hi, i found a minor bug, when using colored portal from nether to overworld somethimes my xp bar gets glitchy and doesnt show my curent xp and level, but they are actually there, when i receive or lose some xp it gets fixed again.
hi, i found a minor bug, when using colored portal from nether to overworld somethimes my xp bar gets glitchy and doesnt show my curent xp and level, but they are actually there, when i receive or lose some xp it gets fixed again.
That is a vanilla bug I believe. I've seen it happen with many other mods.
That's a good point. That was my concern too, since one of my main goals in creating this mod was to keep it as simple and compatible as possible. Ore generation would complicate things...
Interesting idea; I hadn't considered using dyes while creating the bucket. Hmm. Maybe instead of a "stain proof bucket" it could be a bucket that's already so stained and supersaturated with dye that it couldn't affect the dye in the water.
The problem with using a vanilla bucket of water or lava in the recipe is that you will always get the regular bucket back in your inventory after crafting, regardless of the recipe output. I couldn't find a way to disable that, so I had to just work around it.
Thanks for your input! It's appreciated. =)
Yeah, but what to use... Hmm, I'm not sure about diamond or emerald (since they can be so obnoxious to find unless you're lucky, and they aren't really stain proof). I wouldn't be against adding a bit of challenge to make the buckets, however. They are a bit easy to make...
Oh, Oh! Idea flash! What if you have to make some kind of a paste that you could use instead of the glass panes, maybe made with materials that are a bit harder to come by (including ender pearls and slime, maybe)? What do you guys think?
What about smelting the bucket to get a Hardened Iron Bucket, or just make Hardened Iron by smelting iron ingots, and craft a bucket with that. That way we don't have to touch ore generation, and it is still really simple.
If the bucket was plated in gold, then maybe it should require something "magical", an "enchantment" of sorts. You could make the bucket, then have to right click to activate it, consuming something like 2 or 5 xp levels, at which point it would be usable.
What do you think about that? Xp is underutilized in early-mid game anyway.
You're very welcome on the input; I don't like working in a vacuum either. :-)
I think XP cost is an excellent idea; Generally, Both of us end up in the high 30's or higher multiple times (we tend to get killed a few times) before tool and weapon enchanting becomes a factor in anything, so having a use for some of it would be nice. Something in my brain is saying 3 levels per bucket would be the sweet spot, expensive enough to matter (especially since you usually need more than one), but not so expensive that it will be a serious impediment to building a network fairly early in the game, when they are most useful.
The only other request I have is that you not abandon 1.6x anytime soon, as it will probably be a while before those of us who are a bit mod-obsessed can update, and some of the improvements you are mentioning sound great. :-)
I've decided to go with the gold/enchanting idea, since that logically made the most sense to me.
If you don't like the changes, or find any bugs, please leave a post and tell me!
There's a change log in the Downloads section, but here are the important changes:
-There's now a way to add any block as a portal frame block, in the config file.
-Stained glass is now one of the default portal materials.
-Any dye types added by other mods should work in place of the vanilla dyes (for instance, a "Black Dye" used in place of "Ink Sacks").
-The bucket is now "gold-plated", crafted with a gold ingot instead of glass panes. Also, once you put the dyes in it, the bucket will have to be "enchanted" with "Stainproof I" to mix and create the Colourful Water. It takes XP levels.
-Only an Enchanted Stain Proof Bucket can pick up the Colourful Water. Also, you can put the dyes in the enchanted one, and it will take less XP levels than above to make Colourful Water.
-Adding the colourful water to liquid tanks by right clicking should now work (I haven't been able to test it however, because I haven't found a 1.7.2 mod with tanks that doesn't crash while loading). It also works in dispensers (dispensing the colourful water and picking it up)
-Added language files (so far only American and Canadian). If anyone wants to translate it, leave a comment saying so.
hi, i found a minor bug, when using colored portal from nether to overworld somethimes my xp bar gets glitchy and doesnt show my curent xp and level, but they are actually there, when i receive or lose some xp it gets fixed again.
Yeah, Epiksoda is right. It's a vanilla minecraft bug. It seems to happen with all mods.
