I think I may be having some issues with the mod for 1.7.10 now. I am trying to use the mod with Lycanites, but, from the dungeons I've tested, no Lycanites mobs are being added. The main post mentions that I don't need custom themes for it anymore, but my themes folder seems to be empty (not sure if that is an issue). Also, I think some dungeons aren’t properly generating (missing chests/spawners like before), which could be a chest loot error again but not sure atm.
OK, more testing (with the right version installed) has revealed there is a problem, a serious one. Spawners and chests are placed correctly when I run from Eclipse, but for some reason they mostly don't (only a few in "boss" room, and not all of them there) when run from the Minecraft launcher. This happens even when the exact same Forge version is used for both! At this point I'm completely confused. A difference in Java version? I don't know. I'm not sure at this point if I want to spend the time and stress it would take to figure it out, but may post on Forge forums.
EDIT: The Java version doesn't seem to mater. This is broken in all versions for 1.7 (but for 1.6.4); older mod versions do work with 1.7 (which is why I didn't realize this earlier -- I had my testing instance set to the wrong folder, not the one with the new mod versions). I'm not sure the most recent working version, though I think 1.3.x worked fine, so I'm guessing something gotten broken in 1.4, though I'm at a loss as to what or how. Lycanite's mobs have nothing to do with the spawner / chest placement problem, btw.
Well, I guess it is a good thing I mentioned it then. Hopefully you can find the issue easily enough and it isn't too hard to fix. I downloaded v1.5.0 and will try testing it when I have time.
Well, I guess it is a good thing I mentioned it then. Hopefully you can find the issue easily enough and it isn't too hard to fix. I downloaded v1.5.0 and will try testing it when I have time.
I've posted to the Forge forums but no replies. I might try compiling with the latest rather than recommended version. If that doesn't work there is one more last ditch hunch I could try. After that its just broken for 1.7 (though there are older mod versions that do work) -- it has to be something in the compile or reobfuscate scripts, neither of which I can even find.
I have started on a 1.8 update (just couple things I need to figure out how to do) and if I get that working I'll test it. If I can get a 1.8 version without the bug I may just skip 1.7. If not, and writing my own list in place of the Java ArrayList doesn't work I'd be very tempted to just call it quits and see if anyone else want to take over.
Hmm, well if this doesn’t get fixed, would you suggest skipping DLD for 1.7 then? I'd love to use the mod in a mod pack I am working on, but probably won't be too fun if it is mostly empty.
I wish I could help more with this, but I can't do much more than test. I did link a few of my friends who may be able to help to the post though. One thing does come to mind; I had a similar issue in 1.6 when I left the bonus chest loot empty (which make it invalid when DLD copied it and caused a lack of spawners/chests). Do you think this problem could be something like that? A problem with the 1.7 chest loot (since it does use names instead of ids now) or maybe a change to the chest hooks or something?
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Hmm, well if this doesn’t get fixed, would you suggest skipping DLD for 1.7 then? I'd love to use the mod in a mod pack I am working on, but probably won't be too fun if it is mostly empty.
I wish I could help more with this, but I can't do much more than test. I did link a few of my friends who may be able to help to the post though. One thing does come to mind; I had a similar issue in 1.6 when I left the bonus chest loot empty (which make it invalid when DLD copied it and caused a lack of spawners/chests). Do you think this problem could be something like that? A problem with the 1.7 chest loot (since it does use names instead of ids now) or maybe a change to the chest hooks or something?
That was it all along! I feel like such an idiot now -- I just copied the wrong chests.cfg; I never thought to check that. Thanks. It now works. Just download the again (or use the 1.7.2 file, that one hasn't changed).
Its always the places and things I'd never suspect that seem to make the bad bugs for me. :-/
Quote from Keybounce»PLEASE, fix the 1.7.10 release. 1.8 is a long, long, long way off for any significant big mod (block states does not scale, it is horrible.)
Well, fixed! I not really sure if everything I need is fully supported, but don't see a way to get top block height or the block at a location, so not sure if that would update would be very soon or far off for this. But, at the mod itself was never really broken -- just package the wrong files.
