I think this is a great idea. I actually had a similar idea and am starting a project, but with a couple differences...
no configs - Mine will have a config that is can be overridden in game or that can contain Mod preset quests that can be disabled in config or in game.
all in game config - See above
no commands - Mine will include the option of doing things via command since it is sometimes faster.
Op pulls in block, possible 2 blocks high like a refrigerator - I am going to have a special item for this instead of a block however you can set a sign with a quest by hitting it with the special item.
right clicks block and gets a gui - See above
gui has 2 slots - Optional slots for extended possibilities with quests
slot one is titled condition, and a ghosted quantity of items is put there
slot two is titled rewards, where another ghosted quantity of items is located
op then puts a sign or more on the machine sides or near (not required by the mod) explaining the quest
player right clicks machine, end is instructed to fill in condition requirement until the reward becomes unghosted - Give the option to have an NPC give the quest (think like villagers but a bit more info for players than is provided by the villager gui)
at which time they take the reward and the condition self nukes - If this is a NPC than they would just give the item and leave/have a new quest/ or the sign assigned the quest is destroyed
completion is stored in the scoreboard
there could probably be an option where if op places an repeater in a slot, that it becomes a repeatable quest - Also the option to do this through commands since my mod will have some option commands for ease of use.
My mod will be available for 1.9.4+ once it is done.
Well going by "java.lang.IllegalAccessError: tried to access field net.minecraftforge.event.entity.EntityEvent.entity from class portablejim.veinminer.core.EntityDropHook" I'd guess it is from one of these 2.
So H2 is like SQL for Java. I don't know what that specific database is, but assuming that it is some type of database with player data in it. Is it possible to backup your server data and then delete the database (since you backed it up somewhere else)?
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I think this is a great idea. I actually had a similar idea and am starting a project, but with a couple differences...
My mod will be available for 1.9.4+ once it is done.
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You should not be distributing Mojang's actual Minecraft jar. What do you need their permission for?
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Well going by "java.lang.IllegalAccessError: tried to access field net.minecraftforge.event.entity.EntityEvent.entity from class portablejim.veinminer.core.EntityDropHook" I'd guess it is from one of these 2.
UCHIJAA VeinMiner{0.31.5_build.unknown} [Vein Miner] (VeinMiner-1.9_0.31.5.unknown.jar)
UCHIJAA VeinMinerModSupport{0.31.5_build.unknown} [Mod Support] (VeinMiner-1.9_0.31.5.unknown.jar)
Hope this helps!
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Oh, I meant that previously you could see they were disabled. Now you have removed them it looks like. I meant to enable the disabled core mods.
UD mdecore-core{1.0} [MDE Core - ASM Tweaks] (minecraft.jar)
UD craftingharmonicsPreloader{1.9.4-1.4.3} [Crafting Harmonics Preloader] (minecraft.jar)
In the second paste they were not present. Are any of the other mods using those core mods?
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UCE Lockdown{2.0.0} [Lockdown] (Lockdown-universal-1.7.2-2.0.0.0.jar)
That E means it errored. Try removing that one and see if it still crashes
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Chickens that run away when you have seeds in your hand :D
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So H2 is like SQL for Java. I don't know what that specific database is, but assuming that it is some type of database with player data in it. Is it possible to backup your server data and then delete the database (since you backed it up somewhere else)?
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It looks like 2 coremods are disabled. Is that on purpose?
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http://minecraft.curseforge.com/projects/rainbowwool
There you go :p
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Did anyone do this? I am going now for 1.9.4 to because it is a fun easy project :p
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Sounds like a cool idea, but I have a few questions/comments about your vision.
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One option, although time consuming..... You could remove each mod and run the client over and over to see which mod(s) is/are causing the conflict.