This mod requires Minecraft Forge as well as bspkrsCore (below).
HELP! MOD X DOESN'T WORK!!! YOU CRASHED MINECRAFT!!
Ok, that's all well and good... and I'd even say that maybe 1/10 times this is my fault. In order for me to help you, however, I'll need some info that you most likely have. Use pastebin.com (or a paste service of your choice) to provide your full log file. If you are using ModLoader, the log file is /.minecraft/ModLoader.txt. If you are using Forge, the log file is /.minecraft/ForgeModLoader-client-0.log (for client) or /.minecraft/ForgeModLoader-server-0.log (for server). Some mods have a setting called allowDebugLogging which should be set to true before you post your log file. WITHOUT THIS INFORMATION IT IS VERY DIFFICULT TO PROVIDE ASSISTANCE, AND THE LIKELIHOOD OF GETTING A RESPONSE IS LOW.
I generally do not respond to PMs sent regarding modpack permissions (read the end of this thread and/or read the license) or help/support for any mods (you should post your issue/question on the thread so that anyone that knows the answer can respond). If you recently sent me a PM for either of those reasons, that's why you didn't get an answer.
Highly Recommended:
There is a new mod called OpenEye that can help players figure out why their game crashed! It does this by collecting data on crash reports and providing analytics on that data through their website. I highly recommend that EVERYONE install it. The more data they have the easier it will be for others to figure out crash reports!
News:
16-Feb-2015 - A new release of bspkrsCore will be out shortly that will resolve the crashes that happen when loading a checkpoint in WorldStateCheckpoints. The main menu rendering gimmick in bspkrsCore is NOT compatible with WSC, apparently, and the new version of bspkrsCore will disable the gimmick when WSC is installed. I apologize for the lack of support... when MCF stopped sending the content of posts in the notifications emails, I sorta stopped paying attention to the threads.
18-Nov-2014 - In MC 1.8 I will be removing the main menu mob/player rendering gimmick from bspkrsCore. What do you think?
11-Nov-2014 - New releases are out for all mods including bspkrsCore. These releases remove all references to my Dropbox public links, which (due to recent changes to the rules governing public links) are suspended.
30-Jun-2014 - Updated for 1.7.10!
13-Apr-2013 - A new version of bspkrsCore is out (6.1), but it didn't work with WorldStateCheckpoints 1.7.2.r01, so here's 1.7.2r02!
19-Jan-2014 - 1.7.2 update is out! Let me know of any issues you find!
17-Oct-2013 - WorldStateCheckpoints Forge 1.6.4.r04 is out and adds some new localizations.
08-Oct-2013 - WorldStateCheckpoints Forge 1.6.4.r03 is now released! This is the first version for Forge, so let me know if you find any issues.
Also: I need your help! I'm looking for more localizations for non-English languages: https://github.com/b...eckpoints/lang. Any help is much appreciated!
03-Oct-2013 - 1.6.4.r02 is out and changes the keybindings slightly so that there is only one now. F6 opens the checkpoints menu and ALT + F6 triggers a quick save.
20-Sep-2013 - 1.6.4.r01 is released!
21-Jul-2013 - 1.6.2.r03 is released! This build fixes some confusing chat messages and adds the wsc command for saving and loading. Type /wsc for usage.
18-Jul-2013 - 1.6.2.r02 is out to address the issue of potentially messing up your world by loading a checkpoint while a checkpoint is still being saved.
10-Jul-2013 - 1.6.2 update is out!
5-Jul-2013 - 1.6.1 update is released!
3-May-2013 - 1.5.2 release is available.
9-Apr-2013 - I have released a new version of bspkrsCore for 1.5.1 and 1.4.7 to address the update check timeouts issue. This release also incorporates a number of other changes including a super secret feature (don't ask, I'm not telling). You will notice that mod_bspkrsCore.cfg is no longer used; mod_bspkrsCore.bsprop.cfg is used instead. This is due to features that I've been slowly working on that are partially being released early as part of this defect release.
8-Apr-2013 - I have gotten the file downloads setup on a new VPS, so the links should be working now. I will update them again once DNS propagates.
