About three posts up, I replied to this exact question.
Short answer: Yes, I _will_ add that ability.
Long answer: not right freaking now. This is an ALPHA testing release. Changing IDs through config file is scheduled in an update approximately 3-4 weeks from now. I will likely NOT do it any sooner, unless I have pressing reason (such as glaring incompatibilities with other mods--which nobody has pointed out yet).
If you would like fixes sooner, please provide some relevant information. What ID's(blocks/items)? What conflicting mods? Yadda, etc..
Thanks,
Shadowmage
Im just reporting every damn time they ask that question now, you should do the same instead of answering them
So... Due to (apparently) popular demand, I have hacked in an ugly item/block ID config. It will be located in the same place as the keybind config file, but named IDs. The list is extremely out of order(config file auto-alphabetizes it), but all item IDs should be configurable from that location.
This update will not change any item IDs, and the defaults are set to what I had previously, so it should not corrupt any worlds/etc.
It is not a _smart_ system. I have no idea what will happen if you mis-configure it, but it should come configured fine for most needs. At the point where there is a conflict--it is up to _YOU_ to solve it now.
IDs used start at 5003 and will go to ~5300. Currently only using 5003-5075 or so, but I want to leave room for the future. I may also compress many of the siege engine construction items into meta-data/item damage to save on IDs in the future, but it is not currently on the to-do list.
This will be included in tomorrows update (along with a couplebasic structures, and one preliminary hand weapon).
This is a really fun mod. You did a wonderful job on the models for all of these and I really like the option to add upgrades and armor on to you siege weapons. I cant wait to play on a server with this mod. I was also wondering, could you possibly add things for defending you castle too? I was thinking like oil pots that you could tip and spill hot oil down the side of your castle. Kinda like lava except faster like water. Or maybe a Portable shield or Siege tower would be cool.
This mod looks really cool. I was wondering if the players on a server would need to install it too, or if it is installed on the server it's good. My friend and I are starting a public server within the next few months, and we are looking for more weapons and stuff like that. I feel that this mod would be great for the server. Good luck with the mod, I know I'll be following the updates.
As much as I love this mod, I wish that the artillery, particularly the cannon, could shoot farther.
I'm actually in the middle of re-writing all of the missile code to enable smoother motion, and more controllable flight characteristics.
What this means is that:
1--catapult missiles will no longer 'jump/skip' a little bit as they fly
2--it will be MUCH easier for me to adjust ranges on vehicles (yes, a range overhaul is coming soon)
3--missiles now have their own models, and textures--no more 2D fire charge flying through the air.
So far I've just done the catapult, but the rest should be updated soon.
One thing to keep in mind regarding ranges:
~140 blocks is going to be the max range from in-game limitations(entities do not update past this range)
I want to keep a differentiation between vehicles--trebuchet / siege vehicles should probably be at the max of this 140 block limit, while others will have to be lower by some degree. The cannon will likely be adjusted in the future with the rest of the vehicles after I establish a good baseline of ranges through a bit of research.
Also:
Currently the cannon shares characteristics with the catapult..meaning a ~80 block range (at the same height). Experiments showed that by placing the cannon on top of a tower/wall (as I had kind of intended) increased that range substantially. Even a 4-5 block height made pretty substantial differences.
Hey there! Wonderful mod you have here, so I decided to spotlight it on my Youtube channel. Keep up the great work and hope you enjoy the video! Thanks
Hey there! Wonderful mod you have here, so I decided to spotlight it on my Youtube channel. Keep up the great work and hope you enjoy the video! Thanks
Awesome video. Thanks for the spotlight. You mind if I link to it in the OP and on the Wiki?
ADJUSTED--Updated missiles to use new motion code, shared for all missile types. This eliminates inconsistencies between vehicles and between shots and arrows/bolts
ADJUSTED--Updated missile motion code to smooth motion for all missiles and greatly decrease network use. Should eliminate catapult shot jumpiness/skipping.
ADJUSTED--Updated missiles to use new models for rendering. Models will now display depending upon ammunition type fired, and are complete 3D models.
