Well Neko, I've pulled it off! I've killed The Overlord Perfected, in survival, from scratch, and got the challenge achievement along with it.
That said and done I'd like to say I've really enjoyed what TragicMC3's had to offer so far. The Overlord is one of the most fun boss fights i've experienced in a Minecraft mod so far and many of the other bosses in the mod present challenges like I haven't seen many other mods do.
I'm really looking forward to what you have planned!
New release on CurseForge with a few more 1.10->1.12 bugs fixed, including an issue where armor was applying multiplicatively, resulting in it basically applying twice on damage reduction and another issue where shield disengage wasn't applying at all due to an internal Vanilla change to how the shield block interaction is applied.
TragicMC 3 - v0.51.4825-3.219
Changes/Additions:
Added a new config setting for Simple Mode in Achromy, this disables combat interactions affecting Achromy and removes the ability for you to go negative, Achromy basically just functions for use of your Abilities and that's it
Made it so that resourcelocation is no longer required for Wiki keys, meaning you can do "/tragicmc echo" and it'll properly show the entry without requiring it to be "/tragicmc tragicmc:echo"
Added another notification to Echo, letting players know that they stunned it the first time
Adjusted immune render for Echo to not animate so that its easier for players to know that it is immune to stun still, also increased sound distance of it's stagger sounds
Added a sub-command to Achromy for quickly setting an item's Achromy value
Adjusted Bleed application to add on to the effect timer rather than resetting it, resulting in it not actually applying Bleed damage
The Overlord Core's Seed phase now requires use of the Charged Seeker Core to complete
Fixes:
Fixed being able to use Abilities when you don't have enough Achromy (causing you to go negative normally)
Fixed the mod's Armor being more effective than intended at reducing damage, there was likely multiple reasons for this related to how Forge treats special armor but it should be fixed now
Fixed various damage sources being affected by Vanilla Enchantments
Fixed an issue where certain extra attack interactions by mobs and Bosses were being ignored due to happening too rapidly after a normal hit
Fixed an issue where instances of shield disengage by mobs and Bosses weren't occurring as they were supposed to
Fixed an issue where related keys would not be returned properly for some Wiki entries
Fixed Echo breaking blocks it wasn't supposed to break
Fixed Excuberance displaying an incorrect Armor value in the HUD
Extra notes:
Armor display in the HUD is somewhat inaccurate now for my Armor sets compared to Vanilla's displayed values but I was unable to return it to previous display due to how Forge handles the Armor and the armor display now
For the armor display in the HUD, maybe you could add specific values in the description of the item (whether shown through f3 + H or not)? DivineRPG does something similar due to it using a different armor system than vanilla wherein it outright reduces damage by a percentage and states such in a description. You could perhaps state an armor piece/set has a specific value for protection and explain how these values work in the ingame wiki?
Miscellaneous questions: Some lore-related questions from a friend over Discord.
Who specifically made the robotic entities within the Synapse (with the inclusion of the Overlord itself)?
Considering that corruption is at least implied to be capable of manipulating space and time when in big enough quantities (The corruption was able to merge several dimensions together in order to form the Collision; after which, the Colision is rendered as "temporally unstable" due to time fisssures spawning. These time fissures can be instigated by using an item crafted with the chrono flux from them and solidified coruption, furthermore implying that corruption has an influence on time).
Adding onto this, killing the Overlord is stated to "save space and time", which implies that the Overlord derives its power from the corruption itself, similarly to a consumed.
The Overlord seems to be related to the corruption in some fashion, since his description the TMC2 wiki implies that it is a source of it and his last stand kills the player with corruption damage.
Do the gods (stated to interact with the player via what happens when they take pity on you for suffering from corruption, in exchange for knowledge) have any specific goals? Do there exist gods that want corruption to spread and gods that want to purify the world of corruption? Seeing that the corruption can infect entire dimensions and time itself, I can see why literal gods would want to maybe take a stand for or against it.
Why is claymation lawful good? Claymation prime's achievement implies it might just be related to wanting to remain immortal (Which could serve as an explanation as to why it doesn't attack the player on sight like other instanced bosses).
Why are the roaming bosses grouped under the neutral good category? I'm assuming this might be a placeholder, but it's be interesting to hear why they would be nonetheless
What would separate any of the arguably foreign mobs like Mortyr from "alien" mobs such as Pyslok(sis), Endermen, Feists and the like. They all have access to supernatural abilities and/or are not from the Overworld, but it just seems that some of them don't drop foreign particles despite not being "alien mobs" in spite of similar qualities.
More or less, what indicates that a mob is an alien mob?
Suggestion: a new "event" that can be accessed by time fissures
Overview: I don't know about you, but I always liked the neko barracks back in 1.8.9. Despite it being a part of the dreaded neko dimension where everything had an arguably ironic neko theme plastered over it, I liked the idea of there being a "boss battle" which is effectively a miniboss and a ton of tougher enemies you must defeat by breaking the spawners around them. Likewise, I think reviving this experience would be a cool idea - which includes the re-implementation of the neko mobs' mechanics.
Phase 1: Accessing the event
The Collision will have a new mob in it that takes its functionality after the Tragic Neko mob back in TragicMC 2. Could just use the same model and texture assets. There would be two variants of these - one that naturally spawns in the Collision and one that spawns during the event. Both would fight similarly - by firing homing missiles, lobbing grenades and performing a melee attack up close - but bear a few differences in mind.
Killing this entity will drop experience points, a few materials like diamonds, metal chunks,perhaps food item and (most importantly) a broken transceiver, which will be explained once it comes time to discussing the event itself.
Additionally, killing this entity for the first time will grant the player the advancement "The One They Left Behind".
The first one is a rare, naturally-spawning Collision mob that is used to access the event in the first place named "Abandoned Soldier", "Abandoned Neko" or "The Tragic". These are units of unknown origin that have either been driven insane by what they have witnessed in the Collision, being left behind in such hellish wastes after/while fulfilling their duty or just deciding to defect against orders from whomever was handing them out - or whoever was... controlling them, maybe?
The second one is simply named "Demolition unit" and will not have a tattered appearance. They're still with their whole squad, no correlation to dropping out of a floating bus. Still hostile for some reason, almost as if they're brainwashed. Drops experience and nekite on death.
After the player obtains a broken transceiver from the rarely-spawning Tragic/Abandoned Soldier/Abandoned Neko, they will be able to repair it using solidified corruption (or corrupted essence, if you want to it to be accessible pre-aegis) and Chrono Flux. This will grant the transceiver with the capability of communicating across space and time; you might want to use it on a time fissure. Besides, what's the worst that could happen?
Upon crafting the receiver, the player will obtain the advancement New Cellphone I'm not the best at advancement names.
So, the player uses the fixed transceiver on a time fissure and, after a period of time, the fissure itself is somehow hijacked - turning it into an "unstable" anomaly.
In this case, the player summons in an unstable anomaly that will create nekos. This will spawn in a few waves of nekos one after the other that introduce more and more of them before finally spawning in a boss at the end.
Unstable anomalies are entities that will summon mobs overtime, perhaps up to a limit. The player will not be able to interact with them as they are doing this - they will automatically dissipate once they are down summoning these entities.
Phase 2: The event mobs
Currently, this will go over the enemies the event will spawn. I am not sure what waves/how far into the event these entities should spawn. The entities in specific are more or less similar to the neko enemies from TragicMC2 1.8,9, with a few changes:
These entities are glass cannons, but will be able to deploy a shield that allows them to absorb any blockable hits a quantity of time until it breaks. Unblockable damage, however, will ignore this outright. This includes cleaving damage from melee weaponry and guns.
Demolition unit: Described above. They're effectively just tragic nekos, launching homing mobs named neko rockets at you in order to fight while occasionally lobbing a grenade to incapacitate you.
Assault unit: The assault nekos from TragicMC2. They will utilize an energy sword to inflict damage onto you that ignores armor (which can, however, be reduced by armor that lowers unblockable damage).
Jet unit: Jet nekos from TragicMC2. They will target onto the player similarly to a segret and will fire non-homing missiles (or homing missiles if you want) similarly to the demolition units.
Pilot unit: Mecha nekos from TragicMC2. They will spawn on top of a mech that is capable of soaking up a ton of blockable damage. When pilot unit is on top of a mech, they will gain a high amount of defense and become hard to kill.
In addition to this, they will utilize the mech to fire piercing projectiles and melee the player. The mech itself simply has a lot of health, allowing it to get harmed by a wide range of weaponry. Melee hits from the mech will disable shields.
When the pilot unit is killed on the mech, the mech it was riding on will begin a self-destruct sequence wherein it will release a powerful explosion after a period of time. This will harm mobs around it in addition to the player.
If the mech is destroyed before the pilot is killed, the pilot unit will rush at the player with a melee weapon in a last-ditch effort to defeat the player. These are easy to dispatch.
The unstable anomaly will spawn the nekos in small groups (with less powerful nekos being more common than others) before proceeding to spawn them in larger and larger numbers until it has been done a number of times. After which, a singular boss will spawn - enter the Warlord.
Phase 3: The event boss.
The leader clearly won't fight using himself. I mean, if whatever these things are can take the time to produce large amounts of mechs, what is stopping them from inventing something terrifying? Well, when enough units don't return, the things on the other side won't hesitate to send a particularly strong one.
The Warlord is a neko clad in a suit of powered armor with a forcefield shielding them even further. They will utilize an energy sword, explosive mortars on their back and a plasma cannon that allows them to inflict heavy damage at both point blank and afar. If you thought that whoever perpetrated the event decided to leave them to fight alone, then I should mention that they're also using a little bit of chrono flux and corruption to their advantage, too.
When the warlord is charging their plasma cannon, they will unleash 4 unstable rifts around them that move erratically through the air. These must be attacked in order to push them closer to the Warlord (similarly to the Overlord's seed phase). Upon all of these rifts being pushed into the warlord, their forcefield will be overcharged, allowing the player to effectively harm the warlord.
If the rifts are not destroyed, they turn into 1-2 units each and the warlord will launch a blue projectile that will create a powerful explosion upon contact with terrain or an entity. It will not be as powerful as Kagar's missile, perhaps about as powerful as Aegis' slam.
Upon the warlord spawning, the unstable anomaly will finally close. The event itself, however, is not technically complete - as the warlord must be killed to obtain a related advancement alongside something (Haven't decided yet).