7-Apr-2013 - Apparently my VPS is down, and so my download pages as well. You can try here for now until DropBox arbitrarily decides to cut me off again.
23-Mar-2013 - The 1.5.1 update is released!
15-Mar-2013 - The 1.5 update is live on the download site! Change log will follow tomorrow (I'm tired).
10-Mar-2013 - WorldStateCheckpoints 1.4.6.r03 is out! This release brings better checkpoint saving performance on big worlds (hooray for threading!), a fix for the "leaking worlds" error reported by Forge, and a few other small tweaks. This release required changes to bspkrsCore as well, so be sure to update that too.
23-Feb-2013 - I was just notified that I've exceeded my DropBox bandwidth limit, so the download links have been updated.
20-Feb-2013 - bspkrsCore is now a required dependency (see download link below). I have also added in an option to limit the number of auto-saves that will be maintained per world. Once the limit is reached the oldest auto-save will be removed as new ones are added.
15-Jan-2013 - 1.4.6 version works with MC 1.4.7.
23-Dec-2012 - Updated for 1.4.6!
21-Nov-2012 - Updated for 1.4.5!
16-Nov-2012 - Fixed the null pointer exception when joining a multiplayer server. New releases are out for 1.3.2, 1.4.2, and 1.4.4.
15-Nov-2012 - Fixed a defect in the overwrite checkpoint GUI class that was pointed out to me. Cut new releases for 1.3.2, 1.4.2, and 1.4.4.
14-Nov-2012 - Just uploaded a 1.3.2 retro-release in case anyone is still on 1.3.2 and wanting to use this (doubtful).
13-Nov-2012 - WorldStateCheckpoints 1.4.2.r03 is out! This is a major release that adds auto-saving functionality.
Also released version 1.4.4.r01 for the official MC 1.4.4 release tomorrow!
03-Nov-2012 - Added screenshots and a mod review video by ProveIt_.
02-Nov-2012 - First release as WorldStateCheckpoints! Thanks MightyPork for releasing the code under a non-restrictive license! You rock!
bspkrsCore: ATTENTION: This is a REQUIRED mod in order for any of the other mods to work. It contains the core shared classes used by all mods I release. If you don't install it along with any of the other mods here, Minecraft will crash. You have been warned.
Drop the downloaded .zip file into the mods folder under .minecraft.
ModLoader/Forge download: Latest Release (Mirror) All Releases (Mirror) Dev (Mirror) Change Log
If you want to turn off update checking for my mods, you will need to set allowUpdateCheck=false in mod_bspkrsCore.bsprops.cfg.
Features:
- Access the checkpoints menu by pressing F6 (this can be changed on the regular controls screen)
- Save checkpoints (snapshots) of your world.
- Auto-save mode with GUI and configurable auto-save time increments.
- Press F7 (now ALT + F6 in 1.6.4.r02) (configurable) to quick-save a checkpoint.
- Go back in time - if you die, load checkpoint.
- Commands for saving and loading checkpoints for use in adventure maps. Type /wsc for details.
- Number of checkpoints only limited by harddisk space.
- You can overwrite existing checkpoints.
- You can easily delete checkpoints.
- When you delete world, all it's checkpoints are deleted automatically.
- Complete world is stored, including all dimensions and inventory.
- Automatic version checking - never miss an update.
Best way to contact me:
I can usually be found in the IRC channel #risucraft on irc.esper.net. If you can't find me in the user list but still want to leave me a message, type (without the quotes) ".tell bspkrs " and I will get the message the next time I am on.
Installation: 1.6.4.r03 and above:
Requires Minecraft Forge and bspkrsCore. Do not extract. Drop the downloaded .zip file into the mods folder in your .minecraft folder. 1.6.4.r02 and below:
Requires Risugami's ModLoader or equivalent (such as Forge or FML) and bspkrsCore. Do not extract. Drop the downloaded zip file into the mods folder in your .minecraft folder.
