when i use a blank magic map, it always starts way off center, with me like at the bottom of the map or something. idk if this is a bug or something but I'd like to know
no, not a bug, magic maps seem to work on a grid. they will show you the map grid you are currently in and will not center on you
Just offering a solution to the laptop, you could also just plug the thing into a computer screen and use a wired keyboard mouse.
I said wireless cause otherwise you'd need either a long HDMI cable or USB cable and there would be wires to trip over.
and I figured you could "borrow" your roommates TV (assuming they had one)
I'm sorry if I was being rude... I recently attempted to look for a job and, well, yeah, American economy... Then I tried to look for a place to volunteer... That has no excuse...
I prefer to use the equipment in my room (p.s. and for the next statement, I live at my parent's home currently, so, technically, no roommate...) While we do have a HDTV I would be basically preventing everyone else from using the living room and, as they've essentially done that to me-for truely idiotic reasons-I figured I would be better-than and not do it in return.
I appreciate your suggestions. Honestly once I have a quick and easy way to unplug and replug my desktop's keyboard (the mouse goes through it) I'll use that to play on my laptop.
I'm sorry if I was being rude... I recently attempted to look for a job and, well, yeah, American economy... Then I tried to look for a place to volunteer... That has no excuse...
I prefer to use the equipment in my room (p.s. and for the next statement, I live at my parent's home currently, so, technically, no roommate...) While we do have a HDTV I would be basically preventing everyone else from using the living room and, as they've essentially done that to me-for truely idiotic reasons-I figured I would be better-than and not do it in return.
I appreciate your suggestions. Honestly once I have a quick and easy way to unplug and replug my desktop's keyboard (the mouse goes through it) I'll use that to play on my laptop.
I know how you feel, I lost my good job back in Sept, and haven't found anything in my field since then.
Why are you still using the desktop if you have that better laptop? or is it not totally better?
You could get a USB extension cable or plug the keyboard/mouse in one of the front USB ports (assuming your comp has any front ones and they are easy access)....wait mouse through keyboard? the only time I've seen that is on a Mac, or do you have a USB hub built into the keyboard and are daisy chaining the mouse through that?
forgive me if this has been mentioned already, but i just skipped through 350 pages of text
i have noted that this mod and the bacteria mod are in some way conflicting, having both installed in the mods folder causes the game to crash upon startup with this report
--- BEGIN ERROR REPORT be9029ed --------
Full report at:
C:\Users\Zalmon\AppData\Roaming\.minecraft\crash-reports\crash-2013-06-23_20.11.43-client.txt
Please show that file to Mojang, NOT just this screen!
java.lang.RuntimeException: Duplicate stat id: "achievement.twilightPortal" and "achievement.must" at id 5249881
at net.minecraft.stats.StatBase.func_75971_g(SourceFile:32)
at net.minecraft.stats.Achievement.func_75985_c(SourceFile:51)
at bacteriamod.Bacteria.load(Bacteria.java:123)
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 cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:494)
at sun.reflect.GeneratedMethodAccessor4.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:192)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:172)
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 com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:103)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:691)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:213)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:448)
at net.minecraft.client.MinecraftAppletImpl.func_71384_a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:733)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 6be645a3 ----------
I know how you feel, I lost my good job back in Sept, and haven't found anything in my field since then.
Why are you still using the desktop if you have that better laptop? or is it not totally better?
You could get a USB extension cable or plug the keyboard/mouse in one of the front USB ports (assuming your comp has any front ones and they are easy access)....wait mouse through keyboard? the only time I've seen that is on a Mac, or do you have a USB hub built into the keyboard and are daisy chaining the mouse through that?
Well, I doubt this is the best place to carry on this conversation, if you agree feel free to send a private message next time (I don't see why everyone else needs to read this... oh, excuse me, skip over our chatting-as is the more likely scenario...)
Anyway. The laptop is basically 2-4 times better than my desktop, except when it comes to my hard disk space (prolly a terabyte on the desktop). I use it because its more convenient and, frankly, most of the things that I play (other than Minecraft) don't really get much of a benefit from the laptop. I've been playing the Sims3 on it and honestly, other than the graphics (ironic because it IS a laptop...) it runs about as slow as it does on my desktop-mostly because of mods really...
[rant] (some idiot once tried to make the argument that modding for C++ is better than Java... Sure, if your modders are too lazy to learn a 'real programming language' and use external scripting... AND ONLY if you really believe that a mod cannot or should not modify core executable features of a game... Oh, and if you believe that mods should cause the game to go 90% slower...)[/rant]
I also have a two screen setup on my desktop which I would have to completely reconfigure for my laptop.
And, really, i guess the MAIN reason I don't use my laptop for gaming is because I'm supposed to be using it primarily for college... (I bought it with my money-gotten through a portion of inheritance from a 'god' mother that my mom got... [my mother's, uh, complicated, to say the least. She, uh... adopts<?> people... it's hard to explain...] so, really, I can use it for what ever I want... but, really, I'd like to graduate sometime soon...)
So, summary: Convienience and so's I can graduate college (hopefully-if only I could get down this 'memorization' thing... oh, and the 'focus' thing... my estimated IQ should easily allow me to... now I just sound like I'm bragging. Ok, I stop now.)
EDIT(2): and since I forgot your question about my keyboard... It's a Logitech G15 which has two USB ports.
EDIT: And, to the person who posted JUST as I was submitting this...
forgive me if this has been mentioned already, but i just skipped through 350 pages of text
i have noted that this mod and the bacteria mod are in some way conflicting, having both installed in the mods folder causes the game to crash upon startup with this report
--- BEGIN ERROR REPORT be9029ed --------
Full report at:
C:\Users\Zalmon\AppData\Roaming\.minecraft\crash-reports\crash-2013-06-23_20.11.43-client.txt
Please show that file to Mojang, NOT just this screen!
java.lang.RuntimeException: Duplicate stat id: "achievement.twilightPortal" and "achievement.must" at id 5249881
at net.minecraft.stats.StatBase.func_75971_g(SourceFile:32)
at net.minecraft.stats.Achievement.func_75985_c(SourceFile:51)
at bacteriamod.Bacteria.load(Bacteria.java:123)
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 cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:494)
at sun.reflect.GeneratedMethodAccessor4.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:192)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:172)
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 com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:103)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:691)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:213)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:448)
at net.minecraft.client.MinecraftAppletImpl.func_71384_a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:733)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 6be645a3 ----------
i hope this was helpful.
