Really impressive how far this project has come since my last encounter with it back in 1.0.3.
The new skill system is fun to explore and gives nice sense of progression. The thermal system was great in 2.0.0, adding a sense of urgency and danger in the night, but it has broken my gameplay in 2.0.1.
Forest Biome
Thermal Bar behavior - 2.0.0 | 2.0.1
Day - rises | no change
Night - falls | falls slowly
Night, near 3 lava - rises steadily | falls slowly
Day, near 3 lava - rises steadily | no change
Campfire - N/A | no change
Standing on a Heat lamp surrounded by 7 lava - N/A | no change
I'm unable to raise thermal bar in Forest 2.0.1 using heat lamp, campfire, or being near lava (which used to work great in 2.0.0). Still haven't found tea shreddings/seeds from killing sasquatches, so unsure about Tea results for either version.
One night after getting cold and taking damage I slept in bed. Woke up and didn't warm up in daytime (as used to in 2.0.0), kept on ticking damage and died.
Something is very wrong with 2.0.1 thermal change, no one else is noticing this trouble in Forest/other biome?
If at all possible Xolova, could you consider my post awhile back? In a Seasons mod I played, the Desert (and I'm sure if they existed back then), Jungle, and Savannah wouldn't ever get cold at night. Actually, during the day and most likely only Summer, the Desert was too hot and would eventually start overheating the player, slowly killing them. I personally don't care if they get too hot or not. I'd just like to see them become Temperature bar safe zones. This would probably be the balance for whatever mobs they have, because I think it says that one or two, if not all three of those places have some dangerous mobs. You can build there to be out all night, but the balance would be the risk factor on what can spawn there.
This isn't something I expect in a single update, just something for you to consider later on.
Edit: Can I use an existing world to play 2.0? I'd personally like to start with the world I got because I got a lot of crap and have already beaten most of the vanilla stuff, plus the Twilight Forest. Besides, Wildycraft and Nevermine, which both worked together when I first updated to 1.1, I've beaten most everything else and want a challenge.
"I don't plan to add a new dimension at the moment. It's just to performance heavy on servers, and the current dimensions need more attention before we start adding new ones." < Yeah, like biomes or actual varied terrain in the nether. Nether ruins didn't do the trick at all.
Okay guys, here's The list of things you need to know about the update: (This will be constantly updated)
Skills:
Hunter- Kill certain mobs in a certain order, starting with the headless hunter and goalby. Note: You won't be able to kill other hunter mobs until a certain level. Ex: Amphibites Reward: Access to new drops and items, plus fight higher level mobs.
Creation: Obtain a creation forge and right click minion slabs to increase your level. Note: you won't have any creation at first, so you'll only be able to sacrifice penguin slabs Reward: Able to summon higher level minions
Foraging: Mining, you'll get rewards from this every now and then which will level up your foraging skill. Which leads to...
Augury: Once your Foraging skill gets to lv 5, you'll start receiving essence as a drop. This is what you'll use for your augury skill. You'll need to craft an ascension shrine and right click it with the essence in order to lv up that skill. Reward: Increased max Creation, Soul Stream, other buffs
Infusion: You might notice floating "particles" flying around your world. Those are Pixons. You'll need to craft a stone bowl and right click on those to get infusion stones. These stones can be used with an infusion table, but only once this skill reaches lv 5. Note: It might take a few tries for you to get infusion stones. Pixons grant between 2-6 stones at random. The best method to get them quickly is to spam click them. Reward: See New Enchantment Method Section
Runation: Can only be obtained after getting Infusion to lv 5. Use runes on the rune shrine to level it up. Reward: Able to use new staffs
New Enchantment Method:
When you use infusion stones on a infusion table(which you have to craft), while it raises your infusion skill, your goal is to obtain a "power stone". With this, you can use it to enchant your guns and staffs, as well as your armor, swords, etc! To do so, grab some glowstone dust and right click to infusion table to the mode you want. You'll know what I'm talking about when you do. You have to use the right colored power stone for the right mode. Ex. Green for damage boosting. Then when you have the mode you want, right click the infusion table with a power stone in your inventory and there you go, new enchantment! Note: Power stones look just like infusions stones.
Also, you should know that in order to fight the guardians, you must have certain skills at lv 70 or more.
New way to enter the dimensions: Credit goes to yoshi3217
In order to go to another dimension, you must acquire a realmstone from various sources, then craft an ancient portal blueprint. From there, spawn the ancient portal (Make sure you have some room before you do), and use the stone on the center block on the back wall of the ancient portal structure. It looks different than the rest. If you hear some music and a message, followed by a light from the portal, you did it!
Current ways to get realmstones(most likely more)
Haven Realmstone: Looks like it's Voliants so far
Abyss Realmstone: Rare drop from bloodhunt event mobs, Slimer
Precasia: Commonly dropped by jungle mobs
Mysterium: Rare drop from Taiga mobs. (Not sure on this one)
Deeplands: Rare drop from underground mobs.
Iromine: Rare drop from Deeplands mobs, Foraging skill lv 40
Lands of Lelyetia: Rare drop from Haven mobs
Gardencia: Rare drop from Precasia mobs
Vox Ponds: Rare drop from Gardencia mobs
L' Borean: Rare drop from Gardencia mobs
Barathos: Rare drop from Runador mobs
Dustopia: Rare drop from Greckon mobs
Ancient Cavern: Rare drop from Automaton, Bloodsucker, Rock Critter, and Flower Face, don't know if they drop other realmstones
Getting to Lunalus, Runador/Greckon is still the same as 1.1
Temperature Bar:
In order to keep warm, you can either sleep before it's night, light yourself on fire, use lava, or make tea. To make tea, craft a tea sink, fill it with water, make a cup, and then with tea shreddings in your hand, right click the tea sink to receive some tea! You can also make campfires and heat lamps! V:(2.0.1) Make sure you update! With the heat lamps, you need to make sure you have a redstone signal going to it. If it's not lit up, it doesn't seem to work. The campfires will restore your heat, though not immediately.
