If I have read the post properly there should be a config file, but I can't seem to find it (using the latest version: 0.7.4). It's supposed to be in the config folder right?
Btw, loving the mod so far :). It's an interesting take on how to make weapons (if only the cutlass did some more damage, it's the same as an iron sword but an iron sword is easier to make).
So actually, I have made the config file, but it is not in the released version because I have not had the time to brush up and write up my changes just yet, but I will try to get that working soon.
Thank you. In other news... the next patch will 'fix' this issue for you... sorta...
love the mod and this may sound obvious but you should add parrots,monkeys,and iguana s
Thank you
and no... I guess I never thought to add those, but I will be giving it some thought now
Otherwise,
I have released a new version for 1.7.10 (I will get to 1.8 at some point). This update adds quite a few cool things to play with, and most significantly, it adds the long awaited config file for worldgen.
Nice mod, I have been using it for a while on my Cauldron server, works great. It's a stylish way to add guns to the game.
The only issue I have so far (tested with 0.7.3) is that pirates keep spawning in my creative world, which is set to have monsters disabled. Maybe it's an incompatibility with another mod I'm using to control the spawning, CustomMobSpawner. But the pirates are the only ones appearing in creative.
I made a Dutch translation (nl_NL.lang), maybe it can be added some time.
item.Grenade.name=Granaat
item.IronPlate.name=Ijzeren plaat
item.shortflintlock.name=Vuursteenslot
item.SFlockE.name=Leeg Vuursteenslot
item.shot.name=Kogel
item.PowderHorn.name=Buskruitspoor
item.Davy'sMedallion.name=Piraten Medaille
item.Cutlass.name=Hartsvanger
item.S1Cutlass.name=Hartsvanger (I)
item.S2Cutlass.name=Hartsvanger (II)
item.Musket.name=Musket
item.EmptyMusket.name=Leeg Musket
item.SlagIron.name=Gesmeden Ijzerstaaf
item.SlagIronPlate.name=Gesmeden Ijzerplaat
item.SlagChainMail.name=Gesmeden Maliënkolder
item.ChainMail.name=Maliënkolder
item.Mold.name=Gietvorm
item.SlagBlade.name=Gesmeden Zwaard
item.Blade.name=Zwaard
item.SlagBarrel.name=Gesmeden Geweerloop
item.Barrel.name=Geweerloop
item.MusketWB.name=Musket met Bajonet
item.EmptyMusketWB.name=Leeg Musket met Bajonet
item.BoardingHook.name=Enterhaak
item.MusketWBThree.name=Musket met Bajonet (II)
item.EmptyMusketWBThree.name=Leeg Musket met Bajonet (II)
item.BoardingHookThree.name=Enterhaak (II)
item.MusketWBTwo.name=Musket met Bajonet (I)
item.EmptyMusketWBTwo.name=Leeg Musket met Bajonet (I)
item.BoardingHookTwo.name=Enterhaak (I)
item.cucumber.name=Komkommer
item.pickle.name=Augurk
item.cucumberSeeds.name=Komkommerzaden
item.saltedPork.name=Gezouten Varkensvlees
item.saltedBeef.name=Gezouten Rundvlees
item.saltedFish.name=Gezouten Vis
item.saltedSalmon.name=Gezouten Zalm
item.saltedPotato.name=Gezouten Aardappel
item.saltItem.name=Zout
item.flourItem.name=Meel
item.slagHook.name=Gesmeden Haak
item.Hook.name=Haak
item.tether.name=Klimtouw
item.kelpItem.name=Koraal
item.netitem.name=Net
item.netGrabber.name=Net Verzamelaar
item.rope.name=Touw
item.chickenCass.name=Kipschotel
item.ghostWrap.name=Spokentraan
item.CannonB1.name=Kanonskogel x1
item.CannonB2.name=Kanonskogel x2
item.CannonB3.name=Kanonskogel x3
item.cannonItem.name=Kanon
item.ghostWH.name=Spoken Helm
item.ghostWC.name=Spoken Borstplaat
item.ghostWL.name=Spoken Beenstukken
item.ghostWB.name=Spoken Laarzen
item.torqueGear.name=Tandwiel
entity.Pirate1.name=Piraat met Hartsvanger
entity.Pirate2.name=Piraat met Pistool
entity.Pirate3.name=Piraat met Granaat
entity.GhostPirate.name=Spookpiraat
entity.Ghost.name=Spookkogel
entity.Grenado.name=Granaat
entity.Net.name=Net
entity.Shot.name=Kogel
entity.Test.name=Rat
entity.Tether.name=Klimtouw
entity.KoadPirates.Cannon.name=Kanon
entity.Cannon Ball.name=Kanonskogel
Thanks
ah... I am not sure, though it is likely just the two mods not being compatible, that said, I will try to add config options to the pirates spawn rate ina later version.
