I have been getting a crash where every time I try to move a block that can store items (INCLUDING the vanilla chest) my game crashes, when I check for crash reports, the folder is empty, I have tested this with Bibliocraft, Ironchests, and better chests, but oddly enough the drawbridges from tinkers mechworks work flawlessly. I know its not all modded blocks because the ship is made of sapphire and lamps from Project-Red.
Hmmm... They have definitely worked previously. I'll check here in a few.
EDIT: I used one of my test builds to try it and it worked just fine. Throw us a mod list with versions (in a spoiler), and a screenshot of the setup you are trying to move.
I have a ton of mods so i will add the list in an edit, i will need a little while to get the pictures also, but here is the error report from the crash
in the error report it says this:
#
# A fatal error has been detected by the Java Runtime Environment:
#
# EXCEPTION_ACCESS_VIOLATION (0xc0000005) at pc=0x000000001b489e60, pid=7736, tid=6740
#
# JRE version: Java(TM) SE Runtime Environment (7.0_75-b13) (build 1.7.0_75-b13)
# Java VM: Java HotSpot(TM) 64-Bit Server VM (24.75-b04 mixed mode windows-amd64 compressed oops)
# Problematic frame:
# C [ig75icd64.dll+0x89e60]
#
# Failed to write core dump. Minidumps are not enabled by default on client versions of Windows
#
# If you would like to submit a bug report, please visit:
# http://bugreport.sun.com/bugreport/crash.jsp
# The crash happened outside the Java Virtual Machine in native code.
# See problematic frame for where to report the bug.
#
--------------- T H R E A D ---------------
Current thread (0x0000000002c12800): JavaThread "Client thread" [_thread_in_native, id=6740, stack(0x0000000002a60000,0x0000000002b60000)]
RAX=0x0000000000000000 is an unknown value
RBX=0x0000000017011000 is an unknown value
RCX=0x0000000000000000 is an unknown value
RDX=0x000000000005e3dc is an unknown value
RSP=0x0000000002b5b2b0 is pointing into the stack for thread: 0x0000000002c12800
RBP=0x0000000002b5b3e0 is pointing into the stack for thread: 0x0000000002c12800
RSI=0x000000001c994738 is an unknown value
RDI=0x00000000729e8500 is an unknown value
R8 =0x00000000000004b0 is an unknown value
R9 =0x0000000000000009 is an unknown value
R10=0x0000000000000000 is an unknown value
R11=0x0000000002b5bd40 is pointing into the stack for thread: 0x0000000002c12800
R12=0x00000000000004b0 is an unknown value
R13=0x000000001c804318 is an unknown value
R14=0x000000001c994710 is an unknown value
R15=0x000000000000000c is an unknown value
Native crash? Try setting the B:FailsafeRendering=false to true in remainInMotion.cfg. Fancy rendering will be broken, I'm afraid, but it won't hit the problematic code path in your OpenGL stack.
As for attempting to fix it. I recommend the new launcher and just re-edit your args if they get wiped. Let it use java 1.8 for now to see if it works. If it does, completely remove all java's, restart!, then install your desired (1.7u45 - 1.7u53) 64 bit java version and tell the launcher to use it.
Rollback Post to RevisionRollBack
I don't cheat; I just conveniently write the rules.
OK I'll look at it. Apparently, there are issues, and I wrote that section.
EDIT: I think I fixed it. Testing now.
EDIT2: it is fixed.
OH. Also a release should be made for this as it was updated to work properly with Buildcraft 6.4.16 (a refactor was done on TileBuildcraft...again, and TileQuarry was moved as well).
= Fixes for latest FMP versions not working with hollow carriages
= Fixes for latest Buildcraft versions
= Implemented moving entities on rotating carriages
This one may require an update to the used PlanetguyLib version.
The Meaning of Life, the Universe, and Everything.
Join Date:
2/26/2011
Posts:
59
Member Details
Some of my carriages are resetting their anchored mode when i close the GUI, making changes impossible. Is this a known issue? (By the way, what's the difference between an anchored motor and an unanchored engine?)
Besides that, I have them being very finicky and sometimes failing to move carriages with no error message. And one of my machines would fail, but the block it cited for the failure was 5000 blocks away in a part of the world I had never visited.
