What did you do (which mods did you update) when it broke? I'm not sure what exactly is causing it, but if you use optifine, just load the CP mod before OF and it should work fine (for some reason it "deletes" the player instance).
I don't recall what I did before its stopped working, the last thing I update was MagicLauncher (ML) (0.9.9 to 1.0.0), OptiFine (B3 to B4) and Forge (4.2.5.299 to 4.2.5.312) but I think it was working just fine after I updated.
I created a new configuration (let's call this TEST) in ML (tested with version 0.9.8, 0.9.9 and 1.0.0) only using three mod (Forge 4.2.5.312, Schematica 1.2.1.11 and ControlPack 5.2) = Schematica not working.
Now, I did what you told me, I added OF to my TEST config loading CP before OF and it's working again. I did this to my preferred config in ML and it did work as well. Thank you very much, now I'm happy again and thanks to you all my mods are playing nice to each other.
-video-
Truly awesome mod. Been looking for something like this for a long time.
Thank you for the mod review, added it to the first post.
As for the suggestions/critics (if I may call them that):
binding the hide/show button to a key - I can do that easily, but the reason I didn't do it (I actually removed it in an older version) is that I wouldn't like the mod to take up to many keys. My mod isn't the only one that uses keybindings and I wouldn't like to take away too many keys.
showing multiple layers at once - that is definitely doable and shouldn't be hard to implement. Adding a similar button setup as it already exists you could select the amount of layers to show at once and the existing buttons would move up/down for that amount as well.
half slabs/stairs - I assume you're referring to the fast that you're unable to see the block bellow it, correct? That might be a bit tricky to fix as there are a few scenarios where the same thing could apply. Of thing would be not to render any blocks around the head of your character. There's also a performance vs correct rendering here (if I decide not to render some blocks all the blocks that are being rendered have all of their faces rendered, even those that can't be seen - a 4x4 cube, normally only the outer surfaces are rendered (24), if I added that all of them would be rendered (48))
schematic rendering range - the blocks disappearing from a schematic is a feature that allows for any sizes of schematics to be imported into the world without performance loss. I plan to disable this for schematics smaller the sizes specified in the config file though. The performance was greatly improved in the last version compared to the previous versions, but my 200 FPS dev client still drops to 2-3 FPS if I attempt to render a 100x100x256 schematic, looking directly at it, seeing all/most of the blocks.
That should be everything, hopefully I didn't miss anything.
* 26.10.2012 (1.3.0.12)
- updated for minecraft 1.4.2
- added es_MX translations (submitted by inpixies)
- added sl_SI translations (submitted by Lunatrius)
- added skull and anvil rotation
I just wanted to push out the update as soon as possible, only updating necessary code. Once I update my other mods I'll be back to Schematica. Sources will be available when I'm done updating to 1.4 on github.
I would really like to try out your mod but when I get to the dropbox page it gives me this {"error": "Service Unavailable"} it would be awesome if you re-upload somewhere else or find out the problem with dropbox
Something broke with Schematica in the newer Forge releases (6.0.1.341-343 maybe 338 & 339). It works fine on 6.0.1.337.
On the newer builds I can't load/save schematics.
Just tried it with the 343 build and it's a problem with the world class, it appears that they changed something. I'll see if I can find a list of all recent commits and see what change caused this.
Just tried it with the 343 build and it's a problem with the world class, it appears that they changed something. I'll see if I can find a list of all recent commits and see what change caused this.
Regarding this issue, I've put out a silent update that fixes the issues. I'll make it official once I add a few other things.
a preview of where a loaded server schematic will go has been something Worldedit/ CUI mod would be great if they were capable of doing it.. as dealing with schematics or just moving/ placing large selections can be a major pain to get right first time, without causing client crashing or having to undo and retry.
I'm wondering if you could add more features to aid WorldEdit users on servers/singleplayer, like for selecting/previewingcut selections utilizing the same /hpos1/2 block selecting instead. And like //copy selections done in game.
I'm not sure if this mod will ever support WE, as I'm short on time. I've heard that AbrarSyed is working on something related to WECUI, but I can't tell you more as that all I know (he didn't go into details).
