[1.7.10]Running Red 2: Vampire Money[v1.2.0][Hardcore][Magic][RPG]

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Trisscar

New Member
Jul 29, 2019
974
0
0
Yeah, blood moons seem to come in groups for me as well. Makes it really hard to see even with night vision. Also, night vision makes fire and torch light glow blue as opposed to the kinda yellow-goldish thing they normally do.
 

Drakyre

New Member
Jul 29, 2019
12
0
0
when you cant see its pretty terrifying, but my mob spawns seem to have dropped since I got the night vision
Yeah, blood moons seem to come in groups for me as well. Makes it really hard to see even with night vision. Also, night vision makes fire and torch light glow blue as opposed to the kinda yellow-goldish thing they normally do.
I kinda like the blue glow from mortal lights, if it wasnt intentional it was a pretty cool coincidence
 

Trisscar

New Member
Jul 29, 2019
974
0
0
I like the effect too, but it does make things slightly harder to see sometimes, especially in the nether. XD
 

zmanmartin

New Member
Jul 29, 2019
1
0
0
I seem to have a glitch? Every time I take damage, I get infinite speed?


EDIT: Nevermind, I realize that its sort of like a perk :p
 
Last edited:

Barditron

New Member
Jul 29, 2019
136
0
0
Client crashed when i handed in "Bury me in Black" or rather when i accepted the reward.

---- Minecraft Crash Report ----
// But it works on my machine.

Time: 1/21/15 5:43 PM
Description: Ticking player

java.lang.NullPointerException: Ticking player
at dmillerw.lore.common.core.handler.PlayerTickHandler.onPlayerTick(PlayerTickHandler.java:48)
at cpw.mods.fml.common.eventhandler.ASMEventHandler_144_PlayerTickHandler_onPlayerTick_PlayerTickEvent.invoke(.dynamic)
at cpw.mods.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:54)
at cpw.mods.fml.common.eventhandler.EventBus.post(EventBus.java:138)
at cpw.mods.fml.common.FMLCommonHandler.onPlayerPreTick(FMLCommonHandler.java:345)
at net.minecraft.entity.player.EntityPlayer.func_70071_h_(EntityPlayer.java:220)
at net.minecraft.entity.player.EntityPlayerMP.func_71127_g(EntityPlayerMP.java:295)
at net.minecraft.network.NetHandlerPlayServer.func_147347_a(NetHandlerPlayServer.java:303)
at net.minecraft.network.play.client.C03PacketPlayer.func_148833_a(SourceFile:137)
at net.minecraft.network.play.client.C03PacketPlayer.func_148833_a(SourceFile:8)
at net.minecraft.network.NetworkManager.func_74428_b(NetworkManager.java:212)
at net.minecraft.network.NetworkSystem.func_151269_c(NetworkSystem.java:165)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:659)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:547)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:111)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:427)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)


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

-- Head --
Stacktrace:
at dmillerw.lore.common.core.handler.PlayerTickHandler.onPlayerTick(PlayerTickHandler.java:48)
at cpw.mods.fml.common.eventhandler.ASMEventHandler_144_PlayerTickHandler_onPlayerTick_PlayerTickEvent.invoke(.dynamic)
at cpw.mods.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:54)
at cpw.mods.fml.common.eventhandler.EventBus.post(EventBus.java:138)
at cpw.mods.fml.common.FMLCommonHandler.onPlayerPreTick(FMLCommonHandler.java:345)
at net.minecraft.entity.player.EntityPlayer.func_70071_h_(EntityPlayer.java:220)

-- Player being ticked --
Details:
Entity Type: null (net.minecraft.entity.player.EntityPlayerMP)
Entity ID: 156
Entity Name: gmgond
Entity's Exact location: 349.43, 64.00, 31.42
Entity's Block location: World: (349,64,31), Chunk: (at 13,4,15 in 21,1; contains blocks 336,0,16 to 351,255,31), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511)
Entity's Momentum: 0.00, -0.08, 0.00
Stacktrace:
at net.minecraft.entity.player.EntityPlayerMP.func_71127_g(EntityPlayerMP.java:295)
at net.minecraft.network.NetHandlerPlayServer.func_147347_a(NetHandlerPlayServer.java:303)
at net.minecraft.network.play.client.C03PacketPlayer.func_148833_a(SourceFile:137)
at net.minecraft.network.play.client.C03PacketPlayer.func_148833_a(SourceFile:8)
at net.minecraft.network.NetworkManager.func_74428_b(NetworkManager.java:212)

