• 0

    posted a message on MalisisDoors 1.12.2-7.3.0 / 1.11.2-6.1.3 (01/02/2018)

    I'm pretty sure you're thinking of the mod Roxa's Tall Doors.

    Posted in: Minecraft Mods
  • 0

    posted a message on Biomes O' Plenty - Over 50 new biomes, with new trees, plants, mobs, and more!

    Hmm. That did not actually seem to help...

    Posted in: Minecraft Mods
  • 0

    posted a message on Biomes O' Plenty - Over 50 new biomes, with new trees, plants, mobs, and more!

    Ohhhhh! I didn't realize recipes could have names now. Thanks! I'll amend the scripts.

    Posted in: Minecraft Mods
  • 0

    posted a message on Biomes O' Plenty - Over 50 new biomes, with new trees, plants, mobs, and more!

    G'day folks,

    I am observing an issue of which I'm uncertain of the cause.


    Mods involved or POSSIBLY involved are:

    BiomesOPlenty-1.12.2-7.0.1.2399

    CraftTweaker2-1.12-4.1.11.jar


    What's happening:

    Server startup errors like this one —



    [09:47:16] [Server thread/ERROR] [FML]: Parsing error loading built-in advancement biomesoplenty:recipes/buildingblocks/fir_stairs
    com.google.gson.JsonSyntaxException: Unknown recipe 'biomesoplenty:fir_stairs'
    at net.minecraft.advancements.AdvancementRewards$Deserializer.deserialize(AdvancementRewards.java:171) ~[l$a.class:?]
    at net.minecraft.advancements.AdvancementRewards$Deserializer.deserialize(AdvancementRewards.java:147) ~[l$a.class:?]
    at com.google.gson.internal.bind.TreeTypeAdapter.read(TreeTypeAdapter.java:69) ~[TreeTypeAdapter.class:?]
    at com.google.gson.Gson.fromJson(Gson.java:887) ~[Gson.class:?]
    at com.google.gson.Gson.fromJson(Gson.java:952) ~[Gson.class:?]
    at com.google.gson.internal.bind.TreeTypeAdapter$GsonContextImpl.deserialize(TreeTypeAdapter.java:162) ~[TreeTypeAdapter$GsonContextImpl.class:?]
    at net.minecraft.util.JsonUtils.deserializeClass(SourceFile:439) ~[rc.class:?]
    at net.minecraft.util.JsonUtils.deserializeClass(SourceFile:455) ~[rc.class:?]
    at net.minecraft.advancements.Advancement$Builder.deserialize(SourceFile:203) ~[i$a.class:?]
    at net.minecraft.advancements.AdvancementManager$1.deserialize(AdvancementManager.java:50) ~[ns$1.class:?]
    at net.minecraft.advancements.AdvancementManager$1.deserialize(AdvancementManager.java:46) ~[ns$1.class:?]
    at com.google.gson.internal.bind.TreeTypeAdapter.read(TreeTypeAdapter.java:69) ~[TreeTypeAdapter.class:?]
    at net.minecraft.util.JsonUtils.gsonDeserialize(SourceFile:492) ~[rc.class:?]
    at net.minecraft.util.JsonUtils.fromJson(SourceFile:532) ~[rc.class:?]
    at net.minecraftforge.common.ForgeHooks.lambda$loadAdvancements$0(ForgeHooks.java:1356) ~[ForgeHooks.class:?]
    at net.minecraftforge.common.crafting.CraftingHelper.findFiles(CraftingHelper.java:822) [CraftingHelper.class:?]
    at net.minecraftforge.common.ForgeHooks.loadAdvancements(ForgeHooks.java:1338) [ForgeHooks.class:?]
    at net.minecraftforge.common.ForgeHooks.loadAdvancements(ForgeHooks.java:1312) [ForgeHooks.class:?]
    at net.minecraft.advancements.AdvancementManager.reload(AdvancementManager.java:69) [ns.class:?]
    at net.minecraft.advancements.AdvancementManager.<init>(AdvancementManager.java:60) [ns.class:?]
    at net.minecraft.world.WorldServer.init(WorldServer.java:156) [oo.class:?]
    at net.minecraft.server.MinecraftServer.loadAllWorlds(MinecraftServer.java:298) [MinecraftServer.class:?]
    at net.minecraft.server.dedicated.DedicatedServer.init(DedicatedServer.java:270) [nz.class:?]
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:486) [MinecraftServer.class:?]
    at java.lang.Thread.run(Thread.java:748) [?:1.8.0_181]


