When I load up my world, It says there is an update to Dukecore(1.4.1) but when I go here to download it again, I get the same 1.4 link. Please update the link I love your mods especially since they are very creative and I haven't seen anything like them!
No config files for resolving id conflicts. I like Fishing Net, but that's an issue.
Because my mod does that automatically, make sure all the mods you have load up before my mods load up so that when it assigns then values it will skip over used values
When I load up my world, It says there is an update to Dukecore(1.4.1) but when I go here to download it again, I get the same 1.4 link. Please update the link I love your mods especially since they are very creative and I haven't seen anything like them!
You are actually downloading 1.4.1 i just forgot to update the text to the link, the reason you keep getting that update warning is because i forgot to change the 1.4 text hardcoded in the class files to 1.4.1. so you do have the newest version. Sorry about that, i was really freaking tired yesterday.
Very nice, Thanks for the update. Now I can have that Teddy Bear army I've always wanted. It would be cool if there was a dismiss or stay feature just in case they get in the way. It hurts me to kill my Teddy Bears.
Oh: How do I know if I am healing them or not?
Okay i'll add that next update, and you can tell you're healing them because you'll see the stack of wool decrease, if they are full health it won't decrease
Great mods! Can you post images of the bear in action? And a suggestion? You could have the bear have lots of health, but little damage. Or maybe wool armor for the bear and little sticks as weapons...
I just tried out two more of your mods Duke and I have a couple things to report:
When you break a Wood Converter it turns into an Oak Converter. I made one of each type and placed them. when I tried to move them to a new spot, I had 4 Oak converters in my Inventory.
Tweaks mod crashed the game on loading into a saved game. (Crash Report Follows)
I just tried out two more of your mods Duke and I have a couple things to report:
When you break a Wood Converter it turns into an Oak Converter. I made one of each type and placed them. when I tried to move them to a new spot, I had 4 Oak converters in my Inventory.
Tweaks mod crashed the game on loading into a saved game. (Crash Report Follows)
Duke, I really like the style of your mods, small modular things that can be swapped in and out etc. That said, i'm hoping they continue to go in the right direction, which for me is compatability with other mods. The only mod i've used from your set that had a config file was Tweaks and it wouldn't run properly. The other mods need config files so that we can control the block ID selection atc.
That said, I've run into another issue. I just watched the chain lik video and i see that in the video you made normal chainmail with the chain links, as i thought was the case from reading the description. However when I make chainmail with links in my game, i get Gilded Chain which iis way too powerful for only 6 iron ingots (+ hammer) There is still recipes for turning regular chain into gilded chain with gold bars, but the base links make gilded... not sure why, but I thought you should know.
Aww I was hoping it would change the whole color of the torches that would be cooler! Lately Ive just been using buildcrafts 2 different torches used for the machines...they also work really well for well path finding lol...only wish there were more than the two colors sorta like your mod...if you combined the two ideas that would be a mod I couldn't live without
Duke, I really like the style of your mods, small modular things that can be swapped in and out etc. That said, i'm hoping they continue to go in the right direction, which for me is compatability with other mods. The only mod i've used from your set that had a config file was Tweaks and it wouldn't run properly. The other mods need config files so that we can control the block ID selection atc. That said, I've run into another issue. I just watched the chain lik video and i see that in the video you made normal chainmail with the chain links, as i thought was the case from reading the description. However when I make chainmail with links in my game, i get Gilded Chain which iis way too powerful for only 6 iron ingots (+ hammer) There is still recipes for turning regular chain into gilded chain with gold bars, but the base links make gilded... not sure why, but I thought you should know. -Llywyln
That's odd...... i'll check that out, and my mods automatically assign item ids that aren't taken, just make sure that all mods load up before my mods
Aww I was hoping it would change the whole color of the torches that would be cooler! Lately Ive just been using buildcrafts 2 different torches used for the machines...they also work really well for well path finding lol...only wish there were more than the two colors sorta like your mod...if you combined the two ideas that would be a mod I couldn't live without
The problem with the mods taking up unused item IDs instead of peing able to configure them is that when I change out mods in my game, like remove one or add one, the item list changes and your mods choose different ids. So any game save with one of your items in it loses it's items ore they are replaced with other items. I dont want to have to replace all my fishing nets every time a new mod takes an ID that one of your's was using. Right now, all of your mods load up early as the filenames all start with [1.3.2] .. Do your mods take the same item IDs if one of your own mods alters their load order? Like if I install Bad Blood, will fishing nets items move down in the item ID order? That's the kind of thing that worries me.
