'I've noticed something, when it gets to the stage where grass turns to dirt and say your on a mountain looking away, the grass will look normal and unless you go there I don't think it turns to dirt or it could just be a rendering glitch I'm not too sure
'I've noticed something, when it gets to the stage where grass turns to dirt and say your on a mountain looking away, the grass will look normal and unless you go there I don't think it turns to dirt or it could just be a rendering glitch I'm not too sure
It's probably an updating error, you may be looking at chunks that haven't updated yet, but when you go there they will update to reflect the rest of the world.
sssslamsndlakndsnaldskansdsjdkajdkshakjdlkahdlskhakhdlshajhdkjshajksdhksjhajkdhskh DONT BE MEAN PEOPLE JUST FIX THE STARTUPCRASHING!
Crash report:
Still attempting!
Ok Ok i got it!
Crash Report:
---- Minecraft Crash Report ----
// Daisy, daisy...
Time: 2/20/14 2:56 PM
Description: Initializing game
java.lang.ArrayIndexOutOfBoundsException: 31743
at net.minecraft.block.Block.<init>(Block.java:347)
at net.minecraft.block.BlockBreakable.<init>(SourceFile:12)
at tk.cephlab.sa4.Blocks.BlockNetherGlass.<init>(BlockNetherGlass.java:26)
at tk.cephlab.sa4.SolarApoc.Init(SolarApoc.java:146)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:545)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:201)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:181)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:112)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:696)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:249)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:509)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:808)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at net.minecraft.block.Block.<init>(Block.java:347)
at net.minecraft.block.BlockBreakable.<init>(SourceFile:12)
at tk.cephlab.sa4.Blocks.BlockNetherGlass.<init>(BlockNetherGlass.java:26)
at tk.cephlab.sa4.SolarApoc.Init(SolarApoc.java:146)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:545)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:201)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:181)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:112)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:696)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:249)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:509)
-- Initialization --
Details:
Stacktrace:
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:808)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
-- System Details --
Details:
Minecraft Version: 1.6.4
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_40, Oracle Corporation
Java VM Version: Java HotSpotâ„¢ 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 70018392 bytes (66 MB) / 181415936 bytes (173 MB) up to 1037959168 bytes (989 MB)
JVM Flags: 2 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v8.11 FML v6.4.31.935 Minecraft Forge 9.11.1.935 Optifine OptiFine_1.6.4_HD_U_C8 4 mods loaded, 4 mods active
mcp{8.09} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized
FML{6.4.31.935} [Forge Mod Loader] (minecraftforge-9.11.1.935.jar) Unloaded->Constructed->Pre-initialized->Initialized
Forge{9.11.1.935} [Minecraft Forge] (minecraftforge-9.11.1.935.jar) Unloaded->Constructed->Pre-initialized->Initialized
SolarApoc{4T2} [Solar Apocalypse] (SolarApoc-V4T2-C-MC1.6.4.jar) Unloaded->Constructed->Pre-initialized->Errored
Launched Version: 1.6.4-Forge9.11.1.935
LWJGL: 2.9.0
OpenGL: AMD Radeon HD 6250 Graphics GL version 4.1.10429 Compatibility Profile Context, ATI Technologies Inc.
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Resource Pack: Greenfield Texturepack 1.6.2.zip
Current Language: English (UK)
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
This mod has a conflict with Pixelmon, Wars, Harvestcraft, Furniture mod (cfm) in 1.6.2. For 1.6.4, it conflicts with Pixelmon, Galacticraft mod. This crash is caused by OutofBoundMemory.
It is made for 1.6.4, and those mods may use up the memory. Basically, you need more RAM.
Hey Cephrus! Assa here, i would like to explains some issues i have found about the mod, - The "Default: SA" or "Solar Apocalypse" doesn't change nothing about the stages, it makes exactly the same that Default World does. Nothing, there is no stages advance or something like that, and it's a problem because i could advance it manually with /sapoc +, but would lose his point. - Another thing is when you create a world with "Default: SA" or "Solar Apocalypse" because when you do it, the world doesn't have trees (You can found some of them at ice biomes, but not many) - When i advance to the last stage, i've found a lot of small ice and water lakes and some weeds ignited burning infinitely, they never stops. - Every single water block has it's respective invisible block which protects him of solar radiation and doesn't allow the water to evaporize, see this (The problem isn't in the texturepack): http://gyazo.com/6d29c2670393037304ae702175b9c78e (You can break these blocks, and it happens rarely things, appearing more water, the watter disappearing...) - Well, finally i have some suggests too, but are not mine, they are from the Solar Apocalypse comunity, i think they are very interesting and you should watch them, i will let you a link. Resuming the plan is adding more stages with more variety of effects very interesting, here you have: https://docs.google.com/document/d/17Z4zKmZ1KpV-B0TEsvBN8W3OSUTw1S4iigWnHWoLjYg/edit I hope you can fix the bugs, i am spanish Youtuber and i would like to make some videos about this mod, i can help you as a texture designer too. See you soon and good luck. Assa
The SA: Default option should generate with SA enabled. If it doesn't, use Pandora's Box. Solar Apocalypse (the generator) doesn't have trees for some reason. The block in the water is there to reduce the lag of rendering flowing water (a lot of lag). And I do know about that google page.