You're very welcome on the input; I don't like working in a vacuum either. :-) I think XP cost is an excellent idea; Generally, Both of us end up in the high 30's or higher multiple times (we tend to get killed a few times) before tool and weapon enchanting becomes a factor in anything, so having a use for some of it would be nice. Something in my brain is saying 3 levels per bucket would be the sweet spot, expensive enough to matter (especially since you usually need more than one), but not so expensive that it will be a serious impediment to building a network fairly early in the game, when they are most useful. The only other request I have is that you not abandon 1.6x anytime soon, as it will probably be a while before those of us who are a bit mod-obsessed can update, and some of the improvements you are mentioning sound great. :-)
Yeah, I think the XP cost makes the most sense. I made it cost 5 levels initially to create the colourful water, and only 2 once you have the bucket.
From the insanity I've just faced in updating this mod (which is quite simple), I imagine that it will be a while before all the major mods update to 1.7.2, so I'll probably keep some support for 1.6.4.
This is a GREAT mod, but there is one thing that is causing me some grief. I don't know if it's intentional, or if its an issue between this and Mo Creatures.
Basically, I can't ride a horse (or pull anything on a lead) through the portal, which is a troublesome. I don't know if I could ride a minecart through, and I haven't tested with vanilla minecraft animals. Is the only entity that can go through the portal the player?
This is a GREAT mod, but there is one thing that is causing me some grief. I don't know if it's intentional, or if its an issue between this and Mo Creatures.
Basically, I can't ride a horse (or pull anything on a lead) through the portal, which is a troublesome. I don't know if I could ride a minecart through, and I haven't tested with vanilla minecraft animals. Is the only entity that can go through the portal the player?
You can't go through a portal right now while riding something (or having something riding you). There were problems with riding entities going through portals (to see what I mean, use the Portal Gun mod, create two portals really far away, and try riding a horse through one), so I disabled it until I can fix it (and I've already tried for days, with no success).
The portals do work with entities, but for now you'll just have to push them into the portals. However, leads should work to drag them into the portals. Are they not working for you?
With Mo'Creatures you can also use the pet amulet to pick up your animals and carry them in your inventory (unless that's changed since I last played it).
You can't go through a portal right now while riding something (or having something riding you). There were problems with riding entities going through portals (to see what I mean, use the Portal Gun mod, create two portals really far away, and try riding a horse through one), so I disabled it until I can fix it (and I've already tried for days, with no success).
The portals do work with entities, but for now you'll just have to push them into the portals. However, leads should work to drag them into the portals. Are they not working for you?
With Mo'Creatures you can also use the pet amulet to pick up your animals and carry them in your inventory (unless that's changed since I last played it).
I thought it may be something like that.
Pushing them through does seem to work, but the leads don't. I'm still connected if I go back through the portal, but unless I use a combo of lead/pushing they don't actually go through. When they do go through, the lead is then detached.
I just started using Mo Creatures, so I hadn't heard of the pet amulet yet. Thanks for the tip!
I've been trying to get portals working on my server but I'm having some issues. The mod installed and I can see the objects in my inventory when I'm in creative mode and I can craft them in survival mode but they don't stay in place or in my inventory. The mod works correctly when on single player but not when on a server either online or localhost. I included a vidcap of whats happening. First one is a localhost server, second is single player.
I've been trying to get portals working on my server but I'm having some issues. The mod installed and I can see the objects in my inventory when I'm in creative mode and I can craft them in survival mode but they don't stay in place or in my inventory. The mod works correctly when on single player but not when on a server either online or localhost. I included a vidcap of whats happening. First one is a localhost server, second is single player.
If you could help, I'd appreciate it.
Hmm, that's odd.
It looks like the mod is only loaded on the client side. Are you sure it's installed correctly on the server?
When I ran minecraft with forge it didn't auto create the mods folder. So I made it manually it put the .zip for the mod in it. When I run I MC it shows that forge is installed and that it is being read. When I load up the mods via the menu in MC it shows that colorful portals is present but I can't config or disable it. Is there something different I need to do to be sure it's installed on the server?
When I ran minecraft with forge it didn't auto create the mods folder. So I made it manually it put the .zip for the mod in it. When I run I MC it shows that forge is installed and that it is being read. When I load up the mods via the menu in MC it shows that colorful portals is present but I can't config or disable it. Is there something different I need to do to be sure it's installed on the server?
Yeah, you need to run it once with Forge for it to create the mods folder (unless that's changed since I last installed it). And I don't think that disable button works for all mods.
You also need to install Forge on the server (with the server option in the forge installer; it creates a whole new server file), and put the mod in the server's mod folder. You also have to match up the config files in the client and server (or it won't let you log in).
For some mods (ones that just affect graphics or sound) you don't need them installed on the server, but for ones that add blocks and items (like this one), you do.