BTW still not seeing any treasure chests and my current game world is a huge beach biome.
The problem with the mods taking up unused item IDs instead of peing able to configure them is that when I change out mods in my game, like remove one or add one, the item list changes and your mods choose different ids. So any game save with one of your items in it loses it's items ore they are replaced with other items. I dont want to have to replace all my fishing nets every time a new mod takes an ID that one of your's was using. Right now, all of your mods load up early as the filenames all start with [1.3.2] .. Do your mods take the same item IDs if one of your own mods alters their load order? Like if I install Bad Blood, will fishing nets items move down in the item ID order? That's the kind of thing that worries me.
BTW still not seeing any treasure chests and my current game world is a huge beach biome.
-Llywylln
The system uses a method called "getUniqueItemId" and evrytime the method is called it increases the I'd by one and then checks if that Id is free and increases it by one till it is free, but yes the downside to doing that is that when you take a mod away that was loaded before it it will change the items in your inventory, and as for the chain link wood converter and treasure mod not working I'm not at home right now but the rest of the week I have off and I'll be fixing all that and everything shopd be fixed by Friday,
This was typed On an iPhone so if there are any mistakes that's why
Using getuniqueid the first time you load a mod would be fine, but at that point you need to scribe the id's you've been given into a text file so that they don't change the next time you load the game. Otherwise every mod change might require the replacement of a lot of items.I'm guessing the part of your code that gets the IDs in th dukecore no? If so then it wouldn't be a difficult fix.
speaking of fix, not to add worry, but I just notice in your 'in-game mod list that wood converter had failed to check it's version. Was that just a network glitch perhaps or are you working on it now?
Because my mod does that automatically, make sure all the mods you have load up before my mods load up so that when it assigns then values it will skip over used values
Hmm, how possible this work in case: some world have already spawned your mod block then some other mod updated that conflict in block id with your mod block id. If your mod will moved to tail of list then spawned block will corrupted. Or i am wrong?
In normal way block ids changed for last updated mod and this preserve right work existed blocks. That why any mod must have config for own block ids.
When I put your mods in they took an id from a mod that loaded later on (which I had already reset to new id's but I had an old savegame ) when I loaded that game, there were tree trunks with wood converters like leaf blocks over them.
Speaking of wood converters, I just tested it with the newest 1.4.1 version of Dukecore and the still drop an oak converter no matter which one you break.
When I put your mods in they took an id from a mod that loaded later on (which I had already reset to new id's but I had an old savegame ) when I loaded that game, there were tree trunks with wood converters like leaf blocks over them.
Speaking of wood converters, I just tested it with the newest 1.4.1 version of Dukecore and the still drop an oak converter no matter which one you break.
-Llywylln
Im actually currently fixing that right now, i'll be streaming it to if you want to see how it's down
You are actually downloading 1.4.1 i just forgot to update the text to the link, the reason you keep getting that update warning is because i forgot to change the 1.4 text hardcoded in the class files to 1.4.1. so you do have the newest version. Sorry about that, i was really freaking tired yesterday.
Okay i'll add that next update, and you can tell you're healing them because you'll see the stack of wool decrease, if they are full health it won't decrease
Some people believe in God, I'm one of them.
When you break a Wood Converter it turns into an Oak Converter. I made one of each type and placed them. when I tried to move them to a new spot, I had 4 Oak converters in my Inventory.
Tweaks mod crashed the game on loading into a saved game. (Crash Report Follows)
---- Minecraft Crash Report ----
// Oops.
