If you have crashes or other issues, sorry, this is my first mod and I will try to fix all errors.
Supports RU,ENG language.
You can suggest your ideas for mod in comments c:
Mobs:
Queen Bee
Alpha Insane Dog / Insane Dog
Gem Golem
Terror Bird
Thunder Screamer
Deer
Infected Zombie
Night Watcher
Mini-biomes:
Crystal Cave
Items:
Gem tools
Jewel Wart tools
Jewel Wart armor
Electro-sword
Insane items
Fossil Brush
Panning Sieve
Vanilla changes:
Fishing rod recipe now requires fishing hook in crafting.
Fishing rod now needs bait.
If you want to support me on Patreon:
please backport this masterpiece to 1.12.2
Can we please get a config for enabling/disabling Night Watchers? These things are so annoying to have on multiplayer I had to disable them via. Bad Mobs, but the message will still occasionally appear and prevent me and my friends from sleeping. I love their design, but the teleport attack is far too hard to deal with even with multiple players and the spawn rate of the mob is way too high considering it interrupts your sleep.
Thanks :>
In reply to Nova_N4:
You right, I need to add this
As found in the crash log of this report re: Druidcraft beetles, you appear to be hard-casting the result of the delightfully still-not-properly-named "func_234616_v_" into a PlayerEntity. The function both returns null and returns an Entity; you should probably be testing the result to ensure that it is a player entity before modifying it.
Although this does seem to be caused by a different mod making the Druidcraft beetle attempt to use an enderpearl, the ender pearl entity has a constructor that takes a LivingEntity as the thrower -- not specifically just a PlayerEntity.
In reply to Noobanidus:
i removed all enderpearl replacements
Very cool mod, although it is damp, but it brings interesting things to the game.
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Респект ;)
Pls backport to 1.15.2 :(
very well made
Hello! Just a suggestion, you should look into making an issue report tab on this curseforge page so people can make bug reports to you in a neat manner. The reason I say this is because I seemed to have come across 3 different but very serious bugs with forestcraft 1.4. Here's my latest.log which I will explain below https://pastebin.com/CqMnwbTk
The first issue is Forestcraft will crash with The Bumblezone and possibly many other dimension mods on (crashes with abyss too). The reason for this is in org.astemir.forestcraft.world.gen.BiomeGen.addDimensionalSpacing(BiomeGen.java:255), you are trying to add structure spacing to the structure map but that map is immutable. For most mods and even dimension datapacks, this map will always be immutable. the solution is to make a temporary map like this, copy the original map, add your stuff, and then replace the chunkgenerator's structure map completely. This is much safer and will prevent the crashing.
https://github.com/TelepathicGrunt/RepurposedStructures/blob/9f415bf21bed6f87a68be380befc919e3be7a777/src/main/java/com/telepathicgrunt/repurposedstructures/RSAddFeaturesAndStructures.java#L46-L69
The second bug I found is that the configuredfeatures in this mod are not registered. This can cause conflicts with other mods and wipe out other mod's features from biomes which is... bad lol. I explained in detail exactly why it breaks mods and how to fix it here:
https://github.com/teamauroramods/Fruitful/issues/15
The third issue, and the most strangest, is the randompatch configuredfeatures in your mod cannot be turned into JSON which is also extremely bad. Minecraft converts the biome and everything in it to JSON and back for worldgen at startup and having configuredfeatures that cannot be turned into JSON may have very strange or nasty effects. In some cases, it will crash other mods like World Blender. I don't know why your randompatch configuredfeatures are broken in an usual way that prevents them from being able to be converted into JSON but give it a try at fixing it.
Hopefully all this helps and you can dm me for assistance or clarification if you get stuck. And don't worry, worldgen is not easy to work with but that's why modders help each other with that like I do lol
Edit: As I poked around in your mod a bit, I noticed you are replacing enderpearls at spawn with your own custom enderpearl. This can be very dangerous as some mods may be relying on the enderpearl being vanilla or they added code to vanilla's enderpearl by mixins. By replacing the enderpearl entity completely with your own, this can break mods including my mod The Bumblezone. My mod mixin to the head of the onImpact method of vanilla enderpearl in order to check if the vanilla enderpearl hit a hive block to know when to teleport the player to my dimension. I did this as I wanted to make sure only vanilla enderpearl would do the teleportation and not a mod's custom pearl. However, I will switch to using the EnderTeleportEvent as I didn't know about that event until now lol. So I did learn something new. But since your entity is replacing the vanilla pearl at runtime instead of registry replacing, it still poses incompatibility risks with other mods. I would urge you to please try and move your pearl logic stuff into EnderTeleportEvent instead or something. Just anything beside replacing the pearl entity when it spawns as many modders will say that is even worse than registry replacing. Sorry if this is a lot. I'll still switch to using the forge event to have better compat with modded pearls too so even I am fixing my mod up all the time.
In reply to telepathicgrunt:
As I said, it's my first mod (much added just to test what forge is capable of), but many thanks for your comments and tips, I really appreciate it.
:D
Love this mod, Finally fixed it not running on my RuralCraft Server :D
Krocks are totally immune to anything while spinning even fire and magic damage, Can you fix them? Also, Is there a wiki or a guide because some features are missing from this page :D
are there plans on adding more creatures to the mod as well as a guide book? It'd be really cool to see another mini-boss like the queen bee, possibly a giant goat or golem?
In reply to mikefoul:
giant goat, sounds really weird :D
1.16.5 compatible?
The nether portal still isn't working.
In reply to grimmdelights:
i dont know what is not working, but you can enable default portal mechanic in configuration gui
Hello, is there any possiblity or plans for changing (fixing) pearlstone cave generation? Currently it generates these massive cubes that just look hideous from the outside, and they got some cave going on on the inside. The main issue is with pearlstone cubes generating so that it sticks far out of the ocean floor, and how it looks extremely unnatural when in caves (with a straight line defining pearlstone area vs normal area). If possible, could the cube at the very least be turned into a spherical shape instead, if not something that is more reminiscent of a cave biome rather than what I would only call a cave structure worldgen?
1.15 pls
Is there a config?