I can't seem to be able to use this in a server. every time i try to run it will crash. What am I doing wrong? I'll post a crash report if you need it.
I've been running your mod on my 1.5.2 server for a few weeks now and we've had a small bug that has been occurring repetitively when we venture into your catacombs. While the mod works perfectly on the surface of the world, in all our other dimensions, and even when spawning structures in towns, every time we're in your catacombs entering into the wither chamber, my players have crashed with what we refer to as the 'brown' screen of death. The main part of the error that we do know is that when we enter the room, we get a Null Pointer Exception, and that causes the crash, but the cause of the error is unknown. I'll try to get a report from this next time someone is foolish to go into a tomb.
Turns out I was misinformed partially about this crash. The reports below are from a similar 'B'SOD bug regarding a players death point grave. I have the crash log from the latest occurrence below, I couldn't ascertain the cause, so any help in how to fix this would be great. Currently, I can't update to 1.6.2 because were waiting on a lot of mods to update, so sadly that is a solution that I can't use.
This is the crash log that the game gave us:
--- BEGIN ERROR REPORT 9a86ee88 --------
Full report at:
F:\Minecraft\Direwolf20_1_5\minecraft\crash-reports\crash-2013-08-11_22.14.39-client.txt
Please show that file to Mojang, NOT just this screen!
Generated 8/11/13 10:14 PM
-- Head --
Stacktrace:
at net.minecraft.tileentity.TileEntity.func_70307_a(TileEntity.java:91)
at GraveStone.tileentity.TileEntityGSGraveStone.func_70307_a(TileEntityGSGraveStone.java:69)
at GraveStone.tileentity.TileEntityGSGrave.onDataPacket(TileEntityGSGrave.java:120)
at net.minecraft.client.multiplayer.NetClientHandler.func_72468_a(NetClientHandler.java:1292)
at net.minecraft.network.packet.Packet132TileEntityData.func_73279_a(SourceFile:51)
at net.minecraft.network.TcpConnection.func_74428_b(TcpConnection.java:461)
at net.minecraft.client.multiplayer.NetClientHandler.func_72551_d(NetClientHandler.java:266)
at net.minecraft.client.multiplayer.GuiConnecting.func_73876_c(GuiConnecting.java:51)
java.lang.NullPointerException
at net.minecraft.tileentity.TileEntity.func_70307_a(TileEntity.java:91)
at GraveStone.tileentity.TileEntityGSGraveStone.func_70307_a(TileEntityGSGraveStone.java:69)
at GraveStone.tileentity.TileEntityGSGrave.onDataPacket(TileEntityGSGrave.java:120)
at net.minecraft.client.multiplayer.NetClientHandler.func_72468_a(NetClientHandler.java:1292)
at net.minecraft.network.packet.Packet132TileEntityData.func_73279_a(SourceFile:51)
at net.minecraft.network.TcpConnection.func_74428_b(TcpConnection.java:461)
at net.minecraft.client.multiplayer.NetClientHandler.func_72551_d(NetClientHandler.java:266)
at net.minecraft.client.multiplayer.GuiConnecting.func_73876_c(GuiConnecting.java:51)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1526)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:835)
at net.minecraft.client.Minecraft.run(Minecraft.java:760)
at java.lang.Thread.run(Unknown Source)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at net.minecraft.tileentity.TileEntity.func_70307_a(TileEntity.java:91)
at GraveStone.tileentity.TileEntityGSGraveStone.func_70307_a(TileEntityGSGraveStone.java:69)
at GraveStone.tileentity.TileEntityGSGrave.onDataPacket(TileEntityGSGrave.java:120)
at net.minecraft.client.multiplayer.NetClientHandler.func_72468_a(NetClientHandler.java:1292)
at net.minecraft.network.packet.Packet132TileEntityData.func_73279_a(SourceFile:51)
at net.minecraft.network.TcpConnection.func_74428_b(TcpConnection.java:461)
at net.minecraft.client.multiplayer.NetClientHandler.func_72551_d(NetClientHandler.java:266)
at net.minecraft.client.multiplayer.GuiConnecting.func_73876_c(GuiConnecting.java:51)
# This value must be between 0 an 40!
I:SavedItemsCount=40
B:SilkTouchForGraves=true
# This value must be bigger than 1800!
I:SpawnRate=1800
B:SpawnSkeletonCats=true
B:SpawnSkeletonDogs=true
B:SpawnZombieCats=true
B:SpawnZombieDogs=true
# Set "true" only if you didn't change any Highlands configurations.
B:UseHighlandsBiomes=false
}
####################
# item
####################
item {
I:Chisel=15300
}
Any help/patches you could give us in solving these problems would be great.
