Created a new world to test this and crashed a short while after exploring with this error:
java.lang.NullPointerException
at net.minecraft.client.renderer.RenderBlocks.func_78613_a(RenderBlocks.java:6985)
at draco18s.artifacts.client.RenderArrowTrap.renderWorldBlock(RenderArrowTrap.java:115)
at cpw.mods.fml.client.registry.RenderingRegistry.renderWorldBlock(RenderingRegistry.java:152)
at FMLRenderAccessLibrary.renderWorldBlock(FMLRenderAccessLibrary.java:57)
at net.minecraft.client.renderer.RenderBlocks.func_78612_b(RenderBlocks.java:485)
at net.minecraft.client.renderer.WorldRenderer.func_78907_a(WorldRenderer.java:224)
at net.minecraft.client.renderer.RenderGlobal.func_72716_a(RenderGlobal.java:1574)
at net.minecraft.client.renderer.EntityRenderer.func_78471_a(EntityRenderer.java:1129)
at net.minecraft.client.renderer.EntityRenderer.func_78480_b(EntityRenderer.java:1006)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:945)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:837)
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:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
Am also using lots of other mods but Thaumcraft 4 and BoP are the only ones I've got which add any significant world gen that could interfere.
Hmm. Not sure what's going on there offhand. I'll take a look.
Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
Created a new world to test this and crashed a short while after exploring with this error:
Am also using lots of other mods but Thaumcraft 4 and BoP are the only ones I've got which add any significant world gen that could interfere.
Building a version to help troubleshoot this error. I added some logging info to try and figure out what is causing the null reference (as all the code in question is doing is pulling together the icons the arrow trap uses so that it can render its faces, then renders faces; the line of my code noted in the error is one of those render lines, leaving either the block that the code is pulling the camo texture from is null--in which case it would error 15 lines sooner--or its somehow getting a null texture).
If you could pop this into your mods folder instead and report the output, that'd be awesome:
Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
Generated a new world and explored a bit to see if I could reproduce it but initially couldn't, then generated another world and before I could even do anything it crashed with the exact same error, the console output is below:
(Note that I've left out quite a lot of the log that was related to other mods, if you want the whole thing just say but I wasn't sure if it was relevant)
Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
On a serious note, mobs (skelettons or zombies) ought to have a very small to spawn with the artifact, use it and drop it with a small chance.
Zobmie Skellie inventories are not something I've figured out how to access yet. I can certainly look into it, but I'm not sure it's a thing I can do.
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Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
I did think, now that you post that, the mod 'Resonant Induction' which is one of the mods I'm using (one of the UE mods) replaces the vanilla furnace, it does still have the exact same id and texture however so...?
Would that have any effect?
Ooohh...it might.
I'm referencing Block.furnaceIdle to get a texture (a number of vanilla blocks use this same texture, actually) for the top face of the arrow trap (when it's facing NSEW). If they nixed the vanilla furnace in the right way (before texture registration) it COULD return a null icon.
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Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
No idea sorry :/ I only very recently installed the UE mods just to try them out.
You say you're 'referencing Block.furnaceIdle to get a texture', now I don't have much knowledge of modding but could you not just copy that texture and then include it in the files of your mod? You'd then be able to reference that texture instead and it would eliminate the need for a reference and these bugs in the future. I understand that you're the expert so I don't mean to sound rude and I'm really sorry if I am
I can fix it, I just didn't expect someone to replace the block like that.
And I don't need to include the texture, I just need to reference it differently
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Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
When i right click with an item (like the wand of breathing) it doesn't use any durability it's normal or it's a bug ?
PS: Sorry for my bad english.
Some effects (usually the passive ones) don't do any item damage.
That particular combination should though. Looks like I forgot to do the item damage for all of the potion effects for right-click.
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Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
Hmmm...I might be able to. I'll have to refactor some code, though.
(Also: buggy how?)
Like, it'll work, and then suddenly not work, and then not work and then work.
All the invisible blocks may or may not be there.
Dunno if this is intended, or not, but I feel like it's buggy and I dont really need the enchant in the first place.
Amazing. Does it offer support with non vanilla dungeon mods? Better dungeons, etc.? Most loot chests added by mods don't have enough items and this would be an awesome addition to any client with a mod of that sort.
Like, it'll work, and then suddenly not work, and then not work and then work.
All the invisible blocks may or may not be there.
Dunno if this is intended, or not, but I feel like it's buggy and I dont really need the enchant in the first place.
