Welcome to… The last upgrade for 1.12. Beginning tomorrow I will be updating to 1.13. This current version actually adds new features, chief among which is a new tameable creature that can be ridden by the player. I don't usually like to supply spoilers but there are some subtleties to the new Rhinopter that you should be aware of in order to avoid frustration.
⦁ There are 3 colours: red, blue, purple.
⦁ Only purple can be tamed and ridden.
⦁ Red and blue can be bred but not tamed and have a chance to produce purple offspring. They remain hostile: you have been warned.
⦁ Any mounts ridden by the saurohn cannot be tamed or ridden by a player so don't waste yourself.
I will not be adding any of the new features to older versions of my mod.
/update
Here's mah mod! 1.7.10, 1.9.4, 1.10.2, 1.11.2, 1.12.2 versions available.
It's all about the jungle. Blocks, mobs and achievements! Head to your nearest patch of overgrowth, melons and skittish ocelots and see what's what.
The two new bosses have scaling maximum health - the more players that are near them, the larger the boss health. This adjusts on the fly. The new current health is recalculated as a percentage of the old, e.g. if a boss is at 75% health while fighting 10 players then 5 runaway (or die) the boss's new maximum health will go down, but the health bar will remain at 75% full.
If I helped you in any way or agree in my ideas or posts, make sure you click that green arrow pointing up below my post or simply huggle me! I use 1.7.10 (Modded), so when I comment that I like a 1.8 mod, I will comment to downgrade to 1.7.10. I support no pics, no clicks. Suggestions that I think that are the best deserves a banner!
It is almost time to say goodbye to 1.7.10 because of the recent surge of big 1.9 mods.
Why MCreator sucks: jcm2606's file (doesn't open a new tab) He allows/welcomes anyone to link the file, so I put it here in my signature for people to know how MCreator functions. I thank jcm2606 (he's awesome) for creating the document/file and I'm just here to spread the word.
The Meaning of Life, the Universe, and Everything.
Join Date:
2/4/2014
Posts:
253
Location:
Tampa, FL
Minecraft:
ArthaDemon
Member Details
Is there a place with more information about the mod? There's so little that it's very hard to find anything. I have been searching and searching for the big dino boss.
Hello!
It's amazing mod and your great work.
I'm playing on a server with friends, it is kcauldron 1.7.10, everything works fine until I wanted to include the open blocks to keep inventory in graves to die, but his mod seems to have some incompatibility with that. And also it prevents generated deathChest bukkit adding a plugin.
I tried it on a server and forge was the same.
Hopefully I can help fix it to enjoy all the mods together, greetings!
Hello!
It's amazing mod and your great work.
I'm playing on a server with friends, it is kcauldron 1.7.10, everything works fine until I wanted to include the open blocks to keep inventory in graves to die, but his mod seems to have some incompatibility with that. And also it prevents generated deathChest bukkit adding a plugin.
I tried it on a server and forge was the same.
Hopefully I can help fix it to enjoy all the mods together, greetings!
version: WelcomeToTheJungle-1.0.6-1.7.10.jar
hello. yes, i suspected that this might come up. the ceremonial armour in my mod is retained in inventory on death. the way i have it coded is not compatible with mods that do something similiar. the good news is it does not have to be coded that way. the bad news is i don't know how long before i have a replacement ready to go. i'm currently working on a 1.9-1.10 upgrade. i will put the changes into that, then release a 1.7.10 version after.
Hi, thanks for your quick reply.
Is it possible that you can get a quick or temporary solution?
For example, temporarily deactivate that armor.
I really need the generation of graves, please.
Regards!
I really love the design of this mod. I hope you don't mind my doing so, but I PM'd PopularMMOs via YouTube, and suggested he do a mod showcase of your mod. It looks like you put a lot of effort into it and the models are really well done.
I agree with the rest that there needs to be more description somewhere for this. I don't know where things natively spawn without looking into where JAS (JustAnotherSpawner) thinks they should spawn, and I can't find anything that says, for example, where the Skeletons should be.
I'd love to see a config file added for this mod. With a config file, you'd be able to change the dimension ID (as you mention,"The mods dimension id is -42 and is know to conflict with thaumacraft", so why not add a config option?), modify the spawn rate of the jungle structures/temples (the ones with, and without bosses), maybe modify the damage the creatures do, etc.
One thing that seems to be a possible issue is the generation of the structures. They seem to be generating partly, sometimes mostly underground. I've found a few where all I could see were the pillars of fire sticking out 5 blocks or so, and the tip top of the temple. I could break through the ground to get inside the temple, but I think this may be preventing the spawning of the dino boss, and maybe others as well.
Also, in the alternate dimension this mod adds, there are several holes in the ceiling, allowing you to just build up and climb out, and run across the bedrock til you find another hole you want to jump into. There also seem to be structures from other mods spawning on the bedrock, but I don't think that'll matter much if you can seal the "ceiling/roof" up. I understand this is for effect, but in situations of SMP, it is a little broken since as I mentioned before, structures can just spawn on the bedrock, allowing the player to freely roam on the perfectly flat, safe surface above. If possible, (if you add a config file) would it be possible to add an option to generate a solid roof layer?
Lastly, I'd like to know if the two new biomes should be spawning in the overworld or not, or if that's a biome ID conflict. If it's not a conflict, then I'd like to understand the purpose of the dimension added by the mod.
This is all the feedback I have for now as I've only used this mod for a few hours, in creative, while balancing my personal modpack.
Np with the pm to PopularMMO's - most of the youtube reviews so far are non-english, and by children... I guess that's my market. kek.
Let's talk config file first. Sure. It's something I'll put in place specifically for the 1.10 version (first). There are a few things that could do with an off switch. I was always concerned about the ceiling holes granting access to a safe area, but my preference would be to kill players who get up there.
The lack of information was intentional, to give players a chance to experience the mod "raw". Head to a jungle and keep an eye on the achievement page.
