I read through the whole thread a few days ago, was very sad to see that you'd apparantly disappeared, and then was very glad to see your return! Looking forward to your build.
And thank you for posting that mod list, I found a lot of cool stuff that way.
Practices and World Gens have gone very well over the last few days. Ive added a few mods, bringing the total up to 83 with one still to add as soon as they update it to 1.7.2 (the version I will be running).
16G of new RAM will arrive tomorrow, and Ill be installing tomorrow evening. Hopefully, this means that I will be able to turn all graphics up to full and even install a texture pack or shader.
If there are no surprises... I believe REGIA ANGLORUM II will be officially starting this Friday.
Great to see you're back Swervish. I'm definitely excited to see where you're going with the new project.
As for your RAM conundrum, you probably didn't need an upgrade. Vanilla Minecraft shouldn't touch 1 GB of RAM, and with using only about 80 mods or so, you shouldn't go over 2 gigs tops, and that's if you're chunk loading. Allocating more RAM than is necessary is actually a bad thing. I'd start off with 1.5GB dedicated to Minecraft, and then go from there if you're hitting the ceiling. The way the Java garbage collector works is it won't do a full sweep until the RAM is filled up. If you have more and more building up, you'll have a larger pause every once in a while, instead of tiny ones that aren't noticeable frequently. If you're constantly hitting the ceiling you've set, go higher. The main areas of issue you'll run into will likely be with your video card, and after that maybe issues with your processor.
As for Forge, it should take care of itself with registering items, etc. As for redundant blocks, there's no way to stop that, really. I've worked a bit with Forge myself (may or may not be working on a mod of my own). Each mod tells the Game Registry to add blocks, and you can't really tell it what blocks are equivalent and redundant. I doubt you'll have many that are redundant anyways.
Survival builds are the best builds. Also, might I suggest looking into the Tinker's Construct mod? It has a ton of new tools and such that make life a lot easier. Faster and more durable tools, and ones that can do 3x3 areas at a time. We're all here to see you make incredible builds, not dig metric butt loads of stone. It doesn't make it ridiculously easy, but it makes it go by much more quickly. Oh, and try not to go overload on the Forge Microblocks. Able to add tons of detail with them, but you'll be there for hours doing a tiny section.
As for your RAM conundrum, you probably didn't need an upgrade. Vanilla Minecraft shouldn't touch 1 GB of RAM, and with using only about 80 mods or so, you shouldn't go over 2 gigs tops, and that's if you're chunk loading. Allocating more RAM than is necessary is actually a bad thing. I'd start off with 1.5GB dedicated to Minecraft, and then go from there if you're hitting the ceiling. The way the Java garbage collector works is it won't do a full sweep until the RAM is filled up. If you have more and more building up, you'll have a larger pause every once in a while, instead of tiny ones that aren't noticeable frequently. If you're constantly hitting the ceiling you've set, go higher. The main areas of issue you'll run into will likely be with your video card, and after that maybe issues with your processor.
1 GB for vanilla, I can barely play MC with 2 GB. And only 80 mods? Consider the mods he's using. And how much he's going to be doing with this project. I had 2 GB and could barely handle 3 mods with low settings. About the pauses, I upgraded to 10 GB of ram, no pauses, everything ran smooth. At 2, I couldn't go 5 seconds without a 3 second pause or more. Plus the extra ram helps tremendously with other programs in the background. So the ram doesn't have to carry the OS, minecraft with 80+ mods, and anything else in the background. If you just want to simply play minecraft at the minimum, little amounts of ram is fine. But this is gonna be a big project so having everything handled smoothly without any annoying glitches or freezes, it will definitely help a lot.
Just remember that ram isn't only used for gaming, but for everything that makes computers do what they do. Faster and more ram helps handle and sort those things better without squishing it all into a tiny cluttered space. This project isn't easy, and it'll take a lot of time. So why not make it at least comfortable to do?
I've been able to play MC with well over 80 mods (~120 or something) with only 2GB of RAM on my old laptop, without much trouble. Sure, I had to play on 'normal' render distance, and occasionally clear out mobs by setting to peaceful, but no major problems. Although it does run a lot smoother with 8GB, so I agree that extra RAM was a good choice.
