Hi,
i have a question i just installed RoW 1.7.10 and i can't figure out how to line up the tracks (the curved ones) to make a radius , could you please help me
You need to place the Curve tracks from the other side to connect them.
I have an idea. Imagine you put a III class wagon in the very middle square on a crafting table. Then you put a dye on the square right above the III class wagon. Then you put a color dye on the bottom square below the wagon. It would be cool if it made a colored wagon with the roof color as the dye in the top square and the main color as the dye on the bottom. If you want to keep the main color green, you should only put a dye on top. Same with the bottom. This is only an idea.
This was done literally days ago for the latest version... o -o
java.lang.NullPointerException: Ticking memory connection
at net.row.item.ItemPrybar.onLeftClickEntity(ItemPrybar.java:54)
at net.minecraft.entity.player.EntityPlayer.func_71059_n(EntityPlayer.java:1190)
at net.minecraft.network.NetHandlerPlayServer.func_147340_a(NetHandlerPlayServer.java:821)
at net.minecraft.network.play.client.C02PacketUseEntity.func_148833_a(SourceFile:55)
at net.minecraft.network.play.client.C02PacketUseEntity.func_148833_a(SourceFile:10)
at net.minecraft.network.NetworkManager.func_74428_b(NetworkManager.java:212)
at net.minecraft.network.NetworkSystem.func_151269_c(NetworkSystem.java:165)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:659)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:547)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:111)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:427)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at net.row.item.ItemPrybar.onLeftClickEntity(ItemPrybar.java:54)
at net.minecraft.entity.player.EntityPlayer.func_71059_n(EntityPlayer.java:1190)
at net.minecraft.network.NetHandlerPlayServer.func_147340_a(NetHandlerPlayServer.java:821)
at net.minecraft.network.play.client.C02PacketUseEntity.func_148833_a(SourceFile:55)
at net.minecraft.network.play.client.C02PacketUseEntity.func_148833_a(SourceFile:10)
at net.minecraft.network.NetworkManager.func_74428_b(NetworkManager.java:212)
-- Ticking connection --
Details:
Connection: net.minecraft.network.NetworkManager@1b54360e
Stacktrace:
at net.minecraft.network.NetworkSystem.func_151269_c(NetworkSystem.java:165)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:659)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:547)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:111)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:427)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)
-- System Details --
Details:
Minecraft Version: 1.7.10
Operating System: Windows 10 (amd64) version 10.0
Java Version: 1.8.0_25, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 223815640 bytes (213 MB) / 543592448 bytes (518 MB) up to 1060372480 bytes (1011 MB)
JVM Flags: 6 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 13, tallocated: 95
FML: MCP v9.05 FML v7.10.99.99 Minecraft Forge 10.13.4.1614 4 mods loaded, 4 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
UCHIJAAAAAAAAA mcp{9.05} [Minecraft Coder Pack] (minecraft.jar)
UCHIJAAAAAAAAA FML{7.10.99.99} [Forge Mod Loader] (forge-1.7.10-10.13.4.1614-1.7.10.jar)
UCHIJAAAAAAAAA Forge{10.13.4.1614} [Minecraft Forge] (forge-1.7.10-10.13.4.1614-1.7.10.jar)
UCHIJAAAAAAAAA row{1.7.10-5.8-RC4} [Rails of War] (RailsOfWar-1.7.10-5.8-RC4.jar)
GL info: ~~ERROR~~ RuntimeException: No OpenGL context found in the current thread.
Profiler Position: N/A (disabled)
Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Player Count: 1 / 8; [EntityPlayerMP['AdingoD'/4965, l='Rails of War', x=-1383.87, y=4.85, z=169.03]]
Type: Integrated Server (map_client.txt)
Is Modded: Definitely; Client brand changed to 'fml,forge'
I'd like to know how to exactly drive locomotives, thanks.
That isn't the whole crash-log, we can't exactly scroll up & down on a picture. Please post the entire crash report that you can also find under ./minecraft/crash-reports, preferably inside a spoiler.
oh but how do i Go about Posting about making a mod Dev team I don't know that many people and only one of the want ot make a minecraft mod with but i need more people ok how do I go about getting more people to join my Mod Dev team
Well for one, people would be interested in hearing what they'll be working on if they'll join, hence, describe your ideas for your mod instead of just saying it'll be a Farming RPG. That'll get people more interested in it & you can brainstorm ideas with the community. Also, punctuation helps. It's a little dreadful reading a paragraph-sized run-on sentence.
