Minecraft / Mods

[1.12.2] [Forge] [SSP/LAN/SMP] AbyssalCraft V.1.9.4.8

  • 78 diamonds
  • 87,999 views, 141 today
  • 13,979 downloads, 21 today
  • 82 comments
  • 36 favorites
  • 78
  • 36
  • playlist_add
  • share
  • more_horiz
avatar Shinoow
Level 48 : Master Modder
27
Hello fellow minecrafters, this is my first official mod.
Ahem. Before getting further down the post, diamonds are much appreciated. So if you were to press that diamond button, I would be very happy :)


Version 1.9.4.8 Released! Lesser Shoggoth tweaks, minor bugfixes and som new config options!

Description
AbyssalCraft is a mod centered around exploration, but with a growing magic influence. Another thing that has been getting more focus is influences from the works of H.P Lovecraft, adding even more evil to that which is already in the mod.
Enough about that, let's dig into the mod! The first thing you need in order to get started is a Necronomicon, crafted like in the picture below:

Most (if not all) information about things from the mod can be found in the Necronomicon. Apart from being a guide book to the mod, the Necronomicon is also serves as a catalyst for performing rituals.
Going in a bit more on the mod, AbyssalCraft features a collection of dimensions known as The Abyss (the world of the dead, split into several layers, where each layer is a dimension). The dimensions (4 in total, whereas the fourth is a bit of an extension to the third) are:
  • The Abyssal Wasteland (quite green, inhabited by various undead beings, among them the vanilla zombies and skeletons, then new mobs added in the mod).
  • The Dreadlands (red, a place crawling with nameless mutated beings that may or may not have been a normal creature sometime in the past).
  • Omothol (the realm of J'zahar, a dimension consisting of floating islands with a city built upon them, this is where you encounter the final boss).
  • The Dark Realm (dark place beneath Omothol, populated by living shadows).

In order to reach the various dimensions, one must obtain Gateway Keys (items capable of placing down portals when used).

Apart from traveling between dimensions, there's also a pitch of magic, in the form of rituals consisting of an altar and pedestals which you place offerings on. There's several different types of rituals, among them rituals where you create items, rituals where you infuse items (turn one item into a different, or simply "upgrade" the item). There's also rituals where you can summon things (the first boss is summoned through such a ritual), and rituals where you can inflict potion effects on nearby entities. If you want to create your own type of ritual, there's an API for that, and if you simply want to add your own creation/infusion ritual, that can either be done through the API, or with MineTweaker (the add-on modAbyssalCraft Integration has MineTweaker compatibility).

In addition to the rituals, there's also a new form of energy used in order to perform the rituals. This energy is called Potential Energy, and can be obtained through a few methods (this is being expanded).
Along with all of this is also a lot of new blocks (among them 5 new types of stone, 15 new ores, 2 new types of trees), new items (among them 4 new materials to make tools and armor from, 8 new armor sets, a bunch of new food items).

Enough about quantities of things, the Overworld has also received new content, including 6 new biomes:
  • The Darklands (more "evil" version of a forest/plains blend, purple/indigo grass, contains Darkstone and a new type of tree, Abyssalnite can be found here)
  • Darklands Plains (plains version of the Darklands biome, has close to no trees)
  • Darklands Forest (forest version of the Darklands biome, has a lot more trees)
  • Darklands Highland (extreme hills version of the Darklands biome, more elevated terrain, not that many trees)
  • Darklands Mountains (mountains composed of Darkstone)
  • Coralium Infested Swamp (a teal/turquoise swamp, has Liquid Antimatter underground, along with the large quantity of Coralium, which is more common here than in ordinary swamps or other water-based biomes)

Since I haven't mentioned the mobs, let me go over a few of them. There's the Depths Ghoul and Abyssal Zombie(both undead, found in Darklands biomes, swamps, or very commonly in the Abyssal Wasteland), evil counterparts of vanilla animals (Pigs, Cows, Chickens), Living Shadows (Shadow Creature/Monster/Beast, each one stronger than the former), and Lesser Shoggoths (if you're familiar with the works of H.P Lovecraft, these are smaller versions of those amorphous horrors). That's all the mobs found in the Overworld, whereas some can be found in the dimensions.



This should cover most of the mod, the rest is up to you to discover (or you could just read about the majority of it in the Necronomicon). It should be noted that this is a Forge Mod, and requires Minecraft Forge to run. Oh yeah, the mod is also open source, and the source code can be found here.


Getting Started:

This article in the AbyssalCraft wiki covers the basics of things to do once you've installed the mod. The same information can be found in the Necronomicon (which currently isn't mentioned in the article).