The warlord will attack by utilizing their energy sword to attempt to slash the player a close range, constantly firing explosive mortars that are launched similarly to Aegis' dark projectiles and, once in a while, will go prone in order to charge up a plasma cannon shot.
Once in a while, the warlord will hop toward's the player's location similarly to a baboom. If the player is within the explosion radius, they will be inflicted with a brief stun and dealt damage.
After the warlord gets to half health, they will reroute the powered armor to inflict as much damage as possible. This will cause the warlord to be capable of taking damage without having to short circuit it.
The warlord will try to rush the player with their melee weapon and perform the aforementioned baboom hop more often.
Once in a while, a singular unstable rift will spawn from the warlord and create a random unit.
After a period of time, the warlord will stand still and rapid-fire plasma bolts with their cannon that have less powerful explosions than before in addition to rapidly launching mortars at the same time. This will create a wall of projectiles that the player will have avoid
Defeating the warlord will unlock an advancement named The Only Thing They Fear Is You, or, if you want to be really cheesy, Nekoparaforated. No lore implications here.
And... that's about it for what I have as ideas at the moment. I am not sure about ideas for loot. Maybe a material that can be used to craft high-tech armor and gear?
For the armor display in the HUD, maybe you could add specific values in the description of the item (whether shown through f3 + H or not)? DivineRPG does something similar due to it using a different armor system than vanilla wherein it outright reduces damage by a percentage and states such in a description. You could perhaps state an armor piece/set has a specific value for protection and explain how these values work in the ingame wiki?
I don't think the armor display amount is that huge of a deal, but I'll probably try and figure out some way to get it to display properly, at least to the end user. Maybe I will just display raw reduction amount.
Miscellaneous questions: Some lore-related questions from a friend over Discord.
Who specifically made the robotic entities within the Synapse (with the inclusion of the Overlord itself)?
Adding onto this, killing the Overlord is stated to "save space and time", which implies that the Overlord derives its power from the corruption itself, similarly to a consumed.
Considering that corruption is at least implied to be capable of manipulating space and time when in big enough quantities (The corruption was able to merge several dimensions together in order to form the Collision; after which, the Colision is rendered as "temporally unstable" due to time fisssures spawning. These time fissures can be instigated by using an item crafted with the chrono flux from them and solidified coruption, furthermore implying that corruption has an influence on time).
The Overlord seems to be related to the corruption in some fashion, since his description the TMC2 wiki implies that it is a source of it and his last stand kills the player with corruption damage.
Do the gods (stated to interact with the player via what happens when they take pity on you for suffering from corruption, in exchange for knowledge) have any specific goals? Do there exist gods that want corruption to spread and gods that want to purify the world of corruption? Seeing that the corruption can infect entire dimensions and time itself, I can see why literal gods would want to maybe take a stand for or against it.
Why is claymation lawful good? Claymation prime's achievement implies it might just be related to wanting to remain immortal (Which could serve as an explanation as to why it doesn't attack the player on sight like other instanced bosses).
Why are the roaming bosses grouped under the neutral good category? I'm assuming this might be a placeholder, but it's be interesting to hear why they would be nonetheless
What would separate any of the arguably foreign mobs like Mortyr from "alien" mobs such as Pyslok(sis), Endermen, Feists and the like. They all have access to supernatural abilities and/or are not from the Overworld, but it just seems that some of them don't drop foreign particles despite not being "alien mobs" in spite of similar qualities.
More or less, what indicates that a mob is an alien mob?
Being a source of corruption doesn't mean you're the only source or even the original source. Sometimes things become sources themselves when they are too powerful to die to the corruption.
Gods generally don't really need a reason to do things, sometimes they just like to entertain themselves by seeing what happens when they interfere in certain ways.
The original internal lore for the Claymation was that it was a powerful ruler and gave into a kind of power that made it effectively immortal, it forgot why it searched for that power, who it was in the past, and what it lost, as a result.
Neutral Good was used as there are only 9 Complex Influences for the Time Fissure to interact with currently, with 8 being used for the Instanced Bosses. It'd have been cool to give them the Influence that matched them as well but that would've probably required another item to do that and Scrolls were added to summon specific Roaming Bosses anyway.
Creature attributes were created early on to help categorize mobs but there have been loads of mobs added since then so not all of them have proper attributes. The Alien attribute, specifically, was aimed to describe mobs that didn't seem Overworld-native or I guess Earth-ly. Most of the Collision mobs would fit that attribute, since they are obviously not from the Overworld but some fit another attribute better, and each mob can only have one attribute at a time.
Suggestion: a new "event" that can be accessed by time fissures
I have multiple planned "events" but not specifically for Time Fissures. I like the initiation for this one though. Keep in mind, I have a lot of planned Bosses, Mobs, Dimensions, Dungeons, Weapons and "Events" like the one you made, I just have to have time to make them and make sure they work as I want.
Bug spotted with Crystalline Armor: Evolving the Animate Chestplate into the Crystalline Chestplate and maxing out its achromy value gives it two Unbreaking V enchants, whereas the Crystalline Leggings get nothing
My friend and I were playing on Multiplayer and attempting to teleport him to the Collision via using the porter right next to him teleports me to it but he is only sent to the world's spawn point.
EDIT: Also, please fix the bug where respawning in the collision causes you to fall into the void as you spawn at Y=1 (which, also, deletes any blocks in radius of the player; preventing them from being saved unless they have a porter)
My friend and I were playing on Multiplayer and attempting to teleport him to the Collision via using the porter right next to him teleports me to it but he is only sent to the world's spawn point.
EDIT: Also, please fix the bug where respawning in the collision causes you to fall into the void as you spawn at Y=1 (which, also, deletes any blocks in radius of the player; preventing them from being saved unless they have a porter)
If you're using an old save for the Collision (which was likely made on an older, bugged version), that's likely due to that location being set for your spawn point. You should be able to just do /spawnpoint in the Collision to fix it. I'll look into the teleporting for other Players issue.
Didn't think setting spawnpoint would work. Will do that once I get back on.
Also, found a crash with Scyllas in multiplayer. Aside from constantly closing the server, this also happens when I restarted the server (with Aternos, as that was what I used to run it with my friend) after it closed it a bunch of times.
Also, there's a bunch of issues in multiplayer that cause the server to close, like shooting boss mobs with guns (Spritzer from what I know) or getting hit by mobs (such as Kagar while blocking with World's End or just getting melee'd by Fuseas outright).
Important note:
Dimension data may be reset due to naming change. This should only affect the Collision, Aegis and Synapse.
Changes/Additions:
Added a config setting to override Dimension IDs, these are set to 0 by default, resulting in the automatic ID registration being done, otherwise you can set a value which it will attempt to use
Renamed Dimensions to use lowercase names to fit Vanilla's naming convention for them, this may cause a dimension to reset when coming from a previous version so keep that in mind
Improved optimization of Guns firing hitscans (this had to be completely rewritten when originally ported to 1.12 so this is just bringing the optimization back from the 1.10 version)
Improved framerates in the Synapse when Fancy graphics are disabled, this is only affected by the Vanilla option (should be around a 30% framerate boost)
Added a config setting to override the enchant glow on my weapons and armor, this is only a visual toggle and doesn't actually disenchant the gear
Adjusted mob transformation into Mini-Bosses to be a bit more common and added a sound for when it occurs
Adjusted display of armor on the HUD, this is a bit more representative of the armor compared to Vanilla
Did some internal restructuring to the mod for various reasons (optimization, efficiency, etc.), this is noted purely in case there were any weird bugs/glitches brought about by these changes
Added a config setting to render the Player's Influence as text under the respective icon in the HUD, enabled by default
Added localizations to the Config GUI so that each option is explained more properly
Added caps to certain HUD options to prevent some bugs that could occur from certain values
Reduced amount of hitscans that Thundercrash did per shot, again, just noted in case of any bugs
Fixes:
Fixed an issue where Aegis would do two notifications when recreated from NBT data
Fixed Spatial Anomalies possibly having an invalid Dimension target set when they load from NBT (due to IDs changing, for instance), they now revert to target the Overworld when this occurs and must be reset via particular items while in Creative Mode (Aeria for Aegis, Corruption Matrix for Synapse)
Fixed the piercing damage death message not working properly
Fixed Anthro Helmet not being craftable due to it sharing a similar recipe with a recipe for Bone Meal from Chitin (Bone Meal now requires 6 Chitin)
Fixed Crystalline Leggings not getting their Unbreaking Enchant as they were supposed to
Hopefully fixed a rare, sporadic crash that could occur when killing a mob with a weapon using extended reach when slightly outside of Vanilla hit range
Fixed a few issues in the HUD where transparency wasn't respected fully
Fixed an issue where Perk Orientation in the HUD wasn't being set properly
Fixed a missing pixel on a few of the Perk icons
Fixed an issue where Enchantments could be applied to weapons that aren't a part of the mod
Hopefully fixed an issue where Enchanted Books would have Enchantments from the mod
Fixed an issue where other Players wouldn't be teleported properly when near someone using a Porter
Fixed an issue where Potion Effects on Bosses would crash the server
Fixed an issue where Summon blocks wouldn't show in the Creative Tab, wouldn't properly save their metadata and wouldn't render their coloration correctly
Not sure if you've gotten these bugs already. Apparently this version has a few interesting bugs:
* Aegis will create a ton of ghost items for its regulator after its shields get disabled. This will cause your framerate to slow down to a crawl unless you leave, switch to peaceful, and rejoin.
* Skeletine's clones are "dead" and spin in place, getting exponentially faster at spinning and creating blinding gas. The particles from the blinding gas lag the hell out of the game too (Link here)
* The influence an armor piece requires to evolve doesn't seem to show on the anvil once upgrading an item to max achromy level for its tier.
Not sure if you've gotten these bugs already. Apparently this version has a few interesting bugs:
* Aegis will create a ton of ghost items for its regulator after its shields get disabled. This will cause your framerate to slow down to a crawl unless you leave, switch to peaceful, and rejoin.
* Skeletine's clones are "dead" and spin in place, getting exponentially faster at spinning and creating blinding gas. The particles from the blinding gas lag the hell out of the game too (Link here)
* The influence an armor piece requires to evolve doesn't seem to show on the anvil once upgrading an item to max achromy level for its tier.
