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    posted a message on [1.7.10][Forge] KoadMasters Pirates
    Ok, so I uploaded a 1.7.2 version that I had working on my personal Minecraft with no other mods installed, you guys can feel free to use it, though it may (does?) have some bug which would be nice to have told to me if you happen to find them.

    (also:
    Editing my mod post on this new forum is a real pain)
    Posted in: WIP Mods
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    posted a message on [1.7.10][Forge] KoadMasters Pirates
    Quote from ShutupTheo
    It isn't letting me send you the crash report but I've found the section that had your mod!

    KoadPirates{For minecraft 1.6.4} [Koadmaster's Pirates] (Koadmasters Pirates for 1.7 TEST.jar) Unloaded>Constructed>Pre=Initialized>Errored

    I've noticed that said both 1.6.4 AND 1.7 even though I downloaded the 1.7 link.

    If this isn't enough, maybe I could send it via email or Skype?

    Uh, that isn't really enough to help me, I would need to get basically the entire crash log, though you could use copy/paste for all of it, otherwise you can probably find a folder in your .minecraft that is called crash logs that would have them in text file form.

    As for how to get this to me, you can PM me in the forums, just hover over my user name and click the "send message
    Posted in: WIP Mods
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    posted a message on [1.7.10][Forge] KoadMasters Pirates
    Quote from ShutupTheo
    I downloaded and installed this mod for 1.7.2 after seeing PopularMMO's mod review.

    However, it crashed my minecraft whenever I tried to load it.

    I really am excited to see this mod 100% for 1.7.2! (But take your time. :)

    Do you have the crash report? Because that would be rather helpful in me updating this corectly
    Posted in: WIP Mods
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    posted a message on [1.7.10][Forge] KoadMasters Pirates
    I must agree that 1.7 was simply not a very worth while version to update to.

    That ID conflict honestly would just be too much trouble for me to change, so it is probably going to remain as it is.

    but thank you
    Posted in: WIP Mods
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    posted a message on Looting in Minecraftia | Saccheggio a Minecraftia
    Nice looking pack, and good luck with your server :)
    Posted in: PC Servers
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    posted a message on [1.7.10][Forge] KoadMasters Pirates
    Ok, so as an update, over the last few days I have spent a great deal of time working on this mod, and almost everything is working for 1.7, several things need to be updated still, and a few things might be changed quite a bit... But you can probably expect a 1.7 version in the next few days (depending on time constraints

    EDIT: 1.7.2 test uploaded
    Posted in: WIP Mods
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    posted a message on [1.7.10][Forge] KoadMasters Pirates
    I'm here to officialize my collection of mods and my server as we wrote in pm, Saccheggio a Minecraftia modpack and server ( Looting in Minecraftia ) are live on this topic. Thank you so much Koadmaster for your awesome mod and for the time and will you put it in, keep up the good work and apologies for making you read our information and the maccaroni english.

    In case I am suppose to say something publicly, yes, I did allow these people to use my mod in their server/mod pack

    Quote from Xverion24
    First of all thx for all your work on this mod! Secondly would you like some help updating this to 1.7? I'm always up to help people. I made a mod back in the 1.5 days and I'm getting back into now I've finished school :)

    Well, what I feel I need is not so much help, but motivation, that said, if you are willing to help that might be nice... and it actually already gave me quite a bit of motivation. So Pm me if you still want to help.
    Posted in: WIP Mods
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    posted a message on [1.7.10][Forge] KoadMasters Pirates
    Quote from Stroam

    Is this mod still being worked on?

    In the relative sense, yeah, in the current sense, not really. That is to say I just finished school for the year and didn't really have time during school to work on it, next week I will continue to be busy, but after that I will probably get something done on it.
    Posted in: WIP Mods
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    posted a message on [1.7.10][Forge] KoadMasters Pirates
    Quote from N0rw0lf

    That's alright, I solved the issue myself. I went to the EntityGhostShot class, and added this before the code where you were casting to add potion effects.

    if (par1MovingObjectPosition.entityHit instanceof EntityLivingBase)

    I think that solved it. If its not a EntityLivingBase, it should ignore it now (hopefully).

    I hope you don't mind that I went through your code (I know some people don't like it). I just really like this mod enough to do work on it.

    EDIT: Yup it works. Thanks for helping me find where the issue was.

    Yeah, that is fine, I would fix it myself, but classes are getting hard this time of year, so it makes things harder.
    Posted in: WIP Mods
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    posted a message on [1.7.10][Forge] KoadMasters Pirates
    Quote from N0rw0lf

    If you can find some time that would be awesome. In my opinion, 1.6.4 is the only viable version for stability. I think it will stay that way for a little while.

    Well, I will try to find some time in the next few weeks, but I am not sure I will, hopefully though.
    Posted in: WIP Mods
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    posted a message on [1.7.10][Forge] KoadMasters Pirates
    Quote from N0rw0lf

    Thanks Koadmaster for this mod, I think its awesome. The server version seems to work until you hit ghost pirates, and then once you encounter those you can crash the server (not sure exactly what we did to crash it, but it did have to do with the ghost pirates).