Bloodhunt event: Has a 1/5 chance to occur every night, and might have a custom message when it occurs. I believe it's something around the lines of "The Hunt for blood begins". That will be your chance to get abyss realmstones. Note: Looks the same as a normal night.
Tribute bars:
"Blue" Luxon Tribute bar- Collect infusion stones, and I think smelting? (I'll edit this later) Goes down when you kill mobs
"Red" Erebon Tribute Bar- Kill mobs in general. Also works with mobs from other mods.
"Green" Selyan Tribute Bar- break fully grown plants, goes down when you break logs
"Yellow" Pluton Tribute Bar- Mine ores
And again, I challenge you to get all four filled at one time! Note: If you visit another dimension, your tribute bars will reset. As well as they won't work the same as a certain god is over that dimension. Only dimensions that aren't ruled by one god besides the overworld are the Ancient Caverns and The End.
Edit: Can I use an existing world to play 2.0? I'd personally like to start with the world I got because I got a lot of crap and have already beaten most of the vanilla stuff, plus the Twilight Forest. Besides, Wildycraft and Nevermine, which both worked together when I first updated to 1.1, I've beaten most everything else and want a challenge.
---- Minecraft Crash Report ----
// Hi. I'm Minecraft, and I'm a crashaholic.
Time: 3/24/15 10:12 AM
Description: Unexpected error
java.lang.NoClassDefFoundError: Could not initialize class mcp.mobius.waila.api.SpecialChars
at mcp.mobius.waila.overlay.Tooltip.<init>(Tooltip.java:110)
at mcp.mobius.waila.overlay.Tooltip.<init>(Tooltip.java:99)
at mcp.mobius.waila.overlay.WailaTickHandler.tickClient(WailaTickHandler.java:99)
at cpw.mods.fml.common.eventhandler.ASMEventHandler_238_WailaTickHandler_tickClient_ClientTickEvent.invoke(.dynamic)
at cpw.mods.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:54)
at cpw.mods.fml.common.eventhandler.EventBus.post(EventBus.java:138)
at cpw.mods.fml.common.FMLCommonHandler.onPostClientTick(FMLCommonHandler.java:330)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:2053)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:962)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:887)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at mcp.mobius.waila.overlay.Tooltip.<init>(Tooltip.java:110)
at mcp.mobius.waila.overlay.Tooltip.<init>(Tooltip.java:99)
at mcp.mobius.waila.overlay.WailaTickHandler.tickClient(WailaTickHandler.java:99)
at cpw.mods.fml.common.eventhandler.ASMEventHandler_238_WailaTickHandler_tickClient_ClientTickEvent.invoke(.dynamic)
at cpw.mods.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:54)
at cpw.mods.fml.common.eventhandler.EventBus.post(EventBus.java:138)
at cpw.mods.fml.common.FMLCommonHandler.onPostClientTick(FMLCommonHandler.java:330)
-- Affected level --
Details:
Level name: MpServer
All players: 1 total; [EntityClientPlayerMP['superstar055'/360, l='MpServer', x=-448.21, y=71.62, z=258.26]]
Chunk stats: MultiplayerChunkCache: 9, 9
Level seed: 0
Level generator: ID 00 - default, ver 1. Features enabled: false
Level generator options:
Level spawn location: World: (-240,64,224), Chunk: (at 0,4,0 in -15,14; contains blocks -240,0,224 to -225,255,239), Region: (-1,0; contains chunks -32,0 to -1,31, blocks -512,0,0 to -1,255,511)
Level time: 112585 game time, 54477 day time
Level dimension: 0
Level storage version: 0x00000 - Unknown?
Level weather: Rain time: 0 (now: false), thunder time: 0 (now: false)
Level game mode: Game mode: survival (ID 0). Hardcore: false. Cheats: false
Forced entities: 4 total; [EntityTrail['unknown'/700, l='MpServer', x=8.50, y=66.23, z=8.50], EntityClientPlayerMP['superstar055'/360, l='MpServer', x=-448.21, y=71.62, z=258.26], EntityWaypointContainer['unknown'/434, l='MpServer', x=0.00, y=0.00, z=0.00], EntityHat['unknown'/384, l='MpServer', x=8.50, y=66.23, z=8.50]]
Retry entities: 0 total; []
Server brand: fml,forge
Server type: Integrated singleplayer server
Stacktrace:
at net.minecraft.client.multiplayer.WorldClient.func_72914_a(WorldClient.java:373)
at net.minecraft.client.Minecraft.func_71396_d(Minecraft.java:2433)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:916)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
-- System Details --
Details:
Minecraft Version: 1.7.10
Operating System: Mac OS X (x86_64) version 10.10.2
Java Version: 1.6.0_65, Apple Inc.
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Apple Inc.