Thanks for your time and thanks for a great mod.
Glad to tell you that I finally complete my new mod which called "Nightmare"!
Description:
A lot of people like to play at hardest difficulty. It make game more interesting and joyful. But we haven't got it in minecraft, cause you can change game difficulty in any moment. Surely you can play at "Hardcore" but if you die you lose everything. So i decide to add new game mode, which I called "Nightmare" in "Doom traditions")) This game mode almost like hardcore. Game difficulty is "hardest" by default and you can't change it. Also you can't open your game to LAN in another game mode(to prevent this type of cheating). Bonus chest and any commands forbidden too. But if you die you will be respawned at "default" spawn point(no matter where you sleep - it will not change respawn point)
Glad to tell you that I finally complete my new mod which called "Nightmare"!
Description:
A lot of people like to play at hardest difficulty. It make game more interesting and joyful. But we haven't got it in minecraft, cause you can change game difficulty in any moment. Surely you can play at "Hardcore" but if you die you lose everything. So i decide to add new game mode, which I called "Nightmare" in "Doom traditions")) This game mode almost like hardcore. Game difficulty is "hardest" by default and you can't change it. Also you can't open your game to LAN in another game mode(to prevent this type of cheating). Bonus chest and any commands forbidden too. But if you die you will be respawned at "default" spawn point(no matter where you sleep - it will not change respawn point)
It's a really cool Idea. It allow the use of mod like NEI or TMI? And there is no way to use it in LAN but remaining the prohibition of using cheats?
Sorry for my bad english.
It's a really cool Idea. It allow the use of mod like NEI or TMI? And there is no way to use it in LAN but remaining the prohibition of using cheats?
Sorry for my bad english.
1) I'm planning to switch to "only recipe mode" NEI and TMI, when you play on this mode. But it will be in next version.
2) You can use it in LAN but you can't change game mode and allow cheats.
uh any way to change the chisel recipe? It conflicts with balkon's weapon mod.
Hm... I change it earlier, cause it conflict with some mod...
Yes I'll change it, but i need new recipe, which will not conflict with any other mods. Do you have any ideas?
About the coffins that were in the planned features. How about making them so that you can only sleep in them during day and when you do it becomes night?
May be. I can't say exactly not about it. Previously I thought to use it mostly as a decorative block, or, may be, as a spawner. And surely I was planned to crete it only when I start working on vampires.
As for planned features - here is full list of it:
some fixes and code optimisation
rework higlands compatibility(It has an API now, so I must use it)
new textures for memorials and undead pets
fog on cemeteries
"moon based" events
add thaumcraft aspects
add localisation
add ravens
add ghost(one or two different types)
add haunted house, and some new stuff for it
add "altar of sacrifice"( can't say exactly what it will give, but in any case it will require peacefull creatures deaths for work)
add vampires
maybe add vampire's castle(and some new stuff for it, like coffins)
maybe add "bone sword" and "bone armor"
maybe add new small dimension with new boss, and a lot of stuff, some plants, maybe mobs...
Привет! Отличный мод получился, спасибо за проделанную работу и вложенный труд)
Как ты смотришь на надгробную плиту на земле, возможно размерами 1:2, которая работает как люк и точно такая же плита, которая при правом щелчке призывает моба. Соответственно либо просто в мире, либо только на кладбище человек будет стоять перед выбором рисковать или нет)
For the most part I love this MoD.
That said, I would like to request that there be a version where NightStone is removed.
It is simply a Game Breaker in that it spawns the entire Catacombs on top of the player all at once. There is no way to deal with this type of swarm. It creates an unbeatable scenario and that is extremely bad game design.
Not only is it bad that it happened, but its bad that it's completely hidden form the player. In short, it is you the designer tricking the player from behind the scenes for no logical reason.
I understand that it is supposed to be a trap, but for this to be an effective gameplay element you (the designer) have to provide a solution to the problem or Trap. Right now as it stands once the trap has been sprung the player if faced with certain death and may not even know that a trap was ever involved.
With out question there should be some sort of mechanic that lets the player know they just sprung a trap. This gives the player a chance to avoid the trap through problem solving and being observant.
My first opinion for a solution would be to color the NightStone or in some way mark it so that an observant player can spot it.
Maybe another solution to this whole mess it to make a Creatable Item that if in the players inventory or has it worn (crown for example) will "Disarm" the NightStone's Effects.
This gives the player a chance at "defeating the trap".
These types of elements will enhance the experience of the Catacombs.
Right now, it's just the designer simply killing the player for no reason, and that is not fun nor is it balanced and that feels more like bullying than challenging.
If this was my MOD, I would simply remove the NightStone from the Catacombs completely. That or Remove it form all but "hard" settings.
