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    posted a message on Minetweaker entities help with thaumcraft aspects

    So after drawn out observation of the wiki and other forums, the problem that I have continues to elude me.


    I am trying to add aspects to the various mobs of Special Mobs (FatherToast mod) and soon Lycanite's Mobs, yet dispite all the different attempts at coding the entities entry I still get the same error:



    INFO: MineTweaker: Building registry
    INFO: MineTweaker: Sucessfully built item registry
    INFO: Adding command minetweaker
    INFO: Adding minetweaker command mfr
    INFO: Adding Aspects Recipe for :Endumium Crystal
    ERROR: thaumcraftAspectsEntities.zs:1: Could not resolve <toast . specialMobs . entity . skeleton . Entity_SpecialSkeleton>
    ERROR: ?:1 > No such static member in mods.thaumcraft.Aspects: addEntity
    ERROR: Error executing thaumcraftAspectsEntities.zs: 1
    java.lang.ArrayIndexOutOfBoundsException: 1

    at stanhebben.zenscript.type.natives.JavaMethod.rematch(JavaMethod.java:153)

    at stanhebben.zenscript.expression.ExpressionCallVirtual.<init>(ExpressionCallVirtual.java:37)

    at stanhebben.zenscript.type.ZenTypeAny.call(ZenTypeAny.java:202)

    at stanhebben.zenscript.expression.Expression.call(Expression.java:81)

    at stanhebben.zenscript.parser.expression.ParsedExpressionCall.compile(ParsedExpressionCall.java:42)

    at stanhebben.zenscript.statements.StatementExpression.compile(StatementExpression.java:19)

    at stanhebben.zenscript.ZenModule.compileScripts(ZenModule.java:124)

    at minetweaker.runtime.MTTweaker.load(MTTweaker.java:159)

    at minetweaker.MineTweakerImplementationAPI.reload(MineTweakerImplementationAPI.java:656)

    at minetweaker.MineTweakerImplementationAPI.onServerStart(MineTweakerImplementationAPI.java:566)

    at minetweaker.mc1710.MineTweakerMod.onServerAboutToStart(MineTweakerMod.java:177)

    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:532)

    at sun.reflect.GeneratedMethodAccessor2.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.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 cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:212)

    at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:190)

    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.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 cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:119)

    at cpw.mods.fml.common.Loader.serverAboutToStart(Loader.java:859)

    at cpw.mods.fml.common.FMLCommonHandler.handleServerAboutToStart(FMLCommonHandler.java:273)

    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 Reflector.callBoolean(Reflector.java:391)

    at net.minecraft.server.integrated.IntegratedServer.func_71197_b(IntegratedServer.java:150)

    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:387)

    at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)


    Here is the current code:



    mods.thaumcraft.Aspects.addEntity("toast.specialMobs.entity.skeleton.Entity_SpecialSkeleton", "lucrum 2, mortuus 1");

    Posted in: Modification Development
  • 0

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from GreenZombie76»

    The way it appears to work is this:
    1. Clerics never respawn. Once they are dead, they are dead.
    2. For as long as there is one cleric near the obelisk, crimson knights will keep on spawning.
    3. For as long as a cleric is channeling, it is not subject to the normal hostile mob despawn rules - i.e. mobs that are in loaded chunks, but >~100 blocks from the player will despawn.

    So, in theory (I've never tested this) you could make a obelisk spawn knights by placing a cultist in a box, with a nametag. Or otherwise teleporting to the obelisk rather than moving towards / away from it, so that the chunk with the priest in it is never 100 blocks away from the player while it is still loaded.

    Can confirm this, had a named cleric (who even though he aggro'd) still spawning knights. He stayed nice and put in his box until a dumb admin did a /butcher, was a sad time indeed.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.7.10 - 1.8] littleMaidMob Final versions!!! Updated April 14, 2016
    Quote from strangeseraph»

    Hiya. How about a LittleButtler mod. I would love a little Sebastian Michaelis running around after me. <3


    You are able to add your own models to the mod, I am not too sure how to do so, try checking the Beverly addon and such.
    Posted in: Minecraft Mods
  • 0

    posted a message on Loot++ - The Addon Update! Now with the ability to create addons without messing with config files or resource packs!
    Quote from Tmtravlr»

    Hey, yeah, I'm not really planning to support 1.7.10 any more, unless you manage to find a huge game-breaking bug. =P

    The window thing is kinda game-breaking, but thank you.