-- Ticking connection --
Details:
Connection: net.minecraft.network.NetworkManager@11ed202a
Stacktrace:
at net.minecraft.network.NetworkSystem.func_151269_c(NetworkSystem.java:165)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:659)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:547)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:111)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:427)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)

-- System Details --
Details:
Minecraft Version: 1.7.10
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_55, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 126327968 bytes (120 MB) / 1727528960 bytes (1647 MB) up to 6681001984 bytes (6371 MB)
JVM Flags: 3 total; -Xms256M -Xmx7168M -XX:permSize=256m
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 12, tallocated: 96
FML: MCP v9.05 FML v7.10.85.1272 Minecraft Forge 10.13.2.1272 77 mods loaded, 77 mods active
mcp{9.05} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
FML{7.10.85.1272} [Forge Mod Loader] (forge-1.7.10-10.13.2.1272-universal.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Forge{10.13.2.1272} [Minecraft Forge] (forge-1.7.10-10.13.2.1272-universal.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
appliedenergistics2-core{rv1-stable-1} [AppliedEnergistics2 Core] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
CodeChickenCore{1.0.4.29} [CodeChicken Core] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
<CoFH ASM>{000} [CoFH ASM Data Initialization] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
NotEnoughItems{1.0.3.68} [Not Enough Items] (NotEnoughItems-1.7.10-1.0.3.68-universal.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
OpenEye{0.6} [OpenEye] (OpenEye-0.6-1.7.10.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
SomniaCore{1.3.0.15} [SomniaCore] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
OpenModsCore{@VERSION@} [OpenModsCore] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
AWWayofTime{v1.3.0} [Blood Magic: Alchemical Wizardry] (BloodMagic-1.7.10-1.3.0-1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
CoFHCore{1.7.10R3.0.0B9} [CoFH Core] (CoFHCore-[1.7.10]3.0.0B9-40.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
technom{0.8.1} [Technomancy] (1.7.10 Technomancy 0.8.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
battlegear2{1.0.6.2} [Mine & Blade Battlegear 2 - Bullseye] (1.7.10-MB_Battlegear2-Bullseye-1.0.6.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
bspkrsCore{6.14} [bspkrsCore] ([1.7.10]bspkrsCore-universal-6.14.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ArmorStatusHUD{1.27} [ArmorStatusHUD] ([1.7.10]ArmorStatusHUD-client-1.27.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
DirectionHUD{1.23} [DirectionHUD] ([1.7.10]DirectionHUD-client-1.23.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
StatusEffectHUD{1.26} [StatusEffectHUD] ([1.7.10]StatusEffectHUD-client-1.26.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ABiomeHazardConfigMod{1.0.1} [ABiomeHazardConfigMod] (ABiomesHazardConfigMod-1.7.2-1.0.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
appliedenergistics2{rv1-stable-1} [Applied Energistics 2] (appliedenergistics2-rv1-stable-1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
