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[DISCONTINUED!!]Zero Quest ::: More Mobs, Blocks Items and Dimensions!


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[glow=red,2,300]THE MOD HAS BEEN DISCONTINUED! LOOK FOR MORE INFO HERE[/glow]

 

[glow=green,2,300]Zero Quest[/glow]

by NovaViper(Formally QueenViper21 and NViper21)

 

ef2aee9400fe44f94ee80031ca54c0e7.png

 

 

This mod adds more mobs and tameable creatures, items, weapons, blocks, biomes and dimensions! Toggle Dark Load, dark particle spawn, all tame Nile creature automatic emergency regeneration and much more in either the configurations files or the in-game Gui configurations!

 

Want to track the mod's progress and updates? Like the mod's Facebook page!

https://www.facebook.com/ZeroQuestMod

 

Have any suggestions? Post on them on the wiki!

http://zeroquest.wikia.com/wiki/Board:Suggestions'>http://zeroquest.wikia.com/wiki/Board:Suggestions

 

Have any issues or bugs? Post them here!

http://zeroquest.wikia.com/wiki/Board:Mod_Support'>http://zeroquest.wikia.com/wiki/Board:Mod_Support OR

https://github.com/NovaViper/ZeroQuest/issues

 

Information about the crafting, dimension travel and much more are available on the wiki!

http://zeroquest.wikia.com

 

Download the mod from:

http://minecraft.curseforge.com/mc-mods/221194-forge-zero-quest

 

Thread page also on

http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2387925-1-6-4-1-7-10-1-8-zero-quest-more-mobs-blocks

 

 

[spoiler=COMPATIBILITY]

Compatible as of 1.7.10

  • TooManyItems
  • DamageIndicatorsMod
  • Optifine
  • Dragon Mounts
  • CraftGuide
  • SmartMoving
  • JourneyMap
  • ZyinsHUD

If anyone wants to test compatibility, post test results here and I'll add them to this list

 

 

 

[spoiler=CHANGELOG]https://github.com/NovaViper/ZeroQuest/blob/master/changelog.txt

 

 

 

[spoiler=TO-DO LIST]http://zeroquest.wikia.com/wiki/To-do_List

 

 

[spoiler=ISSUES NOTE]If anyone has any issues, please either PM me or put them on the Github issue tracker (https://github.com/NovaViper/ZeroQuest/issues). I cannot receive them on the curse pages because they do not notify me about them.

 

 

[spoiler=LICENSE NOTE]Though this mod is under the All Rights Reserved License, I allow people to add this mod into modpacks, do spotlights on it, and use the source code to help modders and developers as long as they give credit to the mod and the me AND you redirect to any of my mod's page links that are listed below. I DO NOT allow the modification of this mod unless you notice something off about the mod and its code. Also, I DO NOT allow the redistribution of my mod's source code. Also, I ABSOLUTELY do not allow the repost and monetisation of my mods.. so if you see websites that are not either the following: Minecraft Forge Fourms/Minecraft Forge, Minecraft CurseForge, Curse, MinecraftFourms, the Zero Quest Wikia, The Zero Quest Facebook Page, The Zero Quest Tumblr Page, Github, you are VERY likely to be a victim of mod fraud and installing an outdated version of the mod AND risk getting a malware from the download by not downloading from the websites listed. If you see websites that violate this, IMMEDIATELY PM me with the link given.

 

Main Developer and Owner of Zero Quest

Visit the Wiki for more information

If I helped anyone, please give me a applaud and a thank you!

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    • Please read the FAQ and post logs as described there.
    • Upon starting the server I get; [main/ERROR] [minecraft/Main]: Failed to start the minecraft server net.minecraftforge.fml.LoadingFailedException: Loading errors encountered: [     Framework (framework) has failed to load correctly §7java.lang.NoClassDefFoundError: net/minecraft/client/gui/components/toasts/Toast ] I suspect there is a (possibly a few) client-only mods installed on my server. Any help would be appreciated! (Yes I know there are a lot of mods...) Here is the crash log:   https://paste.ee/p/pRz5mhMl#s=0
    • That's basically what the failure does, my apologies for failing to specify.  It just tries again on the next tick until it detects the entities for that chunk are loaded, and then tries to load the entity.  From there it gets into different failure states depending on what goes wrong, but in short, if the entity fails to load once the entity list becomes available, the request is cleared and must be resubmitted by the end user.  There should be few cases where that actually happens. Yes, that is my understanding of forceloading.  That's why on a successful summon, it removes the forceload.  Otherwise it does just leave the chunks loaded long term. Thank you for your help, any knowledge is useful!  I don't often mess with forceloading and my prior experience is 1.16 so I'm also a bit out of my depth haha.
    • I will have to do more research about 1.18 chunk loading. You were unclear about how your code manages with the entity load failure. If you simply used a loop, I suggest submitting a tick task to the next tick which does the same thing, checking if the entities are loaded and if so teleporting the right one else submitting another tick task etc. Also I think forceloading permanently force loads the chunk, and it only starts to unload when you make a subsequent call to mark the chunk as not forceloaded. I may be completely wrong, I dont know much about 1.18, most of my experience is 1.20. Good luck I hope you figure it out after all this time 😅
    • i managed to fix it by reinstalling the modpack and re-add all the extra mods I've had previously.
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