Yup, as expected: "Unfortunately, we're no longer supporting Sponge for 1.8.0. Because of this, there are many bugs which have only been fixed in SpongeForge for 1.8.9"...
But, I also got this hint to pass on to you: "
All the developer has to do is use the following to solve this problem
The mod is, most likely, grabbing the save handler from the world which is causing the data to be saved with it. This happens since we use a separate save handler per world to support multi-world plugins."
Sounds like they have no intention of fixing it.
I don't like having to do this, but I've disconnected my mod from the builtin WorldSavedData system and have hardcoded its original behaviour into my mod. It will now work with SpongeForge
You can get it here
I also attempted to update to 1.8.9.
Somehow my 3D backpack models have become even more messed up, but otherwise it should be fine (not much code needed to be updated). You can get the 1.8.9 version here
One more question has arrived... I've got two items which differ only by NBT tag.
For example:
chocolateQuest:SwordAndShield, data:0, NBT:938d0b8d
chocolateQuest:SwordAndShield, data:0, NBT:938d0b85
Is there any way to make two different custom recipes to craft each one of these items?
One more question has arrived... I've got two items which differ only by NBT tag.
For example:
chocolateQuest:SwordAndShield, data:0, NBT:938d0b8d
chocolateQuest:SwordAndShield, data:0, NBT:938d0b85
Is there any way to make two different custom recipes to craft each one of these items?
Yes, you can give the output of a recipe a custom NBT tag.
If you're using the ingame recipe editor you'd click the 'NBT' button below the output slot and enter something like
{display:{Name:"Custom Sword and Shield 1"}, data: 0, NBT: "938d0b8d"}
If you're editing the drd file manually you would add the NBT tag after the output item
inputs... > output {display:{Name:"Custom Sword and Shield 2"}, data: 0, NBT: "938d0b85"}
The 1.8 version seems to work great from what I've seen so far, thanks a lot!!
How would you expect the mod to behave in a multiverse setting, with more than 1 Overworld world? Assuming they have separate player inventories. The usecase here is a survival server with a separate sandbox world where Creative is allowed, and then you don't want the players to go to the sandbox and fill a backpack with emerald blocks to take back to the survival world :-)
I also tried setting up a 1.8.9 server but got this error i the log when I tried having all my target mods in there at the same time - BuildingBricks, Morpheus, MrCrayfishFurniture, Ruins, Thaumcraft, WorldEdit, and of course Backpacks. The error only showed up after adding ThaumCraft, though.
It would probably depend on how the multiverse had been implemented.
If it was implemented as a single Minecraft world that simply has extra dimensions that look like the Overworld, backpacks would be accessible and restorable throughout the multiverse (unless they have separate player inventories and you disable backpack restoration in the config).
If it was implemented as 2 separate Minecraft worlds (with 2 separate save locations) then backpacks would be restricted to the world they were created in.
I've fixed that error in this version of 1.8.9.
If the same error starts happening in 1.8 update to this version.
That other error that gets logged isn't important, its just the remnants of a barely used feature that stopped working in 1.8.
That happens when the patch my mod uses to allow custom right-clicks doesn't attach properly.
This typically happens when the obfuscation mappings change due to a major Minecraft update, I probably just forgot to update the patch's mappings when I updated to 1.8.9.
It doesn't produce an actual error, it just starts spamming the console with that message, seems to be related to a player dying whilst holding the backpack but other than that I've not been able to come up with a reproducible cause as of yet. The player cannot open the bag after this happens but an OP can.
I'm using version 3.0.8 for 1.7.10, hope this can be fixed as this is one of our favourite mods.
That is one of the known bugs - occasionally after you respawn your backpack may claim that you don't have permission to use it.
It has happened to me a few times over the years but it happens so infrequently that I haven't been able to figure out why it happens.
I've just tried to replicate it again by dying a bunch of times while using a backpack as an non-opped player but couldn't replicate it.
I've no idea why it occurs, but placing your backpack with shift+right-click and opening the placed backpack might fix it.
The Meaning of Life, the Universe, and Everything.