WaslieCore{1.1} [WaslieCore] (WaslieCore-1.1_B43.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BloodUtils{1.4} [BloodUtils] (BloodUtils-1.4_B0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BuildCraft|Core{6.2.6} [BuildCraft] (buildcraft-6.2.6.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BuildCraft|Transport{6.2.6} [BC Transport] (buildcraft-6.2.6.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BuildCraft|Silicon{6.2.6} [BC Silicon] (buildcraft-6.2.6.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BuildCraft|Builders{6.2.6} [BC Builders] (buildcraft-6.2.6.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BuildCraft|Energy{6.2.6} [BC Energy] (buildcraft-6.2.6.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BuildCraft|Factory{6.2.6} [BC Factory] (buildcraft-6.2.6.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
CarpentersBlocks{3.2.7} [Carpenter's Blocks] (Carpenter's Blocks v3.2.7 - MC 1.7.10.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
CharacterOnGui{1.0} [CharacterOnGui] (CharacterOnGui-1.7.10-1.3.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
CreepersFire{1.7.10-1.0b} [Creepers Fire] (CreepersFire-1.0b.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
CustomMainMenu{0.6} [Custom Main Menu] (CustomMainMenu-0.6.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
DeadlyWorld{1.0.2} [Deadly World] (DeadlyWorld-1.7.10-1.0.2 (1).jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
DynamicLights{1.3.7} [Dynamic Lights] (DynamicLights-1.7.10.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
DynamicLights_creepers{1.0.4} [Dynamic Lights Creeper Module] (DynamicLights-1.7.10.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
DynamicLights_otherPlayers{1.0.7} [Dynamic Lights OtherPlayers Light Module] (DynamicLights-1.7.10.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
DynamicLights_thePlayer{1.1.3} [Dynamic Lights Player Light Module] (DynamicLights-1.7.10.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
EnderIO{1.7.10-2.2.1.276} [Ender IO] (EnderIO-1.7.10-2.2.1.276.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
EnderStorage{1.4.5.24} [EnderStorage] (EnderStorage-1.7.10-1.4.5.24-universal.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
EnderZoo{1.7.10-1.0.7.16} [Ender Zoo] (EnderZoo-1.7.10-1.0.7.16.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
enviromine{1.3.56} [EnviroMine] (EnviroMine-v1.3.56.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Forestry{3.0.0.198} [Forestry for Minecraft] (forestry_1.7.10-3.0.0.198.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ganysnether{1.7.7} [Gany's Nether] (Ganys Nether-1.7.7.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
GenCreator{1.0} [GenCreator] (GenCreator 1.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
GraveStone{2.9.7} [GraveStone] (GraveStone 2.9.7.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
HardcoreQuesting{The Journey (4.2.1)} [Hardcore Questing Mode] (HQM-The Journey (4.2.1).jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
inventorytweaks{1.58-147-645ca10} [Inventory Tweaks] (InventoryTweaks-1.58-147.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
launchgui{1.0.0} [LaunchGUI] (launchgui-1.7.10-1.3.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
LoreExp{1.0.3} [Lore Expansion] (LoreExpansion - 1.7.10-1.0.3.B26.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Mantle{1.7.10-0.3.2.jenkins184} [Mantle] (Mantle-1.7.10-0.3.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MineTweaker3{${version}} [MineTweaker 3] (MineTweaker3-1.7.10-3.0.8B.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MobProperties{0.2.1} [Mob Properties] (MobProperties-1.7.10-0.2.1 (1).jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Natura{2.2.0} [Natura] (natura-1.7.10-2.2.0.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