The two biomes only spawn as sub-biomes of jungles, but, as noted on the curse mod-page, a specific world type must be selected (all structures can still spawn, however). find a jungle and you are almost certain to find everything else associated with the mod, with a few exceptions:
the mod skeletons were originally created to be summoned as adds by the Tyrant. i laterly had them spawn out of spawners in the "Temple of Mahkin" mini-maze.
the new dimension exists solely to provide a place for the Tyrant to spawn, as well as be an alternative source of soul sapphires. I would like to revisit the dimension at some point and add additional content, but such things were not essential to the mod's story thread.
The Temple of Mahkin is coded to spawn at fixed locations (coordinates are determined on world load), with a limit of four per world - and won't appear on worlds that have already loaded the corresponding chunks.
Just to note about the boss structures: there can only be one Wall spawned at a time. Until he is killed another will not be generated, no matter how many mangled swamps you go to. The Tyrant spawns once only per world, always at the "Heart of the Lost World" in the Lost World dimension.
Let's talk config file first. Sure. It's something I'll put in place specifically for the 1.10 version (first). There are a few things that could do with an off switch. I was always concerned about the ceiling holes granting access to a safe area, but my preference would be to kill players who get up there.
I like this idea, actually, but that could be frustrating for unknowing players to see the way out, try, and then lose all of their things. I don't know if there's some kind of way to use a "see through" block or "impassable" air or something, to still retain that cave-like feel, and not frustrate players at the same time. I'm talking out my ass here, cause I don't know what you can and can't do with the code.
The two biomes only spawn as sub-biomes of jungles, but, as noted on the curse mod-page, a specific world type must be selected (all structures can still spawn, however).
Since I'm using Biomes O' Plenty, I can't set this type. I did however, find a Lost World biome and Mangled Swamp biome in my world. I'm not sure if they're generating properly though because of the setting you mentioned (i.e. perhaps the Tyrant isn't generating, or The Wall, or the necessary structures, but you say they should still spawn). If that's a possibility, could you perhaps implement BoP integration so the world type doesn't need to be chosen as Jungle? I'm certain this will be a problem for users on both 1.7.10 and 1.10.2, since BoP is so popular, and is updated already for 1.10.2.
the new dimension exists solely to provide a place for the Tyrant to spawn, as well as be an alternative source of soul sapphires. The Temple of Mahkin is coded to spawn at fixed locations (coordinates are determined on world load), with a limit of four per world - and won't appear on worlds that have already loaded the corresponding chunks.
I actually flew around in creative in this dimension for over an hour, and could not find anything but that ruined village-type structure generation.
Just to note about the boss structures: there can only be one Wall spawned at a time. Until he is killed another will not be generated, no matter how many mangled swamps you go to. The Tyrant spawns once only per world, always at the "Heart of the Lost World" in the Lost World dimension.
Is there any way to generate another Tyrant, or maybe this would be another configurable option? (Perhaps a way to summon him/have him respawn at another temple in the world but only be able to do this after a successful first kill?)
Look forward to seeing what else you have to say
EDIT:
The lack of information was intentional, to give players a chance to experience the mod "raw". Head to a jungle and keep an eye on the achievement page.
If I were you, I'd throw that tidbit on the main page and curse, so people stop bugging you for a description
Np with the pm to PopularMMO's - most of the youtube reviews so far are non-english, and by children... I guess that's my market. kek.
Yeah, one kid did a pretty decent one, but I really like Pat's reviews, because they're fast and thorough. I won't hold my breath that he'll do it though since he has almost 10 million subscribers. I'm not sure he'll even read my message.
In other news...... I killed The Wall, and got his head. I put it down, but wanted to move it, so I harvested it with my pickaxe and..........crash.
---- Minecraft Crash Report ----
// Why is it breaking
Time: 11/10/16 9:49 PM
Description: Exception in server tick loop
java.lang.NoSuchMethodError: com.salvestrom.w2theJungle.blocks.wallSkull.func_149694_d(Lnet/minecraft/world/World;III)Lnet/minecraft/item/Item;
at com.salvestrom.w2theJungle.blocks.wallSkull.func_149690_a(wallSkull.java:64)
at net.minecraft.block.Block.func_149697_b(Block.java:648)
at net.minecraft.block.Block.func_149636_a(Block.java:974)
at net.minecraft.server.management.ItemInWorldManager.func_73084_b(Unknown Source)
at net.minecraft.server.management.ItemInWorldManager.func_73082_a(Unknown Source)
at net.minecraft.network.NetHandlerPlayServer.func_147345_a(NetHandlerPlayServer.java:498)
at net.minecraft.network.play.client.C07PacketPlayerDigging.func_148833_a(SourceFile:53)
at net.minecraft.network.play.client.C07PacketPlayerDigging.func_148833_a(SourceFile:8)
at net.minecraft.network.NetworkManager.func_74428_b(NetworkManager.java:212)
at net.minecraft.network.NetworkSystem.func_151269_c(NetworkSystem.java:165)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:659)
at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:334)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:547)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:427)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
hello again. i was not able to duplicate the crash in the dev environment or "live". as best as i can tell from the crash report the guilty missing method is "getItem" but that is inherited from the vanilla Block class. try harvesting the tyrant and ancient skulls. they both redundantly overwrite the getItem method.
Other stuff:
My mod has 3 biomes. the Lost World biome is for the mod dimension, allowing me to thin out the jungle. the fact you found it in the overworld makes it clear that BoP incorporates the biomes of other mods, which isn't wholly ideal from my point of view, especially if they appear in isolation from other jungle biomes. there is code in place to ensure that all the necessary structures and mobs will generate even if the mod world type is not used.
Allowing lenny to respawn on a time delay is my biggest preference, but some means to force a spawn is not out of the question.
The alternative to killing players who get on the ceiling is to treat +128 layers as a super portal, auto-teleporting players to the overrworld.
Having said all this my primary focus is having a functioning mod for 1.9.4 and beyond. intergrating these sorts of changes into that version would come before retro-adding them to 1.7.10.