Join Date:
12/20/2014
Posts:
196
Member Details
This is a really cool mod.. However, there is one suggestion I would highly recommend making for this mod (and hopefully for 1.7.10 as well): would you consider having a GUI that opens with a slot for players to place the bag that allows it to render on their back, instead of having to have it in the hotbar? There's a current backpack mod that I use (by Eydamos) that allows that, and I love that feature alot because it still allows you to access the bag while you're wearing it (by pressing B.... pressing shift-B opens the GUI where you equip the bag) and, unlike other backpack mods, doesn't force you to sacrifice your chestplate slot to wear it.... but the mod has alot of unfinished textures and Eydamos released a video recently saying that he doesnt plan to finish it for 1.7.10... so, if you do implement a feature like that ,I'd love to replace that mod with yours (also, I like that your mod actually renders the backpacks in their respective colors unlike the current one I have lol). I'd also recommend having some sort of visibility-toggling ability.
but yea, this is just a humble suggestion that I hope really happens., assuming that you're still doing 1.7.10 builds.. I'd love to add this to my RPG/Adventure modpack
This is a really cool mod.. However, there is one suggestion I would highly recommend making for this mod (and hopefully for 1.7.10 as well): would you consider having a GUI that opens with a slot for players to place the bag that allows it to render on their back, instead of having to have it in the hotbar? There's a current backpack mod that I use (by Eydamos) that allows that, and I love that feature alot because it still allows you to access the bag while you're wearing it (by pressing B.... pressing shift-B opens the GUI where you equip the bag) and, unlike other backpack mods, doesn't force you to sacrifice your chestplate slot to wear it.... but the mod has alot of unfinished textures and Eydamos released a video recently saying that he doesnt plan to finish it for 1.7.10... so, if you do implement a feature like that ,I'd love to replace that mod with yours (also, I like that your mod actually renders the backpacks in their respective colors unlike the current one I have lol). I'd also recommend having some sort of visibility-toggling ability.
but yea, this is just a humble suggestion that I hope really happens., assuming that you're still doing 1.7.10 builds.. I'd love to add this to my RPG/Adventure modpack
Sorry for the delay. I read your post 3 days ago but it just occurred to me that I've forgotten to reply.
My mod doesn't have a dedicated backpack slot but you can put backpacks anywhere in your inventory and the rebindable "Open first backpack in inventory" key will open the first one it finds (looking first at the hotbar, then through the rest of your inventory).
Backpacks will only be rendered on your back if they are put on your hotbar, but I understand you don't want to have a backpack on your hotbar, so this version will also render backpacks that are placed on the top row of your inventory.
To hide the backpack's visibility just move it into the middle 2 rows.
Oh, and as you're used to another backpack mod, you may not be aware that these backpacks can be opened from any standard GUI (that's any GUI that NEI and TMI work in). Just right-click on any backpack in your inventory and you'll be able to transfer items to and from your backpack without closing your current GUI, or if you need to do anything fancier than that. you can shift+right-click to open the standard backpack GUI, but that will close your existing GUI.
Sorry for the delay. I read your post 3 days ago but it just occurred to me that I've forgotten to reply.
My mod doesn't have a dedicated backpack slot but you can put backpacks anywhere in your inventory and the rebindable "Open first backpack in inventory" key will open the first one it finds (looking first at the hotbar, then through the rest of your inventory).
Backpacks will only be rendered on your back if they are put on your hotbar, but I understand you don't want to have a backpack on your hotbar, so this version will also render backpacks that are placed on the top row of your inventory.
To hide the backpack's visibility just move it into the middle 2 rows.
Oh, and as you're used to another backpack mod, you may not be aware that these backpacks can be opened from any standard GUI (that's any GUI that NEI and TMI work in). Just right-click on any backpack in your inventory and you'll be able to transfer items to and from your backpack without closing your current GUI, or if you need to do anything fancier than that. you can shift+right-click to open the standard backpack GUI, but that will close your existing GUI.
Awesome! I actually didn't know alot of that, so thanks also question: does this mod work well with servers/multiplayer?
The Meaning of Life, the Universe, and Everything.
Join Date:
7/2/2014
Posts:
61
Member Details
First rule of mod club is to never ask a mod developer about a different Minecraft version, but this is by far and away my favorite backpack mod and so I was wondering if you have any intentions of updating to 1.9? Thanks for all your work!
Awesome! I actually didn't know alot of that, so thanks also question: does this mod work well with servers/multiplayer?
There could be a few undiscovered bugs but multiplayer is one of the mod's strong points.
There is a permission system that you can use to prevent unauthorized players from opening your backpacks - and you can share copies of your backpacks with other players (at a cost of 1 ender eye per copy); Multiple players can use the same backpack at the same time, allowing them to be used as cross-dimensional portable shared storage.