In a way I agree with the above post. I had to actually disable the catacombs from generating because once I enter the amount of mobs spawn to a point my game lags into unplayability. I knew from a spotlight video the catacombs were no joke and made sure to go in with good gear and supplies. I didn't die, but I couldn't get to the end of the first hallway down the stairs due to the sheer number of entities. I turned around to find a horde outside as well (thankfully I had the foresight to block the entry just in case it was night when I returned). After trying to mow the outer mobs down without success (lag being part of the issue), my only option was to make a break for it and never return.
I love the idea of the catacombs, especially with a Wither boss fight at the end, and they should indeed be dangerous. However, throwing so many mobs at me that I'm playing a slideshow version of the game due to lag isn't a well-designed challenge, it's a fustercluck.
I understand that changing the spawn settings of the tombstones is an option, but what number will give both a more reasonable amount of mobs inside/around the catacombs while still actually spawning something from tombstones in other locations?
Rollback Post to RevisionRollBack
The config files are your friends! Get to know them, and shape your world!
Here is what I have figured out about how the catacombs work (and my advice to the Modder to revisit the idea) it this.
There are "night Stone" blocks (I discovered in creative mode) that once stepped on do two things (as far as I can tell).
1) it sets the time to Midnight.
2) It causes a Mob (Skele, Zombie, Dog Skele, etc...) to sawn at every single grave... multiple times.
You've seen the number of graves outside and inside. This is on top of the Spawnners hidden throughout the Catacombs that are simply doing their thing.
Here is my issue with the MOD as is:
The Nighstone is a duplicate block of Nether Brick.
It is laid out at the entrence and exit of every room and several times down hallways.
There is no way to tell or learn where these are (I discovered it by middle-mousing in Creative) because if you mine the Nightstone you receive "NeterBrick" block.
This tells me two things.
One, the Modder believes that this is "Challenging" because it is impossible.
Two, we are not supposed to have discovered the NightStone Blocks with the special Script.
I see this kind of Game Design (Yes, MODers are Game Designers) in very young or inexperienced designers.
It's something a lot of designers grow out of through experience and studying game design.
I don't want to blame the MoODer for lack of game design fundamentals because most MODers do this as a hobby and as such never study Game Design as a professional.
That in mind I do really enjoy the GraveStones MOD and the Catacombs are a great addition. They are just very unbalanced right now, but that can be fixed.
The way around this until that time is to Mine EVERY Netherbrick block you see before stepping on it. Once you step on one, it's all over. You are going to die.
IF you got stuck down there (Camping MoD and used a tent) you can get stuck in a death loop and that is no fun.
IF that has happened to you, or you are just frustrated with the impossible hordes of MoBs... Switch the game to Peaceful, leave, and come back at a later time.
IF you are deep and have loot you REALLY want to keep, I suggest switching to Peaceful, and heading home to unload your loot.
I would normally consider switching to Peaceful cheating, but considering how unbalanced the catacombs are right now... I consider that the only viable solution. Which is why I hope the MODer decided to alter how Nightstones work.
Honestly NightKosh, this is a favorite of the MODs I use. You have done great work with this.
There are "night Stone" blocks (I discovered in creative mode) that once stepped on do two things (as far as I can tell).
1) it sets the time to Midnight.
2) It causes a Mob (Skele, Zombie, Dog Skele, etc...) to sawn at every single grave... multiple times.
It only set time to Midnight. So grave will not spawn mobs immediatly, it must spent some amount of ticks per it. Surely it saves its ticks count during the day.
I understand that it is supposed to be a trap, but for this to be an effective gameplay element you (the designer) have to provide a solution to the problem or Trap. Right now as it stands once the trap has been sprung the player if faced with certain death and may not even know that a trap was ever involved.
With out question there should be some sort of mechanic that lets the player know they just sprung a trap. This gives the player a chance to avoid the trap through problem solving and being observant.
Hm... yes, you are right. I must add some tip or, maybe show chat message about it.
The Nighstone is a duplicate block of Nether Brick.
It is laid out at the entrence and exit of every room and several times down hallways.
There is no way to tell or learn where these are (I discovered it by middle-mousing in Creative) because if you mine the Nightstone you receive "NeterBrick" block.
You can mine it with silk touch pickaxe. Also, if you want, i can give you my "blueprints" of catacombs rooms))
The way around this until that time is to Mine EVERY Netherbrick block you see before stepping on it. Once you step on one, it's all over. You are going to die.
Oh... It is possible. I played from time to time. So iron armor is enought for it. Further more i play on hardest game difficulty with [href="http://www.minecraftforum.net/topic/1325911-162-atomicstrykers-infernal-mobs-diablo-style-modifiers/"]Infernal mobs[/href] mod, so it is not so hard as you said. Any way you can reduce graves spawn rate in configuration file.