    This happens for pretty much all of the vanilla and BOP stair recipes.


    Now, there's another piece of information that's relevant here: I mentioned CraftTweaker. I'm running a CraftTweaker script which goes through and patches ALL of the stair recipes to double their yield from 4 to 8. (Because dear mother of gods, the vanilla stair recipe is so horribly wasteful of material. 4 stairs from 6 full blocks? Seriously, Notch?!?)


    That script looks like this (for each stair, using the fir_stairs above as an example):


    recipes.remove(<biomesoplenty:fir_stairs>);
    recipes.addShapedMirrored(<biomesoplenty:fir_stairs> * 8,
    [[<biomesoplenty:planks_0:3>, null, null],
    [<biomesoplenty:planks_0:3>, <biomesoplenty:planks_0:3>, null],
    [<biomesoplenty:planks_0:3>, <biomesoplenty:planks_0:3>, <biomesoplenty:planks_0:3>]]);

    Now, my question:

    Is the error occurring because of some extra initialization or re-initialization that BiomesOPlenty does that needs to be redone after CraftTweaker replaces the recipes? (I'm assuming that it's not BoP's fault since vanilla stairs seem to be affected as well, but I've been wrong before.) Or is this simply a race condition between CraftTweaker replacing the recipes and BiomesOPlenty registering advancements, and it just happens the advancement is being registered while CraftTweaker is in the middle of replacing the recipes? Or is there something else going on?


    As far as I can see, this does not appear to affect gameplay once server startup is complete.

    Posted in: Minecraft Mods
  • 0

    posted a message on Biomes O' Plenty - Over 50 new biomes, with new trees, plants, mobs, and more!
    Quote from ZothenV2»

    Where have the Jade Cliffs, Canyons etc. gone? Well, I would definitely like to see them back...


    I was also a huge fan of the Crag Biome, until it's unique blue-/greenish look was stripped from it. Why make a whole biome look duller than before?


    Apart from that, I very much appreciate the good work put in this mod.


    Truth to tell, I never liked the crag biome. I like the crags just fine. But crag stone? Not only was it ugly, it was completely useless except as an ugly bulk building material, and not strong enough to be worth using for that. I like crags a lot better without crag stone.

    Posted in: Minecraft Mods
  • 0

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from AnrDaemon»

    Nowhere, since Mojang turned Dimensions list into enum instead of integer.


    ...Wait, what? Does that mean mods can no longer add dimensions?

    Posted in: Minecraft Mods
  • 0

    posted a message on Storage Drawers - [1.7.10 - 1.12]
    Quote from Othlon_Onion»

    this has been a staple mod for all my playing of modded mc for so long <3 so thank you for making such a pretty and functional thing!

    I have been decking myself out a lot of drawers in the FTB pack Continuum and found that I can only use vanilla wooded drawers to make upgrades, compacting drawers, and other blocks that use a drawer in the recipe. I would love to be able to use the SD Extras drawers in these recipes. I do also know Continuum modifies the recipes of a lot of things heavily, but this felt more like an inter-mod thing?

    Hope that made sense and thank you again for your rad work (the framed ones are doing my brain in with so many possibilities)


    Cheers,

    Onion


    I use CraftTweaker to change the recipes to use oredict planks instead of only Minecraft vanilla planks. End of problem.