My mod has 3 biomes. the Lost World biome is for the mod dimension, allowing me to thin out the jungle. the fact you found it in the overworld makes it clear that BoP incorporates the biomes of other mods
I thought about how stupid my request was after I wrote it and went back to playing. Had kind of a facepalm after a brief moment, since yes, your biomes do appear already in the overworld with the BoP world type selected, separately from others. Sometimes, they end up kind of plopped in the middle of a vanilla jungle. I would really love if this didn't change, or if possible, was configurable. I like choices. I know of the Mangled Swamp and the Lost World, what's the 3rd? Your curse page even says 2 biomes, unless the 3 was a typo?
which isn't wholly ideal from my point of view, especially if they appear in isolation from other jungle biomes.
I actually quite like it. The jungle biome is completely different and has new life thanks to your mob creations. It gives it that much needed mythical/medeival combo feel that I'm going for.
Allowing lenny to respawn on a time delay is my biggest preference, but some means to force a spawn is not out of the question.
I like this idea as well. Maybe something like every 7 minecraft days, or higher if that seems too often. I wouldn't personally go any lower (respawn faster) than that though.
The alternative to killing players who get on the ceiling is to treat +128 layers as a super portal, auto-teleporting players to the overrworld.
That would be a great alternative, in my opinion. Would they fall from the sky though and smash into the ground, or would it teleport them to a random location? I actually tested this out earlier on because I thought that might be what happens. xD But to my surprise, there was just void when I dug through the bottom layer. I guess the clouds at ground level are more for asthetic purposes, like fog. I thought it might mean that I was just really high up in the sky in another dimension.
Having said all this my primary focus is having a functioning mod for 1.9.4 and beyond. intergrating these sorts of changes into that version would come before retro-adding them to 1.7.10.
Understood. Would it be too much to ask to at least add a config for the dimension ID for 1.7.10 for now, so that your mod can be used with Thaumcraft? Apparently, neither mod has a way to change the dimension ID, which becomes a "which one do I want more" scenario.
Technically, there are 3 biomes, but one, the Lost World, was added solely to be the biome used by the new Dimension (using the vanilla jungle biome in there was way too dense). The second "proper" biome is Jungle Mountains.
I have released a new version with a hand-editable config file that will let you alter the dimension id and turn off the ceremonial armour's soulbound effect.
You'll be pleased to know I added a text-based config file that lets you turn off keeping my mod armour on death and allows the dimension id to be changed.
Update:
Welcome to… The last upgrade for 1.12. Beginning tomorrow I will be updating to 1.13. This current version actually adds new features, chief among which is a new tameable creature that can be ridden by the player. I don't usually like to supply spoilers but there are some subtleties to the new Rhinopter that you should be aware of in order to avoid frustration.
⦁ There are 3 colours: red, blue, purple.
⦁ Only purple can be tamed and ridden.
⦁ Red and blue can be bred but not tamed and have a chance to produce purple offspring. They remain hostile: you have been warned.
⦁ Any mounts ridden by the saurohn cannot be tamed or ridden by a player so don't waste yourself.
I will not be adding any of the new features to older versions of my mod.
/update
Here's mah mod! 1.7.10, 1.9.4, 1.10.2, 1.11.2, 1.12.2 versions available.
It's all about the jungle. Blocks, mobs and achievements! Head to your nearest patch of overgrowth, melons and skittish ocelots and see what's what.
Welcome
Things you might like to take note of:
The two new bosses have scaling maximum health - the more players that are near them, the larger the boss health. This adjusts on the fly. The new current health is recalculated as a percentage of the old, e.g. if a boss is at 75% health while fighting 10 players then 5 runaway (or die) the boss's new maximum health will go down, but the health bar will remain at 75% full.
Awesom xDDD
My I use this in a modpack?
Could you provide pics in the OP?
If I helped you in any way or agree in my ideas or posts, make sure you click that green arrow pointing up below my post or simply huggle me! I use 1.7.10 (Modded), so when I comment that I like a 1.8 mod, I will comment to downgrade to 1.7.10. I support no pics, no clicks. Suggestions that I think that are the best deserves a banner!
It is almost time to say goodbye to 1.7.10 because of the recent surge of big 1.9 mods.
Why MCreator sucks: jcm2606's file (doesn't open a new tab) He allows/welcomes anyone to link the file, so I put it here in my signature for people to know how MCreator functions. I thank jcm2606 (he's awesome) for creating the document/file and I'm just here to spread the word.
500+ huggles? U wot, m8?
Is there a place with more information about the mod? There's so little that it's very hard to find anything. I have been searching and searching for the big dino boss.
hey, sorry to reply so late. the thread was so inactive i stopped checking it.
the tyrant, aka big dino boss, is found in the Lost World dimension.
I've gone to the lost world dimension several times and gone all around searching and was never able to find him.
0 40 0
Hello!
It's amazing mod and your great work.
I'm playing on a server with friends, it is kcauldron 1.7.10, everything works fine until I wanted to include the open blocks to keep inventory in graves to die, but his mod seems to have some incompatibility with that. And also it prevents generated deathChest bukkit adding a plugin.
I tried it on a server and forge was the same.
Hopefully I can help fix it to enjoy all the mods together, greetings!
version: WelcomeToTheJungle-1.0.6-1.7.10.jar
hello. yes, i suspected that this might come up. the ceremonial armour in my mod is retained in inventory on death. the way i have it coded is not compatible with mods that do something similiar. the good news is it does not have to be coded that way. the bad news is i don't know how long before i have a replacement ready to go. i'm currently working on a 1.9-1.10 upgrade. i will put the changes into that, then release a 1.7.10 version after.
Hi, thanks for your quick reply.
Is it possible that you can get a quick or temporary solution?
For example, temporarily deactivate that armor.
I really need the generation of graves, please.
Regards!
The curse link now has a second file labelled 1.0.6alt. this version disables retaining ceremonial armour on death.
I thank you very much for your attention and the help given.
Greetings.