The mod features
  • 6 new types of stone (where all but one can be turned into bricks)
  • 5 new types of tools (one simply consisting of a stronger type of stone)
  • 8 new types of armor (where half of them are upgraded/altered versions of the 4 base ones)
  • 6 new Overworld biomes (among them a swamp, not to mention massive mountains)
  • 42 new mobs (among them 4 bosses)
  • A smaller breed of Shoggoths (you know, those amorphous shape-shifting abominations mentioned in the Cthulhu mythos)
  • Evil animals (ever seen someone being killed by a pig? this mod has that, along with chickens and cows)
  • Mobs and animals composed of antimatter (usually a good idea to keep them from colliding with their regular counterparts, because physics)
  • 4 new dimensions (each more evil than the previous)
  • 15 new ores, among them 3 that generate in the Overworld
  • 2 new explosives (one is used a core component for the other)
  • Statues representing Great Old Ones
  • 17 new food items (among them flesh you probably shouldn't eat, food on plates and MREs)
  • 4 new Machines (allowing you to manipulate materials on a atomic level, or simply engrave coins)
  • 2 new trees (one found in the Overworld, other found in the second dimension)
  • 3 new potion effects (each in some way capable of converting an entity into another, whether it's a plague or simply antimatter)
  • 4 new enchantments (allowing you to spread plagues, or simply deal more damage to living shadows, among things)
  • A new magic system (using ancient grimoires and rituals)
  • A new form of energy (used in conduction with the aforementioned magic system)
  • And lastly a book that keeps track on information regarding most of these things (things not directly mentioned are likely not that tied to progression, but a section for misc information is being put together for that)
  • There also an API that you can interact with the mod through.

That should conclude all the features so far! More things are bound to be added, and I'm open for suggestions. check out the wiki for more info (it's currently not finished yet)

Installing the mod:
Here's an installation video provided by oSPARKSoYT
klfjlk5tt-w


Mod spotlight by Space55:
8WbiGrg2LRs


Mod showcase by PopularMMOs:
WxUw1_JtWlw


Mod showcase by TheDiamondMinecart:
JmyViVYZZDE



Donating

If you like my mod, and want it to evolve even more, feel free to donate so I can get new tools to use in developing. Any given amount is appreciated. Donation button is currently broken, so you'll have to donate on my curse page, Click here and click on the "donate" button in order to donate. Otherwise clicking the picture below also works, if that suits you better.


Supporters
People who have donated to support the development of AbyssalCraft will be listed here:
Enfalas
Saice Shoop
Goshen
Minecreatr
Kendoshii
dirt_sword
Tedyhere


Server hosting
A2G
I'm sponsored by Aim2Game, and you can use the following codes for discounts on your own server!
ABYSSAL25 - 25% off for life for new customers
ABYSSAL50 - 50% off first month for new customers


Modpack
Click to reveal
Want my mod in a modpack? Sure, go ahead, but follow these small steps, and you have my approval:
1. On the website where the modpack is, credit me and provide a link back to this page.
2. (optional) Send me a message or comment here that you made a modpack, and provide a link to it.

Follow those 2 steps, and you have my approval of including my mod in your modpack.

Modpacks where AbyssalCraft is featured:
Click to reveal
You can find a list here. If your pack isn't listen, I suggest yelling at me and tossing me a link to said pack.

Things you are not allowed to do regarding modpacks:
Click to reveal
1. Use any form of ad mirror on the download link for said modpack when it comes to redistribution (this should never be a problem if the pack is hosted in Techniclauncher/FTB)
2. You are not allowed to make any money off of my mod.

For adventure/RPG styled modpacks
Click to reveal
I've made a small add-on that gives you head icons for each mob in AbyssalCraft (apart from Depths Ghouls, who already has head blocks). They can be used for quest icons and other things.
You can download it here.



REDISTRIBUTION RULES (IMPORTANT)
Click to reveal
Redistributing my mod is only allowed if you do it the right way, which is the following:
1. You are not allowed to make ANY revenue off of my material (use any form of ad mirror, force any form of payment prior to download)
2. You provide a link back to this page (notifying visitors that this is the original source of the mod)
3. You redirect ANY download to this page (or use MY Adf.ly links, which can be found at the download section)
4. You use your own pictures, or the ones found on my threads or on my wiki (in which case you don't watermark them are your own, since they are not yours AT ALL)
5. Credit ME, since I'm the reason this mod even exists.
6. Personally PM me asking if you could post my mod on your website, while providing me with information that shows you're also following the steps above.

If you fail to follow these guidelines, I will take legal actions against you and your website in the near future.



Copyright
Click to reveal
TERMS AND CONDITIONS
0. USED TERMS
MOD - modification, plugin, a piece of software that interfaces with the Minecraft client to extend, add, change or remove original capabilities.
MOJANG - Mojang AB
OWNER - shinoow, Original author(s) of the MOD. Under the copyright terms accepted when purchasing Minecraft (http://www.minecraft.net/copyright.jsp) the OWNER has full rights over their MOD despite use of MOJANG code.
USER - End user of the mod, person installing the mod.