    Posted in: Minecraft Mods
  • 0

    posted a message on Realistic Terrain Generation (RTG) — Realistic Biomes, Huge Mountains, Custom Trees, Truly Flat Terrain, Breathtaking Landscapes
    Quote from srs_bsns»

    bayou = forBiomes("biomesoplenty:bayou")

    bayou.remove()


    Definitely making a mental note of this. BoP has a number of biomes that are just ... irritating. Like the, what's it called, legacy island biome? ...which goes COMPLETELY against the spirit of the superrealistic worlds I strive for.

    Posted in: Minecraft Mods
  • 0

    posted a message on Sophisticated Wolves
    Quote from lebanni»

    Awesome mod.

    Is it possible to have an agressive mode where the wolves automatically attack monsters in certain range, and an attack target mode by pointing a monster with some sort of a wand ?


    Hmm. Target designator ...

    Posted in: Minecraft Mods
  • 2

    posted a message on Smart Moving
    Quote from Tommsy64»

    Hey guys (@ScienceDrummer, @CaerMaster, @Zaesar_AoH, @3damnmuch).


    This is simultaneously an amazing asset and a horrible, borderline insane hack of the Java language.



    Wheeeeeeee! Won't this be fun? :)

    Quote from Tommsy64»


    As a reminder, all of this is being done unofficially. I am making no promises as to the completion or maintenance of any rewritten versions of Divisor's mods.

    Thank you for your efforts. :) I gotta say, you are jumping in at the deep end. Smart Moving has got to be one of the more technically difficult, for its size, mods out there.

    Posted in: Minecraft Mods
  • 0

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Azanor»

    Guess who uploaded a game breaking mod update and then got stuck working overtime for two weeks and never checked his github?


    Image result for this guy


    Life happens. (Almost constantly, actually. If it stops, you have a problem.)

    Posted in: Minecraft Mods
  • 0

    posted a message on MalisisDoors 1.12.2-7.3.0 / 1.11.2-6.1.3 (01/02/2018)
    Quote from Linesey»

    Is there anyway on the medieval door to change the frame to be stone bricks instead of what looks like quartz? preferably in-gamer but if its editing a texture file that would be fine to, i looked but couldn't find any info in this thread about it, though i'm new to forums so it's possible i messed up my search.



    Thanks for any help anyone can give.

    ~lin


    What materials are you using to craft your mediaeval door? The "frame" should be whatever blocks you craft it from. You want bricks? Use bricks. You can use pretty near any solid block in the recipe — even mod-added blocks.


    If you can only get a quartz-like texture, either you're doing something wrong crafting it, or something in your modpack (or resource pack or shader?) is messing with the door's textures.

    Posted in: Minecraft Mods
  • 0

    posted a message on Smart Moving

    The good news: TommyS64 just ported the RenderPlayer API Enhancer as well.


    The bad news: At least for me, in 1.12.2 it is causing crippling (read: 2fps) client-side lag. Unusable.

    Posted in: Minecraft Mods
  • 2

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from TheLordEternal»

    I just realized that with the gauntlet in the off-hand there's an potential focus use going untapped, mainly using them with bows.

    Perhaps using one of the focii mediums you can imbue elemental or status effects to the weapon you're wielding. as such using the gauntlet with a bow lets you enhance the arrows with ice, healing, or wind for example. Imbuing them with the elemental effects from the focus.

    It could either be a function of the touch medium, or there could be a new "Imbue/Enhance/Enchant" Medium. Allowing you to use your focus on whatever is being held in the opposite hand.

    it would synergize well with bows, as you could give arrows anything from elemental to status effects. It wouldn't improve the arrows actual damage, but it would be a nice return of the elemental arrows.

    It makes sense. Instead of crafting special arrows, you just imbue normal ones with magic while you draw them. Much more efficient.


    This is an excellent idea. I like it.

    Would it need a new medium? Perhaps the Touch medium could do it. You're touching the arrow...
    Posted in: Minecraft Mods
  • 0

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    I've been running into desync issues but couldn't positively isolate them to Thaumcraft.

    Posted in: Minecraft Mods
  • To post a comment, please or register a new account.