NaturalAbsorption{1.2.1} [Natural Absorption] (NaturalAbsorption-1.7.10-1.2.1 (1).jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
NEIAddons{1.12.2.9} [NEI Addons] (neiaddons-mc1710-1.12.2.9.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
NEIAddons|Botany{1.12.2.9} [NEI Addons: Botany] (neiaddons-mc1710-1.12.2.9.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
NEIAddons|Forestry{1.12.2.9} [NEI Addons: Forestry] (neiaddons-mc1710-1.12.2.9.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
NEIAddons|CraftingTables{1.12.2.9} [NEI Addons: Crafting Tables] (neiaddons-mc1710-1.12.2.9.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
NEIAddons|ExNihilo{1.12.2.9} [NEI Addons: Ex Nihilo] (neiaddons-mc1710-1.12.2.9.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
NEIPlugins{1.1.0.8-unofficial} [NEI Plugins Unofficial] (NEIPlugins-MC1.7.10-1.1.0.8-unofficial.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
OpenMods{0.6} [OpenMods] (OpenModsLib-1.7.10-0.6-snapshot-223.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
OpenBlocks{1.3} [OpenBlocks] (OpenBlocks-1.7.10-1.3-snapshot-430.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Railcraft{9.4.0.0} [Railcraft] (Railcraft_1.7.10-9.4.0.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
OresPlus{0.7.38-beta} [OresPlus] (OresPlus-0.7.38-beta.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
pheonixMod{0.0.1} [Pheonix Mod] (PheonixMod-1.7.10-0.0.4.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
RandomThings{2.2.2} [Random Things] (RandomThings-2.2.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ResourceLoader{1.0} [Resource Loader] (ResourceLoader-1.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Waila{1.5.4a} [Waila] (Waila-1.5.4a_1.7.10.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Sanguimancy{1.1.8} [Sanguimancy] (Sanguimancy-1.7.10-1.1.8-4.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Somnia{-au} [Somnia] (Somnia-1.3.0.15.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
SpecialMobs{3.0.3} [Special Mobs] (SpecialMobs-1.7.10-3.0.3.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
TConstruct{1.7.10-1.8.0.build804} [Tinkers' Construct] (TConstruct-1.7.10-1.8.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
SpiceOfLife{1.1.1} [The Spice of Life] (SpiceOfLife-mc1.7.x-1.1.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
StevesFactoryManager{A93} [Steve's Factory Manager] (StevesFactoryManagerA93.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
vmcm{1.7.10-1.0} [Vampire Money: Custom Mod] (vmcm-1.7.10-1.0.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
WailaHarvestability{1.0.4} [Waila Harvestability] (WailaHarvestability-mc1.7.x-1.0.4.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
witchery{0.20.5} [Witchery] (witchery-1.7.10-0.20.5.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
AE2 Version: stable rv1-stable-1 for Forge 10.13.0.1187
Mantle Environment: Environment healthy.
TConstruct Environment: Environment healthy.
AE2 Integration: IC2:OFF, RotaryCraft:OFF, RC:ON, BC:ON, MJ6:ON, MJ5:ON, RF:ON, RFItem:ON, MFR:OFF, DSU:OFF, FZ:OFF, FMP:OFF, RB:OFF, CLApi:OFF, Waila:ON, InvTweaks:ON, NEI:ON, CraftGuide:OFF, Mekanism:OFF, ImmibisMicroblocks:OFF, BetterStorage:OFF
Profiler Position: N/A (disabled)
Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Player Count: 1 / 8; [EntityPlayerMP['gmgond'/156, l='I'm So Scared Right Now', x=349.43, y=64.00, z=31.42]]
Type: Integrated Server (map_client.txt)
Is Modded: Definitely; Client brand changed to 'fml,forge'
 