I can't recreate any of these bugs.
Armor doesn't require a specific Influence to evolve.
Did another playthrough. A few changes could be made to balancing:
Duchess fruits should be nerfed. They allow you to tank practically anything as long as you have enough of them (which should be easy to manage, as you can shear any fruit leaf block and move them to your base in order to farm them) and they allow you to facetank the Perfected Overlord due to the boss not having any influence over absorption hearts. Poor guy, he can warp time and space but he can't get past a few plants.
On a related topic, I think the leaf consumables in general could be changed to brewing materials that you can use to make potions with the related effects. They can be farmed en masse and eaten raw, but they won't have much of an effect. Potions could maintain the original effect, but they take up more inventory space and require stuff like blaze powder among other materials to be made.
Looting should be a side-enchantment alongside higher level achromy weapons. A little nitpick I always had, I don't like swapping out to a custom Tinker's Construct/enchanted sword to get looting drops.
Hearthstone needs to be buffed. Achromaporter does the same thing as it but better due to it being soulbound and non-consumable. Could be refactored to an earlygame item much like the obsidian orbs in TragicMC2
On a similar topic, they should be immune to stuff like gorgoth's gaze. No point in not being immune to that, to be honest.
A few bugs/crashes that I found:
Crash I found. I was relogging due to the regulator ghost item bug happening to me while I trying to kill Aegis Prime in creative by tanking its dark mortars with the analagous exchange buff applied to me (it was provoked using the Platohedron weapon). Upon the world loading, the game crashed:
---- Minecraft Crash Report -------- Minecraft Crash Report ----
WARNING: coremods are present: llibrary (llibrary-core-1.0.11-1.12.2.jar) ShetiPhian-ASM (ShetiPhian-ASM-1.12.0.jar) EnderCorePlugin (EnderCore-1.12.2-0.5.76-core.jar) OpenModsCorePlugin (OpenModsLib-1.12.2-0.12.2.jar) Quark Plugin (Quark-r1.6-179.jar) CorePlugin (ForgeEndertech-1.12.2-4.5.4.0-build.0534.jar) ApotheosisCore (Apotheosis-1.12.2-1.12.5.jar)Contact their authors BEFORE contacting forge
// Oh - I know what I did wrong!
Time: 8/6/20 1:01 PMDescription: Ticking entity
java.lang.NullPointerException: Ticking entity at tragicneko.tragicmc.entity.projectile.EntityAegisMortor.func_70227_a(EntityAegisMortor.java:43) at net.minecraft.entity.projectile.EntityFireball.func_70071_h_(EntityFireball.java:98) at tragicneko.tragicmc.entity.projectile.EntityLinearProjectile.func_70071_h_(EntityLinearProjectile.java:52) at tragicneko.tragicmc.entity.projectile.EntityDroppingProjectile.func_70071_h_(EntityDroppingProjectile.java:17) at net.minecraft.world.World.func_72866_a(World.java:1996) at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:832) at net.minecraft.world.World.func_72870_g(World.java:1958) at net.minecraft.world.World.func_72939_s(World.java:1762) at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:613) at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:767) at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:668) at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:185) at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:526) at java.lang.Thread.run(Thread.java:745)
Gorgoths can lose aggro of the player by, for instance, targeting a wormbait and the debuff can remain on the player until they either die or a Gorgoth re-aggros the player. This can get a bit annoying at times when you're trying to travel past a barren biome using something like the slime sling from Tinker's Construct.
On a related note - whacked on a few times with Platohedron in creative and it crashed definitive proof of Gorgoth's gaze being too powerful.
---- Minecraft Crash Report -------- Minecraft Crash Report ----
WARNING: coremods are present: llibrary (llibrary-core-1.0.11-1.12.2.jar) ShetiPhian-ASM (ShetiPhian-ASM-1.12.0.jar) EnderCorePlugin (EnderCore-1.12.2-0.5.76-core.jar) OpenModsCorePlugin (OpenModsLib-1.12.2-0.12.2.jar) Quark Plugin (Quark-r1.6-179.jar) CorePlugin (ForgeEndertech-1.12.2-4.5.4.0-build.0534.jar) ApotheosisCore (Apotheosis-1.12.2-1.12.5.jar)Contact their authors BEFORE contacting forge
// This doesn't make any sense!
Time: 8/6/20 1:33 PMDescription: Ticking entity
java.lang.NullPointerException: Ticking entity at net.minecraft.entity.ai.EntityLookHelper.func_75651_a(SourceFile:19) at tragicneko.tragicmc.entity.mob.EntityGorgoth$EntityAIGorgothSight.func_75246_d(EntityGorgoth.java:177) at net.minecraft.entity.ai.EntityAITasks.func_75774_a(SourceFile:129) at net.minecraft.entity.EntityLiving.func_70626_be(EntityLiving.java:763) at net.minecraft.entity.EntityLivingBase.func_70636_d(EntityLivingBase.java:2359) at net.minecraft.entity.EntityLiving.func_70636_d(EntityLiving.java:577) at net.minecraft.entity.monster.EntityMob.func_70636_d(EntityMob.java:45) at tragicneko.tragicmc.entity.mob.TragicMob.func_70636_d(TragicMob.java:179) at tragicneko.tragicmc.entity.mob.EntityGorgoth.func_70636_d(EntityGorgoth.java:80) at net.minecraft.entity.EntityLivingBase.func_70071_h_(EntityLivingBase.java:2179) at net.minecraft.entity.EntityLiving.func_70071_h_(EntityLiving.java:295) at net.minecraft.entity.monster.EntityMob.func_70071_h_(EntityMob.java:50) at net.minecraft.world.World.func_72866_a(World.java:1996) at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:832) at net.minecraft.world.World.func_72870_g(World.java:1958) at net.minecraft.world.World.func_72939_s(World.java:1762) at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:613) at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:767) at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:668) at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:185) at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:526) at java.lang.Thread.run(Thread.java:745)
Frostburn's AoE and Empariah Prime's fire aura can also catch item entities on fire. It's an inconvenience when you're fighting enemies with the Frostburn and Empariah Prime igniting items in its aura is a bit unecessary. I mean, think of all of the people that want to make bacon farms with Empariah Prime's fire aura. Imagine the possibilities.
Once the mod becomes more stable, I think an update directed towards better documentation or something of the like would be a good plan. I'd be able to help with wiki stuff but there's no deobfuscated code to look into due to the mod lacking a Github. Several people on the Advent of Ascension Discord had an easier time documenting features given a Github to interpret specific details with. Likewise, I can probably drop the TMC2 documentation I had in plan and thus deftly avoid the 90000 datawatchers that the tragic neko mob uses and do TMC3's documentation on the wiki.
Some of the fruits will have their effects adjusted. Gorgoth's Gaze has been adjusted already, reducing final effect damage, and removing the debuff if Gorgoth changes targets for whatever reason.
Mob throttling (and you being able to set light sources around where you're fighting a boss to prevent spawns) should help negate issues with Bosses ending up in the void.
The reported crashes should be fixed now. The flame aura from Empariah Prime and Frostburn's AoE affecting items is indeed a bug and has been fixed.
I currently have no plans to make the code for TragicMC 3 publicly available.
New release, mostly tested but I didn't want to delay it further to do complete testing. I have too many things going on.
TragicMC 3 - v1.56.5208
Important note:
Merged version numbers from the 1.10 & 1.12 versions as the 1.12 version is the new main one and no longer requires a sub-branch.
Changes/Additions:
Reduced extra Absorption hearts given from eating Ambrosian Fruit to 10 from 12
Adjusted range check for the mod's melee weapons to do less false negatives on hits near the edge of their range
Impending Doom's damage is no longer affected by Enchantments or Armor and now also removes Absorption hearts on damage activation
Adjusted the mod's custom damage sources to always have proper death strings attached to them, even if its normally impossible for them to be seen
Made it so that the mod's guns can properly hitscan a fireball projectile now, the projectile must be attackable in the first place for this to happen
Adjusted debug mode internally to avoid situations where debugging/logging was enabled on a release inadvertently
Made some changes to weather in the Collision, timestorms (thunderstorms) can now be separately disabled in the config and rain no longer occurs
Block breaking in Creative mode now works the same for the mod's weapons as they do for Vanilla swords, meaning you no longer break blocks instantly when using them
Traits that affected attack speed are now a bit more impactful with larger values
Increased difficulty of Yelnor's encounter by increasing scaling of its speed boost when at low health, increasing healing from successful damage, increasing projectile firing speed at lower health and lowering time it remains stationary when doing so and by making it remember its lowest health amount and maintain the speed boost until it gets unloaded/reloaded
Slowed Echo's move speed while immune to stun/stagger so that it could be outrun more easily during that time
Removed the Locked On, Hunted and Burning potion effects, these were utility effects but are unused now
Adjusted Empariah Prime's flame aura and Frostburn's AoE to no longer burn item entities in their radius
Reduced effectiveness of the Duchess and Dewdrop fruits
Adjusted Gorgon's Gaze to do a smaller, fixed amount of damage
Adjusted Gorgoth to remove Gorgon's Gaze when it changes attack targets mid-fight
Made it so that on initial defeat of the Overlord in the Synapse, it spawns a Spatial Anomaly above the initial spawn platform , in case the player forgets to bring a Porter or other teleport device to leave the Synapse
Made some minor adjustments to charge up sounds playing for teleporting items (Porter, Hearthstone, etc.) so that they can be heard more fully before teleport
Adjusted Fruit leaves to have a 25% chance to "break" on harvest, 16% chance if the leaf block wasn't moved from it's natural generation location
Added config options to enable/disable Fruit leaves breaking on harvest and to enable/disable Impending Doom removing Absorption hearts on activation
Fixes:
Removed logger debug text for checking melee range from the mod's gear
Fixed an issue where the HUD couldn't properly identify a mouse button keybinding and would crash the Client as a result
Fixed an issue where Armor wouldn't update properly to the Client on a Server
Fixed an issue where Mortyr's Nova would alter motion vector on projectiles it uses, resulting in them going in a single direction while the Nova was active
Fixed the Agile and Extended Traits being set improperly, causing them to inversely affect attack speed from how they were intended to work
Fixed the displayed Trait modifier to Attack Speed being inverted (this is just a visual fix to the ItemStack description and otherwise doesn't affect stats)
Fixed an issue where Optifine would cause the removal of Nova Blast entities after a second of them existing for seemingly no reason
Fixed localization for some of Echo's notifications
Fixed an issue where Biomes o Plenty would crash the client due to an invalid render on a Potion Effect in the HUD
Fixed an issue where Friendly Nano Swarm would randomly cause a crash due to an unused AI task
Fixed an issue where rain would render in the Collision, even when it wasn't actually raining due to a visual bug with Vanilla's handling of weather, this fix simply disables rain in the Collision as it does nothing to affect gameplay there anyway
Hopefully fixed a crash that could occur when Gorgoths had their attack target removed or changed before they could apply Gorgon's Gaze
Hopefully fixed a crash that could occur when an Aegis Mortor was deflected via Analagous Exchange when it had no Aegis associated with it (like on a world reload mid-fight)
I was playing on my custom mod pack on single player; after adding tragicMC3(tried newest version and second newest version),my game suffers extreme have traffic on server tick event,effectively make it unplayable(strangely,it seems to not affect client thread at all);
Screen shot from LagGoggles:(check that lower right corner!)(this analysis is from my main save;I've tried creating new worlds,it doesn't lag as bad,but I still get over 400us/t in a brand new world,which is quite heavy as well)
I was playing on my custom mod pack on single player; after adding tragicMC3(tried newest version and second newest version),my game suffers extreme have traffic on server tick event,effectively make it unplayable(strangely,it seems to not affect client thread at all);
Screen shot from LagGoggles:(check that lower right corner!)(this analysis is from my main save;I've tried creating new worlds,it doesn't lag as bad,but I still get over 400us/t in a brand new world,which is quite heavy as well)
Interesting, I'm assuming this is played single player? Literally all the server tick update event does is update the Player's capabilities that the mod uses, which shouldn't be that heavy after the very first update.