Time: 10/7/12 12:13 PM
Description: Unexpected error
java.lang.NoSuchMethodError: duke605.codebase.list.EzProps.getPropAsBoolean(Ljava/lang/String;Z)Z
at mod_Tweaks.onTickInGame(mod_Tweaks.java:64)
at BaseMod.doTickInGame(BaseMod.java:37)
at cpw.mods.fml.common.modloader.BaseModTicker.sendTick(BaseModTicker.java:104)
at cpw.mods.fml.common.modloader.BaseModTicker.tickBaseMod(BaseModTicker.java:84)
at cpw.mods.fml.common.modloader.BaseModTicker.tickEnd(BaseModTicker.java:58)
at cpw.mods.fml.common.SingleIntervalHandler.tickEnd(SingleIntervalHandler.java:22)
at cpw.mods.fml.common.FMLCommonHandler.tickEnd(FMLCommonHandler.java:137)
at cpw.mods.fml.common.FMLCommonHandler.onRenderTickEnd(FMLCommonHandler.java:367)
at net.minecraft.client.Minecraft.J(Minecraft.java:884)
at net.minecraft.client.Minecraft.run(Minecraft.java:775)
at java.lang.Thread.run(Unknown Source)
Relevant Details:
- Minecraft Version: 1.3.2
- Operating System: Windows 7 (amd64) version 6.1
- Java Version: 1.7.0_06, Oracle Corporation
- Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
- Memory: 2217179712 bytes (2114 MB) / 2617966592 bytes (2496 MB) up to 7635533824 bytes (7281 MB)
- JVM Flags: 2 total; -Xms2048m -Xmx8192m
- FML: FML v3.1.35.394 Minecraft Forge 4.2.5.299 Optifine OptiFine_1.3.2_HD_U_B3 64 mods loaded, 64 mods active
FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
mod_TooManyItems [mod_TooManyItems] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
mod_InvTweaks [Inventory Tweaks] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
mod_BetterBread [mod_BetterBread] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
AleXndrTheGr8st_SimpleOres [SimpleOres] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
ObsidianIngots [Obsidian Ingots] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
mod_ToolRepair [mod_ToolRepair] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
mod_Arrows [mod_Arrows] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
mod_DukeCore [DukeCore] ([1.3.2] _Dukecore v1.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
mod_ChainLink [mod_ChainLink] ([1.3.2] ChainLink v1.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
mod_FishingNet [mod_FishingNet] ([1.3.2] FishingNet v1.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
mod_FullBright [mod_FullBright] ([1.3.2] FullBright v1.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
mod_TeddyBear [mod_TeddyBear] ([1.3.2] TeddyBear v1.0.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
mod_Treasure [mod_Treasure] ([1.3.2] Treasure Chests v1.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
mod_Tweaks [mod_Tweaks] ([1.3.2] Tweaks v1.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
mod_WoodConverter [mod_WoodConverter] ([1.3.2] WoodConverter v1.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
mod_ReiMinimap [mod_ReiMinimap] ([1.3.2]ReiMinimap_v3.2_05.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
UpdateManager-Vazkii [Mod Update Manager] (a_VazCore [1.0.4] mc.1.3.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
vazcore_Vaz [Vazcore] (a_VazCore [1.0.4] mc.1.3.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
mod_AdvancedHud [mod_AdvancedHud] (Advanced Hud 4.7.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
Backpack [Backpack] (backpack-1.1.3-1.3.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
BuildCraft|Core [BuildCraft] (buildcraft-A-3.2.0pre7.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
BuildCraft|Builders [BC Builders] (buildcraft-A-3.2.0pre7.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
BuildCraft|Energy [BC Energy] (buildcraft-A-3.2.0pre7.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
BuildCraft|Factory [BC Factory] (buildcraft-A-3.2.0pre7.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
BuildCraft|Transport [BC Transport] (buildcraft-A-3.2.0pre7.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
BuildCraft|Silicon [BC Silicon] (buildcraft-A-3.2.0pre7.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
CampCraft [CampCraftMod] (CampCraft 1.3.2v2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
ChestTransporter [Chest Transporter] (chestTransporter_1.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
CraftGuide_tempPort [CraftGuide] (CraftGuide-1.5.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
CrossbowMod2 [Crossbow Mod 2] (CrossbowMod2- 132.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
mod_Decoratives [mod_Decoratives] (Decoratives Mod 1.5.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
mod_EllianDetector [mod_EllianDetector] (EllianDetector.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
jfm [JammyFurniture] (Furniture_V4.3.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
IC2 [IndustrialCraft 2] (industrialcraft-2_1.106.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
mod_Invasion [Invasion] (invasion_mod universal 0.11.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
IronChest [Iron Chest] (Ironchests-client-4.0.2.44.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
mod_keepInventory [mod_keepInventory] (KeepInventory_SP_Lan.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
modmaker_Vz [Layman Mod Maker] (Layman Mod Maker [1.0.4] mc.1.3.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
mod_MAtmos_forModLoader [mod_MAtmos_forModLoader] (matmos_packaged.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
