If you have an error with mob ids, there is a section on the first post in Q/A about it. It has been asked so many times that I think half of this thread might be that question.
Instructions:
If you have the error with id 133, turn flexible ids on in the config.
if you have the error with id 375, you're using the pun mod, and you need to set "Entity ID Offset" in the config to a higher value.
On another note, right now I am taking requests for the next update, as long as the suggestions aren't too large.
It should be fixed now. If you find any pig statues, they're there because the mob that was used as the model isn't compatible with the statue rendering.
Hmm, that error is for 1.6.4, can't really help that.
@Zindinok
That's an error that was posted previously. It would probably be much easier if it was solved on their side, since all they have to do is check for a casting error. It's also an error that shouldn't be happening if that mod only changes world gen in the overworld.
There should be a config option for this called "EnableRunescapeSpawning" which actually means letting players respawn in the dimension or not.
Do you also have this error for the Archer's ring? well any name with a ' in general?
@Matt_Rosa
Hmm, I'm not too sure about this then. My first impression would be that ATG is trying to override generation in the Wildycraft dimension which is causing errors, but apparently it should only change overworld generation? The overworld should not provide a Wildycraft chunk manager when called. You might have to go to their forums and check with them.
Well that's an interesting error. ATG is trying to cast ChunkManagers? That doesn't really make sense. Does the error appear when you first load minecraft?
@Hooded
I might do this when I decide to organize the entities for updating to 1.8, but that's still a ways off. There shouldn't be too many problems with adding this mod to a modpack. Setting the Entity ID offset high enough (above ~500) will usually solve any id conflicts.
@YingoSama
That's rather strange. Does the Aether 2 mod also have an adamant block?
@007lord1
3D weapon models (and 3D model animations) are a pain to make. It is likely that I won't add weapon models much more detailed than the granite maul.
The Barrows brothers and Barrows armor will be added eventually, probably right after GWD.
I have considered magic spellbooks before, but most spells will have to be either staff linked or at least staff limited (ex: you need a staff of at least battlestaff tier to access a high level spell). Since the magic skill doesn't exist (and I don't want to add grinding to minecraft), it would be pretty op if you could cast something like fire wave just having the runes for it.
Special attacks are tricky. While I would like to add some of them, I think passive effects are an ok replacement for them most of the time. I always try to add something new (feature wise) with each content update, so features like special attacks or magic spellbooks will probably be released with one eventually.
0
@BLSKis1
The biomes are dimension 10 specific. You probably have a biome id conflict.
@Kenpachi_Lili
Have you tried to check the controls menu?
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@FLIPPING
You need to update wildycraft. The orespawn conflict is fixed in the latest versions.
0
@People who've posted on previous pages
If you have an error with mob ids, there is a section on the first post in Q/A about it. It has been asked so many times that I think half of this thread might be that question.
Instructions:
If you have the error with id 133, turn flexible ids on in the config.
if you have the error with id 375, you're using the pun mod, and you need to set "Entity ID Offset" in the config to a higher value.
On another note, right now I am taking requests for the next update, as long as the suggestions aren't too large.
0
@futhead_Aldenhelm43
Sometime late may when I finally have more time. It will include some more bosses and structures.
0
@MokahTGS
It should be fixed now. If you find any pig statues, they're there because the mob that was used as the model isn't compatible with the statue rendering.
0
@killerman2891
Hmm, that error is for 1.6.4, can't really help that.
@Zindinok
That's an error that was posted previously. It would probably be much easier if it was solved on their side, since all they have to do is check for a casting error. It's also an error that shouldn't be happening if that mod only changes world gen in the overworld.
0
@samuelgh
It is compatible with the Pun Mod, you need to change the Entity ID Offset.
@jojobinks1992
Update Wildycraft
0
There should be a config option for this called "EnableRunescapeSpawning" which actually means letting players respawn in the dimension or not.
Do you also have this error for the Archer's ring? well any name with a ' in general?
@Matt_Rosa
Hmm, I'm not too sure about this then. My first impression would be that ATG is trying to override generation in the Wildycraft dimension which is causing errors, but apparently it should only change overworld generation? The overworld should not provide a Wildycraft chunk manager when called. You might have to go to their forums and check with them.
0
Well that's an interesting error. ATG is trying to cast ChunkManagers? That doesn't really make sense. Does the error appear when you first load minecraft?
0
You need to update Wildycraft. The latest versions should be compatible.
@TheVeryBestLikeNoOneEverWas
Set EntityIDOffset in the config to a higher number
@futhead_Aldenhelm43
I can't really tell what the first error is supposed to be. When does this happen?
The duplication bug was noted and will be fixed
@CreeperDude21
Go into the Wildycraft config file and set EntityIDOffset to a higher number.
1
Update Wildycraft.
@RockinJake
Noted and fixed in v1.7.4
v1.7.4:
Fixed some gravestone compatibility
Fixed some server bugs
0
Hmm that's pretty strange. It may have something to do with installing and reinstalling mods.
@TheVeryBestLikeNoOneEverWas
This is a dimension id conflict. You'll need to change the id in the config to something else.
1
I might do this when I decide to organize the entities for updating to 1.8, but that's still a ways off. There shouldn't be too many problems with adding this mod to a modpack. Setting the Entity ID offset high enough (above ~500) will usually solve any id conflicts.
@YingoSama
That's rather strange. Does the Aether 2 mod also have an adamant block?
@007lord1
3D weapon models (and 3D model animations) are a pain to make. It is likely that I won't add weapon models much more detailed than the granite maul.
The Barrows brothers and Barrows armor will be added eventually, probably right after GWD.
I have considered magic spellbooks before, but most spells will have to be either staff linked or at least staff limited (ex: you need a staff of at least battlestaff tier to access a high level spell). Since the magic skill doesn't exist (and I don't want to add grinding to minecraft), it would be pretty op if you could cast something like fire wave just having the runes for it.
Special attacks are tricky. While I would like to add some of them, I think passive effects are an ok replacement for them most of the time. I always try to add something new (feature wise) with each content update, so features like special attacks or magic spellbooks will probably be released with one eventually.
0
Feel free to use it in you modpack .
@BLSKis1
Yes it is ok to use it in your modpack.
0
That sounds like a biome id conflict. Can you check your biome ids and change them if they conflict? NEI can do id dumps for that.