1. LIABILITY
THIS MOD IS PROVIDED 'AS IS' WITH NO WARRANTIES, IMPLIED OR OTHERWISE. THE OWNER OF THIS MOD TAKES NO RESPONSIBILITY FOR ANY DAMAGES INCURRED FROM THE USE OF THIS MOD. THIS MOD ALTERS FUNDAMENTAL PARTS OF THE MINECRAFT GAME, PARTS OF MINECRAFT MAY NOT WORK WITH THIS MOD INSTALLED. ALL DAMAGES CAUSED FROM THE USE OR MISUSE OF THIS MOD FALL ON THE USER.

2. USE
Use of this MOD to be installed, manually or automatically, is given to the USER without restriction.

3. REDISTRIBUTION
This MOD may only be distributed where uploaded, mirrored, or otherwise linked to by the OWNER solely. All mirrors of this mod must have advance written permission from the OWNER. ANY attempts to make money off of this MOD (selling, selling modified versions, adfly, sharecash, etc.) are STRICTLY FORBIDDEN, and the OWNER may claim damages or take other action to rectify the situation. Read the redistribution rules for more information.

3.1 MODPACKS
You are allowed to include this MOD in a modpack, as long as you follow the modpack terms (found in the lower section of the post). As long as you follow the terms listed there, you are allowed to redistribute this MOD in said modpack.

I'd be glad if you could give me a diamond :D
If you want more updates on things, follow me on Twitter or check out my Youtube channel(I sometimes post videos previewing things).
Progress90% complete
Game VersionMinecraft 1.12.2
Tags

97 Update Logs

1.9.4.8 : 04/21/2018 3:33:23 pmApr 21

  • Dreadguards are now regarded as undead
  • Changed the particles used in the Dreadguard/Cha'garoth barf attack (since they're not breathing fire)
  • The plagues no longer reinfect their host (effectively refreshing themselves)
  • Lesser Shoggoth acid projectiles can now be blocked with a shield (the player will still take half a heart of damage)
  • Added a config option to toggle whether or not shields can block acid projectiles
  • Statues don't trigger disruptions inside Omothol
  • If a Lesser Shoggoth has a target when it spawns an offspring, it has a 33% chance of throwing it at the target
  • Added a config option for the minimum Block Hardness required to stop Shoggoth Acid from destroying the Block
  • Abyssal Zombies now attack Villagers
  • Sacthoth no longer despawns in the Dark Realm
  • Asorah now has full knockback resistance (you're gonna need bigger arrows)
LOAD MORE LOGS

Comments : 82

Login or register to post a comment.

Show Comments

1 - 50 of 82

This is weird, and large mod. I'm going to try it someday, lol.
Every time i try to load this mod, my game says im missing mods that it needs to run, any idea what i need?
  • JezPlays
  • Level 1
  • New Miner
  • June 6, 2017, 5:40 pm
If you currently have a world, if you install this mod, will you have to create a new world? Or will the biome spawn in parts of your world that you havent explored yet?
  • Shinoow
  • Level 48
  • Master Modder
  • June 7, 2017, 12:54 pm
They will begin to spawn in unexplored areas.
Hey, will you be able to actually fight the real old ones or just more puppets? Either way this is one of the best mods I've played since TLON that was discontinued...I think. I haven't checked since last year. Anyway good luck in the future!
  • InChi
  • Level 1
  • New Explorer
  • May 20, 2016, 3:53 am
If I install 1.9.4 mod version on minecraft v1.9, is it possible to work?
  • Shinoow
  • Level 48
  • Master Modder
  • May 20, 2016, 12:31 pm
It will not, as there were a lot of small changes in code across the two versions (but the changes were large enough to breaking compatibility). But you can download a 1.9 version over at the Minecraftforums thread (button underneath the download button).
  • InChi
  • Level 1
  • New Explorer
  • May 20, 2016, 2:08 pm
Yeah, i already did m8 :D, thanks for help
that's awesome dude !
  • DudeJawayJr
  • Level 30
  • Artisan Dragon
  • April 11, 2016, 12:29 am
Why does this remind me of Terraria? Anyway, awesome mod!
  • Shinoow
  • Level 48
  • Master Modder
  • May 20, 2016, 12:27 pm
Could have something to do with the corruption being in a similar color to that of the Darklands (although, the corruption is a big more purple) :P
  • DudeJawayJr
  • Level 30
  • Artisan Dragon
  • May 26, 2016, 8:11 pm
You kinda forgot about the Crimson, but MEH!
  • saccularius
  • Level 12
  • Journeyman Warrior
  • September 30, 2015, 12:48 pm
How do you get dreadium?
  • Shinoow
  • Level 48
  • Master Modder
  • October 1, 2015, 3:00 am
By transmuting Dreaded Shards of Abyssalnite, dropped by Dreadguards. When you have enough Dreadium (2 blocks/18 ingots) to make a Crystallizer, you can obtain Dreadium Crystal Shards from just about anything labeled "Dreaded Abyssalnite", which can then be transmuted into Dreadium Ingots/Nuggets (the shards themselves will yield nuggets, but you can combine 9 shards to form a crystal, which will yield a ingot when transmuted).
  • EndTEmpire
  • Level 1
  • New Explorer
  • May 30, 2015, 9:53 pm
Aye bro, nice mod!
  • Lsoulrt
  • Level 1
  • New Miner
  • March 16, 2015, 7:16 pm
Can i ask you about your mod?
  • Shinoow
  • Level 48
  • Master Modder
  • March 17, 2015, 12:47 am
Sure, what's up?
  • Lsoulrt
  • Level 1
  • New Miner
  • March 17, 2015, 5:24 am
tell me how you got idea for the  other worlds that you put into minecraft
Will any mobs spawn in the Omothol Dimension?
  • Shinoow
  • Level 48
  • Master Modder
  • December 30, 2014, 11:11 am
There will be mobs that spawn there, I just haven't finished making the models for them (and a few mechanics).
Okay.
  • Shinoow
  • Level 48
  • Master Modder
  • July 26, 2014, 1:16 am
Okay, the release of AbyssalCraft 1.7 will be slightly delayed, as I'm heading out on a 1 week vacation in Greece in a few hours, but I will be back home on August 2nd, so the development will continue on that day. The main reason I haven't tossed out any pre-release is that I want this update to be completed before I release it, and currently there's a few things missing (couple of block models, 4 mob models, structure generation code and some more stuff). The sudden temperature increase in my country has also made it more difficult to code, with my entire room turning into an sauna after an hour on the computer, but I promise that the 1.7 update will come out not to far after I get back, just need to do the finishing touches along with the last planned implementations.
  • Retinazer
  • Level 1
  • New Explorer
  • July 6, 2014, 12:11 pm
i tested it again but it still wont work! i used the last update!
---- Minecraft Crash Report ----
// Quite honestly, I wouldn't worry myself about that.

