As for the "Trapdoor Chest," I'm not sure what you mean. I have a picture in my mind that makes me laugh, but I doubt it's what you intend. (A chest sits in a room, a player puts items in it and leaves. A redstone signal reaches the chest and the bottom falls out dropping all the items in the chest down. When the player comes back (they never saw it open), they find all their items gone! ) If you want to try and tell me what you had in mind maybe I'll think it's a good compliment for the mod, but for now I'm going to hold off on this idea. Like I said though Sticky Secret Buttons will probably be in the next version, so thanks again!
Ha, that is kinda humorous. What I was thinking though is having a secret passage of some sort under a chest that you would access via the chest. Essentially a trap door with a chest skin or a chest with the trap door functionality.
All the mod does is crash my client (and no its not my forge cause all my other mods work just fine and I'm running Forge for 1.6.4) and yes I've tried other forge versions. Anyone know any solutions?
This may have something to do with it. Key.class file is broken?
The Meaning of Life, the Universe, and Everything.
Join Date:
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Posts:
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Member Details
A quick update for anyone that's interested. The code for this mod was getting really bad, and I've learned a lot since starting it (looking at the code now makes me very sad), so I'm probably not going to do any more work on the Torch Levers Mod as it is. Don't worry though most of the blocks in this mod and a few items I had planned will be coming back in a new mod soon. I'll make sure you all know about it when the first version is out! It might be a while though, there is a lot of planning to do, and I'm working on some other things at the same time.
1. I'm playing on Singleplayer
2. The lag starts even before I'm in the main menu
3. I don't even get into my world or create a new world I have to close minecraft with the taskmanager before I'm in the main menu
4. Unfortunately no
5. Sure I have a lot of mods in Minecraft but without the Torch Levers mod I can play lagfree and without problems
maybe it's a problem with the latest Forge version?
I have a really good system and Minecraft has 3072Mb Memory allocated but I have no Idea why this is happening
Sorry, I spent a long time looking into this and couldn't figure out what's going on. I checked how Minecraft handles the memory connection and it's only loaded for very specific moments. I'm fairly sure this is a mod conflict, but I have no idea how to resolve it without understanding what's causing it. If I had found which other mod was causing the problem I might have been able to figure it out, but for now I'm going to give up on this bug, if you find out what caused it make sure to let me know so I don't do it again in the upcoming version. Hopefully it wont come up again though.
How about adding localization support for this mod? I would translate it into the german language, if you like!
Taschenrechner
Thanks, localization is something I've been wanting to do and seriously looking at recently. I'm going to wait until the upcoming (rewritten) version though.
Ok, thanks for looking into this. I'm wondering if I should report this issue to the MCPC guys...problems is, I don't know the technical aspects of modding this game so I'm not sure how to even explain what is wrong.
Well it's probably too late to help you figure out if you're going to tell MCPC about it, but if you haven't yet I probably wouldn't. They probably get so many issues as it is a smaller one like this (I think it's actually pretty rare) would just hinder their progress. I've come up with a way to handle spike traps that both improves their functionality and will eliminate this bug. I'm focusing my programming effort on my rewrite now though, so this issue probably wont be fixed until that's out. That might take some time.
Ha, that is kinda humorous. What I was thinking though is having a secret passage of some sort under a chest that you would access via the chest. Essentially a trap door with a chest skin or a chest with the trap door functionality.
Hope that is more clear.
Ah, interesting... that might have been my second guess. It's defiantly interesting, and I have a fun idea that might work. I'll do some testing and at some point it might be added. Thanks!
All the mod does is crash my client (and no its not my forge cause all my other mods work just fine and I'm running Forge for 1.6.4) and yes I've tried other forge versions. Anyone know any solutions?
This may have something to do with it. Key.class file is broken?
Hmmm.... if you can post a crash report I can figure out what's happening. I found out about the CRC failure a bit ago (it shouldn't effect anything for most people). I repackaged the mod (no changes to the code), and if you download it again it shouldn't fail the check anymore. (If it does please let me know ^_^)
If you need help finding the crash report, this is the way I think is easiest (there are a number of ways that work):
Select the Development Console in the Minecraft Launcher and edit the profile you're using to always show the launcher. Start the game, and after it crashes the console will have all the relevant information. You could post it directly here - put it in a spoiler tag -, or use something like pastebin
It's a shame to hear that this mod is being dropped....I've build my server/world with a lot of content from this mod. This is why my golden rule (which I broke) is to only add mods which have been active for at least a year. Anyway, thank you for all of your work and good luck with your new mod.