mFC [mo' Foods and crops] (mFC.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
633 [Fossil/Archeology] (mod_Fossil.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
mod_ModLoaderMp [mod_ModLoaderMp] (ModLoaderMP 1.3.2 v1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
MontyPylon [More Pistons] (More Pistons 1.0.1 for [1.3.2].zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
MoreFurnaces [More Furnaces] (moreFurnaces_1.2.3_Universal.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
MultiPageChest [Multi Page Chest] (multiPageChest_1.1.1_Universal.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
Mystcraft [Mystcraft] (mystcraft.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
mod_ProximityDetector [mod_ProximityDetector] (ProximityDetector.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
ReptileMod [Reptile Mod] (reptiles-1.3.2-fml-297.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
mod_Shelf [mod_Shelf] (Shelf.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
mod_Simukraft [mod_Simukraft] (Sim-U-Kraft-0.8.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
SimplyHorses [Simply Horses] (SimplyHorses_1.3.2_pre4.0A.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
mod_SmartMoving [mod_SmartMoving] (Smart Moving Client for ModLoader.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
mod_521_magicalRepair [mod_521_magicalRepair] (Superior_Enchanting_SP_LAN.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
mod_521_superior_enchanting [mod_521_superior_enchanting] (Superior_Enchanting_SP_LAN.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
mod_RotationKey [mod_RotationKey] (Vanilla_With_Sprinkles.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
mod_BetterMisc [mod_BetterMisc] (Vanilla_With_Sprinkles.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
mod_FancyFences [mod_FancyFences] (Vanilla_With_Sprinkles.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
mod_MetalRods [mod_MetalRods] (Vanilla_With_Sprinkles.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
WirelessRedstoneCore [Wireless Redstone] (WirelessRedstone.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
AS_Ruins [Ruins Mod] (X_Ruins 1.3.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
mod_Timber [Timber!] (X_Timber-132_3432223.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
mod_CustomRecipes [mod_CustomRecipes] (Z_Custom-Recipes_3478047.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
- LWJGL: 2.4.2
- OpenGL: GeForce GTX 560/PCIe/SSE2 GL version 4.2.0, NVIDIA Corporation
- Is Modded: Definitely; 'forge,fml'
- Type: Client
- Texture Pack: KOP_x64_Basic
- Profiler Position: N/A (disabled)
- World MpServer Entities: 1 total; [atg['Llywylln'/229, l='MpServer', x=-228.05, y=65.62, z=332.47]]
- World MpServer Players: 1 total; [atg['Llywylln'/229, l='MpServer', x=-228.05, y=65.62, z=332.47]]
- World MpServer Chunk Stats: MultiplayerChunkCache: 5
- Forced Entities: 1 total; [atg['Llywylln'/229, l='MpServer', x=-228.05, y=65.62, z=332.47]]
- Retry Entities: 0 total; []
-Llywylln
Download the newest version on dukecore the method it's looking for does not exsist in 1.4 only in 1.4.1
watch the tweaks video installation
Can someone help?
Sure, if you're getting an error leave a comment with the error in a spoiler and i'll see if i can help
That said, I've run into another issue. I just watched the chain lik video and i see that in the video you made normal chainmail with the chain links, as i thought was the case from reading the description. However when I make chainmail with links in my game, i get Gilded Chain which iis way too powerful for only 6 iron ingots (+ hammer) There is still recipes for turning regular chain into gilded chain with gold bars, but the base links make gilded... not sure why, but I thought you should know.
-Llywyln
That's odd...... i'll check that out, and my mods automatically assign item ids that aren't taken, just make sure that all mods load up before my mods
ya i wounldn't know how to do that... :/
BTW still not seeing any treasure chests and my current game world is a huge beach biome.
-Llywylln
The system uses a method called "getUniqueItemId" and evrytime the method is called it increases the I'd by one and then checks if that Id is free and increases it by one till it is free, but yes the downside to doing that is that when you take a mod away that was loaded before it it will change the items in your inventory, and as for the chain link wood converter and treasure mod not working I'm not at home right now but the rest of the week I have off and I'll be fixing all that and everything shopd be fixed by Friday,
This was typed On an iPhone so if there are any mistakes that's why
speaking of fix, not to add worry, but I just notice in your 'in-game mod list that wood converter had failed to check it's version. Was that just a network glitch perhaps or are you working on it now?
-Llywylln
In normal way block ids changed for last updated mod and this preserve right work existed blocks. That why any mod must have config for own block ids.
Speaking of wood converters, I just tested it with the newest 1.4.1 version of Dukecore and the still drop an oak converter no matter which one you break.
-Llywylln
Im actually currently fixing that right now, i'll be streaming it to if you want to see how it's down