    Anyways, we removed it from out (private- just me and my friends) pack temporarily, unless you don't have plans to update the 1.6.4 server version.

    EDIT: It appears upon reading the crashlog it might have a lot to do with the ships mod that I have. Nonetheless if you could somehow fix it on your end that would be great :)

    Anyways, here is the crashlog:
    -snip-
    This mod is going to be huge, I feel like it should be included in vanilla minecraft.

    Thanks,
    So... After looking at the crash log, the problem is rather clear, and I looked into my files to verify the problem, and it is clear that the problem is a very isolated case, but nevertheless, I should fix it on my end. The problem is that when the shots that the ghosts shoot hit a entity it applies several effects (potion or otherwise), in order to do that the entity must first be cast to a living entity (called EntityLivingBase), unfortunately, the boat that was added by the other mod was not a EntityLivingBase, which resulted is a cast error, causing the crash, it might be that this will only occur with that type of boat, but it more than likely will occur with other types of entities... Which means that I really should fix the problem on my end by validating that the entity hit is in fact a EntityLivingBase, which would solve the problem, regrettably, I think I might have disrupted my workspace so that it will no longer work for 1.6.4 (so that I can work on 1.7 (which I haven't been doing much anyways). So it might be somewhat more complicated to fix. So for now, don't count on a new 1.6.4 version, though I might find some time to fix this for you.
    Posted in: WIP Mods
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    posted a message on [1.7.10][Forge] KoadMasters Pirates
    Quote from jatinp1

    I really want to know if you might be able to bump it up to 1.7.2..I am starting to do mod reviews (I won't upload them till my editing is better) and I really like the mod.

    Well, honestly I have a bit of a problem right now, firstly I am taking a programming class right now that is using up a great deal of my time, and when I am done working on the homework for it the last thing I want to do is write more code, additionally the 1.7 update is a large task that I really do not have time for right now. That said, I will hopefully have time this summer to not only update it, but to improve and add to it, but I have very little time right now.
    Thank you though.
    Posted in: WIP Mods
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    posted a message on [1.7.10][Forge] KoadMasters Pirates
    Quote from XCommander

    Hey, could you possibly change the id of the cucumber, because it's conflicting with another mod I have, great mod by the way :)

    Potentially I could change it, however, you can change it yourself in the config file provided with this mod, simply go the .minecraft and into the 'config' folder, and find a word document called 'KoadPirates' then open it, look into it and find the line that reads: "I:cucumberFruit=4026" and change the number at the end to a new number that is not taken up by any other item (this might be some trial and error). Similarly, if you have any problems with any other IDs, look into the config file and change them
    Posted in: WIP Mods
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    posted a message on [1.7.10][Forge] KoadMasters Pirates
    Quote from WGSXFrank

    Sounds great to me! I'm reworking all the textures again now, as I made them to specifically fit a certain texture pack. I'll create more "default" skins for the pirates though and I'll be happy to share. As for the sounds, I could provide those as well if you'd like. They're homemade recordings, but they are high quality (no bg noise, etc).

    While I'm here making suggestions and whatnot, mind if I make one more?

    Perhaps an optional Sky Pirate addon? As in ships (which could look about the same, just with a balloon instead of a sail) which spawn rarely (say, 20% the spawnrate of the regular ships) in the sky.

    Your mod already works amazingly well with archimedes ships, and sky ships would just make sense as an optional addon in my mind.

    It would be great if you were to work on some sounds :)
    Though, to be honest, I am not going to have time to implement them for quite some time (school :P )

    As for sky ships, the big problem I see is that I can't make them spawn using the balloon blocks from another mod, so that would complicate things, additionally, I kinda feel that it outside the theme for this mod (at least the theme in my mind, perhaps it isn't the best one :P ), but thanks for the suggestion anyways.
    Posted in: WIP Mods
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    posted a message on [1.7.10][Forge] KoadMasters Pirates
    Quote from Jackman2013
    thanks and one more thing do you have a cannon in the invintory cause there is a cannon ball this is the best mod ive played on in a long time

    The cannon as of now is a spawn egg and VERY WIP, in order to use it, use the spawn egg, then right click what it spawns with a cannon ball, then right click it with nothing, then aim, then right click with a sword in your hand to fire.

    Quote from Limey_TV
    Sup Koad. I'm trying to add your mod and it keeps crashing due to pam's harvestcraft mod. Here is the error its giving. Error message: ArgumentException: Slot 4091 is already occupied by [email protected] when adding [email protected] I was wondering if they is anyway i can get your mod to play nice with her mod? -Limey

    Sounds to me like a ID conflict, in order to fix this you are going to need to use the config in either my mod or pam's to change one of the ID's from 4091 so that only one is using it (you can look up how to do this). Additionally, if this is the problem, it likely means that more then one ID are in conflict, so you may have to change lots of IDs
    Posted in: WIP Mods
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