Yeah I have not done any testing with BOP for about 90% of the current worldgen, I used to use that mod on a few servers but haven't tried to support it's biomes at all yet.
I actually want to increase the amount of grass, but I also want to rework the current worldgen config options, at the moment the grass isn't really used by any crafting so I could look at options there.
Yeah, this is definitely WIP, and it'll probably be here for quite a while. However, I think this has a lot of potential as a mod and once it's cleaned up I think it can be a decent mod.
Good luck!
Yeah, At this point its really a collection of foundation content, a lot of which is first draft or experimental. I'm getting ready to update to 1.8 and will hopefully push out a lot more of the features I have in mind after that.
---- Minecraft Crash Report ----
// Uh... Did I do that?
Time: 1/8/15 4:17 AM
Description: Rendering item
java.lang.ArrayIndexOutOfBoundsException: 3
at nmd.magnum.blocks.SoulStone.func_149691_a(SoulStone.java:78)
at net.minecraft.client.renderer.RenderBlocks.func_147787_a(RenderBlocks.java:9366)
at net.minecraft.client.renderer.RenderBlocks.func_147800_a(RenderBlocks.java:9302)
at net.minecraft.client.renderer.entity.RenderItem.renderItemIntoGUI(RenderItem.java:446)
at net.minecraft.client.renderer.entity.RenderItem.func_82406_b(RenderItem.java:565)
at codechicken.nei.guihook.GuiContainerManager.drawSlotItem(GuiContainerManager.java:488)
at net.minecraft.client.gui.inventory.GuiContainer.func_146977_a(GuiContainer.java:270)
at net.minecraft.client.gui.inventory.GuiContainer.func_73863_a(GuiContainer.java:99)
at net.minecraft.client.renderer.EntityRenderer.func_78480_b(EntityRenderer.java:1355)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:990)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:887)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:601)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:601)
at org.multimc.onesix.OneSixLauncher.launchWithMainClass(OneSixLauncher.java:286)
at org.multimc.onesix.OneSixLauncher.launch(OneSixLauncher.java:376)
at org.multimc.EntryPoint.listen(EntryPoint.java:165)
at org.multimc.EntryPoint.main(EntryPoint.java:54)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at nmd.magnum.blocks.SoulStone.func_149691_a(SoulStone.java:78)
at net.minecraft.client.renderer.RenderBlocks.func_147787_a(RenderBlocks.java:9366)
at net.minecraft.client.renderer.RenderBlocks.func_147800_a(RenderBlocks.java:9302)
at net.minecraft.client.renderer.entity.RenderItem.renderItemIntoGUI(RenderItem.java:446)
-- Item being rendered --
Details:
Item Type: nmd.magnum.items.blocks.ItemSoulStone@33a50d70
Item Aux: 3
Item NBT: null
Item Foil: false
Stacktrace:
at net.minecraft.client.renderer.entity.RenderItem.func_82406_b(RenderItem.java:565)
at codechicken.nei.guihook.GuiContainerManager.drawSlotItem(GuiContainerManager.java:488)
at net.minecraft.client.gui.inventory.GuiContainer.func_146977_a(GuiContainer.java:270)
at net.minecraft.client.gui.inventory.GuiContainer.func_73863_a(GuiContainer.java:99)
While checking out some stuff with the Nether and BoP, I saw the stuff in the lava and decided to see what it is and what it's for and what not, with NEI.
I personally really like these unknown and underused mods which brings something different.
A lot of localization to fix and some tweaks here and there.
Also, when sleeping with an Extra Utilities sleeping bag, it sets my spawn.
I cant help but feel it's because of this mod.
There is an event hook to override sleeping so that beds only set spawn, likely this is also getting triggered by the sleeping bag, I should be able to add some sanity checks before setting spawn.
Also there is a config hook to disable the override, if you like the vanilla mechanic of skipping night.
Currently only the vanilla style recipes show up in NEI, my custom oven isn't compatible yet, that is something I will most likely try to add soon. Thanks!
There is a pretty cool small mod allows you to do just this. A degree of functionality like this would be great, a bare bones or last ditch low damage ranged weapon.
I would also mention 'stone shards' suggests a very different image than what is actually presented, somewhat like shattered shale. Perhaps something simple like 'rock' or 'stones', a simple but not
Yeah they are currently throwable, also they break upon impact, so they are a one-off weapon. DeskPop, the current build is uploaded, MagnumOpus-1.7.10-0.6.2.1.jar
There are some config hooks for worldgen now, as well a ton of other stuff.
Adding some early game features by request such as dropping broken stone shards from smooth stone, sticks from leaf blocks, and some additional tools that can be crafted in the players 2x2 grid.
Hey guys, sorry I didn't catch up yesterday I have been busier than normal. I did get some time before I racked out last night to run around with your new version and so far I am enjoying it quite a bit. I put it through a quick mod compatibility torture test with over 80+ mods and surprisingly I found very few issues whatsoever. There were a few hiccups, mostly model related however even Battlegear managed to work alright minus one placing issue on the shields. I will give you a rundown when I actually get a minute to breath, hopefully tomorrow. Also An_Sar I am parsing through Magnum Opus as well in the same situation, just need to give it a more thorough go through before I can comment honestly. That said I am enjoying what I have tested thus far on both fronts.
Quote from DeskPop»
...Also An_Sar I am parsing through Magnum Opus as well in the same situation, just need to give it a more thorough go through before I can comment honestly. That said I am enjoying what I have tested thus far on both fronts.
Steppe Wolves are so cool. I was fighting an epic spawn of zombies and was about to die when a pack of steppe wolves rushed over the hill side and started killing all the zombies. Once all the zombies died the pack wandered off. It was awesome. Great AI mechanics. I wish I had the foresight to take a screenshot.
Nice, I'm planning some changes to the wolves, but keeping to the same behavior for sure.
I'd updated with a new dev release, several bug fixes and a few new things. Hopefully a proper wiki coming soon so I can begin to document the existing features.
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0
MagnumOpus 0.6.10
0
Thank You very much
Yeah I have not done any testing with BOP for about 90% of the current worldgen, I used to use that mod on a few servers but haven't tried to support it's biomes at all yet.
I actually want to increase the amount of grass, but I also want to rework the current worldgen config options, at the moment the grass isn't really used by any crafting so I could look at options there.
0
Yeah, At this point its really a collection of foundation content, a lot of which is first draft or experimental. I'm getting ready to update to 1.8 and will hopefully push out a lot more of the features I have in mind after that.
I appreciate the well wishes, thanks.
0
There is an event hook to override sleeping so that beds only set spawn, likely this is also getting triggered by the sleeping bag, I should be able to add some sanity checks before setting spawn.
Also there is a config hook to disable the override, if you like the vanilla mechanic of skipping night.
Thank you for the feedback!
0
0
0
Yeah they are currently throwable, also they break upon impact, so they are a one-off weapon. DeskPop, the current build is uploaded, MagnumOpus-1.7.10-0.6.2.1.jar
There are some config hooks for worldgen now, as well a ton of other stuff.
0
2
Cheers
0
I'm glad I fixed the glaring pitted oven crash
2
0
Nice, I'm planning some changes to the wolves, but keeping to the same behavior for sure.
I'd updated with a new dev release, several bug fixes and a few new things. Hopefully a proper wiki coming soon so I can begin to document the existing features.
0
1
=D Sweet, I look forward to any feedback you might have