1 GB for vanilla, I can barely play MC with 2 GB. And only 80 mods? Consider the mods he's using. And how much he's going to be doing with this project. I had 2 GB and could barely handle 3 mods with low settings. About the pauses, I upgraded to 10 GB of ram, no pauses, everything ran smooth. At 2, I couldn't go 5 seconds without a 3 second pause or more. Plus the extra ram helps tremendously with other programs in the background. So the ram doesn't have to carry the OS, minecraft with 80+ mods, and anything else in the background. If you just want to simply play minecraft at the minimum, little amounts of ram is fine. But this is gonna be a big project so having everything handled smoothly without any annoying glitches or freezes, it will definitely help a lot.
Just remember that ram isn't only used for gaming, but for everything that makes computers do what they do. Faster and more ram helps handle and sort those things better without squishing it all into a tiny cluttered space. This project isn't easy, and it'll take a lot of time. So why not make it at least comfortable to do?
2GB dedicated to MC, or 2GB for the whole computer? Dedicated to MC, then you must have had a whole ton of stuff going on. I don't come anywhere near that without chunk loading 4-5 different places. Render distance won't really have anything to do with your system's RAM. The same amount of chunks are loaded and being updated, but the graphics card just has less to deal with to render. Your system seems to have other issues. On the other hand, if you have 2GB for the whole system, of course you're going to have problems. A quarter of that would be used by the OS alone, plus add in all the extra background programs. 10 GB of RAM was a poor upgrade - all of your RAM sticks should be equivalent in size, and you should only use 2 or 4 sticks at a time (though certain chipsets support triple channel, most don't). Faster RAM makes no difference in gaming, for the most part. Certain processors (mainly AMD's APU line) need the faster RAM because they do the rendering in the CPU as well, but otherwise it's a waste. This has been proven many times.
I've personally had some pretty intensive worlds running some of the higher end FTB packs that have nearly 200 mods. It's a rare occasion that I need more than 2GB dedicated to MC. 8GB of RAM for a system is what is recommended for most people these days. The only people who need more are those who are doing rendering related tasks, or other similarly intensive tasks. Gaming is not one of those tasks.
I upgraded my 2 GB with an 8 GB stick, and I still need that 2 GB because of the stuff I have running all the time. I plan to get another 8 GB stick soon to replace it. Plus when I got the new RAM I had a tiny amount of research and decision time. Tiny as in like only 30 minutes. And I didn't have enough money left to get the right amount. After that I did a lot more research on RAM. So yes I do agree that 10 GB is a very poor upgrade.
My experiences with large mod packs have never ended well. If they are able to run fine on less than 4 GB, then I have no idea what went wrong with mine.
So anywayyyyy... I think we should probably stop talking about this. If we have anything more to say about this let's leave it to PM's. This is an awesome survival building thread, not RAM discussion.
The project represented in this thread is 100% over and dead. There will be no more updates. The saves and the .jar are fully deleted, and the world is dead.
REGIA ANGLORUM II has started (I think) and I will be starting a new thread for it in a few days, a week, or so....
Well, Im sad to report that deep testing of my world gens with these mods has been a failure. I have been two days into test worlds on three separate seeds and experienced catastrophic crashes. (can not restart world after crash).
I believe the first crash was a conflict between Underground Biomes and Minecraft Comes Alive. No biggie... MCA was not a very important mod and I removed it. All went well, until just now. I turned a corner in a cavern, for a second saw an abandoned mine and than I crashed and MC wont let me reload the world at all. Of course I have a save I could back into, but thats not the point.... the point is that I believe Underground Biomes is crashing my worlds.
And thats a big problem.
