finallion / the-graveyard-forge Goto Github PK
View Code? Open in Web Editor NEWThe Graveyard adds new structures, mobs and blocks to your minecraft world, themed around the graveyard.
License: GNU General Public License v3.0
The Graveyard adds new structures, mobs and blocks to your minecraft world, themed around the graveyard.
License: GNU General Public License v3.0
By the time I get into a graveyard area, the mobs have already taken a bunch of damage from the wither items.
Hello author, can I reproduce your mod on the forum
The simplified Chinese translation in the module has a lot of missing parts in the new version.
I have created a new Simplified Chinese translation that I hope can be used
zh_cn.txt
.
Replace moss either with normal grass, graveyard grass, or perhaps a new "Graveyard moss" block that changes colors based on the biomes foliage color.
I feel like replacing moss in graveyard structures would be useful, as certain biomes have foliage colors that clash with the vibrant green of moss, especially those added by biomes o plenty or even the graveyard biomes in the expansion mod
To further my point, here's a picture of how badly moss clashes with the ominous woods from BOP
All cartographers who can trade me a map that leads to large graveyards cause serious freezes. Cartographers who do not have this trade do not cause any issues, vanilla trades for woodland mansion maps and ocean maps work fine. I can't check if the graveyard map itself is working properly because freeze does not let the map to load.
Hello, I believe you forgot to disable some System.out.println
's before you build your The Graveyard 1.3 (FORGE)
jar.
Currently you'll get a lot of STOP
and false
spam in your logs. Which can be traced to the RevenantEntity
class.
Code in question
There's also a println left in a mixin
When a server start or stop, mod spam in console that message
Forge: 40.2.0
Mod: The_Graveyard_1.9.3_(FORGE)for_1.18.2.jar || The_Graveyard_Biomes_1.1(FORGE)_for_1.18.2.jar
Modpack: https://beta.curseforge.com/minecraft/modpacks/watermine-2
I was testing my modpack, looking for a custom ore in spectator mode when I encountered a skeleton creeper inside a cave. When I moved close to it, it detonated as if I was in survival or adventure mode.
I was not able to reproduce the issue when summoning a skeleton creeper again in a cave.
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Crash when trying to go to the custom dimension added by the mod Voidscape. 1.18.2.
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In my current game, the mobs from this mod are appearing in normal, nightly mob/Monster spawns outside of the structures from this mod.
Not sure if this is intended. I assumed the creatures are unique to the graveyard structures.
Forge Version: 39.0.63
The_Graveyard_1.4_(FORGE)_for_1.18.1
mod-list_2022-01-29_12.27.24.txt
Hi, I am unable to join a server or singleplayer world. I am on 1.19.2 and everytime I join a singleplayer world it crashes with this report.
crash-2022-09-04_13.34.48-server.txt
Everytime I join a server it says this message
Is there any solution to this pls?
Joining a world or server.
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No response
Simple question, as I am kind of a collector/hoarder XD
I don't really want spoiler of location, just a number.
I found out that some structure have them, always the same book in the same spot.
Might be a nice touch to randomize emplacement, if possible at all(probably via slight variant of the same building I suppose)
Thank you for your good work :D , I hope you continue to support 1.16.5 despite 1.18 lol
When a crypt spawns in an underground lake or other large body of water, a few different blocks don't spawn as air, and instead spawn as water, including a few different slabs, which become waterlogged.
This results in strange, disjointed patches of water spawning throughout the structure, ruining the atmosphere.
Find a crypt that has generated in an underground lake or other large body of water.
I feel like the inclusion of the Structure gel API mod might rectify this issue, as it allows for mod authors to use a special type of block to fill structures, and when the structure spawns, it will replace those blocks with air, preventing any unwanted water, grass, or other worldgen features from replacing elements of the structure or spawning where they shouldn't be.
I feel as though that won't fix the waterlogged slabs issue tho, but I'm unsure how to really solve that specifically.
Unable to stop dedicated server. When I command the server to stop, it starts this process and stops at "Unable to stop dedicated server.", which is shown in the screenshot below. Here are the logs, I don't know if it was intended that way, but to stop the server I need to turn it off forcibly.