After some lengthy tests,I finally found the source of problem:Flan's Mod.
With its removal,I do not encounter any more startup lags;
Althrough I'm rather confused;How does flans mod interfares with TragicMC's update event?Could you please take a look at it(if you got the time)? Since Flan's mod is open source,I suppose it should not be too hard to debug it.
BTW:my version of flans mod is newest(5.6.0-beta.8 for mc 1.12.2)
EDIT:
Nope,Still got problems.It doesnt freeze at start anymore,but keeps stuttering for serval minutes,then the game completely freezes.
I've checked my log file and notices a s**t load of init events fired by many other mods,so it might have something to do with that.
Congrats
New release on CurseForge with a few more 1.10->1.12 bugs fixed, including an issue where armor was applying multiplicatively, resulting in it basically applying twice on damage reduction and another issue where shield disengage wasn't applying at all due to an internal Vanilla change to how the shield block interaction is applied.
TragicMC 3 - v0.51.4825-3.219
Changes/Additions:
Added a new config setting for Simple Mode in Achromy, this disables combat interactions affecting Achromy and removes the ability for you to go negative, Achromy basically just functions for use of your Abilities and that's it
Made it so that resourcelocation is no longer required for Wiki keys, meaning you can do "/tragicmc echo" and it'll properly show the entry without requiring it to be "/tragicmc tragicmc:echo"
Added another notification to Echo, letting players know that they stunned it the first time
Adjusted immune render for Echo to not animate so that its easier for players to know that it is immune to stun still, also increased sound distance of it's stagger sounds
Added a sub-command to Achromy for quickly setting an item's Achromy value
Adjusted Bleed application to add on to the effect timer rather than resetting it, resulting in it not actually applying Bleed damage
The Overlord Core's Seed phase now requires use of the Charged Seeker Core to complete
Fixes:
Fixed being able to use Abilities when you don't have enough Achromy (causing you to go negative normally)
Fixed the mod's Armor being more effective than intended at reducing damage, there was likely multiple reasons for this related to how Forge treats special armor but it should be fixed now
Fixed various damage sources being affected by Vanilla Enchantments
Fixed an issue where certain extra attack interactions by mobs and Bosses were being ignored due to happening too rapidly after a normal hit
Fixed an issue where instances of shield disengage by mobs and Bosses weren't occurring as they were supposed to
Fixed an issue where related keys would not be returned properly for some Wiki entries
Fixed Echo breaking blocks it wasn't supposed to break
Fixed Excuberance displaying an incorrect Armor value in the HUD
Extra notes:
Armor display in the HUD is somewhat inaccurate now for my Armor sets compared to Vanilla's displayed values but I was unable to return it to previous display due to how Forge handles the Armor and the armor display now
Time for another post.
For the armor display in the HUD, maybe you could add specific values in the description of the item (whether shown through f3 + H or not)? DivineRPG does something similar due to it using a different armor system than vanilla wherein it outright reduces damage by a percentage and states such in a description. You could perhaps state an armor piece/set has a specific value for protection and explain how these values work in the ingame wiki?
Miscellaneous questions: Some lore-related questions from a friend over Discord.
Suggestion: a new "event" that can be accessed by time fissures
Overview: I don't know about you, but I always liked the neko barracks back in 1.8.9. Despite it being a part of the dreaded neko dimension where everything had an arguably ironic neko theme plastered over it, I liked the idea of there being a "boss battle" which is effectively a miniboss and a ton of tougher enemies you must defeat by breaking the spawners around them. Likewise, I think reviving this experience would be a cool idea - which includes the re-implementation of the neko mobs' mechanics.
I'm not the best at advancement names.Phase 2: The event mobs
The leader clearly won't fight using himself. I mean, if whatever these things are can take the time to produce large amounts of mechs, what is stopping them from inventing something terrifying? Well, when enough units don't return, the things on the other side won't hesitate to send a particularly strong one.
Defeating the warlord will unlock an advancement named The Only Thing They Fear Is You, or, if you want to be really cheesy, Nekoparaforated. No lore implications here.
And... that's about it for what I have as ideas at the moment. I am not sure about ideas for loot. Maybe a material that can be used to craft high-tech armor and gear?
I don't think the armor display amount is that huge of a deal, but I'll probably try and figure out some way to get it to display properly, at least to the end user. Maybe I will just display raw reduction amount.
Being a source of corruption doesn't mean you're the only source or even the original source. Sometimes things become sources themselves when they are too powerful to die to the corruption.
Gods generally don't really need a reason to do things, sometimes they just like to entertain themselves by seeing what happens when they interfere in certain ways.
The original internal lore for the Claymation was that it was a powerful ruler and gave into a kind of power that made it effectively immortal, it forgot why it searched for that power, who it was in the past, and what it lost, as a result.
Neutral Good was used as there are only 9 Complex Influences for the Time Fissure to interact with currently, with 8 being used for the Instanced Bosses. It'd have been cool to give them the Influence that matched them as well but that would've probably required another item to do that and Scrolls were added to summon specific Roaming Bosses anyway.
Creature attributes were created early on to help categorize mobs but there have been loads of mobs added since then so not all of them have proper attributes. The Alien attribute, specifically, was aimed to describe mobs that didn't seem Overworld-native or I guess Earth-ly. Most of the Collision mobs would fit that attribute, since they are obviously not from the Overworld but some fit another attribute better, and each mob can only have one attribute at a time.
I have multiple planned "events" but not specifically for Time Fissures. I like the initiation for this one though. Keep in mind, I have a lot of planned Bosses, Mobs, Dimensions, Dungeons, Weapons and "Events" like the one you made, I just have to have time to make them and make sure they work as I want.
Bug spotted with Crystalline Armor: Evolving the Animate Chestplate into the Crystalline Chestplate and maxing out its achromy value gives it two Unbreaking V enchants, whereas the Crystalline Leggings get nothing
My friend and I were playing on Multiplayer and attempting to teleport him to the Collision via using the porter right next to him teleports me to it but he is only sent to the world's spawn point.
EDIT: Also, please fix the bug where respawning in the collision causes you to fall into the void as you spawn at Y=1 (which, also, deletes any blocks in radius of the player; preventing them from being saved unless they have a porter)
If you're using an old save for the Collision (which was likely made on an older, bugged version), that's likely due to that location being set for your spawn point. You should be able to just do /spawnpoint in the Collision to fix it. I'll look into the teleporting for other Players issue.
Didn't think setting spawnpoint would work. Will do that once I get back on.
Also, found a crash with Scyllas in multiplayer. Aside from constantly closing the server, this also happens when I restarted the server (with Aternos, as that was what I used to run it with my friend) after it closed it a bunch of times.
Also, there's a bunch of issues in multiplayer that cause the server to close, like shooting boss mobs with guns (Spritzer from what I know) or getting hit by mobs (such as Kagar while blocking with World's End or just getting melee'd by Fuseas outright).
New CurseForge release.
TragicMC 3 - v0.51.4825-5.271
Important note:
Dimension data may be reset due to naming change. This should only affect the Collision, Aegis and Synapse.