I really love the design of this mod. I hope you don't mind my doing so, but I PM'd PopularMMOs via YouTube, and suggested he do a mod showcase of your mod. It looks like you put a lot of effort into it and the models are really well done.
I agree with the rest that there needs to be more description somewhere for this. I don't know where things natively spawn without looking into where JAS (JustAnotherSpawner) thinks they should spawn, and I can't find anything that says, for example, where the Skeletons should be.
I'd love to see a config file added for this mod. With a config file, you'd be able to change the dimension ID (as you mention,"The mods dimension id is -42 and is know to conflict with thaumacraft", so why not add a config option?), modify the spawn rate of the jungle structures/temples (the ones with, and without bosses), maybe modify the damage the creatures do, etc.
One thing that seems to be a possible issue is the generation of the structures. They seem to be generating partly, sometimes mostly underground. I've found a few where all I could see were the pillars of fire sticking out 5 blocks or so, and the tip top of the temple. I could break through the ground to get inside the temple, but I think this may be preventing the spawning of the dino boss, and maybe others as well.
Also, in the alternate dimension this mod adds, there are several holes in the ceiling, allowing you to just build up and climb out, and run across the bedrock til you find another hole you want to jump into. There also seem to be structures from other mods spawning on the bedrock, but I don't think that'll matter much if you can seal the "ceiling/roof" up. I understand this is for effect, but in situations of SMP, it is a little broken since as I mentioned before, structures can just spawn on the bedrock, allowing the player to freely roam on the perfectly flat, safe surface above. If possible, (if you add a config file) would it be possible to add an option to generate a solid roof layer?
Lastly, I'd like to know if the two new biomes should be spawning in the overworld or not, or if that's a biome ID conflict. If it's not a conflict, then I'd like to understand the purpose of the dimension added by the mod.
This is all the feedback I have for now as I've only used this mod for a few hours, in creative, while balancing my personal modpack.
Hey. Thanks fer the feeback.
Np with the pm to PopularMMO's - most of the youtube reviews so far are non-english, and by children... I guess that's my market. kek.
Let's talk config file first. Sure. It's something I'll put in place specifically for the 1.10 version (first). There are a few things that could do with an off switch. I was always concerned about the ceiling holes granting access to a safe area, but my preference would be to kill players who get up there.
The lack of information was intentional, to give players a chance to experience the mod "raw". Head to a jungle and keep an eye on the achievement page.
The two biomes only spawn as sub-biomes of jungles, but, as noted on the curse mod-page, a specific world type must be selected (all structures can still spawn, however). find a jungle and you are almost certain to find everything else associated with the mod, with a few exceptions:
the mod skeletons were originally created to be summoned as adds by the Tyrant. i laterly had them spawn out of spawners in the "Temple of Mahkin" mini-maze.
the new dimension exists solely to provide a place for the Tyrant to spawn, as well as be an alternative source of soul sapphires. I would like to revisit the dimension at some point and add additional content, but such things were not essential to the mod's story thread.
The Temple of Mahkin is coded to spawn at fixed locations (coordinates are determined on world load), with a limit of four per world - and won't appear on worlds that have already loaded the corresponding chunks.
Just to note about the boss structures: there can only be one Wall spawned at a time. Until he is killed another will not be generated, no matter how many mangled swamps you go to. The Tyrant spawns once only per world, always at the "Heart of the Lost World" in the Lost World dimension.
Enjoy.
Thanks for your quick reply!
Okay.. here's my feedback on your.....feedback.
I like this idea, actually, but that could be frustrating for unknowing players to see the way out, try, and then lose all of their things. I don't know if there's some kind of way to use a "see through" block or "impassable" air or something, to still retain that cave-like feel, and not frustrate players at the same time. I'm talking out my ass here, cause I don't know what you can and can't do with the code.
Since I'm using Biomes O' Plenty, I can't set this type. I did however, find a Lost World biome and Mangled Swamp biome in my world. I'm not sure if they're generating properly though because of the setting you mentioned (i.e. perhaps the Tyrant isn't generating, or The Wall, or the necessary structures, but you say they should still spawn). If that's a possibility, could you perhaps implement BoP integration so the world type doesn't need to be chosen as Jungle? I'm certain this will be a problem for users on both 1.7.10 and 1.10.2, since BoP is so popular, and is updated already for 1.10.2.
I actually flew around in creative in this dimension for over an hour, and could not find anything but that ruined village-type structure generation.
Is there any way to generate another Tyrant, or maybe this would be another configurable option? (Perhaps a way to summon him/have him respawn at another temple in the world but only be able to do this after a successful first kill?)
Look forward to seeing what else you have to say
EDIT:
If I were you, I'd throw that tidbit on the main page and curse, so people stop bugging you for a description
Yeah, one kid did a pretty decent one, but I really like Pat's reviews, because they're fast and thorough. I won't hold my breath that he'll do it though since he has almost 10 million subscribers. I'm not sure he'll even read my message.
In other news...... I killed The Wall, and got his head. I put it down, but wanted to move it, so I harvested it with my pickaxe and..........crash.