Also i'd like to ask you about mod version wich you used when catacombs was generated, cause since 2.2.0 i reduce catacombs difficulty.
I understand that changing the spawn settings of the tombstones is an option, but what number will give both a more reasonable amount of mobs inside/around the catacombs while still actually spawning something from tombstones in other locations?
Gravestone minimum delay is 600, and default maximum value is 1800. Every time after mob spawning it pick randomly amoun of ticks betwen this values. For example minecraft mob spawner minimum spawn delay is 200, maximum delay is 800.
Also there is a chance that mob will not be spawned.
I see this kind of Game Design (Yes, MODers are Game Designers) in very young or inexperienced designers.
It's something a lot of designers grow out of through experience and studying game design.
I don't want to blame the MoODer for lack of game design fundamentals because most MODers do this as a hobby and as such never study Game Design as a professional.
That in mind I do really enjoy the GraveStones MOD and the Catacombs are a great addition. They are just very unbalanced right now, but that can be fixed.
I understand that catacombs are unbalanced, but it is not so easy. It's generating randomly, rooms per level, rooms types, graves types, spawners, chests count and its content, and especially graves loot.... It requires a lot of testing and a huge amount of time.(
If this was my MOD, I would simply remove the NightStone from the Catacombs completely. That or Remove it form all but "hard" settings.
As i said previously there are a lot of loot inside it so if i remove "night stone" it will be too easy and cheating. But if you want, i can add config option, which will allow to block it. And don't forget that you can reduce graves spawn rate.
Also i'd like to ask you about one thing: do you know that gravestone works almost like a mob spawner? So if you put torch near gravestone it stop spawning mobs.
Привет! Отличный мод получился, спасибо за проделанную работу и вложенный труд)
Как ты смотришь на надгробную плиту на земле, возможно размерами 1:2, которая работает как люк и точно такая же плита, которая при правом щелчке призывает моба. Соответственно либо просто в мире, либо только на кладбище человек будет стоять перед выбором рисковать или нет)
Конечно он сможет подкопать...)
Thank you.
But in wich way this "gravestone plate" will be used? like a trap?
Also there is a small chance to spawn mob when you break gravestone.
Общение на русском не очень желательно, так как большинству здесь присутствующих будет не понятно обсуждаемое и, как следствие, немного дискомфортно. Так что если что - лучше пиши в личку)
Thank you so much for getting back to me and clarifying.
I didn't understand that spawning and from the default effects it very much seemed as if all graves were getting spawned every time the stones were stepped on.
I will definitely take a look at the spawning rates for sure! thank you for clarifying that. If I find a nice tough balanced number that is still dangerous yet not certain death, ill share with you what I came up with.
I generally play on Easy so maybe you could change the loot/spawn to match modes?
If the stones are acting like spawners I would set the default much lower than they are now. Imagine walking into a room with over 15 spawners all generating skeletons at once.
As it is, skeletons are far overlooked in difficulty. 4-5 skeletons at once is a lot to take on because they are both ranged and the knockback effect of their arrows make it hard to get to them.
20 zombies, and 15 skeletons is too much... especially if they are regenerating more MOBs every few seconds. Before too long you are overwhelmed by an ocean of mobs. I've seen swarms of Mobs in the hundreds, which is why I started posting about it.
I would love to see a mark on the Nightstones personally.
If you would let me, I could make a texture for you to place on the stones. Something subtle so that it still feels like a trap.
Also I would love it if the see an option in the .cfg to toggle the effect of the Nightstones. Maybe even add a random chance rate for the effect to take place.
IE: Every time a Nightstone is triggered it has a 1-100 chance of switching to Midnight. On a successful triggering provide a cool magic sounds and a message ("Curse of the witching hour is upon you") or some such nonsense.
I could even provide you with a Lit and Non Lit version of some cool artwork if you think that is a cool idea. That way when the stone is tripped it would glow with an "On" state and have a Light Emission rating.
I would also make it so there is only 1 - 2 blocks that are Nightstones instead of the entire strip. Trust me, people will still step on them a lot even if there is only 1 per strip and with the challenge it provided (all the spawners) when it turns midnight, it would still provide a massive challenge.
Trialing the Mod for a personal Server I wondered the singleplayer world for its spawns...
I come across a Sword Grave, the one with a sword stuck in the ground. I walk near, I can't remember if I clicked on it...
SUDDENLY MY SCREEN IS FILLED WITH MILLIONS OF SWORDS FLYING TOWARDS ME!!!
Then Crash...
WTF???
Trialing the Mod for a personal Server I wondered the singleplayer world for its spawns...
