I'm saying in general people think of the mod authors working for them instead of modding for personal reasons. If you look at xycraft's thread, you can see (constant ETAs and stuff).
Also, everything is json modelled now (including items/blocks/entities/anything you see in the world).
I'm saying in general people think of the mod authors working for them instead of modding for personal reasons. If you look at xycraft's thread, you can see (constant ETAs and stuff).
Also, everything is json modelled now (including items/blocks/entities/anything you see in the world).
Judging by the OP, this doesn't contain anything physical.
I'm saying in general people think of the mod authors working for them instead of modding for personal reasons. If you look at xycraft's thread, you can see (constant ETAs and stuff).
Also, everything is json modelled now (including items/blocks/entities/anything you see in the world).
Sorry if I came off like that, I just feel that 1.7.10 is where the majority of the modding community is right now. I wouldn't hold anything against you if you choose to sustain your mod in 1.8. I just get exhausted of all the larger mod's threads filled with at least two "update 2 1.8 plz" posts per page. From a modpack maker's standpoint, they would want mod's to support the version with the most mods, which is 1.7.10 right now.
Sorry if I came off like that, I just feel that 1.7.10 is where the majority of the modding community is right now. I wouldn't hold anything against you if you choose to sustain your mod in 1.8. I just get exhausted of all the larger mod's threads filled with at least two "update 2 1.8 plz" posts per page. From a modpack maker's standpoint, they would want mod's to support the version with the most mods, which is 1.7.10 right now.
I plan to use 1.7.10 for the time being, probably updating to 1.9 if it's any better.
Hi. I made one world, and the mod didn't work. I have clicked Enable and Disable when creating world(s), but the mod blocks didn't show up in the creative menu, and I have been sitting here watching the sun set and raise more than 5 times, no water has evaporated, no grass is gone, and there is no flames.
I know of a lot of good mods in 1.8. I don't feel that mod authors should be kept from updating to 1.8 because other aren't.
It's not the community that is keeping mod authors tied down. It's actually a good portion of the modders themselves wanting to stay on 1.7.10. 99% of all features Mojang keeps adding to future updates. Can easily be backported to 1.7.10 by a mod. So a lot of people have been adamantly staying 1.7.10 because of this reason.
Prismarine temples: Easily added
Ender Dragon changes in 1.9: Hardcore Ender Expansion inspired that
New Dungeon in the end? A mod can do that easily and so much more.
New Enchanting Mechanic? Oh so the table uses Lapis now, big whoop
It's not the community that is keeping mod authors tied down. It's actually a good portion of the modders themselves wanting to stay on 1.7.10. 99% of all features Mojang keeps adding to future updates. Can easily be backported to 1.7.10 by a mod. So a lot of people have been adamantly staying 1.7.10 because of this reason.
Prismarine temples: Easily added
Ender Dragon changes in 1.9: Hardcore Ender Expansion inspired that
New Dungeon in the end? A mod can do that easily and so much more.
New Enchanting Mechanic? Oh so the table uses Lapis now, big whoop
When the solar apocalyse is triggered, will it be isolated to the overworld? I was thinking about doing a playthrough with this and
galaticraft where the end goal is the successfully get off the overworldand create a sustainable colony on ether a galacticraft planet or another dimension from another mod so is it possible at this time?
Edit: Imported from other thread, got the two mixed up a few days ago
It's great to see this mod up and running again. I'm having a few problems with it though. I can start up a new game but I'm not seeing any extra buttons to start the apocalypse.
I'm using:
MC 1.8
Forge 11.14.3.1450 (11.14.3.1543 doesn't work either)
Well the problem with the server crashing is still not fixed I am using the latest build 9. It seems to be the solar apocalypse part because when I remove that plugin from the mod files it loads just fine with the lunar add-on running here is the server crash file.
---- Minecraft Crash Report ----
// Quite honestly, I wouldn't worry myself about that.