First of all, I would like to thank you for this mod. It's truly awesome to be able to build massive or complicated structures in creative without the risk of losing resources and then import them block by block to survival. I have found many uses for this mod that make my Minecraft life much easier...
Next, I have two suggestions for you. First, a simple "counter" extention that tells you how many blocks of what type a given schematic requires to be built. This would be immensly helpful in survival so that you know what you need to start a project before you begin the building proper.
The second suggestion I have is to have an "Ignore Air" option in the schematic display menu. What this would basically do is not mark blocks as red due to air being requested by the schematic. This would make importing underground or oddly shaped sturctures much easier.
If neither of these suggestions are impossible or undersirable, that's fine. The mod as-is is pretty extraordinary.
Finally, is that screenshot from your first post your MagicLauncher configuration? If so, I think you've been installing your mods incorrectly. The "Internal Mods" that you add individually are for mods that edit the minecraft.jar directly. In other words, it's for Forge and other jar mods. All other mods either go to the "coremods" folder or the "mods" folder in your .minecraft directory. The mods you put in the mods folder will show up under the "External Mods" in MagicLauncher. The reason I'm concerned is you have basically installed all of your mods directly to your minecraft.jar, which if I understand correctly is a bad idea.
First of all, I would like to thank you for this mod. It's truly awesome to be able to build massive or complicated structures in creative without the risk of losing resources and then import them block by block to survival. I have found many uses for this mod that make my Minecraft life much easier...
Next, I have two suggestions for you. First, a simple "counter" extention that tells you how many blocks of what type a given schematic requires to be built. This would be immensly helpful in survival so that you know what you need to start a project before you begin the building proper.
The second suggestion I have is to have an "Ignore Air" option in the schematic display menu. What this would basically do is not mark blocks as red due to air being requested by the schematic. This would make importing underground or oddly shaped sturctures much easier.
If neither of these suggestions are impossible or undersirable, that's fine. The mod as-is is pretty extraordinary.
Finally, is that screenshot from your first post your MagicLauncher configuration? If so, I think you've been installing your mods incorrectly. The "Internal Mods" that you add individually are for mods that edit the minecraft.jar directly. In other words, it's for Forge and other jar mods. All other mods either go to the "coremods" folder or the "mods" folder in your .minecraft directory. The mods you put in the mods folder will show up under the "External Mods" in MagicLauncher. The reason I'm concerned is you have basically installed all of your mods directly to your minecraft.jar, which if I understand correctly is a bad idea.
Anyway, hope that helps and thanks for the mod!
I've had something like that in mind for a long time, but never got around implementing it (custom GUI's in Minecraft can be awkward to create). I'll have to rethink the GUI a bit to make it look good and easy to use. Just throwing buttons on it will make unusable, sooner or later.
That screenshot is obsolete by now. it was basically just to show that the "no mods found" wasn't an error, but a thing that Magic Launcher had to update. As for the loading of mods, there shouldn't be any difference if you load it as an external/internal mod. One let's you put mods into a specific loading order, the other just loads them by filenames.
I can't get this to work with magic launcher because i cant get forge to run on magic launcher. ML has always been able to launch forge before but now it cant for some reason.
*** Starting Minecraft ***
Minecraft version: 1.4.2
Minecraft.jar: minecraft.jar
Mods:
minecraftforge-universal-6.0.1.341(1).zip
OptiFine_1.4.2_HD_U_A7.zip
zanMap142_3525381.zip
SFPSM.zip
WindowMaximized: true
Java path: C:\Program Files\Java\jre7\bin\java
Memory: 1024 MB
LauncherPath: /C:/Users/alex/Downloads/MagicLauncher_1.0.0.exe
*** MagicMinecraftLauncher 1.0.0 ***
java.lang.IncompatibleClassChangeError: Implementing class
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClass(Unknown Source)
at java.security.SecureClassLoader.defineClass(Unknown Source)
at java.net.URLClassLoader.defineClass(Unknown Source)
at java.net.URLClassLoader.access$100(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at magic.launcher.Launcher.main(Unknown Source)
No visible frames left, exit()
I can't get this to work with magic launcher because i cant get forge to run on magic launcher. ML has always been able to launch forge before but now it cant for some reason.