ID conflict: Duplicate stat id: "achievement.twilightPortal" and "achievement.must" at id 5249881
Apparently people are now having conflicts with achivements as well as blocks, items, biomes, entities (mobs), enchants, etc...
Really, someone NEEDS to make a place to register IDs so that people know what is in use. Personally I think Mojang should supervise this (in some way, maybe have an automated 'registration' or something simple) to prevent these incessant conflicts... I know lots of people will moan and groan, but, seriously, in the 'real world' this kind of thing happens ALL THE TIME, its called... well, ok, I can't remember at the moment, but they did it with radio waves and so forth (until people switched to digital and those conflicts appeared to vanish...)
Or... Mojang could code a 'ID Resolver' into vanilla Minecraft...
I have been playing this mod with Mo' Creatures and Flan's Mod, and let me tell you. You have really out done yourself with the Knight Halls. I was messing around in my Creative world and I noticed an unusual symbol on my Magic Map. So I went to investigate. What I found was a structure as cool as the Ur-Ghast Tower. And it is still a work in progress! Also do you have a suggestion forum? If not I would highly recommend making one
1. There is a crash if any of the chests in range of the tree have their lid obstructed. Don't have the crash log for it unfortunately but its easy to reproduce (And requires McEdit to fix.)
2. What in the #@%# does the sorting tree actually do? I mean, from what I could find it will arrange items in chests within a 33x31x33 box (or perhaps 32x32x32 if I was testing the 'wrong' corners). IT will tend to collate item stacks when it can, and it seems to ignore any entirely empty chests.
But, overall, its behaviour seems very unpredictable. After moving stuff randomly about it decided at some point that all my slime balls and bows belonged in the same chest - I have more slime balls and bows that can fit in a single chest, and then stopped doing anything really, untill I cleared that choke. I moved all the slime balls to another (empty) chest, and it moved them back again.
I cant figure out why/how it tries to co-locate things in chests.
when i use a blank magic map, it always starts way off center, with me like at the bottom of the map or something. idk if this is a bug or something but I'd like to know
All the maps are aligned on a 2048x2048 grid (offset to make 0x0 the center of a map).
While it means you can come through to the forest near a map edge, you can create a new map as soon as you cross out, without worrying that the two maps will overlap a lot.
Started a new LP with some friends, but this one I combined the Twilight Forest with the Aether 2 mod. So there are 2 dimensions in this LP. Had to use a 1.5.1 version of Twilight Forest though =(
Looks fun! Aether 1 was a big inspiration for me when I was just starting this mod, and I'm glad to see Kingbdogz is working so hard on the sequel. I've played a little of A2 so far, but not as much as I'd like.
Contrary to "popular" belief, there is no way to prevent structures and/or features from spawning within one another. While it may be rare (depending on how many mods you have that spawn structures), it will still happen...
Realistically, a way to prevent this would be 'map' data that specifies a location as used for a structure/feature. It shouldn't be that hard to implement (honestly, blocks/items already have additional data, adding some minor bit should be "child's play" and would remove a massive number of issues around this... but that's a thing for Mojang and/or Forge to do.)
I call the dungeon generation code fairly unaltered from its vanilla Minecraft incarnation. I could fairly easily change the code so dungeons don't spawn in any chunks that have underground structures. But, I want the mod to "feel" like Minecraft, and one of the Minecraft design philosophies seems to be to present a fairly unfiltered procedural result to the player. So I try to resist the impulse to design away all the rough edges.
Is there any way to find information on the portal behaviour for Twilight Forest? Do they follow identical rules as nether portals?
I'm trying to figure out if I can make a portal in the twilight to link to a specific portal in the overworld. I know nether portals will almost always link to the closest one but not sure if twilight ones will do the same. So far my own testing hasnt worked out as such
The code is strongly based on the nether portal code, so the behavior is fairly similar. There isn't any space compression or whatever you call it, so each coordinate in the Twilight Forest dimension corresponds to only one coordinate in the overworld, unlike the Nether. So that could be what's throwing you off.
Other than that, the portal reuse code is very similar. It should check about 200 blocks in every direction to see if there's an existing portal and link there if it can.
when i use a blank magic map, it always starts way off center, with me like at the bottom of the map or something. idk if this is a bug or something but I'd like to know
Like normal maps, it creates the maps on a grid system, instead of centering them on the player. So if you move off the edge of your current map and make a new one, they should "connect" at the edges.
The Miner's tree sometimes when he places new ore replaces the ore with normal stone if there's already ore at the target location. Is it a bug or a feature?
How far (how many blocks) the effect of the Tree of Time reaches? Is it a circle or a square?
That sounds like a bug. Could you describe it in a little more detail?
The tree of time goes 16 squares in every direction from the "source" blocks. It's a square. Or a cube, even, 33 squares on each side.
forgive me if this has been mentioned already, but i just skipped through 350 pages of text
i have noted that this mod and the bacteria mod are in some way conflicting, having both installed in the mods folder causes the game to crash upon startup with this report
--- BEGIN ERROR REPORT be9029ed --------
Full report at:
C:\Users\Zalmon\AppData\Roaming\.minecraft\crash-reports\crash-2013-06-23_20.11.43-client.txt
Please show that file to Mojang, NOT just this screen!
java.lang.RuntimeException: Duplicate stat id: "achievement.twilightPortal" and "achievement.must" at id 5249881
at net.minecraft.stats.StatBase.func_75971_g(SourceFile:32)
at net.minecraft.stats.Achievement.func_75985_c(SourceFile:51)
at bacteriamod.Bacteria.load(Bacteria.java:123)
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 cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:494)
at sun.reflect.GeneratedMethodAccessor4.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:192)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:172)
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 com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:103)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:691)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:213)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:448)
at net.minecraft.client.MinecraftAppletImpl.func_71384_a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:733)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 6be645a3 ----------
i hope this was helpful.
Man, there's like 2 million achievement IDs, and of course I have a conflict with another mod. I suppose it's inevitable. I'm not really sure what I could do. Changing the IDs at this point would break people's saves.