NEW--Added item and block ID config file. This will be located in %AppData%/.minecraft/config/CatapultModIDs.cfg after the first time the mod is launched. This will allow for users to solve block and item ID conflicts on their own. IMPORTANT: IF THERE ARE CONFLICTS DO NOT LOAD ANY WORLDS UNTIL THEY ARE RESOLVED OR YOUR WORLDS MAY BE CORRUPTED. You must launch the mod at least once to generate the config file, and then may manually change any conflicting IDs to known empty ones. The list is sorted alphabetically and not by ID#, so it may not be the easiest to navigate (use CTRL+F).
FIX--Cannon cannot be driven any more. Sorry guys..was never meant to be mobile, and the controls were mostly disabled.
FIX--Fix vehicle repair code. (it had borked itself at some point)
CODE--New missile system allows for easier creation of new ammunition types, as well as easier manipulation of flight characteristics/vehicle ranges.
CODE--New structure system allows for logical orientation-based structure generation. This will eventually allow for user-configurable structures to be blueprinted and created.
Please let me know if you encounter any issues with the new features, item/block ID config system, or other feedback in general.
If you have any other questions, please consult the Ancient Warfare Wiki, I have put a ton of information on there, especially regarding in development / confirmed future features.
java.lang.IllegalStateException: Already tesselating!
at ave.b(Tessellator.java:504)
at ave.b(Tessellator.java:494)
at awh.a(RenderItem.java:402)
at awh.a(RenderItem.java:264)
at awh.a(RenderItem.java:281)
at codechicken.nei.forge.GuiContainerManager.drawItem(GuiContainerManager.java:361)
at codechicken.nei.ItemPanelStack.draw(ItemPanelStack.java:21)
at codechicken.nei.ItemPanel.draw(ItemPanel.java:75)
at codechicken.nei.LayoutManager.renderObjects(LayoutManager.java:211)
at codechicken.nei.forge.GuiContainerManager.renderObjects(GuiContainerManager.java:497)
at aqh.a(GuiContainer.java:121)
at aqq.a(SourceFile:31)
at aqu.a(SourceFile:47)
at auw.b(EntityRenderer.java:1086)
at net.minecraft.client.Minecraft.J(Minecraft.java:880)
at net.minecraft.client.Minecraft.run(Minecraft.java:773)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 1d261d17 ----------
It seems to be something to do with NEI, but not directly. I have a test world with about 30 mods and when this is added and the NEI screen gets loaded, the crash always happens. If I'm in creative but not the "player screen" in the inventory menu (the gui where you click on the chest in the lower right) I can access the blocks from the normal Minecraft creative inventories, but the minute an NEI screen shows up, it crashes.
Strangely, I made a test world with just this mod and NEI and I can't duplicate it. I'm going to try to troubleshoot with my mod set tomorrow to attempt to isolate the issue, but figured I'd post the report here in case someone might know what's causing it. I'd post over in the NEI thread too, but it's generally not helpful.
I use MultiMC 4.1, if that matters. I'm using 0.5.4.113-alpha that you posted a couple posts above this one, and Forge 263.
EDIT: Ok, this is weird. The crash seems to happen when I also have Buildcraft, IndustrialCraft2, and Forestry installed along with Ancient Warfare and NEI. I've tried swapping out other mods in place of one or two of those three mods at a time and can't dupe it, but it happens every single time with those three installed with AW and NEI. Will try to test more tmrw, I'm tapped out from testing right now.
Also, I noticed for some of the upgrade items you spelled it "teir" when it should be "tier."
The stuff looks good! Was looking forward to playing around with the mod when I got this crash consistently:
It seems to be something to do with NEI, but not directly. I have a test world with about 30 mods and when this is added and the NEI screen gets loaded, the crash always happens. If I'm in creative but not the "player screen" in the inventory menu (the gui where you click on the chest in the lower right) I can access the blocks from the normal Minecraft creative inventories, but the minute an NEI screen shows up, it crashes.
Strangely, I made a test world with just this mod and NEI and I can't duplicate it. I'm going to try to troubleshoot with my mod set tomorrow to attempt to isolate the issue, but figured I'd post the report here in case someone might know what's causing it. I'd post over in the NEI thread too, but it's generally not helpful.