Notable differences from MightyPork's original mod
- no base class edits (that means the in-game menu is unchanged, and no extra buttons on the game-over screen, but should make it compatible with just about every mod)
- requires ModLoader or equivalent
- open the WorldStateCheckpoints menu using F6 by default (configurable from the controls screen... hard to see due to ModLoader bug where it shows up under the Done button)
- fixed issue when loading a checkpoint where newer chunks wouldn't be removed
Known Issues
- every once in a while in my testing I noticed if a lot of changes are made and then you load a checkpoint real quick right afterwards, sometimes the changes are not reverted. I think this is because the chunks are still saving, but if you load the checkpoint again it will almost always fix it.
- if your actual world name (not the checkpoint name) has special characters in it (specifically "!", but maybe others), it can cause issues when saving/loading/deleting checkpoints.
- try not to end your checkpoint names with a period. I will add code to disallow this in the next release, but for now just avoid using periods at the end of a checkpoint name.
- when you load a world and auto-save is turned on for that world, sometimes you'll see a few errors in your console. This is the auto-save failing, most likely because it tries to force save the chunks and runs into a concurrent modification issue. You can always just manually do a quick-save if that happens.
Where are snapshots saved?
.minecraft/saves/Your World/checkpoints/YYYY-MM-DD_HH-MM-SS!Checkpoint name
They don't use any special format, so if your world folder gets corrupted (or world folder deleted), you can place your backed up snapshots into "saves" folder in minecraft and use them as normal world.
Thanks:
- MightyPork (for making an awesome mod and letting me continue it) Give him some love!
Reuse/Modpacks
This mod is released under the Creative Commons Share Alike non-commercial License. It is allowed to be used in mod packs as long as credit is given to MightyPork and myself and the URL of this forum thread is provided. No adf.ly links. Do not post this mod on other sites.
You have forgotten to put installation instructions into your thread.
They're there, maybe he just added them (or you overlooked )
Thanks for making/keeping this mod alive, I just recently discovered it, and loving it!
Wish I would have found it sooner, I've lost so many resources to "Cannot Hotload Dim, Overworld not loaded!" or something like that, if I die in the Nether, for example... makes my inventory reset to the point where I entered the Nether, but the mined blocks are still gone from the world... Bah.
I have a couple of suggestions to put out there:
Would it be possible to add a message that says when saving begins? (As a "warning" of sorts, just so it's clear why the game "froze" )
Also, an option that makes it only save X amounts of auto-saves, before it starts overwriting them/deleting the old ones when making new, would be awesome (rather than having to remember to clean out the autosaves every now and then.. they add up, hehe)
Edit:
Just hit the Overwrite button and ended up with this:
Minecraft Version: 1.4.2
[INFO] [STDERR] java.lang.NullPointerException
[INFO] [STDERR] at bspkrs.worldstatecheckpoints.GuiLoadCheckpoint.A_(GuiLoadCheckpoint.java:71)
[INFO] [STDERR] at asw.a(SourceFile:87)
[INFO] [STDERR] at net.minecraft.client.Minecraft.a(Minecraft.java:661)
[INFO] [STDERR] at bspkrs.worldstatecheckpoints.GuiCheckpointsMenu.a(GuiCheckpointsMenu.java:70)
[INFO] [STDERR] at asw.a(SourceFile:64)
[INFO] [STDERR] at asw.d(SourceFile:112)
[INFO] [STDERR] at asw.m(SourceFile:100)
[INFO] [STDERR] at net.minecraft.client.Minecraft.l(Minecraft.java:1502)
[INFO] [STDERR] at net.minecraft.client.Minecraft.J(Minecraft.java:854)
[INFO] [STDERR] at net.minecraft.client.Minecraft.run(Minecraft.java:779)
[INFO] [STDERR] at java.lang.Thread.run(Unknown Source)
Just hit the Overwrite button and ended up with this:
Minecraft Version: 1.4.2
[INFO] [STDERR] java.lang.NullPointerException
[INFO] [STDERR] at bspkrs.worldstatecheckpoints.GuiLoadCheckpoint.A_(GuiLoadCheckpoint.java:71)
[INFO] [STDERR] at asw.a(SourceFile:87)
[INFO] [STDERR] at net.minecraft.client.Minecraft.a(Minecraft.java:661)
[INFO] [STDERR] at bspkrs.worldstatecheckpoints.GuiCheckpointsMenu.a(GuiCheckpointsMenu.java:70)
[INFO] [STDERR] at asw.a(SourceFile:64)
[INFO] [STDERR] at asw.d(SourceFile:112)
[INFO] [STDERR] at asw.m(SourceFile:100)
[INFO] [STDERR] at net.minecraft.client.Minecraft.l(Minecraft.java:1502)
[INFO] [STDERR] at net.minecraft.client.Minecraft.J(Minecraft.java:854)
[INFO] [STDERR] at net.minecraft.client.Minecraft.run(Minecraft.java:779)
[INFO] [STDERR] at java.lang.Thread.run(Unknown Source)
Thanks, I had a silly mistake in the replace checkpoint GUI... I'll push out a fix shortly.