Latest: https://gist.github.com/1aa0b1ad0077653250f038126c965e72.git Debug: https://gist.github.com/c1ebbef37db80378054ab10fb7130aac.git
Minecraft: 1.19.2
Forge: 43.1.65
Mod version: The_Graveyard_2.2_(FORGE)_for_1.19.2.jar
Hello, author. May I reproduce your mod in the UTC forum.https://www.mcutc.com/
I won't take your mod for profit
It is a China forum,if you agree,we can download your mod on the Forumt,thank you
My server crashed and won't start anymore. Up to a certain point, everything worked fine, then the server crashed and no longer works. I don't know what caused the crash.
Create a server -> download a mod -> get a server crash
No response
while minecraft is loading the game crashes when the game is installed
https://bytebin.lucko.me/E2CW2Ileh9
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The urns are relatively cheaply crafted (clay can be found almost anywhere) and they hold as much as a double chest while taking up only a single block of space, making them vastly superior to any other vanilla-based storage options.
I think it would be a good idea to bring them back down to a single chest in space until they can be vertically stacked or something.
It would aid in balancing the mod's content a bit better.
Hello everyone, my server is crashing : https://pastebin.com/U751dhJ7
[15:32:50 FATAL]: Mixin apply failed graveyard.mixins.json:ServerPlayNetworkHandlerMixin -> net.minecraft.network.play.ServerPlayNetHandler: org.spongepowered.asm.mixin.injection.throwables.InvalidInjectionException Critical injection failure: @Inject annotation on signUpdate could not find any targets matching 'Lnet/minecraft/network/play/ServerPlayNetHandler;func_244542_a(Lnet/minecraft/network/play/client/CUpdateSignPacket;Ljava/util/List;)V' in net.minecraft.network.play.ServerPlayNetHandler. Using refmap graveyard.refmap.json [PREINJECT Applicator Phase -> graveyard.mixins.json:ServerPlayNetworkHandlerMixin -> Prepare Injections -> -> handler$zhp000$signUpdate(Lnet/minecraft/network/play/client/CUpdateSignPacket;Ljava/util/List;Lorg/spongepowered/asm/mixin/injection/callback/CallbackInfo;)V -> Parse]
org.spongepowered.asm.mixin.injection.throwables.InvalidInjectionException: Critical injection failure: @Inject annotation on signUpdate could not find any targets matching 'Lnet/minecraft/network/play/ServerPlayNetHandler;func_244542_a(Lnet/minecraft/network/play/client/CUpdateSignPacket;Ljava/util/List;)V' in net.minecraft.network.play.ServerPlayNetHandler. Using refmap graveyard.refmap.json [PREINJECT Applicator Phase -> graveyard.mixins.json:ServerPlayNetworkHandlerMixin -> Prepare Injections -> -> handler$zhp000$signUpdate(Lnet/minecraft/network/play/client/CUpdateSignPacket;Ljava/util/List;Lorg/spongepowered/asm/mixin/injection/callback/CallbackInfo;)V -> Parse]
at org.spongepowered.asm.mixin.injection.struct.InjectionInfo.validateTargets(InjectionInfo.java:656) ~[mixin-0.8.4.jar:0.8.4+unknown-b0.git-unknown]
at org.spongepowered.asm.mixin.injection.struct.InjectionInfo.findTargets(InjectionInfo.java:587) ~[mixin-0.8.4.jar:0.8.4+unknown-b0.git-unknown]
at org.spongepowered.asm.mixin.injection.struct.InjectionInfo.readAnnotation(InjectionInfo.java:330) ~[mixin-0.8.4.jar:0.8.4+unknown-b0.git-unknown]
at org.spongepowered.asm.mixin.injection.struct.InjectionInfo.<init>(InjectionInfo.java:316) ~[mixin-0.8.4.jar:0.8.4+unknown-b0.git-unknown]
at org.spongepowered.asm.mixin.injection.struct.InjectionInfo.<init>(InjectionInfo.java:308) ~[mixin-0.8.4.jar:0.8.4+unknown-b0.git-unknown]
at org.spongepowered.asm.mixin.injection.struct.CallbackInjectionInfo.<init>(CallbackInjectionInfo.java:46) ~[mixin-0.8.4.jar:0.8.4+unknown-b0.git-unknown]
at jdk.internal.reflect.GeneratedConstructorAccessor31.newInstance(Unknown Source) ~[?:?]
at jdk.internal.reflect.DelegatingConstructorAccessorImpl.newInstance(DelegatingConstructorAccessorImpl.java:45) ~[?:?]