I come across a Sword Grave, the one with a sword stuck in the ground. I walk near, I can't remember if I clicked on it...
SUDDENLY MY SCREEN IS FILLED WITH MILLIONS OF SWORDS FLYING TOWARDS ME!!!
Then Crash...
WTF???
Herobrine.
But seriously, the sword grave glitch has been around a while. Didn't realize it could crash a game though. Can you log back in ok? Also, if you have your crash report, you could post that (in spoilers, please). Might help in fixing the problem!
Rollback Post to RevisionRollBack
The config files are your friends! Get to know them, and shape your world!
Welp I doubt I really need to post a crash report, so easy to duplicate...
Go into game, get out the Sword Grave item, place it on ground, walk up to it. Right click. Don't move...
Caught this Screenshot nanoseconds before it crashed...
And yes... That is a Fountain of Diamond Swords...
GraveStone 2.3.3 for minecraft 1.6.2
Changes:
I've been running your mod on my 1.5.2 server for a few weeks now and we've had a small bug that has been occurring repetitively when we venture into your catacombs. While the mod works perfectly on the surface of the world, in all our other dimensions, and even when spawning structures in towns, every time we're in your catacombs entering into the wither chamber, my players have crashed with what we refer to as the 'brown' screen of death. The main part of the error that we do know is that when we enter the room, we get a Null Pointer Exception, and that causes the crash, but the cause of the error is unknown. I'll try to get a report from this next time someone is foolish to go into a tomb.
Turns out I was misinformed partially about this crash. The reports below are from a similar 'B'SOD bug regarding a players death point grave. I have the crash log from the latest occurrence below, I couldn't ascertain the cause, so any help in how to fix this would be great. Currently, I can't update to 1.6.2 because were waiting on a lot of mods to update, so sadly that is a solution that I can't use.
This is the crash log that the game gave us:
--- BEGIN ERROR REPORT 9a86ee88 --------
Full report at:
F:\Minecraft\Direwolf20_1_5\minecraft\crash-reports\crash-2013-08-11_22.14.39-client.txt
Please show that file to Mojang, NOT just this screen!
Generated 8/11/13 10:14 PM
-- Head --
Stacktrace:
at net.minecraft.tileentity.TileEntity.func_70307_a(TileEntity.java:91)
at GraveStone.tileentity.TileEntityGSGraveStone.func_70307_a(TileEntityGSGraveStone.java:69)
at GraveStone.tileentity.TileEntityGSGrave.onDataPacket(TileEntityGSGrave.java:120)
at net.minecraft.client.multiplayer.NetClientHandler.func_72468_a(NetClientHandler.java:1292)
at net.minecraft.network.packet.Packet132TileEntityData.func_73279_a(SourceFile:51)
at net.minecraft.network.TcpConnection.func_74428_b(TcpConnection.java:461)
at net.minecraft.client.multiplayer.NetClientHandler.func_72551_d(NetClientHandler.java:266)
at net.minecraft.client.multiplayer.GuiConnecting.func_73876_c(GuiConnecting.java:51)
-- Affected screen --
Details:
Screen name: ~~ERROR~~ NullPointerException: null
-- Affected level --
Details:
Level name: MpServer
All players: 1 total; [GCCorePlayerSP['tonicbot'/533151, l='MpServer', x=16069.50, y=109.62, z=6620.50]]
Chunk stats: MultiplayerChunkCache: 15
Level seed: 0
Level generator: ID 02 - largeBiomes, ver 0. Features enabled: false
Level generator options:
Level spawn location: World: (-116,64,236), Chunk: (at 12,4,12 in -8,14; contains blocks -128,0,224 to -113,255,239), Region: (-1,0; contains chunks -32,0 to -1,31, blocks -512,0,0 to -1,255,511)
Level time: 6524562 game time, 1786177 day time
Level dimension: 0
Level storage version: 0x00000 - Unknown?
Level weather: Rain time: 0 (now: true), thunder time: 0 (now: false)
Level game mode: Game mode: creative (ID 1). Hardcore: false. Cheats: false
This is the crash log that was saved by forge in the client folder
---- Minecraft Crash Report ----
// Oh - I know what I did wrong!
