If I understand this correctly (and please tell me if I'm wrong), I have to use no more than 9 types of blocks, and no more than 64 of each, in order for it to be duplicated? Having everything I need in my inventory isn't sufficient, and a large build needing more than 64 of a kind is also out?
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Just curious. For the dev build, where is the printer/materials functionality on your priortities list? I really want those features, but I don't mind if I have to wait awhile.
Just curious. For the dev build, where is the printer/materials functionality on your priortities list? I really want those features, but I don't mind if I have to wait awhile.
Not anytime soon, but I'll try to fix up the old code today or tomorrow so that it at least works with vanilla.
A dilemma...it may sound odd, but I usually have odd problems...
I've downloaded and edited a world save based on 1.7.4, and I've been building on it entirely on Vanilla (+MCPatcher, which I added at some point, but it didn't gave me any trouble). Thing is that today I've tried to install some mods (Forge-Liteloader-MCPatcher as the base, plus 4 mods) under 1.7.2, and out of curiosity I tried to load my world...only to find odd things like iron bars looking incorrectly, and -MUCH worse-, some blocks missing, as if I've never put them. I could maybe fix those issues, but if that would mean to scan the entire castle again....I'd kill someone
So, the question is....is there any chance of having a 1.7.4 version of the mod? Is Forge going to update anytime soon? Or is it possible to load this mod under 1.7.4, even if that means installing it manually? (I don't care if I can use only this mod then...).
Not before Forge 1.7.4 and it may take a while for that. They probably want to get it in a good state before moving to 1.7.4. Also pretty sure that MCP for 1.7.4 isn't out yet (last time I checked MCP for 1.7.2 was still alpha).
Almost forgot. The keybinding was fixed in FML, so when FML is refresh in Forge keybinding will load (they were saved, the configuration was loaded to early) correctly.
the chunk loading going odd i found only happens when i have enabled the "save schematic" and then run and start loading new chunks. I also found pressing "red point" and "blue point" no longer attaches to your current location.
Do you know if there is anything else that would read the saved schematics? i don't rely mind to much what it is lol.
I tried to remove my .minecraft and start again and still just as crazy lol. (lost ma damn server ips lol) i also have had a issue with the grass haveing wierd lines going through it the seems to followed me over to the new .minecraft.
Here is a link to my entiere days logs and crash reports I cant tell you what iv done that day cause i do alot of random stuff with minecraft and servers and you may get logs and errors from that too lol
Hmm... chunks not loading might be caused by trying to cache the chunks, but I don't see how that could actually affect the client loader (it should be just a wrapped around the loaded chunks to keep them in memory).
Other than MCEdit and WorldEdit, no idea.
Several things in the logs. "cpw/mods/fml/common/IScheduledTickHandler" seems to be missing, might be an internal Forge/FML bug. Might be that you're on an old version of Forge, you're using 982 when 1033 if out already (1024 is recommended).
The other crash is related to "com.mcf.davidee.nbtedit.NBTEdit" which appears to be missing as well. If updating Forge doesn't fix that, try checking the thread for an update version of that mod.
The last thing would be the latest.log. It could be the outdated forge version (some of the earlier 1.7 version don't support vanilla servers), all the packets are considered "unexpected" which eventually results in a ping timeout. Now that I think about it, this could be the very reason why the chunks stop loading (did you test it in SP?).
Mr Lunatrius while playing your Dev Schematic 1.7.2 i found that everytime i load a schematic i start to lag from 30 fps to 0 fps. Making it very problematic when i cannot use the mod to build. If you are reading this could you tell me why im lagging and how to fix it. I would be very thankful for you giving me some help on this problem. Great Mod By The Way
Mr Lunatrius while playing your Dev Schematic 1.7.2 i found that everytime i load a schematic i start to lag from 30 fps to 0 fps. Making it very problematic when i cannot use the mod to build. If you are reading this could you tell me why im lagging and how to fix it. I would be very thankful for you giving me some help on this problem. Great Mod By The Way
Lunatrius, I would like to know if you or anyone reading this thread knows of a mod that already exists that can make and build in-game templates for making pipe systems for mods like logistics pipes, buildcraft, IC2 conduits, etc.
