Hello. We r needing help with getting pixelmon for the Playstation 3 or the Computer. Can u give us any assistance??
Pixelmon is currently only available for PC, you problem may be solved by using the Pixelmon launcher if you have Windows, it is available to download via http://pixelmonmod.com/downloads.php
can someone tell me if the Pokemon are created with the blender, I ask this because I want to also make mods with 3d more elaborate models?
Forge supports the wavefront format (ie .OBJ) to load models, Pixelmon has an extended loader that allows the use of Valve's Studiomdl Data format (ie .SMD) to use full animations
Edit: as long as you export the model as .obj, i think blender has that as an option by default, not sure as i only know maya needs to have a plugin enabled first
hello like to know how I can acquire Pokémon that have not yet been placed on the mod , as seen in a server administrator with Pokemon not implanted in the mod as:
beartic , darkay , Garchomp among others
that isn't possible at all, to do so would mean that both you and them would be using an illegally modified copy of Pixelmon, the only ones that could previously be used are Froslass and Glalie but those files have since been removed completely
none of the Pokémon mods work very well like Pixelmon
what exactly isn't working to your liking about Pixelmon? over 400 Pokemon? double battles? the fact that we respect GameFreak and Nintendo and don't have anything from the latest generation? Or simply the fact that Vanilla 1.8 chews RAM and we get blamed for causing lag?
FYI, not upset at all, just wondering why only Pixelmon was called out and not PokeCube or PokeMobs(? MCPE mod?)
I love this mod, one of my absolute favorites, but it seems that more recent updates (i.e. 4.1) are extremely laggy, to the point where I'm sitting for ten minutes just waiting for my world to load, and after it finally does load I can't move more than a couple blocks without my game essentially freezing trying to catch up with me. I used to be able to deal with the lag showing up every few minutes or so but now I can hardly play the game at all! Is it at all possible to fix these lag issues without taking away everything that makes this mod so close to the real thing?
Minecraft 1.8 uses a lot more RAM than previous (more than 2x), which means you need to allocate 2GB of RAM to play Pixelmon smoothly, however 1.8.9 has reduced requirements and thus has a fairly large FPS boost, 2GB is still recommended to play Pixelmon though
I have a issue with trying to add the mod in, I have about 15 or so mods and i changed the item id's so it wouldwork but it doesnt work
---- Minecraft Crash Report ----
// This doesn't make any sense!
Time: 2/7/16 1:48 PM
Description: Initializing game
java.lang.ArrayIndexOutOfBoundsException: 4097
at net.minecraft.block.Block.<init>(Block.java:347)
at net.minecraft.block.BlockContainer.<init>(SourceFile:9)
at pixelmon.blocks.apricornTrees.BlockApricornTree.<init>(BlockApricornTree.java:28)
at pixelmon.config.PixelmonBlocksApricornTrees.load(PixelmonBlocksApricornTrees.java:41)
at pixelmon.config.PixelmonBlocks.load(PixelmonBlocks.java:117)
at pixelmon.config.PixelmonConfig.loadConfig(PixelmonConfig.java:98)
at pixelmon.Pixelmon.preInit(Pixelmon.java:124)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:545)
at sun.reflect.GeneratedMethodAccessor1.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:201)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:181)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:112)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:522)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:183)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:473)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:808)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at net.minecraft.block.Block.<init>(Block.java:347)
at net.minecraft.block.BlockContainer.<init>(SourceFile:9)
at pixelmon.blocks.apricornTrees.BlockApricornTree.<init>(BlockApricornTree.java:28)
at pixelmon.config.PixelmonBlocksApricornTrees.load(PixelmonBlocksApricornTrees.java:41)
at pixelmon.config.PixelmonBlocks.load(PixelmonBlocks.java:117)
at pixelmon.config.PixelmonConfig.loadConfig(PixelmonConfig.java:98)
at pixelmon.Pixelmon.preInit(Pixelmon.java:124)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:545)
at sun.reflect.GeneratedMethodAccessor1.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:201)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:181)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:112)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:522)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:183)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:473)
-- Initialization --
Details:
Stacktrace:
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:808)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
1.6.4 support stopped when we moved to 1.7.10, 1.7.10 support stopped 12 months ago when we updated to 1.8, so you will need to update to 1.8 to get support, however updating to at least 1.7.10 should fix your problem as Forge started handling IDs in 1.7.X
How about adding something that can hold potions, elixirs,pokeballs, etc, and can be worn as a baubles (or something, get creative, thats the great thing about making your own mods :D) And can be accessed mid-battle and is able to function as if they were in the players inventory.