Edit: I will also add your suggestion about having a max number of auto-saves to the planned features list.
On world load, I get this in the log file, though it doesn't seem to be doing anything, as I can play just fine, and save.. (Haven't tried loading)
It's Minecraft 1.4.2 and Forge 6.0.1.355 (so probably FML being weird, since your mod is made for Modloader? )
Thought I'd share it regardless
[STDERR] java.util.ConcurrentModificationException
[STDERR] at java.util.TreeMap$PrivateEntryIterator.nextEntry(Unknown Source)
[STDERR] at java.util.TreeMap$KeyIterator.next(Unknown Source)
[STDERR] at ie.a(WorldServer.java:530)
[STDERR] at zn.a(AnvilChunkLoader.java:302)
[STDERR] at zn.a(AnvilChunkLoader.java:117)
[STDERR] at id.b(ChunkProviderServer.java:204)
[STDERR] at id.a(ChunkProviderServer.java:257)
[STDERR] at ie.a(WorldServer.java:768)
[STDERR] at bspkrs.worldstatecheckpoints.CheckpointManager.setCheckpoint(CheckpointManager.java:285)
[STDERR] at bspkrs.worldstatecheckpoints.CheckpointManager.incrementTickCount(CheckpointManager.java:93)
[STDERR] at mod_WorldStateCheckpoints.onTickInGame(mod_WorldStateCheckpoints.java:119)
[STDERR] at BaseMod.doTickInGame(BaseMod.java:37)
[STDERR] at cpw.mods.fml.common.modloader.BaseModTicker.sendTick(BaseModTicker.java:104)
[STDERR] at cpw.mods.fml.common.modloader.BaseModTicker.tickBaseMod(BaseModTicker.java:80)
[STDERR] at cpw.mods.fml.common.modloader.BaseModTicker.tickEnd(BaseModTicker.java:58)
[STDERR] at cpw.mods.fml.common.SingleIntervalHandler.tickEnd(SingleIntervalHandler.java:22)
[STDERR] at cpw.mods.fml.common.FMLCommonHandler.tickEnd(FMLCommonHandler.java:135)
[STDERR] at cpw.mods.fml.common.FMLCommonHandler.onRenderTickEnd(FMLCommonHandler.java:369)
[STDERR] at net.minecraft.client.Minecraft.J(Minecraft.java:886)
[STDERR] at net.minecraft.client.Minecraft.run(Minecraft.java:779)
[STDERR] at java.lang.Thread.run(Unknown Source)
On world load, I get this in the log file, though it doesn't seem to be doing anything, as I can play just fine, and save.. (Haven't tried loading)
It's Minecraft 1.4.2 and Forge 6.0.1.355 (so probably FML being weird, since your mod is made for Modloader? )
Thought I'd share it regardless
[STDERR] java.util.ConcurrentModificationException
[STDERR] at java.util.TreeMap$PrivateEntryIterator.nextEntry(Unknown Source)
[STDERR] at java.util.TreeMap$KeyIterator.next(Unknown Source)
[STDERR] at ie.a(WorldServer.java:530)
[STDERR] at zn.a(AnvilChunkLoader.java:302)
[STDERR] at zn.a(AnvilChunkLoader.java:117)
[STDERR] at id.b(ChunkProviderServer.java:204)
[STDERR] at id.a(ChunkProviderServer.java:257)
[STDERR] at ie.a(WorldServer.java:768)
[STDERR] at bspkrs.worldstatecheckpoints.CheckpointManager.setCheckpoint(CheckpointManager.java:285)
[STDERR] at bspkrs.worldstatecheckpoints.CheckpointManager.incrementTickCount(CheckpointManager.java:93)
[STDERR] at mod_WorldStateCheckpoints.onTickInGame(mod_WorldStateCheckpoints.java:119)
[STDERR] at BaseMod.doTickInGame(BaseMod.java:37)
[STDERR] at cpw.mods.fml.common.modloader.BaseModTicker.sendTick(BaseModTicker.java:104)
[STDERR] at cpw.mods.fml.common.modloader.BaseModTicker.tickBaseMod(BaseModTicker.java:80)
[STDERR] at cpw.mods.fml.common.modloader.BaseModTicker.tickEnd(BaseModTicker.java:58)
[STDERR] at cpw.mods.fml.common.SingleIntervalHandler.tickEnd(SingleIntervalHandler.java:22)
[STDERR] at cpw.mods.fml.common.FMLCommonHandler.tickEnd(FMLCommonHandler.java:135)
