This + your furnature mod = Easy cities that players can move into and personalize.
Rather that waiting for a city to be built by hand, which always varied in quality between builders.
Looking forward to progress.
P.S. I won't download until there is a stable build. My MC takes forever to startup after a crash.
EDIT| I saw a comment on the youtube video. If you are gonna have rare blueprints that cannot be created, only obain via dungeons or strongholds, make them reusable, but after a certain amount of uses, you need to "Update" the blueprint by surrounding it with a material. (The rarer the structure, the more valuable material is required.)
java.lang.NullPointerException
at mods.borderlands.BorderlandsMod.livingHurt(BorderlandsMod.java:851)
at net.minecraftforge.event.ASMEventHandler_20_BorderlandsMod_livingHurt_LivingHurtEvent.invoke(.dynamic)
at net.minecraftforge.event.ASMEventHandler.invoke(ASMEventHandler.java:39)
at net.minecraftforge.event.EventBus.post(EventBus.java:108)
at net.minecraftforge.common.ForgeHooks.onLivingHurt(ForgeHooks.java:328)
at net.minecraft.entity.EntityLiving.func_70665_d(EntityLiving.java:1250)
at net.minecraft.entity.EntityLiving.func_70097_a(EntityLiving.java:1060)
at net.minecraft.entity.monster.EntityMob.func_70097_a(SourceFile:45)
at net.minecraft.entity.player.EntityPlayer.func_71059_n(EntityPlayer.java:1347)
at net.minecraft.network.NetServerHandler.func_72507_a(NetServerHandler.java:832)
at net.minecraft.network.packet.Packet7UseEntity.func_73279_a(SourceFile:36)
at net.minecraft.network.MemoryConnection.func_74428_b(MemoryConnection.java:89)
at net.minecraft.network.NetServerHandler.func_72570_d(NetServerHandler.java:134)
at net.minecraft.network.NetworkListenThread.func_71747_b(NetworkListenThread.java:53)
at net.minecraft.server.integrated.IntegratedServerListenThread.func_71747_b(IntegratedServerListenThread.java:109)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:677)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:573)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:127)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:470)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:573)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.5.2
Operating System: Windows XP (x86) version 5.1
Java Version: 1.7.0_03, Oracle Corporation
Java VM Version: Java HotSpotâ„¢ Client VM (mixed mode, sharing), Oracle Corporation
Memory: 286342656 bytes (273 MB) / 709558272 bytes (676 MB) up to 709558272 bytes (676 MB)
JVM Flags: 1 total; -Xms700m
AABB Pool Size: 5200 (291200 bytes; 0 MB) allocated, 4690 (262640 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 3, tallocated: 63
FML: MCP v7.51 FML v5.2.23.738 Minecraft Forge 7.8.1.738 22 mods loaded, 22 mods active
mcp{7.51} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
FML{5.2.23.738} [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
Forge{7.8.1.738} [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
CodeChickenCore{0.8.6.6} [CodeChicken Core] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
NotEnoughItems{1.5.2.13} [Not Enough Items] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
GrimoireGaia2{1.2.0} [Grimoire of Gaia 2] ([1.5.2]GrimoireofGaia2 1.5.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
mod_ecru_SunToGlowstone_Forge{1.0.0a} [SunToGlowstone] ([1.5.2]SunToGlowstone_Forge v1.0.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
bbCraft{0.5} [bbCraft] (bbCraft_V0.5.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
BiblioCraft{1.3.1} [BiblioCraft] (BiblioCraft[v1.3.1].zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
Fyrestorm_BorderlandsWeaponMod{0.0.8a} [The Borderlands Weapon Mod] (Borderlands Weapon Mod v0.0.8a.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
coloredblocksmod{2.2.3} [Colored Blocks Mod] (ColoredBlocks2.2.3(1).zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
DungeonCrawler{0.2.4} [Dungeon Crawler] (DungeonCrawler 0.2.4v5 for MC 1.5.2(1).zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
iChunUtil{1.0.1} [iChunUtil] (iChunUtil1.0.1(1).zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
GraviGun{1.5.1} [GraviGun] (GravityGun1.5.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
IronChest{5.2.2.322} [Iron Chest] (ironchest-universal-1.5.1-5.2.2.322.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
