I've not been around enough to test out all the beta versions, so I haven't played with the new block configs yet. Just as a quick question, is the following statement still true?
Or did we lose that functionality with the new style of block configs?
It has been lost, however to address this, minecraft:stone is not shown by default even if you include everything. If you do want to render stone, you have to explicitly list it in the config file. (since 99% of the time you don't want stone in XRay)
I could possibly make some sort of work around like before - but if for only one or two rare cases, I don't know if it would be worth it. Something like stone causing conflicts definitely warranted a solution.
I haven't tested that many different config combinations, so if there's a glaring issue let me know and I'll work something out.
Rollback Post to RevisionRollBack
Check out my XRay mod!
Forge compatible, configurable, and easily installable.
Click here for more information.
java.lang.NullPointerException: Unexpected error
at XRay184.a(XRay184.java:140)
at net.minecraftxray.c.tick(XRay.java:49)
at ave.av(SourceFile:888)
at ave.a(SourceFile:325)
at net.minecraft.client.main.Main.main(SourceFile:124)
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:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
What were you doing right before it crashed? Were you spectating or anything?
Rollback Post to RevisionRollBack
Check out my XRay mod!
Forge compatible, configurable, and easily installable.
Click here for more information.
It has been lost, however to address this, minecraft:stone is not shown by default even if you include everything. If you do want to render stone, you have to explicitly list it in the config file. (since 99% of the time you don't want stone in XRay)
I could possibly make some sort of work around like before - but if for only one or two rare cases, I don't know if it would be worth it. Something like stone causing conflicts definitely warranted a solution.
I haven't tested that many different config combinations, so if there's a glaring issue let me know and I'll work something out.
The other case I can think of off the top of my head was sand, as there's no way to only hide regular "sand" without also hiding (and then having to specifically un-hide) sandstone, sandstone_stairs, red_sandstone, red_sandstone_stairs, and soul_sand. I'd have to check a full block listing to find other places where the "wildcard matching" of block selection could cause unintended side-effects. Though you are probably correct, in that there may not really be all that many.
Honestly, the whole thing is just more of a personal preference for me, in that I'd rather have full explicit control over exactly what blocks are shown and not shown, than have to worry about and tinker with profiles trying to play "guess which blocks are going to get inadvertently affected" due to the "smart-matching" system. As someone who has almost a dozen profiles that I switch between for various projects, with frequent tweaks to many of them, I'm perfectly happy just opening them in a text editor and "commenting out" specific blocks I want hidden, etc. I've never used the wildcard matching in any previous version either, as I've always wanted explicit control.
That said, I can totally appreciate the ease and simplicity of your system for most users, and can even accept that I am likely in the small minority of people who would actually prefer a discrete system that forces exact matching. I also realize that the removal of the old numbered "block ids" from the game, as well as the proliferation of block types that now have sub-types (diorite technically being a version of stone, for example), probably make creating a system for discrete exact matching significantly difficult.
The other case I can think of off the top of my head was sand, as there's no way to only hide regular "sand" without also hiding (and then having to specifically un-hide) sandstone, sandstone_stairs, red_sandstone, red_sandstone_stairs, and soul_sand. I'd have to check a full block listing to find other places where the "wildcard matching" of block selection could cause unintended side-effects. Though you are probably correct, in that there may not really be all that many.
Honestly, the whole thing is just more of a personal preference for me, in that I'd rather have full explicit control over exactly what blocks are shown and not shown, than have to worry about and tinker with profiles trying to play "guess which blocks are going to get inadvertently affected" due to the "smart-matching" system. As someone who has almost a dozen profiles that I switch between for various projects, with frequent tweaks to many of them, I'm perfectly happy just opening them in a text editor and "commenting out" specific blocks I want hidden, etc. I've never used the wildcard matching in any previous version either, as I've always wanted explicit control.
That said, I can totally appreciate the ease and simplicity of your system for most users, and can even accept that I am likely in the small minority of people who would actually prefer a discrete system that forces exact matching. I also realize that the removal of the old numbered "block ids" from the game, as well as the proliferation of block types that now have sub-types (diorite technically being a version of stone, for example), probably make creating a system for discrete exact matching significantly difficult.
