Thank you for the detailed crashlog, I appreciate it. I'll look into this now.
In the meantime, try switching to use 1.10.2 '2043' instead of 2092- that might fix it. I should update my version forge, realistically, but see if that helps.
Rollback Post to RevisionRollBack
Have a modding question? PM me and hopefully I'll be able to help.
Some additional snooping has revealed that the newest version of Forge (actually, I think it's 2091) added a check to the registration that, at a glance, throws an index out of bounds error when a block or item has an amount of metadatas greater than 16. :/
Rollback Post to RevisionRollBack
Have a modding question? PM me and hopefully I'll be able to help.
I have a friend testing this atm and it's waaayy too buggy from the sounds of things, so I'm going to cut off the download again till things can settle down.
Rollback Post to RevisionRollBack
Have a modding question? PM me and hopefully I'll be able to help.
Fixed a bug where leaves would drop untextured fake sticks.
Fixed a bug where leaves would not regrow.
Fixed a bug where firing an arrow would not fire an arrow.
Fixed a bug where multiple connectivity lines would appear instead of just one.
Fixed a crash associated with beetroot compatibility.
Fixed a bug where crafting benches didn't work.
This mod is compatible only with Forge 2043.
As always, any issues can be reported to the bitbucket issue tracker:
New patch! Lots of fixes from the issues page, and a bunch of behind-the-scenes changes to make future updates easier. Unless new bugs turn up, I'm probably going to start working on new features again soon!
Fixed a bug where players could not properly enter commands
Fixed Forge 2091+ Out of Bounds Exception Crash
Fixed Bookstands
Fixed Citizen Chest placement via Deeds
Fixed Cake
Fixed tile entity communication issues
Fixed a bug where factions would not be assigned till a player typed a message
Fixed a bug where cake did not appear in the creative menu
As always, any issues can be reported to the bitbucket issue tracker:
Still more bugfixes, but that's to be expected when updating a project this big, I guess. But I finally got to start on some new features, too! Trade GUI is coming along nicely, I think, though it still has a bit to go.
In what is probably more exciting news for you guys, I also uploaded some things related to the Outlands. They aren't in the game quite yet, but I will say that it's pretty interesting to test with, so far.
Oh, and if you were wondering, this SHOULD fix the compatibility bug the mod had with versions of forge >2091, assuming I got all of the problems.
Fixed an issue where rejoining a server would prevent re-connection due to a PolyZones security check
Added ore dictionary definitions for sticks, workbenches, crops, and a few others blocks/items
Fixed the inventory GUI to properly accommodate the new 1.10.2 offhand slot
Added first iteration of the trading GUI- if two players right-click one another, the GUI will open. If one player closes the GUI, both will close. This GUI is currently experimental, and completing a trade is not yet possible.
Fixed dozens of items/blocks to properly display when held
Fixed a bug where certain blocks with a high metadata value would cause issues
Fixed a bug where all axes would do the same damage
Uploaded hidden files associated to the upcoming Outlands features
As always, any issues can be reported to the bitbucket issue tracker:
Due to some unfortunate circumstances I don't have my hands on a reliable server at the moment. I'm going to try and get one up and running as soon as possible, but I'm not really sure what to do, since I technically have a dedicated server available to me for free, I just can't use it because a friend is using it.
Really sorry. Like I said, though, I'm going to be trying to find another option. If anyone has any ideas, please let me know.
Rollback Post to RevisionRollBack
Have a modding question? PM me and hopefully I'll be able to help.
Trade GUI should now be fully functional! Initiate trades by rightclicking each other with an empty hand.
...and other assorted minor bug fixes, not really worth mentioning.
As always, any issues can be reported to the bitbucket issue tracker:
That's alright, completely understandable! I'll keep my eye out for when something becomes available; I don't feel like I can fully appreciate this mod until I play it with others.
New patch version. In terms of actual things for you all to toy around with, it's still pretty minor, but if you're interested in the behind-the-scenes stuff this was a lot of work, adding in Factions, saving/loading factions, entity renderers, AI stuff...
Lots of behind the scenes stuff for this, just making things fit together more snugly, with less room for random issues.
In terms of actual, tangible changes, though:
Added test entities for Pigman Warriors and Siege Golems.
Added a Faction GUI (accessible with the G key- currently non-functional, but you can look at it, if you want.)
Fixed a bug with the HeightMod where it didn't do HeightMod things.
Main reasons for this upload is the various bugfixes/stability changes, and because I'd like feedback on the Pigman Warrior textures and the Siege Golem model (not the textures- those aren't done even slightly.)
Links are the same. Not going to post them again, just scroll up a couple posts.
On another note, I might be able to host a server on my personal machine sometime this week. Need to look into portforwarding and stuff, but other than that it's just a matter of leaving my computer on a lot. Not a big deal.
