I keep crashing when I try to generate a cave dimension. According to multimc, here is when it goes bad (since I can't paste the entire report as it's too long)
2013-01-10 21:01:26 [INFO] [STDERR] java.lang.NoClassDefFoundError: l
2013-01-10 21:01:26 [INFO] [STDERR] at a.<init>(CrashReport.java:27)
2013-01-10 21:01:26 [INFO] [STDERR] at a.a(CrashReport.java:319)
2013-01-10 21:01:26 [INFO] [STDERR] at yc.a(World.java:412)
2013-01-10 21:01:26 [INFO] [STDERR] at aby.a(WorldGenMinable.java:70)
2013-01-10 21:01:26 [INFO] [STDERR] at net.minecraft.world.gen.BWG3ChunkProviderCave.a(BWG3ChunkProviderCave.java:528)
2013-01-10 21:01:26 [INFO] [STDERR] at im.a(ChunkProviderServer.java:258)
2013-01-10 21:01:26 [INFO] [STDERR] at zz.a(Chunk.java:1258)
2013-01-10 21:01:26 [INFO] [STDERR] at im.c(ChunkProviderServer.java:153)
2013-01-10 21:01:26 [INFO] [STDERR] at net.minecraft.server.MinecraftServer.e(MinecraftServer.java:310)
2013-01-10 21:01:26 [INFO] [STDERR] at bdz.a(IntegratedServer.java:114)
2013-01-10 21:01:26 [INFO] [STDERR] at bdz.c(IntegratedServer.java:130)
2013-01-10 21:01:26 [INFO] [STDERR] at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:458)
2013-01-10 21:01:26 [INFO] [STDERR] at fy.run(SourceFile:849)
2013-01-10 21:01:26 [INFO] [ForgeModLoader] [Thaumcraft] Removed 19 aura nodes when world 0 unloaded.
2013-01-10 21:01:31 [INFO] [STDERR] java.lang.NullPointerException
2013-01-10 21:01:31 [INFO] [STDERR] at thaumcraft.common.EventHandler.worldUnload(EventHandler.java:78)
2013-01-10 21:01:31 [INFO] [STDERR] at net.minecraftforge.event.ASMEventHandler_61_EventHandler_worldUnload_Unload.invoke(.dynamic)
2013-01-10 21:01:31 [INFO] [STDERR] at net.minecraftforge.event.ASMEventHandler.invoke(ASMEventHandler.java:35)
2013-01-10 21:01:31 [INFO] [STDERR] at net.minecraftforge.event.EventBus.post(EventBus.java:103)
2013-01-10 21:01:31 [INFO] [STDERR] at net.minecraft.server.MinecraftServer.k(MinecraftServer.java:411)
2013-01-10 21:01:31 [INFO] [STDERR] at bdz.k(IntegratedServer.java:267)
2013-01-10 21:01:31 [INFO] [STDERR] at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:550)
2013-01-10 21:01:31 [INFO] [STDERR] at fy.run(SourceFile:849)
2013-01-10 21:01:31 [INFO] [STDERR] Exception in thread "Server thread" java.lang.NoClassDefFoundError: l
2013-01-10 21:01:31 [INFO] [STDERR] at a.<init>(CrashReport.java:27)
2013-01-10 21:01:31 [INFO] [STDERR] at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:526)
2013-01-10 21:01:31 [INFO] [STDERR] at fy.run(SourceFile:849)
- johnyIsAwesome
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CptPorkins posted a message on Teds World Gen Mods - Realistic World Gen Alpha 1.3.2Posted in: Minecraft Mods -
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useless_lapis posted a message on 1.6. what do you want it to be?A combat system, not complicated though, just maybe the direction of your sword attack changes based on where your looking at,or the direction you're moving,and new weapons, like Battle-Axes, Spears, Javelins. But all these would make the mobs seem underpowered, right?, so add some new mobs, and make them harder, or maybe unique in the challenge they present, i basically want new mobs, and new ways to kill them. You know, if you read all that, you might as well press that up arrow over there ->, c'mon, do it, do it, if you do I will remove the bomb strapped to a needy creeper's chestPosted in: Future Updates -
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500farts posted a message on What to build what to build....Posted in: Survival ModeWhat should i build with this?Techniques for clearing tall grass? limited supplies in the next photo.