at java.lang.reflect.Constructor.newInstanceWithCaller(Constructor.java:499) ~[?:?]
at java.lang.reflect.Constructor.newInstance(Constructor.java:480) ~[?:?]
at org.spongepowered.asm.mixin.injection.struct.InjectionInfo$InjectorEntry.create(InjectionInfo.java:149) ~[mixin-0.8.4.jar:0.8.4+unknown-b0.git-unknown]
at org.spongepowered.asm.mixin.injection.struct.InjectionInfo.parse(InjectionInfo.java:708) ~[mixin-0.8.4.jar:0.8.4+unknown-b0.git-unknown]
at org.spongepowered.asm.mixin.transformer.MixinTargetContext.prepareInjections(MixinTargetContext.java:1311) ~[mixin-0.8.4.jar:0.8.4+unknown-b0.git-unknown]
at org.spongepowered.asm.mixin.transformer.MixinApplicatorStandard.prepareInjections(MixinApplicatorStandard.java:1042) ~[mixin-0.8.4.jar:0.8.4+unknown-b0.git-unknown]
at org.spongepowered.asm.mixin.transformer.MixinApplicatorStandard.applyMixin(MixinApplicatorStandard.java:393) ~[mixin-0.8.4.jar:0.8.4+unknown-b0.git-unknown]
at org.spongepowered.asm.mixin.transformer.MixinApplicatorStandard.apply(MixinApplicatorStandard.java:325) ~[mixin-0.8.4.jar:0.8.4+unknown-b0.git-unknown]
at org.spongepowered.asm.mixin.transformer.TargetClassContext.apply(TargetClassContext.java:383) ~[mixin-0.8.4.jar:0.8.4+unknown-b0.git-unknown]
at org.spongepowered.asm.mixin.transformer.TargetClassContext.applyMixins(TargetClassContext.java:365) ~[mixin-0.8.4.jar:0.8.4+unknown-b0.git-unknown]
at org.spongepowered.asm.mixin.transformer.MixinProcessor.applyMixins(MixinProcessor.java:363) ~[mixin-0.8.4.jar:0.8.4+unknown-b0.git-unknown]
at org.spongepowered.asm.mixin.transformer.MixinTransformer.transformClass(MixinTransformer.java:250) ~[mixin-0.8.4.jar:0.8.4+unknown-b0.git-unknown]
at org.spongepowered.asm.service.modlauncher.MixinTransformationHandler.processClass(MixinTransformationHandler.java:131) ~[mixin-0.8.4.jar:0.8.4+unknown-b0.git-unknown]
at org.spongepowered.asm.launch.MixinLaunchPluginLegacy.processClass(MixinLaunchPluginLegacy.java:131) ~[mixin-0.8.4.jar:0.8.4+unknown-b0.git-unknown]
at cpw.mods.modlauncher.serviceapi.ILaunchPluginService.processClassWithFlags(ILaunchPluginService.java:154) ~[modlauncher-8.0.9.jar:8.0.9+86+master.3cf110c]
at cpw.mods.modlauncher.LaunchPluginHandler.offerClassNodeToPlugins(LaunchPluginHandler.java:85) ~[modlauncher-8.0.9.jar:?]
at cpw.mods.modlauncher.ClassTransformer.transform(ClassTransformer.java:120) ~[modlauncher-8.0.9.jar:?]
at cpw.mods.modlauncher.TransformingClassLoader$DelegatedClassLoader.findClass(TransformingClassLoader.java:265) ~[modlauncher-8.0.9.jar:?]
at cpw.mods.modlauncher.TransformingClassLoader.loadClass(TransformingClassLoader.java:136) ~[modlauncher-8.0.9.jar:?]
at cpw.mods.modlauncher.TransformingClassLoader.loadClass(TransformingClassLoader.java:98) ~[modlauncher-8.0.9.jar:?]
at java.lang.ClassLoader.loadClass(ClassLoader.java:519) ~[?:?]
at net.minecraft.network.NetworkManager.func_74428_b(NetworkManager.java:241) ~[?:?]
at net.minecraft.network.NetworkSystem.func_151269_c(NetworkSystem.java:142) ~[?:?]
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:1116) ~[?:?]
at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:334) ~[?:?]
