can't be fixed due to the changes to the block texturing/rendering in MC itself.
I call shenanigans on this claim. Chisel 2 adds its own version of Nagastone (called "Snakestone") that doesn't look as good as real Nagastone, but...
It renders correctly. The issue that was in Minecraft itself was in 1.7.2, but fixed in 1.7.4. The screenshots I posted are in 1.7.10. Therefore, it is a bug in the mod, and it is completely possible for this to be fixed in Twilight Forest.
Got a bug to report with the rendering of Nagastone and Nagastone Heads. It appears that the North and East faces are flipped. Going to assume this is a leftover from working around a bug that was present in 1.7.2 but not cleaned up for 1.7.10.
Here's how it looks when looking at the southern and western sides of the blocks:
And here's how it looks when looking at the northern and eastern sides of the blocks:
This should be a quick fix. I'd submit a patch, but I can't seem to find the source repository...
As of the most recent release on teamcofh.com, Twilight Forest mobs caught with MineFactoryReloaded Safari Nets will crash the game when looked at. Here is the crash log. It appears to be a case of nonstandard spawn egg shenanigans (which explains why the captured mobs were uncolored before the update...)
Did you have a solid block directly north/south/east/west of the block underneath the Redstone Digitzer, between that block and the wall? Did you have a solid block directly underneath the Redstone Digitizer between it and the floor?
I made a Creative world to test this mod out some. It looked interesting and will be a nice addition/replacement of JABBA (I don't know if Prof Mobious will update to 1.7.x).
Uhm, JABBA is for 1.7.x, I'm using both mods alongside each other. In fact, jaquadro posted with one of the releases an updated version of JABBA that has better Dolly support, so you can use Dollies to move drawers around.
I have to patch JABBA to get compatibility. It will depend greatly on how receptive ProfMobious is to pulling in new changes and pushing out an update. JABBA could really benefit from a more general API for its dolly. All the existing compatibility is hardcoded in place.
I do want to do this. I use JABBA and its dollies on my own server as well. I can't promise delivery however.
Well, just make a pull request on ProfMobius' JABBA repo and see what happens.
Immibis, what are the *COMPLETE* limitations for creating a working clean room? I built a very big one roughly 66x66 blocks, following all the given rules of making it cuboid, using cleanroom walls/air filters/yellow lights, using the correct amount of air filters in place of wall for a set of doors. I wanted a very big one because I wanted to prototype some circuits for a larger, real-life project. However, after I was finished making my address decoder, I went to the top and right-clicked the Redstone Digitizer, and it told me "No room demarcation found". A few moments later, there was an explosion with a red error in chat saying "Containment error at 849,73,-155". I went outside of the building, and part of the wall was gone.
What would be really nice is if there was a way to import/export IC schematics into/out of the game, so they can be shared with other players. It would also be nice if the IC block had markings for the sides, so you know what connections go where, and maybe some anvil support so the IC can be named, and thus be shown when using Waila.
Hi there great mod. Been testing it with my private pack and got a crash from it.
forge version: .1208
Java: 7
Actions: Putting thaumcraft quicksilver in a 2x2 storage drawer.
reproducable: yes
---- Minecraft Crash Report ----
// Shall we play a game?
Time: 8/30/14 11:19 AM
Description: Unexpected error
java.lang.NullPointerException: Unexpected error
at thaumcraft.common.items.ItemResource.getItemStackLimit(ItemResource.java:344)
at com.jaquadro.minecraft.storagedrawers.block.tile.TileEntityDrawers$DrawerData.maxCapacity(TileEntityDrawers.java:62)
at com.jaquadro.minecraft.storagedrawers.block.tile.TileEntityDrawers$DrawerData.remainingCapacity(TileEntityDrawers.java:69)
at com.jaquadro.minecraft.storagedrawers.block.tile.TileEntityDrawers.putItemsIntoSlot(TileEntityDrawers.java:187)
at com.jaquadro.minecraft.storagedrawers.block.BlockDrawers.func_149727_a(BlockDrawers.java:180)
at net.minecraft.client.multiplayer.PlayerControllerMP.func_78760_a(PlayerControllerMP.java:326)
at net.minecraft.client.Minecraft.func_147121_ag(Minecraft.java:1436)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1942)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:962)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:887)
at net.minecraft.client.main.Main.main(SourceFile:148)
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 net.minecraft.launchwrapper.Launch.launch(Launch.java:134)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
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 org.multimc.onesix.OneSixLauncher.launchWithMainClass(OneSixLauncher.java:286)
at org.multimc.onesix.OneSixLauncher.launch(OneSixLauncher.java:376)
at org.multimc.EntryPoint.listen(EntryPoint.java:165)
at org.multimc.EntryPoint.main(EntryPoint.java:54)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at thaumcraft.common.items.ItemResource.getItemStackLimit(ItemResource.java:344)
at com.jaquadro.minecraft.storagedrawers.block.tile.TileEntityDrawers$DrawerData.maxCapacity(TileEntityDrawers.java:62)
at com.jaquadro.minecraft.storagedrawers.block.tile.TileEntityDrawers$DrawerData.remainingCapacity(TileEntityDrawers.java:69)
at com.jaquadro.minecraft.storagedrawers.block.tile.TileEntityDrawers.putItemsIntoSlot(TileEntityDrawers.java:187)
at com.jaquadro.minecraft.storagedrawers.block.BlockDrawers.func_149727_a(BlockDrawers.java:180)
at net.minecraft.client.multiplayer.PlayerControllerMP.func_78760_a(PlayerControllerMP.java:326)
at net.minecraft.client.Minecraft.func_147121_ag(Minecraft.java:1436)
If you need more information please let me know.
