Is there a way to recreate a Renewed world in Legacy? Copying seed doesn't work.
What's on your mind?
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I have started using the rotten logs as chimneys in my builds because they let the smoke particles through which provides a pleasing aesthetic for my constructions. I wondered about the possibility of making new blocks from the same geometry as the rotten log, but replacing the texture with stuff like Brick and Gondor Rock and such to add a different textured chimney to a build. Thank you for your consideration and thank you for the amazing mod! See attached pictures for example of implementation.
This was just a quick model I built for an example.
I was just thinking about easy unnoticeable ways to kill someone and I was thinking about poison wild berries and I was wondering why not have poison Berry Pie, it would be so much better and u could have some people round at ur base and have some Poison Berry Pie on ur table and then most people (i know i would) would begin feasting on the pie abd get poisoned.
But I think that the poison should be slow acting and should only take affect after 40 minutes or an hour after eating it so that all ur guests don't just drop dead at ur table and make a big mess on ur dining room floor.
Even better if u could add a different amounts of Poison Wild Berries for different lengths of time (the less berries the longer time till death and so on) that way u could time it better do if u wanted them to drop dead at the table add more berries and if I want the death to be inconspicuous add less berries.
Thx in advance for the comments
Horus🐧
I was just casually building an orchard in my hobbit village, when I realized that fruits are harvested by breaking the leaves of their respective fruit tree. I've thought about suggesting this for a while now, and have come up with two (According to me) better ideas. Here's the first one:
Fruits are harvested by right-clicking their respective fruit leaves (Empty-handed/with shears?). They would then probably drop 1-2 fruits per block. After that, the leaves will become normal leaves. Normal fruit tree leaves will additionally also have a random chance to turn into fruit leaves, that can be harvested again.
This idea has the pros that you don't have to cut the tree down in order to get the fruits, but would also make the trees gradually fill up with fruits.
The other idea is more of an additional property of fruit trees, namely regrowth. The mechanic would work as follows:
The fruit leaves would still be broken to harvest the fruits, but their drop rates would probably be changed to that in the suggestion above. The leaf would then have a random chance to be regrown, either to a fruit leaf or a normal leaf. The chance of it turning into one of the leaves mentioned above could be determined by the types of the surrounding blocks; Say you break a fruit leaf block in a fruit tree. The block is surrounded by three normal leaves and one other fruit leaf. The chance of it turning into a fruit leaf would then be 1 to 3. In the other three cases it would turn into normal leaves.
This has the pros that the tree will gradually "die," making it necessary to cut down the trees after some harvests, like in Hay Day, but this could also be a con, in some aspects.
These two are my ideas of making fruit harvesting better. This is a very small change, and would probably be quite easy to implement (Not that I know anything about programming or want to urge the mod team to implement it in the next few releases, if they like it). That's all I have to suggest for now, and I hope that people can exchange their opinions about this in the comment feed. Bye, and stay Sane!
This suggestion is very similar to this post about maple harvesting, but i've had this idea in mind for a long tim now, so don't call Grond on me.
Just wondering since we r moving the LOTR mod to 1.15.2 it will be possible to strip logs so why not add in that when u strip logs it gives u bark which u can use to craft armour that is a bit better than fur armour, not sure if any NPC's would wear it but i am sure some would.
As well as this when u strip say a maple log it would give u maple syrup or something to craft maple syrup with. There could also be different variants of the armour e.g. Shire Pine Bark Armour, Chestnut Bark Armour, Oak bark Armour, etcetera.
Horus
This suggestion entails a new way of hiring Trolls, for the future when Trolls and Hiring are added into Renewed of course, if this suggestion is Endorsed.
Trolls, I believe, are way to easy to hire. All you have to do is simply gain alignment and coin, (a lot, yes, but its still pretty simple) find an Angmar Orc Commander, and just like that, you have a beast that can cause untold destruction!
This, in my opinion, does not do the beasts justice. Therefore, I have come up with a suggestion to improve the hiring of Trolls....
-----------------------------
The first step in this new way of hiring, is crafting a "troll chain". This will be a large chain that works like a lead for trolls. It can be crafted on any Orcish crafting table in a similar manner to the chains in the newest Minecraft versions, but with iron blocks replacing the iron ingots, and iron ingots replacing the nuggets.