[STDERR] at cpw.mods.fml.common.FMLCommonHandler.onRenderTickEnd(FMLCommonHandler.java:369)
[STDERR] at net.minecraft.client.Minecraft.J(Minecraft.java:886)
[STDERR] at net.minecraft.client.Minecraft.run(Minecraft.java:779)
[STDERR] at java.lang.Thread.run(Unknown Source)
That error is the initial auto-save failing, probably because the game is trying to do the same thing (not sure). The logic is designed so that if you have auto-save enabled it will try to make a new auto-save as soon as you load a world from the worlds list.
When you see that, does the auto-save work after that?
That error is the initial auto-save failing, probably because the game is trying to do the same thing (not sure). The logic is designed so that if you have auto-save enabled it will try to make a new auto-save as soon as you load a world from the worlds list.
When you see that, does the auto-save work after that?
Yeah, it seems to be auto-saving like crazy still (Had it on 20 minute autosaves, slowed it down to every hour instead, hehe..)
Thank you (and MightyPork) for this Amazing mod, saves me alot of time.
i'm not sure if this is a bug or something else, but i have noticed that each time i save and then reload, i don't exactly go back to the same state, as in, when i dig a 2x1 mine shafts underground and quick-save then reload,
i find myself stuck inside the blocks and start losing health and i have to quickly dig otherwise, i die
another example is that when i craft some items and want to try them, i save after crafting and before using
and after i reload i find that some of my item are missing ( the ingredients and the product)
i'm not sure if this is the actual cause but, if i understand the mechanic of how your mod work i'm guessing that the problem is that Minecraft saves the game every few minutes and your mod just copies the save to a backup folder so i believe it only backups the last save made by Minecraft ( if i'm wrong please correct me)
the paragraph above is just a thought, i have absolutely no knowledge in programming what so ever
Thank you (and MightyPork) for this Amazing mod, saves me alot of time.
i'm not sure if this is a bug or something else, but i have noticed that each time i save and then reload, i don't exactly go back to the same state, as in, when i dig a 2x1 mine shafts underground and quick-save then reload,
i find myself stuck inside the blocks and start losing health and i have to quickly dig otherwise, i die
another example is that when i craft some items and want to try them, i save after crafting and before using
and after i reload i find that some of my item are missing ( the ingredients and the product)
i'm not sure if this is the actual cause but, if i understand the mechanic of how your mod work i'm guessing that the problem is that Minecraft saves the game every few minutes and your mod just copies the save to a backup folder so i believe it only backups the last save made by Minecraft ( if i'm wrong please correct me)
the paragraph above is just a thought, i have absolutely no knowledge in programming what so ever
again, Thank you for the mod
There is a note about this in the Known Issues section.
WorldStateCheckpoints
(forked with permission from Checkpoints Backup Mod by MightyPork)
WorldStateCheckpoints gives you a way to take snapshots of your SP worlds! MightyPork indicated that he most likely won't be continuing to support his awesome mod, so I got his permission to update it.