I am counting on UB to provide the masses of colored stone bricks for castle and cathedral walls. And I cant find a suitable replacement for having very basic 16 colors of stone bricks (in my last project I had a nifty and efficient little mod called Pams Earth Craft that used dye to color bricks,,, but its not updated for 1.7.2)
Here is the crash report;
---- Minecraft Crash Report ----
// I blame Dinnerbone.
java.lang.NullPointerException: Ticking memory connection
at cpw.mods.fml.common.network.internal.FMLProxyPacket.func_148833_a(FMLProxyPacket.java:101)
at net.minecraft.network.NetworkManager.func_74428_b(NetworkManager.java:197)
at net.minecraft.network.NetworkSystem.func_151269_c(NetworkSystem.java:165)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:643)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:531)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:186)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:414)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:669)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at cpw.mods.fml.common.network.internal.FMLProxyPacket.func_148833_a(FMLProxyPacket.java:101)
at net.minecraft.network.NetworkManager.func_74428_b(NetworkManager.java:197)
-- Ticking connection --
Details:
Connection: net.minecraft.network.NetworkManager@5041de36
Stacktrace:
at net.minecraft.network.NetworkSystem.func_151269_c(NetworkSystem.java:165)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:643)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:531)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:186)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:414)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:669)
Do you think you could use colored stone? or does it have to be colored stone brick? because i found a mod that does colored stone for 1.7.2 but not stone brick.
Well, Im sad to report that deep testing of my world gens with these mods has been a failure. I have been two days into test worlds on three separate seeds and experienced catastrophic crashes. (can not restart world after crash).
I believe the first crash was a conflict between Underground Biomes and Minecraft Comes Alive. No biggie... MCA was not a very important mod and I removed it. All went well, until just now. I turned a corner in a cavern, for a second saw an abandoned mine and than I crashed and MC wont let me reload the world at all. Of course I have a save I could back into, but thats not the point.... the point is that I believe Underground Biomes is crashing my worlds.
And thats a big problem.
I am counting on UB to provide the masses of colored stone bricks for castle and cathedral walls. And I cant find a suitable replacement for having very basic 16 colors of stone bricks (in my last project I had a nifty and efficient little mod called Pams Earth Craft that used dye to color bricks,,, but its not updated for 1.7.2)
Here is the crash report;
---- Minecraft Crash Report ----
// I blame Dinnerbone.
java.lang.NullPointerException: Ticking memory connection
at cpw.mods.fml.common.network.internal.FMLProxyPacket.func_148833_a(FMLProxyPacket.java:101)
at net.minecraft.network.NetworkManager.func_74428_b(NetworkManager.java:197)
at net.minecraft.network.NetworkSystem.func_151269_c(NetworkSystem.java:165)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:643)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:531)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:186)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:414)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:669)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at cpw.mods.fml.common.network.internal.FMLProxyPacket.func_148833_a(FMLProxyPacket.java:101)
at net.minecraft.network.NetworkManager.func_74428_b(NetworkManager.java:197)
-- Ticking connection --
Details:
Connection: net.minecraft.network.NetworkManager@5041de36
Stacktrace:
at net.minecraft.network.NetworkSystem.func_151269_c(NetworkSystem.java:165)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:643)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:531)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:186)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:414)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:669)
any advice / pointers to a mod that provides a variety of colored stone bricks... or tell me what is actually crashing my MC?
Thanks
2 mods that you should definitely look into for stone variations are the geostrata mod, and the chisel mod. They have both greatly enhanced my survival builds, I love them very much
Chisel Interface:
http://www.curseforge.com/media/images/58/877/sample9.png
Chisel allows you to change the appearance of many existing blocks including dirt, stone, stonebricks, cobblestone, limestone, marble, netherbricks, and a whole bunch more that I can't think of nor find pictures of.
A tried and true way you might also be able to restart regia anglorum II is if you were to download the Feed The Beast modpack launcher (google is your friend), the particular "Monster" modpack has 186 mods, which include both geostrata and chisel, as well as integration between the mods and integration between many other mods. The best part about it is that you can rest easy knowing that the pack is stable.
But I also forgot to mention that the pack is for 1.6.4
Regia Anglorum II is officially a go. After EXTENSIVE testing and trials... the final start has been under way for about a week.