Time: 11/4/15 11:26 PM
Description: Exception in server tick loop
cpw.mods.fml.common.LoaderException: java.lang.NoClassDefFoundError: net/minecraft/client/renderer/GLAllocation
at cpw.mods.fml.common.LoadController.transition(LoadController.java:163)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:522)
at cpw.mods.fml.server.FMLServerHandler.beginServerLoading(FMLServerHandler.java:87)
at cpw.mods.fml.common.FMLCommonHandler.onServerStart(FMLCommonHandler.java:314)
at net.minecraft.server.dedicated.DedicatedServer.func_71197_b(DedicatedServer.java:117)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:387)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)
Caused by: java.lang.NoClassDefFoundError: net/minecraft/client/renderer/GLAllocation
at tk.cephlab.eacontent.solar.SAWorldRenderHandler.<init>(SAWorldRenderHandler.java:34)
at tk.cephlab.eacontent.solar.SolarApocalypse.<init>(SolarApocalypse.java:32)
at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
at sun.reflect.NativeConstructorAccessorImpl.newInstance(Unknown Source)
at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(Unknown Source)
at java.lang.reflect.Constructor.newInstance(Unknown Source)
at java.lang.Class.newInstance(Unknown Source)
at cpw.mods.fml.common.ILanguageAdapter$JavaAdapter.getNewInstance(ILanguageAdapter.java:173)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:506)
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.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:212)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:190)
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.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:119)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:511)
... 5 more
Caused by: java.lang.ClassNotFoundException: net.minecraft.client.renderer.GLAllocation
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:191)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 36 more
Caused by: java.lang.NullPointerException
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:182)
... 38 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.7.10
Operating System: Windows 10 (amd64) version 10.0
Java Version: 1.8.0_65, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 675631304 bytes (644 MB) / 780140544 bytes (744 MB) up to 3571974144 bytes (3406 MB)
JVM Flags: 0 total;
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v9.05 FML v7.10.141.1403 Minecraft Forge 10.13.3.1403 6 mods loaded, 6 mods active
mcp{9.05} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed
FML{7.10.141.1403} [Forge Mod Loader] (forge-1.7.10-10.13.3.1403-1.7.10-universal.jar) Unloaded->Constructed
Forge{10.13.3.1403} [Minecraft Forge] (forge-1.7.10-10.13.3.1403-1.7.10-universal.jar) Unloaded->Constructed
genuine-easapoc{1.3.3.7_a1} [Solar Apocalypse] (eab-9.jar) Unloaded->Errored
genuineea-lunarapoc{1.3.3.7_a1} [Lunar Apocalypse] (eab-9.jar) Unloaded->Constructed
genuine-ea{1.3.3.7_a1} [Elite Armageddon] (eab-9.jar) Unloaded->Constructed
Profiler Position: N/A (disabled)
Is Modded: Definitely; Server brand changed to 'fml,forge'
Type: Dedicated Server (map_server.txt)
Cephrus, I used MCreator to make a working Obsidian glass. I made it a transparent block with a custom model which was a 16x16x16 cube with Techne and it protected me from the sun. The model was a cube the size of a normal block, but it rendered with an offset that meant half of it was underneath the ground and half was above, making it look like a slab when placed on the ground. Do you want me to send you the code? I think it worked because it was a custom model.
Wait u sayin I think modders work for me
Not at all.
I'm saying in general people think of the mod authors working for them instead of modding for personal reasons. If you look at xycraft's thread, you can see (constant ETAs and stuff).
Also, everything is json modelled now (including items/blocks/entities/anything you see in the world).
Click Here to view my WIP Mod!
Currently developing a Tech/Space mod. PM if you can/want to help!
Judging by the OP, this doesn't contain anything physical.
Sorry if I came off like that, I just feel that 1.7.10 is where the majority of the modding community is right now. I wouldn't hold anything against you if you choose to sustain your mod in 1.8. I just get exhausted of all the larger mod's threads filled with at least two "update 2 1.8 plz" posts per page. From a modpack maker's standpoint, they would want mod's to support the version with the most mods, which is 1.7.10 right now.
But the update does.
I plan to use 1.7.10 for the time being, probably updating to 1.9 if it's any better.
Click Here to view my WIP Mod!
Currently developing a Tech/Space mod. PM if you can/want to help!
Hi. I made one world, and the mod didn't work. I have clicked Enable and Disable when creating world(s), but the mod blocks didn't show up in the creative menu, and I have been sitting here watching the sun set and raise more than 5 times, no water has evaporated, no grass is gone, and there is no flames.
Please respond or fix this.
-FIX IT NOW-
Sincerely,
That User Who Needs The Problem Fixed.
Hi. You've provided me with virtually no information. I cannot help you.
Sincerely,
That Mod Author Whom You Didn't Give Enough Information To
Click Here to view my WIP Mod!
Currently developing a Tech/Space mod. PM if you can/want to help!
It's not the community that is keeping mod authors tied down. It's actually a good portion of the modders themselves wanting to stay on 1.7.10. 99% of all features Mojang keeps adding to future updates. Can easily be backported to 1.7.10 by a mod. So a lot of people have been adamantly staying 1.7.10 because of this reason.
Prismarine temples: Easily added
Ender Dragon changes in 1.9: Hardcore Ender Expansion inspired that
New Dungeon in the end? A mod can do that easily and so much more.
New Enchanting Mechanic? Oh so the table uses Lapis now, big whoop
Andesite, Diorite etc etc blocks? Chisel2 already backported those.
[Don't let the offline notice fool you.]
The problem is, mods like et futurum only backport the blocks. I see you aren't a big fan of the 1.8 doors and fences.
I know right 😕
When the solar apocalyse is triggered, will it be isolated to the overworld? I was thinking about doing a playthrough with this and
galaticraft where the end goal is the successfully get off the overworldand create a sustainable colony on ether a galacticraft planet or another dimension from another mod so is it possible at this time?