About a year ago, there was a mod request from another member on the forum. He wanted to see Runescape's Runecrafting skill/mechanic implemented into Minecraft. For those of you who haven't heard of the MMORPG known as Runescape, Runecrafting involves taking Rune Essence that you've mined to altars scattered around the map where, using the specific talisman, you can enter a "pocket dimension" where you then craft your Rune Essence into runes of that type. The runes are then used in various quantities & types to cast magic.
Jump forward to now and I'm here to revive this mod idea. I have some basic stuff already implemented like the actual Runecrafting and some basic spells, but I'm looking for team members to work on this mod in the hopes that it will be completed.
The mod itself will take Runecrafting and implement it closely as it was in Runescape, but the spells will not necessarily be a copy of Runescape's spells but rather spells that make sense for Minecraft.
Mod Information:
Rune Essence: A portal to a mining dimension will be generated in the Overworld. Once inside this dimension, you won't be able to destroy or place blocks(similar to adventure mode) besides mining the Essence Ore itself. Mining the Ore will drop Rune Essence or if you have Silk Touch on your pickaxe, Pure Essence instead.
Altars: There will also be Overworld generation for altars scattered around for the several types of Runes. If you have a talisman or a tiara(an equip-able version of a talisman) of that altar's type, you'll be able to enter the pocket dimension for that altar and craft runes inside using your Rune Essence.
Talismans: Specific types of talismans needed for the altars will drop from specific mobs. They can also be found in dungeon chest loot. Talisman will also tell the player in what direction the altar can be found.
Runes: There are 14 different types of runes in the mod that will be used for spellcasting. The main method of collecting runes is of course Runecrafting them at altars. Pure Essence is also needed specifically for the higher tier of runes. In addition to Runecrafting, you can also find runes from mob drops and dungeon loot.
Spellcasting: To cast spells, you first need to make yourself a spellbook(a book & any type of rune). Right clicking will open up a GUI where you can select the spell to cast. If you have a Staff in your hand as well(with the spellbook in the off-hand slot), you can shift-right click to select a spell to auto-cast. Then right-clicking will automatically cast the spell you set for auto-casting.
Magic Spells: Some spells(Mostly combat related spells) will have a success rate dependent on the caster's Magic Level, the number of Wizard armor equipped, and the spell itself. Attack damage & accuracy for combat spells are also determined in a similar fashion.
Experience & Levels: The player will have their own Magic & Runecrafting Level. The higher, the more magic you can cast and the more kinds of Runes you can Runecraft. In addition, higher levels of Runecrafting will net you more Runes per Essence.
Images:
Current List of Items:
Breaking Rune Essence Ore gives you either Rune or Pure Essence depending if you have Silk Touch or not:
update for 2016 in curse , last files there are from 2015
also could you add same thing for hunger chunks ? so litteraly player extend his hunger bar ?
1. Did you really have to quote my whole opening post?
2. What does the year have to do with anything?
3. Extending the hunger bar in the same fashion...that's actually a neat idea.
Hello And i would like to ask how to use the command is in the .minecraft on configs or what please reply
P.S what is the command to add all mobs health at once?
It's all contained and accessed from the config file the mod creates. No commands at all. So run the game instance once, then access the config file the mod creates and change the settings however you deem fit.
Honestly though, it's been a long time since I touched this mod and I haven't taken the time to update/fix it. It was a quick project at the time that wasn't properly implemented. I would go back to it and fix it given the time and knowledge to do so, but I'd rather let someone else takeover.
I would like to make a request for an item to be added to the mod; I just made my pocket link in order to get a Magma Cream, and was surprised that it wasn't available. No real suggestion for what the recipe should be; you have done a pretty good job with balancing so far, so I doubt I would be able to come up with anything better than you would. If this is made, I would appreciate if it was made available for 1.7.10, as I probably won't be updating for a long while due to other essential-to-me mods being held up in development.
Looks good! I especially like the cabin and wheel textures.
Just two comments:
1. The smokestack texture doesn't match the type of smokestacks the current engines have. That flared smokestack seems more at home on an American class locomotive than the Russian locomotives in ROW.
2. The light texture seems out of place as well. All the lights on the engines are more globe-shaped than dome-shaped. Perhaps you could round out the bottom of the lamp? Sort of like the earlier 2D texture you had.
Yea I tried to make the textures pretty apparent as to what they were at first so the smokestack was pretty exaggerated. Went over it and made some edits. Made the funnel more similar to the ROW locomotives and rounded out the train light base as well as trying to copy the color better. Uploaded them to the same place.
0
You need to place the Curve tracks from the other side to connect them.
https://bitbucket.org/Naiten/row-1.7.10/wiki/Track Laying
0
Yes, until someone else decides to take over it, but I doubt that will happen.