The Underground Biomes crash cause was solved (stopped when I removed a different and unimportant mod)... and even though that gives me access to the various different building materials I need, thats not the only solution to that problem. In addition, I recieved a WONDERFUL offer from BKrenz. He offered to write me a completely new mod from scratch so I can have 16 colored stone bricks and stairs with MY OWN TEXTURES... then he went on to teach me how to make those textures in GIMP and MSpaint. So muchos diamonds to BKrenz... you rock, bro.
So far I have a very nice hole in the ground, a decent wheat field, and a fairly large explored map. All the basic mechanisms of production and survival are in place including a store of arms and armor, an enchanting room, a forge and work room, and a kitchen. I have also started serious work on the first real build in this project;
A Windmill
A massive Farm supported by a water pumping windmill and a series of servicing aqueducts. (no actual water movement... just eye candy). Here is some of my inspiration;
THIS IS NOT MY WINDMILL...merely inspiration. I plan to seriously out do this fine work (fingers crossed)
Some of the models I'm working to imitate;
Here is a sneak Peek at the wheat fields and upcoming irrigated farm... at least the location of the farm. Layout and marking is done, but, excavations haven't started yet.
I am also in the process of selecting castles and cathedrals for this project. English, Welsh, Irish, and Scottish. Please feel free to make suggestions on your favs.
YWC
16G of new RAM will arrive tomorrow, and Ill be installing tomorrow evening. Hopefully, this means that I will be able to turn all graphics up to full and even install a texture pack or shader.
If there are no surprises... I believe REGIA ANGLORUM II will be officially starting this Friday.
Wish me luck.
P.S Shaders are handled on the video card, not the ram.
As for your RAM conundrum, you probably didn't need an upgrade. Vanilla Minecraft shouldn't touch 1 GB of RAM, and with using only about 80 mods or so, you shouldn't go over 2 gigs tops, and that's if you're chunk loading. Allocating more RAM than is necessary is actually a bad thing. I'd start off with 1.5GB dedicated to Minecraft, and then go from there if you're hitting the ceiling. The way the Java garbage collector works is it won't do a full sweep until the RAM is filled up. If you have more and more building up, you'll have a larger pause every once in a while, instead of tiny ones that aren't noticeable frequently. If you're constantly hitting the ceiling you've set, go higher. The main areas of issue you'll run into will likely be with your video card, and after that maybe issues with your processor.
As for Forge, it should take care of itself with registering items, etc. As for redundant blocks, there's no way to stop that, really. I've worked a bit with Forge myself (may or may not be working on a mod of my own). Each mod tells the Game Registry to add blocks, and you can't really tell it what blocks are equivalent and redundant. I doubt you'll have many that are redundant anyways.
Survival builds are the best builds. Also, might I suggest looking into the Tinker's Construct mod? It has a ton of new tools and such that make life a lot easier. Faster and more durable tools, and ones that can do 3x3 areas at a time. We're all here to see you make incredible builds, not dig metric butt loads of stone. It doesn't make it ridiculously easy, but it makes it go by much more quickly. Oh, and try not to go overload on the Forge Microblocks. Able to add tons of detail with them, but you'll be there for hours doing a tiny section.
"Programmers never repeat themselves. They loop."
1 GB for vanilla, I can barely play MC with 2 GB. And only 80 mods? Consider the mods he's using. And how much he's going to be doing with this project. I had 2 GB and could barely handle 3 mods with low settings. About the pauses, I upgraded to 10 GB of ram, no pauses, everything ran smooth. At 2, I couldn't go 5 seconds without a 3 second pause or more. Plus the extra ram helps tremendously with other programs in the background. So the ram doesn't have to carry the OS, minecraft with 80+ mods, and anything else in the background. If you just want to simply play minecraft at the minimum, little amounts of ram is fine. But this is gonna be a big project so having everything handled smoothly without any annoying glitches or freezes, it will definitely help a lot.
Just remember that ram isn't only used for gaming, but for everything that makes computers do what they do. Faster and more ram helps handle and sort those things better without squishing it all into a tiny cluttered space. This project isn't easy, and it'll take a lot of time. So why not make it at least comfortable to do?
