I'm not sure if this has been posted yet. I'm feeling lazy today, and don't want to search.
There is an ID conflict between the Unlit Torches and Lanterns mod and the Derpy Squid mod.
This is the log that Forge created:
#Blocks
500: goldSquid from derpysquid - ut_hook from UnlitTorch
501: squid from derpysquid - ut_lanternLit from UnlitTorch
502: squidStatue from derpysquid - ut_lanternUnlit from UnlitTorch
Suggested Ranges: 2840-4094 (1255 IDs), 1240-1999 (760 IDs), 2268-2760 (493 IDs)
Just thought I should let people know.
EDIT:
Also. There is a map corrupting crash between 'CodeChicken' and 'Unlit Torches and Lantern' when attempting to place a torch.
The console log:
---- Minecraft Crash Report ----
// Hey, that tickles! Hehehe!
java.lang.ExceptionInInitializerError
at codechicken.multipart.minecraft.EventHandler.place(EventHandler.java:48)
at codechicken.multipart.minecraft.EventHandler.playerInteract(EventHandler.java:32)
at net.minecraftforge.event.ASMEventHandler_11_EventHandler_playerInteract_PlayerInteractEvent.invoke(.dynamic)
at net.minecraftforge.event.ASMEventHandler.invoke(ASMEventHandler.java:39)
at net.minecraftforge.event.EventBus.post(EventBus.java:108)
at net.minecraftforge.event.ForgeEventFactory.onPlayerInteract(ForgeEventFactory.java:41)
at net.minecraft.client.Minecraft.func_71402_c(Minecraft.java:1377)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1854)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:898)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:826)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:57)
at net.minecraft.launchwrapper.Launch.main(Launch.java:18)
Caused by: java.lang.ClassCastException: pelep.unlittorch.block.BlockTorch cannot be cast to net.minecraft.block.BlockTorch
at codechicken.multipart.minecraft.TorchPart.(TorchPart.java:15)
... 17 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at codechicken.multipart.minecraft.EventHandler.place(EventHandler.java:48)
at codechicken.multipart.minecraft.EventHandler.playerInteract(EventHandler.java:32)
at net.minecraftforge.event.ASMEventHandler_11_EventHandler_playerInteract_PlayerInteractEvent.invoke(.dynamic)
at net.minecraftforge.event.ASMEventHandler.invoke(ASMEventHandler.java:39)
at net.minecraftforge.event.EventBus.post(EventBus.java:108)
at net.minecraftforge.event.ForgeEventFactory.onPlayerInteract(ForgeEventFactory.java:41)
at net.minecraft.client.Minecraft.func_71402_c(Minecraft.java:1377)
.....
2013-08-07 21:24:03 [CLIENT] [SEVERE] Unable to parse animation metadata from twilightforest:textures/blocks/trans_leaves.png: broken aspect ratio and not an animation
2013-08-07 21:24:03 [CLIENT] [SEVERE] Unable to parse animation metadata from twilightforest:textures/blocks/sort_leaves.png: broken aspect ratio and not an animation
2013-08-07 21:24:03 [CLIENT] [SEVERE] Unable to parse animation metadata from twilightforest:textures/blocks/time_leaves.png: broken aspect ratio and not an animation
