BlockPhysics mod
#261
Posted 26 November 2012 - 08:20 PM
#262
Posted 27 November 2012 - 12:36 AM
Petator, on 26 November 2012 - 02:21 AM, said:
-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.
Petator, on 26 November 2012 - 02:21 AM, said:
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?
locualo, on 26 November 2012 - 08:20 PM, said:
They don't have physics on default.
Planks fall on Hard.
You can customize the config.
#263
Posted 27 November 2012 - 02:58 PM
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
Posted 28 November 2012 - 10:29 AM
I waited for a mod like this one for eons !

#265
Posted 28 November 2012 - 12:37 PM
akaric, on 27 November 2012 - 02:58 PM, said:
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
akaric, on 27 November 2012 - 02:58 PM, said:
If you set the renderrange to 1, the maxmovingblocks setting will have no affect ( there will be no rendered moving entities ).
akaric, on 27 November 2012 - 02:58 PM, said:
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!
#267
Posted 29 November 2012 - 04:53 PM
IceAlchemyX, on 29 November 2012 - 02:40 PM, said:
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.
id_miner, on 27 November 2012 - 12:36 AM, said:
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
Posted 29 November 2012 - 09:46 PM
IceAlchemyX, on 29 November 2012 - 02:40 PM, said:
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.
#269
Posted 29 November 2012 - 09:52 PM
locualo, 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.
#270
Posted 29 November 2012 - 10:02 PM
id_miner, on 28 November 2012 - 12:37 PM, said:
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
Posted 30 November 2012 - 04:42 PM
akaric, 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
#272
Posted 30 November 2012 - 11:28 PM
#274
Posted 01 December 2012 - 07:23 PM
#275
Posted 01 December 2012 - 07:56 PM
#277
Posted 03 December 2012 - 02:55 PM
NLZ, on 01 December 2012 - 07:23 PM, said:
I have thought about that, but had no time yet to look into modding with Forge.
VivaGabe, on 01 December 2012 - 07:56 PM, said:
I will make a compatibility release.
makermod1, on 02 December 2012 - 08:42 PM, said:
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.
#278
Posted 04 December 2012 - 08:06 AM
id_miner, on 03 December 2012 - 02:55 PM, said:
#279
Posted 04 December 2012 - 08:53 PM
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!
#280
Posted 04 December 2012 - 10:39 PM
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?











