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A pretty-big Minecraft Forge modpack focusing on nature, architechure, and a little technology. Designed to run on a multiplayer server, but it will work fine in singleplayer also. Currently requires Minecraft 1.18.2.

minecraft minecraft-forge-mod minecraft-server

gaia-modpack's People

Contributors

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Watchers

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gaia-modpack's Issues

Using the earthbore gauntlet causes local game to crash

Overview

  • A user reported that use of the earthbore gauntlet causes the local game to crash.
  • This item is part of Mowsie's Mobs.
  • This is a bug, according to the Mowsie's Mobs GitHub.
    • Other animated items from the mod may also cause crashing (ferrous wroughtnaught axe, heliomancy laser blast).
    • The dev suggested that users running 1.5.29 of the mod update it to 1.5.30.
    • We are already running 1.5.30, however, so it is unclear why we are also encountering the issue.

To-Do

  • See if the problematic tools can be disabled, such as via a config file. 1
  • See if there is another suggested fix, such as a patch or update.
  • Update Mowsie's Mobs mod to 1.5.31.

Footnotes

  1. I looked through mowziesmobs-client.toml and mowziesmobs-common.toml, and I didn't find any options to disable specific items.

Galosphere *Fabric* mod was installed by mistake

Overview

  • It looks like the Fabric version of the Galosphere was installed in a previous iteration, rather than its Forge equivalent.
  • The filename did not specify "Fabric," so this may be why this error was not caught.
  • However, the CurseForge repository (at least as of today) does clearly indicate that it is for Fabric.
  • This issue did not seem to cause any problems with gameplay. If any errors appeared in the logs, they weren't noticed.
  • Presumably, this issue can be resolved by removing the incorrect version and replacing it with the correct one.

To Do

  • Replace Fabric version of mod with Forge equivalent

Screenshots

Incorrect file on CurseForge.com

Incorrect file in File Explorer

Config file(s) missing from modpack

Overview

  • During testing, one or more config files were generated automatically, but missing from the modpack itself.
  • This would be a problem for config files that have custom (non-default) settings.
  • Applies to:
    • Castle in the Sky

To Do

  • Add Castle in the Sky config file to modpack
    • For details, see #27
  • Look for others 1

Footnotes

  1. Added the following four files:
    botania-client.toml
    botania-common.toml
    jmi-client.toml
    sidebar_buttons.json

Importing with ATLauncher & 'incorrect' modpack name

Overview

  • When importing one of my custom modpacks into ATLauncher, it may suggest a name that I'm not expecting, e.g., the old modpack's name.
  • It seems that this 'incorrect' name may be coming from a config file, i.e., and artifact of the previous modpack. (See screenshot.)

To Do

  • See if it is possible to prevent this problem from occurring.
    • Ideas: delete the config file (will it auto-generate?), programmatically update the name, see if AT Launcher can be configured to stop looking at the config file and/or refer to something else, e.g., the filename.

Screenshot(s)

File Explorer and open config file

  • Note difference between filename ("...303c...") and name property ("...293...).
  • Suggested name may be coming from the latter.

image

Release final modpack

Overview

  • This issue outlines the tasks that should be completed/considered before or during the final release of the next modpack.

General To Do

  • Decide on a final modpack name, e.g. 'Gaia.'
  • Fix: #29
  • Make sure there are no other outstanding issues that will effect this release.

Maybe To Do

  • Remove 'The Undergarden' (see #13 )
  • Make more changes to structure spawn rates (see #2 )

Post-Release Considerations

Log errors: Dynamic Lights mod

Overview

  • The Minecraft log displays several errors related to the Dynamic Lights mod.
    • For example:
      [03Dec2022 14:55:16.770] [Worker-Main3/WARN] [net.minecraft.client.resources.model.ModelBakery/]: Exception loading blockstate definition: dynamiclights:blockstates/lit_air.json: java.io.FileNotFoundException: dynamiclights:blockstates/lit_air.json
      [03Dec2022 14:55:16.771] [Worker-Main3/WARN] [net.minecraft.client.resources.model.ModelBakery/]: Exception loading blockstate definition: 'dynamiclights:blockstates/lit_air.json' missing model for variant: 'dynamiclights:lit_air#power=10'
      
  • This was reported to the dev on their GitHub issue page.
    • The dev said it was normal behavior.
    • They closed the issue.
    • They wrote: "It is caused by me defining these blocks programatically and not providing any of the expected json data (for hitbox, textures etc). That is intentional. These are fake block placeholders, their only purpose is to emit light."
    • More details here: AtomicStryker/atomicstrykers-minecraft-mods#456

Totem of Holding is active again

Overview

  • Following the release of Gaia 1.0.0 (MM-2022-306a), I discovered that the Totem of Holding was active again.
  • It had been disabled previously, but this occurred sometime before issues were being tracked on GitHub. The specific release/build wasn't recorded.