After you have crafted the troll chain, you must find a troll. Only normal trolls and hill trolls can be tamed with the troll chain. Olog-Hai and Mirk-Trolls should be tamed in a different way (how, I know not).
After you have found the troll, you will have to construct a five block high column, preferably made of stone, as anything else will break. Once this is done, you will right-click the troll with the chain.
(Note: only with sufficient alignment can you capture trolls in such a manner. Any player with alignment below the necessary amount will learn, very painfully, how foolish it is to try and capture a troll with a chain).
Assuming you have the right amount of alignment, the troll will be attached to the chain. However, you're not out of the woods yet! The troll will struggle profusely, regardless of alignment. Make sure to bring good armour, as captured trolls are stronger than regular ones!
Assuming you survived the struggles, you must now attach the chain to the stone column. Afterwards, the taming process will begin. Simply feed the troll meat (different amounts, depending on the type of meat. For example, tiny chicken meat will require 50 - 90, whereas large cow meat will require only 25 - 50. Feel free to change the numbers of course, I'm terrible at giving numbers :D). Just be careful, as the troll might just attempt to scoff you up instead of the offered meat!
Assuming you've given enough meat, and survived, the troll will now be tamed.
Why do I suggest this? As the beginning of this suggestion said, I believe trolls are too easy to get. If this seems like its to difficult an endeavour, perhaps buffing trolls a bit might help? Regardless, I've created this suggestion, it is my hope that it may one day in the fire be added.
Thank you for reading (and, if you gave kudos, double thanks!). Further suggestions, comments, criticism, and just about anything are welcome!
Can't wait to see the forum's thoughts on this! :)
I hope someone with modding experience can tell me :)
If most of the NPC codes are purely created by Mevans, then is it easier to implement them compare with things like world generation?
My suggestion for a new smithing scroll would be Mount bane which increase damage dealt to mounts. This effect can only be applied to pikes and spears to create an anti cavalry role to certain units. This will be even more needed if ride-able Oliphants with large HP's are added.
**Full disclaimer, these suggestions are just game mechanics that I think would improve Utumno in renewed, and none of them are deeply rooted in lore. If you have lore-friendly suggestions/improvements, please share them!**
Currently in Legacy, Utumno has few challenges and elements to it. Essentially, there are just two: tons of hard mobs, and treacherous terrain generation. When you go to Utumno, all you want to do is get the drops you came for, and then get out of there alive. While this definitely works and is still an incredible challenge, I think there is a missed opportunity for something... special. This brings me to my main suggestions for an Utumno revamp in Renewed.
Utumno Structures:
These structures, rather than the cave-like passages of current Utumno, would be reasons to travel throughout the dangerous area. These Structures would generate into the existing generation of Utumno, but they would add an enhanced exploration aspect, as well as a possible way to get good loot. Here are a few suggestions I thought of:
Prison Cells (all layers): A network of cells with tormented elves, or a new NPCs called "Utumno Prisoners". These cells need not be too complex (even something as simple as the cells in vanilla Strongholds), but their very presence, especially with a unique NPC, could greatly enhance player experience. These new NPCs would be passive, but run away from anything that approaches them (including the player). If you talked to them, their speechbank would likely be similar to Slaves of Nurn, or Tormented Elves. You could also get the Utumno advancement [Trapped in Darkness] upon interacting with them.
Torture Chambers (obsidian and fire layers): These would be similar to the Prison Cells (possibly even a branch off of that main structure), but with slightly different details, and possibly a loot chest with a new item, the "Utumno Branding Iron". This weapon would be repaired with orc steel, and light its targets on fire with the effect of a fire aspect I weapon (this one might be too OP, or like the balrog whip, adding chill simply wouldn't be an option). Attack stats would be similar to the Smith's Hammer.
Utumno Forge (fire layer): Here is where the orcs of Utumno forge their weapons of war. I envision a large room, similar to the large open spaces in Legacy Utumno, with vats of lava and orc forges. Here you could find Utumno Smiths (normal Utumno orcs wielding Smith's Hammers), and loot chest/armour stands with Utumno gear. If you kill an Utumno Smith, you get the advancement [Forged in Hellfire].
