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BlockPhysics mod

blockphysics explosion catapult landslide cavein physics

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#261

locualo
    locualo

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Posted 26 November 2012 - 08:20 PM

ahhh it works again after reinstalling everything, but the wooden logs and wood dont have physics, someone knows why? config file is the same as before when it used to work...is it a common issue?

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#262

id_miner

Posted 27 November 2012 - 12:36 AM

View PostPetator, on 26 November 2012 - 02:21 AM, said:

My load order is as follows:
-Forge
-OptiFine
-Block Physics
-Rei's Minimap

Millenaire and Dynamic Lighting are also installed, through the mods folder.

It can still be a memory leak: you built a safety net into the mod, so if the leak is within the physics processing code that turns off when too much processing power is used, then it won't crash the game. Regardless of if it's a leak, the bug seems to reside within that code that turns off, given the behavior of the performance issues and memory usage.

I don't turn off the physics completely. You can try to blow up some TNT, it should push blocks.
You can raise the maxticktime to 2000.

View PostPetator, on 26 November 2012 - 02:21 AM, said:

Memory usage slowly grows up to 40-50%, at which point the physics turns off. Memory usage will then hover at 40-50% until the game is restarted.

This is with the forge 6.3.0.369 version, by the way. I'll see how the new version fares once I have time.

I can not reproduce the bug, for me everything works, only Dynamic Lighting has crashed the game once.
Try disabling Dynamic Lighting.

Can you post a log?

View Postlocualo, on 26 November 2012 - 08:20 PM, said:

ahhh it works again after reinstalling everything, but the wooden logs and wood dont have physics, someone knows why? config file is the same as before when it used to work...is it a common issue?

They don't have physics on default.
Planks fall on Hard.
You can customize the config.

Check out my Mod:
Posted Image


#263

akaric
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Posted 27 November 2012 - 02:58 PM

How to make block:139 (stonewall) fall and be supportingblock?
I want block:139 to have blockdef:6 but it only hangs in the air. I helped myself with blockdef:17 so it does not hang in the air. But I also unable to build arches with stonewalls.


I also noticed that I can set the preferences to very high: fallrange:500, maxmovingblocks: 10000 with renderrange:1 and I have no fps loss.
So I sat back and watched the world transform to a realistic looking world.
Your mod is not just very usefull it is also very stable!
Thank you very much!

#264

netshaman

Posted 28 November 2012 - 10:29 AM

This is purely awesome !
I waited for a mod like this one for eons !
Posted Image Posted Image Posted Image  to you !!!

Posted Image


#265

id_miner

Posted 28 November 2012 - 12:37 PM

View Postakaric, on 27 November 2012 - 02:58 PM, said:

How to make block:139 (stonewall) fall and be supportingblock?
I want block:139 to have blockdef:6 but it only hangs in the air. I helped myself with blockdef:17 so it does not hang in the air. But I also unable to build arches with stonewalls.

Only cubic blocks can be supported in structures (arches, corbels), but they can be supported by any block ( block:139 stonewall ).
Maybe in a later version , I will fix this issue.
Currently the non cubic blocks can not truly fall (rendering issues), but you can set them to drop when they would fall if they where a cubic block (movetype:3).


movedef:22
movetype:3 # it will drop
slidechance:0
enddef

blockdef:22
movenum:1
move:0:22
move:1:0
moveflipnumber:0
movechanger:0
supportingblock:1 # setting to be a supporting block, can support cubic blocks
fragile:0
trapping:0
pushtype:0
randomtick:1
tickrate:4
placedmove:0
enddef

block:139:22


View Postakaric, on 27 November 2012 - 02:58 PM, said:

I also noticed that I can set the preferences to very high: fallrange:500, maxmovingblocks: 10000 with renderrange:1 and I have no fps loss.

If you set the renderrange to 1, the maxmovingblocks setting will have no affect ( there will be no rendered moving entities ).