Questions: When I remove your mod will it corrupt the world or cause problems requiring me to start a new world? What will happen to the items/blocks placed by your mod...will they just disappear when the world is reloaded without the mod?
It's a shame to hear that this mod is being dropped....I've build my server/world with a lot of content from this mod. This is why my golden rule (which I broke) is to only add mods which have been active for at least a year. Anyway, thank you for all of your work and good luck with your new mod.
Questions: When I remove your mod will it corrupt the world or cause problems requiring me to start a new world? What will happen to the items/blocks placed by your mod...will they just disappear when the world is reloaded without the mod?
A message will show when you load the world (Single Player), but it will not break anything. The blocks and items will disappear. Also when I say I'm not working on this version of the mod I simply mean it's being rewritten (a version 2.0 if you will), and want to warn people that between this version and the next I'll be changing the name and there will be computability issues (since I want to fix some things I did wrong from the beginning).
I hope my rewrite will be far better then Torch Levers, and that you'll give it the same opportunity you gave this. Until the new version is out I'll keep Torch Levers updated to the current Minecraft version, and if I can time the release for 1.7 (when most people will be restarting their worlds anyway) it should minimize the impact on the way people play. I'm starting to think warning people might have been poor planing... Anyway please don't lose faith in my modding, and thanks for all the support!
Thanks for the info regarding the removal of the mod; its good to know that it won't cause any serious problems with my server.
I hope my "golden rule" comment didn't offend you...in hindsight that comment was unnecessary.
I haven't lost faith in your modding, you're a great modder with a great mod (which is why I broke my golden rule to begin with ). I look forward to what you come up with in the future. I'm sure your new mod will be even better than Torch Levers was.
Great mod. I was working on lever blocks in my own mod and ended up installing this instead.
I realize you are planning a rewrite but if it's useful I have a crash report involving the spike traps and silverfish: http://pastebin.com/XQHz07fc
This was on an mcpc+ 1.6.4 server, and the silverfish is actually a hellfish (extending base silverfish class) from the netherores mod, so I realize there is a lot going on here other than just your spike traps, but maybe the report will be useful for the new version.
Hey there,Would you consider adding WAILA supprt? Given what this mod is all about, it would be nice if it reported the same name as vanilla. As it stands, the blocks contain an unlocalized name such as multiBlock.522:13.name. Not sure it's possible to fake the mod name, but perhaps I can talk to ProfMobius as well about adding override support for a block info.
EDIT: Saw you're dropping this mod. Well, hopefully your new one will be able to have support for this.
seems like the monster and spikes bug is still around. any ideas when a fix will be posted (on my server my house is surrounded by wither spike traps. and currently there is an enderman stuck at my house causing the server to crash as soon as I log in or someone else gets in range of my house)
I tested it on a small server to confirm what was happening. and as soon as I spawned the enderman onto the activated wither spikes the server crashed. here is the crash report http://pastie.org/8633401
Could you blockify the spike traps? They are really cool, but personally I think triangles don't belong in Minecraft. Alternatively you could add an option in the config to allow the blocky spike traps.
Secondly, perhaps, instead of crafting, say, "illusion diamond block", you create an illusion block, and then right click on it with another block to get it to take that block's texture (you don't loose the block you right clicked on it with, however). That way it would allow you to do that with all blocks as well as mod blocks, which could add a whole new range of possibilities.
Other than that, great job! I really like the book buttons - they are so useful for making hidden rooms. +1
The Meaning of Life, the Universe, and Everything.
Join Date:
7/20/2013
Posts:
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Minecraft:
Mosspath636
Member Details
This is an awesome mod, no doubt... But when i downloaded it and tried to play with it, my game crashed... It was because your mod isn't compatible with the Derpy Squids Mod.. In the next update could you please make it compatible?
Stuff : java.lang.IllegalArgumentException: Slot 501 is already occupied by resinresin.derpysquid.Blocks.BlockSquid@10cdcb4 when adding torchLevers.blocks.TorchLeverBlock@16de34d
Could you blockify the spike traps? They are really cool, but personally I think triangles don't belong in Minecraft. Alternatively you could add an option in the config to allow the blocky spike traps.
Secondly, perhaps, instead of crafting, say, "illusion diamond block", you create an illusion block, and then right click on it with another block to get it to take that block's texture (you don't loose the block you right clicked on it with, however). That way it would allow you to do that with all blocks as well as mod blocks, which could add a whole new range of possibilities.