Time: 8/11/13 10:14 PM
Description: Ticking screen
java.lang.NullPointerException
at net.minecraft.tileentity.TileEntity.func_70307_a(TileEntity.java:91)
at GraveStone.tileentity.TileEntityGSGraveStone.func_70307_a(TileEntityGSGraveStone.java:69)
at GraveStone.tileentity.TileEntityGSGrave.onDataPacket(TileEntityGSGrave.java:120)
at net.minecraft.client.multiplayer.NetClientHandler.func_72468_a(NetClientHandler.java:1292)
at net.minecraft.network.packet.Packet132TileEntityData.func_73279_a(SourceFile:51)
at net.minecraft.network.TcpConnection.func_74428_b(TcpConnection.java:461)
at net.minecraft.client.multiplayer.NetClientHandler.func_72551_d(NetClientHandler.java:266)
at net.minecraft.client.multiplayer.GuiConnecting.func_73876_c(GuiConnecting.java:51)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1526)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:835)
at net.minecraft.client.Minecraft.run(Minecraft.java:760)
at java.lang.Thread.run(Unknown Source)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at net.minecraft.tileentity.TileEntity.func_70307_a(TileEntity.java:91)
at GraveStone.tileentity.TileEntityGSGraveStone.func_70307_a(TileEntityGSGraveStone.java:69)
at GraveStone.tileentity.TileEntityGSGrave.onDataPacket(TileEntityGSGrave.java:120)
at net.minecraft.client.multiplayer.NetClientHandler.func_72468_a(NetClientHandler.java:1292)
at net.minecraft.network.packet.Packet132TileEntityData.func_73279_a(SourceFile:51)
at net.minecraft.network.TcpConnection.func_74428_b(TcpConnection.java:461)
at net.minecraft.client.multiplayer.NetClientHandler.func_72551_d(NetClientHandler.java:266)
at net.minecraft.client.multiplayer.GuiConnecting.func_73876_c(GuiConnecting.java:51)
-- Affected screen --
Details:
Screen name: ~~ERROR~~ NullPointerException: null
-- Affected level --
Details:
Level name: MpServer
All players: 1 total; [GCCorePlayerSP['tonicbot'/533151, l='MpServer', x=16069.50, y=109.62, z=6620.50]]
Chunk stats: MultiplayerChunkCache: 15
Level seed: 0
Level generator: ID 02 - largeBiomes, ver 0. Features enabled: false
Level generator options:
Level spawn location: World: (-116,64,236), Chunk: (at 12,4,12 in -8,14; contains blocks -128,0,224 to -113,255,239), Region: (-1,0; contains chunks -32,0 to -1,31, blocks -512,0,0 to -1,255,511)
Level time: 6524562 game time, 1786177 day time
Level dimension: 0
Level storage version: 0x00000 - Unknown?
Level weather: Rain time: 0 (now: true), thunder time: 0 (now: false)
Level game mode: Game mode: creative (ID 1). Hardcore: false. Cheats: false
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Retry entities: 0 total; []
Stacktrace:
at net.minecraft.client.multiplayer.WorldClient.func_72914_a(WorldClient.java:459)
at net.minecraft.client.Minecraft.func_71396_d(Minecraft.java:2414)
at net.minecraft.client.Minecraft.run(Minecraft.java:776)
at java.lang.Thread.run(Unknown Source)
Also, if this is of any use to you, this is our current config file we are using for the client/server in the spoiler below.
# Configuration file
####################
# block
####################
block {
I:GraveStone=2780
I:Memorial=2781
I:TimeTrap=2782
I:WitherSpawner=2783
}
####################
# general
####################
general {
B:CanPlaceGravesEveryWhere=false
B:GenerateCatacombs=true
B:GenerateCemeteries=true
B:GenerateGravesInLava=true
B:GenerateMemorials=true
B:GeneratePetGraves=true
B:GeneratePlayerGraves=true
B:GenerateSingleGraves=true
B:GenerateSwordGraves=true
B:GenerateUndertaker=true
B:GenerateVillageMemorials=true
B:GenerateVillagerGraves=true
# This value must be between 0 an 40!
I:SavedItemsCount=40
B:SilkTouchForGraves=true
# This value must be bigger than 1800!
I:SpawnRate=1800
B:SpawnSkeletonCats=true
B:SpawnSkeletonDogs=true
B:SpawnZombieCats=true
B:SpawnZombieDogs=true
# Set "true" only if you didn't change any Highlands configurations.
B:UseHighlandsBiomes=false
}
####################
# item
####################
item {
I:Chisel=15300
}
Any help/patches you could give us in solving these problems would be great.
Thanks for your time and thanks for a great mod.
Yes, this is one of planned features.)
Description:
A lot of people like to play at hardest difficulty. It make game more interesting and joyful. But we haven't got it in minecraft, cause you can change game difficulty in any moment. Surely you can play at "Hardcore" but if you die you lose everything. So i decide to add new game mode, which I called "Nightmare" in "Doom traditions")) This game mode almost like hardcore. Game difficulty is "hardest" by default and you can't change it. Also you can't open your game to LAN in another game mode(to prevent this type of cheating). Bonus chest and any commands forbidden too. But if you die you will be respawned at "default" spawn point(no matter where you sleep - it will not change respawn point)
Mod page
It's a really cool Idea. It allow the use of mod like NEI or TMI? And there is no way to use it in LAN but remaining the prohibition of using cheats?