2013-08-07 21:24:07 [CLIENT] [INFO] Reloading ResourceManager: Default, FMLFileResourcePack:Not Enough Items, FMLFileResourcePack:Damage Indicators, FMLFileResourcePack:TreeCapitator, FMLFileResourcePack:Alchemy++, FMLFileResourcePack:Aquaculture, FMLFileResourcePack:Backpack, FMLFileResourcePack:Butterfly Mania, FMLFileResourcePack:Chisel, FMLFileResourcePack:The Derpy Squid Mod, FMLFileResourcePack:Forge Microblocks, FMLFileResourcePack:Forge Multipart, FMLFileResourcePack:Minecraft Multipart Plugin, FMLFileResourcePack:Cellular Automata Generator, FMLFileResourcePack:Great Wall Mod, FMLFileResourcePack:Walled City Generator, FMLFileResourcePack:Highlands, FMLFileResourcePack:Keithy Utils, FMLFileResourcePack:NatureCraft, FMLFileResourcePack:The Twilight Forest, FMLFileResourcePack:Unlit Torches and Lanterns, SmartMoving
2013-08-07 21:24:08 [CLIENT] [SEVERE] Unable to parse animation metadata from twilightforest:textures/blocks/trans_leaves.png: broken aspect ratio and not an animation
2013-08-07 21:24:08 [CLIENT] [SEVERE] Unable to parse animation metadata from twilightforest:textures/blocks/sort_leaves.png: broken aspect ratio and not an animation
2013-08-07 21:24:08 [CLIENT] [SEVERE] Unable to parse animation metadata from twilightforest:textures/blocks/time_leaves.png: broken aspect ratio and not an animation
2013-08-07 21:24:08 [CLIENT] [SEVERE] Using missing texture, unable to load: alchemypp:textures/blocks/PotionBottle.png
2013-08-07 21:24:22 [CLIENT] [INFO] [CHAT] [Rei's Minimap] 3 Waypoints loaded for test
2013-08-07 21:24:22 [CLIENT] [INFO] [CHAT] Smart Moving enabled
2013-08-07 21:24:26 [CLIENT] [INFO] [CHAT] TreeCapitator client-side features enabled.
2013-08-07 21:24:26 [CLIENT] [INFO] [CHAT] Version 1.6.1.2 of NotEnoughItems is available
2013-08-07 21:24:26 [CLIENT] [INFO] [CHAT] Damage Indicators Mod v.2.8.8.0 is out of date. v.2.9.0.0 is now available.
2013-08-07 21:25:40 [CLIENT] [INFO] Setting user: Smiggledoink
2013-08-07 21:25:40 [CLIENT] [INFO] (Session ID is token:aa33a7b493534af8966ff8d6ebebbd3f:a261613ccd5e40d3b4e05670f0920f27)
2013-08-07 21:25:42 [CLIENT] [INFO] LWJGL Version: 2.9.0
2013-08-07 21:25:44 [CLIENT] [INFO] Reloading ResourceManager: Default
2013-08-07 21:25:49 [CLIENT] [INFO] Reloading ResourceManager: Default, FMLFileResourcePack:Not Enough Items, FMLFileResourcePack:Damage Indicators, FMLFileResourcePack:TreeCapitator, FMLFileResourcePack:Alchemy++, FMLFileResourcePack:Aquaculture, FMLFileResourcePack:Backpack, FMLFileResourcePack:Butterfly Mania, FMLFileResourcePack:Chisel, FMLFileResourcePack:The Derpy Squid Mod, FMLFileResourcePack:Forge Microblocks, FMLFileResourcePack:Forge Multipart, FMLFileResourcePack:Minecraft Multipart Plugin, FMLFileResourcePack:Cellular Automata Generator, FMLFileResourcePack:Great Wall Mod, FMLFileResourcePack:Walled City Generator, FMLFileResourcePack:Highlands, FMLFileResourcePack:Keithy Utils, FMLFileResourcePack:Nature, FMLFileResourcePack:The Twilight Forest, FMLFileResourcePack:Unlit Torches and Lanterns
2013-08-07 21:26:00 [CLIENT] [SEVERE] Unable to parse animation metadata from twilightforest:textures/blocks/trans_leaves.png: broken aspect ratio and not an animation
2013-08-07 21:26:00 [CLIENT] [SEVERE] Unable to parse animation metadata from twilightforest:textures/blocks/sort_leaves.png: broken aspect ratio and not an animation
2013-08-07 21:26:01 [CLIENT] [SEVERE] Unable to parse animation metadata from twilightforest:textures/blocks/time_leaves.png: broken aspect ratio and not an animation
