• 0

    posted a message on AdvancedHUD Continuation [0.1.8] [LESS bugs]
    I noticed the only feature that this has is moving around HUD icons, the old one had (or at least I think it had) the ability to double the icons (1 heart/chestplate/shank/etc = 1 unit, total of 20 icons), turn the hotbar and meters vertically, and turn them into bars. No worries though.

    The problem is that I went into my world, and everything was fine until I got on my donkey (leashed), and the game instantly crashed. If I try and come back to that world, it crashes again. Report in the spoilers:


    ---- Minecraft Crash Report ----
    // Hi. I'm Minecraft, and I'm a crashaholic.

    Time: 07/08/13 21:39
    Description: Unexpected error

    java.lang.NullPointerException
    at net.minecraftforge.client.GuiIngameForge.renderRecordOverlay(GuiIngameForge.java:715)
    at advancedhud.client.GuiAdvancedHUD.func_73830_a(GuiAdvancedHUD.java:86)
    at net.minecraft.client.renderer.EntityRenderer.func_78480_b(EntityRenderer.java:1014)
    at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:934)
    at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:826)
    at net.minecraft.client.main.Main.main(SourceFile:101)
    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.minecraft.launchwrapper.Launch.launch(Launch.java:57)
    at net.minecraft.launchwrapper.Launch.main(Launch.java:18)


    A detailed walkthrough of the error, its code path and all known details is as follows:
    ---------------------------------------------------------------------------------------

    -- Head --
    Stacktrace:
    at net.minecraftforge.client.GuiIngameForge.renderRecordOverlay(GuiIngameForge.java:715)
    at advancedhud.client.GuiAdvancedHUD.func_73830_a(GuiAdvancedHUD.java:86)

    -- Affected level --
    Details:
    Level name: MpServer
    All players: 1 total; [EntityClientPlayerMP['Sup_Trooper'/249, l='MpServer', x=-33.27, y=71.32, z=99.83]]
    Chunk stats: MultiplayerChunkCache: 0
    Level seed: 0
    Level generator: ID 00 - default, ver 1. Features enabled: false
    Level generator options:
    Level spawn location: World: (-116,64,256), Chunk: (at 12,4,0 in -8,16; contains blocks -128,0,256 to -113,255,271), Region: (-1,0; contains chunks -32,0 to -1,31, blocks -512,0,0 to -1,255,511)
    Level time: 1897018 game time, 2006418 day time
    Level dimension: 0
    Level storage version: 0x00000 - Unknown?
    Level weather: Rain time: 0 (now: false), thunder time: 0 (now: false)
    Level game mode: Game mode: survival (ID 0). Hardcore: false. Cheats: false
    Forced entities: 2 total; [EntityHorse['Donkey'/326, l='MpServer', x=-33.25, y=69.00, z=99.84], EntityClientPlayerMP['Sup_Trooper'/249, l='MpServer', x=-33.27, y=71.32, z=99.83]]
    Retry entities: 0 total; []
    Server brand: fml,forge
    Server type: Integrated singleplayer server
    Stacktrace:
    at net.minecraft.client.multiplayer.WorldClient.func_72914_a(WorldClient.java:440)
    at net.minecraft.client.Minecraft.func_71396_d(Minecraft.java:2298)
    at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:851)
    at net.minecraft.client.main.Main.main(SourceFile:101)
    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.minecraft.launchwrapper.Launch.launch(Launch.java:57)
    at net.minecraft.launchwrapper.Launch.main(Launch.java:18)

    -- System Details --
    Details:
    Minecraft Version: 1.6.2
    Operating System: Windows 8 (x86) version 6.2
    Java Version: 1.7.0_25, Oracle Corporation
    Java VM Version: Java HotSpotâ„¢ Client VM (mixed mode, sharing), Oracle Corporation
    Memory: 113019160 bytes (107 MB) / 242688000 bytes (231 MB) up to 518979584 bytes (494 MB)
    JVM Flags: 2 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx512M
    AABB Pool Size: 18291 (1024296 bytes; 0 MB) allocated, 18291 (1024296 bytes; 0 MB) used
    Suspicious classes: FML and Forge are installed
    IntCache: cache: 0, tcache: 0, allocated: 3, tallocated: 63
    FML: MCP v8.04 FML v6.2.43.818 Minecraft Forge 9.10.0.818 4 mods loaded, 4 mods active
    mcp{8.04} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    FML{6.2.43.818} [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    Forge{9.10.0.818} [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    AdvancedHUD{Version [0.1.3] for 1.6.2} [AdvancedHUD] (AdvancedHUD[0.1.3].zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    Launched Version: 1.6.2-Forge9.10.0.818
    LWJGL: 2.9.0
    OpenGL: AMD Radeon HD 7420G GL version 4.2.12002 Compatibility Profile Context 9.12.0.0, ATI Technologies Inc.
    Is Modded: Definitely; Client brand changed to 'fml,forge'
    Type: Client (map_client.txt)
    Resource Pack: Default
    Current Language: English (US)
    Profiler Position: N/A (disabled)
    Vec3 Pool Size: 31 (1736 bytes; 0 MB) allocated, 31 (1736 bytes; 0 MB) used