MoreFurnaces{1.3.4} [More Furnaces] (moreFurnaces_1.3.4_Universal.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
mod_MovePlus{Version 2.2} [mod_MovePlus] (moveplus v2.3 for MC v1.5.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
mod_MCreatorMod{} [NightBiome] (NightBiome.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
PortalGun{1.5.2} [PortalGun] (PortalGun1.5.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
UtilityMobs{2.0.1} [Utility Mobs] (UtilityMobs 2.0.1 for MC 1.5.2(1).zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
WarStuff{0.4} [WarStuff] (WarStuff_v0.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
ZAMod{v1.85} [Zombie Awareness] (Zombie Awareness v1.85 Mod for MC v1.5.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
Profiler Position: N/A (disabled)
Vec3 Pool Size: 1661 (93016 bytes; 0 MB) allocated, 1342 (75152 bytes; 0 MB) used
Player Count: 1 / 8; [EntityPlayerMP['General_Rich'/2844, l='World Collision', x=57.97, y=63.00, z=238.51]]
Type: Integrated Server (map_client.txt)
Is Modded: Definitely; Client brand changed to 'fml,forge'
I get this whenever one of my tools breaks upon hitting a mob.
Idea.
Skeletons should occasionally drop bonemeal as well.
I mean, you are pummeling them to death with whatever you have on you.
There should also be a food from slimes.
(For those who play superflat survival, like myself. I play classic superflat survival...no trees, no ores, only villages and flat ground.)
Ok...
The shotgun midgets are a worthy challenge...
I was cave mining, turned around and this shotgun midget had a rare shotty that insta killed me.
(I had no armor due to being mauled earlier by several other mobs.)
Then I proceeded to rampage through the night with a jakobs that I saved for rampage perposes only.
I like where this mod is going... finally something that can fight back against the guns I have stockpiled.
Also... could you up the fire rate on the shutgun midgets and the maulers... its too easy to kill a group of them with a sword.
I figured that since they have guns they would be harder than vanilla minecraft mobs are.
(EDIT) Also up the damage and speed on the psycho... they seem like they should be meaner than zombies are...
Ok... I like this mod (As stated before).
But I ran into an problem.
Its not a BUG... but I still find it annoying
I went back to a world that didn't have the Borderlands mod... it was a village world.
I went back and almost all the trades I had unlocked... were replaced by borderlands trades.
I use villagers as a form of "Backup Plan"... should I die far from home, I have a sort of a kick start.
I think the trades should be implemented in a new villager that spawns (or bred from testificates).
He will have the Borderlands trades.
As for the trades.
I like the idea, but there needs to be a way to trade in Eridium for something else.
(I mean really... I already have an Echo Communicator... and over 5 stacks of the stuff already.)
So... a storage block would be nice, and more crafting for Eridium (Plus trades) would go far for that stuff... because right now I am jsut tossing it in lava to free up inventory.
Pool of poison... but there is a reward in the middle that is guarded.
Pool of healing... found in a hidden cave.
Pool.... of Wither! A place of evil with one floating platform... below it... pitch black death to all who fall into this toxic liquid.
Ah... I would have alot of fun with these ideas...
Of course, there should be a liquid for every effect... not just the obtainable or well known ones.
I agree with this (Except removing the blacksmith from the desert.)
An Extreme Hills village would be like a mountain temple village.
All the Ideas above would make me actually seek out villages rather than just building my own from the ground up.
If Mojang is listening, villages need an upgrade. New villagers, new buildings, some way to defend villages.
Alert! I noticed no Config file generated for me.
Thats not a huge problem except that I have an ID conflict that allows me to craft other mod items due to the crossed Item ID's
0
Rather that waiting for a city to be built by hand, which always varied in quality between builders.
Looking forward to progress.
P.S. I won't download until there is a stable build. My MC takes forever to startup after a crash.
