Busy working on the update. Most of the world and monster code works fine, but I'm rewriting some of the "glue" code, like portal opening, and how map data gets transmitted.
So it'll be a little while longer, but I'm working on it.
I can confirm that not only does this fix the misaligned texture and EnergyNet issues with IC2, it ALSO fixed my Twilight Forest issue! I now have an open Twilight Forest portal in SMP and it works wonderfully!
when i place an item in the goblins tinkering bench i can get the items back, but some items i cant get all the items back and itll have a number on the side, what does it mean?
when i place an item in the goblins tinkering bench i can get the items back, but some items i cant get all the items back and itll have a number on the side, what does it mean?
The tinkering bench is explained in detail on the front page. There is a spoiler tag under heading #9, "Fantastic Treasures" where all the items are explained. Hopefully I'll have time to maybe make a wiki or something more user friendly soon.
The canopy of the Dark Forest is being constructed out of End Portal Frames. Dark Forest Leaves still spawn around the trees, and the item id seems fine. Just, I'm not sure why this is happening.
I am using this along side quite a few other mods, the most notable being Mystcraft and Thaumcraft. Opened the world up in MC Edit, it would seem those are indeed End Portal Frames (120:1).
EDIT2: Reading through the thread seems to indicate this is because my block ID for the Hedge (which is shared with the Dark Leaves) is too high.
EDIT3: Resolved. Is there any particular reason why the hedge block defaults to such a high ID despite requiring a lower one? I'm assuming it just asks Forge for any old ID... (I had unused below 255, yet it was assigning itself in the 400s, I even had to lower some of the IDs due to conflicts with other mods though)
I believe their method is to decrement from the limit for modded blocks, while leaving the lower end for original IDs, at least thats the usual way those >4096 ID mod works. problem with forge implementation is, they have no contingency for conflicts, and there is no check for them at all it seems. what makes it even worse is their version breaks the older, better modloader way we had with full gui and conflict resolver, that even allowed us to parse all IDs and automatically fix conflicts through options.
so basically all you can do is roll back to an older version of forge, before they folded in all the modloader/4096 ID functions and use the other one, that's how I ran it with no overlapping blocks. since tf don't have config to manually set block numbers that's the only way I know. they claim to have modloader compat so you can also try robintons version + ID resolver, but last I tried this would not work with FML forge, probably since they have their own function for it .
Rollback Post to RevisionRollBack
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I'm working on it. Almost finished, but I may have to wait until forge fixes a bug first, I'm not sure.
I will look into this. It should be possible.
The tinkering bench is explained in detail on the front page. There is a spoiler tag under heading #9, "Fantastic Treasures" where all the items are explained. Hopefully I'll have time to maybe make a wiki or something more user friendly soon.
sorry for stupidity haha
yeah a wiki would be nice, since the mod is pretty big, and that spoiler under fantastic treasure isnt too noticeable, when scrolling down the page to look for something like items, blocks, with a spoiler explaining everything.
anyway, thanks for the help and keep up the amazing work
Whew! Okay, I uploaded a new version that's compatible with 1.3.2. It also has a few other miscellaneous features and creatures added. It's basically impossible that you'll be able to convert your old maps to the new version, as both block IDs and creature IDs have had to change, sorry.
From here forward, I have some new plans for the future of the mod. Nothing drastic, but a new roadmap towards a sort of Twilight Forest survival/adventure mode.
Have you ever looked into the Mystcraft API that would allow your biomes to be used in the age creating process ? I would love to be able to create and age with your biomes and ExtraBiomes.
--- BEGIN ERROR REPORT 21228908 --------
Generated 8/20/12 3:19 PM
- Minecraft Version: 1.3.2
- Operating System: Windows 7 (x86) version 6.1
- Java Version: 1.7.0_05, Oracle Corporation
- Java VM Version: Java HotSpot™ Client VM (mixed mode), Oracle Corporation
- Memory: 456600224 bytes (435 MB) / 519110656 bytes (495 MB) up to 1037959168 bytes (989 MB)
- JVM Flags: 2 total; -Xms512m -Xmx1024m
- LWJGL: 2.4.2
- OpenGL: AMD Radeon™ HD 6520G GL version 4.1.11156 Compatibility Profile Context, ATI Technologies Inc.
- Is Modded: Definitely; 'forge,fml'
- Type: Client
- Texture Pack: Default
- Profiler Position: N/A (disabled)
cpw.mods.fml.common.LoaderException: java.lang.reflect.InvocationTargetException
at cpw.mods.fml.common.LoadController.transition(LoadController.java:106)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:423)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:192)
at net.minecraft.client.Minecraft.a(Minecraft.java:402)
at net.minecraft.client.Minecraft.run(Minecraft.java:734)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.reflect.InvocationTargetException
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:308)
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:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:127)
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:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:85)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:422)
... 4 more
Caused by: java.lang.IllegalArgumentException: Slot 133 is already occupied by agt@71d556 when adding twilightforest.BlockTFLog@16d3ac6
at aig.<init>(Block.java:282)
at aip.<init>(BlockLog.java:15)
at twilightforest.BlockTFLog.<init>(BlockTFLog.java:31)
at twilightforest.TFBlocks.<init>(TFBlocks.java:27)
at twilightforest.TwilightForestMod.preInit(TwilightForestMod.java:135)
... 30 more
--- END ERROR REPORT 8c298096 ----------
Okay, hotfixed a few problems. Stopped the crash on dedicated server startup (derp.) Also fixed a crash in the penguin renderer. Finally, since people are making new worlds, I moved the default block IDs and item IDs to new values where hopefully they'll have room to expand without conflicts.