What I could do is change it so it matches both block names and "block ids".
Block names would work with the wildcard/smart-matching system - since there are a lot more of these. The block ID's would have to match exactly.
In other words, "Sand" would match any blocks with "Sand" in the block name. "minecraft:sand" would match all blocks under minecraft:sand, which is just Sand and Red Sand. It would not match minecraft:sandstone.
The only downside is this wouldn't work very well in 1.6.4. I would probably remove the "minecraft:" part in 1.6.4, and let it match the block names, since the block IDs don't even exist in 1.6.4.
Rollback Post to RevisionRollBack
Check out my XRay mod!
Forge compatible, configurable, and easily installable.
Click here for more information.
What I could do is change it so it matches both block names and "block ids".
Block names would work with the wildcard/smart-matching system - since there are a lot more of these. The block ID's would have to match exactly.
In other words, "Sand" would match any blocks with "Sand" in the block name. "minecraft:sand" would match all blocks under minecraft:sand, which is just Sand and Red Sand. It would not match minecraft:sandstone.
The only downside is this wouldn't work very well in 1.6.4. I would probably remove the "minecraft:" part in 1.6.4, and let it match the block names, since the block IDs don't even exist in 1.6.4.
I'm sure that backwards-compatibility and the ability to select individual block sub-types far outweighs one random person's desire for full explicit control. I'll work with the new system and get used to it, I'm sure. Thanks though.
So I'm new to minecraft, just got 1.8.7 this month. I'm running vanilla except for r3d.craft 32kpixel textures, and eben ores. I installed Xray, but none of the commands worked, (C,X,L, or R). On page 102 of this thread, Ambient Occlusion discussed modes, and posted a sample xray.txt. I went into .minecraft/config and there was no xray directory, and therefore no blocks directory under that. I made a new profile, and manually added the directories and put in a xray.txt file with the sample contents, and now 'x' works (except it shows cobbelstone which I'd like to remove).
But I have no clue what other text files I need to make the other commands work. Since it wasn't put in with the install I'll need the names of the text files and what they should contain. And I'll need to know the source of usable block names (from the official wiki, or whatever) to add to modify the modes. I'm a newbie at the game but I know my way around directories and such. Please sir, may I have a clue? =)
So I'm new to minecraft, just got 1.8.7 this month. I'm running vanilla except for r3d.craft 32kpixel textures, and eben ores. I installed Xray, but none of the commands worked, (C,X,L, or R). On page 102 of this thread, Ambient Occlusion discussed modes, and posted a sample xray.txt. I went into .minecraft/config and there was no xray directory, and therefore no blocks directory under that. I made a new profile, and manually added the directories and put in a xray.txt file with the sample contents, and now 'x' works (except it shows cobbelstone which I'd like to remove).
But I have no clue what other text files I need to make the other commands work. Since it wasn't put in with the install I'll need the names of the text files and what they should contain. And I'll need to know the source of usable block names (from the official wiki, or whatever) to add to modify the modes. I'm a newbie at the game but I know my way around directories and such. Please sir, may I have a clue? =)
I suspect your launcher might not be set to the correct version. You shouldn't need to manually create any files.
On the launcher, click Edit Profile. Then where it says Use version, select "release 1.8.7-XRay". (unless you named it something different when you installed it)
This could be caused by installing XRay while the launcher is open, resulting in the version not being set correctly.
As for the usable block names: if you're using the latest version of XRay, you can use the names straight from your in-game inventory. No need to look anything up on the wiki.
In unrelated news - I'll probably have an update for 1.8.8 Thursday (not tomorrow because of Windows 10) along with some other nice updates to the installer.
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yes we need the update from minecraft version 1.8.7 to 1.8.8.... those of us who play realms cant use xray mod anymore... when will the new xray come out???
yes we need the update from minecraft version 1.8.7 to 1.8.8.... those of us who play realms cant use xray mod anymore... when will the new xray come out???
In the post prior to yours, Ambient says he's targeting Thursday (July 30th) for the 1.8.8 update. It's at the bottom of the post, and easy to miss.
Thank you for the reply. It's fixed, I did something funky like trying to rename it while installing and it borked but good. I reinstalled it half a dozen times and it's working now. =)
Also I blocked cobblestone by adding !cobblestone to xray text.