Hmmm.. the 1.5.0 archive I downloaded for 1.7.10 is a .zip file, not a .jar like the previous versions. Out of curiosity I tried opening the file with WinRAR (to see if there was something I needed to extract to a different directory first) and it says the archive is corrupt, with the only thing visible in it being the gpl.txt. Renaming it to .jar doesn't fix it. The 1.7.2 version does the same thing, and the 1.6.4 version opens, but all that's inside is "DLDungeons-1.5.0-MC1.6.4" with no file extension. Is there something wrong with these files? I don't have this issue with other files I download, so perhaps yours got corrupted as you were uploading them somehow?
That was it all along! I feel like such an idiot now -- I just copied the wrong chests.cfg; I never thought to check that. Thanks. It now works. Just download the again (or use the 1.7.2 file, that one hasn't changed).
Its always the places and things I'd never suspect that seem to make the bad bugs for me. :-/
Well, I guess it was a good thing I had trouble with that back in 1.6 then. Anyway, glad I could help with the issue.
Hmmm.. the 1.5.0 archive I downloaded for 1.7.10 is a .zip file, not a .jar like the previous versions. Out of curiosity I tried opening the file with WinRAR (to see if there was something I needed to extract to a different directory first) and it says the archive is corrupt, with the only thing visible in it being the gpl.txt. Renaming it to .jar doesn't fix it. The 1.7.2 version does the same thing, and the 1.6.4 version opens, but all that's inside is "DLDungeons-1.5.0-MC1.6.4" with no file extension. Is there something wrong with these files? I don't have this issue with other files I download, so perhaps yours got corrupted as you were uploading them somehow?
It was always a zip here -- the jar should be inside the zip file. If you downloaded a a jar directly before it must have been from a third party. Someone else is getting a error about "unexpected end of archive" so it looks like media fire isn't serving it all correctly. I just added alternate links through Dropbox, try that.
It was always a zip here -- the jar should be inside the zip file. If you downloaded a a jar directly before it must have been from a third party. Someone else is getting a error about "unexpected end of archive" so it looks like media fire isn't serving it all correctly. I just added alternate links through Dropbox, try that.
Unfortunately, I seem to having some issues with the new download as well. When I load up minecraft, the mod isn't active. When I try to open the zip folder, I get an error saying it is invalid and windows cannot open it. I tried both the mediafire and dropbox downloads and both have this issue. So it seems something got messed up with that zip folder.
It was always a zip here -- the jar should be inside the zip file. If you downloaded a a jar directly before it must have been from a third party. Someone else is getting a error about "unexpected end of archive" so it looks like media fire isn't serving it all correctly. I just added alternate links through Dropbox, try that.
Nah, I still have the 1.4.0 zip archive and the jar was indeed inside it. I tried opening the DropBox file you just uploaded and it still says it's corrupt. I'll try installing a different version of WinRAR.
-edit- OK.. upgraded WinRAR to latest (I was at 5.01 previously) and now the archive opens.. to a blank file. Extract file, append it with .zip, open THAT file, and everything works. So strange. Thank you for your reply!
Well, can anyone unzip a tar.gz file and make some windows friendly zip files from the folders in in this (Dist.tar.gz) and send them back? It seems Linux doesn't want to make real zip files today (probably because some fan boy didn't think exchanging files with those other OS's could be important).
I'll have to look for another archiver to install.
Unfortunately, I seem to having some issues with the new download as well. When I load up minecraft, the mod isn't active. When I try to open the zip folder, I get an error saying it is invalid and windows cannot open it. I tried both the mediafire and dropbox downloads and both have this issue. So it seems something got messed up with that zip folder.
I tried zipping them with a command line utility; the files seem to be different (different size), so you can try that again.
I tried zipping them with a command line utility; the files seem to be different (different size), so you can try that again.
Just redownloaded the dropbox link and the zip opened fine for me this time. I'll try testing again later, but I can get to the mod's jar now so it should work fine.
Hey, just got around to testing the updated mod and it seems to be working again. But I am still seeing a lack of Lycanite's Mobs in the dungeons; although I guess it could be bad luck with the ones I found.
Also, just to check, if I want to modify chest loot or the themes/spawners, I would just copy the files from the download's zip and put in the mod's config folder, right? I think in 1.6 the files generated there but it seems they don't in 1.7.
Hey, just got around to testing the updated mod and it seems to be working again. But I am still seeing a lack of Lycanite's Mobs in the dungeons; although I guess it could be bad luck with the ones I found.
Also, just to check, if I want to modify chest loot or the themes/spawners, I would just copy the files from the download's zip and put in the mod's config folder, right? I think in 1.6 the files generated there but it seems they don't in 1.7.