First rule of mod club is to never ask a mod developer about a different Minecraft version, but this is by far and away my favorite backpack mod and so I was wondering if you have any intentions of updating to 1.9? Thanks for all your work!
I wasn't aware Forge 1.9 was out, so unless somebody asks about a new Minecraft version I probably won't know about it.
As with any new version there are probably a bunch of bugs that I've missed, but I've released a version for 1.9
I've tried a few backpack mods now (and one odd inventory extender) and I'm going to say that yours is the best one. The upgrades aren't ridiculously expensive, and the auto-pickup and auto-supply interfaces are easy to use.
This looks like the kind of backpack mod I'm looking for, but, is there a way to make it so everything and anything I pick up, and then place in the backpack, from then on, auto goes into it, until I remove it? I tried to do that, but as far as I was able to tell, the system only lets me whitelist items in small groups.
If it works, I'll use this mod, instead of Forestry's backpacks.
Once you place items in the backpack, it has a feature to select the items already within it. From there, you can tell it to collect that 'group' of item, or items like it specifically.
Forestry basically selected the items for you but misses a couple sometimes. It can take a few minutes to set these up, but they're far more functional, adding a couple other unique features, such as in-inventory crafting tables.
Perhaps a text-based option for selections would allow faster selections... Would such a thing be possible?
Like, if you told it " ore" it would collect everything with those precise letters in the name? (Collecting gold ore, every kind of copper ore, and so on)
This looks like the kind of backpack mod I'm looking for, but, is there a way to make it so everything and anything I pick up, and then place in the backpack, from then on, auto goes into it, until I remove it? I tried to do that, but as far as I was able to tell, the system only lets me whitelist items in small groups.
If it works, I'll use this mod, instead of Forestry's backpacks.
There is a collect+ mode which will fill any non-full stacks in the backpack (click the collect button to switch to collect+ mode). I guess I could add a collect* mode which doesn't stop when all stacks are full...
Alright, I've put a collect* mode into version 3.0.11. You can get it for MC 1.8 here, MC 1.8.9 here, or MC 1.9 here. If you need it for MC 1.7 let me know.
Edit: Updated links can found in the original post
To get collect* mode open the collect/resupply interface and click the collect button to switch to collect+, then click again to get collect*. In collect* mode any items that you store in your backpack will be automatically collected.
Once you place items in the backpack, it has a feature to select the items already within it. From there, you can tell it to collect that 'group' of item, or items like it specifically.
Forestry basically selected the items for you but misses a couple sometimes. It can take a few minutes to set these up, but they're far more functional, adding a couple other unique features, such as in-inventory crafting tables.
Perhaps a text-based option for selections would allow faster selections... Would such a thing be possible?
Like, if you told it " ore" it would collect everything with those precise letters in the name? (Collecting gold ore, every kind of copper ore, and so on)
At the moment, when you pick up an item the backpack collection code simply checks if that item's id is in the set of items it should include/exclude and reacts accordingly. Because it is only interested in that specific item and knows exactly where in the set it should be it can do this very quickly, it doesn't matter if there were hundreds of items in the set because it only needs to look in one place. A text based option would require the code to check every single item in the set to see if it matches, and since this needs to happen each time you pick up an item doing so could cause significant lag.
So no, it's not really possible. A simpler option would be to allow you to add multiple items at once to the collect/resupply interface, then you could just search for "ore", select the results and add everything in one go. I've been meaning to add that for quite a long time, but it seems like a pretty big job and I don't have the time right now.
Also the purple and black square is the quantum backpack. As you can see, placing the Quantum Chest and Backpack lets them be viewed normally, but in my inventory and hand they are not correct.
Let me end this by saying I love this mod! I really want to use it, and I am, and I want to see it succeed. Unfortunately, I don't know java so bug reports are all I can do to help.
P.S. Other than Forge and Backpacks!, I have no other mods installed.
Also the purple and black square is the quantum backpack. As you can see, placing the Quantum Chest and Backpack lets them be viewed normally, but in my inventory and hand they are not correct.
Let me end this by saying I love this mod! I really want to use it, and I am, and I want to see it succeed. Unfortunately, I don't know java so bug reports are all I can do to help.
P.S. Other than Forge and Backpacks!, I have no other mods installed.