Basically, a mod that can lay out and construct a live schematic, kind of similar to your template mod, of a design that will help the user calculate beforehand how much of the items for a particular mod they'll need.
I've found piping in mods to be somewhat complex to do, and would much appreciate something that can take a room and lay out pipe templates for processing systems etcera to make planning and implementing such systems much easier.
Lunatrius, I would like to know if you or anyone reading this thread knows of a mod that already exists that can make and build in-game templates for making pipe systems for mods like logistics pipes, buildcraft, IC2 conduits, etc.
Basically, a mod that can lay out and construct a live schematic, kind of similar to your template mod, of a design that will help the user calculate beforehand how much of the items for a particular mod they'll need.
I've found piping in mods to be somewhat complex to do, and would much appreciate something that can take a room and lay out pipe templates for processing systems etcera to make planning and implementing such systems much easier.
What can you think up to help?
Cheers ...
BrickVoid
Half of what you described is in this mod. This post is better suited in Modding Discussions/Requests instead of here.
It size is very small the size of 5x7x4 its a small decorative tree, I tried with with very large schematics to very small schematics such as 1 block of sand and somehow still went to 0 fps in a second. Could you please help me with this problem.
Lunatrius, I would like to know if you or anyone reading this thread knows of a mod that already exists that can make and build in-game templates for making pipe systems for mods like logistics pipes, buildcraft, IC2 conduits, etc.
Basically, a mod that can lay out and construct a live schematic, kind of similar to your template mod, of a design that will help the user calculate beforehand how much of the items for a particular mod they'll need.
I've found piping in mods to be somewhat complex to do, and would much appreciate something that can take a room and lay out pipe templates for processing systems etcera to make planning and implementing such systems much easier.
What can you think up to help?
Cheers ...
BrickVoid
If I understand you correctly you're interested in something that will (given a certain space/location) automatically lay down (optimal) piping and things like that ("I have chests here, here and here, lay down the pipes to connect them")? If that is the case... well, not the easiest thing to do. That could be a mod on it's own because the description is relatively simple and the implementation the direct opposite.
Running piping/wiring/whatever in an optimal and/or esthetically pleasing way is anything but easy. A user might be ready to take small compromises (putting pipes/wires into the wall, running them across the room etc), but the algorithm might not be aware of that. There's also the matter of what pipe/cable can/should connect to a machine/inventory/something.
It size is very small the size of 5x7x4 its a small decorative tree, I tried with with very large schematics to very small schematics such as 1 block of sand and somehow still went to 0 fps in a second. Could you please help me with this problem.
Pastebin the logs/latest.log file and post the URL here.
Edit: yay, post #1024 belongs to me (didn't realize at first)
it did ofter happen when i would run off and the cunks behind me would start vanashing but then wouldnt come back again. since then i havent enabled the save schematic thing and not had any issues so seems to be that but just one of those things that your work out suddenly lol.
i will hunt down something else that can read schematics theres always something! XD
i did have a big issue with the nbteditor. it got y pretty bad but i dont think it was a genuine version cause i also downloaded some bs installer and now i got a wonderful reg Trojan and some irritating ad ware that's driving me nuts and highlighting every other word and making it a ad :@
I tried in single player and other small servers and it all seems to be okay but i do think i have a idea whales typing this out
Right when you enable the schematic thing and you press red it takes all the xyz numbers down to like -100. If its not working very well showing the cui it could be causing some issues cause it would be soo big it starting glitching. or at least not help the situation.
I should probably add some logging to that part. Have you tried clicking on both buttons first and then enabling it? I was sure I coded in some protection against caching too many chunks (when it's first started both coordinates are at 0,0,0 and if you move the other far away... it will cause issues).
I'm sure you are aware. But just in case I wanted to mention the bug where when rotating the schematic, some blocks will not rotate. such as buttons and stairs. Is there a quick fix in game I could do maybe update the hologram?
I'm sure you are aware. But just in case I wanted to mention the bug where when rotating the schematic, some blocks will not rotate. such as buttons and stairs. Is there a quick fix in game I could do maybe update the hologram?