Time: 07.07.14 0:10
Description: There was a severe problem during mod loading that has caused the game to fail

cpw.mods.fml.common.LoaderException: java.lang.NoSuchFieldError: field_150354_m
at cpw.mods.fml.common.LoadController.transition(LoadController.java:163)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:500)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:194)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:495)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:850)
at net.minecraft.client.main.Main.main(SourceFile:103)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:134)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
Caused by: java.lang.NoSuchFieldError: field_150354_m
at com.shinoow.abyssalcraft.common.items.ItemDarkstoneShovel.<clinit>(ItemDarkstoneShovel.java:31)
at com.shinoow.abyssalcraft.AbyssalCraft.preInit(AbyssalCraft.java:783)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:536)
at sun.reflect.GeneratedMethodAccessor3.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:209)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:188)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:119)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:498)
... 10 more


A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------

-- System Details --
Details:
Minecraft Version: 1.7.2
Operating System: Windows 8.1 (amd64) version 6.3
Java Version: 1.7.0_60, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 148210264 bytes (141 MB) / 362283008 bytes (345 MB) up to 954728448 bytes (910 MB)
JVM Flags: 2 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v9.01-pre FML v7.2.116.1024 Minecraft Forge 10.12.0.1024 16 mods loaded, 16 mods active
mcp{8.09} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized
FML{7.2.116.1024} [Forge Mod Loader] (forge-1.7.2-10.12.0.1024.jar) Unloaded->Constructed->Pre-initialized
Forge{10.12.0.1024} [Minecraft Forge] (forge-1.7.2-10.12.0.1024.jar) Unloaded->Constructed->Pre-initialized
CodeChickenCore{1.0.0} [CodeChicken Core] (minecraft.jar) Unloaded->Constructed->Pre-initialized
TooManyItems{1.7.2} [TooManyItems] (minecraft.jar) Unloaded->Constructed->Pre-initialized
abyssalcraft{1.6.0} [AbyssalCraft] (AbyssalCraft-1.7.10-1.6.0.jar) Unloaded->Constructed->Errored
accore{1.1.0} [AbyssalCraft Core] (AbyssalCraft-1.7.10-1.6.0.jar) Unloaded->Constructed->Pre-initialized
DamageIndicatorsMod{3.1.2} [Damage Indicators] (Damage-Indicators-Mod-1.7.2.jar) Unloaded->Constructed->Pre-initialized
eternisles{Alpha 1.5} [Eternal Isles] (Eternal-Isles-Mod-1.7.2.jar) Unloaded->Constructed->Pre-initialized
farlanders{1.2a} [The Farlanders] (farlanders-1.7.2-v1.2a.jar) Unloaded->Constructed->Pre-initialized
footpaths{1.0} [Footpaths] (Footpaths-1.0.jar) Unloaded->Constructed->Pre-initialized
Roguelike{1.3.3} [Roguelike Dungeons] (Roguelike-Dungeons-Mod-Forge-1.7.2 (1).jar) Unloaded->Constructed->Pre-initialized
Sentries{1.7.2} [Sentries] (sentries.zip) Unloaded->Constructed->Pre-initialized
SOIAPICore{v0.1} [SwordsofIsraphel API] (SwordsofIsraphel-0.4.jar) Unloaded->Constructed->Pre-initialized
soi{v0.4} [Swords of Israphel] (SwordsofIsraphel-0.4.jar) Unloaded->Constructed->Pre-initialized
voxelmap{1.7.2} [VoxelMap] (Zans-Minimap-Mod-1.7.2.jar) Unloaded->Constructed->Pre-initialized
  • Shinoow
  • Level 48
  • Master Modder
  • July 6, 2014, 1:08 pm
2 things:
1. "Minecraft Forge 10.12.0.1024", are you really sure you have updated forge?
2. the latest version available now is a port for 1.7.10, so it shouldn't work with 1.7.2, if you don't have the .jar file for the 1.7.2 version, you can fetch a new one here.
  • Retinazer
  • Level 1
  • New Explorer
  • July 6, 2014, 3:17 pm
damn it it still doesnt work! ughhhh.

