I managed to take one out which is fully enchanted with protection of every type and with my health extended an entire 16 more hearts due to natural absorption mod enchants he makes me struggle cause he charges his shots so fast and theres literally no way of getting away from them if he's not some 40 blocks away sniping when even then they come within half a block of nailing me in the face... that and even with all that protection he's still hitting me for 2 and a half hearts per shot topped off with a poison touch occasionally cause you were probably a douche and made his shots deal magic damage.
So plz nerf (even if not with my suggestions but just to a level where his shots are atleast avoidable using some form of strategy other than spamming his face), and you'll be right as rain in my books for some very fun and challenging boss mobs that break the usual form of "walk at you mobs with more health, sometimes mob summoning abilities and dickish potion effects slapped on them".
ALSO, you gotta make mutant creepers, creeper shards and the enemy minions acknowledge mobgriefing rules cause it's not fun cleaning up his craters when he comes knocking. I do have a gravity gun to get rid of him when he finaleblows but that's basically just saying "you need to have this mod or fight him in water or when a mutant creeper turns up your world will burn because it's a feature of my mod and it's your fault for keeping it enabled"... and thats usually not a good thing to be accidentally saying >_>.
http://www.youtube.com/user/DarkmegaGaming
Darkmega's Latest Modpack for 1.12.2. Timeless Technician! Tech centered, Semi-hardcore, Combat oriented.
Look harder, dumbo!!!
You know what? I agree with you.
P.S: Added you as a friend.
Only Mutant Creepers respect the gamerule of MobGriefing.
But you might be right.
I dunno, I've never had the guts to do one without my gravity gun handy to literally chuck him out into the ocean before he blows up cause by the picture that blast is big. the mini ones i know they don't respect though. Since last time I fought one and he actually had a chance to jumpsplosion me I had forgot to gamemode for the sake of my OCD with craters and be made a hole, so that jogged me into making sure it was set. lol
anyway *ahem* I "partially" withdraw my objection to mutant skelly, but I still disapprove world penetration. Since with Dartcraft based gear I just wrecked one while hardly taking a hit cause of the POWER OF SCIENCE AND MAGIC COMBINED. It's like I say. Dartcraft solves all problems. and to tell the truth the one that I had to creative mode to beat was an infernalized mutant skelly with 750 HP and like 6 things on him, so thats like an impossible fight. Hitscanning penetration is always an icky thing to deal with anyway in games. lol
http://www.youtube.com/user/DarkmegaGaming
Darkmega's Latest Modpack for 1.12.2. Timeless Technician! Tech centered, Semi-hardcore, Combat oriented.