Yes, you would copy the themes into the config folder; also, you won't see Lycanites mobs without the themes installed (the hardcoded fall back has no theme type -- I guess I could change that, and probably should). The only thing that generate automatically are the main config and the lists of blocks / mobs / items (if set to); generating the lists will create the folders as a side effect but not the theme file or the chest files. Having it automatically install default themes when first run (i.e., if no themes are found) is something I've be considering and just haven't gotten around to -- it would make installation a lot easier, especially for newer players.
I find Lycanite's mobs are less common than they were, so I might take a look at his configs, though part of it is that vanilla undead are left instead of replaced by modded versions. Still, as of this version no mobs will be added by the API without some themes of some kind installed (they just don't have to be special themes). Not installing themes also means that all overworld dungeons will look like the classic theme, no other variants.
EDIT: As of the next version the hardcoded default themes I have as fallbacks will have types, so the API added mobs can appear even if no themes have been installed at all. (Maybe some time I'll get around to having the default themes auto-install if the theme folder is absent.)
So I was messing around with the loot config file, and was wondering if it's possible to somehow include NBT tags in the loot?
No probably not. I don't know enough about the NBT format but I'm sure it need more than a name string -- that is, it won't get it automatically out of tags in the name -- so I don't think so. Right now the chest file can only take a name and a damage value (which also define the id of a potion). I'd have to add some special way of parsing tags and then add them to the items data.
Right now I've been wondering how legible the theme files even are on windows, something I'd not stopped to think about before -- Linux, which I'm using does format line breaks differently.
Finally, I've gotten around to making the theme auto-installation system I'd been talking about, and making a distinction between true bosses are lesser elite mobs. I hope this makes everything easier for everyone (and doesn't turn into a mess of crazy bugs to squash). I suspect one of the biggest problems this mod has face has been improper installation and being mirrored on sites that give bad (generic) installation instructions. I hope this will help.
OK, more testing (with the right version installed) has revealed there is a problem, a serious one. Spawners and chests are placed correctly when I run from Eclipse, but for some reason they mostly don't (only a few in "boss" room, and not all of them there) when run from the Minecraft launcher. This happens even when the exact same Forge version is used for both! At this point I'm completely confused. A difference in Java version? I don't know. I'm not sure at this point if I want to spend the time and stress it would take to figure it out, but may post on Forge forums.
EDIT: The Java version doesn't seem to mater. This is broken in all versions for 1.7 (but for 1.6.4); older mod versions do work with 1.7 (which is why I didn't realize this earlier -- I had my testing instance set to the wrong folder, not the one with the new mod versions). I'm not sure the most recent working version, though I think 1.3.x worked fine, so I'm guessing something gotten broken in 1.4, though I'm at a loss as to what or how. Lycanite's mobs have nothing to do with the spawner / chest placement problem, btw.
Mod Packs- Untamed Chaos (1.7.10), Moonlit Siege (1.7.10), Ascension (1.6.4)
Youtube- Minecraft Channel, Let's Plays (Ascension Hardcore, Proton), Mod Spotlights
I've posted to the Forge forums but no replies. I might try compiling with the latest rather than recommended version. If that doesn't work there is one more last ditch hunch I could try. After that its just broken for 1.7 (though there are older mod versions that do work) -- it has to be something in the compile or reobfuscate scripts, neither of which I can even find.
I have started on a 1.8 update (just couple things I need to figure out how to do) and if I get that working I'll test it. If I can get a 1.8 version without the bug I may just skip 1.7. If not, and writing my own list in place of the Java ArrayList doesn't work I'd be very tempted to just call it quits and see if anyone else want to take over.
I wish I could help more with this, but I can't do much more than test. I did link a few of my friends who may be able to help to the post though. One thing does come to mind; I had a similar issue in 1.6 when I left the bonus chest loot empty (which make it invalid when DLD copied it and caused a lack of spawners/chests). Do you think this problem could be something like that? A problem with the 1.7 chest loot (since it does use names instead of ids now) or maybe a change to the chest hooks or something?
Mod Packs- Untamed Chaos (1.7.10), Moonlit Siege (1.7.10), Ascension (1.6.4)
Youtube- Minecraft Channel, Let's Plays (Ascension Hardcore, Proton), Mod Spotlights
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
That was it all along! I feel like such an idiot now -- I just copied the wrong chests.cfg; I never thought to check that. Thanks. It now works. Just download the again (or use the 1.7.2 file, that one hasn't changed).