Ill see if I can make a quick video.
It doesn't "work" if you strafe (walk sideways with A or D).
Amazing. Does it offer support with non vanilla dungeon mods? Better dungeons, etc.? Most loot chests added by mods don't have enough items and this would be an awesome addition to any client with a mod of that sort.
If they use the standard dungeon loot string, then yes. If they create their own, then no.
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Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
Fixes the lighting on illusionary blocks so they aren't so bright in sunlight. Due note that due to their slightly-less-than full block status, light will drop 2 levels when moving from a solid block to an illusionary block and vice versa. This was the problem that I was trying to solve that lead to full-bright blocks being super bright under sunlight (and didn't really work anyway). Without completely rewriting the rendering code, I am stuck with this 2-level drop.
Added a new config for the arrow trap's swinging sword renderer to use a different icon that has smooth edges. Because the sword is actually rotated 45 degrees from vanilla's item icon, I attempted to maintain that look (and is still the default). The new icon is a redraw, using strait lines where there should be strait lines (and consequently uses a smaller texture). The new config allows for additional icons as well, so it could look like a saw blade or just about anything else without overwriting the original textures (in theory a resource pack could supply multiple choices all in the same pack and would be swappable via config).
Fixed crash regarding the furnace icons.
Also, as I'd forgotten to mention it, the entire source is available on GitHub.
Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
Been meaning to report this for a while, but I keep getting a odd error when I go near what I assume are the Mage Towers.
Something about Ticking World and Antibuilder Blocks. Here's my error log. I should note that I'm on 1.6.4 and just grabbed the most recent update for this mod today.
I'm assuming something is wrong on my end, though, but I'm having trouble figuring out what.
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"Minecraft is like an orgasm - even science can't describe it"
[quote=Cryptonat][quote=Snitch]Basically you're stuck in hell till you find a portal out. There are alternatives to pig, by the way, as you probably know. :> There are no alternatives to Bacon. Ever.
Been meaning to report this for a while, but I keep getting a odd error when I go near what I assume are the Mage Towers.
Something about Ticking World and Antibuilder Blocks. Here's my error log. I should note that I'm on 1.6.4 and just grabbed the most recent update for this mod today.
I'm assuming something is wrong on my end, though, but I'm having trouble figuring out what.
Hum, interesting. That would be a "master mage" tower (its the only one with antibuilders).
*Looks at line 70*
Oh. Ouch. That line. Sigh.
I'll look into simplifying that line so that it's not so complex. Which should either make the error go away or make it easier to find.
Do you have any other mods installed? Edit: oh yeah, there's the list. *scans* Hum, any of them replace the button, pressure plates, doors, lever, or other redstone device?
Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
Hum, interesting. That would be a "master mage" tower (its the only one with antibuilders).
*Looks at line 70*
Oh. Ouch. That line. Sigh.
I'll look into simplifying that line so that it's not so complex. Which should either make the error go away or make it easier to find.
Do you have any other mods installed? Edit: oh yeah, there's the list. *scans* Hum, any of them replace the button, pressure plates, doors, lever, or other redstone device?
Nothing that replaces them AFAIK, but I do have alternate choices for buttons, doors, levers, and pressure plates. More specifically I have Carpenter's Blocks installed, but I've gotten this error without it. Rather strange.
I'll see if I can replicate it in a vacuum ASAP.
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"Minecraft is like an orgasm - even science can't describe it"
[quote=Cryptonat][quote=Snitch]Basically you're stuck in hell till you find a portal out. There are alternatives to pig, by the way, as you probably know. :> There are no alternatives to Bacon. Ever.
No hurry, I probably won't get around to pulling up my dev environment until Monday. That particular line is a cluster and I think I can make it a single if(x is z) check rather than going "is x a button, is x a pressure plate, is x a door, is...oh, catchall, is x's material that of circuits"
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Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
Oh man, I've been hoping for a mod like this for ages. Seriously, thank you for making and releasing it to us.
Edit: Forgot to say thanks for the 1.5.2 support. I hope you can manage to also backport any major bugfixes and such if it would not take much of your time.
Oh man, I've been hoping for a mod like this for ages. Seriously, thank you for making and releasing it to us.
Edit: Forgot to say thanks for the 1.5.2 support. I hope you can manage to also backport any major bugfixes and such if it would not take much of your time.
I have been. The two versions are currently identical, except for some effects which can't be (easily) duplicated in 152.
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Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
Hmm. Not sure what's going on there offhand. I'll take a look.