I read somewhere that you could terminate platform carriages with another platform carriage facing it, instead of an air block, but this doesn't appear to work. Should it?
In order, they are the same, with the gui the separation of engines and motors is removed. I have noticed the lack of notifications sometimes. Yes, it should work, it doesn't.
Rollback Post to RevisionRollBack
I don't cheat; I just conveniently write the rules.
The Meaning of Life, the Universe, and Everything.
Join Date:
2/26/2011
Posts:
59
Member Details
Is there a trick to get changes to anchored mode to stick? This just put a big hold on my build. It seems like it's not sticking on any of the carriages, not just the one. The Continuous mode button seems to work.
The drive that failed is the one I'm pointing at, and it seems to be saying that the block that caused a failure was the empty air block above it. Anybody know why it's failing?
It's an issue with platform carriages. I'll fix it now cause it's bothering me.
EDIT: Fixed the platform carriage thing. Also, try opening the world in mcedit, and make sure there isn't weird fake air blocks like railcraft and other mods have.
Is there a trick to get changes to anchored mode to stick? This just put a big hold on my build. It seems like it's not sticking on any of the carriages, not just the one. The Continuous mode button seems to work.
Thanks! It's incredible to get fixes so quickly. I checked out the git diff to see how you did it and I noticed on line 106:
- if (TargetDirection == SupportDirection) {
+ if (TargetDirection == SupportDirection && !terminatedByReversal) {
terminatedByReversal is initialized to false and not changed before that line, so the second clause of that conditional seems useless. Of course, the java compiler can probably tell this too and marks it as dead code, so there's probably no performance impact.
Other than that, I can't see how the side being open was affecting the anchored mode not sticking. This is just for my own curiosity, so if you don't feel like answering nbd, but if you want to explain I'd be interested to hear.
Firstly, that code is to fix platform carriages not ending when reaching an opposite facing platform carriage. Secondly, that is done in a loop, so it is not changed until it reaches a reverse facing platform carriage. Somewhere in a previous commit by PlanetGuy is where the anchored mode bug is fixed.
At this point 1.8 may never happen. 1.9 is right around the corner now....
I don't cheat; I just conveniently write the rules.
Oops, did I steal your mod? Well, I'm lazy, so if I found the motivation to do so, you did something wrong as a developer.
Additional Buildcraft Objects: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2310397
I'm currently also working on Remain in Motion. http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2104611
I can't advertise the others....
My Patreon: https://www.patreon.com/DA3DSOUL
I have been getting a crash where every time I try to move a block that can store items (INCLUDING the vanilla chest) my game crashes, when I check for crash reports, the folder is empty, I have tested this with Bibliocraft, Ironchests, and better chests, but oddly enough the drawbridges from tinkers mechworks work flawlessly. I know its not all modded blocks because the ship is made of sapphire and lamps from Project-Red.
Hmmm... They have definitely worked previously. I'll check here in a few.
EDIT: I used one of my test builds to try it and it worked just fine. Throw us a mod list with versions (in a spoiler), and a screenshot of the setup you are trying to move.
I don't cheat; I just conveniently write the rules.
Oops, did I steal your mod? Well, I'm lazy, so if I found the motivation to do so, you did something wrong as a developer.
Additional Buildcraft Objects: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2310397
I'm currently also working on Remain in Motion. http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2104611
I can't advertise the others....
My Patreon: https://www.patreon.com/DA3DSOUL
I have a ton of mods so i will add the list in an edit, i will need a little while to get the pictures also, but here is the error report from the crash
in the error report it says this:
#
# A fatal error has been detected by the Java Runtime Environment:
#
# EXCEPTION_ACCESS_VIOLATION (0xc0000005) at pc=0x000000001b489e60, pid=7736, tid=6740
#
# JRE version: Java(TM) SE Runtime Environment (7.0_75-b13) (build 1.7.0_75-b13)
# Java VM: Java HotSpot(TM) 64-Bit Server VM (24.75-b04 mixed mode windows-amd64 compressed oops)
# Problematic frame:
# C [ig75icd64.dll+0x89e60]
#
# Failed to write core dump. Minidumps are not enabled by default on client versions of Windows
#
# If you would like to submit a bug report, please visit:
# http://bugreport.sun.com/bugreport/crash.jsp
# The crash happened outside the Java Virtual Machine in native code.
# See problematic frame for where to report the bug.
#
--------------- T H R E A D ---------------
Current thread (0x0000000002c12800): JavaThread "Client thread" [_thread_in_native, id=6740, stack(0x0000000002a60000,0x0000000002b60000)]
siginfo: ExceptionCode=0xc0000005, reading address 0x000000000005e3dc
Registers:
RAX=0x0000000000000000, RBX=0x0000000017011000, RCX=0x0000000000000000, RDX=0x000000000005e3dc
RSP=0x0000000002b5b2b0, RBP=0x0000000002b5b3e0, RSI=0x000000001c994738, RDI=0x00000000729e8500
R8 =0x00000000000004b0, R9 =0x0000000000000009, R10=0x0000000000000000, R11=0x0000000002b5bd40
R12=0x00000000000004b0, R13=0x000000001c804318, R14=0x000000001c994710, R15=0x000000000000000c
RIP=0x000000001b489e60, EFLAGS=0x0000000000010206
Top of Stack: (sp=0x0000000002b5b2b0)
0x0000000002b5b2b0: 00000000ffc00000 0000000000000000
0x0000000002b5b2c0: 00000000ffc00000 0000000000000000
0x0000000002b5b2d0: 0000000017031088 000000001b5751d3
0x0000000002b5b2e0: 0000000017011000 000000001c994738
0x0000000002b5b2f0: 0000000000000016 0000000000000011
0x0000000002b5b300: 0000000000000008 0000000000000934
0x0000000002b5b310: 0000000000000000 0001000000000000
0x0000000002b5b320: 0000000000000001 0000000000000004
0x0000000002b5b330: 0100001000000000 000000007000e170
0x0000000002b5b340: 0000000300000000 0000000017031088
0x0000000002b5b350: 0000000000000000 0000000002b5bd40
0x0000000002b5b360: 0000000000000001 0000000000000000
0x0000000002b5b370: 0000000016860a14 0000000000000000
0x0000000002b5b380: 0000000000000000 0000000000000000
0x0000000002b5b390: 00000000168609e4 00000000000073f0
0x0000000002b5b3a0: 0000000016860a10 000000000000002c
Instructions: (pc=0x000000001b489e60)
0x000000001b489e40: 24 4d 8b c8 49 c1 e9 07 f6 c2 0f 0f 84 b0 00 00
0x000000001b489e50: 00 4d 85 c9 74 6c 66 66 0f 1f 84 00 00 00 00 00
0x000000001b489e60: f3 0f 6f 3a f3 0f 6f 72 10 f3 0f 6f 6a 20 41 ff
0x000000001b489e70: c2 48 83 ef 80 41 8b c2 f3 0f 6f 62 30 f3 0f 6f
Register to memory mapping:
RAX=0x0000000000000000 is an unknown value
RBX=0x0000000017011000 is an unknown value
RCX=0x0000000000000000 is an unknown value
RDX=0x000000000005e3dc is an unknown value
RSP=0x0000000002b5b2b0 is pointing into the stack for thread: 0x0000000002c12800
RBP=0x0000000002b5b3e0 is pointing into the stack for thread: 0x0000000002c12800
RSI=0x000000001c994738 is an unknown value
RDI=0x00000000729e8500 is an unknown value
R8 =0x00000000000004b0 is an unknown value
R9 =0x0000000000000009 is an unknown value
R10=0x0000000000000000 is an unknown value
R11=0x0000000002b5bd40 is pointing into the stack for thread: 0x0000000002c12800
R12=0x00000000000004b0 is an unknown value
R13=0x000000001c804318 is an unknown value
R14=0x000000001c994710 is an unknown value
R15=0x000000000000000c is an unknown value
Stack: [0x0000000002a60000,0x0000000002b60000], sp=0x0000000002b5b2b0, free space=1004k
Native frames: (J=compiled Java code, j=interpreted, Vv=VM code, C=native code)
C [ig75icd64.dll+0x89e60]
Java frames: (J=compiled Java code, j=interpreted, Vv=VM code)