---- Minecraft Crash Report ----
// Don't do that.  <------- Minecraft is right!

Time: 07.07.14 3:16
Description: There was a severe problem during mod loading that has caused the game to fail

cpw.mods.fml.common.LoaderException: java.lang.NoSuchFieldError: warmBiomes
at cpw.mods.fml.common.LoadController.transition(LoadController.java:163)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:500)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:194)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:495)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:850)
at net.minecraft.client.main.Main.main(SourceFile:103)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:134)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
Caused by: java.lang.NoSuchFieldError: warmBiomes
at com.shinoow.abyssalcraft.AbyssalCraft.preInit(AbyssalCraft.java:1061)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:536)
at sun.reflect.GeneratedMethodAccessor3.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:209)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:188)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:119)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:498)
... 10 more


A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------

-- System Details --
Details:
Minecraft Version: 1.7.2
Operating System: Windows 8.1 (amd64) version 6.3
Java Version: 1.7.0_60, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 122416064 bytes (116 MB) / 335020032 bytes (319 MB) up to 954728448 bytes (910 MB)
JVM Flags: 2 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v9.01-pre FML v7.2.116.1024 Minecraft Forge 10.12.0.1024 18 mods loaded, 18 mods active
mcp{8.09} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized
FML{7.2.116.1024} [Forge Mod Loader] (forge-1.7.2-10.12.0.1024.jar) Unloaded->Constructed->Pre-initialized
Forge{10.12.0.1024} [Minecraft Forge] (forge-1.7.2-10.12.0.1024.jar) Unloaded->Constructed->Pre-initialized
CodeChickenCore{1.0.0} [CodeChicken Core] (minecraft.jar) Unloaded->Constructed->Pre-initialized
TooManyItems{1.7.2} [TooManyItems] (minecraft.jar) Unloaded->Constructed->Pre-initialized
FamiliarsAPI{1.7.2c} [Familiars API] (FamiliarsAPI-1.7.2c.jar) Unloaded->Constructed->Pre-initialized
abyssalcraft{1.6.0} [AbyssalCraft] (AbyssalCraft-1.7.2-1.6.0.jar) Unloaded->Constructed->Errored
accore{1.1.0} [AbyssalCraft Core] (AbyssalCraft-1.7.2-1.6.0.jar) Unloaded->Constructed->Pre-initialized
DamageIndicatorsMod{3.1.2} [Damage Indicators] (Damage-Indicators-Mod-1.7.2.jar) Unloaded->Constructed->Pre-initialized
FamiliarsDefaultMobPack{1.7.2b} [DefaultMobPack] (FamiliarsDefaultMobPack-1.7.2b.jar) Unloaded->Constructed->Pre-initialized
FamiliarsExtendedFamPack{1.7.2b} [ExtendedFamPack] (FamiliarsExtendedFamPack-1.7.2b.jar) Unloaded->Constructed->Pre-initialized
farlanders{1.2a} [The Farlanders] (farlanders-1.7.2-v1.2a.jar) Unloaded->Constructed->Pre-initialized
footpaths{1.0} [Footpaths] (Footpaths-1.0.jar) Unloaded->Constructed->Pre-initialized
Roguelike{1.3.3} [Roguelike Dungeons] (Roguelike-Dungeons-Mod-Forge-1.7.2 (1).jar) Unloaded->Constructed->Pre-initialized
Sentries{1.7.2} [Sentries] (sentries.zip) Unloaded->Constructed->Pre-initialized
SOIAPICore{v0.1} [SwordsofIsraphel API] (SwordsofIsraphel-0.4.jar) Unloaded->Constructed->Pre-initialized
soi{v0.4} [Swords of Israphel] (SwordsofIsraphel-0.4.jar) Unloaded->Constructed->Pre-initialized
voxelmap{1.7.2} [VoxelMap] (Zans-Minimap-Mod-1.7.2.jar) Unloaded->Constructed->Pre-initialized
  • Retinazer
  • Level 1
  • New Explorer
  • July 6, 2014, 3:16 pm
oh ok. i had the one for 1.7.10 . hope this one works! i will test it now...
  • Shinoow
  • Level 48
  • Master Modder
  • July 6, 2014, 9:32 am
The "game version" thingy at the bottom of the page before the comments field will remain at "1.7.2" until PMC adds the option to select 1.7.10. Just pointing that out.
  • Retinazer
  • Level 1
  • New Explorer
  • July 5, 2014, 1:25 pm
please help!
  • Shinoow
  • Level 48
  • Master Modder
  • July 6, 2014, 8:40 am
You need to update Forge to at least version 10.12.1.1112, it should solve your problem
  • Retinazer
  • Level 1
  • New Explorer
  • July 6, 2014, 10:15 am
im on 10.12.2.1121!
  • Retinazer
  • Level 1
  • New Explorer
  • July 5, 2014, 1:21 pm
---- Minecraft Crash Report ----
// Ouch. That hurt :(