    Nothing is installed except this mod and Forge, which I used the Forge Installer to install.
    Thanks in advance.
    Posted in: WIP Mods
  • 0

    posted a message on No More Throwing Up Items!
    I'd like to see a new animation. What I propose is that the arm swings and the comes from the hand while swinging, not from where the hand is normally. Therefore it becomes easier to throw over blocks, not harder. I don't see a problem with spamming Q, because we already have the crazy hand while swinging.
    Posted in: Suggestions
  • 0

    posted a message on Clay Golems - Swift Guard for NPC Villages
    Quote from mangabros101

    redundant i already made a suggestion of this. and it wasnt good.......

    I searched and didn't find anything related to clay golems or golems that jump from building to building. Please provoide a link.
    Posted in: Suggestions
  • 0

    posted a message on Clay Golems - Swift Guard for NPC Villages
    Quote from DurzaMC

    Say that after 1.6 zombie buff.

    That is the complete reason I decided to post this. It simply is too much to defend a large enough village with the idiotic iron golems and endless swarm of smart pathfinding zombies. I thought of this idea in 1.4 in fact.
    Posted in: Suggestions
  • 0

    posted a message on Clay Golems - Swift Guard for NPC Villages
    Quote from Kholdstare

    I know, the point is, the golems play volleyball so that the zombies can't escape and eventually die from burning. Did not expect it to work out, though. :P

    I guess the clay golems could play football. The goal however is sunlight. ^_^
    Posted in: Suggestions
  • 1

    posted a message on Should shaders be implamented into the game for 1.6.3?
    Yeah, don't expect it in 1.6.3, X.X.2/3/4/5/6/7 are usually either tiny changes or bugfixes. This probably will not be implemented any time soon.
    Posted in: Suggestions
  • 0

    posted a message on Clay Golems - Swift Guard for NPC Villages
    Quote from Badprenup

    -snip-

    The clay golem would use the sword as a last ditch effort or when the sun comes up. It would not normally use it and mainly lead iron golems to the zombies or zombies to the iron golems.I also know that the golem should not be a very high priority and should be made after the AI has been improved.

    I was thinking that instead of just buildings, the clay golem seeks the highest vantage point that is physically possible to climb, not a giant tower with no way in and overhangs on the walls. It jumps from high areas to high areas, and won't consider buildings as buildings, rather just high areas.

    Quote from Kholdstare

    Good enough idea. I was always annoyed that iron golems were intended to be the guardians of villages, but villages were always so small that they never showed up (and even then a single golem could simply be overrun).

    Perhaps they should also have a sort of kick attack? It would deal no damage and stun the golem for a few seconds, but it would deal a lot of knockback. They could use it on zombies to kick them into a horde of golems, or use it on villagers if they were about to die.

    (On a side note, it'd be humorous if the clay golems played volleyball with zombies in the daytime with their kick attack, if they were caught alone.)

    I'll actually consider removing the sword, and adding the kick attack. The golem should still be able to attack because one of the pros of the golem and big features is always spawning in villages even if there is only one villager.

    The vollyball is impossible thanks to the undead burning to nothing. I guess the fun for clay golems is going Assassin's Creed on buildings. Yes, I did draw inspiration from AC to the building jumping.
    Quote from Gnocciman97

    Firstly, I'd like to bring up that Iron Golems are unique because they use brute force.
    They back down to no mob and crush it until there's nothing left of it.

    Secondly, the fact that the Golem uses an Iron sword is completely nonsensical.



    Unfortunately, no support from me.

    Should I remove the sword part and just make it not attack or make it use fists and kicks?

    I thought the sword would make at least some sense considering the villagers must have some way to gain resources, make armor and tools (blacksmith chests) and make houses and golems.

    That's what I said. The iron golem does the brute force, the clay golem helps the iron golem do its job, and does the iron golems job less effiecently when the iron golem is not there (village is too small).

