And, my Use golem and guard golem are killing my sheep.
Seems the Use golem's targeting is funny. Not sure why but it seems to prefer to target sheep that are farthest from him first.
I'll look into the other bugs you reported, but this one puzzles me. Use golems should not be attacking anything. Guard golems work fine for me as well - were these golems placed in a 1.6.4 world maybe?
EDIT: NM, I was able to duplicate the issue. Its a definite bug
I did some CraftTweaker scripts for Mystical Agriculture. They fill in a couple of small gaps in MA, and also let you make or duplicate not only vanilla plants, but the blocks, plants and wood from Quark and Biomes O'Plenty. Also spawn eggs for most vanilla mobs! The scripts are here on Github.
Since the 1.6.4 version doesn't have the Sorting Core, can anyone suggest what would be the best way to simulate that with Empty and/or Fill Cores? How many would I need? Which upgrades?
Rollback Post to RevisionRollBack
~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
Hi everyone. PLEASE HELP!!! I've waited so long to be able to try out this awesome mod but now I can't even get into Minecraft. Can someone please let me know what this is telling me. At first it was crashing before the "Mojang" screen came up but I saw that a couple of mods were not initializing so I removed them. The only thing I see now is the "Vec3 Pool Size" error, but I have no clue what that means. I'm very sorry, if I'm posting in the wrong place please let me know. Mahalo (thanks) everyone!
---- Minecraft Crash Report ----// I let you down. Sorry Time: 4/17/14 8:22 AMDescription: Initializing gamejava.lang.NullPointerException: Initializing game at cpw.mods.fml.common.registry.FMLControlledNamespacedRegistry.addObjectRaw(FMLControlledNamespacedRegistry.java:372) at cpw.mods.fml.common.registry.FMLControlledNamespacedRegistry.set(FMLControlledNamespacedRegistry.java:55) at cpw.mods.fml.common.registry.GameData.set(GameData.java:697) at cpw.mods.fml.common.registry.GameData.(GameData.java:692) at cpw.mods.fml.common.registry.GameData.freezeData(GameData.java:645) at cpw.mods.fml.common.Loader.initializeMods(Loader.java:683) at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:268) at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:525) at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:813) at net.minecraft.client.main.Main.main(SourceFile:103) 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)A detailed walkthrough of the error, its code path and all known details is as follows:----------------------------------------------------------------------------------------- Head --Stacktrace: at cpw.mods.fml.common.registry.FMLControlledNamespacedRegistry.addObjectRaw(FMLControlledNamespacedRegistry.java:372) at cpw.mods.fml.common.registry.FMLControlledNamespacedRegistry.set(FMLControlledNamespacedRegistry.java:55) at cpw.mods.fml.common.registry.GameData.set(GameData.java:697) at cpw.mods.fml.common.registry.GameData.(GameData.java:692) at cpw.mods.fml.common.registry.GameData.freezeData(GameData.java:645) at cpw.mods.fml.common.Loader.initializeMods(Loader.java:683) at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:268) at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:525)-- Initialization --Details:Stacktrace: at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:813) at net.minecraft.client.main.Main.main(SourceFile:103) 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)-- System Details --Details: Minecraft Version: 1.7.2 Operating System: Windows 8 (amd64) version 6.2 Java Version: 1.7.0_45, Oracle Corporation Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Oracle Corporation Memory: 86839472 bytes (82 MB) / 513277952 bytes (489 MB) up to 954728448 bytes (910 MB) JVM Flags: 2 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0 FML: MCP v9.01-pre FML v7.2.156.1060 Minecraft Forge 10.12.1.1060 44 mods loaded, 44 mods active mcp{8.09} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available FML{7.2.156.1060} [Forge Mod Loader] (forge-1.7.2-10.12.1.1060.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available Forge{10.12.1.1060} [Minecraft Forge] (forge-1.7.2-10.12.1.1060.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available Aroma1997Core{1.0.2.0} [Aroma1997Core] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available TooManyItems{1.7.2} [TooManyItems] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available battlegear2{1.0.5.3} [Mine & Blade Battlegear 2 - Bullseye] (1.7.2-MB_Battlegear2-Bullseye-1.0.5.3.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available SC0_SpaceCore{0.7.6} [SpaceCore] ([1.7.2] SpaceCore 0.7.6.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available SC0_Wings{1.2.5} [Survival Wings] ([1.7.2] Survival Wings 1.2.5.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available DamageIndicatorsMod{3.1.0} [Damage Indicators] ([1.7.2]DamageIndicatorsMod-3.1.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available AnimatedPlayer{1.4.0} [Animated Player Mod] (Animated-Player-Mod-1.7.