The alternate download link is not working for us, and the other download link does not show. Are there any other alternative places for downloading? Thanks!
please tell me about when will the working version of the mod. I have just been waiting for the apocalypse when the sun will be ready) I'm sorry for not very good english. I just live in Russia. but I love your mod hu! you are the best modder
Thank you! Been working like a charm. I love how well this mod plays with others, especially considering how much it changes. Thanks also for carrying on the work!
The Meaning of Life, the Universe, and Everything.
Location:
The oort cloud
Join Date:
7/18/2012
Posts:
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Minecraft:
Agent_Desmond
Member Details
just a question if i have a pack that uses the technic platform as the laucher can i still use this mod assuming i make one (one is in the works thats why i am asking ill ask permision to use it later once it been up for a month because i want to know if i should change launchers)
Can you give up building elaborate mansions on the surface? Can you give up exploring and marveling at the terrain you just found? Can you give up easy access to the cows, sheep, and pigs that wander your world? If so, then this is the mod for you.
NOTICE: For those who get the purple and black texture for SA blocks, re-download the mod! I made a very silly error in forgetting to include the asset folder.
Solar Apocalypse Can you survive?
When you are ready, craft up Pandora's Chest out of 8 wood blocks, right click it and watch as the horror unfolds. There is now a new way to start the apocalypse! See Starting the Apocalypse.
The Sun Sensor will detect when the sun is gone and there is only moonlight. It will then emit a redstone signal.
Obsidian Glass, Reinforced Glass and Nether Glass will protect entities under them from the heat of the sun. It also acts as a very decorative block. ToDo: Next update, glass will have durability and will break over time from exposure. Each tier of glass has a higher durability (Nether Glass having infinite durability)
Obsidian Glass
Reinforced Glass
Nether Glass
(Yes I know Nether Glass is ridiculously expensive, it will be receiving a recipe change very soon.)
Powered Glass will resist the suns harmful rays in exchange for a bit of EU or MJ.
Powered Glass will also synchronize power between adjacent Powered Glass blocks. And by a bit I mean 1MJ/t or 1 EU/t, so pretty much your entire power supply.
Check out this mod showcase by EntoanThePack!
And this review is by xwboy!
This review by Dartron!
Screenshots
A look at the apocalypse through Obsidian Glass (With CTM)
Stages
This is how the Apocalypse will play out. Stage 1: Nothing happens, just a regular minecraft day. Stage 2: Grass changes to dirt, plants and leaves disappear. Stage 3: Stage 2 effects increase, water begins evaporating. Stage 4: Flammable objects are set alight, all entities will burn when in direct sunlight.
Starting the Apocalypse
Here is how you start the apocalypse.
When at the main menu, proceed to create a new world.
At the world create screen, press More World Options and cycle the World Type to SA: Default. Add any other modifications and seeds to the world you would like to add, select a gamemode, name the world, if you want to, and then press create. The apocalypse will start immediately when you enter the world at stage 1 (0 in code, see below), which gives you 4 days. This world type will also generate the same terrain as the vanilla Default World Type. ALL EXISTING APOCALYPSE WORLDS WILL RESUME AS THEY WERE LEFT, AND PANDORA'S CHEST WILL CONTINUE TO FUNCTION FOR ALL OTHER WORLD TYPES AS WELL.
In-Game Stage Code
In the game the stages are referred to differently. This is how the /sapoc command and other in game notifications will treat the stages:
Stage 1 will be referred to as Stage 0. Stage 2 will be referred to as Stage 1. Stage 3 will be referred to as Stage 2. Stage 4 will be referred to as Stage 3.
Known Bugs
These bugs will hopefully be fixed very soon.
-> Players don't burn
-> All changed blocks revert on right click and world reload (Might be a minecraft bug, and have nothing to do with SA itself)
Banner Contest
If you can make the best banner for the mod, it may be used as the official image!
Submit your entry via PM and the winner's submission will be used as the official banner for the mod! All submissions will appear as signatures.
Must be submitted by whenever I feel it should end.
License
By downloading the mod, you agree to this license:
TERMS AND CONDITIONS
0. USED TERMS
MOD - Modification, Plugin, a piece of software that interfaces with the Minecraft client to extend, add, change or remove original capabilities.
MOJANG - Mojang AB and its employees, the creators of minecraft.
OWNER - The original owner(s) and author(s) of the mod.
USER - End user and installer of the mod.