Image

To Do

  • Disable the feature in Quark's config file

Remove Undergarden mod

Overview

  • The Undergarden mod is very large and hard to test quickly & effectively.
  • We might consider adding it in a later release.
  • See also:

To Do

  • Remove mod

Extra & unneeded files taking up space

Summary

  • There are several files in the current modpack repo that are taking up valuable space and serve no value.
  • This includes screenshots, logs, (possibly) single-player world files, etc.

To-Do

  • Review and identify the files that meet the criteria above.
  • Remove any remaining "Xaero's" artifacts (see #1 )
  • Remove these files.

Castle-in-the-Sky is too far from worldspawn

Overview

  • The first castle in modpack/world MM-2022-305a spawned too far away.
  • It was 10K chunks away from the world spawn.
  • Indeed, the config file has as setting which ensures this minimum distance.
    • Config file: home/config/castle_in_the_sky-common.toml
    • Setting: castle_spawn_proof
  • Perhaps reduce value to 1024 chunks? (Equiv to 32 regions or 16384 blocks)
  • One wildcard is the "average" distance and other settings that can only be adjusted via custom datapack. (See screenshot.)
    • Will reducing the value significantly cause too many castles to spawn?

To Do

  • Reduce the castle_spawn_proof value 1
  • Related: #29

Screenshot

image


### The config file does not pre-exist in the modpack.
This file seems to be generated automatically when the world is created.
This is not a problem, except that any adjustments of the 'defaults' should probably take place before too many chunks are generated.

Footnotes

  1. Value reduced from 10000 to 1024.

Consider mods: Secret Rooms, The Undergarden, and Castle in the Sky

Overview

  • A player has proposed that we add three mods to our modpack.
    • Secret Rooms
    • The Undergarden
    • Castle in the Sky

To-Do

  • Test mods in a local world (containing only these instances)
  • Test 'Secret Rooms' in an updated modpack.
  • Test 'The Undergarden' in an updated modpack. 1
  • Test 'Castle in the Sky' in an updated modpack.

Footnotes

  1. This test was successful, but I'm currently in favor of removing it in the final release since it is so large, and it doesn't seem to add much to the game. Perhaps we can add it in a future release, though. I've asked other players for input. (EJM, 2022-11-02)

Modpack's options file may be problematic

Overview

  • The options.txt file in the current modpack is out of date.
  • It may include (my) personal vs. default settings.
  • It also includes keybinds for Xaero's mods, which was removed. (See #1)
  • Ideally, it should be adjusted for proper use of the FTBChunks mod.
    • See also: #25
  • Pre-defining options for players can pose an issue howeer, becasue it can end up overriding their personalized settings, particularly when a modpack is updated.
  • There are a couple of interesting-looking options to resolve this issue, but I don't have time to learn/test/deploy fix before the next modpack release.

To Do

  • Delete the options.txt file in the current modpack.
  • Revisit this issue from time-to-time.

Xaero's maps has a bad UI

Overview

  • The main Xaero's Maps mod has a bad UI, especially when reviewing settings or working with waypoints.
  • This mod integrates with other mods from the same developer, such as Xaero's Minimap and a claims/party mod.
  • Better map mods are available, albeit also imperfect.

To-Do

  • Delete/disable all the "Xaero's" mods (map/minimap/claims/etc.)
  • Add the JourneyMap mod
  • Remove other Xaero's-related artifacts (see screenshot)

Also Consider

  • Consider adding a replacement mod for claiming areas. 1

Screenshot

Folders in .minecraft

image

Footnotes

  1. This may not be needed; the Flan mod, which is designed for claiming, is already part of the modpack.

Waystones `<ERROR>`

Overview

  • Today, while playing in the test world, I died, and respawned at World Spawn.
  • I looked at a Waystone, and part of the Jade description displayed <ERROR>.
  • Right-clicking on it displayed the normal screen showing all of the waystones, which was only one.
  • I'm not sure what this part of the Jade label normally displays.