Changes/Additions:
Added a config setting to override Dimension IDs, these are set to 0 by default, resulting in the automatic ID registration being done, otherwise you can set a value which it will attempt to use
Renamed Dimensions to use lowercase names to fit Vanilla's naming convention for them, this may cause a dimension to reset when coming from a previous version so keep that in mind
Improved optimization of Guns firing hitscans (this had to be completely rewritten when originally ported to 1.12 so this is just bringing the optimization back from the 1.10 version)
Improved framerates in the Synapse when Fancy graphics are disabled, this is only affected by the Vanilla option (should be around a 30% framerate boost)
Added a config setting to override the enchant glow on my weapons and armor, this is only a visual toggle and doesn't actually disenchant the gear
Adjusted mob transformation into Mini-Bosses to be a bit more common and added a sound for when it occurs
Adjusted display of armor on the HUD, this is a bit more representative of the armor compared to Vanilla
Did some internal restructuring to the mod for various reasons (optimization, efficiency, etc.), this is noted purely in case there were any weird bugs/glitches brought about by these changes
Added a config setting to render the Player's Influence as text under the respective icon in the HUD, enabled by default
Added localizations to the Config GUI so that each option is explained more properly
Added caps to certain HUD options to prevent some bugs that could occur from certain values
Reduced amount of hitscans that Thundercrash did per shot, again, just noted in case of any bugs
Fixes:
Fixed an issue where Aegis would do two notifications when recreated from NBT data
Fixed Spatial Anomalies possibly having an invalid Dimension target set when they load from NBT (due to IDs changing, for instance), they now revert to target the Overworld when this occurs and must be reset via particular items while in Creative Mode (Aeria for Aegis, Corruption Matrix for Synapse)
Fixed the piercing damage death message not working properly
Fixed Anthro Helmet not being craftable due to it sharing a similar recipe with a recipe for Bone Meal from Chitin (Bone Meal now requires 6 Chitin)
Fixed Crystalline Leggings not getting their Unbreaking Enchant as they were supposed to
Hopefully fixed a rare, sporadic crash that could occur when killing a mob with a weapon using extended reach when slightly outside of Vanilla hit range
Fixed a few issues in the HUD where transparency wasn't respected fully
Fixed an issue where Perk Orientation in the HUD wasn't being set properly
Fixed a missing pixel on a few of the Perk icons
Fixed an issue where Enchantments could be applied to weapons that aren't a part of the mod
Hopefully fixed an issue where Enchanted Books would have Enchantments from the mod
Fixed an issue where other Players wouldn't be teleported properly when near someone using a Porter
Fixed an issue where Potion Effects on Bosses would crash the server
Fixed an issue where Summon blocks wouldn't show in the Creative Tab, wouldn't properly save their metadata and wouldn't render their coloration correctly
Not sure if you've gotten these bugs already. Apparently this version has a few interesting bugs:
* Aegis will create a ton of ghost items for its regulator after its shields get disabled. This will cause your framerate to slow down to a crawl unless you leave, switch to peaceful, and rejoin.
* Skeletine's clones are "dead" and spin in place, getting exponentially faster at spinning and creating blinding gas. The particles from the blinding gas lag the hell out of the game too (Link here)
* The influence an armor piece requires to evolve doesn't seem to show on the anvil once upgrading an item to max achromy level for its tier.
I can't recreate any of these bugs.
Armor doesn't require a specific Influence to evolve.
Oh darn. Yeah I'll have to check again. I think it might be due to Apotheosis' anvil tweaks or something messing with the evolution of armor. My bad.
EDIT: I was using a normal catalyst to upgrade tier 1 animate armor... I'm dumb
Did another playthrough. A few changes could be made to balancing:
due to the boss not having any influence over absorption hearts.Poor guy, he can warp time and space but he can't get past a few plants.A few bugs/crashes that I found:
---- Minecraft Crash Report -------- Minecraft Crash Report ----
WARNING: coremods are present: llibrary (llibrary-core-1.0.11-1.12.2.jar) ShetiPhian-ASM (ShetiPhian-ASM-1.12.0.jar) EnderCorePlugin (EnderCore-1.12.2-0.5.76-core.jar) OpenModsCorePlugin (OpenModsLib-1.12.2-0.12.2.jar) Quark Plugin (Quark-r1.6-179.jar) CorePlugin (ForgeEndertech-1.12.2-4.5.4.0-build.0534.jar) ApotheosisCore (Apotheosis-1.12.2-1.12.5.jar)Contact their authors BEFORE contacting forge
// Oh - I know what I did wrong!
Time: 8/6/20 1:01 PMDescription: Ticking entity
java.lang.NullPointerException: Ticking entity at tragicneko.tragicmc.entity.projectile.EntityAegisMortor.func_70227_a(EntityAegisMortor.java:43) at net.minecraft.entity.projectile.EntityFireball.func_70071_h_(EntityFireball.java:98) at tragicneko.tragicmc.entity.projectile.EntityLinearProjectile.func_70071_h_(EntityLinearProjectile.java:52) at tragicneko.tragicmc.entity.projectile.EntityDroppingProjectile.func_70071_h_(EntityDroppingProjectile.java:17) at net.minecraft.world.World.func_72866_a(World.java:1996) at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:832) at net.minecraft.world.World.func_72870_g(World.java:1958) at net.minecraft.world.World.func_72939_s(World.java:1762) at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:613) at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:767) at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:668) at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:185) at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:526) at java.lang.Thread.run(Thread.java:745)
A detailed walkthrough of the error, its code path and all known details is as follows:---------------------------------------------------------------------------------------
-- Head --Thread: Server threadStacktrace: at tragicneko.tragicmc.entity.projectile.EntityAegisMortor.func_70227_a(EntityAegisMortor.java:43) at net.minecraft.entity.projectile.EntityFireball.func_70071_h_(EntityFireball.java:98) at tragicneko.tragicmc.entity.projectile.EntityLinearProjectile.func_70071_h_(EntityLinearProjectile.java:52) at tragicneko.tragicmc.entity.projectile.EntityDroppingProjectile.func_70071_h_(EntityDroppingProjectile.java:17) at net.minecraft.world.World.func_72866_a(World.java:1996) at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:832) at net.minecraft.world.World.func_72870_g(World.java:1958)
-- Entity being ticked --Details: Entity Type: tragicmc:aegis_mortor (tragicneko.tragicmc.entity.projectile.EntityAegisMortor) Entity ID: 3401880 Entity Name: Aegis Mortor Entity's Exact location: 495.72, 5.94, 388.96 Entity's Block location: World: (495,5,388), Chunk: (at 15,0,4 in 30,24; contains blocks 480,0,384 to 495,255,399), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511) Entity's Momentum: 0.34, -0.89, -0.95 Entity's Passengers: [] Entity's Vehicle: ~~ERROR~~ NullPointerException: nullStacktrace: at net.minecraft.world.World.func_72939_s(World.java:1762) at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:613)
-- Affected level --Details: Level name: testbug All players: 1 total; [EntityPlayerMP['The_Coolest_Cat'/3401876, l='testbug', x=495.97, y=4.00, z=388.27]] Chunk stats: ServerChunkCache: 930 Drop: 0 Level seed: -142172448166902396 Level generator: ID 01 - flat, ver 0. Features enabled: true Level generator options: Level spawn location: World: (248,4,168), Chunk: (at 8,0,8 in 15,10; contains blocks 240,0,160 to 255,255,175), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511) Level time: 79362 game time, 79362 day time Level dimension: 0 Level storage version: 0x04ABD - Anvil Level weather: Rain time: 1343 (now: false), thunder time: 118056 (now: false) Level game mode: Game mode: creative (ID 1). Hardcore: false. Cheats: trueStacktrace: at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:767) at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:668) at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:185) at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:526) at java.lang.Thread.run(Thread.java:745)