I have been playing this mod with Mo' Creatures and Flan's Mod, and let me tell you. You have really out done yourself with the Knight Halls. I was messing around in my Creative world and I noticed an unusual symbol on my Magic Map. So I went to investigate. What I found was a structure as cool as the Ur-Ghast Tower. And it is still a work in progress! Also do you have a suggestion forum? If not I would highly recommend making one
1. There is a crash if any of the chests in range of the tree have their lid obstructed. Don't have the crash log for it unfortunately but its easy to reproduce (And requires McEdit to fix.)
2. What in the #@%# does the sorting tree actually do? I mean, from what I could find it will arrange items in chests within a 33x31x33 box (or perhaps 32x32x32 if I was testing the 'wrong' corners). IT will tend to collate item stacks when it can, and it seems to ignore any entirely empty chests.
But, overall, its behaviour seems very unpredictable. After moving stuff randomly about it decided at some point that all my slime balls and bows belonged in the same chest - I have more slime balls and bows that can fit in a single chest, and then stopped doing anything really, untill I cleared that choke. I moved all the slime balls to another (empty) chest, and it moved them back again.
I cant figure out why/how it tries to co-locate things in chests.
1. Ooof. Okay, I'll look into that, thanks for the report.
2. It's supposed to arrange items with other items that it finds "similar", currently defined as being in the same creative tab. But perhaps that is glitchy, or just generally not as useful as I once imagined.
When I was designing the tree, I imagined that I could just dump the stacks of random stuff I'd have halfway through clearing a dungeon and that the tree would make sense of them. But I think the current implementation is perhaps lacking. I'll have to think about it some more. I want it to be incredibly simple to use, but perhaps simple and powerful inventory sorting is too much to ask.
Beni, how's the developement been going? I'm kind of curious since i sense a big update incoming.
I have very busy with boring RL things for about the past 2 weeks, so I have not done more than 1-2 hours of development in that time. I should try to get another release out before 1.6 comes out.
2. It's supposed to arrange items with other items that it finds "similar", currently defined as being in the same creative tab. But perhaps that is glitchy, or just generally not as useful as I once imagined.
When I was designing the tree, I imagined that I could just dump the stacks of random stuff I'd have halfway through clearing a dungeon and that the tree would make sense of them. But I think the current implementation is perhaps lacking. I'll have to think about it some more. I want it to be incredibly simple to use, but perhaps simple and powerful inventory sorting is too much to ask.
Ooo. That makes sense. Well I guess a lot of mods don't really arrange their items into creative tabs especially well.
What about making some custom chests to help tune the trees behaviour? This would exclude normal chests from consideration - given the large range of the tree I found it difficult to place such that it would sort the chests I wanted sorted, and leave the other chests (In my workshop) alone.
A "Keep Empty" chest: The Sorting engine would try to keep this chest empty by moving its contents to other chests.
Category Chests would be sorted according to current rules - but the sorting engine can choose completely empty chests.
Preset chests would only accept items they already contain, and the sorting engine would never move items out of these chests.
Even the Category Chests could use their top left inventory slot as a 'preset' specifier - once (and while) filled the chest will consider items from that items category page...
Can (now or in future) bunnies, tiny birds and other passive mobs in twilight forest be leashed, named and tamed? Ah need a bunneh that won't try to escape my house every time.
I call the dungeon generation code fairly unaltered from its vanilla Minecraft incarnation. I could fairly easily change the code so dungeons don't spawn in any chunks that have underground structures. But, I want the mod to "feel" like Minecraft, and one of the Minecraft design philosophies seems to be to present a fairly unfiltered procedural result to the player. So I try to resist the impulse to design away all the rough edges.
Awww... but one time a dungeon spawned directly in the middle of the hidden vault of a labyrinth I was exploring, deleting all the sweet loot :'(
Was it connected to the side, or just plopped in the middle? I've seen them on the sides before.
The wall on the right there is the outer edge of the labyrinth. It's blocked by the post, but the mazestone along that section of outer wall was all replaced with cobble.
I call the dungeon generation code fairly unaltered from its vanilla Minecraft incarnation. I could fairly easily change the code so dungeons don't spawn in any chunks that have underground structures. But, I want the mod to "feel" like Minecraft, and one of the Minecraft design philosophies seems to be to present a fairly unfiltered procedural result to the player. So I try to resist the impulse to design away all the rough edges.
Ok, so I was wrong. I'll keep that in mind when I comment on similar things in the future... I had 'assumed' this because Better Dungeons (dungeons) and that dungeon towers mod (can't remember the name of it right now) use to conflict all the time. I'd see towers split by better dungeons or the other way around...
Frankly, I don't like the 'procedural' generation that some aspects of vanilla Minecraft has. There are 'better' procedural generation specs... ones where things built together make more sense (i.e. villages not split in half by ravines or strongholds not spit in half... etc)... But that's a discussion for another time and/or place.
Just downloaded the update and Forge, went through the regular installation procedure, and now Minecraft is crashing.
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem; Exception while adding particle
A full error report has been saved to C:\Users\Beth Baker\AppData\Roaming\.minecraft\crash-reports\crash-2013-06-25_22.03.43-client.txt - Please include a copy of that file (Not this screen!) if you report this crash to anyone; without it, they will not be able to help fix the crash
--- BEGIN ERROR REPORT bf412dd6 --------
Full report at:
C:\Users\Beth Baker\AppData\Roaming\.minecraft\crash-reports\crash-2013-06-25_22.03.43-client.txt
Please show that file to Mojang, NOT just this screen!