---- Minecraft Crash Report ----
// Why is it breaking
Time: 11/10/16 9:49 PM
Description: Exception in server tick loop
java.lang.NoSuchMethodError: com.salvestrom.w2theJungle.blocks.wallSkull.func_149694_d(Lnet/minecraft/world/World;III)Lnet/minecraft/item/Item;
at com.salvestrom.w2theJungle.blocks.wallSkull.func_149690_a(wallSkull.java:64)
at net.minecraft.block.Block.func_149697_b(Block.java:648)
at net.minecraft.block.Block.func_149636_a(Block.java:974)
at net.minecraft.server.management.ItemInWorldManager.func_73084_b(Unknown Source)
at net.minecraft.server.management.ItemInWorldManager.func_73082_a(Unknown Source)
at net.minecraft.network.NetHandlerPlayServer.func_147345_a(NetHandlerPlayServer.java:498)
at net.minecraft.network.play.client.C07PacketPlayerDigging.func_148833_a(SourceFile:53)
at net.minecraft.network.play.client.C07PacketPlayerDigging.func_148833_a(SourceFile:8)
at net.minecraft.network.NetworkManager.func_74428_b(NetworkManager.java:212)
at net.minecraft.network.NetworkSystem.func_151269_c(NetworkSystem.java:165)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:659)
at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:334)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:547)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:427)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)
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: Linux (amd64) version 4.2.0-42-generic
Java Version: 1.8.0_101, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 11164259432 bytes (10647 MB) / 16969105408 bytes (16183 MB) up to 16969105408 bytes (16183 MB)
JVM Flags: 2 total; -Xmx16384M -Xms16384M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 13, tallocated: 96
FML: MCP v9.05 FML v7.10.99.99 Minecraft Forge 10.13.4.1614 136 mods loaded, 136 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
UCHIJAAAA mcp{9.05} [Minecraft Coder Pack] (minecraft.jar)
UCHIJAAAA FML{7.10.99.99} [Forge Mod Loader] (forge.jar)
UCHIJAAAA Forge{10.13.4.1614} [Minecraft Forge] (forge.jar)
UCHIJAAAA CodeChickenCore{1.0.7.47} [CodeChicken Core] (minecraft.jar)
UCHIJAAAA ivtoolkit{1.2.1} [IvToolkit] (minecraft.jar)
UCHIJAAAA NotEnoughItems{1.0.5.118} [Not Enough Items] (NotEnoughItems-1.7.10-1.0.5.118-universal.jar)
UCHIJAAAA <CoFH ASM>{000} [CoFH ASM] (minecraft.jar)
UCHIJAAAA cuchaz.ships.core{1.7.10-1.0.3} [Ships Mod Core] (minecraft.jar)
UCHIJAAAA dynamicswordskills{1.7.10-1.7} [Dynamic Sword Skills] (1.7.10-dynamicswordskills-1.7.jar)
UCHIJAAAA battlegear2{1.7.10} [Mine & Blade Battlegear 2 - Bullseye] (1.7.10-MB_Battlegear2-Bullseye-1.0.8.3.jar)
UCHIJAAAA MCP_Wheel{1.1.2} [MC+ Wheel] ([1.7.10][1.2] MC+ ModPack - v3.jar)
UCHIJAAAA MCP_Cart{1.3.0} [MC+ Cart] ([1.7.10][1.2] MC+ ModPack - v3.jar)
UCHIJAAAA MCP_FirePit{1.0.3} [MC+ FirePit] ([1.7.10][1.2] MC+ ModPack - v3.jar)
UCHIJAAAA ForgeEndertech{1.7.10-1.7.0.0} [Forge Endertech] (ForgeEndertech-1.7.10-1.7.0.0.jar)
UCHIJAAAA AdChimneys{1.7.10-2.15.0.0} [Advanced Chimneys] (AdChimneys-1.7.10-2.15.0.0.jar)
UCHIJAAAA Baubles{1.0.1.10} [Baubles] (Baubles-1.7.10-1.0.1.10.jar)
UCHIJAAAA adventurebackpack{1.7.10-0.8f} [Adventure Backpack] (adventurebackpack-1.7.10-0.8fbeta3.jar)
UCHIJAAAA AgriCraft{1.7.10-1.5.0} [AgriCraft] (AgriCraft-1.7.10-1.5.0.jar)
UCHIJAAAA AnimationAPI{1.2.4} [AnimationAPI] (AnimationAPI-1.7.10-1.2.4.jar)
UCHIJAAAA AppleCore{1.3.2} [AppleCore] (AppleCore-mc1.7.10-1.3.2.jar)
UCHIJAAAA Artifacts{1.1.3} [Artifacts] (Artifacts-1.1.3.jar)
UCHIJAAAA AutoSapling{1.0} [AutoSapling] (AutoSapling-1.1.jar)
UCHIJAAAA betterstorage{0.13.1.127} [BetterStorage] (BetterStorage-1.7.10-0.13.1.127.jar)
UCHIJAAAA BiblioCraft{1.11.5} [BiblioCraft] (BiblioCraft[v1.11.5][MC1.7.10].jar)
UCHIJAAAA BiomesOPlenty{2.1.0} [Biomes O' Plenty] (BiomesOPlenty-1.7.10-2.1.0.2027-universal.jar)
UCHIJAAAA BiblioWoodsBoP{1.9} [BiblioWoods Biomes O'Plenty Edition] (BiblioWoods[BiomesOPlenty][v1.9].jar)
UCHIJAAAA malisiscore{1.7.10-0.14.0} [MalisisCore] (malisiscore-1.7.10-0.14.0.jar)
UCHIJAAAA malisisdoors{1.7.10-1.13.0} [Malisis' Doors] (malisisdoors-1.7.10-1.13.0.jar)
UCHIJAAAA BigDoors{1.7.10-1.1.0} [Big Doors] (BigDoors-1.7.10-1.1.0.jar)
UCHIJAAAA BNBGamingLib{2.3.2} [BNBGamingLib] (BNBGamingLib-2.3.2.jar)