Memory: 236618136 bytes (225 MB) / 604581888 bytes (576 MB) up to 1060372480 bytes (1011 MB)
JVM Flags: 5 total; -Xmx1G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 12, tallocated: 94
FML: MCP v9.05 FML v7.10.85.1230 Minecraft Forge 10.13.2.1230 Optifine OptiFine_1.7.10_HD_U_A4 24 mods loaded, 24 mods active
mcp{9.05} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
FML{7.10.85.1230} [Forge Mod Loader] (forge-1.7.10-10.13.2.1230.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Forge{10.13.2.1230} [Minecraft Forge] (forge-1.7.10-10.13.2.1230.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
CodeChickenCore{1.0.4.29} [CodeChicken Core] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
NotEnoughItems{1.0.4.90} [Not Enough Items] (NotEnoughItems-1.7.10-1.0.4.90-universal.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
lucky{5.1.0} [Lucky Block] ([1-7-10]_Lucky_Block_v5-1-0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
bspkrsCore{6.14} [bspkrsCore] ([1.7.10]bspkrsCore-universal-6.14.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
DamageIndicatorsMod{3.2.0} [Damage Indicators] ([1.7.10]DamageIndicatorsMod-3.2.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
animalbikes{1.7.10} [Animal Bikes] (AnimalBikes_1.7.10.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
nevermine{2.0.1} [AdventOfAscension] (AoA-2.0.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Backpack{2.0.0} [Backpack] (backpack-2.0.0-1.7.x.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
eplus{1.7.10-3.0.1} [Enchanting Plus] (EnchantingPlus-1.7.10-3.0.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ExtraUtilities{1.2.2} [Extra Utilities] (extrautilities-1.2.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
iChunUtil{4.1.3} [iChunUtil] (iChunUtil-4.1.3.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Hats{4.0.1} [Hats] (Hats-4.0.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
HatStand{4.0.0} [HatStand] (HatStand-4.0.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
inventorytweaks{1.59-dev-152-cf6e263} [Inventory Tweaks] (InventoryTweaks-1.59-dev-152.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Morph{0.9.1} [Morph] (Morph-Beta-0.9.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
harvestcraft{1.7.10g} [Pam's HarvestCraft] (Pam's HarvestCraft 1.7.10g.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
SpecialMobs{3.0.2} [Special Mobs] (Special-Mobs-Mod-1.7.10.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
TwilightForest{2.3.1} [The Twilight Forest] (twilightforest-1.7.10-2.3.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
chunkbase_villageinfo_ssp{2.1} [Village Info (SSP)] (VillageInfoSSP-1.7.10-2.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Waila{1.5.10} [Waila] (Waila-1.5.10_1.7.10.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
voxelmap{1.7.10} [VoxelMap No Radar] (Zans-MinimapNoRadar-Mod-1.7.10.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Launched Version: 1.7.10-Forge10.13.2.1230
LWJGL: 2.9.1
OpenGL: NVIDIA GeForce 320M OpenGL Engine GL version 2.1 NVIDIA-10.0.19 310.90.10.05b12, NVIDIA Corporation
GL Caps: Using GL 1.3 multitexturing.
Using framebuffer objects because ARB_framebuffer_object is supported and separate blending is supported.
Anisotropic filtering is supported and maximum anisotropy is 16.
Shaders are available because OpenGL 2.1 is supported.
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Resource Packs: [faithful32pack (1).zip]
Current Language: English (US)
Profiler Position: N/A (disabled)
Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Anisotropic Filtering: Off (1)
I think that was a constructing criticism, as creator, you must accept these types of comments on your public work. People that plays Eternal Isles/Nevermine since months ago is accustomed to not use things like skills to hunt some creatures, or to must sacrifice few minions to create only one later, or simply to find tea plants to survive during the night or in other dimensions because of the heat bar.
It can be easy if you only use a new config were activate/deactivate these things, because I'm adult, and i love the difficulty, but you must understand that a few kids watch their frefer youtubers playing this and want to play with the same mod, or simply, the^y love play in your dimensions. It can be good for you too, because you can have more public (more downloads) giving facilities to play anyone. Greetings ^^
I would say he does look at constructive criticism wouldn't you? He gave us a new patch with more immediate ways of getting ourselves warm. However, the reason he won't give us the option to take it away is that it's going to be really important in the future updates. I can understand people not liking change, I for one was very skeptical of it myself. But this is the route Xolova wanted to take on his mod.
And remember, Xolova's been doing this for a while now. If he were to bend to the whims of everyone all the time, he'd end up like the popular youtubers out there who have altered what they do not because they love it, but because the fans love it. Know what I mean? Especially as a content creator youself.
I think that was a constructing criticism, as creator, you must accept these types of comments on your public work. People that plays Eternal Isles/Nevermine since months ago is accustomed to not use things like skills to hunt some creatures, or to must sacrifice few minions to create only one later, or simply to find tea plants to survive during the night or in other dimensions because of the heat bar.
It can be easy if you only use a new config were activate/deactivate these things, because I'm adult, and i love the difficulty, but you must understand that a few kids watch their frefer youtubers playing this and want to play with the same mod, or simply, the^y love play in your dimensions. It can be good for you too, because you can have more public (more downloads) giving facilities to play anyone. Greetings ^^
"Skills are really ungrateful, it's a beta system! COMMON."
"boring system anyway"
"but right now almost useless"
"with the heat system sucks"
I'm sorry, but we must have read completely different things to have found that even slightly constructive.
To address your points:
1) "Some kids will want it to be easier"
Tough luck is all I can say. I won't cater to a group of people who don't know what they are talking about (I'm not saying all kids fall into this). In the case of Igoutta, he clearly didn't know what he was talking about [he stated "facts" that weren't even correct about how systems work].
This is meant to be difficult, it's not meant to be easy. You won't see a version of Dark Souls/Trials/Terraria/FTL/Battletoads/Contra get released to be easier. It's not the nature of the design. I also think calling the thermal system "hard" is actually a bit of a joke, since food drains much quicker [from full to empty, if you are moving].
2) On the idea that I should listen to everyone for more downloads:
This is reasonable, but it has a problem that a lot of people overlook. There is reasons why these "community" mods that are designed by everyone and try to please everyone don't go anywhere.
If you just do whatever each person says, then you're not going to have any collective cohesion within the content. It'll just be "random part A" from here and "random part B" from there slapped together. This doesn't make for a good product, it makes for a mess.
Without trying to sound like a jerk and as humbly as I can, there is a reason other people aren't the designers for Nevermine. There's been tens of thousands of mods created for MC, and very few get to this level (that isn't me being cocky, it's just a statistical fact). The truth of the matter is, most people aren't good designers. That applies to every single art form or any skill whatsoever. The same way not everyone is the best movie director, certain people know what to do better than the general public.
To apply this to my previous point, if I were to listen to Igoutta and make Overworld mobs be the starting hunter levels (his ideal design), it would ruin a lot. The single hardest mobs to fight in the entire mod are Living Fungi & Pinchers [note, their AI doesn't toggle if you aren't their level, for safety]. Both of these occur in the Overworld. So according to Igoutta's design scheme, these should be the lowest level requirement mobs...? I don't think you need to be an excellent designer to realize that is a pretty bad idea, that the hardest stuff comes before the easiest stuff. The idea of progression is to work up to things, not down.