How do you make a custom list? Can I simply add a text file starting with an unused letter and have it just show valuable stuff, (various ores and chests, minus coal and iron) when I push p for instance?
Hello im sorry for bothering you but even with your tab showing to to change the visible blocks i can not figure out how to make cobblestone visible if you know how please respond thank you for your time and see you later
- added support for 1.8.8
- you now have to add '-Dxray.debug=true' to the JVM Arguments to show why
blocks are being rendered in the game output
- cleaned up installer code
- added ATLauncher instances to the installer
- added Technic modpacks to the installer
- fixed some compatibility issues with previous configs
- config directory is now fixed to .minecraft/config/xray - you can still use
your old config files, but you have to copy them into this directory.
- added more details to the update message
Rollback Post to RevisionRollBack
Check out my XRay mod!
Forge compatible, configurable, and easily installable.
Click here for more information.
This mod basically helps display information that is already available to the player, but in a less-accessible form; have you considered other features which also fir that theme, like an overlay which marks blocks with a light level below 7, chunk borders, or even a minimap? I've seen other mods which do those things, but they all seem to require a modloader which causes other problems.
It has been lost, however to address this, minecraft:stone is not shown by default even if you include everything. If you do want to render stone, you have to explicitly list it in the config file. (since 99% of the time you don't want stone in XRay)
I could possibly make some sort of work around like before - but if for only one or two rare cases, I don't know if it would be worth it. Something like stone causing conflicts definitely warranted a solution.
I haven't tested that many different config combinations, so if there's a glaring issue let me know and I'll work something out.
Forge compatible, configurable, and easily installable.
Click here for more information.
Is there a way to turn off the debug output when using R (redstone)?
[XRay] [debug] Quartz Slab: false, reason:
[XRay] [debug] Pillar Quartz Block: false, reason:
[XRay] [debug] Fire: false, reason:
[XRay] [debug] Red Tulip: false, reason:
[XRay] [debug] Orange Tulip: false, reason:
[XRay] [debug] Lime Carpet: false, reason:
[XRay] [debug] Carpet: false, reason:
[XRay] [debug] Hardened Clay: false, reason:
[XRay] [debug] Orange Stained Clay: false, reason:
[XRay] [debug] Brown Carpet: false, reason:
[XRay] [debug] Tripwire Hook: true, reason: powered
[XRay] [debug] Green Carpet: false, reason:
[XRay] [debug] Orange Carpet: false, reason:
In the next update I'll disable this by default. It was meant to help people (and myself) migrate to the new block config.
Forge compatible, configurable, and easily installable.
Click here for more information.
Just delete the mod in your versions folder
Now for my question: How do you download this for Forge?
Be like delly who is jelly
What were you doing right before it crashed? Were you spectating or anything?
Forge compatible, configurable, and easily installable.
Click here for more information.
The other case I can think of off the top of my head was sand, as there's no way to only hide regular "sand" without also hiding (and then having to specifically un-hide) sandstone, sandstone_stairs, red_sandstone, red_sandstone_stairs, and soul_sand. I'd have to check a full block listing to find other places where the "wildcard matching" of block selection could cause unintended side-effects. Though you are probably correct, in that there may not really be all that many.
Honestly, the whole thing is just more of a personal preference for me, in that I'd rather have full explicit control over exactly what blocks are shown and not shown, than have to worry about and tinker with profiles trying to play "guess which blocks are going to get inadvertently affected" due to the "smart-matching" system. As someone who has almost a dozen profiles that I switch between for various projects, with frequent tweaks to many of them, I'm perfectly happy just opening them in a text editor and "commenting out" specific blocks I want hidden, etc. I've never used the wildcard matching in any previous version either, as I've always wanted explicit control.
That said, I can totally appreciate the ease and simplicity of your system for most users, and can even accept that I am likely in the small minority of people who would actually prefer a discrete system that forces exact matching. I also realize that the removal of the old numbered "block ids" from the game, as well as the proliferation of block types that now have sub-types (diorite technically being a version of stone, for example), probably make creating a system for discrete exact matching significantly difficult.