There's currently a test server running using Hamachi. It's new, and I've just discovered a pretty bad bug with PolyZones where only parts of the zone you've selected gets protected. So there might be monsters near-ish the spawn, but if you're interested in seeing who's there, it's available:
Hamachi
Network Name: LoMaS Test 1
Password: blue
alternate;
Network Name: LoMaS Test 2
password: blue
Then connect through Minecraft via Zetal-PC IPV4
Edit: Going to turn this off for now, since it doesn't seem like anybody is really interested. I can put it back up on request. Hamachi network can still be joined at will.
does this mod have support for other mods? could you add an api so that you can make a class/skill branch? it could help the buildcraft experience.
Hey Vri...melancjoy. I don't have a stance on building an API yet. If I were going to add one, it would be added in after every core feature has been implemented. The mod has to support itself before it can support other mods, after all.
Rollback Post to RevisionRollBack
Have a modding question? PM me and hopefully I'll be able to help.
Critical bugfixes for Polyzones and packet networking
Pigman Warrior tweaks- adjusted their movespeed to not be insane, tried to change their AI to only target actual enemies. Didn't succeed.
As always, any issues can be reported to the bitbucket issue tracker:
The Meaning of Life, the Universe, and Everything.
Join Date:
7/25/2011
Posts:
242
Member Details
Only one tiny question (well two XD)
Why is plating too time consuming, i mean, now you can't use bonemeal for accelerating the process so the time you require to plant and use the fertelizer it's pretty dumb (at least if you use the farmer class :/ like me XD).
And now, what about two tipes of classes??
Workclasses
Combatclasses
I mean, you can choose one of each, each one with his own benefits.
Rightnow i fell all of them are workclasses, but if we can add for example (I know it is going to be some D&D, but it's the most know example for it) warrior, barbarian, explorer, monk, cleric, paladin, ect??
For example:
Warrior: All weapons and armor more effective, not a high bonus to health
Barbarian bonus with axes/clubs lighter armors (up to chainmail) and high life
Explorer: bonus with bow, base health, and tamming combat. Light armor
Monk: no armors now weapons (or efficiency lowered) highder unarmed damange and base armor per level. Higher speed and jump.
Cleric: healing **** XD all armors, bonus against undead. Base health.
Paladin: A mix bettew warrior and cleric
thanks for Reading and sorry for my grammar mistakes.
Why is plating too time consuming, i mean, now you can't use bonemeal for accelerating the process so the time you require to plant and use the fertelizer it's pretty dumb (at least if you use the farmer class :/ like me XD).
And now, what about two tipes of classes??
Workclasses
Combatclasses
I mean, you can choose one of each, each one with his own benefits.
Rightnow i fell all of them are workclasses, but if we can add for example (I know it is going to be some D&D, but it's the most know example for it) warrior, barbarian, explorer, monk, cleric, paladin, ect??
For example:
Warrior: All weapons and armor more effective, not a high bonus to health
Barbarian bonus with axes/clubs lighter armors (up to chainmail) and high life
Explorer: bonus with bow, base health, and tamming combat. Light armor
Monk: no armors now weapons (or efficiency lowered) highder unarmed damange and base armor per level. Higher speed and jump.
Cleric: healing **** XD all armors, bonus against undead. Base health.
Paladin: A mix bettew warrior and cleric
thanks for Reading and sorry for my grammar mistakes.
Hey werff!
I'm actually really glad you asked. Right now I'm planning on completely overhauling the current skill system that's in place, getting rid of the rigid tree system entirely. I haven't started this process yet, and when I do it will be after everything else is stable (Factions, Outlands).
However, if you're interested in what I have in mind, it will function a bit more similar to the Path of Exile skill tree than it would the current skill tree. All the different classes would share the same tree, but would start in different locations- and all of the classes would be slightly modified to be near different types of 'Damage' nodes as well. This is easier with the new 1.10.2 update, since it overhauled combat.
For example, you could start on the tree as a Warrior, which gives you access to health, defenses, and generic damage- and move towards the Woodsman section to grab axe damage nodes and some woodcutting stuff- bam. You're a 'barbarian'.
So, customization options.
Insofar as the farmer feedback, planting it time consuming out of necessity. During singleplayer I'm sure the experience seems tedious and unnecessary, but LoMaS is designed for multiplayer. In previous iterations of LoMaS (without the farming changes) a single farmer could flood a server of ~20 players by himself with enough food to last for years. Compare this with other 'production' classes like Miners, and the goods are significantly harder to come by. So, something had to be done, and I think the farmer (in terms of actually functionality) is in a pretty good spot right now. Growth times could be tweaked, but that's something that will need to be looked into.