Sorry for my bad english.
1) I'm planning to switch to "only recipe mode" NEI and TMI, when you play on this mode. But it will be in next version.
2) You can use it in LAN but you can't change game mode and allow cheats.
Hm... I change it earlier, cause it conflict with some mod...
Yes I'll change it, but i need new recipe, which will not conflict with any other mods. Do you have any ideas?
May be. I can't say exactly not about it. Previously I thought to use it mostly as a decorative block, or, may be, as a spawner. And surely I was planned to crete it only when I start working on vampires.
As for planned features - here is full list of it:
Как ты смотришь на надгробную плиту на земле, возможно размерами 1:2, которая работает как люк и точно такая же плита, которая при правом щелчке призывает моба. Соответственно либо просто в мире, либо только на кладбище человек будет стоять перед выбором рисковать или нет)
Конечно он сможет подкопать...)
That said, I would like to request that there be a version where NightStone is removed.
It is simply a Game Breaker in that it spawns the entire Catacombs on top of the player all at once. There is no way to deal with this type of swarm. It creates an unbeatable scenario and that is extremely bad game design.
Not only is it bad that it happened, but its bad that it's completely hidden form the player. In short, it is you the designer tricking the player from behind the scenes for no logical reason.
I understand that it is supposed to be a trap, but for this to be an effective gameplay element you (the designer) have to provide a solution to the problem or Trap. Right now as it stands once the trap has been sprung the player if faced with certain death and may not even know that a trap was ever involved.
With out question there should be some sort of mechanic that lets the player know they just sprung a trap. This gives the player a chance to avoid the trap through problem solving and being observant.
My first opinion for a solution would be to color the NightStone or in some way mark it so that an observant player can spot it.
Maybe another solution to this whole mess it to make a Creatable Item that if in the players inventory or has it worn (crown for example) will "Disarm" the NightStone's Effects.
This gives the player a chance at "defeating the trap".
These types of elements will enhance the experience of the Catacombs.
Right now, it's just the designer simply killing the player for no reason, and that is not fun nor is it balanced and that feels more like bullying than challenging.
If this was my MOD, I would simply remove the NightStone from the Catacombs completely. That or Remove it form all but "hard" settings.
I love the idea of the catacombs, especially with a Wither boss fight at the end, and they should indeed be dangerous. However, throwing so many mobs at me that I'm playing a slideshow version of the game due to lag isn't a well-designed challenge, it's a fustercluck.
I understand that changing the spawn settings of the tombstones is an option, but what number will give both a more reasonable amount of mobs inside/around the catacombs while still actually spawning something from tombstones in other locations?
Here is what I have figured out about how the catacombs work (and my advice to the Modder to revisit the idea) it this.
There are "night Stone" blocks (I discovered in creative mode) that once stepped on do two things (as far as I can tell).
1) it sets the time to Midnight.
2) It causes a Mob (Skele, Zombie, Dog Skele, etc...) to sawn at every single grave... multiple times.
You've seen the number of graves outside and inside. This is on top of the Spawnners hidden throughout the Catacombs that are simply doing their thing.
Here is my issue with the MOD as is:
The Nighstone is a duplicate block of Nether Brick.
It is laid out at the entrence and exit of every room and several times down hallways.
There is no way to tell or learn where these are (I discovered it by middle-mousing in Creative) because if you mine the Nightstone you receive "NeterBrick" block.
This tells me two things.
One, the Modder believes that this is "Challenging" because it is impossible.
Two, we are not supposed to have discovered the NightStone Blocks with the special Script.
I see this kind of Game Design (Yes, MODers are Game Designers) in very young or inexperienced designers.
It's something a lot of designers grow out of through experience and studying game design.
I don't want to blame the MoODer for lack of game design fundamentals because most MODers do this as a hobby and as such never study Game Design as a professional.
That in mind I do really enjoy the GraveStones MOD and the Catacombs are a great addition. They are just very unbalanced right now, but that can be fixed.
The way around this until that time is to Mine EVERY Netherbrick block you see before stepping on it. Once you step on one, it's all over. You are going to die.
IF you got stuck down there (Camping MoD and used a tent) you can get stuck in a death loop and that is no fun.
IF that has happened to you, or you are just frustrated with the impossible hordes of MoBs... Switch the game to Peaceful, leave, and come back at a later time.
IF you are deep and have loot you REALLY want to keep, I suggest switching to Peaceful, and heading home to unload your loot.