Ok, so I will probably add that to the main post, at some point, as an option, with an explanation of how to change to language files, so that people can copy/paste and/or download it if they want to use it. (giving you full credit of course)
Nice mod, I have been using it for a while on my Cauldron server, works great. It's a stylish way to add guns to the game.
The only issue I have so far (tested with 0.7.3) is that pirates keep spawning in my creative world, which is set to have monsters disabled. Maybe it's an incompatibility with another mod I'm using to control the spawning, CustomMobSpawner. But the pirates are the only ones appearing in creative.
I made a Dutch translation (nl_NL.lang), maybe it can be added some time.
It should be possible to just add the translation as a new file called assets\koadpirates\lang\nl_NL.lang, at least that's what I've done to use it. It would then be used for everyone selecting Dutch as the game language.
Oh yeah, I forgot that would be how it would work. I will add that in the next update (kinda new to this language thing )
Does this mod increase the chance of ocean biomes? Because I can't see this being much use on a seed that plonks you in the middle of a desert.
The simple answer: no, no it does not.
It would probably be a handy feature considering that Mojang turned down oceans spawn rate, but I feel like oceans are still not going to be that hard to find if you try, and you can just try seeds until you get one that is near an ocean. Therefore that is likely not something I would add to this mod
I've been doing a Pirate's Adventure series on my channel "Captain Quacer" -snip-
Also you never say anything in your post about your mod pack policy. If this ever gets popular Id love to make a mod pack of this.
looks pretty cool
as far as that goes, you can get permission to include this in a modpack so long as you ask me for permission, preferably in a PM, but on this post works as well
Well if I ever release a pack I'll keep that in mind. I learn of some mods by playing them in a pack. I wish my channel was making more revenue so I could donate but right now I am dead broke, and that is with two real jobs. lol.
I have 4 episodes out right now, I need to start carrying the gun from your mod during my attacks. Also I am think about using the grenades in attacking the Better dungeons ships. Also considering turning one of your ships into a mob grinder lol.
Crash on latest version before world builds. Relevant part of log:
at net.minecraft.world.WorldServer.func_147464_a(WorldServer.java:409)
at net.minecraft.block.BlockDynamicLiquid.func_149726_b(SourceFile:225)
at net.minecraft.world.chunk.Chunk.func_150807_a(Chunk.java:655)
at net.minecraft.world.World.func_147465_d(World.java:451)
at net.minecraft.block.BlockDynamicLiquid.func_149813_h(SourceFile:117)
at net.minecraft.block.BlockDynamicLiquid.func_149674_a(SourceFile:92)
at net.minecraft.world.WorldServer.func_147454_a(WorldServer.java:432)
at net.minecraft.world.WorldServer.func_147464_a(WorldServer.java:409)
at net.minecraft.block.BlockDynamicLiquid.func_149726_b(SourceFile:225)
at net.minecraft.world.chunk.Chunk.func_150807_a(Chunk.java:655)
at net.minecraft.world.World.func_147465_d(World.java:451)
at net.minecraft.block.BlockDynamicLiquid.func_149813_h(SourceFile:117)
at net.minecraft.block.BlockDynamicLiquid.func_149674_a(SourceFile:103)
at net.minecraft.world.gen.feature.WorldGenLiquids.func_76484_a(SourceFile:39)