I've fixed the quantum backpack textures and have given the quantum chest an in-inventory texture, unfortunately the new texture only seems to work in 1.9. In 1.8 and 1.8.9 it will show up as an untextured block, but at least it's not invisible anymore.
You can download the update for 1.8 here, 1.8.9 here or 1.9 here.
Sounds like they have no intention of fixing it.
I don't like having to do this, but I've disconnected my mod from the builtin WorldSavedData system and have hardcoded its original behaviour into my mod. It will now work with SpongeForge
You can get it here
I also attempted to update to 1.8.9.
Somehow my 3D backpack models have become even more messed up, but otherwise it should be fine (not much code needed to be updated). You can get the 1.8.9 version here
One more question has arrived... I've got two items which differ only by NBT tag.
For example:
chocolateQuest:SwordAndShield, data:0, NBT:938d0b8d
chocolateQuest:SwordAndShield, data:0, NBT:938d0b85
Is there any way to make two different custom recipes to craft each one of these items?
Yes, you can give the output of a recipe a custom NBT tag.
If you're using the ingame recipe editor you'd click the 'NBT' button below the output slot and enter something like
{display:{Name:"Custom Sword and Shield 1"}, data: 0, NBT: "938d0b8d"}
If you're editing the drd file manually you would add the NBT tag after the output item
inputs... > output {display:{Name:"Custom Sword and Shield 2"}, data: 0, NBT: "938d0b85"}
It would probably depend on how the multiverse had been implemented.
If it was implemented as a single Minecraft world that simply has extra dimensions that look like the Overworld, backpacks would be accessible and restorable throughout the multiverse (unless they have separate player inventories and you disable backpack restoration in the config).
If it was implemented as 2 separate Minecraft worlds (with 2 separate save locations) then backpacks would be restricted to the world they were created in.
I've fixed that error in this version of 1.8.9.
If the same error starts happening in 1.8 update to this version.
That other error that gets logged isn't important, its just the remnants of a barely used feature that stopped working in 1.8.
That happens when the patch my mod uses to allow custom right-clicks doesn't attach properly.
This typically happens when the obfuscation mappings change due to a major Minecraft update, I probably just forgot to update the patch's mappings when I updated to 1.8.9.
Anyway, here's the fixed version.
This is still the absolute best backpack mod. The ability to easily filter and configure the items makes everything so much better.
That is one of the known bugs - occasionally after you respawn your backpack may claim that you don't have permission to use it.
It has happened to me a few times over the years but it happens so infrequently that I haven't been able to figure out why it happens.
I've just tried to replicate it again by dying a bunch of times while using a backpack as an non-opped player but couldn't replicate it.
I've no idea why it occurs, but placing your backpack with shift+right-click and opening the placed backpack might fix it.
This is a really cool mod.. However, there is one suggestion I would highly recommend making for this mod (and hopefully for 1.7.10 as well): would you consider having a GUI that opens with a slot for players to place the bag that allows it to render on their back, instead of having to have it in the hotbar? There's a current backpack mod that I use (by Eydamos) that allows that, and I love that feature alot because it still allows you to access the bag while you're wearing it (by pressing B.... pressing shift-B opens the GUI where you equip the bag) and, unlike other backpack mods, doesn't force you to sacrifice your chestplate slot to wear it.... but the mod has alot of unfinished textures and Eydamos released a video recently saying that he doesnt plan to finish it for 1.7.10... so, if you do implement a feature like that ,I'd love to replace that mod with yours (also, I like that your mod actually renders the backpacks in their respective colors unlike the current one I have lol). I'd also recommend having some sort of visibility-toggling ability.
but yea, this is just a humble suggestion that I hope really happens., assuming that you're still doing 1.7.10 builds.. I'd love to add this to my RPG/Adventure modpack
Sorry for the delay. I read your post 3 days ago but it just occurred to me that I've forgotten to reply.
My mod doesn't have a dedicated backpack slot but you can put backpacks anywhere in your inventory and the rebindable "Open first backpack in inventory" key will open the first one it finds (looking first at the hotbar, then through the rest of your inventory).
Backpacks will only be rendered on your back if they are put on your hotbar, but I understand you don't want to have a backpack on your hotbar, so this version will also render backpacks that are placed on the top row of your inventory.
To hide the backpack's visibility just move it into the middle 2 rows.
