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    posted a message on Aki's Seed Complication! (Buncha cool seeds!)

    It's about time I make a post here! I stalk for seeds now and again with Amidst, and I do find some pretty good ones! About time I share my seed vault :3


    Most of these are found in 1.7.10, however with my experiences they work fine for 1.8 as well. I have not tested all of these!


    My personal favorite: Island of Nowhere! -8493508999955506073
    Spawned on an island with no land in sight, you do have animals and trees, but it's still going to be quite the trek to get somewhere good! I'm using this seed myself for a creative world! Might eventually start youtube stuff, I'll use this! (yes, this is a Courage reference)


    Another favorite: Right in the Ice Spikes! -1123288379737985348

    This one's probably a little niche, but it's awesome! I included the grid to show this snow biome is positively massive. There's no escape! Plus you're in the middle of a lovely ice spikes :3 There's bits of taiga around, good luck finding wolves (and food!)!


    Another niche-y one, but hard to find! Spawn just about on top of a Mushroom biome! 3327780


    That's all the pictures, folks! Look for yourself, but if you wish to post a map of these others, feel free! (I'll add them to the main post w/credit too!)


    Desert Temple w/ well: 3610516409568648859
    Take a desert temple for your home! It's a little buried, but nice nonetheless! Plus there's a desert well right by it!


    Stronghold on Mushroom: -8772607143284139367
    Deal with no mobs while looking for your Stronghold!

    Jungle of Eden: 941731108501727926
    Just a big, big jungle.


    Mesa: -7090617766789130093
    Mesa!


    Mesa Plateau FM: -653838902809704782

    Ooh, FM Generation is epic...


    Spawn with Village/Temples: 4199812510789347054

    Have fun looting!


    Tiny Island: 366670772

    What do you mean I'm lost?


    Bunch of Islands: 2024152363411961860

    How about Stranded Deep?


    By a Village: 6094014961463405310

    Spawn right by a village, of course! Blacksmith too!


    Bunch of Islands: 6534967133910992149

    Another Stranded Deep!


    Mesa Peninsula: 1935070631158053686

    Apparently you spawn in the water here. But you spawn right where a peninsula of a mesa reaches into the ocean!


    Ocean Spawn, swamp island: -5961172655766125591

    Another ocean spawnpoint it seems, but there's an 'island' of swampland not too far away. If you have a mod that adds sharks, and you DO spawn in water... chomp chomp!


    Tons of Islands #2: -3427546277398774475

    Islands.


    By a Village #2: 2767304012030925238

    Really close! Also Blacksmith!


    Island: -6645537087727814306

    Just a 'nother island spawn.

    Posted in: Seeds
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    posted a message on JurassiCraft - Bringing dinosaurs to life

    I'm hitting a road block. No mods other than JurassiCraft and LLib to make a quick test before introducing the mods it'll run with. It keeps crashing, I'm not sure why.

    I don't know if it's the Forge version (as I got a similar crash earlier from another mod that was solved fine by scooting to a different Forge version), or the fact I have since moved to 64-bit Java since my last use. I have a feeling it's the Java.

    What I have played of this mod was tons of fun, and I look forward to playing with this version! I'm sorry to bother, I'm just no coder and have no idea what the issue is :/



    ---- Minecraft Crash Report ----
    // Quite honestly, I wouldn't worry myself about that.

    Time: 6/24/15 8:10 PM
    Description: There was a severe problem during mod loading that has caused the game to fail

    cpw.mods.fml.common.LoaderException: java.lang.NoSuchMethodError: net.ilexiconn.llibrary.common.web.WebHelper.readPastebin(Ljava/lang/String;)Ljava/lang/String;
    at cpw.mods.fml.common.LoadController.transition(LoadController.java:162)
    at cpw.mods.fml.common.Loader.preinitializeMods(Loader.java:515)
    at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:239)
    at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:480)
    at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:867)
    at net.minecraft.client.main.Main.main(SourceFile:148)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
    at java.lang.reflect.Method.invoke(Method.java:483)
    at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
    at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
    Caused by: java.lang.NoSuchMethodError: net.ilexiconn.llibrary.common.web.WebHelper.readPastebin(Ljava/lang/String;)Ljava/lang/String;
    at net.ilexiconn.jurassicraft.JurassiCraft.init(JurassiCraft.java:87)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
    at java.lang.reflect.Method.invoke(Method.java:483)
    at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:513)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
    at java.lang.reflect.Method.invoke(Method.java:483)
    at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
    at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
    at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
    at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
    at com.google.common.eventbus.EventBus.post(EventBus.java:275)
    at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:208)
    at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:187)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
    at java.lang.reflect.Method.invoke(Method.java:483)
    at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
    at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
    at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
    at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
    at com.google.common.eventbus.EventBus.post(EventBus.java:275)
    at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:118)
    at cpw.mods.fml.common.Loader.preinitializeMods(Loader.java:513)
    ... 10 more

    A detailed walkthrough of the error, its code path and all known details is as follows:
    ---------------------------------------------------------------------------------------