at net.minecraft.world.biome.BiomeDecorator.func_150513_a(BiomeDecorator.java:304)
at net.minecraft.world.biome.BiomeDecorator.func_150512_a(BiomeDecorator.java:105)
at net.minecraft.world.biome.BiomeGenBase.func_76728_a(BiomeGenBase.java:339)
at net.minecraft.world.gen.ChunkProviderGenerate.func_73153_a(ChunkProviderGenerate.java:421)
at net.minecraft.world.gen.ChunkProviderServer.func_73153_a(ChunkProviderServer.java:279)
at net.minecraft.world.chunk.Chunk.func_76624_a(Chunk.java:1050)
at net.minecraft.world.gen.ChunkProviderServer.originalLoadChunk(ChunkProviderServer.java:190)
at net.minecraft.world.gen.ChunkProviderServer.loadChunk(ChunkProviderServer.java:131)
at net.minecraft.world.gen.ChunkProviderServer.func_73158_c(ChunkProviderServer.java:101)
at net.minecraft.world.gen.ChunkProviderServer.func_73154_d(ChunkProviderServer.java:199)
at net.minecraft.world.World.func_72964_e(World.java:419)
at net.minecraft.world.World.func_147439_a(World.java:345)
at kodithemaster.Pirates.WorldGenBoat.func_76484_a(WorldGenBoat.java:24)
at kodithemaster.Pirates.WorldGenHandler.generateSurface(WorldGenHandler.java:39)
at kodithemaster.Pirates.WorldGenHandler.generate(WorldGenHandler.java:15)
at cpw.mods.fml.common.registry.GameRegistry.generateWorld(GameRegistry.java:106)
at net.minecraft.world.gen.ChunkProviderServer.func_73153_a(ChunkProviderServer.java:280)
at net.minecraft.world.chunk.Chunk.func_76624_a(Chunk.java:1040)
at net.minecraft.world.gen.ChunkProviderServer.originalLoadChunk(ChunkProviderServer.java:190)
at net.minecraft.world.gen.ChunkProviderServer.loadChunk(ChunkProviderServer.java:131)
at net.minecraft.world.gen.ChunkProviderServer.func_73158_c(ChunkProviderServer.java:101)
at net.minecraft.world.gen.ChunkProviderServer.func_73154_d(ChunkProviderServer.java:199)
at net.minecraft.world.World.func_72964_e(World.java:419)
at net.minecraft.world.World.func_147439_a(World.java:345)
at kodithemaster.Pirates.BlockSeaWeed.isInWater(BlockSeaWeed.java:154)
at kodithemaster.Pirates.BlockSeaWeed.checkForBreak(BlockSeaWeed.java:77)
at kodithemaster.Pirates.BlockSeaWeed.func_149742_c(BlockSeaWeed.java:99)
at kodithemaster.Pirates.BlockSeaWeed.func_149718_j(BlockSeaWeed.java:58)
at kodithemaster.Pirates.WorldGenSeaPlants.func_76484_a(WorldGenSeaPlants.java:22)
at kodithemaster.Pirates.WorldGenHandler.generateSurface(WorldGenHandler.java:78)
at kodithemaster.Pirates.WorldGenHandler.generate(WorldGenHandler.java:15)
at cpw.mods.fml.common.registry.GameRegistry.generateWorld(GameRegistry.java:106)
at net.minecraft.world.gen.ChunkProviderServer.func_73153_a(ChunkProviderServer.java:280)
at net.minecraft.world.chunk.Chunk.func_76624_a(Chunk.java:1050)
at net.minecraft.world.gen.ChunkProviderServer.originalLoadChunk(ChunkProviderServer.java:190)
at net.minecraft.world.gen.ChunkProviderServer.loadChunk(ChunkProviderServer.java:131)
at net.minecraft.world.gen.ChunkProviderServer.func_73158_c(ChunkProviderServer.java:101)
at net.minecraft.world.gen.ChunkProviderServer.func_73154_d(ChunkProviderServer.java:199)
at net.minecraft.world.World.func_72964_e(World.java:419)
Ah, so... I guess I was somewhat aware that this could be an issue, I really do not know what causes it, but in general, I think it is seed based, meaning that some seeds will crash with this, and others will not (but they will do so on generation). I would like to fix it, but I am really not sure why it happens.
I don't think its seed based, it happens on every world I try.