There are times when it is good to listen to people. For example, I added torches to the list of warming blocks. I also created new campfires on request. These were reasonable ideas that didn't call for a drastic change in the system from someone who thought it was their way or the high way. Read below for another example of something I'm willing to accommodate for.
@SilverJ17
I'm all for making it so that if you are in Jungles/Savannah it'll stay warm. However, one fact about deserts is that they can actually drop to be very cold at night [the Sahara is a perfect example].
"Skills are really ungrateful, it's a beta system! COMMON."
"boring system anyway"
"but right now almost useless"
"with the heat system sucks"
I'm sorry, but we must have read completely different things to have found that even slightly constructive.
To address your points:
1) "Some kids will want it to be easier"
Tough luck is all I can say. I won't cater to a group of people who don't know what they are talking about (I'm not saying all kids fall into this). In the case of Igoutta, he clearly didn't know what he was talking about [he stated "facts" that weren't even correct about how systems work].
This is meant to be difficult, it's not meant to be easy. You won't see a version of Dark Souls/Trials/Terraria/FTL/Battletoads/Contra get released to be easier. It's not the nature of the design. I also think calling the thermal system "hard" is actually a bit of a joke, since food drains much quicker [from full to empty, if you are moving].
2) On the idea that I should listen to everyone for more downloads:
This is reasonable, but it has a problem that a lot of people overlook. There is reasons why these "community" mods that are designed by everyone and try to please everyone don't go anywhere.
If you just do whatever each person says, then you're not going to have any collective cohesion within the content. It'll just be "random part A" from here and "random part B" from there slapped together. This doesn't make for a good product, it makes for a mess.
Without trying to sound like a jerk and as humbly as I can, there is a reason other people aren't the designers for Nevermine. There's been tens of thousands of mods created for MC, and very few get to this level (that isn't me being cocky, it's just a statistical fact). The truth of the matter is, most people aren't good designers. That applies to every single art form or any skill whatsoever. The same way not everyone is the best movie director, certain people know what to do better than the general public.
To apply this to my previous point, if I were to listen to Igoutta and make Overworld mobs be the starting hunter levels (his ideal design), it would ruin a lot. The single hardest mobs to fight in the entire mod are Living Fungi & Pinchers [note, their AI doesn't toggle if you aren't their level, for safety]. Both of these occur in the Overworld. So according to Igoutta's design scheme, these should be the lowest level requirement mobs...? I don't think you need to be an excellent designer to realize that is a pretty bad idea, that the hardest stuff comes before the easiest stuff. The idea of progression is to work up to things, not down.
There are times when it is good to listen to people. For example, I added torches to the list of warming blocks. I also created new campfires on request. These were reasonable ideas that didn't call for a drastic change in the system from someone who thought it was their way or the high way. Read below for another example of something I'm willing to accommodate for.
@SilverJ17
I'm all for making it so that if you are in Jungles/Savannah it'll stay warm. However, one fact about deserts is that they can actually drop to be very cold at night [the Sahara is a perfect example].
You know your absolutely right if you ever want suggestions that keep both balance and logic I am way more then happy to help keep things interesting. I use Ore Spawn, Lycanites and Infernal Mobs all at the same time
I like thermal bar, but after the last update. we frezze slower.ok. This work fine.
But lava and camfire dont work to warm up. We are stay 5 minutes in lava lake and dont warm up. We need to do anything? Im reset server, Im delete config files from server.
Now i warm up, swimming in lava. and jump out. Im burn but warm up. its a bit weird.
I was fairly certain the campfire worked. It doesn't glow, but I dug myself down in the ground at night, placed some blocks over my head, and then put the campfire down right beside me. My temperature started going up. How did you use it?
---- Minecraft Crash Report ----
// Hi. I'm Minecraft, and I'm a crashaholic.
Time: 3/24/15 10:12 AM
Description: Unexpected error
java.lang.NoClassDefFoundError: Could not initialize class mcp.mobius.waila.api.SpecialChars
at mcp.mobius.waila.overlay.Tooltip.<init>(Tooltip.java:110)
at mcp.mobius.waila.overlay.Tooltip.<init>(Tooltip.java:99)
at mcp.mobius.waila.overlay.WailaTickHandler.tickClient(WailaTickHandler.java:99)
at cpw.mods.fml.common.eventhandler.ASMEventHandler_238_WailaTickHandler_tickClient_ClientTickEvent.invoke(.dynamic)
at cpw.mods.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:54)
at cpw.mods.fml.common.eventhandler.EventBus.post(EventBus.java:138)
at cpw.mods.fml.common.FMLCommonHandler.onPostClientTick(FMLCommonHandler.java:330)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:2053)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:962)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:887)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at mcp.mobius.waila.overlay.Tooltip.<init>(Tooltip.java:110)
at mcp.mobius.waila.overlay.Tooltip.<init>(Tooltip.java:99)
at mcp.mobius.waila.overlay.WailaTickHandler.tickClient(WailaTickHandler.java:99)
at cpw.mods.fml.common.eventhandler.ASMEventHandler_238_WailaTickHandler_tickClient_ClientTickEvent.invoke(.dynamic)
at cpw.mods.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:54)
at cpw.mods.fml.common.eventhandler.EventBus.post(EventBus.java:138)
at cpw.mods.fml.common.FMLCommonHandler.onPostClientTick(FMLCommonHandler.java:330)
-- Affected level --
Details:
Level name: MpServer
All players: 1 total; [EntityClientPlayerMP['superstar055'/360, l='MpServer', x=-448.21, y=71.62, z=258.26]]
Chunk stats: MultiplayerChunkCache: 9, 9
Level seed: 0
Level generator: ID 00 - default, ver 1. Features enabled: false
Level generator options:
Level spawn location: World: (-240,64,224), Chunk: (at 0,4,0 in -15,14; contains blocks -240,0,224 to -225,255,239), Region: (-1,0; contains chunks -32,0 to -1,31, blocks -512,0,0 to -1,255,511)
Level time: 112585 game time, 54477 day time
Level dimension: 0
Level storage version: 0x00000 - Unknown?
