I'm sure that making two mods work together is much more hassle than what is typically requested of modders, but I still want to make this request because Terrafirma and Archimedes ships are just so wonderful together. I have, honestly, no clue what is happening.This mod is actually my favorite addition to Terrafirma, which has so much "traveling" into it that having a move-able base is wonderful. Both movingworld and archimedes ships are placed inside. I downloaded an entirely new forge just for said file and placed the mod in like the video shows. Absolutely no other mods were installed on this file and I removed previous saves and screenshots. Here's a crash log.įurthermore, I created an alternate folder for the file in which I wanted to use this (I have a plethora of them) and tried to make it as vanilla as possible. Mcp (archimedesshipsplus-MC1.8-V1.8.jar) Unloaded->Constructed->Pre-initialized->ErroredĪttempted to download the mod, but it won't work. IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0įML: MCP v9.10 FML v8. JVM Flags: 6 total -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_ -Xmx512M -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M Java VM Version: Java HotSpot(TM) Client VM (mixed mode), Oracle Corporation Java Version: 1.8.0_31, Oracle Corporation Operating System: Windows 7 (x86) version 6.1 LoaderException: : net/minecraftforge/client/model/IModelStateĪt .ansition(LoadController.java:162)Īt .Loader.initializeMods(Loader.java:693)Īt .FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:291)Īt .func_71384_a(Minecraft.java:484)Īt .func_99999_d(Minecraft.java:325)Īt .Main.main(SourceFile:120)Īt 0(Native Method)Īt (Unknown Source)Īt (Unknown Source)Īt .invoke(Unknown Source)Īt .launch(Launch.java:135)Īt .main(Launch.java:28)Ĭaused by: : net/minecraftforge/client/model/IModelStateĪt .registerTileEntitySpeacialRenderers(ClientProxy.java:68)Īt .registerRenderers(ClientProxy.java:52)Īt (ArchimedesShipMod.java:102)Īt .FMLModContainer.handleModStateEvent(FMLModContainer.java:515)Īt .EventSubscriber.handleEvent(EventSubscriber.java:74)Īt .SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)Īt .EventBus.dispatch(EventBus.java:322)Īt .EventBus.dispatchQueuedEvents(EventBus.java:304)Īt .EventBus.post(EventBus.java:275)Īt .ndEventToModContainer(LoadController.java:208)Īt .LoadController.propogateStateMessage(LoadController.java:187)Īt .LoadController.distributeStateMessage(LoadController.java:118)Īt .Loader.initializeMods(Loader.java:692)Ĭaused by: : .IModelStateĪt .findClass(LaunchClassLoader.java:191)Īt (Unknown Source)Ĭaused by: Īt .findClass(LaunchClassLoader.java:182)Ī detailed walkthrough of the error, its code path and all known details is as follows: Thanks for reading, and have a nice day!ĭescription: There was a severe problem during mod loading that has caused the game to fail you would need some of these blocks to be a percent of your ship (just like airships work), and add more of them if the vehicle is "heavier". Traction could be balanced depending on the amount of these three diferent blocks: "Smooth Wheels" would give no traction (therefore increasing horizontal speed), "Grip Wheels" would give average amount of traction and "Tracks" would give great ammount of traction (therefore decreasing h. The more "traction" a vehicle has, the faster it climbs walls, however, adding too much traction to a vehicle would decrease it's horizontal speed. As land is way more tricky to get through than air or water (as land is blocky and irregular), maybe a "traction" system, where cars automatically climb walls. Maybe some whells and track blocks would make the mod recognize the ship as a land vehicle, just like air balloons make the mod recognize an airship. Also, this mod's blocky yet smoothly precise controls would also fit perfectly in a land environment, creating the ultimate land vehicle mod. But building my own cars out of minecraft blocks? A dream coming true. I love the idea of having submarines added into the game, and now that the mod seems to be having great updates, I came here to ask for something I've wanted since Zeppelin era: will cars ever be a thing? I mean, there is Cars and Drivers and Flan's mod, but CaD is way too simple (and a bit abandoned) and Flan's cars have awfull controls, and oftenlly crash depending on the content pack you are using. Hello! I am a fan of Archimedes' Ships since it's predecessor, "Zeppelin mod".
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