Failed Attempts (any layer): The last stand of past explorers. These might have a small barricade, inside full of skulls, and a chest with maggoty bread, and worn out gear. You might also find a final diary (similar to the one found by the Fellowship in Moria) with the last accounts of the attack.
Barracks (any layer): This would be the Utumno version of the Middle Earth camps. Chiseled into the walls, there could be some fur beds, barrels of orc draught, and a chest with maggoty bread, orc steel, and the chance of Utumno gear.
Spider nest (ice layer): This would be a normal large opening, except full of spider webs, they new Renewed Hanging Webs, and Webs of Ungoliant. This room would be full of ice spiders, and in a central nest (similar to the cave spider spawner in Vanilla mineshafts) there could be a chest with mysterious webs, gold, silver, rotten flesh, and manflesh.
Utumno Chests: as a brief side-thought, it would be cool if the Utumno loot was found in special Utumno Chests (similar to the stone chests, and ancient haradric chests in middle earth). These would be nothing more than a cool chest texture for Utumno.
Using new vanilla items/blocks, or adding Utumno versions: I think there are some cool new blocks that could be added to Utumno. First, the vanilla chain would look so cool incorporated into Utumno generation such as the large vertical shafts (and also in some of these structures I suggested). I also think that the soulfire items could be a cool addition, or Utumno variants of them (maybe "hellfire lanterns", etc.).
These are just a few thoughts I had on this, and please let me know any suggestions you might have more more/different structures, or changes that would make these fit better to the lore.
There is a title for it but I can't find a way to pickpocket someone.
Is there a way of only adding the mobs (elves, hobbits, orcs etc) in the mod to my minecraft in forge?
Like wtf? I was sailing down the Anduin on barrel, when suddenly I died in one hit from falling. F to my Orcbane sword that lies beneath the Anduin now.
P.S. I think Isildur perished the same way
OMG NEW FACTION, YAY it's in the facebook post three hours ago, it's not given a name nor mention but its between Angmar and Woodland Realm factions in the pictured factions menu. I wonder what it could be... Rivendell? Erebor?
Hi,
I was just playing and I tamed some wolves in Weather Hills and was fighting some orcs with my hired units and wolves and I found out there is no friendly fire feature for wolves so if a wolf accidentally is hit with a hired units bow or ranged weapon it retaliates and it ends up in a big fight between wolves and hired units, which the hired unit wins. Just wondering if a friendly fire for wolves like friendly fire for units will ever be added?
Thx in advance
Horus
As for now you need to chop down the tree to craft maple syrup from logs.
I suggest harvesting syrup by right clicking a maple log with a bowl in hand instead. After that the log would be stripped of its bark.
Thus you don't have to chop down maple trees for syrup. It's more realistic too.
Just wondering if it will ever be added that you can give a hired unit a mount if they do not already have one or cannot be bought with one. Such as i have 2 ranger outriders and 1 ruffian brute and we all have horses but the brute. Will i eventually be able to give the ruffian brute a horse in a new update because in reality you can give someone a horse or some other mount.
Thx in advance
Horus
My friend won't play the 1.7.10 version but he will play the 1.15.2 and I wanted to play with him.
I have a server and it keeps crashing, and whenever it crashes it gives me this:
The state engine was in incorrect state SERVER_STOPPING and forced into state SERVER_STOPPED. Errors may have been discarded.
Crash report:
---- Minecraft Crash Report ----
// Hi. I'm Minecraft, and I'm a crashaholic.