Time: 06.07.14 1:16
Description: There was a severe problem during mod loading that has caused the game to fail

cpw.mods.fml.common.LoaderException: java.lang.NoSuchFieldError: warmBiomes
at cpw.mods.fml.common.LoadController.transition(LoadController.java:163)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:500)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:194)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:495)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:850)
at net.minecraft.client.main.Main.main(SourceFile:103)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:134)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
Caused by: java.lang.NoSuchFieldError: warmBiomes
at com.shinoow.abyssalcraft.AbyssalCraft.preInit(AbyssalCraft.java:1061)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:536)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:209)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:188)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:119)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:498)
... 10 more


A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------

-- System Details --
Details:
Minecraft Version: 1.7.2
Operating System: Windows 8.1 (amd64) version 6.3
Java Version: 1.7.0_60, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 172789328 bytes (164 MB) / 359661568 bytes (343 MB) up to 954728448 bytes (910 MB)
JVM Flags: 2 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v9.01-pre FML v7.2.116.1024 Minecraft Forge 10.12.0.1024 12 mods loaded, 12 mods active
mcp{8.09} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized
FML{7.2.116.1024} [Forge Mod Loader] (forge-1.7.2-10.12.0.1024.jar) Unloaded->Constructed->Pre-initialized
Forge{10.12.0.1024} [Minecraft Forge] (forge-1.7.2-10.12.0.1024.jar) Unloaded->Constructed->Pre-initialized
CodeChickenCore{1.0.0} [CodeChicken Core] (minecraft.jar) Unloaded->Constructed->Pre-initialized
TooManyItems{1.7.2} [TooManyItems] (minecraft.jar) Unloaded->Constructed->Pre-initialized
abyssalcraft{1.6.0} [AbyssalCraft] (AbyssalCraft-1.7.2-1.6.0 (2).jar) Unloaded->Constructed->Errored
accore{1.1.0} [AbyssalCraft Core] (AbyssalCraft-1.7.2-1.6.0 (2).jar) Unloaded->Constructed->Pre-initialized
aa2{PR-5} [Arcane Ascension 2] (Arcane-Ascension-Mod-1.7.2.jar) Unloaded->Constructed->Pre-initialized
DamageIndicatorsMod{3.1.2} [Damage Indicators] (Damage-Indicators-Mod-1.7.2.jar) Unloaded->Constructed->Pre-initialized
eternisles{Alpha 1.5} [Eternal Isles] (Eternal-Isles-Mod-1.7.2.jar) Unloaded->Constructed->Pre-initialized
Roguelike{1.3.3} [Roguelike Dungeons] (Roguelike-Dungeons-Mod-Forge-1.7.2 (1).jar) Unloaded->Constructed->Pre-initialized
voxelmap{1.7.2} [VoxelMap] (Zans-Minimap-Mod-1.7.2.jar) Unloaded->Constructed->Pre-initialized