Generated 6/25/13 10:03 PM
-- Head --
Stacktrace:
at com.prupe.mcpatcher.mod.BiomeHelper.getBiomeGenAt(BiomeHelper.java:42)
at com.prupe.mcpatcher.mod.BiomeHelper.getTemperature(BiomeHelper.java:48)
at com.prupe.mcpatcher.mod.ColorMap.colorize(ColorMap.java:74)
at com.prupe.mcpatcher.mod.ColorizeBlock.colorizeBiome(ColorizeBlock.java:158)
at net.minecraft.client.particle.EntitySuspendFX.(SourceFile:11)
at net.minecraft.client.renderer.RenderGlobal.func_72726_b(RenderGlobal.java:1954)
-- Particle being added --
Details:
Name: suspended
Position: -284.42,61.80,11.35 - World: (-285,61,11), Chunk: (at 3,3,11 in -18,0; contains blocks -288,0,0 to -273,255,15), Region: (-1,0; contains chunks -32,0 to -1,31, blocks -512,0,0 to -1,255,511)
Stacktrace:
at net.minecraft.client.renderer.RenderGlobal.func_72708_a(RenderGlobal.java:1886)
at net.minecraft.world.World.func_72869_a(World.java:1526)
at net.minecraft.block.BlockFluid.func_71862_a(BlockFluid.java:409)
at net.minecraft.client.multiplayer.WorldClient.func_73029_E(WorldClient.java:370)
-- System Details --
Details:
Minecraft Version: 1.5.2
Operating System: Windows 7 (x86) version 6.1
Java Version: 1.6.0_25, Sun Microsystems Inc.
Java VM Version: Java HotSpot(TM) Client VM (mixed mode), Sun Microsystems Inc.
Memory: 392374200 bytes (374 MB) / 519110656 bytes (495 MB) up to 1037959168 bytes (989 MB)
JVM Flags: 2 total; -Xms512m -Xmx1024m
AABB Pool Size: 9254 (518224 bytes; 0 MB) allocated, 97 (5432 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 1, tallocated: 63
FML: MCP v7.51 FML v5.2.2.684 Minecraft Forge 7.8.0.684 4 mods loaded, 4 mods active
mcp{7.44} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
FML{5.2.2.684} [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Forge{7.8.0.684} [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
TwilightForest{1.18.1} [The Twilight Forest] (twilightforest-1.18.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
LWJGL: 2.4.2
OpenGL: Intel(R) HD Graphics Family GL version 3.1.0 - Build 8.15.10.2430, Intel
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Texture Pack: ZekoCraft.zip
Profiler Position: N/A (disabled)
Vec3 Pool Size: 52 (2912 bytes; 0 MB) allocated, 45 (2520 bytes; 0 MB) used
java.lang.NullPointerException
at com.prupe.mcpatcher.mod.BiomeHelper.getBiomeGenAt(BiomeHelper.java:42)
at com.prupe.mcpatcher.mod.BiomeHelper.getTemperature(BiomeHelper.java:48)
at com.prupe.mcpatcher.mod.ColorMap.colorize(ColorMap.java:74)
at com.prupe.mcpatcher.mod.ColorizeBlock.colorizeBiome(ColorizeBlock.java:158)
at net.minecraft.client.particle.EntitySuspendFX.(SourceFile:11)
at net.minecraft.client.renderer.RenderGlobal.func_72726_b(RenderGlobal.java:1954)
at net.minecraft.client.renderer.RenderGlobal.func_72708_a(RenderGlobal.java:1886)
at net.minecraft.world.World.func_72869_a(World.java:1526)
at net.minecraft.block.BlockFluid.func_71862_a(BlockFluid.java:409)
at net.minecraft.client.multiplayer.WorldClient.func_73029_E(WorldClient.java:370)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1885)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:834)
at net.minecraft.client.Minecraft.run(Minecraft.java:759)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 332dd13e ----------
'Exception while adding particle' ; now, can I fix this with my own fiddling, or does Benimatic need to fix it?
I am a huge fan of this mod and would love to play it as soon as possible. Thank you in advance.
Just downloaded the update and Forge, went through the regular installation procedure, and now Minecraft is crashing.
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem; Exception while adding particle
A full error report has been saved to C:\Users\Beth Baker\AppData\Roaming\.minecraft\crash-reports\crash-2013-06-25_22.03.43-client.txt - Please include a copy of that file (Not this screen!) if you report this crash to anyone; without it, they will not be able to help fix the crash
--- BEGIN ERROR REPORT bf412dd6 --------
Full report at:
C:\Users\Beth Baker\AppData\Roaming\.minecraft\crash-reports\crash-2013-06-25_22.03.43-client.txt
Please show that file to Mojang, NOT just this screen!
Generated 6/25/13 10:03 PM
-- Head --
Stacktrace:
at com.prupe.mcpatcher.mod.BiomeHelper.getBiomeGenAt(BiomeHelper.java:42)
at com.prupe.mcpatcher.mod.BiomeHelper.getTemperature(BiomeHelper.java:48)
at com.prupe.mcpatcher.mod.ColorMap.colorize(ColorMap.java:74)
at com.prupe.mcpatcher.mod.ColorizeBlock.colorizeBiome(ColorizeBlock.java:158)
at net.minecraft.client.particle.EntitySuspendFX.(SourceFile:11)
at net.minecraft.client.renderer.RenderGlobal.func_72726_b(RenderGlobal.java:1954)
-- Particle being added --
Details:
Name: suspended
Position: -284.42,61.80,11.35 - World: (-285,61,11), Chunk: (at 3,3,11 in -18,0; contains blocks -288,0,0 to -273,255,15), Region: (-1,0; contains chunks -32,0 to -1,31, blocks -512,0,0 to -1,255,511)
Stacktrace:
at net.minecraft.client.renderer.RenderGlobal.func_72708_a(RenderGlobal.java:1886)
at net.minecraft.world.World.func_72869_a(World.java:1526)
at net.minecraft.block.BlockFluid.func_71862_a(BlockFluid.java:409)
at net.minecraft.client.multiplayer.WorldClient.func_73029_E(WorldClient.java:370)
-- System Details --
Details:
Minecraft Version: 1.5.2
Operating System: Windows 7 (x86) version 6.1
Java Version: 1.6.0_25, Sun Microsystems Inc.
Java VM Version: Java HotSpot™ Client VM (mixed mode), Sun Microsystems Inc.