Oh, and as you're used to another backpack mod, you may not be aware that these backpacks can be opened from any standard GUI (that's any GUI that NEI and TMI work in). Just right-click on any backpack in your inventory and you'll be able to transfer items to and from your backpack without closing your current GUI, or if you need to do anything fancier than that. you can shift+right-click to open the standard backpack GUI, but that will close your existing GUI.
Awesome! I actually didn't know alot of that, so thanks also question: does this mod work well with servers/multiplayer?
First rule of mod club is to never ask a mod developer about a different Minecraft version, but this is by far and away my favorite backpack mod and so I was wondering if you have any intentions of updating to 1.9? Thanks for all your work!
There could be a few undiscovered bugs but multiplayer is one of the mod's strong points.
There is a permission system that you can use to prevent unauthorized players from opening your backpacks - and you can share copies of your backpacks with other players (at a cost of 1 ender eye per copy); Multiple players can use the same backpack at the same time, allowing them to be used as cross-dimensional portable shared storage.
I wasn't aware Forge 1.9 was out, so unless somebody asks about a new Minecraft version I probably won't know about it.
As with any new version there are probably a bunch of bugs that I've missed, but I've released a version for 1.9
I've tried a few backpack mods now (and one odd inventory extender) and I'm going to say that yours is the best one. The upgrades aren't ridiculously expensive, and the auto-pickup and auto-supply interfaces are easy to use.
Great job!
This looks like the kind of backpack mod I'm looking for, but, is there a way to make it so everything and anything I pick up, and then place in the backpack, from then on, auto goes into it, until I remove it? I tried to do that, but as far as I was able to tell, the system only lets me whitelist items in small groups.
If it works, I'll use this mod, instead of Forestry's backpacks.
Once you place items in the backpack, it has a feature to select the items already within it. From there, you can tell it to collect that 'group' of item, or items like it specifically.
Forestry basically selected the items for you but misses a couple sometimes. It can take a few minutes to set these up, but they're far more functional, adding a couple other unique features, such as in-inventory crafting tables.
Perhaps a text-based option for selections would allow faster selections... Would such a thing be possible?
Like, if you told it " ore" it would collect everything with those precise letters in the name? (Collecting gold ore, every kind of copper ore, and so on)
There is a collect+ mode which will fill any non-full stacks in the backpack (click the collect button to switch to collect+ mode). I guess I could add a collect* mode which doesn't stop when all stacks are full...
Alright, I've put a collect* mode into version 3.0.11.
You can get it for MC 1.8 here, MC 1.8.9 here, or MC 1.9 here.If you need it for MC 1.7 let me know.Edit: Updated links can found in the original post
To get collect* mode open the collect/resupply interface and click the collect button to switch to collect+, then click again to get collect*. In collect* mode any items that you store in your backpack will be automatically collected.
At the moment, when you pick up an item the backpack collection code simply checks if that item's id is in the set of items it should include/exclude and reacts accordingly. Because it is only interested in that specific item and knows exactly where in the set it should be it can do this very quickly, it doesn't matter if there were hundreds of items in the set because it only needs to look in one place. A text based option would require the code to check every single item in the set to see if it matches, and since this needs to happen each time you pick up an item doing so could cause significant lag.
So no, it's not really possible. A simpler option would be to allow you to add multiple items at once to the collect/resupply interface, then you could just search for "ore", select the results and add everything in one go. I've been meaning to add that for quite a long time, but it seems like a pretty big job and I don't have the time right now.
Quite honestly, I think this is the best backpack mod available. Nice work!
I really like this mod! However, I have found two bugs and I am not sure where to post them so I will post them here.
The Quantum Chest has no item texture. There is no way to tell it is in your inventory other than scrolling over it or hovering over it.
Here is a picture.
http://imgur.com/5rDQgSv
Also the purple and black square is the quantum backpack. As you can see, placing the Quantum Chest and Backpack lets them be viewed normally, but in my inventory and hand they are not correct.
Let me end this by saying I love this mod! I really want to use it, and I am, and I want to see it succeed. Unfortunately, I don't know java so bug reports are all I can do to help.
P.S. Other than Forge and Backpacks!, I have no other mods installed.
I've fixed the quantum backpack textures and have given the quantum chest an in-inventory texture, unfortunately the new texture only seems to work in 1.9. In 1.8 and 1.8.9 it will show up as an untextured block, but at least it's not invisible anymore.
You can download the update for 1.8 here, 1.8.9 here or 1.9 here.
Thanks Brad! Glad to see this mod is actively worked on!