Time: 2021/1/3 下午 7:36
Description: Exception getting block type in world
java.util.ConcurrentModificationException
at java.util.HashMap$HashIterator.nextNode(Unknown Source)
at java.util.HashMap$ValueIterator.next(Unknown Source)
at net.minecraft.world.gen.structure.MapGenStructure.func_75051_a(MapGenStructure.java:89)
at net.minecraft.world.gen.ChunkProviderGenerate.func_73153_a(ChunkProviderGenerate.java:381)
at net.minecraft.world.gen.ChunkProviderServer.func_73153_a(ChunkProviderServer.java:279)
at net.minecraft.world.chunk.Chunk.func_76624_a(Chunk.java:1045)
at net.minecraft.world.gen.ChunkProviderServer.originalLoadChunk(ChunkProviderServer.java:190)
at net.minecraft.world.gen.ChunkProviderServer.loadChunk(ChunkProviderServer.java:131)
at net.minecraft.world.gen.ChunkProviderServer.func_73158_c(ChunkProviderServer.java:101)
at net.minecraft.world.gen.ChunkProviderServer.func_73154_d(ChunkProviderServer.java:199)
at net.minecraft.world.World.func_72964_e(World.java:419)
at net.minecraft.world.World.func_147439_a(World.java:345)
at net.minecraft.block.BlockGrass.func_149674_a(BlockGrass.java:57)
at net.minecraft.world.WorldServer.func_147456_g(WorldServer.java:391)
at net.minecraft.world.WorldServer.func_72835_b(WorldServer.java:183)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:625)
at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:334)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:547)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:427)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at java.util.HashMap$HashIterator.nextNode(Unknown Source)
at java.util.HashMap$ValueIterator.next(Unknown Source)
at net.minecraft.world.gen.structure.MapGenStructure.func_75051_a(MapGenStructure.java:89)
at net.minecraft.world.gen.ChunkProviderGenerate.func_73153_a(ChunkProviderGenerate.java:381)
at net.minecraft.world.gen.ChunkProviderServer.func_73153_a(ChunkProviderServer.java:279)
at net.minecraft.world.chunk.Chunk.func_76624_a(Chunk.java:1045)
at net.minecraft.world.gen.ChunkProviderServer.originalLoadChunk(ChunkProviderServer.java:190)
at net.minecraft.world.gen.ChunkProviderServer.loadChunk(ChunkProviderServer.java:131)
at net.minecraft.world.gen.ChunkProviderServer.func_73158_c(ChunkProviderServer.java:101)
at net.minecraft.world.gen.ChunkProviderServer.func_73154_d(ChunkProviderServer.java:199)
at net.minecraft.world.World.func_72964_e(World.java:419)
-- Requested block coordinates --
Details:
Found chunk: true
Location: World: (-208,64,-1089), Chunk: (at 0,4,15 in -13,-69; contains blocks -208,0,-1104 to -193,255,-1089), Region: (-1,-3; contains chunks -32,-96 to -1,-65, blocks -512,0,-1536 to -1,255,-1025)
Stacktrace:
at net.minecraft.world.World.func_147439_a(World.java:345)
at net.minecraft.block.BlockGrass.func_149674_a(BlockGrass.java:57)
at net.minecraft.world.WorldServer.func_147456_g(WorldServer.java:391)
at net.minecraft.world.WorldServer.func_72835_b(WorldServer.java:183)
-- Affected level --
Details:
Level name: world
All players: 3 total; [EntityPlayerMP['Neyo18'/2357, l='world', x=-88.61, y=78.00, z=138.41], EntityPlayerMP['WonderKitten'/174, l='world', x=-569.50, y=70.00, z=4043.50], EntityPlayerMP['JoviNekki'/373238, l='world', x=-311.08, y=63.00, z=-914.27]]