KhaoticPoisonIce

New Member
Jul 29, 2019
24
0
0
Every time I take damage, I get infinite speed?
I think it is a glitch- You are supposed to have infinite speed from the first (or relatively close to that) quest, so getting it every time you're hit is kinda overkill. I'm experiencing the same thing though, but I thought it might've been my command blocks til now.
 

Turmfalke

New Member
Jul 29, 2019
29
0
0
hi,
I have to say the modpack is quite buggy, while playing a bit I have encountered the following issues:
  • Every time I get a quest reward containing a lore page the game crashes, crash reports for that have already been posted from what I can see.
  • Lore pages also don't save over multiple game sessions.
  • My house has 3 floors, for unknown reasons I keep loosing sanity while I am on the lower two. I have removed everything, I have no idea what is causing it.
  • One of the books states that best way to regain sanity is sleeping in a bed, I found that it is impossible to regain sanity during the night and that depending on where I have my bed I might even lose sanity while sleeping.
  • Flowers placed in world have no effect on my sanity. So sleeping in a bed surrounded by an indoor flower garden, I am still losing sanity. The only way I found to somewhat balance out my sanity is to allocate 4 of my inventory hotbar slots to stacks of flowers. This seems silly.
  • From time to time I get teleport to my bed, I have no idea why this happens and it even happens with 100% sanity.
  • When I am sleeping I keep getting thrown out of the bed for unknown reasons again this happens with 100% sanity. What is even the point of the sleeping mod in this modpack? I remember playing with a similar mod back than in 1.4(?) and ee2. With the nature of ee2's solar panels the use of the mod was pretty clear. Here I can use it to pass the time a few items take in my furnace? It feels like the mod is wasting more time for as the player than I actually gain from it. Staring at my self while I am sleeping in a bed just isn't terribly interesting.
  • There is a constant sound of explosions/meteors(?) going on. This is again with 100% sanity. I have only found a few, what appears to be water/silverfish meteors.
  • The book states that even thought there is no ore gen digging down can still be rewarding for dungeon loot. I had to abandon one of my worlds after I tried digging and everything around me turned into silverfishs. With a thousand silverfish and a frame every 3 seconds the game became completely unplayable.
  • The ingot distribution from the quest bags also seem a bit off what am I supposed to do with all the lead I get?
  • The mod with the rotting food feels pretty boring, since I have no health regeneration I don't need to much food anyway. I think for a vampire themed modpack it could be more interesting to restrict the player's diet like thaumcraft does it with it's unnatural hunger.
  • When ever I drop a few blocks, even if I am not taking damage from it I get several potion effects applied. While playing I constantly have several active potion effects, since at least one of them has no name and they don't show up in the inventory screen I have no idea what they do, or how many of them I am supposed to have at any given point.
  • The weapon&shield mod feels pretty unintuitive and it feels like I am better of not using it, opening doors is fairly important during the typical 'defending my house' fights in minecraft. The shield while it might sound useful, is unnecessary against zombies, because fighting them is completely based on knockbag. Against vanilla skeletons it would be useful to block the one arrow while you move towards them, unfortunately the modded ones in this back shoot multiple arrows per seconds and shield can only block one arrow.
  • I also feel like potion effects like poison or wither should be tuned down a bit in a modpack without health regen. If you get hit by a 20second potion effect, which from what I can tell bypass the armour hearts you are guaranteed to drop to half a heart. The problem is now that you can't regenerate up, but have to go back like that and fight them.
  • Some of the mobs do pretty ridicules things during combat. I think a zombie with a fishing pole pulling me in my heavy armour towards him is already scratching the line, but taking off/stealing my armour, while I am hitting him with my sword is to much.
  • The quests. I have a hard time connecting the quest story with what I am doing. From what I can tell the quest story is about someone talking to his psychiatrist about vampires, he might also have cancer. The question is, if I am the vampire from the story, why is the vampire building an applied energetics system? Am I even supposed to build one? If not why is the mod in the pack? From the quests I am pretty sure I am at least supposed to do blood magic, but why am I going completely batshit insane the moment I touch the sacrificial knife? Should I be concerned about that? If I turn of the sound, ignore all the non moving monsters I can play with 0% sanity if that is what the story is about. The only real concern is that the blurring effects gives me a headache, so I end up closing minecraft after a few minutes and write an overly large post on the modpack's forum thread.
I have played first running red up to the quest with hades house, which turned out to be just a nether fortress. Up to that point I feel like the first running red was much more focused and probably also because it never gave me headaches I enjoyed it a lot more.
 
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Trisscar

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Well, I should be able to answer a bit of this at least.
-The Gany's nether plants also lower sanity in a wide radius, are any of them around? That might also be what's stopping the flowers from working.
-Teleport to bed thing is a bug.
-Interesting, so you sleepwalk instead of suffocate in a wall? XD
-According to the in game guide, which is a different book from the quest book at the beginning, the majority of the blocks underground are silverfish blocks. Hence the ridiculous spawns.
However, enough fish to lower you down that far on frames seems odd, but maybe my comp is slightly more beefy, or you might have a different rate of aggroing them then me....?

-This is for Khaotic as well, the potion effect application thing is, i believe, in case you lose the effects due to milk, death, or what have you. The fact you can see the console doing it also seems to be a bug.

-The quests are, far as I can tell, supposed to be two storylines that are interrelated due to some of the themes. Personally, I rather like this idea, but that is likely my personal taste, and therefore it may not appeal to everyone.
You COULD build an AE system, might even be easier to automate things given how much other mods have been stripped of such tools. Though as I have mentioned before, that feels boring currently.
The sacrificial knife is supposed to lower your sanity, so that's not a bug, and it's also explained in the second book (which I cannot for the life of me remember how to get XD ).
 