I use MultiMC 4.1, if that matters. I'm using 0.5.4.113-alpha that you posted a couple posts above this one, and Forge 263.
EDIT: Ok, this is weird. The crash seems to happen when I also have Buildcraft, IndustrialCraft2, and Forestry installed along with Ancient Warfare and NEI. I've tried swapping out other mods in place of one or two of those three mods at a time and can't dupe it, but it happens every single time with those three installed with AW and NEI. Will try to test more tmrw, I'm tapped out from testing right now.
Also, I noticed for some of the upgrade items you spelled it "teir" when it should be "tier."
That is one heck of a crash report. And congratulations to be the first to report a real crash-related bug!
Off the top of my head, I have an idea what might be causing it (custom block render..the only place I use a tesselator), and I looking at the code, I didn't include a push/pop matrix, so it may well have cause some issues (copied some vanilla code for the base...but we all know how awesome that stuff is).
I've added the push/pop, and...hmm...I guess I might have to download a few mods to try and do some testing. I'll let you know if I come up with anything.
Ohh, and as a programmer...yes my spelling is often terrible. Thanks for pointing them out...gotta know the errors exist to fix them
Thanks for the detailed report and investigation--these are exactly the sort of issues that I need to track down and solve.
On the humor end of things, why does:
java.lang.IllegalStateException: Already tesselating!
Remind me of the movie Super Troopers? (maybe its just early and I haven't had my coffee yet)
Would there be any chance it could be a server plugin (i dont code so im not sure) i doubt this is possible but i'd like to setup a server without people having to install it
Sorry, but not really.
This is a full-fledged mod, needed on both client and server side.
Most mods that add any kind of graphical elements will not be available in any kind of plugin format.
Would there be any chance it could be a server plugin (i dont code so im not sure) i doubt this is possible but i'd like to setup a server without people having to install it
Actually, I'm mostly okay with feature requests, as long as I don't hear the same request over and over again. Best bet is to check: http://ancientwarfar.../In Development and look at the confirmed TODO list.
Hearing requests and ideas from others is an excellent source of information for me....and hearing what features people want often helps drive the development direction of the mod. Just because someone requests it (or even multiple people) doesn't mean it _will_ get added, but if I don't know it is wanted..I can't know to add it
However, this request in particular is impossible...there is no way I could make this into a server-only plugin.
I downloaded and installed the combo of mods that you pointed out, and there is indeed an issue with that combo of mods. I was able to duplicate the issue as you described.
I have tracked down the source of your crash issue. It was not the GL matrices as I had thought, but was instead a block render ID conflict.
I will be looking to add a config option for this to the config file, but for now, I have fixed it as far as I can tell by changing the conflicting ID to something further out of range. (changed from 40 ->120)
I wish there was some way to tell that there was a conflict on these IDs beyond some obscure rendering error (that way the user would know what to change/whom to contact to fix the issue).
I'll package up a release later today that includes this fix--off to go fly some RC airplanes for a bit and get some fresh air.
Great mod, good job with the vehicles they look great also one thing that would be cool is if you add a config file to disable certain vehicles, ammos, or upgrades
Great mod, good job with the vehicles they look great also one thing that would be cool is if you add a config file to disable certain vehicles, ammos, or upgrades
Added to the confirmed to-do list. Will definitely happen before a 1.0 release, and likely before moving to beta status. When that will be...erm...who knows? A few to several months I would say before I could see any sort of beta/1.0 status. I may add it considerably sooner, but no guarantees.
In other news, an update/bugfix is available for a conflict with a few popular mods: BUGFIX RELEASE 0.5.4.114 (09-23-12
NEW--Added ability to set block special renderIDs to ID config file.
FIX--Fixed a conflict with ?? regarding renderIDs (It was one of BC, IC, or Forestry, and only manifest with NEI installed as well). This change should not effect any worlds, and is purely a code-change.