Chunk stats: ServerChunkCache: 1677 Drop: 0
Level seed: 3197939801379610202
Level generator: ID 00 - default, ver 1. Features enabled: true
Level generator options:
Level spawn location: World: (-48,64,129), Chunk: (at 0,4,1 in -3,8; contains blocks -48,0,128 to -33,255,143), Region: (-1,0; contains chunks -32,0 to -1,31, blocks -512,0,0 to -1,255,511)
Level time: 203534 game time, 203534 day time
Level dimension: 0
Level storage version: 0x04ABD - Anvil
Level weather: Rain time: 150470 (now: false), thunder time: 56353 (now: false)
Level game mode: Game mode: survival (ID 0). Hardcore: false. Cheats: false
Stacktrace:
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:625)
at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:334)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:547)
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 10 (amd64) version 10.0
Java Version: 1.8.0_271, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 513635048 bytes (489 MB) / 1563951104 bytes (1491 MB) up to 13094092800 bytes (12487 MB)
JVM Flags: 2 total; -Xmx14048M -Xms1024M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 1, tcache: 1, allocated: 12, tallocated: 94
FML: MCP v9.05 FML v7.10.99.99 Minecraft Forge 10.13.4.1614 41 mods loaded, 41 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
UCHIJAAAA mcp{9.05} [Minecraft Coder Pack] (minecraft.jar)
UCHIJAAAA FML{7.10.99.99} [Forge Mod Loader] (forge-1.7.10-10.13.4.1614-1.7.10-universal.jar)
UCHIJAAAA Forge{10.13.4.1614} [Minecraft Forge] (forge-1.7.10-10.13.4.1614-1.7.10-universal.jar)
UCHIJAAAA appliedenergistics2-core{rv3-beta-6} [Applied Energistics 2 Core] (minecraft.jar)
UCHIJAAAA CodeChickenCore{1.0.7.47} [CodeChicken Core] (minecraft.jar)
UCHIJAAAA NotEnoughItems{1.0.5.120} [Not Enough Items] (NotEnoughItems-1.7.10-1.0.5.120-universal.jar)
UCHIJAAAA OpenModsCore{0.10} [OpenModsCore] (minecraft.jar)
UCHIJAAAA <CoFH ASM>{000} [CoFH ASM] (minecraft.jar)
UCHIJAAAA MuyaCore{1.8.0} [MuyaCore] (minecraft.jar)
UCHIJAAAA inventorytweaks{1.59-dev-152-cf6e263} [Inventory Tweaks] ([Minecraft-INSIDE.com] inventorytweaks_1.7.10_1.59_dev_152.jar)
UCHIJAAAA appliedenergistics2{rv3-beta-6} [Applied Energistics 2] (appliedenergistics2-rv3-beta-6.jar)
UCHIJAAAA Backpack{2.0.1} [Backpack] (backpack-2.0.1-1.7.x.jar)
UCHIJAAAA BiblioCraft{1.11.7} [BiblioCraft] (BiblioCraft[v1.11.7][MC1.7.10].jar)
UCHIJAAAA AWWayofTime{v1.3.3} [Blood Magic: Alchemical Wizardry] (BloodMagic-1.7.10-1.3.3-17.jar)
UCHIJAAAA Baubles{1.0.1.10} [Baubles] (Baubles-1.7.10-1.0.1.10.jar)
UCHIJAAAA Botania{r1.8-249} [Botania] (Botania+r1.8-249.jar)
UCHIJAAAA CoFHCore{1.7.10R3.1.4} [CoFH Core] (CoFHCore-[1.7.10]3.1.4-329.jar)
UCHIJAAAA BrandonsCore{1.0.0.12} [Brandon's Core] (BrandonsCore-1.0.0.12.jar)
UCHIJAAAA ForgeMultipart{1.2.0.345} [Forge Multipart] (ForgeMultipart-1.7.10-1.2.0.345-universal.jar)
UCHIJAAAA chisel{2.9.5.11} [Chisel] (Chisel-2.9.5.11.jar)
UCHIJAAAA CarpentersBlocks{3.3.8.2} [Carpenter's Blocks] (Carpenter's+Blocks+v3.3.8.2+-+MC+1.7.10.jar)
UCHIJAAAA ChickenChunks{1.3.4.19} [ChickenChunks] (ChickenChunks-1.7.10-1.3.4.19-universal.jar)
UCHIJAAAA DraconicEvolution{1.0.2h} [Draconic Evolution] (Draconic-Evolution-1.7.10-1.0.2h-tw.jar)
UCHIJAAAA endercore{1.7.10-0.2.0.39_beta} [EnderCore] (EnderCore-1.7.10-0.2.0.39_beta.jar)