To be honest, I am unable to duplicate this issue, I can put in a seed that I know it will crash on, but I can basically always get it to work on random seeds. Otherwise, I will try to fix this next version, but I don't actually know what the problem really is. In fact, I speculate that the problem may be caused by Mojang making poor liquid code (though... perhaps I am using it wrong). Regardless, I will try to work out some kind of solution, but I am unsure if it will actually happen.
---- Minecraft Crash Report ----
// Why did you do that?
Time: 25/06/15 01:44
Description: Ticking entity
java.lang.ClassCastException: cuchaz.ships.EntityShip cannot be cast to net.minecraft.entity.EntityLivingBase
at kodithemaster.Pirates.EntityGhostShot.func_70184_a(EntityGhostShot.java:52)
at net.minecraft.entity.projectile.EntityThrowable.func_70071_h_(SourceFile:192)
at net.minecraft.world.World.func_72866_a(World.java:2070)
at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:648)
at net.minecraft.world.World.func_72870_g(World.java:2034)
at WorldServerOF.func_72870_g(WorldServerOF.java:394)
at net.minecraft.world.World.func_72939_s(World.java:1887)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:489)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:636)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:547)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:186)
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:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at kodithemaster.Pirates.EntityGhostShot.func_70184_a(EntityGhostShot.java:52)
at net.minecraft.entity.projectile.EntityThrowable.func_70071_h_(SourceFile:192)
at net.minecraft.world.World.func_72866_a(World.java:2070)
at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:648)
at net.minecraft.world.World.func_72870_g(World.java:2034)
at WorldServerOF.func_72870_g(WorldServerOF.java:394)
-- Entity being ticked --
Details:
Entity Type: KoadPirates.Ghost (kodithemaster.Pirates.EntityGhostShot)
Entity ID: 200
Entity Name: entity.KoadPirates.Ghost.name
Entity's Exact location: 161,14, 60,72, 199,83
Entity's Block location: World: (161,60,199), Chunk: (at 1,3,7 in 10,12; contains blocks 160,0,192 to 175,255,207), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511)
Entity's Momentum: 0,73, 0,89, 0,57
Stacktrace:
at net.minecraft.world.World.func_72939_s(World.java:1887)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:489)
-- Affected level --
Details:
Level name: Isophys Le Pirate
All players: 0 total; []
Chunk stats: ServerChunkCache: 625 Drop: 0
Level seed: -4741902812909857381
Level generator: ID 00 - default, ver 1. Features enabled: true
Level generator options:
Level spawn location: World: (104,64,248), Chunk: (at 8,4,8 in 6,15; contains blocks 96,0,240 to 111,255,255), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511)
Level time: 84864 game time, 27105 day time
Level dimension: 0
Level storage version: 0x04ABD - Anvil
Level weather: Rain time: 135585 (now: false), thunder time: 152878 (now: false)
Level game mode: Game mode: survival (ID 0). Hardcore: false. Cheats: false
Stacktrace:
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:636)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:547)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:186)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:427)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)
i have a problem with your mod. i am playing on the 1.7.10 version along with other mods. everything works so i thought. i found some of the ships but the pirates are invisible. they spawn but i cant seee them. i know they spawn because it says i was killed by pirate with cutlass. can you help me fix this please.
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Join Date:
10/28/2011
Posts:
62
Location:
Michigan, USA
Minecraft:
OctavianCloud
Member Details
Have a issue with this mod combined with another mod. I have skyrim rediscovered mod which allows you to have a sky dimension of sorts (floating islands with red drgons and giant zombies as mobs there. With this mod active i lag there terribly bad. There are tons of mice and pirate zombies of various kinds all over. The mice are what i think causes the lag as there are just so many of them everywhere. I have yet to try any of the other dimensions i have yin my world yet but my last world i had i used twilight dimension and it didnt have this issue (unsure if pirates was installed at the time though).
Cant find any way to slow the rat spawn rate, theres a good amount of pirates there as well but really no worse than a average nightly spawn in the normal world.
Really like this mod and dont want to have to remove it but its looking like i may have to until theres a config option for the spawn of it.