The support for that in 1.7 is only partial. I'll try to get most things working today for a dev3 version.
ok dude things are alittle wrose then i thought. when i get this chunk loading error i found why. as soon as i enable i get another task start. another java stask starts and 100% all 4 cores on my cpu. i end the prosses and everything goes back to normal. This seems to happen every time.
Ok i didnt send this message but in this time i updated everything. forge, schematica and lunatrius and we have life!
I can see the cui and the red and blue points are now working. il post when iv tested out alittle more!
1, All cores do not seem to be maxing any more!
2, red and blue point buttons are now working.
3, defult set location is now 0 0 0 for red and blue
4, can now see cui!
5, MCEDIT CAN NOW READ SCHEMATICS!!!
6, I have had 0 lagg now and all the lines in the grass are GONE!
7, I can now see the cui for schematics that im building!
8, move here is working
9, flip and rotate are working (not sure if its working right cause im in a random server and i cant see properly
10, IT ALL WORKS!
Nice work dude! dunno if it was the updated version or if it was i was too out of date.
il let you know if any other issues come up but so far it all works
edit:
control panel works too
printer and materials is not working
That's really odd. You probably switched from dev1 to dev2, but other than mcedit... no idea why those things would happen in dev1.
If I understand this correctly (and please tell me if I'm wrong), I have to use no more than 9 types of blocks, and no more than 64 of each, in order for it to be duplicated? Having everything I need in my inventory isn't sufficient, and a large build needing more than 64 of a kind is also out?
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
It is SMP supported, it's a client side mod.
Not before Forge 1.7.4 and it may take a while for that. They probably want to get it in a good state before moving to 1.7.4. Also pretty sure that MCP for 1.7.4 isn't out yet (last time I checked MCP for 1.7.2 was still alpha).
Almost forgot. The keybinding was fixed in FML, so when FML is refresh in Forge keybinding will load (they were saved, the configuration was loaded to early) correctly.
Other than MCEdit and WorldEdit, no idea.
Several things in the logs. "cpw/mods/fml/common/IScheduledTickHandler" seems to be missing, might be an internal Forge/FML bug. Might be that you're on an old version of Forge, you're using 982 when 1033 if out already (1024 is recommended).
The other crash is related to "com.mcf.davidee.nbtedit.NBTEdit" which appears to be missing as well. If updating Forge doesn't fix that, try checking the thread for an update version of that mod.
The last thing would be the latest.log. It could be the outdated forge version (some of the earlier 1.7 version don't support vanilla servers), all the packets are considered "unexpected" which eventually results in a ping timeout. Now that I think about it, this could be the very reason why the chunks stop loading (did you test it in SP?).
What's the size of the schematic?
Basically, a mod that can lay out and construct a live schematic, kind of similar to your template mod, of a design that will help the user calculate beforehand how much of the items for a particular mod they'll need.
I've found piping in mods to be somewhat complex to do, and would much appreciate something that can take a room and lay out pipe templates for processing systems etcera to make planning and implementing such systems much easier.
What can you think up to help?
Cheers ...
BrickVoid
Half of what you described is in this mod. This post is better suited in Modding Discussions/Requests instead of here.
If I understand you correctly you're interested in something that will (given a certain space/location) automatically lay down (optimal) piping and things like that ("I have chests here, here and here, lay down the pipes to connect them")? If that is the case... well, not the easiest thing to do. That could be a mod on it's own because the description is relatively simple and the implementation the direct opposite.
Running piping/wiring/whatever in an optimal and/or esthetically pleasing way is anything but easy. A user might be ready to take small compromises (putting pipes/wires into the wall, running them across the room etc), but the algorithm might not be aware of that. There's also the matter of what pipe/cable can/should connect to a machine/inventory/something.
Pastebin the logs/latest.log file and post the URL here.
Edit: yay, post #1024 belongs to me (didn't realize at first)
I should probably add some logging to that part. Have you tried clicking on both buttons first and then enabling it? I was sure I coded in some protection against caching too many chunks (when it's first started both coordinates are at 0,0,0 and if you move the other far away... it will cause issues).
A new process should NOT start when doing that.
That's really odd. You probably switched from dev1 to dev2, but other than mcedit... no idea why those things would happen in dev1.
No, everything is normal IIRC.