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available AnimationAPI{1.2.0} [AnimationAPI] (AnimationAPI-1.7.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available ArchimedesShips{1.7.2 v1.5.0} [Archimedes' Ships] (Archimedes-Ships-Mod-1.7.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available Aroma1997CoreHelper{1.0.2.0} [Aroma1997Core|Helper] (Aroma1997Core-1.7.2-1.0.2.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available BetterChests{1.1.0.4} [BetterChests] (BetterChests-1.7.2-1.1.0.4.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available BiblioCraft{1.6.0} [BiblioCraft] (BiblioCraft-Mod-1.7.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available BuildCraft|Core{5.0.2} [BuildCraft] (buildcraft-5.0.2.60.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available BuildCraft|Builders{5.0.2} [BC Builders] (buildcraft-5.0.2.60.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available BuildCraft|Energy{5.0.2} [BC Energy] (buildcraft-5.0.2.60.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available BuildCraft|Factory{5.0.2} [BC Factory] (buildcraft-5.0.2.60.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available BuildCraft|Transport{5.0.2} [BC Transport] (buildcraft-5.0.2.60.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available BuildCraft|Silicon{5.0.2} [BC Silicon] (buildcraft-5.0.2.60.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available CarpentersBlocks{3.0.3} [Carpenter's Blocks] (Carpenter's Blocks v3.0.3 - MC 1.7+.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available ccm{1.1} [MrCrayfish's Construction Mod] (ConstructionModv1.1-beta-build2(1.7.2).jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available customnpcs{1.7.2} [CustomNpcs] (Custom-NPCs-Mod-1.7.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available CustomSpawner{3.2.0.dev.R1} [DrZhark's CustomSpawner] (CustomMobSpawner 3.2.0-DEV-R2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available MoCreatures{6.2.0.dev.R1} [DrZhark's Mo'Creatures Mod] (DrZharks MoCreatures Mod v6.2.0-DEV-R2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available SlimevoidLib{2.0.4.5} [Slimevoid Library] (SlimevoidLibrary-2.0.4.5.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available DynamicTransport{0.1.0.2} [Dynamic Transport] (DynamicTransport-0.1.0.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available flansmod{4.2.3} [flansmod] (Flans Mod-1.7.2-4.2.3.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available IC2{2.1.419-experimental} [IndustrialCraft 2] (industrialcraft-2_2.1.419-experimental.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available LightBridgesAndDoors{0.1.9} [kris91268's Light Bridges and Doors] (Light Bridges and Doors V 1.9.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available moreNature{0.6.1} [More Nature] (morenature-0.6.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available cfm{3.2.9.2} [§6MrCrayfish's Furniture Mod] (MrCrayfishs-Furniture-Mod-1.7.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available RedstonePasteMod{1.6} [Redstone Paste] (Redstone-Paste-Mod-1.7.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available Baubles{1.0.0.6} [Baubles] (Baubles-1.7.2-1.0.0.6.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available Thaumcraft{4.1.1.9} [Thaumcraft] (Thaumcraft-1.7.2-4.1.1.9.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available ether{3.0} [ether] (The-Ether-Mod-1.7.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available TwilightForest{2.0.1} [The Twilight Forest] (twilightforest-1.7.2-2.0.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available Waila{1.4.5_1.7.2} [Waila] (Waila-1.4.5_1.7.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available CARuins{0.1.5} [Cellular Automata Generator] (Walled-City-Generator-Mod-1.7.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available GreatWallMod{0.1.5} [Great Wall Mod] (Walled-City-Generator-Mod-1.7.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available WalledCityMod{0.1.5} [Walled City Generator] (Walled-City-Generator-Mod-1.7.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available WirelessRedstoneCore{1.8.0.0} [Wireless Redstone] (WirelessRedstoneCore-1.8.0.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available voxelmap{1.7.2} [VoxelMap] (Zans-Minimap-Mod-1.7.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post
-initialized->Available Launched Version: 1.7.2-Forge10.12.1.1060 LWJGL: 2.9.0 OpenGL: AMD Radeon HD 7650M GL version 4.2.12420 Compatibility Profile Context 13.151.1.0, ATI Technologies Inc. Is Modded: Definitely; Client brand changed to 'fml,forge' Type: Client (map_client.txt) Resource Packs: [] Current Language: English (US) Profiler Position: N/A (disabled) Vec3 Pool Size: ~~ERROR~~ NullPointerException: null Anisotropic Filtering: Off (1)
For some reason, Taint biomes are spawning in my newly-created worlds despite the fact that I set the chance of Taint biomes to 0 and restarted MC before making those worlds. Does anybody know why?