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:1006) ~[?:?]
at net.minecraft.server.MinecraftServer.func_240802_v_(MinecraftServer.java:821) ~[?:?]
at net.minecraft.server.MinecraftServer.func_240783_a_(MinecraftServer.java:269) ~[?:?]
at java.lang.Thread.run(Thread.java:831) [?:?]
[15:32:50 ERROR]: Encountered an unexpected exception
[15:32:50 ERROR]: Cause of unexpected exception was
[15:32:50 FATAL]: Preparing crash report with UUID
how can i fix it?
Throughout each structure there are tons of loot chests with varying tables like bone_loot, flesh_loot, creeper_loot etc..
The goal would be to add 1 unique loot chest to each structure.
For instance here where the yellow vase is.
Below it is a 6 chests. 1 medium_loot, 1 small_loot and the rest are bone_loot.
What I would like to see is something like: 1 medium_loot, 1 small_loot, 3 bone_loot and 1 desert_gated_loot_1
The biggest reason I want to see this added personally is to make use of a different mod which allows for summoning bosses with custom AI at specified loot chests. If i were to designate graveyard:chests/medium_loot as the chest the boss were to spawn. It would not spawn at only this specified structure like desired.
The 2nd feature I'd like to see added is a biome whitelist config entry for each structure. Making use of the "minecraft:desert" format preferably as this format gives much greater control of generation.
custom structures like waystones / quark / mo shiz / productive bees do generate in a biomesoplenty world gen but the graveyards does not
Each structure should have a custom loot table with unique loot.
As soon as I click, create new world, it crashes
As soon as I click, create new world, it crashes
No response
Issue server side, lighting in the nether starts flickering constantly.
Just opening the server and playtesting the nether.
No response
There was no log indicating this flickering issue
Straight cuts through all unloaded chunks, and a lot of console spam starting at 16:34:38]
The chunk line It is visible on the minimap as well in the picture.
Loading 1.6 Graveyards (does not need the new graveyard biomes or terrablender to reproduce) in a current world. Not using any other terrain generating mods. No problems with 1.5 version.
The log will be showing biomes and terrablender loading, but I have reloaded a world and started with only Graveyard 1.6 and my other mods. with the same chunk error problems, and odd console spam.
I have been copying and pasting a new, current world folder each time I test as well.
I also removed all mods except Terrablender, Graveyard1.6, Graveyard biomes, and Geckolib to test and then with just Graveyard 1.6, and Geckolib and still had the same results, just to eliminate a mod conflict.
I am going to edit my post under graveyard biomes (forge version) on curseforge with like a happy face and nice work or something! As this issue is not related to the graveyard biomes anyway. It wont let me simply delete the post over there.
My family and I love this mod. I hope there is a way to fix this for current worlds. Thanks for your hard work on this.
Would it be possible to list GeckoLib as a dependency in the way that the curse app understands that if it installs the graveyard mod it also needs to install gecko? Scanning through hundreds of lines of errors when rebuilding a pack through curse is not a lot of fun
It is recommended to change the itemGroup.group in the lang file, otherwise it may conflict with other mods
I think your 3 new biomes should make use of the Forge Biome Tag
maybe something like:
For blocks, I think making mosstypeBlock should use toolType.HOE(?like hay bale), dirttypelock should use toolType.SHOVEL, and stonetypeBlock should use toolType.PICKAXE, as effective tools.
Urn/Vase could also have a slightly bigger inventory, since they can't be doubled(or maybe have a doubleChest version, vertical, a kind of memorial monolith?)
Thank you for your good work, it's an awesome mod :D
I Am Not Seeing any Creatures from this mod in any spawns.
Forge Version: 39.0.20
The Graveyard 1.1 (FORGE) for 1.18.1
Noticed this is also a problem with Biomes O plenty and Ecologics
crash-2022-06-16_21.51.17-client.txt
When I tried to put the Dark Iron Block into crafting grid, I expected that there would be 9 dark iron ingots. However, it shows nothing.
Step 1: Acquire Dark Iron Blocks.
Step 2: Try to uncraft them into ingots.
Step 3: Observe that you can't.
No response
Versions used:
Minecraft version: 1.19.2
Forge version: 43.2.3
Mod version: 2.2
ender pearled to death
throw pearl off the map
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I don't know if this is intentional or a problem with my game, but when i entered the graveyard biome "haunted_lakes" the fog effect just instantly appeared, with no smooth transition or anything. I wondered if it was a bug with other mods so i tested it with just the graveyard mod installed on a fresh world, and it was the exact same. It can be very annoying, especially when walking through the border between that biome and another one without the fog effect, as it'll create this awful flicker, the fog appearing and disappearing rapidly. You can see all of what i described in action in the video attached. I have not tested this in any other biome so i don't know if the same problem exists there. {EDIT} It does exist in other biomes.