UCHIJAAAA Botania{r1.8-249} [Botania] (Botania r1.8-249.jar)
UCHIJAAAA ForgeMultipart{1.2.0.345} [Forge Multipart] (ForgeMultipart-1.7.10-1.2.0.345-universal.jar)
UCHIJAAAA chisel{2.9.5.11} [Chisel] (Chisel-2.9.5.11.jar)
UCHIJAAAA CarpentersBlocks{3.3.8} [Carpenter's Blocks] (Carpenter's Blocks v3.3.8 - MC 1.7.10.jar)
UCHIJAAAA ChickenChunks{1.3.4.19} [ChickenChunks] (ChickenChunks-1.7.10-1.3.4.19-universal.jar)
UCHIJAAAA chocolateQuest{1.0} [Chocolate Quest] (chocolateQuest-1.7.10-1.1d.jar)
UCHIJAAAA coffin{1.0} [Coffin Mod] (Coffin Mod-1.7.10.jar)
UCHIJAAAA CoFHCore{1.7.10R3.1.3} [CoFH Core] (CoFHCore-[1.7.10]3.1.3-327.jar)
UCHIJAAAA cookiecore{1.4.0} [Cookie Core] (CookieCore-1.7.10-1.4.0-11.jar)
UCHIJAAAA BuildMod{v1.0} [Build Mod] (coroutil-1.7.10-1.1.5.jar)
UCHIJAAAA CoroPets{v1.0} [CoroPets] (coroutil-1.7.10-1.1.5.jar)
UCHIJAAAA CoroAI{v1.0} [CoroAI] (coroutil-1.7.10-1.1.5.jar)
UCHIJAAAA ExtendedRenderer{v1.0} [Extended Renderer] (coroutil-1.7.10-1.1.5.jar)
UCHIJAAAA ConfigMod{v1.0} [Extended Mod Config] (coroutil-1.7.10-1.1.5.jar)
UCHIJAAAA CraftHeraldry{1.1.3} [CraftHeraldry] (CraftHeraldry 1.1.3.jar)
UCHIJAAAA customnpcs{1.7.10d} [CustomNpcs] (CustomNPCs_1.7.10d(21feb16).jar)
UCHIJAAAA dimnofly{1.0} [Dimensional Flight Ban] (dimNoFly-1.0.jar)
UCHIJAAAA MoCreatures{6.3.1} [DrZhark's Mo'Creatures Mod] (DrZharks MoCreatures Mod v6.3.1.zip)
UCHIJAAAA dungeonmobs{4.1.3} [Dungeon Mobs] (Dungeon Mobs v4.1.3.jar)
UCHIJAAAA enchvil{1.0} [Enchvil Mod] (enchvil-1.7.2-V1.1.jar)
UCHIJAAAA exnihilo{1.38-53} [Ex Nihilo] (Ex-Nihilo-1.38-53.jar)
UCHIJAAAA harvestcraft{1.7.10j} [Pam's HarvestCraft] (Pam's HarvestCraft 1.7.10Lb.jar)
UCHIJAAAA ImmersiveEngineering{0.7.7} [Immersive Engineering] (ImmersiveEngineering-0.7.7.jar)
UCHIJAAAA Mantle{1.7.10-0.3.2.jenkins191} [Mantle] (Mantle-1.7.10-0.3.2b.jar)
UCHIJAAAA Waila{1.5.10} [Waila] (Waila-1.5.10_1.7.10.jar)
UCHIJAAAA TConstruct{1.7.10-1.8.8.build988} [Tinkers' Construct] (TConstruct-1.7.10-1.8.8.jar)
UCHIJAAAA MineTweaker3{3.0.10} [MineTweaker 3] (MineTweaker3-1.7.10-3.0.10B.jar)
UCHIJAAAA TSteelworks{1.7.10-1.1.2} [Tinkers' Steelworks] (TSteelworks-1.7.10-1.1.2-20.jar)
UCHIJAAAA ExtraTiC{1.4.6} [ExtraTiC] (ExtraTiC-1.7.10-1.4.6.jar)
UCHIJAAAA farseek{1.0.10} [Farseek] (Farseek-1.0.10.jar)
UCHIJAAAA McMultipart{1.2.0.345} [Minecraft Multipart Plugin] (ForgeMultipart-1.7.10-1.2.0.345-universal.jar)
UCHIJAAAA growingtrees{0.4.5} [Dynamic Trees] (GrowingTrees-1.7.10-0.4.5.jar)
UCHIJAAAA Growthcraft{1.7.10-2.7.0} [Growthcraft] (growthcraft-1.7.10-2.7.0-complete.jar)
UCHIJAAAA Growthcraft|Cellar{1.7.10-2.7.0} [Growthcraft Cellar] (growthcraft-1.7.10-2.7.0-complete.jar)
UCHIJAAAA Growthcraft|Apples{1.7.10-2.7.0} [Growthcraft Apples] (growthcraft-1.7.10-2.7.0-complete.jar)
UCHIJAAAA Growthcraft|Bamboo{1.7.10-2.7.0} [Growthcraft Bamboo] (growthcraft-1.7.10-2.7.0-complete.jar)
UCHIJAAAA Growthcraft|Bees{1.7.10-2.7.0} [Growthcraft Bees] (growthcraft-1.7.10-2.7.0-complete.jar)
UCHIJAAAA Growthcraft|Fishtrap{1.7.10-2.7.0} [Growthcraft Fishtrap] (growthcraft-1.7.10-2.7.0-complete.jar)
UCHIJAAAA Growthcraft|Grapes{1.7.10-2.7.0} [Growthcraft Grapes] (growthcraft-1.7.10-2.7.0-complete.jar)
UCHIJAAAA Growthcraft|Hops{1.7.10-2.7.0} [Growthcraft Hops] (growthcraft-1.7.10-2.7.0-complete.jar)
UCHIJAAAA Growthcraft|Milk{1.7.10-2.7.0} [Growthcraft Milk] (growthcraft-1.7.10-2.7.0-complete.jar)
UCHIJAAAA Growthcraft|Rice{1.7.10-2.7.0} [Growthcraft Rice] (growthcraft-1.7.10-2.7.0-complete.jar)
UCHIJAAAA hardcorewither{1.1.3} [Hardcore Wither] (Hardcore Wither-1.7.10-1.1.3-21-universal.jar)
UCHIJAAAA HardcoreDarkness{1.7} [Hardcore Darkness] (HardcoreDarkness-MC1.7.10-1.7.jar)
UCHIJAAAA HardcoreEnderExpansion{1.8.6} [Hardcore Ender Expansion] (HardcoreEnderExpansion MC-1.7.10 v1.8.6.jar)
UCHIJAAAA hearts{1.1.1} [Heart Crystal Mod] (Heart Crystal by NukeDuck [1.7.10][1.1.1].jar)
UCHIJAAAA heartdrop{1.3.2} [Heart Drop] (HeartDrop-1.7.10-1.3.2.jar)
UCHIJAAAA immersiveintegration{0.6.8} [Immersive Integration] (immersiveintegration-0.6.8.jar)
UCHIJAAAA imc{1.12.3-MC1.7.10} [Improving Minecraft] (Improving Minecraft-1.12.3 for Minecraft 1.7.10.jar)
UCHIJAAAA inventorytweaks{1.58-147-645ca10} [Inventory Tweaks] (InventoryTweaks-1.58-147.jar)
UCHIJAAAA JABBA{1.2.2} [JABBA] (Jabba-1.2.2_1.7.10.jar)