BAD NEWS--Apparently there are quite a few item and block ID conflicts with either Forestry, BC, or IC. These can be cleaned up manually in the configuration file, which has been confirmed to work. However, this leaves me with a choice: Change my item IDs / Block IDs to those not used by popular mods such as those listed and cause problems for existing games -OR- leave it up to players to solve everytime someone wants to run it with BC/Forestry/IC/(no RP to test yet). I will probably be changing IDs to a more unused range, so be prepared for the future if you are currently running this mod--all of the Ancient Warfare / CatapultMod items (not entities or gates) in your game will be removed upon the update that implements the change. Use them up before the applying the update/spawn them in the world. Block IDs for bridges will likely change..but they are so cheap currently that their removal/change is fairly inconsequential.
Also, seeking opinions on custom siege engine crafting facilities. I currently have to methods in mind.
A: 5x5 crafting grid, much like the normal crafting, but larger. (25 slots)
B 3x3x3 crafting grid. layout components in three dimensions (27 slots)
C component list-based crafting. deposit materials, use appropriate ammounts, return surplus materials and completed crafting result.
Either way has appeals. 5x5 is easy to manage. 3x3x3 is novel/unique but might be more complicated to grasp initially. List based would allow for 'quick-and-dirty' style crafting, and perhaps easier recipe implementation, but breaks current minecraft styling.
Any opinons, thoughts....other ideas for custom crafting implementation?
Whichever way gets implemented, there are a couple other features regarding the crafting that will add a bit more flavor to it as well--features beyond the crafting implementation.
Im just reporting every damn time they ask that question now, you should do the same instead of answering them
This update will not change any item IDs, and the defaults are set to what I had previously, so it should not corrupt any worlds/etc.
It is not a _smart_ system. I have no idea what will happen if you mis-configure it, but it should come configured fine for most needs. At the point where there is a conflict--it is up to _YOU_ to solve it now.
IDs used start at 5003 and will go to ~5300. Currently only using 5003-5075 or so, but I want to leave room for the future. I may also compress many of the siege engine construction items into meta-data/item damage to save on IDs in the future, but it is not currently on the to-do list.
This will be included in tomorrows update (along with a couplebasic structures, and one preliminary hand weapon).
I'm actually in the middle of re-writing all of the missile code to enable smoother motion, and more controllable flight characteristics.
What this means is that:
1--catapult missiles will no longer 'jump/skip' a little bit as they fly
2--it will be MUCH easier for me to adjust ranges on vehicles (yes, a range overhaul is coming soon)
3--missiles now have their own models, and textures--no more 2D fire charge flying through the air.
So far I've just done the catapult, but the rest should be updated soon.
One thing to keep in mind regarding ranges:
~140 blocks is going to be the max range from in-game limitations(entities do not update past this range)
I want to keep a differentiation between vehicles--trebuchet / siege vehicles should probably be at the max of this 140 block limit, while others will have to be lower by some degree. The cannon will likely be adjusted in the future with the rest of the vehicles after I establish a good baseline of ranges through a bit of research.
Also:
Currently the cannon shares characteristics with the catapult..meaning a ~80 block range (at the same height). Experiments showed that by placing the cannon on top of a tower/wall (as I had kind of intended) increased that range substantially. Even a 4-5 block height made pretty substantial differences.
Awesome video. Thanks for the spotlight. You mind if I link to it in the OP and on the Wiki?
On another note, the weekly update is ready:
Catapult_Mod-0.5.4.113-alpha.zip is available for download.
OP will be updated shortly, but the Wiki already has all the information on it:
Ancient Warfare Wiki
Change list/release notes:
Please let me know if you encounter any issues with the new features, item/block ID config system, or other feedback in general.
If you have any other questions, please consult the Ancient Warfare Wiki, I have put a ton of information on there, especially regarding in development / confirmed future features.