-- System Details --Details: Minecraft Version: 1.12.2 Operating System: Windows 8.1 (amd64) version 6.3 Java Version: 1.8.0_51, Oracle Corporation Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation Memory: 1661457528 bytes (1584 MB) / 4207935488 bytes (4013 MB) up to 7635730432 bytes (7282 MB) JVM Flags: 4 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx8192m -Xms256m -XX:PermSize=256m IntCache: cache: 1, tcache: 19, allocated: 0, tallocated: 0 FML: MCP 9.42 Powered by Forge 14.23.5.2854 68 mods loaded, 68 mods active States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
| State | ID | Version | Source | Signature | |:------ |:------------------ |:----------------- |:--------------------------------------------- |:---------------------------------------- | | LCHIJA | minecraft | 1.12.2 | minecraft.jar | None | | LCHIJA | mcp | 9.42 | minecraft.jar | None | | LCHIJA | FML | 8.0.99.99 | forge-1.12.2-14.23.5.2854.jar | e3c3d50c7c986df74c645c0ac54639741c90a557 | | LCHIJA | forge | 14.23.5.2854 | forge-1.12.2-14.23.5.2854.jar | e3c3d50c7c986df74c645c0ac54639741c90a557 | | LCHIJA | openmodscore | 0.12.2 | minecraft.jar | None | | LCHIJA | forgeendertech | 1.12.2-4.5.4.0 | ForgeEndertech-1.12.2-4.5.4.0-build.0534.jar | None | | LCHIJA | adlods | 1.12.2-1.0.8.0 | AdLods-1.12.2-1.0.8.0-build.0504.jar | None | | LCHIJA | adventurepack | 1.7.1 | adventurepack-1.7.1.jar | None | | LCHIJA | anvilpatch | 1.0.0 | anvilpatch-1.0.0.jar | None | | LCHIJA | aoa3 | 3.3.2 | AoA3-3.3.2.jar | 8bddeac148843f40e0b9f69201be2f4b3071700d | | LCHIJA | aoainfo | 1.1.3 | AoAInfo-1.1.3.jar | None | | LCHIJA | placebo | 1.6.0 | Placebo-1.12.2-1.6.0.jar | None | | LCHIJA | apotheosis | 1.12.4 | Apotheosis-1.12.2-1.12.5.jar | None | | LCHIJA | jei | 4.15.0.296 | jei_1.12.2-4.15.0.296.jar | None | | LCHIJA | appleskin | 1.0.14 | AppleSkin-mc1.12-1.0.14.jar | None | | LCHIJA | quark | r1.6-179 | Quark-r1.6-179.jar | None | | LCHIJA | autoreglib | 1.3-32 | AutoRegLib-1.3-32.jar | None | | LCHIJA | bno | 1.12.2-1.0.4.0 | BasicNetherOres-1.12.2-1.0.5.0.jar | None | | LCHIJA | baubles | 1.5.2 | Baubles-1.12-1.5.2.jar | None | | LCHIJA | bettercaves | 1.12.2 | bettercaves-1.12.2-2.0.4.jar | None | | LCHIJA | better_diving | 1.5.7 | BetterDiving-1.12.2-1.5.7.jar | None | | LCHIJA | bettermineshafts | 1.12.2-1.3 | BetterMineshaftsForge-1.12.2-1.3.jar | None | | LCHIJA | bonsaitrees | 1.1.4 | bonsaitrees-1.1.4-b170.jar | None | | LCHIJA | bountifulbaubles | 0.0.1 | Bountiful Baubles-1.12.2-0.1.6.jar | None | | LCHIJA | codechickenlib | 3.2.3.358 | CodeChickenLib-1.12.2-3.2.3.358-universal.jar | f1850c39b2516232a2108a7bd84d1cb5df93b261 | | LCHIJA | redstoneflux | 2.1.1 | RedstoneFlux-1.12-2.1.1.1-universal.jar | None | | LCHIJA | brandonscore | 2.4.18 | BrandonsCore-1.12.2-2.4.18.210-universal.jar | None | | LCHIJA | chesthopper | 1.2.3 | chesthopper-1.2.3.jar | None | | LCHIJA | diethopper | 1.1 | diethopper-1.1.jar | None | | LCHIJA | dimensionalcake | 1.12.2-1.0 | dimcakerblt-1.12.2-1.0.jar | None | | LCHIJA | effortlessbuilding | 1.12.2-2.16 | effortlessbuilding-1.12.2-2.16.jar | None | | LCHIJA | enchdesc | 1.1.15 | EnchantmentDescriptions-1.12.2-1.1.15.jar | d476d1b22b218a10d845928d1665d45fce301b27 | | LCHIJA | endercore | 1.12.2-0.5.76 | EnderCore-1.12.2-0.5.76.jar | None | | LCHIJA | enderstorage | 2.4.6.137 | EnderStorage-1.12.2-2.4.6.137-universal.jar | f1850c39b2516232a2108a7bd84d1cb5df93b261 | | LCHIJA | shetiphiancore | 3.5.9 | shetiphiancore-1.12.0-3.5.9.jar | None | | LCHIJA | endertanks | 1.6.8 | endertanks-1.12.0-1.6.8.jar | None | | LCHIJA | ezstorage | 2.5.0 | ezstorage-2.5.0-[1.12.2].jar | None | | LCHIJA | fastfurnace | 1.3.1 | FastFurnace-1.12.2-1.3.1.jar | None | | LCHIJA | filteredhopper | 2.1.1 | filteredhopper-2.1.1.jar | None | | LCHIJA | holoinventory | 2.1.1.151 | HoloInventory-1.12.2-2.1.1.151.jar | None | | LCHIJA | hopperducts | 1.5 | hopperducts-mc1.12-1.5.jar | None | | LCHIJA | ironbackpacks | 1.12.2-3.0.8-12 | IronBackpacks-1.12.2-3.0.8-12.jar | None | | LCHIJA | journeymap | 1.12.2-5.7.1 | journeymap-1.12.2-5.7.1.jar | None | | LCHIJA | jeresources | 0.9.2.60 | JustEnoughResources-1.12.2-0.9.2.60.jar | None | | LCHIJA | keepinginventory | 2.4 | KeepingInventory-1.12.2-2.4.jar | None | | LCHIJA | mantle | 1.12-1.3.3.55 | Mantle-1.12-1.3.3.55.jar | None | | LCHIJA | tconstruct | 1.12.2-2.13.0.183 | TConstruct-1.12.2-2.13.0.183.jar | None | | LCHIJA | mmdlib | 1.0.0-rc2 | MMDLib-1.12-1.0.0-rc2.36.jar | None | | LCHIJA | mousetweaks | 2.10 | MouseTweaks-2.10-mc1.12.2.jar | None | | LCHIJA | naturescompass | 1.8.5 | NaturesCompass-1.12.2-1.8.5.jar | None | | LCHIJA | neat | 1.4-17 | Neat 1.4-17.jar | None | | LCHIJA | netheroresplus | 1.0.0 | Nether Ores Plus+ 1.12.2.jar | None | | LCHIJA | netherendingores | 1.12.2-1.4.1 | Netherending-Ores-1.12.2-1.4.1.jar | None | | LCHIJA | nethermetals | 1.2.0-rc2 | NetherMetals-1.12-1.2.0-rc2.76.jar | d476d1b22b218a10d845928d1665d45fce301b27 | | LCHIJA | obsidianores | 1.0 | ObsidianOres.jar | None | | LCHIJA | openmods | 0.12.2 | OpenModsLib-1.12.2-0.12.2.jar | d2a9a8e8440196e26a268d1f3ddc01b2e9c572a5 | | LCHIJA | openblocks | 1.8.1 | OpenBlocks-1.12.2-1.8.1.jar | d2a9a8e8440196e26a268d1f3ddc01b2e9c572a5 | | LCHIJA | oreexcavation | 1.4.150 | OreExcavation-1.4.150.jar | None | | LCHIJA | orespawn | 3.3.1 | OreSpawn-1.12-3.3.1.179.jar | d476d1b22b218a10d845928d1665d45fce301b27 | | LCHIJA | parry | 1.0 | parry-1.0-hotfix.jar | None | | LCHIJA | patchouli | 1.0-21 | Patchouli-1.0-21.jar | None | | LCHIJA | silentlib | 3.0.13 | SilentLib-1.12.2-3.0.14+168.jar | None | | LCHIJA | theoneprobe | 1.4.28 | theoneprobe-1.12-1.4.28.jar | None | | LCHIJA | tinkersjei | 1.2 | tinkersjei-1.2.jar | None | | LCHIJA | tragicmc | 0.51.4825-5.271 | TragicMC3-1.12.2-0.51.4825-5.271.jar | None | | LCHIJA | villagesp | 1.0 | villagesp_1.12-1.0.jar | None | | LCHIJA | waystones | 4.1.0 | Waystones_1.12.2-4.1.0.jar | None | | LCHIJA | llibrary | 1.7.19 | llibrary-1.7.19-1.12.2.jar | b9f30a813bee3b9dd5652c460310cfcd54f6b7ec |
Loaded coremods (and transformers): llibrary (llibrary-core-1.0.11-1.12.2.jar) net.ilexiconn.llibrary.server.core.plugin.LLibraryTransformer net.ilexiconn.llibrary.server.core.patcher.LLibraryRuntimePatcherShetiPhian-ASM (ShetiPhian-ASM-1.12.0.jar) shetiphian.asm.ClassTransformerEnderCorePlugin (EnderCore-1.12.2-0.5.76-core.jar) com.enderio.core.common.transform.EnderCoreTransformer com.enderio.core.common.transform.SimpleMixinPatcherOpenModsCorePlugin (OpenModsLib-1.12.2-0.12.2.jar) openmods.core.OpenModsClassTransformerQuark Plugin (Quark-r1.6-179.jar) vazkii.quark.base.asm.ClassTransformerCorePlugin (ForgeEndertech-1.12.2-4.5.4.0-build.0534.jar) ApotheosisCore (Apotheosis-1.12.2-1.12.5.jar) shadows.ApotheosisTransformer GL info: ~~ERROR~~ RuntimeException: No OpenGL context found in the current thread. OpenModsLib class transformers: [llama_null_fix:FINISHED],[horse_base_null_fix:FINISHED],[pre_world_render_hook:FINISHED],[player_render_hook:FINISHED],[horse_null_fix:FINISHED] Pulsar/tconstruct loaded Pulses: - TinkerCommons (Enabled/Forced) - TinkerWorld (Enabled/Not Forced) - TinkerTools (Enabled/Not Forced) - TinkerHarvestTools (Enabled/Forced) - TinkerMeleeWeapons (Enabled/Forced) - TinkerRangedWeapons (Enabled/Forced) - TinkerModifiers (Enabled/Forced) - TinkerSmeltery (Enabled/Not Forced) - TinkerGadgets (Enabled/Not Forced) - TinkerOredict (Enabled/Forced) - TinkerIntegration (Enabled/Forced) - TinkerFluids (Enabled/Forced) - TinkerMaterials (Enabled/Forced) - TinkerModelRegister (Enabled/Forced) - theoneprobeIntegration (Enabled/Not Forced) - quarkIntegration (Enabled/Not Forced)
Patchouli open book context: n/a Profiler Position: N/A (disabled) Player Count: 1 / 8; [EntityPlayerMP['The_Coolest_Cat'/3401876, l='testbug', x=495.97, y=4.00, z=388.27]] Type: Integrated Server (map_client.txt) Is Modded: Definitely; Client brand changed to 'fml,forge'
definitive proof of Gorgoth's gaze being too powerful.---- Minecraft Crash Report -------- Minecraft Crash Report ----
WARNING: coremods are present: llibrary (llibrary-core-1.0.11-1.12.2.jar) ShetiPhian-ASM (ShetiPhian-ASM-1.12.0.jar) EnderCorePlugin (EnderCore-1.12.2-0.5.76-core.jar) OpenModsCorePlugin (OpenModsLib-1.12.2-0.12.2.jar) Quark Plugin (Quark-r1.6-179.jar) CorePlugin (ForgeEndertech-1.12.2-4.5.4.0-build.0534.jar) ApotheosisCore (Apotheosis-1.12.2-1.12.5.jar)Contact their authors BEFORE contacting forge
// This doesn't make any sense!