Other than that, great job! I really like the book buttons - they are so useful for making hidden rooms. +1
i totally agree, other mods supported is a new trend, no-one likes a mod being unsupportive of other mods,
as for the traps im fine with how they are
seems like the monster and spikes bug is still around. any ideas when a fix will be posted (on my server my house is surrounded by wither spike traps. and currently there is an enderman stuck at my house causing the server to crash as soon as I log in or someone else gets in range of my house)
Secondly, perhaps, instead of crafting, say, "illusion diamond block", you create an illusion block, and then right click on it with another block to get it to take that block's texture (you don't loose the block you right clicked on it with, however). That way it would allow you to do that with all blocks as well as mod blocks, which could add a whole new range of possibilities.
i totally agree, other mods supported is a new trend, no-one likes a mod being unsupportive of other mods
This has been a planned feature for a while, I actually had to strip half done support for this out of my code for the Version 1.3.3 patch. You can 100% expect this to be changed in the rewrite I'm working on.
Hey there,Would you consider adding WAILA supprt? Given what this mod is all about, it would be nice if it reported the same name as vanilla. As it stands, the blocks contain an unlocalized name such as multiBlock.522:13.name. Not sure it's possible to fake the mod name, but perhaps I can talk to ProfMobius as well about adding override support for a block info.
WAILA support is added! You can disable it via the in game configuration for WAILA (press numpad-0 by default). Now the blocks will remain a secret.
Stuff : java.lang.IllegalArgumentException: Slot 501 is already occupied by resinresin.derpysquid.Blocks.BlockSquid@10cdcb4 when adding torchLevers.blocks.TorchLeverBlock@16de34d
ID conflicts are pretty easy to fix thanks to most mods (including Torch Levers) having config files. Find the config file TorchLevers.cfg in the config directory (config is in the same place as the mods folder). There is a list of numbers for each block, you can change those to something new and prevent the error.
If you're having trouble this error has been reported a few times already so just read over the posts in this thread for the solution.
I can't vouch for this but it might be helpful if you don't want to edit the ID's manually IDFix Mod.
I'm back to working on this mod, particularly the rewrite. I already have some work done on recreating the features of Torch Levers and some very cool new things. I'd like to share them with you all but I'm not sure the best way. I'm going to try and start posting update news to Twitter (@HitchH1k3r), and if you guys are interested I could even start coding parts of the mod on Twitch.tv or something, let me know what you think.
Also there was an error with my update notification and texture support system. I fixed it in Version 1.3.3, but people running 1.3.2 (or any version) will not be notified of the update. Hopefully all modpack maintainers will find this update, but if they don't for a while, it would be great if someone(s) could tell them about the update.
Amazing Mod =D I made a mod showcase showing off most of the functionalities of this mod. I made a little adventure map using the mods different blocks and items. Here is the video if you want to check it out!
Ha, that is kinda humorous. What I was thinking though is having a secret passage of some sort under a chest that you would access via the chest. Essentially a trap door with a chest skin or a chest with the trap door functionality.
Hope that is more clear.
This may have something to do with it. Key.class file is broken?
Sorry, I spent a long time looking into this and couldn't figure out what's going on. I checked how Minecraft handles the memory connection and it's only loaded for very specific moments. I'm fairly sure this is a mod conflict, but I have no idea how to resolve it without understanding what's causing it. If I had found which other mod was causing the problem I might have been able to figure it out, but for now I'm going to give up on this bug, if you find out what caused it make sure to let me know so I don't do it again in the upcoming version. Hopefully it wont come up again though.
Thanks, localization is something I've been wanting to do and seriously looking at recently. I'm going to wait until the upcoming (rewritten) version though.
Well it's probably too late to help you figure out if you're going to tell MCPC about it, but if you haven't yet I probably wouldn't. They probably get so many issues as it is a smaller one like this (I think it's actually pretty rare) would just hinder their progress. I've come up with a way to handle spike traps that both improves their functionality and will eliminate this bug. I'm focusing my programming effort on my rewrite now though, so this issue probably wont be fixed until that's out. That might take some time.
Cool, I saw this on YouTube before and thought it was pretty good. I'll add it to the OP.
Thanks! (When I saw this the other day it made me smile, so seriously... thanks ^_^).
Ah, interesting... that might have been my second guess. It's defiantly interesting, and I have a fun idea that might work. I'll do some testing and at some point it might be added. Thanks!
Hmmm.... if you can post a crash report I can figure out what's happening. I found out about the CRC failure a bit ago (it shouldn't effect anything for most people). I repackaged the mod (no changes to the code), and if you download it again it shouldn't fail the check anymore. (If it does please let me know ^_^)
If you need help finding the crash report, this is the way I think is easiest (there are a number of ways that work):
Select the Development Console in the Minecraft Launcher and edit the profile you're using to always show the launcher. Start the game, and after it crashes the console will have all the relevant information. You could post it directly here - put it in a spoiler tag -, or use something like pastebin
Questions: When I remove your mod will it corrupt the world or cause problems requiring me to start a new world? What will happen to the items/blocks placed by your mod...will they just disappear when the world is reloaded without the mod?