Memory: 392374200 bytes (374 MB) / 519110656 bytes (495 MB) up to 1037959168 bytes (989 MB)
JVM Flags: 2 total; -Xms512m -Xmx1024m
AABB Pool Size: 9254 (518224 bytes; 0 MB) allocated, 97 (5432 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 1, tallocated: 63
FML: MCP v7.51 FML v5.2.2.684 Minecraft Forge 7.8.0.684 4 mods loaded, 4 mods active
mcp{7.44} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
FML{5.2.2.684} [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Forge{7.8.0.684} [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
TwilightForest{1.18.1} [The Twilight Forest] (twilightforest-1.18.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
LWJGL: 2.4.2
OpenGL: Intel® HD Graphics Family GL version 3.1.0 - Build 8.15.10.2430, Intel
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Texture Pack: ZekoCraft.zip
Profiler Position: N/A (disabled)
Vec3 Pool Size: 52 (2912 bytes; 0 MB) allocated, 45 (2520 bytes; 0 MB) used
java.lang.NullPointerException
at com.prupe.mcpatcher.mod.BiomeHelper.getBiomeGenAt(BiomeHelper.java:42)
at com.prupe.mcpatcher.mod.BiomeHelper.getTemperature(BiomeHelper.java:48)
at com.prupe.mcpatcher.mod.ColorMap.colorize(ColorMap.java:74)
at com.prupe.mcpatcher.mod.ColorizeBlock.colorizeBiome(ColorizeBlock.java:158)
at net.minecraft.client.particle.EntitySuspendFX.(SourceFile:11)
at net.minecraft.client.renderer.RenderGlobal.func_72726_b(RenderGlobal.java:1954)
at net.minecraft.client.renderer.RenderGlobal.func_72708_a(RenderGlobal.java:1886)
at net.minecraft.world.World.func_72869_a(World.java:1526)
at net.minecraft.block.BlockFluid.func_71862_a(BlockFluid.java:409)
at net.minecraft.client.multiplayer.WorldClient.func_73029_E(WorldClient.java:370)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1885)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:834)
at net.minecraft.client.Minecraft.run(Minecraft.java:759)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 332dd13e ----------
'Exception while adding particle' ; now, can I fix this with my own fiddling, or does Benimatic need to fix it?
I am a huge fan of this mod and would love to play it as soon as possible. Thank you in advance.
I am going to go ahead and assume you have more than just Twilight Forest installed. That error report didn't mention Twilight Forest's classes, but instead MCPatcher, so it seems more likely that another mod is causing the crash (like... MCPatcher)
Hint for anyone who wants to be able to read Java Error logs... look for the top class mentioned in the error (just below the name of said error, in this case java.lang.NullPointerException) If the name is anything other than net.minecraft.* then it is like the mod causing the error... however, sometimes there will be followups via "caused by" and those could contain the mod name as well...
The "Stack Trace" is basically a list of the classes and methods IN ORDER of the most recent thing 'called' (i.e. ran/run) so what ever is at the TOP is the most recent thing, which caused the crash. If it be a mod's method, it be that mod's fault...
(also apologies for the lazy typing. I need to figure out a key command for bold, italic and underline for this website --no, I can't always be bothered to move the mouse up to the buttons... which usually causes an error in the client, causing me to erase text at some random point...)
no, not a bug, magic maps seem to work on a grid. they will show you the map grid you are currently in and will not center on you
I'm sorry if I was being rude... I recently attempted to look for a job and, well, yeah, American economy... Then I tried to look for a place to volunteer... That has no excuse...
I prefer to use the equipment in my room (p.s. and for the next statement, I live at my parent's home currently, so, technically, no roommate...) While we do have a HDTV I would be basically preventing everyone else from using the living room and, as they've essentially done that to me-for truely idiotic reasons-I figured I would be better-than and not do it in return.
I appreciate your suggestions. Honestly once I have a quick and easy way to unplug and replug my desktop's keyboard (the mouse goes through it) I'll use that to play on my laptop.
I know how you feel, I lost my good job back in Sept, and haven't found anything in my field since then.
Why are you still using the desktop if you have that better laptop? or is it not totally better?
You could get a USB extension cable or plug the keyboard/mouse in one of the front USB ports (assuming your comp has any front ones and they are easy access)....wait mouse through keyboard? the only time I've seen that is on a Mac, or do you have a USB hub built into the keyboard and are daisy chaining the mouse through that?
i have noted that this mod and the bacteria mod are in some way conflicting, having both installed in the mods folder causes the game to crash upon startup with this report
Full report at:
C:\Users\Zalmon\AppData\Roaming\.minecraft\crash-reports\crash-2013-06-23_20.11.43-client.txt
Please show that file to Mojang, NOT just this screen!
Generated 6/23/13 8:11 PM
-- System Details --
Details:
Minecraft Version: 1.5.2
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_21, Oracle Corporation
Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 425992616 bytes (406 MB) / 663355392 bytes (632 MB) up to 954466304 bytes (910 MB)
JVM Flags: 2 total; -Xms512m -Xmx1024m
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v7.51 FML v5.2.23.736 Minecraft Forge 7.8.0.736 22 mods loaded, 22 mods active
mcp{7.51} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized
FML{5.2.23.736} [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
Forge{7.8.0.736} [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
mod_TooManyItems{1.5.2 2013-04-25} [mod_TooManyItems] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized
GuiAPI{0.15.6} [GuiAPI] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized
AnimatedPlayer{1.2.0} [Animated Player Mod] (Animated Player v1.2.0 mc1.5.2.zip) Unloaded->Constructed->Pre-initialized->Initialized
ArsMagica{5.52.013} [Ars Magica] (ArsMagica_5.52.013.zip) Unloaded->Constructed->Pre-initialized->Initialized
TeNNoX_Bacteria{2.0.2} [Bacteria] (Bacteria-Mod-1.5.2.zip) Unloaded->Constructed->Pre-initialized->Errored
weaponmod{1.5.2 v1.12.0} [Balkon's WeaponMod] (Balkons-Weapon-Mod-1.5.2.zip) Unloaded->Constructed->Pre-initialized->Initialized
BiblioCraft{1.2.0} [BiblioCraft] (BiblioCraft-Mod-1.5.2.zip) Unloaded->Constructed->Pre-initialized->Initialized
Natura{1.5.1_2.0.21} [Natura] (Natura_2.0.21.jar) Unloaded->Constructed->Pre-initialized->Initialized
BiomesOPlenty{0.5.5} [Biomes O' Plenty] (Biomes-O-Plenty-0.5.5.zip) Unloaded->Constructed->Pre-initialized->Initialized
CustomSpawner{2.2.2} [DrZhark's CustomSpawner] (CustomMobSpawner 2.2.2.zip) Unloaded->Constructed->Pre-initialized->Initialized