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buggirlexpres

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Alright, I'm really sorry for my absence from this thread. I've been dealing with Finals and another project, but I'm finally back to this. I've gone back through the thread and replied to the things I've missed, and I'll hopefully get an update out very soon that will add the next chapter and fix many of the outstanding bugs. Once again, really sorry for the absence.
Hey Gideon, when do you think the next chapter will come out?
Very soon now.
Wither witches are a large issue,
I'll take care of these.
Side notes; Silverfish armor would be very cool, I second this proposition.
This is going to happen.
What about a map like Antique Atlas? It would do and fit the world rather well.
http://www.minecraftforum.net/forum...1292324-1-7-2-1-6-4-1-5-2-forge-antique-atlas
We had that in PhoenixCraft and got a lot of complaints. I'm up for including it if everyone else is, though.
hi,
I have to say the modpack is quite buggy, while playing a bit I have encountered the following issues:
  • Every time I get a quest reward containing a lore page the game crashes, crash reports for that have already been posted from what I can see
  • Lore pages also don't save over multiple game sessions.
It's a bug with Lore Expansion. Nothing I can do on my end, although hopefully the new update will fix this.
  • My house has 3 floors, for unknown reasons I keep loosing sanity while I am on the lower two. I have removed everything, I have no idea what is causing it.
I have no idea about that one
  • One of the books states that best way to regain sanity is sleeping in a bed, I found that it is impossible to regain sanity during the night and that depending on where I have my bed I might even lose sanity while sleeping.
  • Flowers placed in world have no effect on my sanity. So sleeping in a bed surrounded by an indoor flower garden, I am still losing sanity. The only way I found to somewhat balance out my sanity is to allocate 4 of my inventory hotbar slots to stacks of flowers. This seems silly.
Sleeping is a little broken at the moment. A simple change in the Enviromine config file (lose sanity during the night should be false now) should fix that.
  • From time to time I get teleport to my bed, I have no idea why this happens and it even happens with 100% sanity.
Got fixed in the latest Somnia update, which will be included in the next update for this pack.
  • When I am sleeping I keep getting thrown out of the bed for unknown reasons again this happens with 100% sanity. What is even the point of the sleeping mod in this modpack? I remember playing with a similar mod back than in 1.4(?) and ee2. With the nature of ee2's solar panels the use of the mod was pretty clear. Here I can use it to pass the time a few items take in my furnace? It feels like the mod is wasting more time for as the player than I actually gain from it. Staring at my self while I am sleeping in a bed just isn't terribly interesting.
I've never seen someone have an out-of-body experience before. Perhaps you could provide more details?
  • There is a constant sound of explosions/meteors(?) going on. This is again with 100% sanity. I have only found a few, what appears to be water/silverfish meteors.
That would be Creepers. Some just like to explode.
  • The book states that even thought there is no ore gen digging down can still be rewarding for dungeon loot. I had to abandon one of my worlds after I tried digging and everything around me turned into silverfishs. With a thousand silverfish and a frame every 3 seconds the game became completely unplayable.
I suggest sticking to caves. As well, I've never heard of someone's framerate dying from the fish, only of them dying :p
  • The ingot distribution from the quest bags also seem a bit off what am I supposed to do with all the lead I get?
  • The mod with the rotting food feels pretty boring, since I have no health regeneration I don't need to much food anyway. I think for a vampire themed modpack it could be more interesting to restrict the player's diet like thaumcraft does it with it's unnatural hunger.
Both of these things will be disabled.
  • When ever I drop a few blocks, even if I am not taking damage from it I get several potion effects applied. While playing I constantly have several active potion effects, since at least one of them has no name and they don't show up in the inventory screen I have no idea what they do, or how many of them I am supposed to have at any given point.
The unnamed effect is the Vampirism effect. You obtain the effects from completing the quests.
  • The weapon&shield mod feels pretty unintuitive and it feels like I am better of not using it, opening doors is fairly important during the typical 'defending my house' fights in minecraft. The shield while it might sound useful, is unnecessary against zombies, because fighting them is completely based on knockbag. Against vanilla skeletons it would be useful to block the one arrow while you move towards them, unfortunately the modded ones in this back shoot multiple arrows per seconds and shield can only block one arrow.
I held a poll a while back, and the prime results for making combat more interesting were dual wielding and more mobs. You can probably forgoe the dual wielding, but it may be hard to get around the mobs :p
  • I also feel like potion effects like poison or wither should be tuned down a bit in a modpack without health regen. If you get hit by a 20second potion effect, which from what I can tell bypass the armour hearts you are guaranteed to drop to half a heart. The problem is now that you can't regenerate up, but have to go back like that and fight them.
  • Some of the mobs do pretty ridicules things during combat. I think a zombie with a fishing pole pulling me in my heavy armour towards him is already scratching the line, but taking off/stealing my armour, while I am hitting him with my sword is to much.
I will probably end up lowering the chances of these things.
  • The quests. I have a hard time connecting the quest story with what I am doing. From what I can tell the quest story is about someone talking to his psychiatrist about vampires, he might also have cancer. The question is, if I am the vampire from the story, why is the vampire building an applied energetics system? Am I even supposed to build one? If not why is the mod in the pack? From the quests I am pretty sure I am at least supposed to do blood magic, but why am I going completely batshit insane the moment I touch the sacrificial knife? Should I be concerned about that? If I turn of the sound, ignore all the non moving monsters I can play with 0% sanity if that is what the story is about. The only real concern is that the blurring effects gives me a headache, so I end up closing minecraft after a few minutes and write an overly large post on the modpack's forum thread.
Yeah, I'll disable the blurring and nausea parts of insanity for the player's own sanity.