J 5199 org.lwjgl.opengl.GL11.nglCallList(IJ)V (0 bytes) @ 0x0000000003d9a824 [0x0000000003d9a7e0+0x44]
j org.lwjgl.opengl.GL11.glCallList(I)V+15
j me.planetguy.remaininmotion.render.Render.ExecuteDisplayList(I)V+1
j me.planetguy.remaininmotion.render.MotiveSpectreRenderer.Render(Lnet/minecraft/tileentity/TileEntity;F)V+129
j me.planetguy.remaininmotion.render.RIMTileEntityRenderer.func_147500_a(Lnet/minecraft/tileentity/TileEntity;DDDF)V+15
j net.minecraft.client.renderer.tileentity.TileEntityRendererDispatcher.func_147549_a(Lnet/minecraft/tileentity/TileEntity;DDDF)V+29
J 8190 C2 net.minecraft.client.renderer.tileentity.TileEntityRendererDispatcher.func_147544_a(Lnet/minecraft/tileentity/TileEntity;F)V (114 bytes) @ 0x0000000004546308 [0x0000000004546060+0x2a8]
J 7914 C2 net.minecraft.client.renderer.RenderGlobal.func_147589_a(Lnet/minecraft/entity/EntityLivingBase;Lnet/minecraft/client/renderer/culling/ICamera;F)V (1239 bytes) @ 0x00000000044bfbdc [0x00000000044bd600+0x25dc]
j net.minecraft.client.renderer.EntityRenderer.func_78471_a(FJ)V+749
j net.minecraft.client.renderer.EntityRenderer.func_78480_b(F)V+796
j net.minecraft.client.Minecraft.func_71411_J()V+351
j net.minecraft.client.Minecraft.func_99999_d()V+61
j net.minecraft.client.main.Main.main([Ljava/lang/String;)V+1015
v ~StubRoutines::call_stub
j sun.reflect.NativeMethodAccessorImpl.invoke0(Ljava/lang/reflect/Method;Ljava/lang/Object;[Ljava/lang/Object;)Ljava/lang/Object;+0
j sun.reflect.NativeMethodAccessorImpl.invoke(Ljava/lang/Object;[Ljava/lang/Object;)Ljava/lang/Object;+87
j sun.reflect.DelegatingMethodAccessorImpl.invoke(Ljava/lang/Object;[Ljava/lang/Object;)Ljava/lang/Object;+6
j java.lang.reflect.Method.invoke(Ljava/lang/Object;[Ljava/lang/Object;)Ljava/lang/Object;+57
j net.minecraft.launchwrapper.Launch.launch([Ljava/lang/String;)V+664
j net.minecraft.launchwrapper.Launch.main([Ljava/lang/String;)V+8
v ~StubRoutines::call_stub
Native crash? Try setting the B:FailsafeRendering=false to true in remainInMotion.cfg. Fancy rendering will be broken, I'm afraid, but it won't hit the problematic code path in your OpenGL stack.
As for attempting to fix it. I recommend the new launcher and just re-edit your args if they get wiped. Let it use java 1.8 for now to see if it works. If it does, completely remove all java's, restart!, then install your desired (1.7u45 - 1.7u53) 64 bit java version and tell the launcher to use it.
I don't cheat; I just conveniently write the rules.
Oops, did I steal your mod? Well, I'm lazy, so if I found the motivation to do so, you did something wrong as a developer.
Additional Buildcraft Objects: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2310397
I'm currently also working on Remain in Motion. http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2104611
I can't advertise the others....
My Patreon: https://www.patreon.com/DA3DSOUL
It works flawlessly now, thanks!!!!!!!!!!!!!
What type of engine are you using? Normal (linear), rotating, teleporting?
I don't cheat; I just conveniently write the rules.
Oops, did I steal your mod? Well, I'm lazy, so if I found the motivation to do so, you did something wrong as a developer.
Additional Buildcraft Objects: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2310397
I'm currently also working on Remain in Motion. http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2104611
I can't advertise the others....
My Patreon: https://www.patreon.com/DA3DSOUL
OK I'll look at it. Apparently, there are issues, and I wrote that section.
EDIT: I think I fixed it. Testing now.
EDIT2: it is fixed.
OH. Also a release should be made for this as it was updated to work properly with Buildcraft 6.4.16 (a refactor was done on TileBuildcraft...again, and TileQuarry was moved as well).