View Postakaric, on 27 November 2012 - 02:58 PM, said:

So I sat back and watched the world transform to a realistic looking world.
Your mod is not just very usefull it is also very stable!
Thank you very much!

Thanks, but I reserve the right to include bugs in my code! Posted Image

Check out my Mod:
Posted Image


#266

IceAlchemyX
  • Minecraft: IceAlchemyX

Posted 29 November 2012 - 02:40 PM

Would you please make BlockPhysics compatable with Optifine? (conflicting auh.class)
I get a crash when I try to load a world and I would really appreciate this, as I have a lower-end computer and cannot afford a better one right now.
Posted Image

#267

locualo
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Posted 29 November 2012 - 04:53 PM

View PostIceAlchemyX, on 29 November 2012 - 02:40 PM, said:

Would you please make BlockPhysics compatable with Optifine? (conflicting auh.class)
I get a crash when I try to load a world and I would really appreciate this, as I have a lower-end computer and cannot afford a better one right now.

View Postid_miner, on 27 November 2012 - 12:36 AM, said:

I don't turn off the physics completely. You can try to blow up some TNT, it should push blocks.
You can raise the maxticktime to 2000.



I can not reproduce the bug, for me everything works, only Dynamic Lighting has crashed the game once.
Try disabling Dynamic Lighting.

Can you post a log?



They don't have physics on default.
Planks fall on Hard.
You can customize the config.


i use optifine and works well, just wood and plank wood dont fall, i use Hard difficulty and wooden plank just sometimes fall when they are part of a pre-made house from a village ... not a big issue but an issue, ill download latest version and see if they fall, ah and thnx for updating it :)

#268

id_miner

Posted 29 November 2012 - 09:46 PM

View PostIceAlchemyX, on 29 November 2012 - 02:40 PM, said:

Would you please make BlockPhysics compatable with Optifine? (conflicting auh.class)
I get a crash when I try to load a world and I would really appreciate this, as I have a lower-end computer and cannot afford a better one right now.

auh.class is the world select gui screen.
Install BlockPhysics after Optifine and it will work.

Check out my Mod:
Posted Image


#269

id_miner

Posted 29 November 2012 - 09:52 PM

View Postlocualo, on 29 November 2012 - 04:53 PM, said:


i use optifine and works well, just wood and plank wood dont fall, i use Hard difficulty and wooden plank just sometimes fall when they are part of a pre-made house from a village ... not a big issue but an issue, ill download latest version and see if they fall, ah and thnx for updating it :)

The planks and logs are using the metadata for the type of the wood, therefore I can not make them to be like cobblestone (different behavior for pre-generated).
If you set the logs to fall the trees can fall apart.
So I have decided to make them static on default setting.

Check out my Mod:
Posted Image


#270

akaric
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Posted 29 November 2012 - 10:02 PM

View Postid_miner, on 28 November 2012 - 12:37 PM, said:

Only cubic blocks can be supported in structures (arches, corbels), but they can be supported by any block ( block:139 stonewall ).
Maybe in a later version , I will fix this issue.
Currently the non cubic blocks can not truly fall (rendering issues), but you can set them to drop when they would fall if they where a cubic block (movetype:3).


movedef:22
movetype:3 # it will drop
slidechance:0
enddef

blockdef:22
movenum:1
move:0:22
move:1:0
moveflipnumber:0
movechanger:0
supportingblock:1 # setting to be a supporting block, can support cubic blocks
fragile:0
trapping:0
pushtype:0
randomtick:1
tickrate:4
placedmove:0
enddef

block:139:22


Thank you this helped for a while.

Just a question for my interest: Where is the difference between blockdef:17 and your generated blockdef:22 in your post?
I used for non-cubic blocks blockdef:17 before.






#271

id_miner

Posted 30 November 2012 - 04:42 PM

View Postakaric, on 29 November 2012 - 10:02 PM, said:


.
..
...
Just a question for my interest: Where is the difference between blockdef:17 and your generated blockdef:22 in your post?
...
..
.