Edit: Imported from other thread, got the two mixed up a few days ago
The beta versions are isolated to the overworld, more options later. I don't know about the release.
Click Here to view my WIP Mod!
Currently developing a Tech/Space mod. PM if you can/want to help!
It's great to see this mod up and running again. I'm having a few problems with it though. I can start up a new game but I'm not seeing any extra buttons to start the apocalypse.
I'm using:
MC 1.8
Forge 11.14.3.1450 (11.14.3.1543 doesn't work either)
EA 1.3.3.7_a1
Any ideas on how to get it working?
Any errors or screenshots?
Is the mod loading?
If you can give me some more information I may be able to help you.
Click Here to view my WIP Mod!
Currently developing a Tech/Space mod. PM if you can/want to help!
All sorted. It was an issue with another mod causing the game to crash. Sorry to waste your time
I might just be looking in the wrong spot but where are the betas located?
https://drone.io/github.com/Cephrus/Elite-Armageddon/files
Click Here to view my WIP Mod!
Currently developing a Tech/Space mod. PM if you can/want to help!
Well the problem with the server crashing is still not fixed I am using the latest build 9. It seems to be the solar apocalypse part because when I remove that plugin from the mod files it loads just fine with the lunar add-on running here is the server crash file.
---- Minecraft Crash Report ----
// Quite honestly, I wouldn't worry myself about that.
Time: 11/4/15 11:26 PM
Description: Exception in server tick loop
cpw.mods.fml.common.LoaderException: java.lang.NoClassDefFoundError: net/minecraft/client/renderer/GLAllocation
at cpw.mods.fml.common.LoadController.transition(LoadController.java:163)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:522)
at cpw.mods.fml.server.FMLServerHandler.beginServerLoading(FMLServerHandler.java:87)
at cpw.mods.fml.common.FMLCommonHandler.onServerStart(FMLCommonHandler.java:314)
at net.minecraft.server.dedicated.DedicatedServer.func_71197_b(DedicatedServer.java:117)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:387)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)
Caused by: java.lang.NoClassDefFoundError: net/minecraft/client/renderer/GLAllocation
at tk.cephlab.eacontent.solar.SAWorldRenderHandler.<init>(SAWorldRenderHandler.java:34)
at tk.cephlab.eacontent.solar.SolarApocalypse.<init>(SolarApocalypse.java:32)
at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
at sun.reflect.NativeConstructorAccessorImpl.newInstance(Unknown Source)
at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(Unknown Source)
at java.lang.reflect.Constructor.newInstance(Unknown Source)
at java.lang.Class.newInstance(Unknown Source)
at cpw.mods.fml.common.ILanguageAdapter$JavaAdapter.getNewInstance(ILanguageAdapter.java:173)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:506)
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.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:212)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:190)
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.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:119)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:511)
... 5 more
Caused by: java.lang.ClassNotFoundException: net.minecraft.client.renderer.GLAllocation
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:191)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 36 more
Caused by: java.lang.NullPointerException
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:182)
... 38 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.7.10
Operating System: Windows 10 (amd64) version 10.0
Java Version: 1.8.0_65, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 675631304 bytes (644 MB) / 780140544 bytes (744 MB) up to 3571974144 bytes (3406 MB)
JVM Flags: 0 total;
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v9.05 FML v7.10.141.1403 Minecraft Forge 10.13.3.1403 6 mods loaded, 6 mods active
mcp{9.05} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed
FML{7.10.141.1403} [Forge Mod Loader] (forge-1.7.10-10.13.3.1403-1.7.10-universal.jar) Unloaded->Constructed
Forge{10.13.3.1403} [Minecraft Forge] (forge-1.7.10-10.13.3.1403-1.7.10-universal.jar) Unloaded->Constructed
genuine-easapoc{1.3.3.7_a1} [Solar Apocalypse] (eab-9.jar) Unloaded->Errored
genuineea-lunarapoc{1.3.3.7_a1} [Lunar Apocalypse] (eab-9.jar) Unloaded->Constructed
genuine-ea{1.3.3.7_a1} [Elite Armageddon] (eab-9.jar) Unloaded->Constructed
Profiler Position: N/A (disabled)
Is Modded: Definitely; Server brand changed to 'fml,forge'
Type: Dedicated Server (map_server.txt)
Cephrus, I used MCreator to make a working Obsidian glass. I made it a transparent block with a custom model which was a 16x16x16 cube with Techne and it protected me from the sun. The model was a cube the size of a normal block, but it rendered with an offset that meant half of it was underneath the ground and half was above, making it look like a slab when placed on the ground. Do you want me to send you the code? I think it worked because it was a custom model.
Hey what's with this Lunar Apocalypse thing I'm seeing in my game? Is that like a night time version or what?