The story (in tl;dr format) goes something like this:
Boy is severely depressed. He goes to see a therapist, and, in an attempt to understand the boy, the therapist asks him to write a story about how he feels. The boy writes about a Vampire. The Vampire has been bitten, and is turning into a vampire as time goes on. At first, only the positive things come to light, such as being able to drink blood to become stronger or being able to see in the dark. But, eventually, things like burning in the day and worse will begin occurring.
In the quest book, the boy and the therapist talk through the story and how it relates to the boy. Meanwhile, you play as the Vampire, living through the story via the Lore Journal.
The Vampirism is a metaphor for depression. The vampire does not necessarily want to become a full vampire, just like how the boy does not necessarily want to become depressed. The two of them are becoming more and more afflicted by their conditions, regardless of whether they want it or not.​
As for building an Applied Energistics system or using EnderIO:
I've never been against having technology in these packs. They're not purely magic. I mean, I personally prefer technological mods over magical mods, but Running Red has had a focus on magic. It doesn't mean I'm restricting you to magic. You're free to do whatever you want. Although you may need magic to progress in the storyline, you'll also need technology at some point. Just like the first Running Red.

For going batshit insane - you should think of it from a story viewpoint. Holding a knife intended for self-harm when you are depressed or posses a condition that could lead to your own suicide will never exactly make you feel any more sane. I am, however, considering lowering the amount of sanity it drops you by.
I have played first running red up to the quest with hades house, which turned out to be just a nether fortress. Up to that point I feel like the first running red was much more focused and probably also because it never gave me headaches I enjoyed it a lot more.
I think we can both agree that the first was much better.
-This is for Khaotic as well, the potion effect application thing is, i believe, in case you lose the effects due to milk, death, or what have you. The fact you can see the console doing it also seems to be a bug.
Yep, I'm poking the dev about getting that fixed.
-The quests are, far as I can tell, supposed to be two storylines that are interrelated due to some of the themes. Personally, I rather like this idea, but that is likely my personal taste, and therefore it may not appeal to everyone.
You COULD build an AE system, might even be easier to automate things given how much other mods have been stripped of such tools. Though as I have mentioned before, that feels boring currently.
(which I cannot for the life of me remember how to get XD ).
README.txt quest
 

Trisscar

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Yay, he returns from the land of the studying dead! XD
The silverfish lag thing can be so real. O_O During Material Energy 1.6, if you started tossing potions of harming on nether-fish, the sheer number that would spawn would lag my LAN world after maybe half a minute (and leave the terrain as pockmarked as swiss cheese).
Though that was with creative mode for infipotions on, and I think the number of blocks with them was higher. But I can totally see why it would lag people out so badly.
 

buggirlexpres

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Yay, he returns from the land of the studying dead! XD
The silverfish lag thing can be so real. O_O During Material Energy 1.6, if you started tossing potions of harming on nether-fish, the sheer number that would spawn would lag my LAN world after maybe half a minute (and leave the terrain as pockmarked as swiss cheese).
Though that was with creative mode for infipotions on, and I think the number of blocks with them was higher. But I can totally see why it would lag people out so badly.
Ouh, I didn't think of that. Well, I might as well lower the spawn rates now :p
 