A message will show when you load the world (Single Player), but it will not break anything. The blocks and items will disappear. Also when I say I'm not working on this version of the mod I simply mean it's being rewritten (a version 2.0 if you will), and want to warn people that between this version and the next I'll be changing the name and there will be computability issues (since I want to fix some things I did wrong from the beginning).
I hope my rewrite will be far better then Torch Levers, and that you'll give it the same opportunity you gave this. Until the new version is out I'll keep Torch Levers updated to the current Minecraft version, and if I can time the release for 1.7 (when most people will be restarting their worlds anyway) it should minimize the impact on the way people play. I'm starting to think warning people might have been poor planing... Anyway please don't lose faith in my modding, and thanks for all the support!
I hope my "golden rule" comment didn't offend you...in hindsight that comment was unnecessary.
I haven't lost faith in your modding, you're a great modder with a great mod (which is why I broke my golden rule to begin with ). I look forward to what you come up with in the future. I'm sure your new mod will be even better than Torch Levers was.
I realize you are planning a rewrite but if it's useful I have a crash report involving the spike traps and silverfish: http://pastebin.com/XQHz07fc
This was on an mcpc+ 1.6.4 server, and the silverfish is actually a hellfish (extending base silverfish class) from the netherores mod, so I realize there is a lot going on here other than just your spike traps, but maybe the report will be useful for the new version.
Best of luck and Thank you
EDIT: Saw you're dropping this mod. Well, hopefully your new one will be able to have support for this.
I tested it on a small server to confirm what was happening. and as soon as I spawned the enderman onto the activated wither spikes the server crashed. here is the crash report
http://pastie.org/8633401
Could you blockify the spike traps? They are really cool, but personally I think triangles don't belong in Minecraft. Alternatively you could add an option in the config to allow the blocky spike traps.
Secondly, perhaps, instead of crafting, say, "illusion diamond block", you create an illusion block, and then right click on it with another block to get it to take that block's texture (you don't loose the block you right clicked on it with, however). That way it would allow you to do that with all blocks as well as mod blocks, which could add a whole new range of possibilities.
Other than that, great job! I really like the book buttons - they are so useful for making hidden rooms. +1
I recently started a new world with the FTB Horizons pack and added Infernal mobs to it.
The server crashed when a infernal with sticky & darkness got damaged by a spike trap from torch levers mod.
Crash report:
http://pastebin.com/YgVjPXZR
If this is not a Torch levers problem then I'm sorry for wasting your time spent on this post.
Stuff : java.lang.IllegalArgumentException: Slot 501 is already occupied by resinresin.derpysquid.Blocks.BlockSquid@10cdcb4 when adding torchLevers.blocks.TorchLeverBlock@16de34d
i totally agree, other mods supported is a new trend, no-one likes a mod being unsupportive of other mods,
as for the traps im fine with how they are
Version 1.3.3 addresses Spike Trap damage bugs. Please let me know if there are anymore issues, but I think it should be good now.
This has been a planned feature for a while, I actually had to strip half done support for this out of my code for the Version 1.3.3 patch. You can 100% expect this to be changed in the rewrite I'm working on.
WAILA support is added! You can disable it via the in game configuration for WAILA (press numpad-0 by default). Now the blocks will remain a secret.
ID conflicts are pretty easy to fix thanks to most mods (including Torch Levers) having config files. Find the config file TorchLevers.cfg in the config directory (config is in the same place as the mods folder). There is a list of numbers for each block, you can change those to something new and prevent the error.
If you're having trouble this error has been reported a few times already so just read over the posts in this thread for the solution.
I can't vouch for this but it might be helpful if you don't want to edit the ID's manually IDFix Mod.
I'm back to working on this mod, particularly the rewrite. I already have some work done on recreating the features of Torch Levers and some very cool new things. I'd like to share them with you all but I'm not sure the best way. I'm going to try and start posting update news to Twitter (@HitchH1k3r), and if you guys are interested I could even start coding parts of the mod on Twitch.tv or something, let me know what you think.
Also there was an error with my update notification and texture support system. I fixed it in Version 1.3.3, but people running 1.3.2 (or any version) will not be notified of the update. Hopefully all modpack maintainers will find this update, but if they don't for a while, it would be great if someone(s) could tell them about the update.
Wall/Ceiling Spike Traps are a planned feature of my rewrite.
I'll probably start working on them some time in the next week.