Crash while I was on a boat and bumped into the mast of a sunken ship (I think that's what it was anyway)
Description: Ticking entity
java.lang.ClassCastException: net.minecraft.entity.item.EntityBoat cannot be cast to net.minecraft.entity.EntityLivingBase
at kodithemaster.Pirates.EntityGhostShot.func_70184_a(EntityGhostShot.java:52)
at net.minecraft.entity.projectile.EntityThrowable.func_70071_h_(SourceFile:192)
at net.minecraft.world.World.func_72866_a(World.java:2070)
at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:648)
at net.minecraft.world.World.func_72870_g(World.java:2034)
at WorldServerOF.func_72870_g(WorldServerOF.java:347)
at net.minecraft.world.World.func_72939_s(World.java:1887)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:489)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:636)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:547)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:186)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:396)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)
Have a issue with this mod combined with another mod. I have skyrim rediscovered mod which allows you to have a sky dimension of sorts (floating islands with red drgons and giant zombies as mobs there. With this mod active i lag there terribly bad. There are tons of mice and pirate zombies of various kinds all over. The mice are what i think causes the lag as there are just so many of them everywhere. I have yet to try any of the other dimensions i have yin my world yet but my last world i had i used twilight dimension and it didnt have this issue (unsure if pirates was installed at the time though).
Cant find any way to slow the rat spawn rate, theres a good amount of pirates there as well but really no worse than a average nightly spawn in the normal world.
Really like this mod and dont want to have to remove it but its looking like i may have to until theres a config option for the spawn of it.
So, I had thought I had made a config for that... but maybe I just made worldgen... (yeah, it was just worldGen) So sorry for the odd spawn rates... that have always been a bit odd.
Crash while I was on a boat and bumped into the mast of a sunken ship (I think that's what it was anyway)
Description: Ticking entity
java.lang.ClassCastException: net.minecraft.entity.item.EntityBoat cannot be cast to net.minecraft.entity.EntityLivingBase
at kodithemaster.Pirates.EntityGhostShot.func_70184_a(EntityGhostShot.java:52)
at net.minecraft.entity.projectile.EntityThrowable.func_70071_h_(SourceFile:192)
at net.minecraft.world.World.func_72866_a(World.java:2070)
at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:648)
at net.minecraft.world.World.func_72870_g(World.java:2034)
at WorldServerOF.func_72870_g(WorldServerOF.java:347)
at net.minecraft.world.World.func_72939_s(World.java:1887)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:489)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:636)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:547)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:186)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:396)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)
I had thought I had fixed this some time ago, but I guess I missed it. Regardless, I can fix it and upload a really quick new version that will change nothing else if you want me to.
In other news, summer is going to be coming soon which might afford me more time, though... I have other things I want to work on, but I might try to update this mod (and probably improve it a lot due to knowing tons more about java), so... I could make a 1.8 version, but it might actually be easier to just make it 1.9 instead (I would not be working on this for like another month or so). So should I just skip the 1.8 update or is that what most people still use?
So actually, I have made the config file, but it is not in the released version because I have not had the time to brush up and write up my changes just yet, but I will try to get that working soon.
Thank you. In other news... the next patch will 'fix' this issue for you... sorta...
love the mod and this may sound obvious but you should add parrots,monkeys,and iguana s
Thank you
and no... I guess I never thought to add those, but I will be giving it some thought now
Otherwise,
I have released a new version for 1.7.10 (I will get to 1.8 at some point). This update adds quite a few cool things to play with, and most significantly, it adds the long awaited config file for worldgen.
Thanks
ah... I am not sure, though it is likely just the two mods not being compatible, that said, I will try to add config options to the pirates spawn rate ina later version.
Ok, so I will probably add that to the main post, at some point, as an option, with an explanation of how to change to language files, so that people can copy/paste and/or download it if they want to use it. (giving you full credit of course)
Found the Dutch translation for Smelter: Smelterij
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Oh yeah, I forgot that would be how it would work. I will add that in the next update (kinda new to this language thing )
Does this mod increase the chance of ocean biomes? Because I can't see this being much use on a seed that plonks you in the middle of a desert.
The simple answer: no, no it does not.