2013-08-07 21:26:05 [CLIENT] [INFO] Reloading ResourceManager: Default, FMLFileResourcePack:Not Enough Items, FMLFileResourcePack:Damage Indicators, FMLFileResourcePack:TreeCapitator, FMLFileResourcePack:Alchemy++, FMLFileResourcePack:Aquaculture, FMLFileResourcePack:Backpack, FMLFileResourcePack:Butterfly Mania, FMLFileResourcePack:Chisel, FMLFileResourcePack:The Derpy Squid Mod, FMLFileResourcePack:Forge Microblocks, FMLFileResourcePack:Forge Multipart, FMLFileResourcePack:Minecraft Multipart Plugin, FMLFileResourcePack:Cellular Automata Generator, FMLFileResourcePack:Great Wall Mod, FMLFileResourcePack:Walled City Generator, FMLFileResourcePack:Highlands, FMLFileResourcePack:Keithy Utils, FMLFileResourcePack:NatureCraft, FMLFileResourcePack:The Twilight Forest, FMLFileResourcePack:Unlit Torches and Lanterns, SmartMoving
2013-08-07 21:26:06 [CLIENT] [SEVERE] Unable to parse animation metadata from twilightforest:textures/blocks/trans_leaves.png: broken aspect ratio and not an animation
2013-08-07 21:26:06 [CLIENT] [SEVERE] Unable to parse animation metadata from twilightforest:textures/blocks/sort_leaves.png: broken aspect ratio and not an animation
2013-08-07 21:26:06 [CLIENT] [SEVERE] Unable to parse animation metadata from twilightforest:textures/blocks/time_leaves.png: broken aspect ratio and not an animation
2013-08-07 21:26:06 [CLIENT] [SEVERE] Using missing texture, unable to load: alchemypp:textures/blocks/PotionBottle.png
2013-08-07 21:26:44 [CLIENT] [INFO] [CHAT] TreeCapitator client-side features enabled.
2013-08-07 21:26:44 [CLIENT] [INFO] [CHAT] Version 1.6.1.2 of NotEnoughItems is available
2013-08-07 21:26:46 [CLIENT] [INFO] [CHAT] Damage Indicators Mod v.2.8.8.0 is out of date. v.2.9.0.0 is now available.
2013-08-07 21:26:47 [CLIENT] [INFO] [CHAT] [Rei's Minimap] 3 Waypoints loaded for test
2013-08-07 21:26:47 [CLIENT] [INFO] [CHAT] Smart Moving enabled
2013-08-07 21:26:59 [CLIENT] [WARNING] Memory connection overburdened; after processing 2500 packets, we still have 2364 to go!
2013-08-07 21:26:59 [CLIENT] [WARNING] Memory connection overburdened; after processing 2500 packets, we still have 168 to go!
Quick question though, on my server I try and use the item, through NEI, and it tells me no such item with the IDs 500, 501 etc exist, but I can still see the item.
also it works great on single player
oh also I checked the config file and the numbers look fine
I'm not sure if this has been posted yet. I'm feeling lazy today, and don't want to search.
There is an ID conflict between the Unlit Torches and Lanterns mod and the Derpy Squid mod.
This is the log that Forge created:
#Blocks
500: goldSquid from derpysquid - ut_hook from UnlitTorch
501: squid from derpysquid - ut_lanternLit from UnlitTorch
502: squidStatue from derpysquid - ut_lanternUnlit from UnlitTorch
Suggested Ranges: 2840-4094 (1255 IDs), 1240-1999 (760 IDs), 2268-2760 (493 IDs)
Just thought I should let people know.
EDIT:
Also. There is a map corrupting crash between 'CodeChicken' and 'Unlit Torches and Lantern' when attempting to place a torch.
The console log:
~
Java Version: Java™ Platform SE 7 U25 (v7.0.250.16)
regarding the ids, just change it in the config.
this mod isn't compatible with forgemultipart yet. and might not be for quite a while. multipart is not entirely coded in java, so i have to learn the language it's using first. added to that, multipart will probably be difficult to work with in my case since it also modifies vanilla torches.