Screenshots

image

image

BOP Crag biome is ugly

Overview

  • One user dislikes the Crag biome from Biomes O' Plenty.
  • A crag has a large hill made of cobblestone.
  • Individual biomes can be prevented from spawning via modification of a config file.

To-Do

  • Change the crag_enabled option in the biome_toggles.json config file to false.

Invisible mobs and entities

Summary

  • After installing a new modpack (MM-2022-303c-alpha) and generating a new world, all mobs and (some?) entities are invisible.
  • Mobs continue to make sounds and the subtitles indicate the same.
  • The Jade mod displays entity info, as usual, when "looking" at one of these invisible entities.
  • I think I encountered this same issue when running MM-2022-293 for the first time, but I don't recall what I did to fix it.
  • I suspect that it is related to some resource/texture pack that needs to be disabled or enabled.
  • This Stack Exchange Arqade Q&A may shed some light on the issue.

To Do

  • See if restarting the server and the client helps. (It did!)

See if changing the Resource Packs help.
Review the client and server logs to see if they report issues.

Wooden axe behaves like a WorldEdit wand

Overview

  • While working with a testing world, an op-level user discovered that wooden axes will not chop as expected.
    • Testing indicates that this issue only applies to op-level players.
    • This occurs with both a crafted axe in Survival as well one acquired in Creative.
  • Instead, the axe behaves like a WorldEdit "wand," which is designed to mark positions/coordinates.
  • It's not clear if this behavior can be disabled by default, such as via editing a config file.
    • One option is to change wand-item=minecraft\:wooden_axe (in /config/worldedit/worldedit.properties) to a null value or something else, but this doesn't really change the default behavior.
    • A quick search of the official WorldEdit documentation didn't reveal any other ways to change this default behavior, or even if it is possible.

Workaround

While in-game, a user can open chat and use the /toggleeditwand command.

To-Do

Footnotes

  1. I submitted an issue to the devs about the official docs, suggesting that the command wasn't listed, but I was mistaken. ( https://github.com/EngineHub/WorldEdit/issues/2207)

Structures still spawn too closely

Overview

  • Prior to the release of Gaia 1.0.0 (MM-2022-306a), the config files for 2+ mods were changed so their structures would note spawn as closely.
  • They were changed as per #2 .
  • After the release, I noticed that the distance didn't seem to change.

To Do

  • Troubleshoot issue

FTBChunks mod needs adjustment

Overview

  • The claiming mod, FTBChunks needs some adjustments to make sure it is not used incorrectly.
  • This seems to be configurable in options.txt or the Key Binds GUI. (See screenshot.)
    • Unfortunately, changing this file for all users isn't reasonable.
    • See #26

To Do

  • Try to restrict who can use mod and how it can be used.
    • Example: ops only?
  • Try to turn off features that could be confusing, such as minimap.

Screenshots

image

image

Castle-in-the-Sky config not fixed properly

Overview

  • In a previous issue, the config that defines the minimum spawning distance of a Castle in the Sky was changed.
    • The previous issue: #27
  • After creating a new world file on a server, a new server-config file was generated/discovered for this mod, but it had the default value, not the one we wanted.

To Do

  • Adjust the server-config file
  • See how these server-files files are generated, and see how we can control the default values they create.

Generate new modpack/instance

Overview

  • When all the changes to MM-2022-293 have been completed, an updated modpack needs to be created.
  • This file (or these files) should be compatible & importable to launchers such as MultiMC/PrismMC and modpack-publishing sites, such as Modrith.

Naming

  • During testing, consider using the MM-YYYY-<ORDINAL_DAY> convention.
  • If created on 2022-10-30 (Oct 30), for example, it could be named MM-2022-303.
  • After testing, a user friendly & final name should also be given, e.g., "Gaia."

To-Do

  • [ ]

Straw Golem stops working

Overview

  • I noticed the Straw Golem sits down and makes a straining sound and never gets back up.
  • It works for a while before this begins. (It may even be working more slowly than I saw in the 1.16.5 world.).
  • While this is happening, it can have up to two hearts left.
  • I've seen this with three different golems, albeit in the same garden.