DesperationFood{[1.5.2] Desperation Food V 6.6} [Desperation Food] (Desperation Food v 6.6(1).zip) Unloaded->Constructed->Pre-initialized->Initialized
MoCreatures{5.2.3} [DrZhark's Mo'Creatures Mod] (DrZharks MoCreatures Mod v5.2.3.zip) Unloaded->Constructed->Pre-initialized->Initialized
MCA{3.3.5} [Minecraft Comes Alive] (mca v3.3.5.zip) Unloaded->Constructed->Pre-initialized->Initialized
AS_Minions{1.6.5} [Minions] (Minions_1.5.2.zip) Unloaded->Constructed->Pre-initialized->Initialized
Mystcraft{0.10.4.00} [Mystcraft] (Mystcraft-Mod-1.5.2.zip) Unloaded->Constructed->Pre-initialized->Initialized
Myths&Monsters{WIP Version} [Myths&Monsters] (Myths-and-Monsters-Mod-1.5.2.zip) Unloaded->Constructed->Pre-initialized->Initialized
Thaumcraft{3.0.5e} [Thaumcraft] (Thaumcraft3.0.5e.zip) Unloaded->Constructed->Pre-initialized->Initialized
ThaumicTinkerer{1.0.1} [Thaumic Tinkerer] (Thaumic-Tinkerer-Mod-1.5.2.zip) Unloaded->Constructed->Pre-initialized->Initialized
TwilightForest{1.18.1} [The Twilight Forest] (twilightforest-1.18.1.zip) Unloaded->Constructed->Pre-initialized->Initialized
LWJGL: 2.4.2
OpenGL: GeForce 210/PCIe/SSE2 GL version 3.3.0, NVIDIA Corporation
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Texture Pack: Dokucraft TSC High 1.5.2.zip
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
java.lang.RuntimeException: Duplicate stat id: "achievement.twilightPortal" and "achievement.must" at id 5249881
at net.minecraft.stats.StatBase.func_75971_g(SourceFile:32)
at net.minecraft.stats.Achievement.func_75985_c(SourceFile:51)
at bacteriamod.Bacteria.load(Bacteria.java:123)
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 cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:494)
at sun.reflect.GeneratedMethodAccessor4.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:192)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:172)
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 com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:103)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:691)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:213)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:448)
at net.minecraft.client.MinecraftAppletImpl.func_71384_a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:733)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 6be645a3 ----------
i hope this was helpful.
Well, I doubt this is the best place to carry on this conversation, if you agree feel free to send a private message next time (I don't see why everyone else needs to read this... oh, excuse me, skip over our chatting-as is the more likely scenario...)
Anyway. The laptop is basically 2-4 times better than my desktop, except when it comes to my hard disk space (prolly a terabyte on the desktop). I use it because its more convenient and, frankly, most of the things that I play (other than Minecraft) don't really get much of a benefit from the laptop. I've been playing the Sims3 on it and honestly, other than the graphics (ironic because it IS a laptop...) it runs about as slow as it does on my desktop-mostly because of mods really...
[rant] (some idiot once tried to make the argument that modding for C++ is better than Java... Sure, if your modders are too lazy to learn a 'real programming language' and use external scripting... AND ONLY if you really believe that a mod cannot or should not modify core executable features of a game... Oh, and if you believe that mods should cause the game to go 90% slower...)[/rant]
I also have a two screen setup on my desktop which I would have to completely reconfigure for my laptop.
And, really, i guess the MAIN reason I don't use my laptop for gaming is because I'm supposed to be using it primarily for college... (I bought it with my money-gotten through a portion of inheritance from a 'god' mother that my mom got... [my mother's, uh, complicated, to say the least. She, uh... adopts<?> people... it's hard to explain...] so, really, I can use it for what ever I want... but, really, I'd like to graduate sometime soon...)
So, summary: Convienience and so's I can graduate college (hopefully-if only I could get down this 'memorization' thing... oh, and the 'focus' thing... my estimated IQ should easily allow me to... now I just sound like I'm bragging. Ok, I stop now.)
EDIT(2): and since I forgot your question about my keyboard... It's a Logitech G15 which has two USB ports.
EDIT: And, to the person who posted JUST as I was submitting this...
ID conflict: Duplicate stat id: "achievement.twilightPortal" and "achievement.must" at id 5249881
Apparently people are now having conflicts with achivements as well as blocks, items, biomes, entities (mobs), enchants, etc...
Really, someone NEEDS to make a place to register IDs so that people know what is in use. Personally I think Mojang should supervise this (in some way, maybe have an automated 'registration' or something simple) to prevent these incessant conflicts... I know lots of people will moan and groan, but, seriously, in the 'real world' this kind of thing happens ALL THE TIME, its called... well, ok, I can't remember at the moment, but they did it with radio waves and so forth (until people switched to digital and those conflicts appeared to vanish...)
Or... Mojang could code a 'ID Resolver' into vanilla Minecraft...
1. There is a crash if any of the chests in range of the tree have their lid obstructed. Don't have the crash log for it unfortunately but its easy to reproduce (And requires McEdit to fix.)
2. What in the #@%# does the sorting tree actually do? I mean, from what I could find it will arrange items in chests within a 33x31x33 box (or perhaps 32x32x32 if I was testing the 'wrong' corners). IT will tend to collate item stacks when it can, and it seems to ignore any entirely empty chests.
But, overall, its behaviour seems very unpredictable. After moving stuff randomly about it decided at some point that all my slime balls and bows belonged in the same chest - I have more slime balls and bows that can fit in a single chest, and then stopped doing anything really, untill I cleared that choke. I moved all the slime balls to another (empty) chest, and it moved them back again.
I cant figure out why/how it tries to co-locate things in chests.
All the maps are aligned on a 2048x2048 grid (offset to make 0x0 the center of a map).
While it means you can come through to the forest near a map edge, you can create a new map as soon as you cross out, without worrying that the two maps will overlap a lot.
Thanks! I'll add that to the next version.
Looks fun! Aether 1 was a big inspiration for me when I was just starting this mod, and I'm glad to see Kingbdogz is working so hard on the sequel. I've played a little of A2 so far, but not as much as I'd like.
Was it connected to the side, or just plopped in the middle? I've seen them on the sides before.