Quick question though, on my server I try and use the item, through NEI, and it tells me no such item with the IDs 500, 501 etc exist, but I can still see the item.
also it works great on single player
oh also I checked the config file and the numbers look fine
This mod is incompatible with the torch levers mod
The item ids were conflicting, the same went for Glenns gases mod.
no, it's not. it works fine with both. use the config file. seriously, posts like this really irk me.
to anyone else planning to post here regarding id conflicts, learn to use config files. they're there for a reason. posts like Vollans_hl's are fine. but ones that claim "incompatibility" due to id conflicts, i will ignore from now on.
07:26:36 [INFO] Attempted to place a tile entity (pelep.unlittorch.entity.TileEntityTorch@5d69151d) at 4545,29,1197 (AIR) where there was no entity tile!
07:26:36 [INFO] Chunk coordinates: 4544,1184
07:26:36 [SEVERE] java.lang.Exception
07:26:36 [SEVERE] at net.minecraft.world.chunk.Chunk.func_76604_a(Chunk.java:1071)
07:26:36 [SEVERE] at net.minecraft.world.World.func_72837_a(World.java:3487)
07:26:36 [SEVERE] at net.minecraft.world.chunk.Chunk.func_76592_a(Chunk.java:780)
07:26:36 [SEVERE] at net.minecraft.world.World.func_72832_d(World.java:821)
07:26:36 [SEVERE] at net.minecraft.world.gen.structure.StructureComponent.func_74864_a(StructureComponent.java:544)
07:26:36 [SEVERE] at net.minecraft.world.gen.structure.StructureComponent.func_74876_a(StructureComponent.java:688)
07:26:36 [SEVERE] at net.minecraft.world.gen.structure.ComponentMineshaftCorridor.func_74875_a(ComponentMineshaftCorridor.java:267)
07:26:36 [SEVERE] at net.minecraft.world.gen.structure.StructureStart.func_75068_a(StructureStart.java:35)
07:26:36 [SEVERE] at net.minecraft.world.gen.structure.MapGenStructure.func_75051_a(MapGenStructure.java:71)
07:26:36 [SEVERE] at net.minecraft.world.gen.ChunkProviderGenerate.func_73153_a(ChunkProviderGenerate.java:532)
07:26:36 [SEVERE] at org.bukkit.craftbukkit.v1_6_R2.generator.NormalChunkGenerator.func_73153_a(NormalChunkGenerator.java:59)
07:26:36 [SEVERE] at net.minecraft.world.gen.ChunkProviderServer.func_73153_a(ChunkProviderServer.java:363)
07:26:36 [SEVERE] at org.bukkit.craftbukkit.v1_6_R2.CraftWorld.chunkLoadPostProcess(CraftWorld.java:397)
07:26:36 [SEVERE] at org.bukkit.craftbukkit.v1_6_R2.CraftWorld.loadChunk(CraftWorld.java:375)
07:26:36 [SEVERE] at com.wimbli.WorldBorder.WorldFillTask.run(WorldFillTask.java:194)
07:26:36 [SEVERE] at org.bukkit.craftbukkit.v1_6_R2.scheduler.CraftTask.run(CraftTask.java:58)
07:26:36 [SEVERE] at org.bukkit.craftbukkit.v1_6_R2.scheduler.CraftScheduler.mainThreadHeartbeat(CraftScheduler.java:345)
07:26:36 [SEVERE] at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:784)
07:26:36 [SEVERE] at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:318)
07:26:36 [SEVERE] at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:741)
07:26:36 [SEVERE] at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:625)
07:26:36 [SEVERE] at net.minecraft.server.ThreadMinecraftServer.run(ThreadMinecraftServer.java:16)
i think i'm gonna need the full log for this. you're using bukkit, so i'm not sure if i can do anything about it :/ also, if and when you post the full log, use [ spoiler ] tags, not code tags.
First of all, thanks for this mod, it's really cool, imho.