To Do

  • See if it happens in other farming/garden environments.
  • Look for bug reports

Structures spawn too closely & frequently

Overview

Other To-Dos

  • Add all known structure mods to this Issue.
  • Identify the structures that spawn too frequently, along with the associated mod(s).
  • Modify files for those structure mods that spawn too frequently.
  • Look into what (if anything) can be done about Shroom Traders 2
  • Test distance between structures, e.g., are they too close or too far? 3

Footnotes

  1. This mod was reviewed, but a decision was made not to change it. It was likely considered acceptable as-is. 2

  2. According to the dev, the Shroom Traders mod cannot be modified by users. This mod has been deleted. Details in #3 . 2

  3. They were too close. (See this comment.)

Invisible entities in early game

Overview

  • On a few occasions, when starting a new world, it's been observed that entities are invisible.
  • This includes villagers, animals, beds, and paintings.
  • Restarting the game or the Minecraft app seems to eventually resolve the problem.
    • Sometimes it takes a few attempts.
  • This problem, when resolved, usually does not return.

Resources

These online resources discuss the same (or a similar) issue:

Shroom Dealers: trading bug & too many structures

Overview

  • For some unknown reason, we can't trade with the Shroom Dealers.
  • The Shrooms' structures also seem to spawn more frequently than another player and I like.
    • The dev said that the rate of structure spawing cannot be controlled by users. 1

To-Do

  • Consider removing the mod.
  • Remove the mod.

Footnotes

  1. " Unfortunately there's is no config, and probably won't be. I'll post and update with decreased spawnrate soon." Source: https://www.curseforge.com/minecraft/mc-mods/shroom-dealers?comment=29

A Minor Minors wiki would be nice

  • This GitHub repository has a wiki feature.

  • Consider adding content, such as:

    • Mod highlights
    • All kinds of FAQ
    • Common tech support problems & solutions
    • How to contribute to this GitHub repository
    • Modpack download, install, and update instructions
    • Custom descriptions of the mods, related packs, and the world

Verify Minecraft property: `allow-flight=true`

Overview

According to a knowledge base page from Valhelsia Structures, which is used in our current modpack:

"You should always set allow-flight=false to allow-flight=true on modded Minecraft servers to prevent issues with some mods."

To-Do

  • Confirm setting is correct, or change if incorrect.

Add a better claiming mod

Overview

  • The Flan claiming mod seems a little too hard to use.
  • It looks like JourneyMap can be used alongside FTBChunks if the JourneyMap Integration mod is also installed.

To Do

  • Install FTBChunks
  • Install JourneyMap Integration
  • Test claiming function before release

Server crashes trying to load Not Enough Animations

Summary

  • Following an upgrade to a new custom modpack, the server crashed on startup.
  • The log file, copied below, indicated that the problem was due to the Not Enough Animations mod.
  • It turns out that this mod is only for the client-side, not the server-side.
  • I made a suggestion to the dev(s) regarding this issue on the mod's GitHub site.

To Do

  • Disable the mod on the server 1
  • Confirm that the server starts properly

Log Excerpt

[15:07:42] [modloading-worker-0/FATAL] [ne.mi.fm.lo.RuntimeDistCleaner/DISTXFORM]: Attempted to load class net/minecraft/client/gui/screens/Screen for invalid dist DEDICATED_SERVER
[15:07:42] [modloading-worker-0/ERROR] [ne.mi.fm.ja.FMLModContainer/LOADING]: Failed to create mod instance. ModID: notenoughanimations, class dev.tr7zw.notenoughanimations.NEAnimationsModForge
java.lang.RuntimeException: Attempted to load class net/minecraft/client/gui/screens/Screen for invalid dist DEDICATED_SERVER

<...snip...>

A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Thread: main
Stacktrace:
at net.minecraftforge.fml.loading.RuntimeDistCleaner.processClassWithFlags(RuntimeDistCleaner.java:57) ~[fmlloader-1.18.2-40.1.70.jar%2317!/:1.0] {}
-- MOD notenoughanimations --
Details:
Mod File: /home/********/mods/notenoughanimations-forge-1.6.0-mc1.18.2.jar
Failure message: NotEnoughAnimations Mod (notenoughanimations) has failed to load correctly
java.lang.RuntimeException: Attempted to load class net/minecraft/client/gui/screens/Screen for invalid dist DEDICATED_SERVER
Mod Version: 1.6.0
Mod Issue URL: https://github.com/tr7zw/NotEnoughAnimations/issues
Exception message: java.lang.RuntimeException: Attempted to load class net/minecraft/client/gui/screens/Screen for invalid dist DEDICATED_SERVER

Footnotes

  1. The file on the server was renamed to notenoughanimations-forge-1.6.0-mc1.18.2.jar.DISABLED.

Task list for version 2.0.0

Overview

This issue lists changes for the next iteration (v2.0.0) of the modpack.