0
Starting up again, this time Elemental Staffs are implemented!
0
This was done literally days ago for the latest version... o -o
https://twitter.com/railsofwar/status/792349715027337216
Right click with dye to apply the main color, shift-right click for the roof color.
0
Someone already made a similar mod minus the diseases:
https://mods.curse.com/mc-mods/minecraft/251670-rough-tweaks
0
Shift Left-click I believe.
1
https://bitbucket.org/Naiten/row-1.7.10/wiki/Locomotive Operation & Controls
I got a little guide there. The whole wiki is a work in progress atm.
0
That isn't the whole crash-log, we can't exactly scroll up & down on a picture. Please post the entire crash report that you can also find under ./minecraft/crash-reports, preferably inside a spoiler.
0
Well for one, people would be interested in hearing what they'll be working on if they'll join, hence, describe your ideas for your mod instead of just saying it'll be a Farming RPG. That'll get people more interested in it & you can brainstorm ideas with the community. Also, punctuation helps. It's a little dreadful reading a paragraph-sized run-on sentence.
0
Thanks for the support!
Really hoping I can find people to collaborate with on this project.
0
Rune Essence: A portal to a mining dimension will be generated in the Overworld. Once inside this dimension, you won't be able to destroy or place blocks(similar to adventure mode) besides mining the Essence Ore itself. Mining the Ore will drop Rune Essence or if you have Silk Touch on your pickaxe, Pure Essence instead.
Altars: There will also be Overworld generation for altars scattered around for the several types of Runes. If you have a talisman or a tiara(an equip-able version of a talisman) of that altar's type, you'll be able to enter the pocket dimension for that altar and craft runes inside using your Rune Essence.
Talismans: Specific types of talismans needed for the altars will drop from specific mobs. They can also be found in dungeon chest loot. Talisman will also tell the player in what direction the altar can be found.
Runes: There are 14 different types of runes in the mod that will be used for spellcasting. The main method of collecting runes is of course Runecrafting them at altars. Pure Essence is also needed specifically for the higher tier of runes. In addition to Runecrafting, you can also find runes from mob drops and dungeon loot.
Spellcasting: To cast spells, you first need to make yourself a spellbook(a book & any type of rune). Right clicking will open up a GUI where you can select the spell to cast. If you have a Staff in your hand as well(with the spellbook in the off-hand slot), you can shift-right click to select a spell to auto-cast. Then right-clicking will automatically cast the spell you set for auto-casting.
Magic Spells: Some spells(Mostly combat related spells) will have a success rate dependent on the caster's Magic Level, the number of Wizard armor equipped, and the spell itself. Attack damage & accuracy for combat spells are also determined in a similar fashion.
Experience & Levels: The player will have their own Magic & Runecrafting Level. The higher, the more magic you can cast and the more kinds of Runes you can Runecraft. In addition, higher levels of Runecrafting will net you more Runes per Essence.
Images:
Current List of Items:
Breaking Rune Essence Ore gives you either Rune or Pure Essence depending if you have Silk Touch or not:
0
1. Did you really have to quote my whole opening post?
2. What does the year have to do with anything?
3. Extending the hunger bar in the same fashion...that's actually a neat idea.
It's all contained and accessed from the config file the mod creates. No commands at all. So run the game instance once, then access the config file the mod creates and change the settings however you deem fit.
The mod is made so that you can only change the health of mobs listed/supported in the config.
---------------------------------------------------------------------------------------------------------------------------------------
Honestly though, it's been a long time since I touched this mod and I haven't taken the time to update/fix it. It was a quick project at the time that wasn't properly implemented. I would go back to it and fix it given the time and knowledge to do so, but I'd rather let someone else takeover.
1
New Version 2.3 for MC-1.10.2 is now finally out!
Changelog:
----------------------------------------------------------------
-Updated for Minecraft Version 1.10.2
-Added new config to disable Pocket Nether Link recipes
-More Code Clean Up
-Switched over from LivingDropsEvent to LootTables
0
Magma Cream already has a Vanilla recipe though(Blaze Powder + Slime Ball).
Also this mod already has a 1.7.10 Version that you can find under the downloads page on Curse.
https://mods.curse.com/mc-mods/minecraft/227934-pocket-nether-link-mod#t1:other-downloads
Also in other news, I'm currently updating the mod for 1.10.2, which should be ready once I figured out the new LootTable stuff.
0
Yea I tried to make the textures pretty apparent as to what they were at first so the smokestack was pretty exaggerated. Went over it and made some edits. Made the funnel more similar to the ROW locomotives and rounded out the train light base as well as trying to copy the color better. Uploaded them to the same place.