Time: 8/6/20 1:33 PMDescription: Ticking entity
java.lang.NullPointerException: Ticking entity at net.minecraft.entity.ai.EntityLookHelper.func_75651_a(SourceFile:19) at tragicneko.tragicmc.entity.mob.EntityGorgoth$EntityAIGorgothSight.func_75246_d(EntityGorgoth.java:177) at net.minecraft.entity.ai.EntityAITasks.func_75774_a(SourceFile:129) at net.minecraft.entity.EntityLiving.func_70626_be(EntityLiving.java:763) at net.minecraft.entity.EntityLivingBase.func_70636_d(EntityLivingBase.java:2359) at net.minecraft.entity.EntityLiving.func_70636_d(EntityLiving.java:577) at net.minecraft.entity.monster.EntityMob.func_70636_d(EntityMob.java:45) at tragicneko.tragicmc.entity.mob.TragicMob.func_70636_d(TragicMob.java:179) at tragicneko.tragicmc.entity.mob.EntityGorgoth.func_70636_d(EntityGorgoth.java:80) at net.minecraft.entity.EntityLivingBase.func_70071_h_(EntityLivingBase.java:2179) at net.minecraft.entity.EntityLiving.func_70071_h_(EntityLiving.java:295) at net.minecraft.entity.monster.EntityMob.func_70071_h_(EntityMob.java:50) at net.minecraft.world.World.func_72866_a(World.java:1996) at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:832) at net.minecraft.world.World.func_72870_g(World.java:1958) at net.minecraft.world.World.func_72939_s(World.java:1762) at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:613) at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:767) at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:668) at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:185) at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:526) at java.lang.Thread.run(Thread.java:745)
A detailed walkthrough of the error, its code path and all known details is as follows:---------------------------------------------------------------------------------------
-- Head --Thread: Server threadStacktrace: at net.minecraft.entity.ai.EntityLookHelper.func_75651_a(SourceFile:19) at tragicneko.tragicmc.entity.mob.EntityGorgoth$EntityAIGorgothSight.func_75246_d(EntityGorgoth.java:177) at net.minecraft.entity.ai.EntityAITasks.func_75774_a(SourceFile:129) at net.minecraft.entity.EntityLiving.func_70626_be(EntityLiving.java:763) at net.minecraft.entity.EntityLivingBase.func_70636_d(EntityLivingBase.java:2359) at net.minecraft.entity.EntityLiving.func_70636_d(EntityLiving.java:577) at net.minecraft.entity.monster.EntityMob.func_70636_d(EntityMob.java:45) at tragicneko.tragicmc.entity.mob.TragicMob.func_70636_d(TragicMob.java:179) at tragicneko.tragicmc.entity.mob.EntityGorgoth.func_70636_d(EntityGorgoth.java:80) at net.minecraft.entity.EntityLivingBase.func_70071_h_(EntityLivingBase.java:2179) at net.minecraft.entity.EntityLiving.func_70071_h_(EntityLiving.java:295) at net.minecraft.entity.monster.EntityMob.func_70071_h_(EntityMob.java:50) at net.minecraft.world.World.func_72866_a(World.java:1996) at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:832) at net.minecraft.world.World.func_72870_g(World.java:1958)
-- Entity being ticked --Details: Entity Type: tragicmc:gorgoth (tragicneko.tragicmc.entity.mob.EntityGorgoth) Entity ID: 524862 Entity Name: Gorgoth Entity's Exact location: 180.76, 64.00, -146.70 Entity's Block location: World: (180,64,-147), Chunk: (at 4,4,13 in 11,-10; contains blocks 176,0,-160 to 191,255,-145), Region: (0,-1; contains chunks 0,-32 to 31,-1, blocks 0,0,-512 to 511,255,-1) Entity's Momentum: 0.94, 0.27, -0.10 Entity's Passengers: [] Entity's Vehicle: ~~ERROR~~ NullPointerException: nullStacktrace: at net.minecraft.world.World.func_72939_s(World.java:1762) at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:613)
-- Affected level --Details: Level name: testtts All players: 1 total; [EntityPlayerMP['The_Coolest_Cat'/600, l='testtts', x=174.97, y=64.37, z=-146.03]] Chunk stats: ServerChunkCache: 361 Drop: 0 Level seed: 690683095132230108 Level generator: ID 00 - default, ver 1. Features enabled: false Level generator options: Level spawn location: World: (0,0,0), Chunk: (at 0,0,0 in 0,0; contains blocks 0,0,0 to 15,255,15), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511) Level time: 0 game time, 0 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: ~~ERROR~~ NullPointerException: nullStacktrace: at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:767) at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:668) at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:185) at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:526) at java.lang.Thread.run(Thread.java:745)
-- System Details --Details: Minecraft Version: 1.12.2 Operating System: Windows 8.1 (amd64) version 6.3 Java Version: 1.8.0_51, Oracle Corporation Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation Memory: 702792480 bytes (670 MB) / 4402970624 bytes (4199 MB) up to 7635730432 bytes (7282 MB) JVM Flags: 4 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx8192m -Xms256m -XX:PermSize=256m IntCache: cache: 0, tcache: 0, allocated: 1, tallocated: 33 FML: MCP 9.42 Powered by Forge 14.23.5.2854 68 mods loaded, 68 mods active States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
| State | ID | Version | Source | Signature | |:------ |:------------------ |:----------------- |:--------------------------------------------- |:---------------------------------------- | | LCHIJA | minecraft | 1.12.2 | minecraft.jar | None | | LCHIJA | mcp | 9.42 | minecraft.jar | None | | LCHIJA | FML | 8.0.99.99 | forge-1.12.2-14.23.5.2854.jar | e3c3d50c7c986df74c645c0ac54639741c90a557 | | LCHIJA | forge | 14.23.5.2854 | forge-1.12.2-14.23.5.2854.jar | e3c3d50c7c986df74c645c0ac54639741c90a557 | | LCHIJA | openmodscore | 0.12.2 | minecraft.jar | None | | LCHIJA | forgeendertech | 1.12.2-4.5.4.0 | ForgeEndertech-1.12.2-4.5.4.0-build.0534.jar | None | | LCHIJA | adlods | 1.12.2-1.0.8.0 | AdLods-1.12.2-1.0.8.0-build.0504.jar | None | | LCHIJA | adventurepack | 1.7.1 | adventurepack-1.7.1.jar | None | | LCHIJA | anvilpatch | 1.0.0 | anvilpatch-1.0.0.jar | None | | LCHIJA | aoa3 | 3.3.2 | AoA3-3.3.2.jar | 8bddeac148843f40e0b9f69201be2f4b3071700d | | LCHIJA | aoainfo | 1.1.3 | AoAInfo-1.1.3.jar | None | | LCHIJA | placebo | 1.6.0 | Placebo-1.12.2-1.6.0.jar | None | | LCHIJA | apotheosis | 1.12.4 | Apotheosis-1.12.2-1.12.5.jar | None | | LCHIJA | jei | 4.15.0.296 | jei_1.12.2-4.15.0.296.jar | None | | LCHIJA | appleskin | 1.0.14 | AppleSkin-mc1.12-1.0.14.jar | None | | LCHIJA | quark | r1.6-179 | Quark-r1.6-179.jar | None | | LCHIJA | autoreglib | 1.3-32 | AutoRegLib-1.3-32.jar | None | | LCHIJA | bno | 1.12.2-1.0.4.0 | BasicNetherOres-1.12.2-1.0.5.0.jar | None | | LCHIJA | baubles | 1.5.2 | Baubles-1.12-1.5.2.jar | None | | LCHIJA | bettercaves | 1.12.2 | bettercaves-1.12.2-2.0.4.jar | None | | LCHIJA | better_diving | 1.5.7 | BetterDiving-1.12.2-1.5.7.jar | None | | LCHIJA | bettermineshafts | 1.12.2-1.3 | BetterMineshaftsForge-1.12.2-1.3.jar | None | | LCHIJA | bonsaitrees | 1.1.4 | bonsaitrees-1.1.4-b170.jar | None | | LCHIJA | bountifulbaubles | 0.0.1 | Bountiful Baubles-1.12.2-0.1.6.jar | None | | LCHIJA | codechickenlib | 3.2.3.358 | CodeChickenLib-1.12.2-3.2.3.358-universal.jar | f1850c39b2516232a2108a7bd84d1cb5df93b261 | | LCHIJA | redstoneflux | 2.1.1 | RedstoneFlux-1.12-2.1.1.1-universal.jar | None | | LCHIJA | brandonscore | 2.4.18 | BrandonsCore-1.12.2-2.4.18.210-universal.jar | None | | LCHIJA | chesthopper | 1.2.3 | chesthopper-1.2.3.jar | None | | LCHIJA | diethopper | 1.1 | diethopper-1.1.jar | None | | LCHIJA | dimensionalcake | 1.12.2-1.0 | dimcakerblt-1.12.2-1.0.jar | None | | LCHIJA | effortlessbuilding | 1.12.2-2.16 | effortlessbuilding-1.12.2-2.16.jar | None | | LCHIJA | enchdesc | 1.1.15 | EnchantmentDescriptions-1.12.2-1.1.15.jar | d476d1b22b218a10d845928d1665d45fce301b27 | | LCHIJA | endercore | 1.12.2-0.5.76 | EnderCore-1.12.2-0.5.76.jar | None | | LCHIJA | enderstorage | 2.4.6.137 | EnderStorage-1.12.2-2.4.6.137-universal.jar | f1850c39b2516232a2108a7bd84d1cb5df93b261 | | LCHIJA | shetiphiancore | 3.5.9 | shetiphiancore-1.12.0-3.5.9.jar | None | | LCHIJA | endertanks | 1.6.8 | endertanks-1.12.0-1.6.8.jar | None | | LCHIJA | ezstorage | 2.5.0 | ezstorage-2.5.0-[1.12.2].jar | None | | LCHIJA | fastfurnace | 1.3.1 | FastFurnace-1.12.2-1.3.1.jar | None | | LCHIJA | filteredhopper | 2.1.1 | filteredhopper-2.1.1.jar | None | | LCHIJA | holoinventory | 2.1.1.151 | HoloInventory-1.12.2-2.1.1.151.jar | None | | LCHIJA | hopperducts | 1.5 | hopperducts-mc1.12-1.5.jar | None | | LCHIJA | ironbackpacks | 1.12.2-3.0.8-12 | IronBackpacks-1.12.2-3.0.8-12.jar | None | | LCHIJA | journeymap | 1.12.2-5.7.1 | journeymap-1.12.2-5.7.1.jar | None | | LCHIJA | jeresources | 0.9.2.60 | JustEnoughResources-1.12.2-0.9.2.60.jar | None | | LCHIJA | keepinginventory | 2.4 | KeepingInventory-1.12.2-2.4.jar | None | | LCHIJA | mantle | 1.12-1.3.3.55 | Mantle-1.12-1.3.3.55.jar | None | | LCHIJA | tconstruct | 1.12.2-2.13.0.183 | TConstruct-1.12.2-2.13.0.183.jar | None | | LCHIJA | mmdlib | 1.0.0-rc2 | MMDLib-1.12-1.0.0-rc2.36.jar | None | | LCHIJA | mousetweaks | 2.10 | MouseTweaks-2.10-mc1.12.2.jar | None | | LCHIJA | naturescompass | 1.8.5 | NaturesCompass-1.12.2-1.8.5.jar | None | | LCHIJA | neat | 1.4-17 | Neat 1.4-17.jar | None | | LCHIJA | netheroresplus | 1.0.0 | Nether Ores Plus+ 1.12.2.jar | None | | LCHIJA | netherendingores | 1.12.2-1.4.1 | Netherending-Ores-1.12.2-1.4.1.jar | None | | LCHIJA | nethermetals | 1.2.0-rc2 | NetherMetals-1.12-1.2.0-rc2.76.jar | d476d1b22b218a10d845928d1665d45fce301b27 | | LCHIJA | obsidianores | 1.0 | ObsidianOres.jar | None | | LCHIJA | openmods | 0.12.2 | OpenModsLib-1.12.2-0.12.2.jar | d2a9a8e8440196e26a268d1f3ddc01b2e9c572a5 | | LCHIJA | openblocks | 1.8.1 | OpenBlocks-1.12.2-1.8.1.jar | d2a9a8e8440196e26a268d1f3ddc01b2e9c572a5 | | LCHIJA | oreexcavation | 1.4.150 | OreExcavation-1.4.150.jar | None | | LCHIJA | orespawn | 3.3.1 | OreSpawn-1.12-3.3.1.179.jar | d476d1b22b218a10d845928d1665d45fce301b27 | | LCHIJA | parry | 1.0 | parry-1.0-hotfix.jar | None | | LCHIJA | patchouli | 1.0-21 | Patchouli-1.0-21.jar | None | | LCHIJA | silentlib | 3.0.13 | SilentLib-1.12.2-3.0.14+168.jar | None | | LCHIJA | theoneprobe | 1.4.28 | theoneprobe-1.12-1.4.28.jar | None | | LCHIJA | tinkersjei | 1.2 | tinkersjei-1.2.jar | None | | LCHIJA | tragicmc | 0.51.4825-5.271 | TragicMC3-1.12.2-0.51.4825-5.271.jar | None | | LCHIJA | villagesp | 1.0 | villagesp_1.12-1.0.jar | None | | LCHIJA | waystones | 4.1.0 | Waystones_1.12.2-4.1.0.jar | None | | LCHIJA | llibrary | 1.7.19 | llibrary-1.7.19-1.12.2.jar | b9f30a813bee3b9dd5652c460310cfcd54f6b7ec |