Mod version: The_Graveyard_2.1_(FORGE)_for_1.16.4-1.16.5
Lib version: geckolib-forge-1.16.5-3.0.57
Forge version: 1.16.5 32.2.20
Using Curseforge profile.
It would be really helpful if we could set a specific biome whitelist for where the mods' monsters are allowed to spawn. Potentially there could be a boolean setting in the config that turns the biome blacklist into a whitelist or something like that.
Currently you have to blacklist everything except the biome you're trying to get them to spawn in, which when you have a biome mod or two such as biomes o plenty installed gets really annoying really fast.
Hey there. Thank you for this mod. Unfortunately I have a crash with the last version (1.5 Forge) when I click on the "Create world" button. A compatibility problem with other mods I guess, because it works fine with just Terrablender/Geckolib. Let me know if you need my mods list. (No crash with the version 1.4 Forge)
=> https://pastebin.com/raw/tcQJtw1T
Thank you for your time.
hiya, is there any reason why 1.19.2 wont work on the graveyard mod. I downloaded the mod and went to load a new world. whilst loading the world, it crashes. 1.19.2 wont work at all I've tried different versions on forge on 1.19.2.
additionally to try and see if it was a problem with the graveyard mod on 1.19 I tried it on 1.19.1 and 1.19 and both of these had issues with just spawning in crypts. they appear to spawn in all the other graveyards on top of the surface but the crypts are none existent.
any help please :)
There may be a dependency missing telling CurseForge that GeckoLib is required.
Instead of double loot chests, create custom coffin models (a few different ones for variety) such as a partially broken one, a sort of European/fancy Dracula type coffin, and a sort of wooden crate typical of westerns. Could also indicate the value of the loot by how fancy or plain the coffin is.
There are already many wonderful models and textures, an improvement like this would help to tie the mod together more visually and aesthetically.
Time and time again I've seen mods use the old double chest for a coffin trick and with custom models for inventories/storage, that would visually put this mod above others. Plus, I'm sure many players out there would really enjoy having coffin chests for their dark or gothic builds especially with all the dark fantasy mods and mod packs out there.
Thanks so much for all the time and effort already put into creating this mod.
Ordinary Minecraft dirt blocks (including dirt with grass on it) can be made into paths with a shovel and a right mouse click. Graveyard Grass block cannot. Digging up the graveyard dirt gives you normal dirt which you can put back down and make a path out of, as a workaround.
Put a shovel in your hand and right click any Graveyard grass block.
No response
If this is intended, please let me know and I'll close the bug, or you can close it with comment.. It seems like this should just work and be an expected behavior, so I didn't put it in as a feature request.
Forge: 1.18.2-40.1.47
The Graveyard-Forge: 1.9
I know I have the power to do this , but wasn't sure if you were aware, but Large Graveyards have the lowest spacing and separation than any other structure aside from small graves.
When using the latest version the server crashes on startup
With your mod installed phantoms aren't hostile, even when attacked. They only run away. Unable to farm them for membranes as they won't target the player.
I tested this by removing mods except yours. I used "/summon phantom" before putting in your mod and it was hostile and attacking me. After dropping in the mod and rebooting the game it attacks once but then immediately runs away and never attacks. I'm using 1.18.2, forge version 40.1.69.
Mod version 1.9.1_(FORGE)_for_1.18.2.
I hope this is the right area to report this I'm not really any good at this stuff and I'm not sure what other information you might need so please excuse me for not knowing.
No response
No response
Hi! Love the mod and the progress its made! Could you add a biome blacklist feature? I would like to prevent it from spawning structures in specific modded biomes. Thank you for you time.
Mod Version The_Graveyard_1.2_(FORGE)_for_1.18.1.jar
Crashes on Startup with a mod failure to load error. Here is the log.
https://pastebin.com/apGBUHj7
Im not exactly sure why if it has more to do with the world gen or with the merchant villager that tries to spawn.
But it seems like its realted to some kind of trade he gets from the graveyard mod.
If not im sorry.
https://pastebin.com/ttWaxJt3
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