I don't cheat; I just conveniently write the rules.
Oops, did I steal your mod? Well, I'm lazy, so if I found the motivation to do so, you did something wrong as a developer.
Additional Buildcraft Objects: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2310397
I'm currently also working on Remain in Motion. http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2104611
I can't advertise the others....
My Patreon: https://www.patreon.com/DA3DSOUL
New version, v2.8.0.
= Fixes for latest FMP versions not working with hollow carriages
= Fixes for latest Buildcraft versions
= Implemented moving entities on rotating carriages
This one may require an update to the used PlanetguyLib version.
There is also the fix mentioned at the top of this page.
I don't cheat; I just conveniently write the rules.
Oops, did I steal your mod? Well, I'm lazy, so if I found the motivation to do so, you did something wrong as a developer.
Additional Buildcraft Objects: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2310397
I'm currently also working on Remain in Motion. http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2104611
I can't advertise the others....
My Patreon: https://www.patreon.com/DA3DSOUL
Some of my carriages are resetting their anchored mode when i close the GUI, making changes impossible. Is this a known issue? (By the way, what's the difference between an anchored motor and an unanchored engine?)
Besides that, I have them being very finicky and sometimes failing to move carriages with no error message. And one of my machines would fail, but the block it cited for the failure was 5000 blocks away in a part of the world I had never visited.
I read somewhere that you could terminate platform carriages with another platform carriage facing it, instead of an air block, but this doesn't appear to work. Should it?
In order, they are the same, with the gui the separation of engines and motors is removed. I have noticed the lack of notifications sometimes. Yes, it should work, it doesn't.
I don't cheat; I just conveniently write the rules.
Oops, did I steal your mod? Well, I'm lazy, so if I found the motivation to do so, you did something wrong as a developer.
Additional Buildcraft Objects: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2310397
I'm currently also working on Remain in Motion. http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2104611
I can't advertise the others....
My Patreon: https://www.patreon.com/DA3DSOUL
Is there a trick to get changes to anchored mode to stick? This just put a big hold on my build. It seems like it's not sticking on any of the carriages, not just the one. The Continuous mode button seems to work.
Any good videos which detail the various blocks in use?
http://imgur.com/EB72dl7
The drive that failed is the one I'm pointing at, and it seems to be saying that the block that caused a failure was the empty air block above it. Anybody know why it's failing?
It's an issue with platform carriages. I'll fix it now cause it's bothering me.
EDIT: Fixed the platform carriage thing. Also, try opening the world in mcedit, and make sure there isn't weird fake air blocks like railcraft and other mods have.
I don't cheat; I just conveniently write the rules.
Oops, did I steal your mod? Well, I'm lazy, so if I found the motivation to do so, you did something wrong as a developer.
Additional Buildcraft Objects: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2310397
I'm currently also working on Remain in Motion. http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2104611
I can't advertise the others....
My Patreon: https://www.patreon.com/DA3DSOUL
Fixed in Git.
Thanks! It's incredible to get fixes so quickly. I checked out the git diff to see how you did it and I noticed on line 106:
terminatedByReversal is initialized to false and not changed before that line, so the second clause of that conditional seems useless. Of course, the java compiler can probably tell this too and marks it as dead code, so there's probably no performance impact.
Other than that, I can't see how the side being open was affecting the anchored mode not sticking. This is just for my own curiosity, so if you don't feel like answering nbd, but if you want to explain I'd be interested to hear.
Firstly, that code is to fix platform carriages not ending when reaching an opposite facing platform carriage. Secondly, that is done in a loop, so it is not changed until it reaches a reverse facing platform carriage. Somewhere in a previous commit by PlanetGuy is where the anchored mode bug is fixed.
EDIT: this is the commit you want. https://github.com/planetguy32/RemainInMotion/commit/7ad0bed0c286c8a5083478858006ae24e918214d
I don't cheat; I just conveniently write the rules.
Oops, did I steal your mod? Well, I'm lazy, so if I found the motivation to do so, you did something wrong as a developer.
Additional Buildcraft Objects: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2310397
I'm currently also working on Remain in Motion. http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2104611
I can't advertise the others....
My Patreon: https://www.patreon.com/DA3DSOUL