    -- System Details --
    Details:
    Minecraft Version: 1.7.10
    Operating System: Windows 8.1 (amd64) version 6.3
    Java Version: 1.8.0_25, Oracle Corporation
    Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
    Memory: 87828064 bytes (83 MB) / 267403264 bytes (255 MB) up to 1060372480 bytes (1011 MB)
    JVM Flags: 6 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
    AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
    IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
    FML: MCP v9.05 FML v7.10.85.1291 Minecraft Forge 10.13.2.1291 6 mods loaded, 6 mods active
    mcp{9.05} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized
    FML{7.10.85.1291} [Forge Mod Loader] (forge-1.7.10-10.13.2.1291.jar) Unloaded->Constructed->Pre-initialized
    Forge{10.13.2.1291} [Minecraft Forge] (forge-1.7.10-10.13.2.1291.jar) Unloaded->Constructed->Pre-initialized
    jcanimation{1.2.4} [JCAnimationAPI] (JurassiCraft-1.4.1.jar) Unloaded->Constructed->Pre-initialized
    llibrary{0.3.0-1.7.10} [LLibrary] (LLibrary-0.3.0-1.7.10.jar) Unloaded->Constructed->Pre-initialized
    jurassicraft{1.4.1} [JurassiCraft] (JurassiCraft-1.4.1.jar) Unloaded->Constructed->Errored

    Posted in: Minecraft Mods
  • 0

    posted a message on Hit Splat Damage Indicators v3.3.2 RPG UI and Damage Amount Mod

    I'm having a little but yet very annoying problem. The mod itself works just fine; the problem is whenever I look at a mob, the screen flashes to how it would look as if I were using a potion of night vision. Anyone know how I could correct this? For now I'm removing it because the flashing is highly disruptive as well as it's stopped blocks loading time to time.


    Thanks! Mod's great to use, It's just that the nightvision-effect is bothering the heck out of me.

    Posted in: Minecraft Mods
  • 0

    posted a message on Dragon Mounts r46 [WIP]
    Quote from DarkShinyLugia»

    How does one use the /dragon command? When I try, it has a cryptic "fix" to the command. It's quite confusing:


    EDIT: Also, my Ghost Dragon is stuck on a cobweb. http://prntscr.com/7eccvy And it does not move with the lead (which extends extremely far now..? http://prntscr.com/7echby)


    what Stryker said, plus the dragon might be too big to fit though the hallway.


    okay, that's a baby. i don't think you can go back to egg stage (?) but if so the command will be:

    /dragon stage egg

    Posted in: WIP Mods
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    posted a message on [TUTORIAL] How to add custom breeds to BarracudaATA's Dragon Mounts Mod!
    Quote from Stryker5260»

    Sounds exactly like an issue I had before...that frankly I forget how I fixed:/ The one thing I forgot to add to the main post that could be the issue is that you need to make sure all the files are unblocked after downloading. Right click the file(s)>properties>unblock (make sure to do this to the main .zip archive before extraction so it unblocks all the files inside). Then back up any custom textures and start with fresh, unblocked Forge and source code. The blocking is something Windows does by default as a "safety measure" and in some instances can affect the files when they are extracted. It might also be why it's not saving the name that you had input.


    i'll give it a shot tomorrow. all of the custom stuff is saved elsewhere already, but i'll double check. I'll let you know how it goes, and with hopes it'll work.

    Posted in: Mapping and Modding Tutorials
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    posted a message on [TUTORIAL] How to add custom breeds to BarracudaATA's Dragon Mounts Mod!

    I think I had done everything right, but up to where I actually played the mod, it was broken. I have a save with everything, of course, but something's up. The dragons already existing disappeared. Rolling back to the save (and using your version) worked fine.


    The command window read that the build was successful (though it didn't show a bunch of "up-to-date" readouts). Also I did setup the Forge as said for the name, but it still spat out "modid 1.0" :/


    Help?

    Posted in: Mapping and Modding Tutorials
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    posted a message on Dragon Mounts r46 [WIP]
    Quote from KiragoKirin»

    i noticed that too. and i was looking at the boat coding to see if i could muster something but this was at 3am and i gave up because i was tire and lazy. But you can retrieve your dragon if you have a fish and the patience.


    A lead is also helpful, just give them time to climb up (so the lead doesn't break).



    It would really be nice to see a remaster of this mod!

    Posted in: WIP Mods
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    posted a message on [TUTORIAL] How to add custom breeds to BarracudaATA's Dragon Mounts Mod!

    Thanks so much! I'll have to give it a try! Let's hope I don't goof something up here (I guess the worst if I do, is something won't work XD)

    Posted in: Mapping and Modding Tutorials
  • 0

    posted a message on Dragon Mounts r46 [WIP]
    Quote from JonL98»

    Well, I do have an idea about the teleporting issue. I believe the code for the tamed dragons is similar if not almost identical to the code for tamed wolves. If you pay attention to it, you'll probably see that tamed wolves behave similarly over long distances. Best cure I can think of is to right-click a bone on your dragon to make it sit instead of leaving it loose in the enclosure as, I think, the coding causes it to attempt to follow you and possibly teleport.
    Don't quote me 100% on this as I'm not the mod-maker and am only speculating on what I think I've observed.