What I could do is change it so it matches both block names and "block ids".
Block names would work with the wildcard/smart-matching system - since there are a lot more of these. The block ID's would have to match exactly.
In other words, "Sand" would match any blocks with "Sand" in the block name. "minecraft:sand" would match all blocks under minecraft:sand, which is just Sand and Red Sand. It would not match minecraft:sandstone.
The only downside is this wouldn't work very well in 1.6.4. I would probably remove the "minecraft:" part in 1.6.4, and let it match the block names, since the block IDs don't even exist in 1.6.4.
Forge compatible, configurable, and easily installable.
Click here for more information.
Im have the latest version (4.1.4) on optifine and 1.7.10 and this say ''there is an update available for x ray'' in top of the game :c
I'm sure that backwards-compatibility and the ability to select individual block sub-types far outweighs one random person's desire for full explicit control. I'll work with the new system and get used to it, I'm sure. Thanks though.
Perfect mod!
Can you release it on curseforge?
This will allows to track versions, autoupdate, etc
So I'm new to minecraft, just got 1.8.7 this month. I'm running vanilla except for r3d.craft 32kpixel textures, and eben ores. I installed Xray, but none of the commands worked, (C,X,L, or R). On page 102 of this thread, Ambient Occlusion discussed modes, and posted a sample xray.txt. I went into .minecraft/config and there was no xray directory, and therefore no blocks directory under that. I made a new profile, and manually added the directories and put in a xray.txt file with the sample contents, and now 'x' works (except it shows cobbelstone which I'd like to remove).
But I have no clue what other text files I need to make the other commands work. Since it wasn't put in with the install I'll need the names of the text files and what they should contain. And I'll need to know the source of usable block names (from the official wiki, or whatever) to add to modify the modes. I'm a newbie at the game but I know my way around directories and such. Please sir, may I have a clue? =)
I suspect your launcher might not be set to the correct version. You shouldn't need to manually create any files.
On the launcher, click Edit Profile. Then where it says Use version, select "release 1.8.7-XRay". (unless you named it something different when you installed it)
This could be caused by installing XRay while the launcher is open, resulting in the version not being set correctly.
As for the usable block names: if you're using the latest version of XRay, you can use the names straight from your in-game inventory. No need to look anything up on the wiki.
In unrelated news - I'll probably have an update for 1.8.8 Thursday (not tomorrow because of Windows 10) along with some other nice updates to the installer.
Forge compatible, configurable, and easily installable.
Click here for more information.
yes we need the update from minecraft version 1.8.7 to 1.8.8.... those of us who play realms cant use xray mod anymore... when will the new xray come out???
In the post prior to yours, Ambient says he's targeting Thursday (July 30th) for the 1.8.8 update. It's at the bottom of the post, and easy to miss.
Thank you for the reply. It's fixed, I did something funky like trying to rename it while installing and it borked but good. I reinstalled it half a dozen times and it's working now. =)
Also I blocked cobblestone by adding !cobblestone to xray text.
How do you make a custom list? Can I simply add a text file starting with an unused letter and have it just show valuable stuff, (various ores and chests, minus coal and iron) when I push p for instance?
when I go into the redstone config and add in chest it doesn't show when I press r in the game. help?
Hello im sorry for bothering you but even with your tab showing to to change the visible blocks i can not figure out how to make cobblestone visible if you know how please respond thank you for your time and see you later
I've uploaded v1.4.5
Download is on the original post.
Changelog:
- added support for 1.8.8
- you now have to add '-Dxray.debug=true' to the JVM Arguments to show why
blocks are being rendered in the game output
- cleaned up installer code
- added ATLauncher instances to the installer
- added Technic modpacks to the installer
- fixed some compatibility issues with previous configs
- config directory is now fixed to .minecraft/config/xray - you can still use
your old config files, but you have to copy them into this directory.
- added more details to the update message
Forge compatible, configurable, and easily installable.
Click here for more information.
Thank you for the update!
This mod basically helps display information that is already available to the player, but in a less-accessible form; have you considered other features which also fir that theme, like an overlay which marks blocks with a light level below 7, chunk borders, or even a minimap? I've seen other mods which do those things, but they all seem to require a modloader which causes other problems.