please help! i really want to have this mod!!!
Awesome mod dude I am using this in my modded survival series :D
  • Shinoow
  • Level 48
  • Master Modder
  • April 13, 2014, 7:51 am
Nice, I'll be sure to check that series out!
the first vid is up now, dont think anything from this mod is in it but the second episode may
www.youtube.com/user/larsthescout
  • xonight
  • Level 1
  • New Miner
  • January 10, 2014, 2:11 pm
i have 3 things to say about this awesome mod first is its a really great idea and awesomely coded second is that the second key when right clicking with it but it says in chat nothing happend not sure if this is a bug or it is just a to be added thing and finally great job on the mod
  • Shinoow
  • Level 48
  • Master Modder
  • January 10, 2014, 3:51 pm
The second key can only be used while inside the first dimension.
  • xonight
  • Level 1
  • New Miner
  • January 10, 2014, 5:10 pm
ah i guess that makes sense thank you for that clarification also i like that hidden item you put in the mod :3
  • Sal90
  • Level 1
  • New Miner
  • December 30, 2013, 7:05 am
Awesome mod! Can i add this to my Modpack??
  • Shinoow
  • Level 48
  • Master Modder
  • December 30, 2013, 9:53 am
Sure, just include a link to this thread and credit me.
This mod is amazing and not popular enough, but I have a suggestion:
[size=10pt]Some type of undead or corrupted type of creeper that spawns in the biome and the dimension, and I think Endermen should spawn in the biome[/size]
  • Shinoow
  • Level 48
  • Master Modder
  • October 15, 2013, 10:33 pm
I have actually thought of making a "suicide bomber" kind of mob running around holding a tnt.
  • CEclipse
  • Level 1
  • New Explorer
  • October 14, 2013, 10:45 am
Yes! YES! it is updated thnk u! Anywayz I was wondering, how do mods get updated for new versions of minecraft? Just out of curiosity.
  • Shinoow
  • Level 48
  • Master Modder
  • October 14, 2013, 11:04 am
It starts with mojang updating minecraft. What happens after that is unknown to me, but somehow the mcp team has the sourcecode deopfuscated, and then the forge team proceeds updating their stuff and implement new things, after they have reached a point where they have a stable build, they upload it on their website, and then modders (like me) download the src part there, and recieve a installer that installs mcp and then mods mcp with the source version of forge. Then it's just up to the modder to put in his/hers sourcecode and start fixing errors and write new code depending on what has changed since the last version, and when they have no errors left and everything's working, they reobfuscate the sourcecode and then upload it so that other people can enjoy it. That should sum up your question :P
  • CEclipse
  • Level 1
  • New Explorer
  • October 14, 2013, 1:38 pm
sorry if im blabbering too much but i just tested the mod out in testing world and it is AMAZING!!! but 2 useful tips i think u should consider--- 1) wen in the abyssal creative inventory, the inventory should be seperated from other inventories (if it is possible). this is becuz i hav other mods running along with this one (twilight forest and erebus mod) so the inventories from the other mods are kinda mixed up with the inventory of this mod. 2) wen in the abyss dimension, the dragon looks like an ender dragon and sound like one. try to make this one unique and maybe hav som special abilities. im just giving some suggestions not trying to be rude :) other than that, i believe this mod is a HUGE SUCCESS AND I MEAN IT! great job and keep up with the good work!
  • CEclipse
  • Level 1
  • New Explorer
  • October 14, 2013, 1:09 pm
also, would this mod able to generate the darklands biome in the overworld on a previously used world before this mod installation took place such as my survival world which i started playing since a couple months ago?
  • CEclipse
  • Level 1
  • New Explorer
  • October 14, 2013, 12:54 pm
so basicaly your saying that modders (like you) put their source code into the new version of mcp and start testing it to see if it is compatible with the new version of minecraft?
  • Shinoow
  • Level 48
  • Master Modder
  • October 14, 2013, 10:09 pm
Thanks for all the great feedback!
1. I have been thinking of making a separate inventory with some more equipment slots (similar to the one in galatcicraft)
2. The dragons (both the regular spawning one and the boss) are WIP, as well as the sounds on every other mob, I have in mind of making it so that all the mobs have individual sounds in the next version, and add some kind of fireball that the dragons occasionally shoots at the player.
3. There is a way for my biome to start generating in world made before instaling the mod, it might show up by itself in new chunks, otherwise there is a way that will make it able to happen a lot easier. Every world save has a folder called "region", that files contains all chunks that has been loaded in that world (tip, backup the world before trying this), deleting some of the files in there will make the world regenerate those chunk areas, but if the wrong files are deleted, things you've made in that world will be turned into undiscovered land, but it will make the biome appear in some of the chunks.