-snip-
it still does this even when im only using forge
All I can really suggest is to force an update and start fresh, only with the latest Forge at first. If it doesn't work, paste that error log (I have no idea what else could be wrong).
Though I am having some minor issues with it,
So far in my testing Fences and Bookcases are counted as air? I am not sure what is causing this, as torches and ladder are properly shown?
Having some weird memory fluctuations, using 1.5gigs of memory for MC and after a few seconds of loading a schem (even small ones) it crashes. I'll replicate it again and post the report.
I'm on a creative flat lands (for testing) with no animals or mobs.
--- BEGIN ERROR REPORT ec85a5fc --------
Generated 11/7/12 9:31 PM
- Minecraft Version: 1.4.2
- Operating System: Windows 7 (x86) version 6.1
- Java Version: 1.7.0_09, Oracle Corporation
- Java VM Version: Java HotSpot(TM) Client VM (mixed mode), Oracle Corporation
- Memory: 1093127992 bytes (1042 MB) / 1556938752 bytes (1484 MB) up to 1556938752 bytes (1484 MB)
- LiteLoader Mods: 1 loaded mod(s)
- Macro / Keybind Mod version 0.9.5.2
- JVM Flags: 2 total; -Xms1536m -Xmx1536m
- AABB Pool Size: 51 (2856 bytes; 0 MB) allocated, 34 (1904 bytes; 0 MB) used
- FML: MCP v7.19 FML v4.2.8.424 Minecraft Forge 6.0.1.349 Optifine OptiFine_1.4.2_HD_U_B5 12 mods loaded, 12 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
mod_CodeChickenCore [CodeChicken Core] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
mod_NotEnoughItems [Not Enough Items] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
Stackie [Stackie] (Stackie-universal.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
MonsterSpawnHighlighter [Monster Spawn Highlighter] (MonsterSpawnHighlighter.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
Schematica [Schematica] (Schematica.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
mod_ReiMinimap [mod_ReiMinimap] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
ExtrabiomesXL [ExtrabiomesXL] (ExtrabiomesXL-universal-3.3.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
mod_InvTweaks [Inventory Tweaks] (InvTweaks-1.44-1.4.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
Mystcraft [Mystcraft] (mystcraft-uni-1.4.2-0.9.4.00.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
- LWJGL: 2.4.2
- OpenGL: GeForce GTX 260M/PCIe/SSE2 GL version 3.3.0, NVIDIA Corporation
- Is Modded: Definitely; 'forge,fml'
- Type: Client
- Texture Pack: x32_Atherys_Ascended_1.4.2_v0.5.zip
- Profiler Position: N/A (disabled)
- Vec3 Pool Size: 52 (2912 bytes; 0 MB) allocated, 42 (2352 bytes; 0 MB) used
- World MpServer Entities: 2 total; [axc['xDialtone'/40, l='MpServer', x=-1016.23, y=7.63, z=194.74], on['Pig'/22, l='MpServer', x=-1096.94, y=4.00, z=243.06]]
- World MpServer Players: 1 total; [axc['xDialtone'/40, l='MpServer', x=-1016.23, y=7.63, z=194.74]]
- World MpServer Chunk Stats: MultiplayerChunkCache: 289
- Forced Entities: 2 total; [axc['xDialtone'/40, l='MpServer', x=-1016.23, y=7.63, z=194.74], on['Pig'/22, l='MpServer', x=-1096.94, y=4.00, z=243.06]]
- Retry Entities: 0 total; []
java.lang.IllegalStateException: Already tesselating!
at azb.b(Tessellator.java:504)
at azb.b(Tessellator.java:494)
at azd.a(RenderBlocks.java:8050)
at ayx.a(ItemRenderer.java:58)
at ItemRendererHD.a(ItemRendererHD.java:50)
at ayx.a(ItemRenderer.java:461)
at ayt.b(EntityRenderer.java:753)
at ayt.a(EntityRenderer.java:1698)
at ayt.b(EntityRenderer.java:1118)
at net.minecraft.client.Minecraft.J(Minecraft.java:884)
at net.minecraft.client.Minecraft.run(Minecraft.java:779)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT a28caadc ----------
I don't recall what I did before its stopped working, the last thing I update was MagicLauncher (ML) (0.9.9 to 1.0.0), OptiFine (B3 to B4) and Forge (4.2.5.299 to 4.2.5.312) but I think it was working just fine after I updated.