EDIT: And does anybody know just what those Vishrooms are?
The effects of baubles such as the Revitalizing Ring and Kinetic Girdle seem to trigger whenever I take damage, rather than when my shields are totally gone. Did I misinterpret the 'Nomicon entry, or is this a bug? In addition, the Kinetic Girdle seems to be lacking a cooldown, which may extend to the other baubles.
Does 1.7.x require a new world to be generated? Or is there a way for me to use my 1.6.4 world?
I dunno about TC4 in particular but in trying to update modded worlds from 1.6.4 to 1.7.2, all blocks from their selected mod disappeared. I tested this with Twilight forest a while back. The world still loaded and everything, but every single block from Twilight forest disappeared. My inventory was kept though.
Imo, it might just be better to start a new world because of the new way block/items are stored in the world
I dunno about TC4 in particular but in trying to update modded worlds from 1.6.4 to 1.7.2, all blocks from their selected mod disappeared. I tested this with Twilight forest a while back. The world still loaded and everything, but every single block from Twilight forest disappeared. My inventory was kept though.
Imo, it might just be better to start a new world because of the new way block/items are stored in the world
As a rule I find it's always best to plan on starting a new world when moving to a new version of minecraft and let others bash their heads against the cobblestone wall of version inconsistencies. Besides, there's nothing like the feeling of standing naked in a new world, hoping to find a little coal and iron before night sets in
Rollback Post to RevisionRollBack
Sometimes you Diamond and sometimes you just Die...
Actually the problem there is that paving stones of warding now place invisible blocks above them to prevent things from walking through, but your fence gate is blocking that, giving the golem a gap it can walk through.
Awww... That means I can't have them and a door in the same spot anymore? Crud, that was one of my favorite parts about them... Probably a stupid question, but could it be changed so they use the old system if the place where it should have blocks is... well, blocked?
Eh, scratch that idea. It'd be way more work than it'd be worth.
How do I activate things in the research table? I put them down and connect them but they don't glow. I can't do very much without being able to research.
How do I activate things in the research table? I put them down and connect them but they don't glow. I can't do very much without being able to research.
give this a watch, dire is good at explaining, he goes over it right near the beginning too:
Rollback Post to RevisionRollBack
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
How do I activate things in the research table? I put them down and connect them but they don't glow. I can't do very much without being able to research.
reread the thaumonomicon entry on research. the book explains everything.
You're version of Java is a little out of date, either update to Java 7 Update 51 or you could even try Java 8. Other than that I only see references to FML in the crash log, so perhaps start with a fresh MC 1.7.2 jar and reinstall Forge. It may have gotten bugged somehow?
Sorry I can't be of more use and honestly I doubt those things will work for you (Sorry!)
Thanks ry and sorry...I've read through this place thousands of times but it's the first time I've posted. I'll look into how to do spoilers. I'll still try all that you mentioned and keep my fingers crossed. Mahalo!
As a rule I find it's always best to plan on starting a new world when moving to a new version of minecraft and let others bash their heads against the cobblestone wall of version inconsistencies. Besides, there's nothing like the feeling of standing naked in a new world, hoping to find a little coal and iron before night sets in
Using MCEdit you can "prune" your world (literally deleting and letting minecraft regenerate the chunks) and maintain only important stuff (like your main base or something else) letting your world to regenerate using the new features - I already done this once and will done again when all mods I use are in 1.7 and stable. Is the best way to keep your projects (I have some in my main world that have more than one month of work, so, I lose a mod, not my game xD) and have regenerated chunks for all mods and vanilla.
And if some blocks are crashing or you do not want some holes with some light issues (if the mod change some IDs) you can switch them to stone using, again, MCEdit (is not recommended to you add modded blocks to your world, but remove or switch them is just fine).
Since the 1.6.4 version doesn't have the Sorting Core, can anyone suggest what would be the best way to simulate that with Empty and/or Fill Cores? How many would I need? Which upgrades?
Honestly, my advice is not to try. If you only have Thaumcraft installed, you could perhaps do it with enough golems with Fire upgrades, but as you can only filter up to 6 items at a time with the golems in the 1.6.4 version, you'll need quite a few, even for just vanilla stuff. It's precisely why I suggested a Sorting core in the first place, because to do a sorting system using just Empty or Fill golems is simply unworkable and not feasible. (If you have more than just a couple of mods installed, you'll find very quickly that you have many, many too items to even attempt a golem-based sorting system that way.)
For the record, my magic-only world where only like 40 or so mods, it would likely have taken a few dozen golems to manage a proper sorting system.