    The dragon was sitting, with every case I have had. I'm not sure what causes it, but being about 500-1K blocks away and the dragon appearing out of nowhere (while dogs don't teleport from an unloaded chunk unless hurt or they grow up, I believe) can be a mite confusing. But yeah, they don't walk around because no matter what they'd somehow get out of their pen, so they're always sitting. XD The rogue dragon that likes to visit so far hasn't popped up since I'd put the lead onto it (along with it's sitting), but I haven't gone a long distance on the other dragon yet.


    Also I noticed they do the thing where if you get so far away, they stop following you until you get closer (maybe... 20 or so blocks). A lot like the 1.8 bug that cats and dogs did.

    Posted in: WIP Mods
  • 0

    posted a message on Dragon Mounts r46 [WIP]

    I have a question, if you don't mind it.


    I'd like to create a custom-skinned dragon within this mod, basically another 'breed'. I don't know how to code and all; so I do not know what's what and where it is. I can do the skin myself, I'd just like to know how to add the breed. It would be just for myself to use. Nothing else, I'd just like to add a breed for my own use.


    I'd like to use the most recent (r41) but i did poke around in the older zipped-folder files to try and get a feel (didn't really get anywhere honestly). Would it really be mostly copying out a block of code, changing names for the new breed and adding the texture? Or just simple as adding another texture folder with the new breed name / egg texture? I reiterate, I don't know what's what so you'd need to tell me exactly what to do.


    Thanks for reading, and I'll absolutely love the help with it. I'm skiddish on messing with the code files because I haven't worked with code / those filetypes and don't know how to open/save them in the proper format :I


    edit:

    Oh! I remembered thinking this; more or less the dragons seem to teleport. This is all fine and dandy, however when I have 2+ dragons it becomes cumbersome. That being, even sitting, the dragon teleports to me. This usually happens over long distances, and seems to happen when I'd take fall damage when dismounting, but even happens with no apparent reason. Generally if I'm close they don't (there's only one case of that, and I was fighting mobs close by. ("I appreciate the help but why are you out of your fence?!")) This doesn't happen constantly, but enough that one will groan "again?" when they see snow tracked around when ~1K block away after landing their ghost dragon.


    (In one incident in another world, creative mode, I made a 'display' of all breeds in fenced platforms, all dragons sitting. I flew off to map out the area around, but when I touched gravel in deep ocean, BOOM there's dragons all over. Thankfully I could see their eyes!)

    I had speculated that the dragons teleport if being disturbed (I don't know this, but I'm merely taking a shot), because once I returned to find a horse in the enclosure after getting the dragon back home. However since I put a lead onto the sitting dragon and put that onto a fence the secondary dragon hasn't made a random visit. :3

    (then again I haven't gone to pillage more villages yet...)

    Posted in: WIP Mods
  • 0

    posted a message on Gravestone mod

    i wasn't using texture packs at the moment (still need to try that) so that's out.


    hmm. looking at all the mods which i have installed, the one i can only really think of that would do it is Item Physics. I'll give it a go here and see if that's the culprit.


    edit: yep its Item Physics. though why it would make it spaz out, im not sure. *shrug*

    Posted in: Minecraft Mods
  • 0

    posted a message on Gravestone mod

    I've a mere question- I set up my own little 'graveyard' and when it gets into night and I'm near it, the area gets foggy. Traveling away makes it go away. I want to ask if that's a function of the mod? I've a few other mods too, but this hasn't happened till I got Gravestones. Which it is a blast! So many bones and rotten flesh... XD


    Now I need to find a catacomb...

    I've a question- I set up my own little 'graveyard' and when it gets into night and I'm near it, the area gets foggy. Traveling away makes it go away. I want to ask if that's a function of the mod? I've a few other mods too, but this hasn't happened till I got Gravestones. Which it is a blast! So many bones and rotten flesh. Now I need to find a catacomb...


    Also, right now, it seems that flowers and Sword-graves are spazzing out. Still has all the right stuff... just look like its going nuts. XD


    Also I though you'd like to see what I came up with using the angels :3

    Posted in: Minecraft Mods
  • 0

    posted a message on Post a picture of your house!
    i like to do viking-style houses... the 'house' in the last one is underground.

    only a few of many!
    Posted in: Survival Mode
  • 1

    posted a message on Anybody got a good island seed?
    Quote from BigAlanM»

    Here's the download page for AmidstExporter https://github.com/Treer/AMIDST/releases/ I strongly suggest that you use the .jar file.

    thanks! ^^
    Quote from KibblesBits»
    LOL oh wow haha, I didn't realize he said "with trees." I don't know how I missed that, I thought he said "without trees" for some reason. Sorry about that.

    s'alright, your mind probably transposed the wording. happens to us all =P
    Posted in: Seeds
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    posted a message on Anybody got a good island seed?
    actually the OP is "with trees and no other land in sight" =P



    and thanks, Alan ^^

    also a question for you, could i get a link to the Amidst Exporter? i can't find one that seems legit, and it'd be useful for finding Water Temples. (the one on the map is correct, there was one when i explored it yesterday after posting)
    Posted in: Seeds
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