Okay, this is very odd for me, cause I can't for the life of me get Horizonal Color portals to work. I'm using 1.3.2 for 1.6.4, and I can't seem to get a 5x5 White Wool portal to register. The Vertical type works fine for me....
Okay, this is very odd for me, cause I can't for the life of me get Horizonal Color portals to work. I'm using 1.3.2 for 1.6.4, and I can't seem to get a 5x5 White Wool portal to register. The Vertical type works fine for me....
You need to place the colourful water on a block of the same material. So if you have a 5x5 white wool portal, place a white wool block under the bottom, where you would place the colourful water (you can remove it after).
I know, it's a bit odd, but it's so the colourful water knows what kind of portal it's going to make. =)
hi
awsome mod and it's my first one by the way, but .... it crashed !
crsh report : ---- Minecraft Crash Report ---- // Don't be sad, have a hug! <3
Time: 21/06/14 15:07 Description: There was a severe problem during mod loading that has caused the game to fail
cpw.mods.fml.common.LoaderException: java.lang.ClassNotFoundException: tpmod.TeleportationMod at cpw.mods.fml.common.LoadController.transition(LoadController.java:149) at cpw.mods.fml.common.Loader.loadMods(Loader.java:520) at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:182) at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:470) at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:796) 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:57) at net.minecraft.launchwrapper.Launch.main(Launch.java:18) Caused by: java.lang.ClassNotFoundException: tpmod.TeleportationMod at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:179) at java.lang.ClassLoader.loadClass(Unknown Source) at java.lang.ClassLoader.loadClass(Unknown Source) at cpw.mods.fml.common.ModClassLoader.loadClass(ModClassLoader.java:58) at java.lang.Class.forName0(Native Method) at java.lang.Class.forName(Unknown Source) at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:457) 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:194) at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:174) 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:105) at cpw.mods.fml.common.Loader.loadMods(Loader.java:510) ... 10 more Caused by: java.lang.NullPointerException at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:171) ... 38 more
A detailed walkthrough of the error, its code path and all known details is as follows: ---------------------------------------------------------------------------------------
-- System Details -- Details: Minecraft Version: 1.6.2 Operating System: Windows 7 (amd64) version 6.1 Java Version: 1.7.0_60, Oracle Corporation Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation Memory: 217479928 bytes (207 MB) / 358612992 bytes (342 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 v8.04 FML v6.2.35.804 Minecraft Forge 9.10.0.804 4 mods loaded, 4 mods active mcp{8.04} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed FML{6.2.35.804} [Forge Mod Loader] (coremods) Unloaded->Constructed Forge{9.10.0.804} [Minecraft Forge] (coremods) Unloaded->Constructed tpmod{1.8} [Teleportation Mod] (tpmod) Unloaded->Errored
That is a vanilla bug I believe. I've seen it happen with many other mods.
What about smelting the bucket to get a Hardened Iron Bucket, or just make Hardened Iron by smelting iron ingots, and craft a bucket with that. That way we don't have to touch ore generation, and it is still really simple.
You're very welcome on the input; I don't like working in a vacuum either. :-)
I think XP cost is an excellent idea; Generally, Both of us end up in the high 30's or higher multiple times (we tend to get killed a few times) before tool and weapon enchanting becomes a factor in anything, so having a use for some of it would be nice. Something in my brain is saying 3 levels per bucket would be the sweet spot, expensive enough to matter (especially since you usually need more than one), but not so expensive that it will be a serious impediment to building a network fairly early in the game, when they are most useful.
The only other request I have is that you not abandon 1.6x anytime soon, as it will probably be a while before those of us who are a bit mod-obsessed can update, and some of the improvements you are mentioning sound great. :-)
Updated to 1.7.2!
I've decided to go with the gold/enchanting idea, since that logically made the most sense to me.
If you don't like the changes, or find any bugs, please leave a post and tell me!
There's a change log in the Downloads section, but here are the important changes:
-There's now a way to add any block as a portal frame block, in the config file.
-Stained glass is now one of the default portal materials.
-Any dye types added by other mods should work in place of the vanilla dyes (for instance, a "Black Dye" used in place of "Ink Sacks").
-The bucket is now "gold-plated", crafted with a gold ingot instead of glass panes. Also, once you put the dyes in it, the bucket will have to be "enchanted" with "Stainproof I" to mix and create the Colourful Water. It takes XP levels.