The relevant difference is only the supportingblock setting.

blockdef:17
supportingblock:0
tickrate:10

blockdef:22
supportingblock:1
tickrate:4

Check out my Mod:
Posted Image


#272

starmap99
  • Minecraft: starmap99

Posted 30 November 2012 - 11:28 PM

if i was mining is there a possibility that the mine will calapse?

#273

id_miner

Posted 01 December 2012 - 07:03 PM

View Poststarmap99, on 30 November 2012 - 11:28 PM, said:

if i was mining is there a possibility that the mine will calapse?

On default, when you are mining, the nearby blocks can be loosened and can fall.

Check out my Mod:
Posted Image


#274

NLZ
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Posted 01 December 2012 - 07:23 PM

Could you make it into a coremod?

#275

VivaGabe

Posted 01 December 2012 - 07:56 PM

Thaumcraft 3 just got released but uses the latest forge build...ill stick with my block physics.

#276

makermod1
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Posted 02 December 2012 - 08:42 PM

So what incompdabilities happen when using 6.4.1.410??
I have noticed most mods scatter forge compatability around and its causing some horrible horrible failures....
Posted Image

#277

id_miner

Posted 03 December 2012 - 02:55 PM

View PostNLZ, on 01 December 2012 - 07:23 PM, said:

Could you make it into a coremod?

I have thought about that, but had no time yet to look into modding with Forge.

View PostVivaGabe, on 01 December 2012 - 07:56 PM, said:

Thaumcraft 3 just got released but uses the latest forge build...ill stick with my block physics.

I will make a compatibility release.

View Postmakermod1, on 02 December 2012 - 08:42 PM, said:

So what incompdabilities happen when using 6.4.1.410??
I have noticed most mods scatter forge compatability around and its causing some horrible horrible failures....

I have made a compatible version.
I have to look into the new Forge sources, to see  if anything is changed that I am modding too.
My mod simply won't work unless I add a new Forge version to the compatibility list.

Check out my Mod:
Posted Image


#278

NLZ
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Posted 04 December 2012 - 08:06 AM

View Postid_miner, on 03 December 2012 - 02:55 PM, said:

I have thought about that, but had no time yet to look into modding with Forge.
You should talk to AtomicStryker, he have experience in Coremods.

#279

makermod1
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Posted 04 December 2012 - 08:53 PM

awesome!!!!
My server has problems with buildcraft I think do to a mcpatcher problem.... I dont want the flickering and compadabilities of optifine
I am happy that I can run all updated versions with BlockPhysics mod.... I am not happy though that my replacement to buildcraft (Assemblyline as it has a forge incompadability with the latest ones) doesnt work right either....
I guess railcraft and Steves carts will have to do (if a cave in doesnt destroy my minecart system ID Miner LOLOLOLOL)
Just a little bit unrelated but I felt like sharing it.

Keep up the good work! I would easily drop a mod from my mods list if it means I would have to get rid of block physics mod! People on my server say it makes some of the most interesting gameplay on a minecraft server ever! its awesome shooting a railgun from ICBM and watching the enemys bridge colapse!
Posted Image

#280

makermod1
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Posted 04 December 2012 - 10:39 PM

On another note
How do you enable hard mode for multiplayer? (as in you need to give your buildings support or they will fall down)
And would you recommend the default settings for my server? (Last play test was decent)

**EDIT**
Found it on the first page for hard mode.... why is it larger then easy or normal mode..??
I am guessing a few more blocks added to the list..??


**EDIT**
Also after changing it to hardmode I get this after startup
[WARNING] Can't keep up! Did the system time change, or is the server overloaded?

Generally it used to do this all the time but had no performance impact on anyone that I know of....
I get it less I think when its on default? odd?
Should I keep it on normal or try hardmode?
Posted Image