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Feb 25, 2015Posted in: WIP Modshttps://dl.dropboxusercontent.com/u/66131226/crash-2015-02-26_00.25.09-server.txt
And peculiarly it makes the world I was playing in vanish from the world selection menu, and upon creating a new world simply loads me back into my previous one. Weird.
Concurrent Modification Exceptions are caused by incompatibility between Forge for 1.6.4 and the newer versions of Java.
Try the fixer mod from here: http://www.reddit.com/r/feedthebeast/comments/2fe3sa/psa_java_8_update_20_and_later_is_incompatible/
Or try backdating java.
EDIT: Though, according to this you have the same version of java as I'm using. However, this does not mean you don't also have java 8 in there screwing it up.
Feb 19, 2015It's up everyone, enjoy your named blocks and textures. DLPosted in: Minecraft Mods
I see what you mean about the diagonal beams now, I'm not sure how textures work, but i expect it should be possible to have them alternate.
You can set what things say in the lang files, just be careful about space. you can also set multiple paragraphs in EntryPageText, each will be separated when displayed
I'll have a look at this a bit later today
Feb 19, 2015Posted in: Minecraft Mods
also AP would you consider implementing in a way that would run well with hunger overhaul and spice of life? or perhaps it would be better to have that kind of thing in MF bridge
Worldgen shouldn't be affected, I could maybe do something for HO and this spice of life thing. Though, I believe there's already some code in MF that checks for HO, I don't remember what it does though.
That was quick, awesome; thanks!
Though, I'm aware that it's currently a beta, but at the moment clay walls and the tailor bench seem to also be a bit glitched; the clay walls with beams don't have textures or proper names, and the texture is a little funky on the tailor bench. Not such a huge deal though, and the clay walls show up fine if I put their images into the .jar.
And some quick suggestions since I'm here, if that's alright:
As I mentioned in the MFBridge thread, it would be handy if MF shears could disarm tripwires (unless something else has that functionality);
And perhaps having the diagonal clay walls' texture flipped for each adjacent side? So that it makes a zig-zag pattern around the edge and looks more structural, like this corner here. Not sure how it would be from a coding perspective though:
Thanks, and keep it up guys.
Yea, the tailor bench broke when AwesomeGem fixed the rack renderer I think, no idea why though.
I did look into the shears thing a little, but I didn't find any information regarding how to fix it.
I do actually see a lack of claywall beam texture in the git folder, so it'll be missing from the builds as well,
can you fix that up Mangoose? Or just upload the missing texture here so I can put it in.Nevermind, found them.
I have had a look at the source a bit, but I found my self not really knowing what to do, these book entries sound simple enough though.
I'll reupload the current archive with the assets included in a minute
Feb 19, 2015V0.2.6Posted in: WIP Mods
-Fixed the extended crash protection so it doesn't cause mismatch errors
-Disabled some drop handling when MF 1.3.3+ is installed
Feb 19, 2015I fixed it!Posted in: Minecraft Mods
-Set warning messages default to off
-Reverted Iron bloom smelting times to AP's values
-Fixed hide dropping methods, no longer dropping hide from every mob ever
-Added array to include exceptions to the tendon dropping code for things such as Ents
-Added generic hide item for the catchall leather drop replacer
-Added config option for easy obsidian forge building (Inferno coal instead of Hell coal)
Feb 18, 2015Posted in: WIP Mods
When I say I haven't changed them, I mean that I have not yet changed them.
Feb 18, 2015Posted in: Minecraft Mods
I did, so more appropriate hides could be assigned to each mob. It should in no way be adding new drops though.
I'll do some fiddling.
Quote from Proeliatorus jumpthe problem is that mobs without hide drops hide, like try and get some hide of a duck or a spirit.(it isn't physical.) the eventhandler from MF&bridge somehow sees leather drops that aren't there and therefore makes hide drops. Maybe a work around to this issue would be to make the eventhandler simply prevent leather drops, AND make a list in the config of mobs that it happens for, then you could enter the config and denote which ones should drop hide(and what hide)
also a change that was made, which I find a bit boring, is the recipe for the obsidian forge, it was made less hardcore, maybe that could be added in config along the other hardcore options, one recipe is with hellfire coal, the other inferno.
also I seem to be missing dragons, I like in extreme hills close to two other extreme hills and haven't seen any dragons. though that is fisable in the config, just seems like the standard is too low.
config options for managing mod drops aren't really feasible, as the code uses the class name, not the visible name. People would get it wrong constantly.
Wasn't the coal change because it didn't work previously?
Found it, I was a nonce, and everything that's not vanilla or MF is getting a hide drop added. I will fix this now.
Feb 18, 2015I haven't changed the robe recipes, i just made the battlemage robes medium weight, and the robes light. This will only apply if you use MF 1.3.3+ thoughPosted in: WIP Mods
You never did tell me what changes you disliked about the new versions.
Feb 15, 2015Posted in: WIP Mods
MineFantasy, MineFantasy bridge, Mine&Blade: battlegear 2, Bibliocraft,
Growthcraft (-fishtraps), Ritual enchanting mod, Betterstorage, Ships mod,
Lost books, Treecapitator, Ars Magica 2, Ancient Warfare
they were all running there before also, plus more.
EDIT: and I can also say that it works fine with v0.2.4
God dammit, you're right, but for some reason, reverting the newest changes doesn't solve it. I'm gonna have to see if I can get onto Mithion, continue using 0.2.4 for now I suppose.
Literally, as I was writing this, I was launching an adjustment that I didn't expect to work, but did. In 0.2.5 I reworked the benchtop protection to include more things.
For some reason,
public static java.util.List<Integer> cursedBlocks = Arrays.asList(MFParts.benchTop.itemID, MFParts.anvil.itemID, MFParts.tailorBench.itemID);causes mismatch errors. Just that one line. nothing to do with AM, just a list of 3 numbers.
I went around and killed a good selection of things, and saw that the log did indeed say they were trying to do so.
And I also noticed that Minefantasy shears can't disarm tripwires; a little bothersome.
Yea, that's just because those mobs are dropping vanilla leather. It's replaced with hides so you don't lose out on drops. I might make that configurable at some point, so it's not so whacky.
Feb 15, 2015Posted in: WIP Mods
And also the Thaumcraft page in your recipe guide just has the Twilight Forest info again.
Great fix mod though; perfect for playing MF in FTB's Magic World 2!
Now we just need a 1.6.4 (and up) NEI plugin for it.
Edit: Same thing with Mo' Creatures. All seem to be dropping hides, even maggots.
Can you post the log for a session where this happened? MFBridge does have a catch for all mobs that try to drop leather drop hide instead, so if something is making them drop leather the log will have a bunch of messages about it.
This is with Ars Magica? I didn't change the fix. Have you made any changes to your mods?
Feb 4, 2015New Version v0.2.5Posted in: WIP Mods
-Changed shears to MF's Iron shears in Ars Magica spells when hardcore crafting is enabled
-Extended benchtop crash protection to include anvils, tailor benches and ovens
Feb 4, 2015New Version B1.3.6Posted in: Minecraft Mods
-Added code to prevent renderer crash when putting certain items on MF blocks
-Added config option to enable/disable the warning messages regarding the renderer bug
-Changed default slate spawn rate to AP's actual original value
New MFBridge too
Feb 4, 2015Sounds quite fancy. I assume you're looking at the source to know that it spams messages, but in essence just doesn't render anything broken.Posted in: Minecraft Mods
I did try to make the message not spam, but that didn't want to work. My attempts to auto eject items didn't work either. Minecraft has a very strange way of interpreting the command to set something to null.
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