Level weather: Rain time: 0 (now: false), thunder time: 0 (now: false)
Level game mode: Game mode: survival (ID 0). Hardcore: false. Cheats: false
Forced entities: 4 total; [EntityTrail['unknown'/700, l='MpServer', x=8.50, y=66.23, z=8.50], EntityClientPlayerMP['superstar055'/360, l='MpServer', x=-448.21, y=71.62, z=258.26], EntityWaypointContainer['unknown'/434, l='MpServer', x=0.00, y=0.00, z=0.00], EntityHat['unknown'/384, l='MpServer', x=8.50, y=66.23, z=8.50]]
Retry entities: 0 total; []
Server brand: fml,forge
Server type: Integrated singleplayer server
Stacktrace:
at net.minecraft.client.multiplayer.WorldClient.func_72914_a(WorldClient.java:373)
at net.minecraft.client.Minecraft.func_71396_d(Minecraft.java:2433)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:916)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
-- System Details --
Details:
Minecraft Version: 1.7.10
Operating System: Mac OS X (x86_64) version 10.10.2
Java Version: 1.6.0_65, Apple Inc.
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Apple Inc.
Memory: 236618136 bytes (225 MB) / 604581888 bytes (576 MB) up to 1060372480 bytes (1011 MB)
JVM Flags: 5 total; -Xmx1G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 12, tallocated: 94
FML: MCP v9.05 FML v7.10.85.1230 Minecraft Forge 10.13.2.1230 Optifine OptiFine_1.7.10_HD_U_A4 24 mods loaded, 24 mods active
mcp{9.05} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
FML{7.10.85.1230} [Forge Mod Loader] (forge-1.7.10-10.13.2.1230.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Forge{10.13.2.1230} [Minecraft Forge] (forge-1.7.10-10.13.2.1230.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
CodeChickenCore{1.0.4.29} [CodeChicken Core] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
NotEnoughItems{1.0.4.90} [Not Enough Items] (NotEnoughItems-1.7.10-1.0.4.90-universal.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
lucky{5.1.0} [Lucky Block] ([1-7-10]_Lucky_Block_v5-1-0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
bspkrsCore{6.14} [bspkrsCore] ([1.7.10]bspkrsCore-universal-6.14.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
DamageIndicatorsMod{3.2.0} [Damage Indicators] ([1.7.10]DamageIndicatorsMod-3.2.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
animalbikes{1.7.10} [Animal Bikes] (AnimalBikes_1.7.10.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
nevermine{2.0.1} [AdventOfAscension] (AoA-2.0.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Backpack{2.0.0} [Backpack] (backpack-2.0.0-1.7.x.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
eplus{1.7.10-3.0.1} [Enchanting Plus] (EnchantingPlus-1.7.10-3.0.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ExtraUtilities{1.2.2} [Extra Utilities] (extrautilities-1.2.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
iChunUtil{4.1.3} [iChunUtil] (iChunUtil-4.1.3.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Hats{4.0.1} [Hats] (Hats-4.0.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
HatStand{4.0.0} [HatStand] (HatStand-4.0.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
inventorytweaks{1.59-dev-152-cf6e263} [Inventory Tweaks] (InventoryTweaks-1.59-dev-152.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Morph{0.9.1} [Morph] (Morph-Beta-0.9.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
harvestcraft{1.7.10g} [Pam's HarvestCraft] (Pam's HarvestCraft 1.7.10g.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
SpecialMobs{3.0.2} [Special Mobs] (Special-Mobs-Mod-1.7.10.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
TwilightForest{2.3.1} [The Twilight Forest] (twilightforest-1.7.10-2.3.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
chunkbase_villageinfo_ssp{2.1} [Village Info (SSP)] (VillageInfoSSP-1.7.10-2.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Waila{1.5.10} [Waila] (Waila-1.5.10_1.7.10.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
voxelmap{1.7.10} [VoxelMap No Radar] (Zans-MinimapNoRadar-Mod-1.7.10.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Launched Version: 1.7.10-Forge10.13.2.1230
LWJGL: 2.9.1
OpenGL: NVIDIA GeForce 320M OpenGL Engine GL version 2.1 NVIDIA-10.0.19 310.90.10.05b12, NVIDIA Corporation
GL Caps: Using GL 1.3 multitexturing.
Using framebuffer objects because ARB_framebuffer_object is supported and separate blending is supported.
Anisotropic filtering is supported and maximum anisotropy is 16.
Shaders are available because OpenGL 2.1 is supported.
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Resource Packs: [faithful32pack (1).zip] Current Language: English (US)
Profiler Position: N/A (disabled)
Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Anisotropic Filtering: Off (1)
well, with all the mods you were using its hard to say. but whatever made you crash happened in the overworld. (My guess)
Ooh boy, the timing of this is just perfect, You'll understand why very soon.
Really impressive how far this project has come since my last encounter with it back in 1.0.3.
The new skill system is fun to explore and gives nice sense of progression. The thermal system was great in 2.0.0, adding a sense of urgency and danger in the night, but it has broken my gameplay in 2.0.1.
Forest Biome
Thermal Bar behavior - 2.0.0 | 2.0.1
Day - rises | no change
Night - falls | falls slowly
Night, near 3 lava - rises steadily | falls slowly
Day, near 3 lava - rises steadily | no change
Campfire - N/A | no change
Standing on a Heat lamp surrounded by 7 lava - N/A | no change
I'm unable to raise thermal bar in Forest 2.0.1 using heat lamp, campfire, or being near lava (which used to work great in 2.0.0). Still haven't found tea shreddings/seeds from killing sasquatches, so unsure about Tea results for either version.