my inventory
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Limitsoflife posted a message on flying monstersJust want to point out the key word in your text.Posted in: Suggestions
Quote from TheEvanCat
I think Notch said he might add dragons or something. It's rumored that's what the Ender Egg is for.
Anyways, how about some sort of lightning elemental, perhaps spawned where a lightning bolt strikes? Looks like a recoloured blaze, perhaps drops some sort of new item. I dunno, just an idea. I'd probably support new aerial mobs, depending on what they were. - To post a comment, please login.
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i know, i know, its been over suggested, but we really need more aquatic mobs! the water is so boring! seriously, all it really is is an obstacle that slows you down! the water really needs a bit of spice of some sort. why not mobs? here is my ideas!
salamanders- now don't get me wrong. these arn't regular, squishy little lizards that are smaller than your foot.
these are hideous monsters that swim in murky, underground springs. they are a fairly strong mob. they are about as tough as a regular old zombie. just another monster that spawns. the only difference is that it only spawns underground, so you wouldn't really see them on the surface unless they crawled out of a cave.
spawn- under layer 50, near water source blocks in a light level less than 4. in groups of 1-3. a relatively common monster. dosn't spawn on peacefull
sounds- make croaks regularly, hisses when hurt, and a moan/croak when killed.
physics- can swim fast in the water. can't drown. turns passive in daylight, won't wander more than 15 blocks from water. 1 block tall, one block wide, and 3 blocks long. can also climb walls like spiders. can stand stationary in flowing water.
drops- 0-2 salamander gills. when brewed into an awkward potion, it makes a water breathing potion. when drunk, you never run out of breath under water for 1:30. add redstone dust to extend the time.
attack, defense, health,- peacefull- 0, easy- 3, normal 4, hard 5. this is without any armor at all.
has 16 health
looks- gray with dark blue mottling. little, black eyes on the side of their head. a head, torso, stubby, heavy legs, and a big tail.
blue salamanders- another variation of salamanders, this one is tougher.
spawns- under layer 40, near water source blocks in a light level less than 4. spawns alone, a relatively rare monster. doesn't spawn on peacefull.
sounds- same as salamander (see above)
physics- same as salamander, (see above) except 2 blocks long in stead of one.
drops- same as salamander (see above)
attack, defense, health,- same as salamander, (see above) except for one crucial difference. poison! on easy, attack has 60% chance of poison for 5 seconds, on normal, 75% chance of poison for 8 seconds, and on hard, a 90% chance of poison for 12 seconds. also, health is 12 instead of 16.
looks- smaller than regular salamander, dark blue with black mottling. little, black eyes on the side of their head. a head, torso, smaller legs, and a small tail.
fire salamanders- ya, i said fire. obviously not aquatic, so you don't have to pay much attention here.
spawns- at the edge of the nether lava seas, in groups of 1-3. any light level, a rarer monster.
sounds- same as salamander (see above)
physics-same as blue salamander, (see above) but can drown (hurt by water!) doesn't take damage from fire or lava, swims fast in lava, can stand stationary in flowing lava.
drops- 0-3 fire scales. can be brewed in to a potion of fire. when drunk, you catch on fire. when splash'd, instead of lighting fires, (greifing tool) mobs affected catch on fire. redstone can be added to lengthen the flames.