This mod requires Minecraft Forge as well as bspkrsCore (below).
Ok, that's all well and good... and I'd even say that maybe 1/10 times this is my fault. In order for me to help you, however, I'll need some info that you most likely have. Use pastebin.com (or a paste service of your choice) to provide your full log file. If you are using ModLoader, the log file is /.minecraft/ModLoader.txt. If you are using Forge, the log file is /.minecraft/ForgeModLoader-client-0.log (for client) or /.minecraft/ForgeModLoader-server-0.log (for server). Some mods have a setting called allowDebugLogging which should be set to true before you post your log file. WITHOUT THIS INFORMATION IT IS VERY DIFFICULT TO PROVIDE ASSISTANCE, AND THE LIKELIHOOD OF GETTING A RESPONSE IS LOW.
Have a crash you don't understand? Check here first:
Crashes for bspkrs' mods on OpenEye.OpenMods.info
Highly Recommended:
There is a new mod called OpenEye that can help players figure out why their game crashed! It does this by collecting data on crash reports and providing analytics on that data through their website. I highly recommend that EVERYONE install it. The more data they have the easier it will be for others to figure out crash reports!
Download OpenEye here
News:
16-Feb-2015 - A new release of bspkrsCore will be out shortly that will resolve the crashes that happen when loading a checkpoint in WorldStateCheckpoints. The main menu rendering gimmick in bspkrsCore is NOT compatible with WSC, apparently, and the new version of bspkrsCore will disable the gimmick when WSC is installed. I apologize for the lack of support... when MCF stopped sending the content of posts in the notifications emails, I sorta stopped paying attention to the threads.
18-Nov-2014 - In MC 1.8 I will be removing the main menu mob/player rendering gimmick from bspkrsCore. What do you think?
30-Jun-2014 - Updated for 1.7.10!
13-Apr-2013 - A new version of bspkrsCore is out (6.1), but it didn't work with WorldStateCheckpoints 1.7.2.r01, so here's 1.7.2r02!
19-Jan-2014 - 1.7.2 update is out! Let me know of any issues you find!
17-Oct-2013 - WorldStateCheckpoints Forge 1.6.4.r04 is out and adds some new localizations.
08-Oct-2013 - WorldStateCheckpoints Forge 1.6.4.r03 is now released! This is the first version for Forge, so let me know if you find any issues.
Also: I need your help! I'm looking for more localizations for non-English languages: https://github.com/b...eckpoints/lang. Any help is much appreciated!
03-Oct-2013 - 1.6.4.r02 is out and changes the keybindings slightly so that there is only one now. F6 opens the checkpoints menu and ALT + F6 triggers a quick save.
20-Sep-2013 - 1.6.4.r01 is released!
21-Jul-2013 - 1.6.2.r03 is released! This build fixes some confusing chat messages and adds the wsc command for saving and loading. Type /wsc for usage.
18-Jul-2013 - 1.6.2.r02 is out to address the issue of potentially messing up your world by loading a checkpoint while a checkpoint is still being saved.
10-Jul-2013 - 1.6.2 update is out!
5-Jul-2013 - 1.6.1 update is released!
3-May-2013 - 1.5.2 release is available.
9-Apr-2013 - I have released a new version of bspkrsCore for 1.5.1 and 1.4.7 to address the update check timeouts issue. This release also incorporates a number of other changes including a super secret feature (don't ask, I'm not telling). You will notice that mod_bspkrsCore.cfg is no longer used; mod_bspkrsCore.bsprop.cfg is used instead. This is due to features that I've been slowly working on that are partially being released early as part of this defect release.
8-Apr-2013 - I have gotten the file downloads setup on a new VPS, so the links should be working now. I will update them again once DNS propagates.
7-Apr-2013 - Apparently my VPS is down, and so my download pages as well. You can try here for now until DropBox arbitrarily decides to cut me off again.
23-Mar-2013 - The 1.5.1 update is released!
15-Mar-2013 - The 1.5 update is live on the download site! Change log will follow tomorrow (I'm tired).