I call the dungeon generation code fairly unaltered from its vanilla Minecraft incarnation. I could fairly easily change the code so dungeons don't spawn in any chunks that have underground structures. But, I want the mod to "feel" like Minecraft, and one of the Minecraft design philosophies seems to be to present a fairly unfiltered procedural result to the player. So I try to resist the impulse to design away all the rough edges.
Yes, it does sound like the NEI tooltips are the culprit.
The code is strongly based on the nether portal code, so the behavior is fairly similar. There isn't any space compression or whatever you call it, so each coordinate in the Twilight Forest dimension corresponds to only one coordinate in the overworld, unlike the Nether. So that could be what's throwing you off.
Other than that, the portal reuse code is very similar. It should check about 200 blocks in every direction to see if there's an existing portal and link there if it can.
I don't know without further information. Are you using an older version of a texture pack?
Like normal maps, it creates the maps on a grid system, instead of centering them on the player. So if you move off the edge of your current map and make a new one, they should "connect" at the edges.
That sounds like a bug. Could you describe it in a little more detail?
The tree of time goes 16 squares in every direction from the "source" blocks. It's a square. Or a cube, even, 33 squares on each side.
Man, there's like 2 million achievement IDs, and of course I have a conflict with another mod. I suppose it's inevitable. I'm not really sure what I could do. Changing the IDs at this point would break people's saves.
Thanks! I'm glad you like them.
I don't have a separate suggestion thread, no.
1. Ooof. Okay, I'll look into that, thanks for the report.
2. It's supposed to arrange items with other items that it finds "similar", currently defined as being in the same creative tab. But perhaps that is glitchy, or just generally not as useful as I once imagined.
When I was designing the tree, I imagined that I could just dump the stacks of random stuff I'd have halfway through clearing a dungeon and that the tree would make sense of them. But I think the current implementation is perhaps lacking. I'll have to think about it some more. I want it to be incredibly simple to use, but perhaps simple and powerful inventory sorting is too much to ask.
I have very busy with boring RL things for about the past 2 weeks, so I have not done more than 1-2 hours of development in that time. I should try to get another release out before 1.6 comes out.
Give a man a fish, and he'll be fed for a day.
Ooo. That makes sense. Well I guess a lot of mods don't really arrange their items into creative tabs especially well.
What about making some custom chests to help tune the trees behaviour? This would exclude normal chests from consideration - given the large range of the tree I found it difficult to place such that it would sort the chests I wanted sorted, and leave the other chests (In my workshop) alone.
A "Keep Empty" chest: The Sorting engine would try to keep this chest empty by moving its contents to other chests.
Category Chests would be sorted according to current rules - but the sorting engine can choose completely empty chests.
Preset chests would only accept items they already contain, and the sorting engine would never move items out of these chests.
Even the Category Chests could use their top left inventory slot as a 'preset' specifier - once (and while) filled the chest will consider items from that items category page...
Awww... but one time a dungeon spawned directly in the middle of the hidden vault of a labyrinth I was exploring, deleting all the sweet loot :'(
The wall on the right there is the outer edge of the labyrinth. It's blocked by the post, but the mazestone along that section of outer wall was all replaced with cobble.
Ok, so I was wrong. I'll keep that in mind when I comment on similar things in the future... I had 'assumed' this because Better Dungeons (dungeons) and that dungeon towers mod (can't remember the name of it right now) use to conflict all the time. I'd see towers split by better dungeons or the other way around...
Frankly, I don't like the 'procedural' generation that some aspects of vanilla Minecraft has. There are 'better' procedural generation specs... ones where things built together make more sense (i.e. villages not split in half by ravines or strongholds not spit in half... etc)... But that's a discussion for another time and/or place.
----------------------
Minecraft has stopped running because it encountered a problem; Exception while adding particle
A full error report has been saved to C:\Users\Beth Baker\AppData\Roaming\.minecraft\crash-reports\crash-2013-06-25_22.03.43-client.txt - Please include a copy of that file (Not this screen!) if you report this crash to anyone; without it, they will not be able to help fix the crash
--- BEGIN ERROR REPORT bf412dd6 --------
Full report at:
C:\Users\Beth Baker\AppData\Roaming\.minecraft\crash-reports\crash-2013-06-25_22.03.43-client.txt
Please show that file to Mojang, NOT just this screen!
Generated 6/25/13 10:03 PM
-- Head --
Stacktrace:
at com.prupe.mcpatcher.mod.BiomeHelper.getBiomeGenAt(BiomeHelper.java:42)
at com.prupe.mcpatcher.mod.BiomeHelper.getTemperature(BiomeHelper.java:48)
at com.prupe.mcpatcher.mod.ColorMap.colorize(ColorMap.java:74)
at com.prupe.mcpatcher.mod.ColorizeBlock.colorizeBiome(ColorizeBlock.java:158)
at net.minecraft.client.particle.EntitySuspendFX.(SourceFile:11)
at net.minecraft.client.renderer.RenderGlobal.func_72726_b(RenderGlobal.java:1954)
-- Particle being added --
Details:
Name: suspended
Position: -284.42,61.80,11.35 - World: (-285,61,11), Chunk: (at 3,3,11 in -18,0; contains blocks -288,0,0 to -273,255,15), Region: (-1,0; contains chunks -32,0 to -1,31, blocks -512,0,0 to -1,255,511)
Stacktrace:
at net.minecraft.client.renderer.RenderGlobal.func_72708_a(RenderGlobal.java:1886)
at net.minecraft.world.World.func_72869_a(World.java:1526)
at net.minecraft.block.BlockFluid.func_71862_a(BlockFluid.java:409)
at net.minecraft.client.multiplayer.WorldClient.func_73029_E(WorldClient.java:370)
-- Affected level --
Details:
Level name: MpServer
All players: 1 total; [EntityClientPlayerMP['mamabird777'/133, l='MpServer', x=-295.69, y=65.62, z=8.42]]
Chunk stats: MultiplayerChunkCache: 45
Level seed: 0
Level generator: ID 00 - default, ver 1. Features enabled: false
Level generator options:
Level spawn location: World: (-313,64,84), Chunk: (at 7,4,4 in -20,5; contains blocks -320,0,80 to -305,255,95), Region: (-1,0; contains chunks -32,0 to -1,31, blocks -512,0,0 to -1,255,511)
Level time: 4639 game time, 4639 day time
Level dimension: 0
Level storage version: 0x00000 - Unknown?