Delete (or edit) your config/TwilightForest.cfg file if you're having problems with ID conflicts.
Caused by: java.lang.IllegalArgumentException: Slot 133 is already occupied by agt@71d556 when adding twilightforest.BlockTFLog@16d3ac6
The old block ID values now conflict with vanilla Minecraft blocks, that's why I had to change them. Edit your config file to move them to unassigned values, or just delete the old TwilightForest.cfg and it'll make a new one without problems.
Caused by: java.lang.NoClassDefFoundError: atd
at twilightforest.TwilightForestMod.load(TwilightForestMod.java:172)
... 31 more
Caused by: java.lang.ClassNotFoundException: atd
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:99)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 32 more
My fault, sorry. I've re-uploaded the mod file with a version that fixes that crash. Download again and you should get the new file.
So it'll be a little while longer, but I'm working on it.
I can confirm that not only does this fix the misaligned texture and EnergyNet issues with IC2, it ALSO fixed my Twilight Forest issue! I now have an open Twilight Forest portal in SMP and it works wonderfully!
when i place an item in the goblins tinkering bench i can get the items back, but some items i cant get all the items back and itll have a number on the side, what does it mean?
I'm working on it. Almost finished, but I may have to wait until forge fixes a bug first, I'm not sure.
I will look into this. It should be possible.
The tinkering bench is explained in detail on the front page. There is a spoiler tag under heading #9, "Fantastic Treasures" where all the items are explained. Hopefully I'll have time to maybe make a wiki or something more user friendly soon.
I believe their method is to decrement from the limit for modded blocks, while leaving the lower end for original IDs, at least thats the usual way those >4096 ID mod works. problem with forge implementation is, they have no contingency for conflicts, and there is no check for them at all it seems. what makes it even worse is their version breaks the older, better modloader way we had with full gui and conflict resolver, that even allowed us to parse all IDs and automatically fix conflicts through options.
so basically all you can do is roll back to an older version of forge, before they folded in all the modloader/4096 ID functions and use the other one, that's how I ran it with no overlapping blocks. since tf don't have config to manually set block numbers that's the only way I know. they claim to have modloader compat so you can also try robintons version + ID resolver, but last I tried this would not work with FML forge, probably since they have their own function for it .
sorry for stupidity haha
yeah a wiki would be nice, since the mod is pretty big, and that spoiler under fantastic treasure isnt too noticeable, when scrolling down the page to look for something like items, blocks, with a spoiler explaining everything.
anyway, thanks for the help and keep up the amazing work
Whew! Okay, I uploaded a new version that's compatible with 1.3.2. It also has a few other miscellaneous features and creatures added. It's basically impossible that you'll be able to convert your old maps to the new version, as both block IDs and creature IDs have had to change, sorry.
From here forward, I have some new plans for the future of the mod. Nothing drastic, but a new roadmap towards a sort of Twilight Forest survival/adventure mode.
downloading..
--- BEGIN ERROR REPORT 21228908 --------
Generated 8/20/12 3:19 PM
- Minecraft Version: 1.3.2
- Operating System: Windows 7 (x86) version 6.1
- Java Version: 1.7.0_05, Oracle Corporation
- Java VM Version: Java HotSpot™ Client VM (mixed mode), Oracle Corporation
- Memory: 456600224 bytes (435 MB) / 519110656 bytes (495 MB) up to 1037959168 bytes (989 MB)
- JVM Flags: 2 total; -Xms512m -Xmx1024m
- LWJGL: 2.4.2
- OpenGL: AMD Radeon™ HD 6520G GL version 4.1.11156 Compatibility Profile Context, ATI Technologies Inc.
- Is Modded: Definitely; 'forge,fml'
- Type: Client
- Texture Pack: Default
- Profiler Position: N/A (disabled)
cpw.mods.fml.common.LoaderException: java.lang.reflect.InvocationTargetException
at cpw.mods.fml.common.LoadController.transition(LoadController.java:106)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:423)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:192)
at net.minecraft.client.Minecraft.a(Minecraft.java:402)
at net.minecraft.client.Minecraft.run(Minecraft.java:734)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.reflect.InvocationTargetException
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:308)
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:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:127)
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:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:85)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:422)
... 4 more
Caused by: java.lang.IllegalArgumentException: Slot 133 is already occupied by agt@71d556 when adding twilightforest.BlockTFLog@16d3ac6
at aig.<init>(Block.java:282)
at aip.<init>(BlockLog.java:15)
at twilightforest.BlockTFLog.<init>(BlockTFLog.java:31)
at twilightforest.TFBlocks.<init>(TFBlocks.java:27)
at twilightforest.TwilightForestMod.preInit(TwilightForestMod.java:135)
... 30 more
--- END ERROR REPORT 8c298096 ----------
Delete (or edit) your config/TwilightForest.cfg file if you're having problems with ID conflicts.
The old block ID values now conflict with vanilla Minecraft blocks, that's why I had to change them. Edit your config file to move them to unassigned values, or just delete the old TwilightForest.cfg and it'll make a new one without problems.
My fault, sorry. I've re-uploaded the mod file with a version that fixes that crash. Download again and you should get the new file.
Oops, I need to update that too...
Strange! I don't really know why that is. Is it an optifine problem?