Going to hazard a guess and say that it's actually Thaumcraft that's causing the crash. Storage Drawers is checking to see what the maximum stack size of Quicksilver is, and Thaumcraft is responding by going "AAAAAAAAAAAAA" because it didn't properly implement this very important function.
I was hoping he had fixed it in 1.7.10.. Guess not. As for the 1.6 (I can't say about 1.5 or 1.4) I can't say I ever experienced that sprinting bug. I have been experiencing it a whole lot in 1.7.2 though. It's gotten to the point where I've just uninstalled smart moving. It's not worth having to leave and join my game every other minute because of that bug.
As I said, some of these. I didn't have the sprinting bug back in 1.4, but I had the swimming bug for sure. And the cosmetic model issue is deeply rooted into Smart Moving, but it really should be addressed as it is creating a lot of incompatability (which is bad!)
In multiplayer, the movements of other players are "accelerated". Of course, I installed Smart Moving on the server too. Tested on a clean Forge server with only Smart Moving and PlayerAPI.
Smart Moving 15.2 on Minecraft 1.7.10 with Forge 10.13.0.1207.
Yes, I noticed this too. People moving at walking speed, but animating at sprinting speeds.
0
I call shenanigans on this claim. Chisel 2 adds its own version of Nagastone (called "Snakestone") that doesn't look as good as real Nagastone, but...
It renders correctly. The issue that was in Minecraft itself was in 1.7.2, but fixed in 1.7.4. The screenshots I posted are in 1.7.10. Therefore, it is a bug in the mod, and it is completely possible for this to be fixed in Twilight Forest.
0
Got a bug to report with the rendering of Nagastone and Nagastone Heads. It appears that the North and East faces are flipped. Going to assume this is a leftover from working around a bug that was present in 1.7.2 but not cleaned up for 1.7.10.
Here's how it looks when looking at the southern and western sides of the blocks:
And here's how it looks when looking at the northern and eastern sides of the blocks:
This should be a quick fix. I'd submit a patch, but I can't seem to find the source repository...
0
Minor bug report: Knightmetal Loop is missing its texture for some reason. Typo in file name?
0
0
This... kind of defeats the purpose of the mod, so it's a serious bug.
0
Computronics was using an older version of the NedoComputers API, as we thought the author of the mod died. Please see this issue for a hotfixed version of Computronics. If it works we'll probably throw up a hotfixed 1.3.0 or a 1.3.1 release.
0
Here is the crash log. It appears to be a case of nonstandard spawn egg shenanigans (which explains why the captured mobs were uncolored before the update...)
0
Yes, I had a pin marker there.
0
Uhm, JABBA is for 1.7.x, I'm using both mods alongside each other. In fact, jaquadro posted with one of the releases an updated version of JABBA that has better Dolly support, so you can use Dollies to move drawers around.
0
Well, just make a pull request on ProfMobius' JABBA repo and see what happens.
0
What the heck?!
0
Great job on the mod nonetheless
0
Going to hazard a guess and say that it's actually Thaumcraft that's causing the crash. Storage Drawers is checking to see what the maximum stack size of Quicksilver is, and Thaumcraft is responding by going "AAAAAAAAAAAAA" because it didn't properly implement this very important function.
0
As I said, some of these. I didn't have the sprinting bug back in 1.4, but I had the swimming bug for sure. And the cosmetic model issue is deeply rooted into Smart Moving, but it really should be addressed as it is creating a lot of incompatability (which is bad!)
0
Yes, I noticed this too. People moving at walking speed, but animating at sprinting speeds.
Both. And some of these issues are legacy issues I've faced all the way back in Minecraft 1.6.x, 1.5.x, even 1.4.x! (primarily the swimming one)