UCHIJAAAA JASCompatability{1.2.0} [Just Another Spawner Compatibility Addon] (JustAnotherSpawnerCompatibilityAddon-1.2.0.jar)
UCHIJAAAA latticemod{1.0} [Lattice Mod] (Lattice-Mod-1.7.10.jar)
UCHIJAAAA levels{r3.0.1} [Levels] (Levels-1.7.10-r3.0.1.jar)
UCHIJAAAA llibrary{1.5.1} [LLibrary] (llibrary-1.5.1-1.7.10.jar)
UCHIJAAAA mam{1.7.10-1.0.2} [Myths & Monsters Mod] (mam-1.7.10-1.0.2.jar)
UCHIJAAAA mobrebirth{bp1.7.10(2.3.1.0)} [Mob Rebirth] (Mob Rebirth bp1.7.10(2.3.1.0).jar)
UCHIJAAAA modtweaker2{0.9.6} [Mod Tweaker 2] (ModTweaker2-0.9.6.jar)
UCHIJAAAA Morpheus{1.7.10-1.6.10} [Morpheus] (Morpheus-1.7.10-1.6.10.jar)
UCHIJAAAA mowziesmobs{1.2.9} [Mowzie's Mobs] (MowziesMobs-1.2.99.jar)
UCHIJAAAA MSM3{3.0.0d} [More Swords 3] (MSM-SNAP-3.0.0e-For-MC-1.7.10.jar)
UCHIJAAAA MutantCreatures{1.4.9} [Mutant Creatures] (MutantCreatures-1.7.10-1.4.9.jar)
UCHIJAAAA NaturalAbsorption{1.2.1} [Natural Absorption] (NaturalAbsorption-1.7.10-1.2.1.jar)
UCHIJAAAA NetherOres{1.7.10R2.3.1} [Nether Ores] (NetherOres-[1.7.10]2.3.1-22.jar)
UCHIJAAAA netherportalfix{1.0} [Nether Portal Fix] (netherportalfix-mc1.7.10-1.1.0.jar)
UCHIJAAAA Oceancraft{1.4.1} [Oceancraft] (Oceancraft-1.4.1.jar)
UCHIJAAAA quiverchevsky{b100} [QuiverBow] (QuiverBow_1.7.10_b100.zip)
UCHIJAAAA row{1.7.10-5.8-RC6} [Rails of War] (RailsOfWar-1.7.10-5.8-RC6.jar)
UCHIJAAAA reccomplex{0.9.7.1} [Recurrent Complex] (RecurrentComplex-0.9.7.1.jar)
UCHIJAAAA RedstonePasteMod{1.6.2} [Redstone Paste] (RedstonePasteMod-1.7.10-1.6.2.jar)
UCHIJAAAA rowam{8.0.0} [Rails of War Automation Module] (ROWAM-1.7.10-8.0.0.jar)
UCHIJAAAA Safe{1.3.1} [Safe] (safe-v1.3.1.jar)
UCHIJAAAA cuchaz.cuchazinteractive{1.7.10-1.0} [Cuchaz Interactive] (shipsMod-v1.7.10-1.0.4.jar)
UCHIJAAAA cuchaz.ships{1.7.10-1.0.3} [Ships Mod] (shipsMod-v1.7.10-1.0.4.jar)
UCHIJAAAA shipwrecks{1.7.0} [Shipwrecks!] (shipwrecks-1.7.10-1.7.1.jar)
UCHIJAAAA SimpleAchievements{MC1.7.10-1.1.0-21} [Simple Achievements] (SimpleAchievements-MC1.7.10-1.1.0-21.jar)
UCHIJAAAA SophisticatedWolves{3.2.0} [SophisticatedWolves] (Sophisticated Wolves 3.2.0.jar)
UCHIJAAAA SpecialAI{1.1.2} [Special AI] (SpecialAI-1.7.10-1.1.2.jar)
UCHIJAAAA SpecialMobs{3.1.1} [Special Mobs] (SpecialMobs-1.7.10-3.1.1.jar)
UCHIJAAAA SpiceOfLife{1.3.6} [The Spice of Life] (SpiceOfLife-mc1.7.10-1.3.6.jar)
UCHIJAAAA streams{0.1.6} [Streams] (Streams-0.1.6.jar)
UCHIJAAAA supercraftingframe{1.7.10.3} [Super Crafting Frame] (supercraftingframe-1.7.10.3.jar)
UCHIJAAAA SuspendedServer{1.0.1} [Suspended Server] (SuspendedServer-1.0.1.jar)
UCHIJAAAA TallDoors{0.5.1} [Tall Doors Mod] (TallDoors-1.7.10-0.5.2.jar)
UCHIJAAAA thebetweenlands{1.0.6-alpha} [The Betweenlands] (TheBetweenlands-1.0.6-alpha-universal.jar)
UCHIJAAAA tinkersdefense{1.3.7} [Tinkers' Defense] (tinkersdefense-1.3.7.jar)
UCHIJAAAA totemic{1.7.10-0.6.2} [Totemic] (Totemic-1.7.10-0.6.2.jar)
UCHIJAAAA tradeboothmod{1.7.10.1} [Trade Booth Mod] (tradebooth.1.7.10.1.jar)
UCHIJAAAA trashslot{1.0.31} [TrashSlot] (trashslot-mc1.7.10-1.0.31.jar)
UCHIJAAAA TravellersGear{1.16.6} [Traveller's Gear] (TravellersGear-1.7.10-1.16.6.jar)
UCHIJAAAA sgs_treasure{3.0.8} [SGS Treasure!] (Treasure-3.0.8-mc1.7.10.jar)
UCHIJAAAA bspkrsCore{6.16} [bspkrsCore] ([1.7.10]bspkrsCore-universal-6.16.jar)
UCHIJAAAA Treecapitator{1.7.10} [Treecapitator] (Treecapitator-universal-2.0.4.jar)
UCHIJAAAA wawla{1.3.2} [What Are We Looking At] (Wawla-1.3.2-1.7.10.jar)
UCHIJAAAA thejungle{1.0} [Welcome to the Jungle] (WelcomeToTheJungle-1.0.6alt-1.7.10.jar)
UCHIJAAAA witchery{0.24.1} [Witchery] (witchery-1.7.10-0.24.1.jar)
UCHIJAAAA witcherypatch{1.0.0} [WitcheryPatch] (WitcheryPatch-1.7.10-1.0.0.jar)
UCHIJAAAA woodstuff{1.3.1} [WoodStuff] (WoodStuff-1.3.1.jar)
UCHIJAAAA yegamolchattels{1.1.2} [Ye Gamol Chattels] (YeGamolChattels-1.1.2.jar)
UCHIJAAAA ZAMod{v1.10} [Zombie Awareness] (zombieawareness-1.7.10-1.10.jar)
UCHIJAAAA legendgear{2.b.2.1} [LegendGear 2] (legendgear-1.7.10-2.b.2.1.jar)
UCHIJAAAA aobd{2.8.4} [Another One Bites The Dust] (AOBD-2.8.4.jar)
UCHIJAAAA ForgeMicroblock{1.2.0.345} [Forge Microblocks] (ForgeMultipart-1.7.10-1.2.0.345-universal.jar)
UCHIJAAAA HungerOverhaul{1.7.10-1.0.0.jenkins104} [Hunger Overhaul] (HungerOverhaul-1.7.10-1.0.0.jenkins104.jar)