Nice catches. Likely changes in the potion IDs. Edit: nope, I derped one of the IDs in my code. Woo. Removed Saturation effect from 152.
Building a version to help troubleshoot this error. I added some logging info to try and figure out what is causing the null reference (as all the code in question is doing is pulling together the icons the arrow trap uses so that it can render its faces, then renders faces; the line of my code noted in the error is one of those render lines, leaving either the block that the code is pulling the camo texture from is null--in which case it would error 15 lines sooner--or its somehow getting a null texture).
If you could pop this into your mods folder instead and report the output, that'd be awesome:
https://dl.dropboxusercontent.com/u/7950499/Artifacts-162-debug.zip
Wow, that's weird! D:
(1.6.2 or 1.6.4? Hum hum...)
67 million not enough?
Zobmie Skellie inventories are not something I've figured out how to access yet. I can certainly look into it, but I'm not sure it's a thing I can do.
Ooohh...it might.
I'm referencing Block.furnaceIdle to get a texture (a number of vanilla blocks use this same texture, actually) for the top face of the arrow trap (when it's facing NSEW). If they nixed the vanilla furnace in the right way (before texture registration) it COULD return a null icon.
I can fix it, I just didn't expect someone to replace the block like that.
And I don't need to include the texture, I just need to reference it differently
Air walk is really buggy for me, and thus I dont want it at all.
That block is a right pain with regards to rendering. :\
Getting it to respond to lighting at all took like a week. D:
Hmmm...I might be able to. I'll have to refactor some code, though.
(Also: buggy how?)
Some effects (usually the passive ones) don't do any item damage.
That particular combination should though. Looks like I forgot to do the item damage for all of the potion effects for right-click.
Like, it'll work, and then suddenly not work, and then not work and then work.
All the invisible blocks may or may not be there.
Dunno if this is intended, or not, but I feel like it's buggy and I dont really need the enchant in the first place.
Ill see if I can make a quick video.
It doesn't "work" if you strafe (walk sideways with A or D).
If they use the standard dungeon loot string, then yes. If they create their own, then no.
Fixes the lighting on illusionary blocks so they aren't so bright in sunlight. Due note that due to their slightly-less-than full block status, light will drop 2 levels when moving from a solid block to an illusionary block and vice versa. This was the problem that I was trying to solve that lead to full-bright blocks being super bright under sunlight (and didn't really work anyway). Without completely rewriting the rendering code, I am stuck with this 2-level drop.
Added a new config for the arrow trap's swinging sword renderer to use a different icon that has smooth edges. Because the sword is actually rotated 45 degrees from vanilla's item icon, I attempted to maintain that look (and is still the default). The new icon is a redraw, using strait lines where there should be strait lines (and consequently uses a smaller texture). The new config allows for additional icons as well, so it could look like a saw blade or just about anything else without overwriting the original textures (in theory a resource pack could supply multiple choices all in the same pack and would be swappable via config).
Fixed crash regarding the furnace icons.
Also, as I'd forgotten to mention it, the entire source is available on GitHub.
Something about Ticking World and Antibuilder Blocks.
Here's my error log. I should note that I'm on 1.6.4 and just grabbed the most recent update for this mod today.
I'm assuming something is wrong on my end, though, but I'm having trouble figuring out what.
"Minecraft is like an orgasm - even science can't describe it"
[quote=Cryptonat][quote=Snitch]Basically you're stuck in hell till you find a portal out. There are alternatives to pig, by the way, as you probably know. :> There are no alternatives to Bacon. Ever.
Hum, interesting. That would be a "master mage" tower (its the only one with antibuilders).
*Looks at line 70*
Oh. Ouch. That line. Sigh.
I'll look into simplifying that line so that it's not so complex. Which should either make the error go away or make it easier to find.
Do you have any other mods installed? Edit: oh yeah, there's the list. *scans* Hum, any of them replace the button, pressure plates, doors, lever, or other redstone device?
I'll see if I can replicate it in a vacuum ASAP.
"Minecraft is like an orgasm - even science can't describe it"
[quote=Cryptonat][quote=Snitch]Basically you're stuck in hell till you find a portal out. There are alternatives to pig, by the way, as you probably know. :> There are no alternatives to Bacon. Ever.
Edit: Forgot to say thanks for the 1.5.2 support. I hope you can manage to also backport any major bugfixes and such if it would not take much of your time.
I have been. The two versions are currently identical, except for some effects which can't be (easily) duplicated in 152.