10-Mar-2013 - WorldStateCheckpoints 1.4.6.r03 is out! This release brings better checkpoint saving performance on big worlds (hooray for threading!), a fix for the "leaking worlds" error reported by Forge, and a few other small tweaks. This release required changes to bspkrsCore as well, so be sure to update that too.
23-Feb-2013 - I was just notified that I've exceeded my DropBox bandwidth limit, so the download links have been updated.
20-Feb-2013 - bspkrsCore is now a required dependency (see download link below). I have also added in an option to limit the number of auto-saves that will be maintained per world. Once the limit is reached the oldest auto-save will be removed as new ones are added.
15-Jan-2013 - 1.4.6 version works with MC 1.4.7.
23-Dec-2012 - Updated for 1.4.6!
21-Nov-2012 - Updated for 1.4.5!
16-Nov-2012 - Fixed the null pointer exception when joining a multiplayer server. New releases are out for 1.3.2, 1.4.2, and 1.4.4.
15-Nov-2012 - Fixed a defect in the overwrite checkpoint GUI class that was pointed out to me. Cut new releases for 1.3.2, 1.4.2, and 1.4.4.
14-Nov-2012 - Just uploaded a 1.3.2 retro-release in case anyone is still on 1.3.2 and wanting to use this (doubtful).
13-Nov-2012 - WorldStateCheckpoints 1.4.2.r03 is out! This is a major release that adds auto-saving functionality.
Also released version 1.4.4.r01 for the official MC 1.4.4 release tomorrow!
03-Nov-2012 - Added screenshots and a mod review video by ProveIt_.
02-Nov-2012 - First release as WorldStateCheckpoints! Thanks MightyPork for releasing the code under a non-restrictive license! You rock!
bspkrsCore:
ATTENTION: This is a REQUIRED mod in order for any of the other mods to work. It contains the core shared classes used by all mods I release. If you don't install it along with any of the other mods here, Minecraft will crash. You have been warned.
Drop the downloaded .zip file into the mods folder under .minecraft.
ModLoader/Forge download: Latest Release (Mirror) All Releases (Mirror) Dev (Mirror)
Change Log
If you want to turn off update checking for my mods, you will need to set allowUpdateCheck=false in mod_bspkrsCore.bsprops.cfg.
Features:
- Access the checkpoints menu by pressing F6 (this can be changed on the regular controls screen)
- Save checkpoints (snapshots) of your world.
- Auto-save mode with GUI and configurable auto-save time increments.
- Press F7 (now ALT + F6 in 1.6.4.r02) (configurable) to quick-save a checkpoint.
- Go back in time - if you die, load checkpoint.
- Commands for saving and loading checkpoints for use in adventure maps. Type /wsc for details.
- Number of checkpoints only limited by harddisk space.
- You can overwrite existing checkpoints.
- You can easily delete checkpoints.
- When you delete world, all it's checkpoints are deleted automatically.
- Complete world is stored, including all dimensions and inventory.
- Automatic version checking - never miss an update.
Best way to contact me:
I can usually be found in the IRC channel #risucraft on irc.esper.net. If you can't find me in the user list but still want to leave me a message, type (without the quotes) ".tell bspkrs " and I will get the message the next time I am on.
Screenshots:
Videos:
Thanks DonkeyPanic!
Thanks Aschoff! (German language)
Downloads:
Forge releases: Latest (Mirror) (1.7.10.r02) All Releases (Mirror)
ModLoader releases:
Change Log
Installation:
1.6.4.r03 and above:
Requires Minecraft Forge and bspkrsCore. Do not extract. Drop the downloaded .zip file into the mods folder in your .minecraft folder.
1.6.4.r02 and below:
Requires Risugami's ModLoader or equivalent (such as Forge or FML) and bspkrsCore. Do not extract. Drop the downloaded zip file into the mods folder in your .minecraft folder.
Notable differences from MightyPork's original mod
- no base class edits (that means the in-game menu is unchanged, and no extra buttons on the game-over screen, but should make it compatible with just about every mod)
- requires ModLoader or equivalent
- open the WorldStateCheckpoints menu using F6 by default (configurable from the controls screen... hard to see due to ModLoader bug where it shows up under the Done button)
- fixed issue when loading a checkpoint where newer chunks wouldn't be removed
Known Issues
- every once in a while in my testing I noticed if a lot of changes are made and then you load a checkpoint real quick right afterwards, sometimes the changes are not reverted. I think this is because the chunks are still saving, but if you load the checkpoint again it will almost always fix it.