Its always the places and things I'd never suspect that seem to make the bad bugs for me. :-/
Well, fixed! I not really sure if everything I need is fully supported, but don't see a way to get top block height or the block at a location, so not sure if that would update would be very soon or far off for this. But, at the mod itself was never really broken -- just package the wrong files.
Well, I guess it was a good thing I had trouble with that back in 1.6 then. Anyway, glad I could help with the issue.
Mod Packs- Untamed Chaos (1.7.10), Moonlit Siege (1.7.10), Ascension (1.6.4)
Youtube- Minecraft Channel, Let's Plays (Ascension Hardcore, Proton), Mod Spotlights
It was always a zip here -- the jar should be inside the zip file. If you downloaded a a jar directly before it must have been from a third party. Someone else is getting a error about "unexpected end of archive" so it looks like media fire isn't serving it all correctly. I just added alternate links through Dropbox, try that.
Unfortunately, I seem to having some issues with the new download as well. When I load up minecraft, the mod isn't active. When I try to open the zip folder, I get an error saying it is invalid and windows cannot open it. I tried both the mediafire and dropbox downloads and both have this issue. So it seems something got messed up with that zip folder.
Mod Packs- Untamed Chaos (1.7.10), Moonlit Siege (1.7.10), Ascension (1.6.4)
Youtube- Minecraft Channel, Let's Plays (Ascension Hardcore, Proton), Mod Spotlights
Nah, I still have the 1.4.0 zip archive and the jar was indeed inside it. I tried opening the DropBox file you just uploaded and it still says it's corrupt. I'll try installing a different version of WinRAR.
-edit- OK.. upgraded WinRAR to latest (I was at 5.01 previously) and now the archive opens.. to a blank file. Extract file, append it with .zip, open THAT file, and everything works. So strange. Thank you for your reply!
I'll have to look for another archiver to install.
I tried zipping them with a command line utility; the files seem to be different (different size), so you can try that again.
Just redownloaded the dropbox link and the zip opened fine for me this time. I'll try testing again later, but I can get to the mod's jar now so it should work fine.
Mod Packs- Untamed Chaos (1.7.10), Moonlit Siege (1.7.10), Ascension (1.6.4)
Youtube- Minecraft Channel, Let's Plays (Ascension Hardcore, Proton), Mod Spotlights
Also, just to check, if I want to modify chest loot or the themes/spawners, I would just copy the files from the download's zip and put in the mod's config folder, right? I think in 1.6 the files generated there but it seems they don't in 1.7.
Mod Packs- Untamed Chaos (1.7.10), Moonlit Siege (1.7.10), Ascension (1.6.4)
Youtube- Minecraft Channel, Let's Plays (Ascension Hardcore, Proton), Mod Spotlights
Yes, you would copy the themes into the config folder; also, you won't see Lycanites mobs without the themes installed (the hardcoded fall back has no theme type -- I guess I could change that, and probably should). The only thing that generate automatically are the main config and the lists of blocks / mobs / items (if set to); generating the lists will create the folders as a side effect but not the theme file or the chest files. Having it automatically install default themes when first run (i.e., if no themes are found) is something I've be considering and just haven't gotten around to -- it would make installation a lot easier, especially for newer players.
I find Lycanite's mobs are less common than they were, so I might take a look at his configs, though part of it is that vanilla undead are left instead of replaced by modded versions. Still, as of this version no mobs will be added by the API without some themes of some kind installed (they just don't have to be special themes). Not installing themes also means that all overworld dungeons will look like the classic theme, no other variants.
EDIT: As of the next version the hardcoded default themes I have as fallbacks will have types, so the API added mobs can appear even if no themes have been installed at all. (Maybe some time I'll get around to having the default themes auto-install if the theme folder is absent.)
No probably not. I don't know enough about the NBT format but I'm sure it need more than a name string -- that is, it won't get it automatically out of tags in the name -- so I don't think so. Right now the chest file can only take a name and a damage value (which also define the id of a potion). I'd have to add some special way of parsing tags and then add them to the items data.
Right now I've been wondering how legible the theme files even are on windows, something I'd not stopped to think about before -- Linux, which I'm using does format line breaks differently.
Thanks!