One night after getting cold and taking damage I slept in bed. Woke up and didn't warm up in daytime (as used to in 2.0.0), kept on ticking damage and died.
Something is very wrong with 2.0.1 thermal change, no one else is noticing this trouble in Forest/other biome?
If at all possible Xolova, could you consider my post awhile back? In a Seasons mod I played, the Desert (and I'm sure if they existed back then), Jungle, and Savannah wouldn't ever get cold at night. Actually, during the day and most likely only Summer, the Desert was too hot and would eventually start overheating the player, slowly killing them. I personally don't care if they get too hot or not. I'd just like to see them become Temperature bar safe zones. This would probably be the balance for whatever mobs they have, because I think it says that one or two, if not all three of those places have some dangerous mobs. You can build there to be out all night, but the balance would be the risk factor on what can spawn there.
This isn't something I expect in a single update, just something for you to consider later on.
Edit: Can I use an existing world to play 2.0? I'd personally like to start with the world I got because I got a lot of crap and have already beaten most of the vanilla stuff, plus the Twilight Forest. Besides, Wildycraft and Nevermine, which both worked together when I first updated to 1.1, I've beaten most everything else and want a challenge.
Added Skill Rewards:
Okay guys, here's The list of things you need to know about the update: (This will be constantly updated)
Skills:
Hunter- Kill certain mobs in a certain order, starting with the headless hunter and goalby. Note: You won't be able to kill other hunter mobs until a certain level. Ex: Amphibites Reward: Access to new drops and items, plus fight higher level mobs.
Creation: Obtain a creation forge and right click minion slabs to increase your level. Note: you won't have any creation at first, so you'll only be able to sacrifice penguin slabs Reward: Able to summon higher level minions
Foraging: Mining, you'll get rewards from this every now and then which will level up your foraging skill. Which leads to...
Augury: Once your Foraging skill gets to lv 5, you'll start receiving essence as a drop. This is what you'll use for your augury skill. You'll need to craft an ascension shrine and right click it with the essence in order to lv up that skill. Reward: Increased max Creation, Soul Stream, other buffs
Infusion: You might notice floating "particles" flying around your world. Those are Pixons. You'll need to craft a stone bowl and right click on those to get infusion stones. These stones can be used with an infusion table, but only once this skill reaches lv 5. Note: It might take a few tries for you to get infusion stones. Pixons grant between 2-6 stones at random. The best method to get them quickly is to spam click them. Reward: See New Enchantment Method Section
Runation: Can only be obtained after getting Infusion to lv 5. Use runes on the rune shrine to level it up. Reward: Able to use new staffs
New Enchantment Method:
When you use infusion stones on a infusion table(which you have to craft), while it raises your infusion skill, your goal is to obtain a "power stone". With this, you can use it to enchant your guns and staffs, as well as your armor, swords, etc! To do so, grab some glowstone dust and right click to infusion table to the mode you want. You'll know what I'm talking about when you do. You have to use the right colored power stone for the right mode. Ex. Green for damage boosting. Then when you have the mode you want, right click the infusion table with a power stone in your inventory and there you go, new enchantment! Note: Power stones look just like infusions stones.
Also, you should know that in order to fight the guardians, you must have certain skills at lv 70 or more.
New way to enter the dimensions: Credit goes to yoshi3217
In order to go to another dimension, you must acquire a realmstone from various sources, then craft an ancient portal blueprint. From there, spawn the ancient portal (Make sure you have some room before you do), and use the stone on the center block on the back wall of the ancient portal structure. It looks different than the rest. If you hear some music and a message, followed by a light from the portal, you did it!
Current ways to get realmstones(most likely more)
Haven Realmstone: Looks like it's Voliants so far
Abyss Realmstone: Rare drop from bloodhunt event mobs, Slimer
Precasia: Commonly dropped by jungle mobs
Mysterium: Rare drop from Taiga mobs. (Not sure on this one)
Deeplands: Rare drop from underground mobs.
Iromine: Rare drop from Deeplands mobs, Foraging skill lv 40
Lands of Lelyetia: Rare drop from Haven mobs
Gardencia: Rare drop from Precasia mobs
Vox Ponds: Rare drop from Gardencia mobs
L' Borean: Rare drop from Gardencia mobs
Barathos: Rare drop from Runador mobs
Dustopia: Rare drop from Greckon mobs
Ancient Cavern: Rare drop from Automaton, Bloodsucker, Rock Critter, and Flower Face, don't know if they drop other realmstones
Getting to Lunalus, Runador/Greckon is still the same as 1.1
Temperature Bar:
In order to keep warm, you can either sleep before it's night, light yourself on fire, use lava, or make tea. To make tea, craft a tea sink, fill it with water, make a cup, and then with tea shreddings in your hand, right click the tea sink to receive some tea! You can also make campfires and heat lamps! V:(2.0.1) Make sure you update! With the heat lamps, you need to make sure you have a redstone signal going to it. If it's not lit up, it doesn't seem to work. The campfires will restore your heat, though not immediately.
Bloodhunt event: Has a 1/5 chance to occur every night, and might have a custom message when it occurs. I believe it's something around the lines of "The Hunt for blood begins". That will be your chance to get abyss realmstones. Note: Looks the same as a normal night.
Tribute bars:
"Blue" Luxon Tribute bar- Collect infusion stones, and I think smelting? (I'll edit this later) Goes down when you kill mobs
"Red" Erebon Tribute Bar- Kill mobs in general. Also works with mobs from other mods.
"Green" Selyan Tribute Bar- break fully grown plants, goes down when you break logs
"Yellow" Pluton Tribute Bar- Mine ores
And again, I challenge you to get all four filled at one time! Note: If you visit another dimension, your tribute bars will reset. As well as they won't work the same as a certain god is over that dimension. Only dimensions that aren't ruled by one god besides the overworld are the Ancient Caverns and The End.
You can find the answer in my new updated post.
Yes, you can use your existing world.