2GB dedicated to MC, or 2GB for the whole computer? Dedicated to MC, then you must have had a whole ton of stuff going on. I don't come anywhere near that without chunk loading 4-5 different places. Render distance won't really have anything to do with your system's RAM. The same amount of chunks are loaded and being updated, but the graphics card just has less to deal with to render. Your system seems to have other issues. On the other hand, if you have 2GB for the whole system, of course you're going to have problems. A quarter of that would be used by the OS alone, plus add in all the extra background programs. 10 GB of RAM was a poor upgrade - all of your RAM sticks should be equivalent in size, and you should only use 2 or 4 sticks at a time (though certain chipsets support triple channel, most don't). Faster RAM makes no difference in gaming, for the most part. Certain processors (mainly AMD's APU line) need the faster RAM because they do the rendering in the CPU as well, but otherwise it's a waste. This has been proven many times.
I've personally had some pretty intensive worlds running some of the higher end FTB packs that have nearly 200 mods. It's a rare occasion that I need more than 2GB dedicated to MC. 8GB of RAM for a system is what is recommended for most people these days. The only people who need more are those who are doing rendering related tasks, or other similarly intensive tasks. Gaming is not one of those tasks.
"Programmers never repeat themselves. They loop."
My experiences with large mod packs have never ended well. If they are able to run fine on less than 4 GB, then I have no idea what went wrong with mine.
So anywayyyyy... I think we should probably stop talking about this. If we have anything more to say about this let's leave it to PM's. This is an awesome survival building thread, not RAM discussion.
The project represented in this thread is 100% over and dead. There will be no more updates. The saves and the .jar are fully deleted, and the world is dead.
REGIA ANGLORUM II has started (I think) and I will be starting a new thread for it in a few days, a week, or so....
I believe the first crash was a conflict between Underground Biomes and Minecraft Comes Alive. No biggie... MCA was not a very important mod and I removed it. All went well, until just now. I turned a corner in a cavern, for a second saw an abandoned mine and than I crashed and MC wont let me reload the world at all. Of course I have a save I could back into, but thats not the point.... the point is that I believe Underground Biomes is crashing my worlds.
And thats a big problem.
I am counting on UB to provide the masses of colored stone bricks for castle and cathedral walls. And I cant find a suitable replacement for having very basic 16 colors of stone bricks (in my last project I had a nifty and efficient little mod called Pams Earth Craft that used dye to color bricks,,, but its not updated for 1.7.2)
Here is the crash report;
---- Minecraft Crash Report ----
// I blame Dinnerbone.
Time: 7/21/14 9:35 PM
Description: Ticking memory connection
java.lang.NullPointerException: Ticking memory connection
at cpw.mods.fml.common.network.internal.FMLProxyPacket.func_148833_a(FMLProxyPacket.java:101)
at net.minecraft.network.NetworkManager.func_74428_b(NetworkManager.java:197)
at net.minecraft.network.NetworkSystem.func_151269_c(NetworkSystem.java:165)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:643)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:531)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:186)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:414)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:669)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at cpw.mods.fml.common.network.internal.FMLProxyPacket.func_148833_a(FMLProxyPacket.java:101)
at net.minecraft.network.NetworkManager.func_74428_b(NetworkManager.java:197)
-- Ticking connection --
Details:
Connection: net.minecraft.network.NetworkManager@5041de36
Stacktrace:
at net.minecraft.network.NetworkSystem.func_151269_c(NetworkSystem.java:165)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:643)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:531)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:186)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:414)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:669)
-- System Details --
Details:
Minecraft Version: 1.7.2