Name Ideas:
-Potion Pouch
-Poke-Pouch
-Trainer Bag
- Buff Bag (I guess?)
except that they won't be accessible in-battle cos Pixelmon specifically only reads the default inventory, plus the fact that i'm likely going to let the mod die and not port the leftover features that weren't added to Pixelmon to 1.8+
yha by default I know you can make the custom trainers and tell them what to drop but I would like it to happen in the wild. pixlemon already drop poke dollars I though maybe you could just replace that with the millenaire money
Pixelmon don't drop PokeDollars (unless you are using PokeCycles or PixelUtilities), in 1.8 defeating a trainer rewards players will digital currency.
So as i already said, you need a custom mod that gives the player millenaire money when defeating trainers, since you are wanting this for 1.7.10 you won't be getting any help from us as we have already moved our codebase to 1.8.9 and i stopped maintainang 1.7.10 side-mods a few months ago
so I got pixlemon 3.4.0 and Millenaire 5.3 to work together and I love it. I was wondering if there was a way to get random trainers and/or pixlemon to drop millenaire money when they are beat. could anyone help me with this. Millenaire dose have the 3 step money so maybe just have them drop the smallest one.
Do you mean by default? If so you would need an extra mod to do that
if not then you can use TrainerCommands to tell certain trainers to run commands (such as /give) to achieve this
I have a little thing that I want added; make Ampharos be able to learn Dragon Pulse. It can learn it in the Pokemon games and I really like the fact that no one expects an electric type to be a dragon counter. Also this particular move for this particular pokemon has a sentimental value for me. So if you see this, please add Dragon Pulse for Ampharos.
-From Olloblade and Bipen<---(Search that on Google)
nope, i am a developer though, i work on (most) of the side-mods as well as some stuff in the main mod (such as grass) and on top of that i have been doing mod support for the last 3 years, which you are better to get from http://pixelmonmod.com/index.php in the future as nearly nobody checks here (hence the last OP update was in August and the title is 5 builds behind)
I was trying to start a server and this kept happening
---- Minecraft Crash Report ----
WARNING: coremods are present:
Java8CheckerCoremod (Pixelmon-1.8-4.1.2-universal.jar)
Contact their authors BEFORE contacting forge
// Oh - I know what I did wrong!
Time: 12/26/15 2:50 AM
Description: Exception in server tick loop
net.minecraftforge.fml.common.LoaderException: java.lang.OutOfMemoryError: Java heap space
at net.minecraftforge.fml.common.LoadController.transition(LoadController.java:163)
at net.minecraftforge.fml.common.Loader.initializeMods(Loader.java:733)
at net.minecraftforge.fml.server.FMLServerHandler.finishServerLoading(FMLServerHandler.java:97)
at net.minecraftforge.fml.common.FMLCommonHandler.onServerStarted(FMLCommonHandler.java:360)
at net.minecraft.server.dedicated.DedicatedServer.func_71197_b(DedicatedServer.java:210)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:438)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.OutOfMemoryError: Java heap space
at java.util.HashMap.resize(Unknown Source)
at java.util.HashMap.putVal(Unknown Source)
at java.util.HashMap.put(Unknown Source)
at net.minecraft.nbt.NBTTagCompound.func_152446_a(NBTTagCompound.java:53)
at net.minecraft.nbt.NBTTagCompound.func_152449_a(NBTTagCompound.java:415)
at net.minecraft.nbt.NBTTagCompound.func_152446_a(NBTTagCompound.java:52)
at net.minecraft.nbt.CompressedStreamTools.func_152455_a(CompressedStreamTools.java:134)
at net.minecraft.nbt.CompressedStreamTools.func_152456_a(CompressedStreamTools.java:89)
at net.minecraft.nbt.CompressedStreamTools.func_74794_a(CompressedStreamTools.java:84)
at com.pixelmonmod.pixelmon.worldGeneration.structure.StructureRegistry.loadSnapshot(StructureRegistry.java:312)
at com.pixelmonmod.pixelmon.worldGeneration.structure.StructureRegistry.addTownStructure(StructureRegistry.java:271)
at com.pixelmonmod.pixelmon.worldGeneration.structure.StructureRegistry.registerStructures(StructureRegistry.java:89)
at com.pixelmonmod.pixelmon.RegistryHelper.init(RegistryHelper.java:70)