I've got a question: Is it normal when torches in a stack are burned out all, not by one? =/
I fixed this for myself (Diff patch on pastebin) and request this fix in mod too (maybe as an additional option)
thanks! and yep, it's normal the thing about how you did it is that it's unfair if you set the damage back to 1 every time a torch burns out. it's basically relighting the whole stack without any cost and it almost completely takes out the necessity of the igniters. and the reason why more than one 1 torch can burn out at a time is it's more realistic that way. imagine i have 4 stacks of 16 torches (64 total) instead of just 1 stack of 64. with 4 stacks of 16, 4 torches can burn out at the same time. if i limit it to 1 torch burning out per stack, then only 1 torch will burn out instead of 4 if i have a stack of 64 (which is basically the same as 4 stacks of 16). i do realize that i might seem shocking when suddenly half your stack is gone, but i think the logic behind it is pretty sound.
I've been playing with this mod and really like it. I also like playing with Tinker's Construct and noticed that there are stone torches in the mod, but they will never burn out. You should consider talking to the mod developer to implement something with the stone torches or create something to overwrite his.
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Not really sure whats going on, but i think Forge 842 and this mod are not compatible... It works fine with 818, but if i change to 842 and try to load the world it complains that all the items this mod added are missing... Like it simply doesn't load the mod?
I've been playing with this mod and really like it. I also like playing with Tinker's Construct and noticed that there are stone torches in the mod, but they will never burn out. You should consider talking to the mod developer to implement something with the stone torches or create something to overwrite his.
thanks! and i'll take a look at the mod but i'm not promising anything
Not really sure whats going on, but i think Forge 842 and this mod are not compatible... It works fine with 818, but if i change to 842 and try to load the world it complains that all the items this mod added are missing... Like it simply doesn't load the mod?
yeah, forge changed some stuff with how some mods are loaded :/ so i have to update the mod to make newer versions of forge recognize it. i plan to have it up by this week or next. in the mean time, you could downgrade your forge first. it should work fine with forge versions that are lower than 9.10.0.831
I may as well ask here, since I'm having no luck with all the fixes I try to use. I've found the config option for adding "fat animals" to the game, but for some reason I'm having absolutely no luck with even getting other vanilla animals to drop fat, even less mod animals. Nevermind the mod animals, though, I would just like to add the "Horse" mob as a fat animal due to the fact it is the only mob that spawns in a large radius of my home. My current entry is "Horse:20" behind a comma, no space.
This mod is great, though, even if I can't use my lantern yet!
I may as well ask here, since I'm having no luck with all the fixes I try to use. I've found the config option for adding "fat animals" to the game, but for some reason I'm having absolutely no luck with even getting other vanilla animals to drop fat, even less mod animals. Nevermind the mod animals, though, I would just like to add the "Horse" mob as a fat animal due to the fact it is the only mob that spawns in a large radius of my home. My current entry is "Horse:20" behind a comma, no space.
This mod is great, though, even if I can't use my lantern yet!
i've looked into it and it seems that a filter that i put which was meant to ignore entries of mobs that "didn't exist" wasn't very well thought out :/ my bad. i took it out now. people will just have to make sure what they put in is valid now. anyway, it'll be in the next update which will be uploaded real soon and thanks!
i've looked into it and it seems that a filter that i put which was meant to ignore entries of mobs that "didn't exist" wasn't very well thought out :/ my bad. i took it out now. people will just have to make sure what they put in is valid now. anyway, it'll be in the next update which will be uploaded real soon and thanks!
No, thank you! Glad to know that's what was causing the issue and not my own incompetence breaking the code of my mod instance. (Phew!)
So sad, I can't break blocks with the lit torch in hand. It's always updating and breaking block starts from the beginning( So feature for harvesting blocks of sand with torch not worked.
So sad, I can't break blocks with the lit torch in hand. It's always updating and breaking block starts from the beginning( So feature for harvesting blocks of sand with torch not worked.
what version are you using? as far as i know, that only happened in the old versions
edit: i just tested it seems like it's back and doing it again. dammit. i'll see if i can fix that.
I'm not sure if this has been posted yet. I'm feeling lazy today, and don't want to search.
There is an ID conflict between the Unlit Torches and Lanterns mod and the Derpy Squid mod.