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_65, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 1271539480 bytes (1212 MB) / 2272788480 bytes (2167 MB) up to 5726797824 bytes (5461 MB)
JVM Flags: 2 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx6G
AABB Pool Size: 5950 (333200 bytes; 0 MB) allocated, 5723 (320488 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 12, tallocated: 95
FML: MCP v9.03 FML v7.2.211.1121 Minecraft Forge 10.12.2.1121 Optifine OptiFine_1.7.2_HD_U_D1 82 mods loaded, 82 mods active
mcp{9.03} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
FML{7.2.211.1121} [Forge Mod Loader] (forge-1.7.2-10.12.2.1121.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Forge{10.12.2.1121} [Minecraft Forge] (forge-1.7.2-10.12.2.1121.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
PaneInTheGlass{1.1.0} [Pane In The Glass CoreMod] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
malisiscore{1.7.2-0.7.3} [Malisis Core] (malisiscore-1.7.2-0.7.3.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
battlegear2{1.0.5.5} [Mine & Blade Battlegear 2 - Bullseye] (1.7.2-MB_Battlegear2-Bullseye-1.0.5.5.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
bspkrsCore{6.11} [bspkrsCore] ([1.7.2]bspkrsCore-universal-6.11.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
extendedWorkbench{1.2.0.2} [Extended Workbench] ([1.7.2]ExtendedWorkbench v1.2.0.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
deconstruction{2.2.0} [The Deconstruction Mod] ([MC1.7.2]Deconstruction[v2.2.0].jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
zolandre_newTools{b0.1} [New Tools] ([WIP] New Tools - by Zolandre [0.1][FORGE].zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
actionbarextensionswapper{0.1} [ActionBar Extension&Swapper] (Actionbar-Hotbar-Extension-and-Swapper-Mod-1.7.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Backpack{2.0.0-pre1} [Backpack] (Backpacks-Mod-1.7.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BaMsGRAVE{1.4.2_01} [BaM's Grave] (bamsgrave-1.7.2-1.4.2_01.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
basicwands{2.0} [Basic Wands] (Basic Wands Mod-1.7.2-V2.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Baubles{1.0.0.16} [Baubles] (Baubles-Mod-1.7.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BiblioCraft{1.7.1} [BiblioCraft] (BiblioCraft-Mod-1.7.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BiomesOPlenty{2.0.1} [Biomes O' Plenty] (BiomesOPlenty-1.7.2-2.0.1.890-universal.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
CarpentersBlocks{3.2.4} [Carpenter's Blocks] (Carpenter's Blocks v3.2.4 - MC 1.7+.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
chestsplus{@MAJOR@.@MINOR@.@REVIS@.@BUILD@} [Chests+] (Chests+-2.0.1-SNAPSHOT.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Chimneys{1.7.2} [Chimneys] (chimneys.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
chisel{1.5.4b} [Chisel] (Chisel-Mod-1.7.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
gud_cooler{1.0.1.1} [Coolers] (Coolers-Mod-1.7.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
SKC-Core{1.1.0.5} [SKC Core] (SKC Core 1.1.0.5 - MC 1.7.2 - Forge 1060.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
SKC-CraftableHorseArmor{1.1.1.10} [Craftable Horse Armor] (CraftableHorseArmor 1.1.1.10 - MC 1.7.2 - Forge 1060 - Core 1.1.0.5.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
craftguide{1.6.8.1} [CraftGuide] (CraftGuide-1.6.8.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
craftingpillars{1.5.1} [Crafting Pillars Mod] (craftingpillars-1.7.2-1.5.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
CustomSpawner{3.2.0.dev.R3} [DrZhark's CustomSpawner] (CustomMobSpawner 3.2.0-DEV-R3.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
dabells{3.0} [DaBells] (DaBells-v3.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
props{1.9} [Decocraft] (DecoCraft 1.7.2 V1.9.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MoCreatures{6.2.0.dev.R3} [DrZhark's Mo'Creatures Mod] (DrZharks MoCreatures Mod v6.2.0-DEV-R3.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
DyeableBeds{1.7.2 R2} [Dyeable Beds] (Dyeable Beds-1.7.2 R4.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
DyeableBeacons{1.1.1} [Dyeable Beacons] (DyeableBeacons-1.1.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
eplus{1.7.2-2.0.3.1} [Enchanting Plus] (EnchantingPlus-1.7.2-2.0.3.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ExtraUse{0.9} [Extra Uses] (Extra-Uses-Mod-1.7.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