I would normally consider switching to Peaceful cheating, but considering how unbalanced the catacombs are right now... I consider that the only viable solution. Which is why I hope the MODer decided to alter how Nightstones work.
Honestly NightKosh, this is a favorite of the MODs I use. You have done great work with this.
It only set time to Midnight. So grave will not spawn mobs immediatly, it must spent some amount of ticks per it. Surely it saves its ticks count during the day.
Hm... yes, you are right. I must add some tip or, maybe show chat message about it.
You can mine it with silk touch pickaxe. Also, if you want, i can give you my "blueprints" of catacombs rooms))
Oh... It is possible. I played from time to time. So iron armor is enought for it. Further more i play on hardest game difficulty with [href="http://www.minecraftforum.net/topic/1325911-162-atomicstrykers-infernal-mobs-diablo-style-modifiers/"]Infernal mobs[/href] mod, so it is not so hard as you said. Any way you can reduce graves spawn rate in configuration file.
Also i'd like to ask you about mod version wich you used when catacombs was generated, cause since 2.2.0 i reduce catacombs difficulty.
Gravestone minimum delay is 600, and default maximum value is 1800. Every time after mob spawning it pick randomly amoun of ticks betwen this values. For example minecraft mob spawner minimum spawn delay is 200, maximum delay is 800.
Also there is a chance that mob will not be spawned.
I understand that catacombs are unbalanced, but it is not so easy. It's generating randomly, rooms per level, rooms types, graves types, spawners, chests count and its content, and especially graves loot.... It requires a lot of testing and a huge amount of time.(
As i said previously there are a lot of loot inside it so if i remove "night stone" it will be too easy and cheating. But if you want, i can add config option, which will allow to block it. And don't forget that you can reduce graves spawn rate.
Also i'd like to ask you about one thing: do you know that gravestone works almost like a mob spawner? So if you put torch near gravestone it stop spawning mobs.
Thank you.
But in wich way this "gravestone plate" will be used? like a trap?
Also there is a small chance to spawn mob when you break gravestone.
Общение на русском не очень желательно, так как большинству здесь присутствующих будет не понятно обсуждаемое и, как следствие, немного дискомфортно. Так что если что - лучше пиши в личку)
I didn't understand that spawning and from the default effects it very much seemed as if all graves were getting spawned every time the stones were stepped on.
I will definitely take a look at the spawning rates for sure! thank you for clarifying that. If I find a nice tough balanced number that is still dangerous yet not certain death, ill share with you what I came up with.
I generally play on Easy so maybe you could change the loot/spawn to match modes?
If the stones are acting like spawners I would set the default much lower than they are now. Imagine walking into a room with over 15 spawners all generating skeletons at once.
As it is, skeletons are far overlooked in difficulty. 4-5 skeletons at once is a lot to take on because they are both ranged and the knockback effect of their arrows make it hard to get to them.
20 zombies, and 15 skeletons is too much... especially if they are regenerating more MOBs every few seconds. Before too long you are overwhelmed by an ocean of mobs. I've seen swarms of Mobs in the hundreds, which is why I started posting about it.
I would love to see a mark on the Nightstones personally.
If you would let me, I could make a texture for you to place on the stones. Something subtle so that it still feels like a trap.
Also I would love it if the see an option in the .cfg to toggle the effect of the Nightstones. Maybe even add a random chance rate for the effect to take place.
IE: Every time a Nightstone is triggered it has a 1-100 chance of switching to Midnight. On a successful triggering provide a cool magic sounds and a message ("Curse of the witching hour is upon you") or some such nonsense.
I could even provide you with a Lit and Non Lit version of some cool artwork if you think that is a cool idea. That way when the stone is tripped it would glow with an "On" state and have a Light Emission rating.
I would also make it so there is only 1 - 2 blocks that are Nightstones instead of the entire strip. Trust me, people will still step on them a lot even if there is only 1 per strip and with the challenge it provided (all the spawners) when it turns midnight, it would still provide a massive challenge.
Thank you again.
I come across a Sword Grave, the one with a sword stuck in the ground. I walk near, I can't remember if I clicked on it...
SUDDENLY MY SCREEN IS FILLED WITH MILLIONS OF SWORDS FLYING TOWARDS ME!!!
Then Crash...
WTF???
Herobrine.
But seriously, the sword grave glitch has been around a while. Didn't realize it could crash a game though. Can you log back in ok? Also, if you have your crash report, you could post that (in spoilers, please). Might help in fixing the problem!
Go into game, get out the Sword Grave item, place it on ground, walk up to it. Right click. Don't move...
Caught this Screenshot nanoseconds before it crashed...
And yes... That is a Fountain of Diamond Swords...