This is the log that Forge created:
#Blocks
500: goldSquid from derpysquid - ut_hook from UnlitTorch
501: squid from derpysquid - ut_lanternLit from UnlitTorch
502: squidStatue from derpysquid - ut_lanternUnlit from UnlitTorch
Suggested Ranges: 2840-4094 (1255 IDs), 1240-1999 (760 IDs), 2268-2760 (493 IDs)
Just thought I should let people know.
EDIT:
Also. There is a map corrupting crash between 'CodeChicken' and 'Unlit Torches and Lantern' when attempting to place a torch.
The console log:
The output-client.log:
Additional details:
'Forge' version: 9.10.0.817
- 'ForgeMultiPart' version: ForgeMultipart-universal-1.6.2-1.0.0.106
'Code Chicken Core' version: CodeChickenCore 0.9.0.3
'Unlit Torches' version: unlittorch1.28.28_mc1.6.2
Java arguments: -Xmx1G (default)
~
Java Version: Java(TM) Platform SE 7 U25 (v7.0.250.16)
Quick question though, on my server I try and use the item, through NEI, and it tells me no such item with the IDs 500, 501 etc exist, but I can still see the item.
also it works great on single player
oh also I checked the config file and the numbers look fine
no, it doesn't.
regarding the ids, just change it in the config.
this mod isn't compatible with forgemultipart yet. and might not be for quite a while. multipart is not entirely coded in java, so i have to learn the language it's using first. added to that, multipart will probably be difficult to work with in my case since it also modifies vanilla torches.
is the mod installed on the server as well?
no, it's not. it works fine with both. use the config file. seriously, posts like this really irk me.
to anyone else planning to post here regarding id conflicts, learn to use config files. they're there for a reason. posts like Vollans_hl's are fine. but ones that claim "incompatibility" due to id conflicts, i will ignore from now on.
Ton of errors at all map
what to do?
http://www.minecraftforum.net/topic/1680480-16215xforgesmp-bibliocraft-v134-bookcases-armor-stands-shelves-printing-presses-lamps-tables-and-more-updated-07022013/page__st__1580
thanks!
i think i'm gonna need the full log for this. you're using bukkit, so i'm not sure if i can do anything about it :/ also, if and when you post the full log, use [ spoiler ] tags, not code tags.
integration how? with the lamps or something? i'm not really familiar with what the mod does
I've got a question: Is it normal when torches in a stack are burned out all, not by one? =/
I fixed this for myself (Diff patch on pastebin) and request this fix in mod too (maybe as an additional option)
thanks! and yep, it's normal the thing about how you did it is that it's unfair if you set the damage back to 1 every time a torch burns out. it's basically relighting the whole stack without any cost and it almost completely takes out the necessity of the igniters. and the reason why more than one 1 torch can burn out at a time is it's more realistic that way. imagine i have 4 stacks of 16 torches (64 total) instead of just 1 stack of 64. with 4 stacks of 16, 4 torches can burn out at the same time. if i limit it to 1 torch burning out per stack, then only 1 torch will burn out instead of 4 if i have a stack of 64 (which is basically the same as 4 stacks of 16). i do realize that i might seem shocking when suddenly half your stack is gone, but i think the logic behind it is pretty sound.
Check out my mods! :-)
thanks! and i'll take a look at the mod but i'm not promising anything
yeah, forge changed some stuff with how some mods are loaded :/ so i have to update the mod to make newer versions of forge recognize it. i plan to have it up by this week or next. in the mean time, you could downgrade your forge first. it should work fine with forge versions that are lower than 9.10.0.831
thanks!
This mod is great, though, even if I can't use my lantern yet!
i've looked into it and it seems that a filter that i put which was meant to ignore entries of mobs that "didn't exist" wasn't very well thought out :/ my bad. i took it out now. people will just have to make sure what they put in is valid now. anyway, it'll be in the next update which will be uploaded real soon and thanks!
No, thank you! Glad to know that's what was causing the issue and not my own incompetence breaking the code of my mod instance. (Phew!)
what version are you using? as far as i know, that only happened in the old versions
edit: i just tested it seems like it's back and doing it again. dammit. i'll see if i can fix that.