Hey does anyone no why my Minecraft crashed?
---- Minecraft Crash Report ----
// Hi. I'm Minecraft, and I'm a crashaholic.
Time: 3/24/15 10:12 AM
Description: Unexpected error
java.lang.NoClassDefFoundError: Could not initialize class mcp.mobius.waila.api.SpecialChars
at mcp.mobius.waila.overlay.Tooltip.<init>(Tooltip.java:110)
at mcp.mobius.waila.overlay.Tooltip.<init>(Tooltip.java:99)
at mcp.mobius.waila.overlay.WailaTickHandler.tickClient(WailaTickHandler.java:99)
at cpw.mods.fml.common.eventhandler.ASMEventHandler_238_WailaTickHandler_tickClient_ClientTickEvent.invoke(.dynamic)
at cpw.mods.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:54)
at cpw.mods.fml.common.eventhandler.EventBus.post(EventBus.java:138)
at cpw.mods.fml.common.FMLCommonHandler.onPostClientTick(FMLCommonHandler.java:330)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:2053)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:962)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:887)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at mcp.mobius.waila.overlay.Tooltip.<init>(Tooltip.java:110)
at mcp.mobius.waila.overlay.Tooltip.<init>(Tooltip.java:99)
at mcp.mobius.waila.overlay.WailaTickHandler.tickClient(WailaTickHandler.java:99)
at cpw.mods.fml.common.eventhandler.ASMEventHandler_238_WailaTickHandler_tickClient_ClientTickEvent.invoke(.dynamic)
at cpw.mods.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:54)
at cpw.mods.fml.common.eventhandler.EventBus.post(EventBus.java:138)
at cpw.mods.fml.common.FMLCommonHandler.onPostClientTick(FMLCommonHandler.java:330)
-- Affected level --
Details:
Level name: MpServer
All players: 1 total; [EntityClientPlayerMP['superstar055'/360, l='MpServer', x=-448.21, y=71.62, z=258.26]]
Chunk stats: MultiplayerChunkCache: 9, 9
Level seed: 0
Level generator: ID 00 - default, ver 1. Features enabled: false
Level generator options:
Level spawn location: World: (-240,64,224), Chunk: (at 0,4,0 in -15,14; contains blocks -240,0,224 to -225,255,239), Region: (-1,0; contains chunks -32,0 to -1,31, blocks -512,0,0 to -1,255,511)
Level time: 112585 game time, 54477 day time
Level dimension: 0
Level storage version: 0x00000 - Unknown?
Level weather: Rain time: 0 (now: false), thunder time: 0 (now: false)
Level game mode: Game mode: survival (ID 0). Hardcore: false. Cheats: false
Forced entities: 4 total; [EntityTrail['unknown'/700, l='MpServer', x=8.50, y=66.23, z=8.50], EntityClientPlayerMP['superstar055'/360, l='MpServer', x=-448.21, y=71.62, z=258.26], EntityWaypointContainer['unknown'/434, l='MpServer', x=0.00, y=0.00, z=0.00], EntityHat['unknown'/384, l='MpServer', x=8.50, y=66.23, z=8.50]]
Retry entities: 0 total; []
Server brand: fml,forge
Server type: Integrated singleplayer server
Stacktrace:
at net.minecraft.client.multiplayer.WorldClient.func_72914_a(WorldClient.java:373)
at net.minecraft.client.Minecraft.func_71396_d(Minecraft.java:2433)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:916)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
-- System Details --
Details:
Minecraft Version: 1.7.10
Operating System: Mac OS X (x86_64) version 10.10.2
Java Version: 1.6.0_65, Apple Inc.
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Apple Inc.
Memory: 236618136 bytes (225 MB) / 604581888 bytes (576 MB) up to 1060372480 bytes (1011 MB)
JVM Flags: 5 total; -Xmx1G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 12, tallocated: 94
FML: MCP v9.05 FML v7.10.85.1230 Minecraft Forge 10.13.2.1230 Optifine OptiFine_1.7.10_HD_U_A4 24 mods loaded, 24 mods active
mcp{9.05} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
FML{7.10.85.1230} [Forge Mod Loader] (forge-1.7.10-10.13.2.1230.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Forge{10.13.2.1230} [Minecraft Forge] (forge-1.7.10-10.13.2.1230.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
CodeChickenCore{1.0.4.29} [CodeChicken Core] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
NotEnoughItems{1.0.4.90} [Not Enough Items] (NotEnoughItems-1.7.10-1.0.4.90-universal.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
lucky{5.1.0} [Lucky Block] ([1-7-10]_Lucky_Block_v5-1-0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
bspkrsCore{6.14} [bspkrsCore] ([1.7.10]bspkrsCore-universal-6.14.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
DamageIndicatorsMod{3.2.0} [Damage Indicators] ([1.7.10]DamageIndicatorsMod-3.2.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
animalbikes{1.7.10} [Animal Bikes] (AnimalBikes_1.7.10.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
nevermine{2.0.1} [AdventOfAscension] (AoA-2.0.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Backpack{2.0.0} [Backpack] (backpack-2.0.0-1.7.x.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
eplus{1.7.10-3.0.1} [Enchanting Plus] (EnchantingPlus-1.7.10-3.0.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ExtraUtilities{1.2.2} [Extra Utilities] (extrautilities-1.2.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
iChunUtil{4.1.3} [iChunUtil] (iChunUtil-4.1.3.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Hats{4.0.1} [Hats] (Hats-4.0.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
HatStand{4.0.0} [HatStand] (HatStand-4.0.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
inventorytweaks{1.59-dev-152-cf6e263} [Inventory Tweaks] (InventoryTweaks-1.59-dev-152.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Morph{0.9.1} [Morph] (Morph-Beta-0.9.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
harvestcraft{1.7.10g} [Pam's HarvestCraft] (Pam's HarvestCraft 1.7.10g.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
SpecialMobs{3.0.2} [Special Mobs] (Special-Mobs-Mod-1.7.10.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
TwilightForest{2.3.1} [The Twilight Forest] (twilightforest-1.7.10-2.3.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
chunkbase_villageinfo_ssp{2.1} [Village Info (SSP)] (VillageInfoSSP-1.7.10-2.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Waila{1.5.10} [Waila] (Waila-1.5.10_1.7.10.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
voxelmap{1.7.10} [VoxelMap No Radar] (Zans-MinimapNoRadar-Mod-1.7.10.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Launched Version: 1.7.10-Forge10.13.2.1230
LWJGL: 2.9.1
OpenGL: NVIDIA GeForce 320M OpenGL Engine GL version 2.1 NVIDIA-10.0.19 310.90.10.05b12, NVIDIA Corporation
GL Caps: Using GL 1.3 multitexturing.