- if your actual world name (not the checkpoint name) has special characters in it (specifically "!", but maybe others), it can cause issues when saving/loading/deleting checkpoints.
- try not to end your checkpoint names with a period. I will add code to disallow this in the next release, but for now just avoid using periods at the end of a checkpoint name.
- when you load a world and auto-save is turned on for that world, sometimes you'll see a few errors in your console. This is the auto-save failing, most likely because it tries to force save the chunks and runs into a concurrent modification issue. You can always just manually do a quick-save if that happens.
Where are snapshots saved?
.minecraft/saves/Your World/checkpoints/YYYY-MM-DD_HH-MM-SS!Checkpoint name
They don't use any special format, so if your world folder gets corrupted (or world folder deleted), you can place your backed up snapshots into "saves" folder in minecraft and use them as normal world.
Thanks:
- MightyPork (for making an awesome mod and letting me continue it) Give him some love!
Reuse/Modpacks
This mod is released under the Creative Commons Share Alike non-commercial License. It is allowed to be used in mod packs as long as credit is given to MightyPork and myself and the URL of this forum thread is provided. No adf.ly links. Do not post this mod on other sites.
Added to the OP as well.
- added auto-save mode
- added auto-save config GUI
- added keybinding for quicksave
They're there, maybe he just added them (or you overlooked )
Thanks for making/keeping this mod alive, I just recently discovered it, and loving it!
Wish I would have found it sooner, I've lost so many resources to "Cannot Hotload Dim, Overworld not loaded!" or something like that, if I die in the Nether, for example... makes my inventory reset to the point where I entered the Nether, but the mined blocks are still gone from the world... Bah.
I have a couple of suggestions to put out there:
Would it be possible to add a message that says when saving begins? (As a "warning" of sorts, just so it's clear why the game "froze" )
Also, an option that makes it only save X amounts of auto-saves, before it starts overwriting them/deleting the old ones when making new, would be awesome (rather than having to remember to clean out the autosaves every now and then.. they add up, hehe)
Edit:
Just hit the Overwrite button and ended up with this:
Edit: I will also add your suggestion about having a max number of auto-saves to the planned features list.
I'm pretty sure the search function doesn't overlook things, so he just added them.
error log:
forge log:
https://discord.gg/0kvhqyfryyjfO7qY
Woohoo I think many peoples harddrives will be glad of that, if they have fairly sizeable saves, and "quick" auto-saves while playing alot
Yeah, I figured as much, hence what I said Nothing meant by it against you
It's Minecraft 1.4.2 and Forge 6.0.1.355 (so probably FML being weird, since your mod is made for Modloader? )
Thought I'd share it regardless
That error is the initial auto-save failing, probably because the game is trying to do the same thing (not sure). The logic is designed so that if you have auto-save enabled it will try to make a new auto-save as soon as you load a world from the worlds list.
When you see that, does the auto-save work after that? Yeah, sorry about that... I saw your original post and realized I had left the instructions out.
Yeah, it seems to be auto-saving like crazy still (Had it on 20 minute autosaves, slowed it down to every hour instead, hehe..)
i'm not sure if this is a bug or something else, but i have noticed that each time i save and then reload, i don't exactly go back to the same state, as in, when i dig a 2x1 mine shafts underground and quick-save then reload,
i find myself stuck inside the blocks and start losing health and i have to quickly dig otherwise, i die
another example is that when i craft some items and want to try them, i save after crafting and before using
and after i reload i find that some of my item are missing ( the ingredients and the product)
i'm not sure if this is the actual cause but, if i understand the mechanic of how your mod work i'm guessing that the problem is that Minecraft saves the game every few minutes and your mod just copies the save to a backup folder so i believe it only backups the last save made by Minecraft ( if i'm wrong please correct me)
the paragraph above is just a thought, i have absolutely no knowledge in programming what so ever
again, Thank you for the mod