also you could try putting it in a crafting square to reset the flags
Generated 9/23/12 5:54 PM
- Minecraft Version: 1.3.2
- Operating System: Windows 7 (amd64) version 6.1
- Java Version: 1.7.0_05, Oracle Corporation
- Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Oracle Corporation
- Memory: 684528840 bytes (652 MB) / 905445376 bytes (863 MB) up to 954466304 bytes (910 MB)
- JVM Flags: 4 total; -Xmx1024m -Xms512m -Xmx1g -Xms1g
- FML: FML v3.1.15.378 Minecraft Forge 4.1.2.263 Optifine OptiFine_1.3.2_HD_U_B3 34 mods loaded, 34 mods active
FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
mod_CodeChickenCore [CodeChicken Core] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
mod_NotEnoughItems [Not Enough Items] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
mod_SmartMoving [mod_SmartMoving] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
BuildCraft|Core [BuildCraft] (buildcraft-A-3.2.0pre7.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
BuildCraft|Builders [BC Builders] (buildcraft-A-3.2.0pre7.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
BuildCraft|Energy [BC Energy] (buildcraft-A-3.2.0pre7.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
BuildCraft|Factory [BC Factory] (buildcraft-A-3.2.0pre7.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
BuildCraft|Transport [BC Transport] (buildcraft-A-3.2.0pre7.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
BuildCraft|Silicon [BC Silicon] (buildcraft-A-3.2.0pre7.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
CatapultMod [Catapult Mod] (Catapult_Mod-0.5.4.113-alpha.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
ComputerCraft [ComputerCraft] (ComputerCraft1.42.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
CCTurtle [ComputerCraft Turtles] (ComputerCraft1.42.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
ClaySoldiersMod [Clay Soldiers Mod] (CSM_v8_02_universal.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
ExtraBees [Extra Bees] (extrabees-1.4.0.16-dev-build.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
ExtrabiomesXL [ExtrabiomesXL] (extrabiomesxl-universal-3.0.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
EBXLCrackedSand [ExtrabiomesXL Cracked Sand Plugin] (extrabiomesxl-universal-3.0.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
EBXLFlora [ExtrabiomesXL Flora Plugin] (extrabiomesxl-universal-3.0.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
EBXLModSupport [EExtrabiomesXL Mod Support Plugin] (extrabiomesxl-universal-3.0.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
EBXLQuicksand [ExtrabiomesXL Quicksand Plugin] (extrabiomesxl-universal-3.0.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
EBXLRedRock [ExtrabiomesXL Red Rock Plugin] (extrabiomesxl-universal-3.0.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
EBXLScarecrow [ExtrabiomesXL Scarecrow Plugin] (extrabiomesxl-universal-3.0.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
EBXLTree [ExtrabiomesXL Custom Trees Plugin] (extrabiomesxl-universal-3.0.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
Forestry [Forestry for Minecraft] (forestry-A-1.5.0.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
IC2 [IndustrialCraft 2] (industrialcraft-2_1.106.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
IC2NuclearControl [Nuclear Control] (IC2NuclearControl-1.3.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
mod_InvTweaks [Inventory Tweaks] (InvTweaks-1.43b-1.3.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
CompactSolars [Compact Solar Arrays] (mod_compactsolars-main-3.0.1.13.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
ModularForceFieldSystem [Modular ForceField System V2] (ModularForceFieldSystemV2.1.7.0.16.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
mod_PluginsforForestry [Plugins for Forestry] (PluginsForForestry_Release-MC1.3.2_Mod1.3.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