examplemod{1.0} [examplemod] (ExtraDoors-1.7.2-1.5.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
extradoors{1.5.1} [Extra Doors] (ExtraDoors-1.7.2-1.5.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
fancyclocks{1.1-pre-Modjam} [Fancy Clocks] (fancyclocks-1.7.2-1.2-post-modjam.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ghostmod{ghostmod} [Ghost Mod] (Ghost Mod 1.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Jewelrycraft{1.4} [Jewelrycraft] (jewelrycraft-1.3.3.3.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
reaper_lantern{1.44} [Lantern mod] (Lantern1.44[1.7.2].jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
littlehelpers{1.5.1 - 1.7.2} [LittleHelpers] (LittleHelpers-1.5.1 - 1.7.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
malisisdoors{1.7.2-0.8} [Malisis' Doors] (malisisdoors-1.7.2-0.8.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MapWriter{2.1.1} [MapWriter] (MapWriter-1.7.2-2.1.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MetallurgyCore{4.0.1} [Metallurgy Core] (MetallurgyCore-1.7.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Metallurgy{4.0.1} [Metallurgy 4] (Metallurgy-Mod-1.7.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MineDeco{1.0.2} [MineDeco] (minedeco-1.7.2-1.0.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
mythril{1.6} [Mythril mod] (mithril_mod-1.7.2-1.6.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MoarSigns{1.0.3} [MoarSigns] (MoarSigns-1.7.2-1.0.3.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
modularpots{1.7.10.14} [Modular Flower Pots] (ModularPots-1.7.10.14.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MoreSwordsMod{2.6.1} [More Swords Mod] (More Swords Mod 2.6.1 For 1.7.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MoreFurnaces{1.3.6} [More Furnaces] (MoreFurnaces-1.3.6-MC1.7.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
cfm{3.3.2} [§6MrCrayfish's Furniture Mod] (MrCrayfishFurnitureModv3.3.2(1.7.2).jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MultiPageChest{1.3.0} [Multi Page Chest] (Multi-Page-Chest-Mod-1.7.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
mysticaltrinkets{1.4.1} [Mystical Trinkets] (MysticalTrinkets-1.4.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
startools{1.0.0} [startools] (Nether-Star-Tools-Mod-1.7.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
noteditems{ModJamBeta} [Noted Items] (Noted-Items-Mod-1.7.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
clayspawn{1.7.2a} [Pam's Clay Spawn] (Pam's Clay Spawn 1.7.2a.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
desertcraft{1.7.2b} [Pam's DesertCraft] (Pam's DesertCraft 1.7.2c.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
getalltheseeds{1.7.2a} [Pam's Get all the Seeds!] (Pam's Get all the Seeds 1.7.2a.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
harvestcraft{1.7.2d} [Pam's HarvestCraft] (Pam's HarvestCraft 1.7.2f.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
randomplants{1.7.2a} [Pam's RandomPlants] (Pam's Random Pants 1.7.2a.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
simplerecipes{1.7.2a} [Pam's Simple Recipes] (Pam's Simple Recipes 1.7.2a.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
temperateplants{1.7.2b} [Pam's Temperate Plants] (Pam's Temperate Plants 1.7.2b.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
weeeflowers{1.7.2b} [Pam's Weee! Flowers] (Pam's WeeeFlowers 1.7.2b.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
plantmegapack{3.00.09} [Plant Mega Pack] (Plant Mega Pack-1.7.2-3.00.09.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
PocketCraft{0.0.2} [PocketCraft] (PocketCraft-1.7.2-0.0.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
packchevsky{b4} [Potion Packs] (PotionPacks_1.7.2_b4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
reptilemod{1.7.2} [Reptile Mod] (reptilemod-1.7.2-2.5.4.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
secretroomsmod{@VERSION@} [The SecretRoomsMod] (secretroomsmod-1.7.2-4.6.3.359.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
spawnercraft{1.0} [SpawnerCraft] (SpawnerCraft-1.0-mc1.7.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
pchan3{0.7} [PChan3 mods] (SteamBoat-Mod-1.7.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Sushicraft{1.7.2} [Sushicraft] (sushicraft-1.7.2-10.1.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