Update

Add

Stack Refill mod (Already exists in modpack)

Remove

chunkinfo command

Don't Forget To...

  • Remove config file for Straw Golem on server
  • If MultiMC.cfg file is on server, remove or edit

Determine if/how to delete a record of unwanted structures

Overview

  • There are a large number of structures near worldspawn, e.g., the hobbit house.
  • This was a result of the issue discussed here: #33
  • It may be nice to delete or destroy these structures, include a record of them that appears when using the /locate command.

To Do

  • See if a record of the structure is located in the "poi" files, i.e., in /world_custom_MM-2022-306a/poi.

JourneyMap missing some mob icons

Overview

  • JourneyMap can display mob icons on its main and mini maps.
  • The mod is not displaying icons for many of the other custom mods, such as the Goblin Trader.
  • Users can add these icons by creating custom resource packs, as described in this (archived) documentation.

To Do

  • Try creating & testing a simple resource pack with only one or two mods.
  • Download the icon set in resourcepack that adds icons to Xaero's Map (here).

Some mods need to be updated

Overview

  • Most (maybe all) of the mods have not been updated since the Gaia 1.0.0 release.
  • Several mods, listed below, have new releases.

To Do

  • See which mods have a new release 1
  • Add the new mods to the Gaia 2.0.0 modpack, and delete the old versions

List of mods with updates

Mod Version in Gaia 1.0.0 Newest Version Replaced in Gaia 2.0.0 Comments
Another Furniture 1.2.1 1.2.2 Yes
Architectury 4.9.84 4.10.86 Yes
Ars Nouveau 2.7.9 2.8.0 Yes
Biome Makeover 1.4.31 1.4.32 Yes
CC: Tweaked 1.100.10 1.101.0 Yes
CC:C Bridge 1.3.0 1.3.1 Yes
Canary 0.0.8 0.0.10 Yes
Collective 5.11 5.16 Yes
CraftTweaker 9.1.196 9.1.197 Yes May require installation of JEITweaker
FTB Teams 1802.2.6 1802.2.7 Yes
Flower Seeds 4.0.0 4.0.1 Yes
Galosphere 1.1.1 1.2.0 Yes See #45
Geckolib 3.0.48 3.0.56 Yes
Iceberg 1.0.48 1.0.49 Yes
IDAS 1.4.7 1.4.8 Yes
Jade 5.2.4 5.2.6 Yes
L_Ender’s Cataclysm 0.19 0.47 Yes The original filename was simply “Cataclysm.”
Mantle 1.9.27 1.9.31 Yes
Mowzie’s Mobs 1.5.31 1.5.32 Yes
Oh The BYG 1.4.6 1.4.7 Yes
Pluto 0.0.1 0.0.2 Yes
Polymorph 0.45 (Beta) 0.46 (Beta) Yes
Smooth Boot 1.0.1 0.0.1 Yes The newest version has a lower major version number, and the name is appended with “Reloaded.”
Sophisticated Backpacks 3.18.29.718 3.18.33.741 Yes
Sophisticated Core 0.5.13.132 0.5.26.165 Yes
Sophisticated Storage 0.5.17.152 0.6.13.252 Yes
Supplementaries 1.5.10 1.5.13 Yes

Footnotes

  1. This was performed using ATLauncher's 'check for updates' feature.

Litematica wanted (or something like it)

Overview

  • A user requested that we add Litematica to the modpack.
  • Litematica is a fork of Schematica, which is not supported for Minecraft 1.18.2.
  • These mods aid in building structures and they utilize schematics.

Why Litematica may not be possible

  • Currently, it appears that Litematica does not exist for Minecraft 1.18.2 running Forge.

To Do

  • Ask user to see if they can find a published copy of a compatible mod.
  • See if there is an alternative mod.

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