-Only an Enchanted Stain Proof Bucket can pick up the Colourful Water. Also, you can put the dyes in the enchanted one, and it will take less XP levels than above to make Colourful Water.
-Adding the colourful water to liquid tanks by right clicking should now work (I haven't been able to test it however, because I haven't found a 1.7.2 mod with tanks that doesn't crash while loading). It also works in dispensers (dispensing the colourful water and picking it up)
-Added language files (so far only American and Canadian). If anyone wants to translate it, leave a comment saying so.
Yeah, Epiksoda is right. It's a vanilla minecraft bug. It seems to happen with all mods.
Yeah, I think the XP cost makes the most sense. I made it cost 5 levels initially to create the colourful water, and only 2 once you have the bucket.
From the insanity I've just faced in updating this mod (which is quite simple), I imagine that it will be a while before all the major mods update to 1.7.2, so I'll probably keep some support for 1.6.4.
This is a GREAT mod, but there is one thing that is causing me some grief. I don't know if it's intentional, or if its an issue between this and Mo Creatures.
Basically, I can't ride a horse (or pull anything on a lead) through the portal, which is a troublesome. I don't know if I could ride a minecart through, and I haven't tested with vanilla minecraft animals. Is the only entity that can go through the portal the player?
You can't go through a portal right now while riding something (or having something riding you). There were problems with riding entities going through portals (to see what I mean, use the Portal Gun mod, create two portals really far away, and try riding a horse through one), so I disabled it until I can fix it (and I've already tried for days, with no success).
The portals do work with entities, but for now you'll just have to push them into the portals. However, leads should work to drag them into the portals. Are they not working for you?
With Mo'Creatures you can also use the pet amulet to pick up your animals and carry them in your inventory (unless that's changed since I last played it).
I thought it may be something like that.
Pushing them through does seem to work, but the leads don't. I'm still connected if I go back through the portal, but unless I use a combo of lead/pushing they don't actually go through. When they do go through, the lead is then detached.
I just started using Mo Creatures, so I hadn't heard of the pet amulet yet. Thanks for the tip!
If you could help, I'd appreciate it.
Hmm, that's odd.
It looks like the mod is only loaded on the client side. Are you sure it's installed correctly on the server?
Yeah, you need to run it once with Forge for it to create the mods folder (unless that's changed since I last installed it). And I don't think that disable button works for all mods.
You also need to install Forge on the server (with the server option in the forge installer; it creates a whole new server file), and put the mod in the server's mod folder. You also have to match up the config files in the client and server (or it won't let you log in).
For some mods (ones that just affect graphics or sound) you don't need them installed on the server, but for ones that add blocks and items (like this one), you do.
=P Everyone makes silly mistakes. I'm glad you got it working.
I hope you like it. =)
You need to place the colourful water on a block of the same material. So if you have a 5x5 white wool portal, place a white wool block under the bottom, where you would place the colourful water (you can remove it after).
I know, it's a bit odd, but it's so the colourful water knows what kind of portal it's going to make. =)
awsome mod and it's my first one by the way, but .... it crashed !
crsh report :
---- Minecraft Crash Report ----
// Don't be sad, have a hug! <3
Time: 21/06/14 15:07
Description: There was a severe problem during mod loading that has caused the game to fail
cpw.mods.fml.common.LoaderException: java.lang.ClassNotFoundException: tpmod.TeleportationMod
at cpw.mods.fml.common.LoadController.transition(LoadController.java:149)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:520)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:182)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:470)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:796)
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:57)
at net.minecraft.launchwrapper.Launch.main(Launch.java:18)
Caused by: java.lang.ClassNotFoundException: tpmod.TeleportationMod
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:179)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at cpw.mods.fml.common.ModClassLoader.loadClass(ModClassLoader.java:58)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:457)
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:194)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:174)
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:105)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:510)
... 10 more
Caused by: java.lang.NullPointerException
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:171)
... 38 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.6.2
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_60, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 217479928 bytes (207 MB) / 358612992 bytes (342 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 v8.04 FML v6.2.35.804 Minecraft Forge 9.10.0.804 4 mods loaded, 4 mods active
mcp{8.04} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed
FML{6.2.35.804} [Forge Mod Loader] (coremods) Unloaded->Constructed
Forge{9.10.0.804} [Minecraft Forge] (coremods) Unloaded->Constructed
tpmod{1.8} [Teleportation Mod] (tpmod) Unloaded->Errored
what to do ?