UCHIJAAAA Waila{1.5.10} [Waila] (Waila-1.5.10_1.7.10.jar)
UCHIJAAAA EnderIO{1.7.10-2.3.0.429_beta} [Ender IO] (EnderIO-1.7.10-2.3.0.429_beta.jar)
UCHIJAAAA EnderStorage{1.4.7.37} [EnderStorage] (EnderStorage-1.7.10-1.4.7.37-universal.jar)
UCHIJAAAA ExtraUtilities{1.2.12} [Extra Utilities] (extrautilities-1.2.12.jar)
UCHIJAAAA IC2{2.2.827-experimental} [IndustrialCraft 2] (industrialcraft-2-2.2.827-experimental.jar)
UCHIJAAAA Forestry{4.2.16.64} [Forestry for Minecraft] (forestry_1.7.10-4.2.16.64.jar)
UCHIJAAAA IronChest{6.0.62.742} [Iron Chest] (ironchest-1.7.10-6.0.62.742-universal-tw.jar)
UCHIJAAAA journeymap{5.1.4p2} [JourneyMap] (journeymap-1.7.10-5.1.4p2-unlimited-tw.jar)
UCHIJAAAA malisiscore{1.7.10-0.14.3} [MalisisCore] (malisiscore-1.7.10-0.14.3.jar)
UCHIJAAAA malisisdoors{1.7.10-1.13.2} [Malisis' Doors] (malisisdoors-1.7.10-1.13.2.jar)
UCHIJAAAA Muya{1.9.2} [Muya Mod] (Muya-1.9.2.jar)
UCHIJAAAA manametalmod{5.3.4} [ManaMetalMod] (manametalmod-5.3.4-2.jar)
UCHIJAAAA OpenMods{0.10} [OpenMods] (OpenModsLib-1.7.10-0.10-tw.jar)
UCHIJAAAA OpenBlocks{1.6} [OpenBlocks] (OpenBlocks-1.7.10-1.6-tw.jar)
UCHIJAAAA WailaHarvestability{1.1.6} [Waila Harvestability] (WailaHarvestability-mc1.7.10-1.1.6.jar)
UCHIJAAAA McMultipart{1.2.0.345} [Minecraft Multipart Plugin] (ForgeMultipart-1.7.10-1.2.0.345-universal.jar)
UCHIJAAAA ForgeMicroblock{1.2.0.345} [Forge Microblocks] (ForgeMultipart-1.7.10-1.2.0.345-universal.jar)
OpenModsLib class transformers: [stencil_patches:ENABLED],[movement_callback:ENABLED],[player_damage_hook:FINISHED],[map_gen_fix:FINISHED],[gl_capabilities_hook:ENABLED],[player_render_hook:ENABLED]
Class transformer null safety: all safe
AE2 Version: beta rv3-beta-6 for Forge 10.13.4.1448
CoFHCore: -[1.7.10]3.1.4-329
Chisel: Errors like "[FML]: Unable to lookup ..." are NOT the cause of this crash. You can safely ignore these errors. And update forge while you're at it.
EnderIO: Found the following problem(s) with your installation:
* The RF API that is being used (1.7.10R1.0.2 from <unknown>) differes from that that is reported as being loaded (1.7.10R1.0.13 from EnderIO-1.7.10-2.3.0.429_beta.jar).
It is a supported version, but that difference may lead to problems.
* An unknown AE2 API is installed (rv3 from appliedenergistics2-rv3-beta-6.jar).
Ender IO was build against API version rv2 and may or may not work with a newer version.
This may have caused the error. Try reproducing the crash WITHOUT this/these mod(s) before reporting it.
AE2 Integration: IC2:ON, RotaryCraft:OFF, RC:OFF, BuildCraftCore:OFF, BuildCraftTransport:OFF, BuildCraftBuilder:OFF, RF:ON, RFItem:ON, MFR:OFF, DSU:ON, FZ:OFF, FMP:ON, RB:OFF, CLApi:OFF, Waila:ON, Mekanism:OFF, ImmibisMicroblocks:OFF, BetterStorage:OFF, OpenComputers:OFF, PneumaticCraft:OFF
Profiler Position: N/A (disabled)
Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Player Count: 3 / 20; [EntityPlayerMP['Neyo18'/2357, l='world', x=-88.61, y=78.00, z=138.41], EntityPlayerMP['WonderKitten'/174, l='world', x=-569.50, y=70.00, z=4043.50], EntityPlayerMP['JoviNekki'/373238, l='world', x=-311.08, y=63.00, z=-914.27]]
Is Modded: Definitely; Server brand changed to 'fml,forge'
Type: Dedicated Server (map_server.txt)
Can anyone help me?