at com.pixelmonmod.pixelmon.Pixelmon.init(Pixelmon.java:146)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraftforge.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:553)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at net.minecraftforge.fml.common.LoadController.sendEventToModContainer(LoadController.java:212)
at net.minecraftforge.fml.common.LoadController.propogateStateMessage(LoadController.java:190)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
Profiler Position: N/A (disabled)
Is Modded: Definitely; Server brand changed to 'fml,forge'
Type: Dedicated Server (map_server.txt)
You didn't tell it how much RAM to use so your computer/server assigned 250MB, which will not even run Vanilla 1.8 use -Xmx2G in your startup file to assign 2GB of RAM
0
Pixelmon is currently only available for PC, you problem may be solved by using the Pixelmon launcher if you have Windows, it is available to download via http://pixelmonmod.com/downloads.php
0
the solution to your crash is here
1
Forge supports the wavefront format (ie .OBJ) to load models, Pixelmon has an extended loader that allows the use of Valve's Studiomdl Data format (ie .SMD) to use full animations
Edit: as long as you export the model as .obj, i think blender has that as an option by default, not sure as i only know maya needs to have a plugin enabled first
0
that isn't possible at all, to do so would mean that both you and them would be using an illegally modified copy of Pixelmon, the only ones that could previously be used are Froslass and Glalie but those files have since been removed completely
0
what exactly isn't working to your liking about Pixelmon? over 400 Pokemon? double battles? the fact that we respect GameFreak and Nintendo and don't have anything from the latest generation? Or simply the fact that Vanilla 1.8 chews RAM and we get blamed for causing lag?
FYI, not upset at all, just wondering why only Pixelmon was called out and not PokeCube or PokeMobs(? MCPE mod?)
0
Minecraft 1.8 uses a lot more RAM than previous (more than 2x), which means you need to allocate 2GB of RAM to play Pixelmon smoothly, however 1.8.9 has reduced requirements and thus has a fairly large FPS boost, 2GB is still recommended to play Pixelmon though
1
1.6.4 support stopped when we moved to 1.7.10, 1.7.10 support stopped 12 months ago when we updated to 1.8, so you will need to update to 1.8 to get support, however updating to at least 1.7.10 should fix your problem as Forge started handling IDs in 1.7.X
1
it would be better if you linked to http://pixelmonmod.com/index.php instead of here but thanks for choosing us in your Top 5
0
except that they won't be accessible in-battle cos Pixelmon specifically only reads the default inventory, plus the fact that i'm likely going to let the mod die and not port the leftover features that weren't added to Pixelmon to 1.8+
1
Pixelmon don't drop PokeDollars (unless you are using PokeCycles or PixelUtilities), in 1.8 defeating a trainer rewards players will digital currency.
So as i already said, you need a custom mod that gives the player millenaire money when defeating trainers, since you are wanting this for 1.7.10 you won't be getting any help from us as we have already moved our codebase to 1.8.9 and i stopped maintainang 1.7.10 side-mods a few months ago
0
Do you mean by default? If so you would need an extra mod to do that
if not then you can use TrainerCommands to tell certain trainers to run commands (such as /give) to achieve this
0
it doesn't learn Dragon Pulse at all but it can know Outrage
http://bulbapedia.bulbagarden.net/wiki/Ampharos_(Pokémon)/Generation_V_learnset#By_leveling_up
1
nope, i am a developer though, i work on (most) of the side-mods as well as some stuff in the main mod (such as grass) and on top of that i have been doing mod support for the last 3 years, which you are better to get from http://pixelmonmod.com/index.php in the future as nearly nobody checks here (hence the last OP update was in August and the title is 5 builds behind)
0
You've set the send out and target keys to be left click, reset them or set them to whatever you want
0
You didn't tell it how much RAM to use so your computer/server assigned 250MB, which will not even run Vanilla 1.8 use -Xmx2G in your startup file to assign 2GB of RAM