attack, defense, health- contact: easy=3 normal=5 and 50% chance of fire for 5 seconds hard=6 and 70% chance of fire for 8 seconds. tongue reel: fire salamanders can throw their tongues out like a fishing line and pull you closer. when they do so, they do 1 on easy, 3 on normal, and 4 on hard. don't get pulled into the lava seas! health is 6. with strong attack, they are done in easily.
looks- same as blue salamanders, but orange with red mottling instead of blue with black mottling and eyes are red instead of black.
sharks- an idea suggested a lot, sharks would be cool.
spawns- in any light level, only above layer 64. they can spawn in the day, but are passive. at night they become aggresive. in groups of 1-5 about as common as squids. speaking of squid, thats their favorite meal!
sounds- completely silent.
physics- 1 tall, 1 wide, 2 long, swims fast in water. will not come out of water. passive unless attacked in day, hostile at night. they also come to the surface at night. all sharks that spawn at night spawn at the surface and stay there. with this behavior, sharks that spawn at night have a 1 in 100 chance of being a shark jockey, a shark with a skeleton riding its back. wonder where iv'e seen that...? swims fast in water.
drops- 1-4 raw fish
attack, defense, health- 3 on easy, 4 on normal, and 5 on hard. has 16 health
looks- a sleek body with a pointed snout. a fin on its back, two fins on its side, and a tail fin. blue top, white bottom. has small, black eyes.
whales- notch said he might add in whales. this was a while ago, and he wasn't really serious about it. but whales might actually be cool!
spawns- any light level, only in ocean biomes, in the water. groups of 1-3. a rare occurence.
sounds- regular old whale songs like in real life. when hurt, a shorter, higher pitched moan, and when killed, a loooooong, painfull moan.
physics- 15 blocks tall, 20 blocks wide, and 50 blocks tall, they certainly cant spawn in caves, so don't worry!
totally passive, moves its tail up and down slowly, will ocasionally breach out of the water. if it beaches, it will stay there and eventually die.
drops- 5-15 raw fish, 5-8 blubber. blubber can be eaten raw to heal 3 hearts, but you will have slowness, dullness, and weakness for 1 minute. or you could smelt 24 items with it in a furnace.
attack, defense, health,- no attack, has 200 health!
looks- a blue top with little grey dots (barnacles) and a white bottom. has big, relaxed looking eyes.
fish- ya, they should be mobs.
SMALL-
spawns-any light level above 4, any biome, anytime, groups of 1-5. only in water.
sounds- silent
physics- less then 1 block, passive, swims swiftly away from you like ocelots. stays in water. when near a fishing lure, they will swim towards it and disappear, and your bobber will take a bite. you may not catch anything.
drops- nothing
attack, defense, health,- no attack, 1 health.
looks- a little grey-blue cube with tiny fins.
NORMAL-
spawn- same as small.
sounds- silent
physics- same as small, but you always catch one raw fish, and occasionally two. alittle less than one block.
drops- nothing
attack, defense, health,- no attack, 2 health
looks- a bigger version of a small fish.
LARGE-
spawn- same as small and normal.
sound- silent
physics- same as small and normal, but you always catch one, sometimes two, and occasionally three. 1 block in size.
drops- 0-1 raw fish
attack, defense, health,- no attack, 10 health
looks- a bigger version of a medium fish
sorry for making it so long, i'm just so anxious for more water mobs!
questions, comments, criticism, ideas, post them!
thank you!
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first off, villagers should be a bit more like regular mobs, like making noises and running when hurt.
maybe adults should make noises like "ho!" or "hi." or *laughing* but nothing like "heyiliketomineiliketominelotsofdiamondsthereawesomebutidon'tlikecreeperstheresoscaryheyhaveyoucheckedoutthatcaveoverthereihearditsgotlotsofironinitmyfriendwentdownthereandheblahblahblahblahblah" and so on.
probably like from the legend of zelda where they make human-like sounds instead of actual words.