1. LIABILITY
THIS MOD IS PROVIDED 'AS IS' WITH NO WARRANTIES, IMPLIED OR OTHERWISE. THE OWNER OF THIS MOD TAKES NO RESPONSIBILITY FOR ANY DAMAGES INCURRED FROM THE USE OF THIS MOD. THIS MOD ALTERS FUNDAMENTAL PARTS OF THE MINECRAFT GAME, PARTS OF MINECRAFT MAY NOT WORK WITH THIS MOD INSTALLED. ALL DAMAGES CAUSED FROM THE USE OR MISUSE OF THIS MOD FALL ON THE USER.
2. USE
Use of this MOD to be installed, manually or automatically, is granted to the USER without restriction.
3. REDISTRIBUTION
This MOD may only be distributed where uploaded, mirrored, or otherwise linked to by the OWNER solely. All mirrors of this mod must have advance written permission from the OWNER. ANY attempts to make money off of this MOD (selling, selling modified versions, adfly, sharecash, etc.) are STRICTLY FORBIDDEN, and the OWNER may claim damages or take other action to rectify the situation.
4. DERIVATIVE WORKS/MODIFICATION
This mod is provided freely and may be decompiled and modified for private use, either with a decompiler or a bytecode editor. Public distribution of modified versions of this MOD require advance written permission of the OWNER and may be subject to certain terms.
Modpacks Private
Private packs are packs that are used on a whitelisted invite-only server. The pack should only be downloadable to people who are on your server. I do allow private modpacks, but please PM me first. Public
Public packs are packs that are available to everyone who wants them. I only allow public packs who have permission and are at least a month old. If your pack is at least one month old then you can PM me for permission. The only modpacks which are an exception to this rule are the following in the spoiler:
-> Technic Pack
-> Tekkit
These modpacks will NEVER, be able to include this mod in their pack, and any pack associated with Tekkit or Technic will not be permitted as well
Download and Instructions Latest Version: V4T2-C on 1/23/14. If the CurseForge download above doesn't correspond with the latest release posted above, doesn't appear or doesn't work please use the alternate download below.
This mod requires MCForge. You can get it here.
Run the MCForge installer, then put this mod in the mods folder.
This mod was originally coded by Splated, then c_herse and now me, Cephrus. Textures made by Joe4429. If mods need permission proof they can contact me or c_herse. This mod isn't open source.
I think something that would be cool to add is glass Armour using the different types of glass. They would off no protection but instead ward off the suns rays using up durability while in the sun. You would be required to use a full set or you would still burn because of the protection being unsealed.
Another thing that might be cool to add is damage multipliers when you are wearing metal(diamond iron gold) Armour while in the sun.
Please tell me when it will be stable version Solar apocalupse fashion. Sorry for my bad english, I'm from Russia, and I love this mod. I started playing with him, even when she was version 1.2.5. Tell me please, when about to be ready for version 1.6.4, Please make a stable version to 1.6.4. Thanks in advance!
the downloads wont work your site is unreqachable, curse forge SAID 403! THIS THING IS TROLLING ME FIX IT! or else people wont be able to download the mod because of broken downloads. d
I remember a mod from way back in 2011 that was exactly like this, it was converted into a bukkit plugin, but is still available, though it is nice to see you are remakeing it
It's probably an updating error, you may be looking at chunks that haven't updated yet, but when you go there they will update to reflect the rest of the world.
Click Here to view my WIP Mod!
Currently developing a Tech/Space mod. PM if you can/want to help!
This crash is caused by OutofBoundMemory.
Don't lecture me about science :/
Use the old method of starting (Pandoras Box)
It is made for 1.6.4, and those mods may use up the memory. Basically, you need more RAM.
The SA: Default option should generate with SA enabled. If it doesn't, use Pandora's Box. Solar Apocalypse (the generator) doesn't have trees for some reason. The block in the water is there to reduce the lag of rendering flowing water (a lot of lag). And I do know about that google page.
Click Here to view my WIP Mod!
Currently developing a Tech/Space mod. PM if you can/want to help!
Some day when the minecraft Plugin API is out we will need to work together to recombine the bukkit plugin and minecraft mod.
Do you want me to link this page on the bukkit page?
http://dev.bukkit.org/bukkit-plugins/splated-solar-apocalypse/
Thank you! Been working like a charm. I love how well this mod plays with others, especially considering how much it changes. Thanks also for carrying on the work!
You can include it on the bukkit page, and yes when the Plugin API is released we can indeed collaborate on something of the sort.
Click Here to view my WIP Mod!
Currently developing a Tech/Space mod. PM if you can/want to help!
Very nice, but why with all the hate for Tekkit?
For the record, no need to quote the whole OP.
The hate for Tekkit is due to it not requesting permission to use mods from their creators, and the fact that I simply prefer FTB.
Click Here to view my WIP Mod!
Currently developing a Tech/Space mod. PM if you can/want to help!
Another thing that might be cool to add is damage multipliers when you are wearing metal(diamond iron gold) Armour while in the sun.
Edit: Misspelled a word
The original: http://www.minecraft...lar-apocalypse/
EDIT: Oh hay, apon further inspection, I found development was passed to you xD
IMA BOSS!!!
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