Turmfalke

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hi,
-The Gany's nether plants also lower sanity in a wide radius, are any of them around? That might also be what's stopping the flowers from working.
Without knowing how they look, that is kind of hard to tell. I guess they do spawn in the overworld? Due to a lack of diamonds and surface lava I haven't been to the nether yet.
We had that in PhoenixCraft and got a lot of complaints. I'm up for including it if everyone else is, though.
I have to say for my part I actually quite enjoy not having a minimap, if I play without I have to focus more on where I am walking, on how the environment looks like and maybe leave signs that point the way home. With a minimap mod it is often just like "Oh I have to move 2000 Blocks in this direction" and for most part it doesn't matter whether there is a mountain range in the way, since player can always climb over them.

I've never seen someone have an out-of-body experience before. Perhaps you could provide more details?
Thinking about it, it actually might just be bug that teleport me back to the save bed triggering, while I am still sleeping in it. It looks like as if I had hit leave bed button, even thought I didn't.

I held a poll a while back, and the prime results for making combat more interesting were dual wielding and more mobs. You can probably forgoe the dual wielding, but it may be hard to get around the mobs :p
I can see why you would want to make combat more interesting, given how boring it is in vanilla. I am just not whether the mods succeed in doing so. I think the mod that gives you armour hearts is a step in the right direction, in that it at least address the issue of the player becoming completely invulnerable - even just with enchanted diamond armour.
Throwing more explosions or nasty effects at the player doesn't makes it more interesting, it just force the player to fight even more unfair. Abusing the poor pathing of the mobs or just making sure they always get knocked back before they reach the player, because getting hit and teleported 20 blocks away might be enough to kill the player with the help of a bit of lava.

Although you may need magic to progress in the storyline, you'll also need technology at some point. Just like the first Running Red.
Ah I remember building a thermal expansion cobble gen, it felt off. After being stranded on that little island, exploring the effect my blood had on the few items available to me I suddenly start building highly complex machines. I don't think there was any explanation in the storyline on how the character has acquired the knowledge to do so?

I think we can both agree that the first was much better.
That is kind of sad hear from the map maker. Shouldn't you be the one defending your modpacks equally, for they are formed from your vision?
 
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buggirlexpres

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Without knowing how they look, that is kind of hard to tell. I guess they do spawn in the overworld? Due to a lack of diamonds and surface lava I haven't been to the nether yet.
I'm fairly certain they only spawn in the Nether
I don't think there was any explanation in the storyline on how the character has acquired the knowledge to do so?
Not sure how he got the knowledge to build a Well of Suffering either.
That is kind of sad hear from the map maker. Shouldn't you be the one defending your modpacks equally, for they are formed from your vision?
The first pack was by far more stable. This one, although I do enjoy it, is plagued by plenty of bugs and balance issues. In the future, hopefully, we can call them equal.
 

Barditron

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I created a new world and spawned right next to a zombie in full diamond armor. my first life in the game was less than 10 seconds. My first night in game was a blood moon, during which time every single villager in the village i was hiding in was slain. This is an exciting pack, that i look forward to playing once it isn't so broken.

I think the metals from mobs is a great idea, but the randomness of the bags kinda blows. I once opened 40 bags at once and got 4 iron. If it were a guarantee, like an iron bar (or even just nugget) per zombie, since i killed lots of them, and iron by far is the most used of the metals, maybe copper for skeletons, gold for creepers.... and then the bags were for things like diamonds, redstone, lapis.

I also ended up with a whole bunch of the ender io metals, which early game were completely useless. I'd much rather make them with the resources i gain from fighting.
 

NJM1564

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hi,
I have to say for my part I actually quite enjoy not having a minimap, if I play without I have to focus more on where I am walking, on how the environment looks like and maybe leave signs that point the way home. With a minimap mod it is often just like "Oh I have to move 2000 Blocks in this direction" and for most part it doesn't matter whether there is a mountain range in the way, since player can always climb over them.

A great idea. Until you can't actually find your way home. The map I suggested is actually an item you can craft or not. And you really can't complain about the inclusion of things you can disable or simply not use with out ill effect.