kids should be the same, but higher pitched and they might make giggling sounds (or spity noises like little kids do today )
when chased by a zombie, they should yell and scream like any ordinary person would, and have sounds for harm and death. plus, they should run when harmed and avoid you for a while if you hurt them.
if you ask me, villagers should make there proffesions come "alive",
like when a blacksmith goes near his forge, you could hear the clanging of steel on steel,
and maybe butchers would make chopping noises when they are in there shop.
also, improvments should be made on the buildings they have now, like the libraries should be bigger and taller with rows of bookshelves along the sides and in the middle. maybe a counter too.
also, the buildings should be well lit, because i sometimes see villagers die because zombies spawn in there homes
i hate to see villagers not breeding because in the process of dying, villagers often have their doors busted down. if you ask me, villagers should stand by doorways and make sounds of hammers, saws, and other tools, and eventually a door will be placed.
it would be cool to see "scarecrows" which would really be a 2 high fence post along with arms, with a pumpkin on top at the end of farms.
i really hate seeing villages without iron golems! only very large ones have them!
so i thought: "hey, every village has a well. no really, every village has to have at least one well, but more can generate if the village is very large. so if there was 1 iron golem for every well in a village, it would be
balanced!
also, its really dumb how the only buildings with chests are forges, and they always have them. there should be an equal chance of a chest in each building. if it was a hut, wood tools, apples, bread, and wood would spawn. in houses, things like stone or iron tools, food, and emeralds. in libraries, paper, books, compasses, and pretty much what you could find in a stronghold library. forges would have what they have right now, and i guess churches have things like redstone, enchanted tools, potions, and other magic stuff.
don't you hate how some villages don't have a specific building? if you ask me if you trade enough with the villagers, there is not that many in the town, and there is room nearby, a building would start to slowly generate, like first the foundation, then the walls, then the roof, then the interior. after that, a villager is born who's proffesion matches the new structure.
now, i'm not sure about new structures. maybe a square around the well with wool tents where venders live?
i don't know. i'm pretty sure we have everything a village needs, but maybe npc towns should spawn. probably with a wall, better houses, trading, and new things like potion shops, courtyards, flower beds, etc. while farms, huts, and mines lie outside. this was from another idea/thread, but maybe if they make the skylands or the aether, towns would spawn there.
maybe you could interact with villagers. you could talk to them, and they may give you good advice or maybe they would give you something. also, (get ready for an rpg element) maybe, just maybe, you could take on quests. simple things like getting them materials or delivering things to other villagers. and yes, villagers should have names and ID with the other villagers. for completing a quest, you could get items, but i think it would be a cool way to get exp, and maybe make villagers trade more stuff for better prices.
and a quick thing: butcher shops have no animals, but they have a pen. a few chickens, cows, or pigs should spawn in there, and every ounce in a while, a butcher would kill one, and later another one is born.
and a popular thing people suggest a lot is to make farmers harvest wheat and re-plant it. they should harvest when all the wheat on a farm is ready.also, if wheat is trampled, the spot should be tilled and sowed again.
it would be cool to see merchant villagers that would spawn and de-spawn, to simulate arriving and leaving. they should be the un-used green robed villagers, and they should trade you items of all sorts!
if you ask me, the interior of the buildings should be cooler, with beds, crafting tables, furnaces, torches, and like i said, chests.
if you read through the whole thing, pork 4 u! yay nom nom nom!!!!
if you skipped, u get creepers!!!! SSSSssssSSSSssssBOOOOOOOMMMM!!!!!!
tell me what you think! questions, suggestions, criticism, complements, lay it on me!
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and iv'e always been waiting for a monster that spawns in lava. for dragons, i'd say they would be hostile and wouldn't be baby, just small.
they would be "nether dragons" and maybe you could make armor out of their hide, which would probably damage mobs that damage you.
i was thinking maybe a dragon scale could be brewed into either a potion of fire, (an opposite of the potion of fire resistance) or a potion of resistance/defense.
some of those ideas sound cool!
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