Railcraft [Railcraft] (Railcraft_6.1.2.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
TwilightForest [The Twilight Forest] (twilightforest-1.11.5.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
GregTech_Addon [GregTech-Addon] (gregtechmod.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
- LWJGL: 2.4.2
- OpenGL: GeForce GTX 550 Ti/PCI/SSE2 GL version 4.1.0, NVIDIA Corporation
- Is Modded: Definitely; 'forge,fml'
- Type: Client
- Texture Pack: My Texture Pack.zip
- Profiler Position: N/A (disabled)
- World MpServer Entities: 14 total; [atg['Pelirow'/353, l='MpServer', x=-4.65, y=66.62, z=-6.37], nj['item.tile.gravel'/216, l='MpServer', x=24.65, y=18.13, z=22.59], nj['item.tile.sapling.oak'/449, l='MpServer', x=54.39, y=65.13, z=-32.25], mz['Wolf'/253, l='MpServer', x=60.81, y=62.40, z=-29.11], mz['Wolf'/238, l='MpServer', x=42.44, y=64.00, z=59.94], nz['Spider'/192, l='MpServer', x=-18.28, y=55.00, z=32.72], mz['Wolf'/219, l='MpServer', x=35.80, y=68.00, z=63.31], nx['Skeleton'/159, l='MpServer', x=-43.90, y=18.00, z=60.50], mz['Wolf'/173, l='MpServer', x=-25.25, y=72.00, z=-41.41], mz['Wolf'/154, l='MpServer', x=-31.56, y=72.00, z=-36.25], mz['Wolf'/261, l='MpServer', x=61.59, y=66.01, z=62.29], mz['Wolf'/131, l='MpServer', x=-62.44, y=72.00, z=25.78], mz['Wolf'/200, l='MpServer', x=12.54, y=64.00, z=-82.94], no['Creeper'/244, l='MpServer', x=64.84, y=28.00, z=-61.46]]
- World MpServer Players: 1 total; [atg['Pelirow'/353, l='MpServer', x=-4.65, y=66.62, z=-6.37]]
- World MpServer Chunk Stats: MultiplayerChunkCache: 441
- Forced Entities: 16 total; [mz['Wolf'/238, l='MpServer', x=42.44, y=64.00, z=59.94], mz['Wolf'/200, l='MpServer', x=12.54, y=64.00, z=-82.94], mz['Wolf'/173, l='MpServer', x=-25.25, y=72.00, z=-41.41], mz['Wolf'/131, l='MpServer', x=-62.44, y=72.00, z=25.78], nz['Spider'/192, l='MpServer', x=-18.28, y=55.00, z=32.72], mz['Wolf'/154, l='MpServer', x=-31.56, y=72.00, z=-36.25], mz['Wolf'/253, l='MpServer', x=60.81, y=62.40, z=-29.11], nj['item.tile.gravel'/216, l='MpServer', x=24.65, y=18.13, z=22.59], atg['Pelirow'/353, l='MpServer', x=-4.65, y=66.62, z=-6.37], mz['Wolf'/261, l='MpServer', x=61.59, y=66.01, z=62.29], nj['item.tile.sapling.oak'/449, l='MpServer', x=54.39, y=65.13, z=-32.25], mz['Wolf'/219, l='MpServer', x=35.80, y=68.00, z=63.31], nx['Skeleton'/159, l='MpServer', x=-43.90, y=18.00, z=60.50], nj['item.tile.gravel'/216, l='MpServer', x=24.65, y=18.13, z=22.59], no['Creeper'/244, l='MpServer', x=64.84, y=28.00, z=-61.46], nj['item.tile.sapling.oak'/449, l='MpServer', x=54.39, y=65.13, z=-32.25]]
- Retry Entities: 0 total; []
java.lang.IllegalStateException: Already tesselating!
at ave.b(Tessellator.java:504)
at ave.b(Tessellator.java:494)
at awh.a(RenderItem.java:402)
at awh.a(RenderItem.java:264)
at awh.a(RenderItem.java:281)
at codechicken.nei.forge.GuiContainerManager.drawItem(GuiContainerManager.java:361)
at codechicken.nei.ItemPanelStack.draw(ItemPanelStack.java:21)
at codechicken.nei.ItemPanel.draw(ItemPanel.java:75)
at codechicken.nei.LayoutManager.renderObjects(LayoutManager.java:211)
at codechicken.nei.forge.GuiContainerManager.renderObjects(GuiContainerManager.java:497)
at aqh.a(GuiContainer.java:121)
at aqq.a(SourceFile:31)
at aqu.a(SourceFile:47)
at auw.b(EntityRenderer.java:1086)
at net.minecraft.client.Minecraft.J(Minecraft.java:880)
at net.minecraft.client.Minecraft.run(Minecraft.java:773)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 1d261d17 ----------
It seems to be something to do with NEI, but not directly. I have a test world with about 30 mods and when this is added and the NEI screen gets loaded, the crash always happens. If I'm in creative but not the "player screen" in the inventory menu (the gui where you click on the chest in the lower right) I can access the blocks from the normal Minecraft creative inventories, but the minute an NEI screen shows up, it crashes.