4. Modders put their sourcecode inside mcp and test it for compability, yes. Although, we have to adjust the code to any new changes made in forge, depending on how much mojang changed in the code between the versions.
  • Shinoow
  • Level 48
  • Master Modder
  • October 13, 2013, 2:02 pm
Crap, just noticed I put the wrong download URL, anyone who's tried downloading the mod with the URL it had, I'm sorry for not noticing this error until now.
  • CEclipse
  • Level 1
  • New Explorer
  • October 13, 2013, 10:39 am
this seems pretty cool. wish it was for version 1.6.4. hope yur wrking on it. anyway, i gave u a diamond! XD
  • Shinoow
  • Level 48
  • Master Modder
  • October 13, 2013, 11:54 am
Yeah, almost forgot for a second that there has been a new minecraft version for a few weeks. I'll toss out a 1.6.4 port today or tomorrow, depending on how much I need to change when updating.
  • CEclipse
  • Level 1
  • New Explorer
  • October 13, 2013, 12:35 pm
thx! looking forward to this mod! :D
  • Shinoow
  • Level 48
  • Master Modder
  • October 14, 2013, 7:34 am
The 1.6.4 port is live! Check it out
  • creepers r us
  • Level 15
  • Journeyman Unicorn
  • September 18, 2013, 9:52 am
Can i use this in a mod pack?
  • Shinoow
  • Level 48
  • Master Modder
  • September 18, 2013, 10:46 am
Sure, go ahead, just follow 2 steps:
1. provide a link to this post (or the one I made at mcforums) with credits to me.
2. send me a link to the page where the modpack is.
If the modpack is private, you can pretty much disregard this.
  • Shinoow
  • Level 48
  • Master Modder
  • July 4, 2013, 1:38 pm
I was thinking of waiting with releasing 1.3.0 here until I had a 1.6.1 port, but since I released it 2 days ago on mcforums, I might aswell release the 1.5.2 version of it here.
And the portal works :D
When I use the gatekey, it spawns the portal, but it's not lit, and Im not sure how to. Anysuggestions on how to light it because I've tried, Flint and steel, Gatekey (Inside the portal), that fusing tool (Looks like a ball, infuses abyssalnite. and quite a few other Items incase I missed something.
  • Shinoow
  • Level 48
  • Master Modder
  • June 29, 2013, 6:50 am
The portal has been messing up since I updated the mod to 1.5.2. I'm currently working on getting both the gateway key and the portal working normally, it should be fixed in the next version. The portal is suposed to be activated right away when the key is used, but currently the portal blocks destroy eachother when they are created next to eachother.
seems interesting.... i love mods that add new dimensions, like the Aether Mod, because it adds a whole new level to minecraft. I'm gonna keep an eye on this mod till you get the portal key done. seems pretty good otherwise
  • Shinoow
  • Level 48
  • Master Modder
  • June 19, 2013, 10:18 am
Sadly, the portal key broken when I updated to 1.5, otherwise it would be working normally, I might actually make it so that the key automatically teleports you to the dimension, well, temporary
How do you make the portal?
  • Shinoow
  • Level 48
  • Master Modder
  • June 18, 2013, 6:45 pm
The portal can be created by using the "Gateway Key" item, but currently there's some issues with some of the metadata in the code, so the portal blocks won't appear when the key is used, and the portal teleports the player in about 1 tick, so you basically get stuck when using the portal, it's an issue I'm trying to fix while adding new stuff
Ok
  • Gim949
  • Level 56
  • Grandmaster Programmer
  • June 18, 2013, 5:58 pm
Wow its a like a new nether except its a biome instead of a dimension
  • space55
  • Level 3
  • Apprentice Modder
  • June 2, 2013, 9:03 am
I made a mod spotlight, should you want it.
It is currently unlisted.
Here you go:
http://www.youtube.com/watch?v=8WbiGrg2LRs
  • Shinoow
  • Level 48
  • Master Modder
  • June 3, 2013, 5:46 am
Thanks alot man, added it to the post
  • space55
  • Level 3
  • Apprentice Modder
  • June 4, 2013, 2:42 pm
I had to fix a bug. Can you use this link instead?
youtu.be/fE2drvKSx80
  • Shinoow
  • Level 48
  • Master Modder
  • June 4, 2013, 10:39 pm
Can't, the link takes me to a video that's set as private.
  • space55
  • Level 3
  • Apprentice Modder
  • June 5, 2013, 10:52 am
I do believe it is not anymore. I will check on that!
  • space55
  • Level 3
  • Apprentice Modder
  • June 5, 2013, 10:52 am
I fixed it.
  • maithtyo
  • Level 12
  • Journeyman Artist
  • June 1, 2013, 11:50 am
Awesome! Diamond! :D
cool. Diamond for you
  • killianm97
  • Level 12
  • Journeyman Princess
  • December 22, 2012, 9:37 am
is this smp and is it compatible with tropicraft and twilight forest?
  • Shinoow
  • Level 48
  • Master Modder
  • December 26, 2012, 5:40 am
Currently ssp only, working on making it smp
  • vamper120
  • Level 1
  • New Miner
  • November 30, 2012, 11:20 am
whats the mob?
  • Shinoow
  • Level 48
  • Master Modder
  • December 1, 2012, 3:41 am
The mob is a new type of undead, called "Dephs ghoul". They only spawn in the darklands at night, and the texture on them is still screwing up, I may have to set a temporary one for them

1 - 50 of 82

Show Comments

Search

Browse

Site

© 2010 - 2018
planetminecraft.com

Welcome