I created a new configuration (let's call this TEST) in ML (tested with version 0.9.8, 0.9.9 and 1.0.0) only using three mod (Forge 4.2.5.312, Schematica 1.2.1.11 and ControlPack 5.2) = Schematica not working.
Now, I did what you told me, I added OF to my TEST config loading CP before OF and it's working again. I did this to my preferred config in ML and it did work as well. Thank you very much, now I'm happy again and thanks to you all my mods are playing nice to each other.
Thank you for the mod review, added it to the first post.
As for the suggestions/critics (if I may call them that):
I just wanted to push out the update as soon as possible, only updating necessary code. Once I update my other mods I'll be back to Schematica. Sources will be available when I'm done updating to 1.4 on github.
On the newer builds I can't load/save schematics.
Just tried it with the 343 build and it's a problem with the world class, it appears that they changed something. I'll see if I can find a list of all recent commits and see what change caused this.
Regarding this issue, I've put out a silent update that fixes the issues. I'll make it official once I add a few other things.
I'm not sure if this mod will ever support WE, as I'm short on time. I've heard that AbrarSyed is working on something related to WECUI, but I can't tell you more as that all I know (he didn't go into details).
Next, I have two suggestions for you. First, a simple "counter" extention that tells you how many blocks of what type a given schematic requires to be built. This would be immensly helpful in survival so that you know what you need to start a project before you begin the building proper.
The second suggestion I have is to have an "Ignore Air" option in the schematic display menu. What this would basically do is not mark blocks as red due to air being requested by the schematic. This would make importing underground or oddly shaped sturctures much easier.
If neither of these suggestions are impossible or undersirable, that's fine. The mod as-is is pretty extraordinary.
Finally, is that screenshot from your first post your MagicLauncher configuration? If so, I think you've been installing your mods incorrectly. The "Internal Mods" that you add individually are for mods that edit the minecraft.jar directly. In other words, it's for Forge and other jar mods. All other mods either go to the "coremods" folder or the "mods" folder in your .minecraft directory. The mods you put in the mods folder will show up under the "External Mods" in MagicLauncher. The reason I'm concerned is you have basically installed all of your mods directly to your minecraft.jar, which if I understand correctly is a bad idea.
Anyway, hope that helps and thanks for the mod!
I've had something like that in mind for a long time, but never got around implementing it (custom GUI's in Minecraft can be awkward to create). I'll have to rethink the GUI a bit to make it look good and easy to use. Just throwing buttons on it will make unusable, sooner or later.
That screenshot is obsolete by now. it was basically just to show that the "no mods found" wasn't an error, but a thing that Magic Launcher had to update. As for the loading of mods, there shouldn't be any difference if you load it as an external/internal mod. One let's you put mods into a specific loading order, the other just loads them by filenames.
*** Starting Minecraft ***
Minecraft version: 1.4.2
Minecraft.jar: minecraft.jar
Mods:
minecraftforge-universal-6.0.1.341(1).zip
OptiFine_1.4.2_HD_U_A7.zip
zanMap142_3525381.zip
SFPSM.zip
WindowMaximized: true
Java path: C:\Program Files\Java\jre7\bin\java
Memory: 1024 MB
LauncherPath: /C:/Users/alex/Downloads/MagicLauncher_1.0.0.exe
*** MagicMinecraftLauncher 1.0.0 ***
java.lang.IncompatibleClassChangeError: Implementing class
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClass(Unknown Source)
at java.security.SecureClassLoader.defineClass(Unknown Source)
at java.net.URLClassLoader.defineClass(Unknown Source)
at java.net.URLClassLoader.access$100(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at magic.launcher.Launcher.main(Unknown Source)
No visible frames left, exit()
it still does this even when im only using forge
http://kck.st/PzXxKA 'Nuff Said
It works now
http://kck.st/PzXxKA 'Nuff Said
Though I am having some minor issues with it,
So far in my testing Fences and Bookcases are counted as air? I am not sure what is causing this, as torches and ladder are properly shown?
I'm on a creative flat lands (for testing) with no animals or mobs.
Great job!