EDIT| I saw a comment on the youtube video. If you are gonna have rare blueprints that cannot be created, only obain via dungeons or strongholds, make them reusable, but after a certain amount of uses, you need to "Update" the blueprint by surrounding it with a material. (The rarer the structure, the more valuable material is required.)
Just a thought.
0
O_O
Were gonna need a bigger boat...
0
// There are four lights!
Time: 6/21/13 6:25 PM
Description: Ticking memory connection
java.lang.NullPointerException
at mods.borderlands.BorderlandsMod.livingHurt(BorderlandsMod.java:851)
at net.minecraftforge.event.ASMEventHandler_20_BorderlandsMod_livingHurt_LivingHurtEvent.invoke(.dynamic)
at net.minecraftforge.event.ASMEventHandler.invoke(ASMEventHandler.java:39)
at net.minecraftforge.event.EventBus.post(EventBus.java:108)
at net.minecraftforge.common.ForgeHooks.onLivingHurt(ForgeHooks.java:328)
at net.minecraft.entity.EntityLiving.func_70665_d(EntityLiving.java:1250)
at net.minecraft.entity.EntityLiving.func_70097_a(EntityLiving.java:1060)
at net.minecraft.entity.monster.EntityMob.func_70097_a(SourceFile:45)
at net.minecraft.entity.player.EntityPlayer.func_71059_n(EntityPlayer.java:1347)
at net.minecraft.network.NetServerHandler.func_72507_a(NetServerHandler.java:832)
at net.minecraft.network.packet.Packet7UseEntity.func_73279_a(SourceFile:36)
at net.minecraft.network.MemoryConnection.func_74428_b(MemoryConnection.java:89)
at net.minecraft.network.NetServerHandler.func_72570_d(NetServerHandler.java:134)
at net.minecraft.network.NetworkListenThread.func_71747_b(NetworkListenThread.java:53)
at net.minecraft.server.integrated.IntegratedServerListenThread.func_71747_b(IntegratedServerListenThread.java:109)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:677)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:573)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:127)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:470)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:573)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.5.2
Operating System: Windows XP (x86) version 5.1
Java Version: 1.7.0_03, Oracle Corporation
Java VM Version: Java HotSpotâ„¢ Client VM (mixed mode, sharing), Oracle Corporation
Memory: 286342656 bytes (273 MB) / 709558272 bytes (676 MB) up to 709558272 bytes (676 MB)
JVM Flags: 1 total; -Xms700m
AABB Pool Size: 5200 (291200 bytes; 0 MB) allocated, 4690 (262640 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 3, tallocated: 63
FML: MCP v7.51 FML v5.2.23.738 Minecraft Forge 7.8.1.738 22 mods loaded, 22 mods active
mcp{7.51} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
FML{5.2.23.738} [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
Forge{7.8.1.738} [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
CodeChickenCore{0.8.6.6} [CodeChicken Core] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
NotEnoughItems{1.5.2.13} [Not Enough Items] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
GrimoireGaia2{1.2.0} [Grimoire of Gaia 2] ([1.5.2]GrimoireofGaia2 1.5.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
mod_ecru_SunToGlowstone_Forge{1.0.0a} [SunToGlowstone] ([1.5.2]SunToGlowstone_Forge v1.0.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
bbCraft{0.5} [bbCraft] (bbCraft_V0.5.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
BiblioCraft{1.3.1} [BiblioCraft] (BiblioCraft[v1.3.1].zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
Fyrestorm_BorderlandsWeaponMod{0.0.8a} [The Borderlands Weapon Mod] (Borderlands Weapon Mod v0.0.8a.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
coloredblocksmod{2.2.3} [Colored Blocks Mod] (ColoredBlocks2.2.3(1).zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
DungeonCrawler{0.2.4} [Dungeon Crawler] (DungeonCrawler 0.2.4v5 for MC 1.5.2(1).zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
iChunUtil{1.0.1} [iChunUtil] (iChunUtil1.0.1(1).zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
GraviGun{1.5.1} [GraviGun] (GravityGun1.5.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
IronChest{5.2.2.322} [Iron Chest] (ironchest-universal-1.5.1-5.2.2.322.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
MoreFurnaces{1.3.4} [More Furnaces] (moreFurnaces_1.3.4_Universal.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
mod_MovePlus{Version 2.2} [mod_MovePlus] (moveplus v2.3 for MC v1.5.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
mod_MCreatorMod{} [NightBiome] (NightBiome.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
PortalGun{1.5.2} [PortalGun] (PortalGun1.5.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
UtilityMobs{2.0.1} [Utility Mobs] (UtilityMobs 2.0.1 for MC 1.5.2(1).zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
WarStuff{0.4} [WarStuff] (WarStuff_v0.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
ZAMod{v1.85} [Zombie Awareness] (Zombie Awareness v1.85 Mod for MC v1.5.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
Profiler Position: N/A (disabled)
Vec3 Pool Size: 1661 (93016 bytes; 0 MB) allocated, 1342 (75152 bytes; 0 MB) used
Player Count: 1 / 8; [EntityPlayerMP['General_Rich'/2844, l='World Collision', x=57.97, y=63.00, z=238.51]]
Type: Integrated Server (map_client.txt)
Is Modded: Definitely; Client brand changed to 'fml,forge'
I get this whenever one of my tools breaks upon hitting a mob.