Rollback Post to RevisionRollBack
Have a modding question? PM me and hopefully I'll be able to help.
The Meaning of Life, the Universe, and Everything.
Join Date:
7/25/2011
Posts:
242
Member Details
Ok, i'm glad to hear that
The thing is, i want to play as a monk/brawler (no armor nor weapons) and be "decent" on a fight... Will I be able to do that using some skills? I don't mean to be a real monster in damage, but decent in terms of damage and resistance, with some "bonuses" to counter the no armor no weapons (speed, jump higher, a bit of dmg reduction, etc) but nothing to over powered.
Also, I helped on the balance for a mod called Kaishi weapon mod (on curse forge) because I'm a somewhat veteran on pvp, on 1.9 pvp even more because I love it an adaptated mcmmo and some other plugins for some servers, so if you need help on that please count on me, it will be fun to try and test
Thank you for the detailed crashlog, I appreciate it. I'll look into this now.
In the meantime, try switching to use 1.10.2 '2043' instead of 2092- that might fix it. I should update my version forge, realistically, but see if that helps.
Have a modding question? PM me and hopefully I'll be able to help.
Check out my mod, LoMaS!
Some additional snooping has revealed that the newest version of Forge (actually, I think it's 2091) added a check to the registration that, at a glance, throws an index out of bounds error when a block or item has an amount of metadatas greater than 16. :/
Have a modding question? PM me and hopefully I'll be able to help.
Check out my mod, LoMaS!
I have a friend testing this atm and it's waaayy too buggy from the sounds of things, so I'm going to cut off the download again till things can settle down.
Have a modding question? PM me and hopefully I'll be able to help.
Check out my mod, LoMaS!
No problem, happy to report bugs.
Yeah, moving to 2043 worked.
I hope you are able to put the download back up soon, the mod seems quite cool.
The download is back up, with fixes for a lot of major, noticeable bugs.
https://minecraft.curseforge.com/projects/lomas/files
As always, any issues can be reported to the bitbucket issue tracker:
https://bitbucket.org/bitevo/lomas/issues
Have a modding question? PM me and hopefully I'll be able to help.
Check out my mod, LoMaS!
New patch! Lots of fixes from the issues page, and a bunch of behind-the-scenes changes to make future updates easier. Unless new bugs turn up, I'm probably going to start working on new features again soon!
https://minecraft.curseforge.com/projects/lomas/files
As always, any issues can be reported to the bitbucket issue tracker:
https://bitbucket.org/bitevo/lomas/issues
Have a modding question? PM me and hopefully I'll be able to help.
Check out my mod, LoMaS!
Still more bugfixes, but that's to be expected when updating a project this big, I guess. But I finally got to start on some new features, too! Trade GUI is coming along nicely, I think, though it still has a bit to go.
In what is probably more exciting news for you guys, I also uploaded some things related to the Outlands. They aren't in the game quite yet, but I will say that it's pretty interesting to test with, so far.
Oh, and if you were wondering, this SHOULD fix the compatibility bug the mod had with versions of forge >2091, assuming I got all of the problems.
https://minecraft.curseforge.com/projects/lomas/files
As always, any issues can be reported to the bitbucket issue tracker:
https://bitbucket.org/bitevo/lomas/issues
Have a modding question? PM me and hopefully I'll be able to help.
Check out my mod, LoMaS!
Definitely willing to try this out and help playtest, provided you'd have me.
Would you PM me the server information?
Due to some unfortunate circumstances I don't have my hands on a reliable server at the moment. I'm going to try and get one up and running as soon as possible, but I'm not really sure what to do, since I technically have a dedicated server available to me for free, I just can't use it because a friend is using it.
Really sorry. Like I said, though, I'm going to be trying to find another option. If anyone has any ideas, please let me know.
Have a modding question? PM me and hopefully I'll be able to help.
Check out my mod, LoMaS!
Small changelog this time, mostly because it was a lot of work. But yaaaayy it works!
https://minecraft.curseforge.com/projects/lomas/files
As always, any issues can be reported to the bitbucket issue tracker:
https://bitbucket.org/bitevo/lomas/issues
Have a modding question? PM me and hopefully I'll be able to help.
Check out my mod, LoMaS!
That's alright, completely understandable! I'll keep my eye out for when something becomes available; I don't feel like I can fully appreciate this mod until I play it with others.
New patch version. In terms of actual things for you all to toy around with, it's still pretty minor, but if you're interested in the behind-the-scenes stuff this was a lot of work, adding in Factions, saving/loading factions, entity renderers, AI stuff...
Links are the same. Not going to post them again, just scroll up a couple posts.
On another note, I might be able to host a server on my personal machine sometime this week. Need to look into portforwarding and stuff, but other than that it's just a matter of leaving my computer on a lot. Not a big deal.