Using framebuffer objects because ARB_framebuffer_object is supported and separate blending is supported.
Anisotropic filtering is supported and maximum anisotropy is 16.
Shaders are available because OpenGL 2.1 is supported.
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Resource Packs: [faithful32pack (1).zip]
Current Language: English (US)
Profiler Position: N/A (disabled)
Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Anisotropic Filtering: Off (1)
I would say he does look at constructive criticism wouldn't you? He gave us a new patch with more immediate ways of getting ourselves warm. However, the reason he won't give us the option to take it away is that it's going to be really important in the future updates. I can understand people not liking change, I for one was very skeptical of it myself. But this is the route Xolova wanted to take on his mod.
And remember, Xolova's been doing this for a while now. If he were to bend to the whims of everyone all the time, he'd end up like the popular youtubers out there who have altered what they do not because they love it, but because the fans love it. Know what I mean? Especially as a content creator youself.
Deletes the eternalisles.cfg or AoA2.cfg in conf folder and restart the launcher.
"Skills are really ungrateful, it's a beta system! COMMON."
"boring system anyway"
"but right now almost useless"
"with the heat system sucks"
I'm sorry, but we must have read completely different things to have found that even slightly constructive.
To address your points:
1) "Some kids will want it to be easier"
Tough luck is all I can say. I won't cater to a group of people who don't know what they are talking about (I'm not saying all kids fall into this). In the case of Igoutta, he clearly didn't know what he was talking about [he stated "facts" that weren't even correct about how systems work].
This is meant to be difficult, it's not meant to be easy. You won't see a version of Dark Souls/Trials/Terraria/FTL/Battletoads/Contra get released to be easier. It's not the nature of the design. I also think calling the thermal system "hard" is actually a bit of a joke, since food drains much quicker [from full to empty, if you are moving].
2) On the idea that I should listen to everyone for more downloads:
This is reasonable, but it has a problem that a lot of people overlook. There is reasons why these "community" mods that are designed by everyone and try to please everyone don't go anywhere.
If you just do whatever each person says, then you're not going to have any collective cohesion within the content. It'll just be "random part A" from here and "random part B" from there slapped together. This doesn't make for a good product, it makes for a mess.
Without trying to sound like a jerk and as humbly as I can, there is a reason other people aren't the designers for Nevermine. There's been tens of thousands of mods created for MC, and very few get to this level (that isn't me being cocky, it's just a statistical fact). The truth of the matter is, most people aren't good designers. That applies to every single art form or any skill whatsoever. The same way not everyone is the best movie director, certain people know what to do better than the general public.
To apply this to my previous point, if I were to listen to Igoutta and make Overworld mobs be the starting hunter levels (his ideal design), it would ruin a lot. The single hardest mobs to fight in the entire mod are Living Fungi & Pinchers [note, their AI doesn't toggle if you aren't their level, for safety]. Both of these occur in the Overworld. So according to Igoutta's design scheme, these should be the lowest level requirement mobs...? I don't think you need to be an excellent designer to realize that is a pretty bad idea, that the hardest stuff comes before the easiest stuff. The idea of progression is to work up to things, not down.
There are times when it is good to listen to people. For example, I added torches to the list of warming blocks. I also created new campfires on request. These were reasonable ideas that didn't call for a drastic change in the system from someone who thought it was their way or the high way. Read below for another example of something I'm willing to accommodate for.
@SilverJ17
I'm all for making it so that if you are in Jungles/Savannah it'll stay warm. However, one fact about deserts is that they can actually drop to be very cold at night [the Sahara is a perfect example].
Как скачать ?
https://mega.co.nz/#!h5USzLxZ!v83U5t1HiOSWmUv98fbuDDvpsm74XzU2X2VqDO68X7E
i cant understand how getting more abilities(buffs)at each night makes it harder
also dear xolova what about city of arathon?did you cancel it?
You know your absolutely right if you ever want suggestions that keep both balance and logic I am way more then happy to help keep things interesting. I use Ore Spawn, Lycanites and Infernal Mobs all at the same time
Until someone ports this legendary mod I am leaving the minecraft scene. http://www.cosc.canterbury.ac.nz/greg.ewing/minecraft/mods/ArchitectureCraft/#mozTocId598776 I have watched too many legendary mods die and carpenters blocks sudden fallout out of mainstream made me cry. I realize the source is messy but some of the best mods from 1.6.4 and 1.7.10 were.
I going to tell more things. But when the people refuse it, better be the loser.
He just said that he is planning to release it in a future update. Xolova already has 25 dimesniosn, you can't expect it to release just like that.
Xolova never said that the tribute bar was made to give more challenge to the player, so i'm not sure as to what point you're trying to make...
And Xolova +1d the comment.Lol
I was fairly certain the campfire worked. It doesn't glow, but I dug myself down in the ground at night, placed some blocks over my head, and then put the campfire down right beside me. My temperature started going up. How did you use it?
well, with all the mods you were using its hard to say. but whatever made you crash happened in the overworld. (My guess)
can you add command that add skill(hunter,creation...)that is easy for testing mod (ofcourse you need cheat on):)
i mentioned someone who said that for Xolova
look it up and see his personal reply from a complainer