    Quote from lizzardz

    I think that a player can easily take down an angry hoard of zombies that are coming to attack the villagers.... In fact its very easy to dodge hits coming from a zombie

    However the player can still be overwhelmed, and the player can only fight so many zombies at once. I know that it is easy to fight zombies, but there can be a lot at once, and zombies will also target villagers without attacking the player.
    Posted in: Suggestions
  • 0

    posted a message on 1001 general rules of Minecraft
    62. Don't fall off skyscrapers.
    63. Sticks are not magic wands, do not try and kill endermen with them.
    Posted in: Survival Mode
  • 0

    posted a message on Clay Golems - Swift Guard for NPC Villages
    Quote from Moranic

    You know that YOU are supposed to protect villagers, not their OP golems...

    I'm not sure how a single player is supposed to protect a village from the endless river of zombies by themself, and lighting the place is not an option as zombies can spawn in any light level during sieges.
    Posted in: Suggestions
  • 0

    posted a message on Clay Golems - Swift Guard for NPC Villages
    Clay golems - and idea I thought of just now and never have seen before. I'll just kinda talk in my way that sounds that I think it is in the game.

    EDIT: Removed Iron Sword, added Knockback Kick, changed how the golem works when jumping from building to building and altered drops.

    What is it?

    The clay golem is the golem that defends villages that do not spawn iron golems naturally (read: 99% of villages) and if the iron golems do spawn, these are designed to use tactics and teamwork, not brute force. Imagine a player with a hardened clay texture, that's somewhat what it would look like. The clay golem fulfils tasks such as killing stragglers, luring and recon. They cannot be created as the behaviour only would work in a village. They would probably have a spawn egg as they cannot be made any way other than spawning otherwise.

    How does it act?

    The clay golem just simply walks around the village at day. Sometimes it will stop and look around at the villagers, and sometimes you can see them 'socalizing' with other clay golems and iron golems. Sometimes the clay golem will hold out a dandelion to villagers, similarly to iron golems holding roses.

    At night, the behaviour changes dramatically. It will pick the highest point in the village to the center, and climb to the highest it can go.

    It will pick the area in the village (a 32x32x32 area) with the most zombies, and will jump from roof to roof to get over there. It will stay there, and in about 20-30 seconds will alert all iron golems of a threat and said golems will move to that area. After it has been cleared, it will move on to a random different area and will report of any mass of zombies. If the sun comes up the clay golem will pick off zombies, ensuring that all zombies are dead. The clay golem jumps very high and moves very fast.

    The clay golem may also lure in zombies to an area with iron golems, by jumping on the path and moving slightly faster than the zombies, walks over to the killzone, and baits zombies. It can also use a non-damaging high-knockback to launch zombies to the killzone and when the sun comes up, out of the shade.


    What are the stats?

    The clay golem has 30 health, 15 full hearts. It will not regenerate but any villagers nearby in the day will heal it for 1 heart a second for each villager nearby.

    It deals 4 damage, 2 full hearts. It attacks with fists and the previously mention non-damaging knockback kick.

    It moves every so slightly faster than a zombie when baiting or roaming, and player sprinting speed in what you can call 'freerun mode'. The jump height is roughly 5 blocks, and distance can be up to 8 blocks.

    The golem spawns where a village is considered, regardless of the village size as long as there are doors and villagers. It spawn an extra clay golem when there are 2 iron golems.

    It drops 1-4 clay items, and occasionally a clay block, or a hardened clay block. It drops no experience when killed.


    This could be the solution to dumb iron golems and unprotected villages. I also thought it would just be really cool to a roof-jumping ninja-like villager defender. Originally I was going to make soulsand golems but that would just be weird considering villages have nothing to do with the nether. This was inspired by Assassin's Creed Freeruning.

    Bye!
    Posted in: Suggestions
  • 0

    posted a message on New Enchantment Vampiric!
    Seems to be a good idea.
    Posted in: Suggestions
  • 0

    posted a message on Forged Armor - Killing 9 birds with 4 stones
    Seems like a good idea. It also could come in hand with making multiplayer PVP games, such as archers or teleporting ninjas.


    QUARTZ NINJA!
    Posted in: Suggestions
  • 0

    posted a message on WHAT TO BIULD IN MC?!?!11/1?!?!
    Search the Ultimate Building Challenge.

    There's a bloody LIST of a hundred things to make a house with.
    Posted in: Survival Mode
  • 0

    posted a message on The Adventure Mode Challenge.
    Get a few creepers to blow up near some trees and you will be set. I never actually tried though.
    Posted in: Survival Mode
  • 0

    posted a message on What emergency provisions MUST you have in your base
    Nothing except a zombie proof door and overhangs for part of my house (only part, I don't have enough cobble for the other part). And also a piston door that I often have to break to get in after jumping off my house for fun.
    Posted in: Survival Mode
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