Loaded coremods (and transformers): llibrary (llibrary-core-1.0.11-1.12.2.jar) net.ilexiconn.llibrary.server.core.plugin.LLibraryTransformer net.ilexiconn.llibrary.server.core.patcher.LLibraryRuntimePatcherShetiPhian-ASM (ShetiPhian-ASM-1.12.0.jar) shetiphian.asm.ClassTransformerEnderCorePlugin (EnderCore-1.12.2-0.5.76-core.jar) com.enderio.core.common.transform.EnderCoreTransformer com.enderio.core.common.transform.SimpleMixinPatcherOpenModsCorePlugin (OpenModsLib-1.12.2-0.12.2.jar) openmods.core.OpenModsClassTransformerQuark Plugin (Quark-r1.6-179.jar) vazkii.quark.base.asm.ClassTransformerCorePlugin (ForgeEndertech-1.12.2-4.5.4.0-build.0534.jar) ApotheosisCore (Apotheosis-1.12.2-1.12.5.jar) shadows.ApotheosisTransformer GL info: ~~ERROR~~ RuntimeException: No OpenGL context found in the current thread. OpenModsLib class transformers: [llama_null_fix:FINISHED],[horse_base_null_fix:FINISHED],[pre_world_render_hook:FINISHED],[player_render_hook:FINISHED],[horse_null_fix:FINISHED] Pulsar/tconstruct loaded Pulses: - TinkerCommons (Enabled/Forced) - TinkerWorld (Enabled/Not Forced) - TinkerTools (Enabled/Not Forced) - TinkerHarvestTools (Enabled/Forced) - TinkerMeleeWeapons (Enabled/Forced) - TinkerRangedWeapons (Enabled/Forced) - TinkerModifiers (Enabled/Forced) - TinkerSmeltery (Enabled/Not Forced) - TinkerGadgets (Enabled/Not Forced) - TinkerOredict (Enabled/Forced) - TinkerIntegration (Enabled/Forced) - TinkerFluids (Enabled/Forced) - TinkerMaterials (Enabled/Forced) - TinkerModelRegister (Enabled/Forced) - theoneprobeIntegration (Enabled/Not Forced) - quarkIntegration (Enabled/Not Forced)
Patchouli open book context: n/a Profiler Position: N/A (disabled) Player Count: 1 / 8; [EntityPlayerMP['The_Coolest_Cat'/600, l='testtts', x=174.97, y=64.37, z=-146.03]] Type: Integrated Server (map_client.txt) Is Modded: Definitely; Client brand changed to 'fml,forge'
Once the mod becomes more stable, I think an update directed towards better documentation or something of the like would be a good plan. I'd be able to help with wiki stuff but there's no deobfuscated code to look into due to the mod lacking a Github. Several people on the Advent of Ascension Discord had an easier time documenting features given a Github to interpret specific details with. Likewise, I can probably drop the TMC2 documentation I had in plan
and thus deftly avoid the 90000 datawatchers that the tragic neko mob usesand do TMC3's documentation on the wiki.Some of the fruits will have their effects adjusted. Gorgoth's Gaze has been adjusted already, reducing final effect damage, and removing the debuff if Gorgoth changes targets for whatever reason.
Mob throttling (and you being able to set light sources around where you're fighting a boss to prevent spawns) should help negate issues with Bosses ending up in the void.
The reported crashes should be fixed now. The flame aura from Empariah Prime and Frostburn's AoE affecting items is indeed a bug and has been fixed.
I currently have no plans to make the code for TragicMC 3 publicly available.
New release, mostly tested but I didn't want to delay it further to do complete testing. I have too many things going on.
TragicMC 3 - v1.56.5208
Important note:
Merged version numbers from the 1.10 & 1.12 versions as the 1.12 version is the new main one and no longer requires a sub-branch.
Changes/Additions:
Reduced extra Absorption hearts given from eating Ambrosian Fruit to 10 from 12
Adjusted range check for the mod's melee weapons to do less false negatives on hits near the edge of their range
Impending Doom's damage is no longer affected by Enchantments or Armor and now also removes Absorption hearts on damage activation
Adjusted the mod's custom damage sources to always have proper death strings attached to them, even if its normally impossible for them to be seen
Made it so that the mod's guns can properly hitscan a fireball projectile now, the projectile must be attackable in the first place for this to happen
Adjusted debug mode internally to avoid situations where debugging/logging was enabled on a release inadvertently
Made some changes to weather in the Collision, timestorms (thunderstorms) can now be separately disabled in the config and rain no longer occurs
Block breaking in Creative mode now works the same for the mod's weapons as they do for Vanilla swords, meaning you no longer break blocks instantly when using them
Traits that affected attack speed are now a bit more impactful with larger values
Increased difficulty of Yelnor's encounter by increasing scaling of its speed boost when at low health, increasing healing from successful damage, increasing projectile firing speed at lower health and lowering time it remains stationary when doing so and by making it remember its lowest health amount and maintain the speed boost until it gets unloaded/reloaded
Slowed Echo's move speed while immune to stun/stagger so that it could be outrun more easily during that time
Removed the Locked On, Hunted and Burning potion effects, these were utility effects but are unused now
Adjusted Empariah Prime's flame aura and Frostburn's AoE to no longer burn item entities in their radius
Reduced effectiveness of the Duchess and Dewdrop fruits
Adjusted Gorgon's Gaze to do a smaller, fixed amount of damage
Adjusted Gorgoth to remove Gorgon's Gaze when it changes attack targets mid-fight
Made it so that on initial defeat of the Overlord in the Synapse, it spawns a Spatial Anomaly above the initial spawn platform , in case the player forgets to bring a Porter or other teleport device to leave the Synapse
Made some minor adjustments to charge up sounds playing for teleporting items (Porter, Hearthstone, etc.) so that they can be heard more fully before teleport
Adjusted Fruit leaves to have a 25% chance to "break" on harvest, 16% chance if the leaf block wasn't moved from it's natural generation location
Added config options to enable/disable Fruit leaves breaking on harvest and to enable/disable Impending Doom removing Absorption hearts on activation
Fixes:
Removed logger debug text for checking melee range from the mod's gear
Fixed an issue where the HUD couldn't properly identify a mouse button keybinding and would crash the Client as a result
Fixed an issue where Armor wouldn't update properly to the Client on a Server
Fixed an issue where Mortyr's Nova would alter motion vector on projectiles it uses, resulting in them going in a single direction while the Nova was active
Fixed the Agile and Extended Traits being set improperly, causing them to inversely affect attack speed from how they were intended to work
Fixed the displayed Trait modifier to Attack Speed being inverted (this is just a visual fix to the ItemStack description and otherwise doesn't affect stats)
Fixed an issue where Optifine would cause the removal of Nova Blast entities after a second of them existing for seemingly no reason
Fixed localization for some of Echo's notifications
Fixed an issue where Biomes o Plenty would crash the client due to an invalid render on a Potion Effect in the HUD
Fixed an issue where Friendly Nano Swarm would randomly cause a crash due to an unused AI task
Fixed an issue where rain would render in the Collision, even when it wasn't actually raining due to a visual bug with Vanilla's handling of weather, this fix simply disables rain in the Collision as it does nothing to affect gameplay there anyway
Hopefully fixed a crash that could occur when Gorgoths had their attack target removed or changed before they could apply Gorgon's Gaze
Hopefully fixed a crash that could occur when an Aegis Mortor was deflected via Analagous Exchange when it had no Aegis associated with it (like on a world reload mid-fight)
Bug(?) report:
I was playing on my custom mod pack on single player; after adding tragicMC3(tried newest version and second newest version),my game suffers extreme have traffic on server tick event,effectively make it unplayable(strangely,it seems to not affect client thread at all);
Screen shot from LagGoggles:(check that lower right corner!)(this analysis is from my main save;I've tried creating new worlds,it doesn't lag as bad,but I still get over 400us/t in a brand new world,which is quite heavy as well)
ModList:
Interesting, I'm assuming this is played single player? Literally all the server tick update event does is update the Player's capabilities that the mod uses, which shouldn't be that heavy after the very first update.
After some lengthy tests,I finally found the source of problem:Flan's Mod.
With its removal,I do not encounter any more startup lags;
Althrough I'm rather confused;How does flans mod interfares with TragicMC's update event?Could you please take a look at it(if you got the time)? Since Flan's mod is open source,I suppose it should not be too hard to debug it.
BTW:my version of flans mod is newest(5.6.0-beta.8 for mc 1.12.2)
EDIT:
Nope,Still got problems.It doesnt freeze at start anymore,but keeps stuttering for serval minutes,then the game completely freezes.
I've checked my log file and notices a s**t load of init events fired by many other mods,so it might have something to do with that.
Situation Update 2:
OK,now I can rather steadly reproduces the issue.
So when you enter the game ,if there's many entities around(I was at my village when i quit last time),the server thread get's huge traffic;
However,If I switch dimension(commands,portals,etc),it would be fixed.
Hope this helps!