    I also asked quite awhile back if the trapdoor feature could possibly be added to that version, could it be possible if you had time for it?
    Posted in: Minecraft Mods
  • 0

    posted a message on Loot++ - The Addon Update! Now with the ability to create addons without messing with config files or resource packs!

    Getting a strange bug with the 1.7.10 version where glass panes and iron bars refuse to visually* connect to full blocks made by the mod, however will correctly connect to double-slab blocks made by this mod.


    Cobblestone walls and walls made by other mods WILL connect to blocks made by this mod, strangely.


    *Their hitbox updates properly but they still show like they're not connected to anything.


    Pickblock on custom doors returns a basic vanilla wooden door too, this is more minor than anything.

    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    Use the /lppnbtdump command while holding the banner item. You should be able to get the NBT data from that.

    Apparently is was EXTREMELY specific, but it worked, thank you.
    Posted in: Minecraft Mods
  • 0

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    Hey I am trying to make recipes using the banners using lootplusplus mod, however when I use the correct color NBT the recipe does not work.


    Which NBT value corresponds to the item form of the banners?


    Example:

    Thaumcraft:ItemLeggingsCultistPlate_____1_____0_____{}_____minecraft:iron_leggings_____0_____{}_____Thaumcraft:blockWoodenDevice_____8_____{color:-1b}_____

    Posted in: Minecraft Mods
  • 0

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    Hey I have a question, what is the "material" type that uses your custom sounds for flesh/taint blocks?


    I am wondering if I use that material type if I can get blocks made in lootplusplus to have those sounds.

    Posted in: Minecraft Mods
  • 0

    posted a message on Loot++ - The Addon Update! Now with the ability to create addons without messing with config files or resource packs!

    How does one approach making a mob drop any metadata variant of a particular item without causing multiple drops of the item in question? Also, without affecting other drops.


    EX: I want to make Thaumcraft furious zombies have a rare chance of dropping a shard, but the shard type be random.

    Posted in: Minecraft Mods
  • 0

    posted a message on Dragon Mounts r46 [WIP]
    Quote from ArthaFloof»

    Yo! I am not sure if it's a glitch from an interaction with another mod, but I've had a small minor glitch with baby dragons. (I am playing 1.7.10)

    They glitch through walls or fences, and end up just wandering around and getting lost until I tie them up with a lead, then they just spin and spin and spin in place. Once at a certain age (Close to their adult side?) they start to rhythmically twitch. This stops, however, when they reach adulthood and are tamed.

    Just thought I'd let you know!


    Same issue i've brought up multiple times, I hope a fix is found soon.
    Posted in: WIP Mods
  • 0

    posted a message on Loot++ - The Addon Update! Now with the ability to create addons without messing with config files or resource packs!
    Quote from Andyghandi»

    This mod really is the perfect one, would be so nice to see a 1.10.2 version, but I don't wanna hesitate though.


    I know you didn't put it in question form but please refrain from mentioning, as it was already mentioned.
    Posted in: Minecraft Mods
  • 0

    posted a message on Loot++ - The Addon Update! Now with the ability to create addons without messing with config files or resource packs!
    Quote from Ibraheem650»

    can you please please please update to 1.10??


    Please refrain from asking this as it was just asked, I am pretty sure modders know about the wondrous (and too frequent) updates.
    Posted in: Minecraft Mods
  • 0

    posted a message on The Betweenlands ~ A dark, hostile environment...
    Quote from TheCyberBrick»


    We are currently updating to 1.10. Once that's done we will not update or maintain the 1.7.10 version anymore.


    Is the 1.7.10 version going to be allow outside sources to port back from the 1.10 version?
    Posted in: Minecraft Mods
  • 0

    posted a message on Dragon Mounts r46 [WIP]

    Has anyone had plans or ideas on fixing bugs for the 1.7.10 version? So far the only major issue is infant dragons can clip blocks, and if not leaded, will wander underground out of sight.


    If a fix for the collision issue exists already, i'd love to know. (so far have yet to see any, but perhaps I am overlooking something)

    Posted in: WIP Mods
  • 0

    posted a message on Loot++ - The Addon Update! Now with the ability to create addons without messing with config files or resource packs!
    Quote from partyghoul2000»

    would it be possible to add a custom set of recipes to custom furnaces added by loot++? running 1.7.10 btw.


    They run off the vanilla format, I am assuming you mean that the recipes would only work for that specific furnace?

    If not there is a furnace config file already, be sure to give it a look.
    Posted in: Minecraft Mods
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