0
Skeletons should occasionally drop bonemeal as well.
I mean, you are pummeling them to death with whatever you have on you.
There should also be a food from slimes.
(For those who play superflat survival, like myself. I play classic superflat survival...no trees, no ores, only villages and flat ground.)
0
Gays?
You might want to read over what your typing before posting.
0
The shotgun midgets are a worthy challenge...
I was cave mining, turned around and this shotgun midget had a rare shotty that insta killed me.
(I had no armor due to being mauled earlier by several other mobs.)
Then I proceeded to rampage through the night with a jakobs that I saved for rampage perposes only.
I like where this mod is going... finally something that can fight back against the guns I have stockpiled.
Also... could you up the fire rate on the shutgun midgets and the maulers... its too easy to kill a group of them with a sword.
I figured that since they have guns they would be harder than vanilla minecraft mobs are.
(EDIT) Also up the damage and speed on the psycho... they seem like they should be meaner than zombies are...
0
But I ran into an problem.
Its not a BUG... but I still find it annoying
I went back to a world that didn't have the Borderlands mod... it was a village world.
I went back and almost all the trades I had unlocked... were replaced by borderlands trades.
I use villagers as a form of "Backup Plan"... should I die far from home, I have a sort of a kick start.
I think the trades should be implemented in a new villager that spawns (or bred from testificates).
He will have the Borderlands trades.
As for the trades.
I like the idea, but there needs to be a way to trade in Eridium for something else.
(I mean really... I already have an Echo Communicator... and over 5 stacks of the stuff already.)
So... a storage block would be nice, and more crafting for Eridium (Plus trades) would go far for that stuff... because right now I am jsut tossing it in lava to free up inventory.
Looking forward to feedback.
0
Pool of poison... but there is a reward in the middle that is guarded.
Pool of healing... found in a hidden cave.
Pool.... of Wither! A place of evil with one floating platform... below it... pitch black death to all who fall into this toxic liquid.
Ah... I would have alot of fun with these ideas...
Of course, there should be a liquid for every effect... not just the obtainable or well known ones.
0
Semi Auto shotgun spray into a crowd saved my *** when I got cornered in a village.]
Looking forward to the continued updates for this mod.
PS.
This is my favorite gun mod in all the gun mods I have seen...
keep it up.
0
Read the OP.
It says for those who DONT want to change a texturepack.
OnTopic. Looks cool, some pictures on the main post would help though.
0
0
One, this is an English forum.
Two, Pictures would be a good idea before you get the "No pix, no clix" brigade in here.
1
An Extreme Hills village would be like a mountain temple village.
All the Ideas above would make me actually seek out villages rather than just building my own from the ground up.
If Mojang is listening, villages need an upgrade. New villagers, new buildings, some way to defend villages.
0
Thats not a huge problem except that I have an ID conflict that allows me to craft other mod items due to the crossed Item ID's
13
Perfection!
Ze factory will be completed on schedual due to your mod.
And for that, I thank you.