Level weather: Rain time: 0 (now: false), thunder time: 0 (now: false)
Level game mode: Game mode: creative (ID 1). Hardcore: false. Cheats: false
Forced entities: 18 total; [EntityMooshroom['Mooshroom'/65, l='MpServer', x=-293.06, y=63.00, z=-31.94], EntityMooshroom['Mooshroom'/66, l='MpServer', x=-295.82, y=64.00, z=-27.11], EntityBat['Bat'/67, l='MpServer', x=-301.75, y=36.10, z=22.75], EntityClientPlayerMP['mamabird777'/133, l='MpServer', x=-295.69, y=65.62, z=8.42], EntityBat['Bat'/51, l='MpServer', x=-347.75, y=15.00, z=9.94], EntityBat['Bat'/85, l='MpServer', x=-287.59, y=17.03, z=56.94], EntityItem['item.tile.torch'/84, l='MpServer', x=-287.66, y=17.13, z=60.88], EntityMinecartChest['entity.MinecartChest.name'/55, l='MpServer', x=-345.50, y=27.85, z=54.50], EntityBat['Bat'/54, l='MpServer', x=-349.25, y=27.19, z=44.66], EntityItem['item.tile.gravel'/53, l='MpServer', x=-351.41, y=26.13, z=32.13], EntityMooshroom['Mooshroom'/83, l='MpServer', x=-286.50, y=66.00, z=-26.50], EntityBat['Bat'/52, l='MpServer', x=-351.25, y=15.09, z=38.75], EntityMooshroom['Mooshroom'/82, l='MpServer', x=-283.25, y=68.00, z=-25.59], EntityBat['Bat'/59, l='MpServer', x=-324.75, y=25.09, z=53.75], EntityItem['item.tile.torch'/56, l='MpServer', x=-336.56, y=24.13, z=48.16], EntityBat['Bat'/63, l='MpServer', x=-312.19, y=33.04, z=45.36], EntityMooshroom['Mooshroom'/62, l='MpServer', x=-308.63, y=63.00, z=-26.69], EntityBat['Bat'/60, l='MpServer', x=-321.06, y=25.66, z=53.50]]
Retry entities: 0 total; []
Stacktrace:
at net.minecraft.client.multiplayer.WorldClient.func_72914_a(WorldClient.java:441)
at net.minecraft.client.Minecraft.func_71396_d(Minecraft.java:2413)
at net.minecraft.client.Minecraft.run(Minecraft.java:775)
at java.lang.Thread.run(Unknown Source)
-- System Details --
Details:
Minecraft Version: 1.5.2
Operating System: Windows 7 (x86) version 6.1
Java Version: 1.6.0_25, Sun Microsystems Inc.
Java VM Version: Java HotSpot(TM) Client VM (mixed mode), Sun Microsystems Inc.
Memory: 392374200 bytes (374 MB) / 519110656 bytes (495 MB) up to 1037959168 bytes (989 MB)
JVM Flags: 2 total; -Xms512m -Xmx1024m
AABB Pool Size: 9254 (518224 bytes; 0 MB) allocated, 97 (5432 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 1, tallocated: 63
FML: MCP v7.51 FML v5.2.2.684 Minecraft Forge 7.8.0.684 4 mods loaded, 4 mods active
mcp{7.44} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
FML{5.2.2.684} [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Forge{7.8.0.684} [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
TwilightForest{1.18.1} [The Twilight Forest] (twilightforest-1.18.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
LWJGL: 2.4.2
OpenGL: Intel(R) HD Graphics Family GL version 3.1.0 - Build 8.15.10.2430, Intel
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Texture Pack: ZekoCraft.zip
Profiler Position: N/A (disabled)
Vec3 Pool Size: 52 (2912 bytes; 0 MB) allocated, 45 (2520 bytes; 0 MB) used
java.lang.NullPointerException
at com.prupe.mcpatcher.mod.BiomeHelper.getBiomeGenAt(BiomeHelper.java:42)
at com.prupe.mcpatcher.mod.BiomeHelper.getTemperature(BiomeHelper.java:48)
at com.prupe.mcpatcher.mod.ColorMap.colorize(ColorMap.java:74)
at com.prupe.mcpatcher.mod.ColorizeBlock.colorizeBiome(ColorizeBlock.java:158)
at net.minecraft.client.particle.EntitySuspendFX.(SourceFile:11)
at net.minecraft.client.renderer.RenderGlobal.func_72726_b(RenderGlobal.java:1954)
at net.minecraft.client.renderer.RenderGlobal.func_72708_a(RenderGlobal.java:1886)
at net.minecraft.world.World.func_72869_a(World.java:1526)
at net.minecraft.block.BlockFluid.func_71862_a(BlockFluid.java:409)
at net.minecraft.client.multiplayer.WorldClient.func_73029_E(WorldClient.java:370)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1885)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:834)
at net.minecraft.client.Minecraft.run(Minecraft.java:759)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 332dd13e ----------
'Exception while adding particle' ; now, can I fix this with my own fiddling, or does Benimatic need to fix it?
I am a huge fan of this mod and would love to play it as soon as possible. Thank you in advance.
please help me take care of my beeps! ^__^
I am going to go ahead and assume you have more than just Twilight Forest installed. That error report didn't mention Twilight Forest's classes, but instead MCPatcher, so it seems more likely that another mod is causing the crash (like... MCPatcher)
Hint for anyone who wants to be able to read Java Error logs... look for the top class mentioned in the error (just below the name of said error, in this case java.lang.NullPointerException) If the name is anything other than net.minecraft.* then it is like the mod causing the error... however, sometimes there will be followups via "caused by" and those could contain the mod name as well...
The "Stack Trace" is basically a list of the classes and methods IN ORDER of the most recent thing 'called' (i.e. ran/run) so what ever is at the TOP is the most recent thing, which caused the crash. If it be a mod's method, it be that mod's fault...
(also apologies for the lazy typing. I need to figure out a key command for bold, italic and underline for this website --no, I can't always be bothered to move the mouse up to the buttons... which usually causes an error in the client, causing me to erase text at some random point...)