I dunno about TC4 in particular but in trying to update modded worlds from 1.6.4 to 1.7.2, all blocks from their selected mod disappeared. I tested this with Twilight forest a while back. The world still loaded and everything, but every single block from Twilight forest disappeared. My inventory was kept though.
Imo, it might just be better to start a new world because of the new way block/items are stored in the world
Forge doesn't switch the IDs assigned in 1.7 to what they were in your 1.6 world, so by default, all your mod items and blocks will be lost. It's a distinctly non-trivial task to save them. I was able to fix them in Underground Biomes Constructs for 1.7, by intercepting an event Forge sends when there are ID mismatches and then munging the registries by reflection to match the 1.6.4 config file.
I know that Forge was having similar problems if you change your mod set. I don't know if that's been fixed. UB Constructs would *not* handle that properly if Forge doesn't; it's on my todo list.
Rollback Post to RevisionRollBack
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
I'll look into the other bugs you reported, but this one puzzles me. Use golems should not be attacking anything. Guard golems work fine for me as well - were these golems placed in a 1.6.4 world maybe?
EDIT: NM, I was able to duplicate the issue. Its a definite bug
~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
-initialized->Available Launched Version: 1.7.2-Forge10.12.1.1060 LWJGL: 2.9.0 OpenGL: AMD Radeon HD 7650M GL version 4.2.12420 Compatibility Profile Context 13.151.1.0, ATI Technologies Inc. Is Modded: Definitely; Client brand changed to 'fml,forge' Type: Client (map_client.txt) Resource Packs: [] Current Language: English (US) Profiler Position: N/A (disabled) Vec3 Pool Size: ~~ERROR~~ NullPointerException: null Anisotropic Filtering: Off (1)
1 POINT 7 POI- F*** *hurts hand*
Just breakdancing along...
Okay sure im a brony but DO YOU THINK I FLIPPIN CARE?! AM I PROUD OF IT?...Okay maybe but...DEAL WITH IT DANGIT!
EDIT: And does anybody know just what those Vishrooms are?
If I'm rude to you, just tell me. Don't take it too personally. Well, unless you were being stupid. If you were, DO take it personally.
Imo, it might just be better to start a new world because of the new way block/items are stored in the world
As a rule I find it's always best to plan on starting a new world when moving to a new version of minecraft and let others bash their heads against the cobblestone wall of version inconsistencies. Besides, there's nothing like the feeling of standing naked in a new world, hoping to find a little coal and iron before night sets in
Awww... That means I can't have them and a door in the same spot anymore? Crud, that was one of my favorite parts about them... Probably a stupid question, but could it be changed so they use the old system if the place where it should have blocks is... well, blocked?
Eh, scratch that idea. It'd be way more work than it'd be worth.
give this a watch, dire is good at explaining, he goes over it right near the beginning too:
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
reread the thaumonomicon entry on research. the book explains everything.
Using MCEdit you can "prune" your world (literally deleting and letting minecraft regenerate the chunks) and maintain only important stuff (like your main base or something else) letting your world to regenerate using the new features - I already done this once and will done again when all mods I use are in 1.7 and stable. Is the best way to keep your projects (I have some in my main world that have more than one month of work, so, I lose a mod, not my game xD) and have regenerated chunks for all mods and vanilla.
And if some blocks are crashing or you do not want some holes with some light issues (if the mod change some IDs) you can switch them to stone using, again, MCEdit (is not recommended to you add modded blocks to your world, but remove or switch them is just fine).
now just to find out, what vishrooms are
Honestly, my advice is not to try. If you only have Thaumcraft installed, you could perhaps do it with enough golems with Fire upgrades, but as you can only filter up to 6 items at a time with the golems in the 1.6.4 version, you'll need quite a few, even for just vanilla stuff. It's precisely why I suggested a Sorting core in the first place, because to do a sorting system using just Empty or Fill golems is simply unworkable and not feasible. (If you have more than just a couple of mods installed, you'll find very quickly that you have many, many too items to even attempt a golem-based sorting system that way.)
For the record, my magic-only world where only like 40 or so mods, it would likely have taken a few dozen golems to manage a proper sorting system.
Forge doesn't switch the IDs assigned in 1.7 to what they were in your 1.6 world, so by default, all your mod items and blocks will be lost. It's a distinctly non-trivial task to save them. I was able to fix them in Underground Biomes Constructs for 1.7, by intercepting an event Forge sends when there are ID mismatches and then munging the registries by reflection to match the 1.6.4 config file.
I know that Forge was having similar problems if you change your mod set. I don't know if that's been fixed. UB Constructs would *not* handle that properly if Forge doesn't; it's on my todo list.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
Can you make it so when your sneaking with the Traveller Boots on, your step height isn't increased?