SushicraftClient{1.7.2} [Sushicraft] (sushicraft-1.7.2-10.1.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Talismans{1.1.0} [Talismans] (Talismans-1.7.10-1.1-0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
TallDoors{0.4.2c} [Tall Doors Mod] (TallDoors-1.7.2-0.4.2c.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Treecapitator{1.7.2} [Treecapitator] (Tree-Capitator-Mod-1.7.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
UndergroundBiomes{0.5} [Underground Biomes Constructs] (UndergroundBiomesConstructs-1.7.2-0.5i.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
warpbook{1.0.35} [Warp Book] (warp-book-1.7.2-1.0.35.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
reaper_waterpipe{1.1} [Water Pipe mod] (Waterpipe1.1_1.7.2_.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
weaponmod{1.7.2 v1.14.2} [Balkon's WeaponMod] (weaponmod-1.14.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
xpStorageChest{1.0.0} [XP Storage Chest] (XPStorageChest-1.7.2-1.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
yegamolchattels{1.0} [Ye Gamol Chattels] (YeGamolChattels-1.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Profiler Position: N/A (disabled)
Vec3 Pool Size: 1452 (81312 bytes; 0 MB) allocated, 1349 (75544 bytes; 0 MB) used
Player Count: 1 / 8; [EntityPlayerMP['Swervish'/2138, l='REGIA ANGLORUM II', x=680.64, y=28.00, z=783.76]]
Type: Integrated Server (map_client.txt)
Is Modded: Definitely; Client brand changed to 'fml,forge'
any advice / pointers to a mod that provides a variety of colored stone bricks... or tell me what is actually crashing my MC?
Thanks
Do you think you could use colored stone? or does it have to be colored stone brick? because i found a mod that does colored stone for 1.7.2 but not stone brick.
2 mods that you should definitely look into for stone variations are the geostrata mod, and the chisel mod. They have both greatly enhanced my survival builds, I love them very much
Chisel Interface:
Chisel allows you to change the appearance of many existing blocks including dirt, stone, stonebricks, cobblestone, limestone, marble, netherbricks, and a whole bunch more that I can't think of nor find pictures of.
http://i.imgur.com/ZaGj2T6.png
A tried and true way you might also be able to restart regia anglorum II is if you were to download the Feed The Beast modpack launcher (google is your friend), the particular "Monster" modpack has 186 mods, which include both geostrata and chisel, as well as integration between the mods and integration between many other mods. The best part about it is that you can rest easy knowing that the pack is stable.
But I also forgot to mention that the pack is for 1.6.4
Regia Anglorum II is officially a go. After EXTENSIVE testing and trials... the final start has been under way for about a week.
The Underground Biomes crash cause was solved (stopped when I removed a different and unimportant mod)... and even though that gives me access to the various different building materials I need, thats not the only solution to that problem. In addition, I recieved a WONDERFUL offer from BKrenz. He offered to write me a completely new mod from scratch so I can have 16 colored stone bricks and stairs with MY OWN TEXTURES... then he went on to teach me how to make those textures in GIMP and MSpaint. So muchos diamonds to BKrenz... you rock, bro.
So far I have a very nice hole in the ground, a decent wheat field, and a fairly large explored map. All the basic mechanisms of production and survival are in place including a store of arms and armor, an enchanting room, a forge and work room, and a kitchen. I have also started serious work on the first real build in this project;
A Windmill
A massive Farm supported by a water pumping windmill and a series of servicing aqueducts. (no actual water movement... just eye candy). Here is some of my inspiration;
THIS IS NOT MY WINDMILL...merely inspiration. I plan to seriously out do this fine work (fingers crossed)
Some of the models I'm working to imitate;
Here is a sneak Peek at the wheat fields and upcoming irrigated farm... at least the location of the farm. Layout and marking is done, but, excavations haven't started yet.
I am also in the process of selecting castles and cathedrals for this project. English, Welsh, Irish, and Scottish. Please feel free to make suggestions on your favs.
Expect a new thread soon.
I like the building yes... you nailed the look. But.... the Liverpool Cathedral was built in 1904-1910, bro.
Doesnt quite fit my time frame. Sorry.