It would probably be a handy feature considering that Mojang turned down oceans spawn rate, but I feel like oceans are still not going to be that hard to find if you try, and you can just try seeds until you get one that is near an ocean. Therefore that is likely not something I would add to this mod
I've been doing a Pirate's Adventure series on my channel "Captain Quacer" ()
Also you never say anything in your post about your mod pack policy. If this ever gets popular Id love to make a mod pack of this.
looks pretty cool
as far as that goes, you can get permission to include this in a modpack so long as you ask me for permission, preferably in a PM, but on this post works as well
Well if I ever release a pack I'll keep that in mind. I learn of some mods by playing them in a pack. I wish my channel was making more revenue so I could donate but right now I am dead broke, and that is with two real jobs. lol.
I have 4 episodes out right now, I need to start carrying the gun from your mod during my attacks. Also I am think about using the grenades in attacking the Better dungeons ships. Also considering turning one of your ships into a mob grinder lol.
Ah... that is too bad, good luck with it anyways
Ah, so... I guess I was somewhat aware that this could be an issue, I really do not know what causes it, but in general, I think it is seed based, meaning that some seeds will crash with this, and others will not (but they will do so on generation). I would like to fix it, but I am really not sure why it happens.
To be honest, I am unable to duplicate this issue, I can put in a seed that I know it will crash on, but I can basically always get it to work on random seeds. Otherwise, I will try to fix this next version, but I don't actually know what the problem really is. In fact, I speculate that the problem may be caused by Mojang making poor liquid code (though... perhaps I am using it wrong). Regardless, I will try to work out some kind of solution, but I am unsure if it will actually happen.
What version is this on?
Hi when ever i create a new world on this it says building terrain and then says shutting down all internal servers is this meant to happen?
Well, seeing as how that would likely make the mod unplayable... no...
Otherwise, please post the crash log so that I can look into it.
i have a problem with your mod. i am playing on the 1.7.10 version along with other mods. everything works so i thought. i found some of the ships but the pirates are invisible. they spawn but i cant seee them. i know they spawn because it says i was killed by pirate with cutlass. can you help me fix this please.
Have a issue with this mod combined with another mod. I have skyrim rediscovered mod which allows you to have a sky dimension of sorts (floating islands with red drgons and giant zombies as mobs there. With this mod active i lag there terribly bad. There are tons of mice and pirate zombies of various kinds all over. The mice are what i think causes the lag as there are just so many of them everywhere. I have yet to try any of the other dimensions i have yin my world yet but my last world i had i used twilight dimension and it didnt have this issue (unsure if pirates was installed at the time though).
Cant find any way to slow the rat spawn rate, theres a good amount of pirates there as well but really no worse than a average nightly spawn in the normal world.
Really like this mod and dont want to have to remove it but its looking like i may have to until theres a config option for the spawn of it.
Crash while I was on a boat and bumped into the mast of a sunken ship (I think that's what it was anyway)
Description: Ticking entity
java.lang.ClassCastException: net.minecraft.entity.item.EntityBoat cannot be cast to net.minecraft.entity.EntityLivingBase
at kodithemaster.Pirates.EntityGhostShot.func_70184_a(EntityGhostShot.java:52)
at net.minecraft.entity.projectile.EntityThrowable.func_70071_h_(SourceFile:192)
at net.minecraft.world.World.func_72866_a(World.java:2070)
at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:648)
at net.minecraft.world.World.func_72870_g(World.java:2034)
at WorldServerOF.func_72870_g(WorldServerOF.java:347)
at net.minecraft.world.World.func_72939_s(World.java:1887)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:489)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:636)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:547)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:186)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:396)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)
So, I had thought I had made a config for that... but maybe I just made worldgen... (yeah, it was just worldGen) So sorry for the odd spawn rates... that have always been a bit odd.
I had thought I had fixed this some time ago, but I guess I missed it. Regardless, I can fix it and upload a really quick new version that will change nothing else if you want me to.
In other news, summer is going to be coming soon which might afford me more time, though... I have other things I want to work on, but I might try to update this mod (and probably improve it a lot due to knowing tons more about java), so... I could make a 1.8 version, but it might actually be easier to just make it 1.9 instead (I would not be working on this for like another month or so). So should I just skip the 1.8 update or is that what most people still use?