UCHIJAAAA JustAnotherSpawner{0.17.7} [Just Another Spawner] (JustAnotherSpawner-0.17.7.jar)
UCHIJAAAA UniDict{1.7.10-2.9.2} [UniDict] (UniDict-1.7.10-2.9.2.jar)
CoFHCore: -[1.7.10]3.1.3-327
Mantle Environment: Environment healthy.
TConstruct Environment: Environment healthy.
NetherOres: -[1.7.10]2.3.1-22
Chisel: Errors like "[FML]: Unable to lookup ..." are NOT the cause of this crash. You can safely ignore these errors. And update forge while you're at it.
Profiler Position: N/A (disabled)
Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Player Count: 1 / 10; [EntityPlayerMP['syndicate25'/976, l='world', x=141.96, y=63.00, z=1170.60]]
Is Modded: Definitely; Server brand changed to 'fml,forge'
Type: Dedicated Server (map_server.txt)
Also, I did not get his head back when I rejoined following the crash.
hello again. i was not able to duplicate the crash in the dev environment or "live". as best as i can tell from the crash report the guilty missing method is "getItem" but that is inherited from the vanilla Block class. try harvesting the tyrant and ancient skulls. they both redundantly overwrite the getItem method.
Other stuff:
My mod has 3 biomes. the Lost World biome is for the mod dimension, allowing me to thin out the jungle. the fact you found it in the overworld makes it clear that BoP incorporates the biomes of other mods, which isn't wholly ideal from my point of view, especially if they appear in isolation from other jungle biomes. there is code in place to ensure that all the necessary structures and mobs will generate even if the mod world type is not used.
Allowing lenny to respawn on a time delay is my biggest preference, but some means to force a spawn is not out of the question.
The alternative to killing players who get on the ceiling is to treat +128 layers as a super portal, auto-teleporting players to the overrworld.
Having said all this my primary focus is having a functioning mod for 1.9.4 and beyond. intergrating these sorts of changes into that version would come before retro-adding them to 1.7.10.
I thought about how stupid my request was after I wrote it and went back to playing. Had kind of a facepalm after a brief moment, since yes, your biomes do appear already in the overworld with the BoP world type selected, separately from others. Sometimes, they end up kind of plopped in the middle of a vanilla jungle. I would really love if this didn't change, or if possible, was configurable. I like choices. I know of the Mangled Swamp and the Lost World, what's the 3rd? Your curse page even says 2 biomes, unless the 3 was a typo?
I actually quite like it. The jungle biome is completely different and has new life thanks to your mob creations. It gives it that much needed mythical/medeival combo feel that I'm going for.
I like this idea as well. Maybe something like every 7 minecraft days, or higher if that seems too often. I wouldn't personally go any lower (respawn faster) than that though.
That would be a great alternative, in my opinion. Would they fall from the sky though and smash into the ground, or would it teleport them to a random location? I actually tested this out earlier on because I thought that might be what happens. xD But to my surprise, there was just void when I dug through the bottom layer. I guess the clouds at ground level are more for asthetic purposes, like fog. I thought it might mean that I was just really high up in the sky in another dimension.
Understood. Would it be too much to ask to at least add a config for the dimension ID for 1.7.10 for now, so that your mod can be used with Thaumcraft? Apparently, neither mod has a way to change the dimension ID, which becomes a "which one do I want more" scenario.
Technically, there are 3 biomes, but one, the Lost World, was added solely to be the biome used by the new Dimension (using the vanilla jungle biome in there was way too dense). The second "proper" biome is Jungle Mountains.
I have released a new version with a hand-editable config file that will let you alter the dimension id and turn off the ceremonial armour's soulbound effect.
You'll be pleased to know I added a text-based config file that lets you turn off keeping my mod armour on death and allows the dimension id to be changed.