Strangely, I made a test world with just this mod and NEI and I can't duplicate it. I'm going to try to troubleshoot with my mod set tomorrow to attempt to isolate the issue, but figured I'd post the report here in case someone might know what's causing it. I'd post over in the NEI thread too, but it's generally not helpful.
I use MultiMC 4.1, if that matters. I'm using 0.5.4.113-alpha that you posted a couple posts above this one, and Forge 263.
EDIT: Ok, this is weird. The crash seems to happen when I also have Buildcraft, IndustrialCraft2, and Forestry installed along with Ancient Warfare and NEI. I've tried swapping out other mods in place of one or two of those three mods at a time and can't dupe it, but it happens every single time with those three installed with AW and NEI. Will try to test more tmrw, I'm tapped out from testing right now.
Also, I noticed for some of the upgrade items you spelled it "teir" when it should be "tier."
That is one heck of a crash report. And congratulations to be the first to report a real crash-related bug!
Off the top of my head, I have an idea what might be causing it (custom block render..the only place I use a tesselator), and I looking at the code, I didn't include a push/pop matrix, so it may well have cause some issues (copied some vanilla code for the base...but we all know how awesome that stuff is).
I've added the push/pop, and...hmm...I guess I might have to download a few mods to try and do some testing. I'll let you know if I come up with anything.
Ohh, and as a programmer...yes my spelling is often terrible. Thanks for pointing them out...gotta know the errors exist to fix them
Thanks for the detailed report and investigation--these are exactly the sort of issues that I need to track down and solve.
On the humor end of things, why does:
java.lang.IllegalStateException: Already tesselating!
Remind me of the movie Super Troopers? (maybe its just early and I haven't had my coffee yet)
Sorry, but not really.
This is a full-fledged mod, needed on both client and server side.
Most mods that add any kind of graphical elements will not be available in any kind of plugin format.
If only it could be that easy : )
Actually, I'm mostly okay with feature requests, as long as I don't hear the same request over and over again. Best bet is to check:
http://ancientwarfar.../In Development and look at the confirmed TODO list.
Hearing requests and ideas from others is an excellent source of information for me....and hearing what features people want often helps drive the development direction of the mod. Just because someone requests it (or even multiple people) doesn't mean it _will_ get added, but if I don't know it is wanted..I can't know to add it
However, this request in particular is impossible...there is no way I could make this into a server-only plugin.
I downloaded and installed the combo of mods that you pointed out, and there is indeed an issue with that combo of mods. I was able to duplicate the issue as you described.
I have tracked down the source of your crash issue. It was not the GL matrices as I had thought, but was instead a block render ID conflict.
I will be looking to add a config option for this to the config file, but for now, I have fixed it as far as I can tell by changing the conflicting ID to something further out of range. (changed from 40 ->120)
I wish there was some way to tell that there was a conflict on these IDs beyond some obscure rendering error (that way the user would know what to change/whom to contact to fix the issue).
I'll package up a release later today that includes this fix--off to go fly some RC airplanes for a bit and get some fresh air.
Added to the confirmed to-do list. Will definitely happen before a 1.0 release, and likely before moving to beta status. When that will be...erm...who knows? A few to several months I would say before I could see any sort of beta/1.0 status. I may add it considerably sooner, but no guarantees.
In other news, an update/bugfix is available for a conflict with a few popular mods:
BUGFIX RELEASE 0.5.4.114 (09-23-12
Also, seeking opinions on custom siege engine crafting facilities. I currently have to methods in mind.
A: 5x5 crafting grid, much like the normal crafting, but larger. (25 slots)
B 3x3x3 crafting grid. layout components in three dimensions (27 slots)
C component list-based crafting. deposit materials, use appropriate ammounts, return surplus materials and completed crafting result.
Either way has appeals. 5x5 is easy to manage. 3x3x3 is novel/unique but might be more complicated to grasp initially. List based would allow for 'quick-and-dirty' style crafting, and perhaps easier recipe implementation, but breaks current minecraft styling.
Any opinons, thoughts....other ideas for custom crafting implementation?
Whichever way gets implemented, there are a couple other features regarding the crafting that will add a bit more flavor to it as well--features beyond the crafting implementation.