Have a modding question? PM me and hopefully I'll be able to help.
Check out my mod, LoMaS!
There's currently a test server running using Hamachi. It's new, and I've just discovered a pretty bad bug with PolyZones where only parts of the zone you've selected gets protected. So there might be monsters near-ish the spawn, but if you're interested in seeing who's there, it's available:
Hamachi
Network Name: LoMaS Test 1
Password: blue
alternate;
Network Name: LoMaS Test 2
password: blue
Then connect through Minecraft via Zetal-PC IPV4
Edit: Going to turn this off for now, since it doesn't seem like anybody is really interested. I can put it back up on request. Hamachi network can still be joined at will.
Have a modding question? PM me and hopefully I'll be able to help.
Check out my mod, LoMaS!
does this mod have support for other mods? could you add an api so that you can make a class/skill branch? it could help the buildcraft experience.
Hey Vri...melancjoy. I don't have a stance on building an API yet. If I were going to add one, it would be added in after every core feature has been implemented. The mod has to support itself before it can support other mods, after all.
Have a modding question? PM me and hopefully I'll be able to help.
Check out my mod, LoMaS!
This update will be mandatory to connect to the test server, if anyone wants it back up. Seriously, some of the bugs fixed were really bad.
https://minecraft.curseforge.com/projects/lomas/files
As always, any issues can be reported to the bitbucket issue tracker:
https://bitbucket.org/bitevo/lomas/issues
I don't know Portuguese, I'm afraid. Also, adding in translation configuration would be a lot of work. I'm just one person!
Have a modding question? PM me and hopefully I'll be able to help.
Check out my mod, LoMaS!
Only one tiny question (well two XD)
Why is plating too time consuming, i mean, now you can't use bonemeal for accelerating the process so the time you require to plant and use the fertelizer it's pretty dumb (at least if you use the farmer class :/ like me XD).
And now, what about two tipes of classes??
Workclasses
Combatclasses
I mean, you can choose one of each, each one with his own benefits.
Rightnow i fell all of them are workclasses, but if we can add for example (I know it is going to be some D&D, but it's the most know example for it) warrior, barbarian, explorer, monk, cleric, paladin, ect??
For example:
Warrior: All weapons and armor more effective, not a high bonus to health
Barbarian bonus with axes/clubs lighter armors (up to chainmail) and high life
Explorer: bonus with bow, base health, and tamming combat. Light armor
Monk: no armors now weapons (or efficiency lowered) highder unarmed damange and base armor per level. Higher speed and jump.
Cleric: healing **** XD all armors, bonus against undead. Base health.
Paladin: A mix bettew warrior and cleric
thanks for Reading and sorry for my grammar mistakes.
Hey werff!
I'm actually really glad you asked. Right now I'm planning on completely overhauling the current skill system that's in place, getting rid of the rigid tree system entirely. I haven't started this process yet, and when I do it will be after everything else is stable (Factions, Outlands).
However, if you're interested in what I have in mind, it will function a bit more similar to the Path of Exile skill tree than it would the current skill tree. All the different classes would share the same tree, but would start in different locations- and all of the classes would be slightly modified to be near different types of 'Damage' nodes as well. This is easier with the new 1.10.2 update, since it overhauled combat.
For example, you could start on the tree as a Warrior, which gives you access to health, defenses, and generic damage- and move towards the Woodsman section to grab axe damage nodes and some woodcutting stuff- bam. You're a 'barbarian'.
So, customization options.
Insofar as the farmer feedback, planting it time consuming out of necessity. During singleplayer I'm sure the experience seems tedious and unnecessary, but LoMaS is designed for multiplayer. In previous iterations of LoMaS (without the farming changes) a single farmer could flood a server of ~20 players by himself with enough food to last for years. Compare this with other 'production' classes like Miners, and the goods are significantly harder to come by. So, something had to be done, and I think the farmer (in terms of actually functionality) is in a pretty good spot right now. Growth times could be tweaked, but that's something that will need to be looked into.
Have a modding question? PM me and hopefully I'll be able to help.
Check out my mod, LoMaS!
Ok, i'm glad to hear that
The thing is, i want to play as a monk/brawler (no armor nor weapons) and be "decent" on a fight... Will I be able to do that using some skills? I don't mean to be a real monster in damage, but decent in terms of damage and resistance, with some "bonuses" to counter the no armor no weapons (speed, jump higher, a bit of dmg reduction, etc) but nothing to over powered.
Also, I helped on the balance for a mod called Kaishi weapon mod (on curse forge) because I'm a somewhat veteran on pvp, on 1.9 pvp even more because I love it an adaptated mcmmo and some other plugins for some servers, so if you need help on that please count on me, it will be fun to try and test