4096IDs for MC1.2.5 released (finally!). I've tested (that was part of the delay), and the chest-disappearing-item bug is definitely fixed.
I've been testing, and (with some difficulty over static finals being substituted in hardcoded...) managed to get CFCR loading, but it doesn't seem to ever display anything... I almost wonder if maybe the compressed cube data is all getting set to 0 or something...
Aww, no Forge edition? That's blue-balling, dammit! Blue-balling!
*shakes fist*
Agreed, stop holding out on us, Robinton!
4096IDs is only truly useful for Forge mods: when it's incompatible with Forge, there's no real point in using it...
Double agreed. I've been rather annoyed with 4096IDs since it didn't update until now, mostly because I use ID resolver (Which needs 4096 to work) in order to edit the often conflicting blocks of the various mods I used to use....
To put it in persective, I was able to use 11 mods in 1.2-1.2.3.... and maybe 5 mods after, mostly because I cannot edit the IDs manually.... or have the time to search for every single conflicting ID...
In short, thank GOD you've updated 4096. Except its for Non-Forge. Shouldn't you have done it in the reverse order, Forge first, THEN Non?
It was awfully nice of you Robinton to release 4096ID's for everyone instead of just for Cubic Chunks like originally planned, but I hope Jeb gets it working right in mc v1.3 so that you can be free of this and we can have this thread back for your core mods instead of the constant 4096 spam, heh heh.
Has Jeb managed to get back to you again yet regarding 4096ID's so you can help him fix it in Vanilla?
It was awfully nice of you Robinton to release 4096ID's for everyone instead of just for Cubic Chunks like originally planned, but I hope Jeb gets it working right in mc v1.3 so that you can be free of this and we can have this thread back for your core mods instead of the constant 4096 spam, heh heh.
Has Jeb managed to get back to you again yet regarding 4096ID's so you can help him fix it in Vanilla?
At least with regards to mojang I know I've been bugging the hell out of dinnerbone, grum, and jeb on irc. So.
Ok. Here is 4096IDs_MC1.2.5_Forge3.0.1.75. It should work, but I thought I should release it before thorough testing... (Well, other people really can test things faster than I can so...)
Also, I remembered and wrote this patch to fix a small glitch that I had left in an ItemBlock ID Offset Fix in the non-Forge 4096IDs-MC1.2.5. It should fix a fair number of the times when foolish modders hardcode -256 offsets (instead of using the ModLoader.registerBlock method). Yes, it is rolled into the main download.
Finally, I'm releasing a tiny update CoordsInfo that will make it Forge compatible (though CoordsInfo doesn't actually require any other mods). Forge recently added a hook to GuiIngame (for Armor level display), and I added an optional call to that hook into GuiIngame.
Other news:
*No, Jeb hasn't gotten back with me...
*If Mojang doesn't fix 4096IDs by MC1.3.*, I probably will not update it again. At least not quickly enough for all you users. SO, starting next MC update, whoever wants to update 4096IDs is welcome to (see the source code in OpeningPost->DevNotes->link).
*My next task is getting CFCR working in non-debug mode; don't worry: I haven't forgotten about it!
Ok. Here is 4096IDs_MC1.2.5_Forge3.0.1.75. It should work, but I thought I should release it before thorough testing... (Well, other people really can test things faster than I can so...)
Also, I remembered and wrote this patch to fix a small glitch that I had left in an ItemBlock ID Offset Fix in the non-Forge 4096IDs-MC1.2.5. It should fix a fair number of the times when foolish modders hardcode -256 offsets (instead of using the ModLoader.registerBlock method). Yes, it is rolled into the main download.
Finally, I'm releasing a tiny update CoordsInfo that will make it Forge compatible (though CoordsInfo doesn't actually require any other mods). Forge recently added a hook to GuiIngame (for Armor level display), and I added an optional call to that hook into GuiIngame.
Other news:
*No, Jeb hasn't gotten back with me...
*If Mojang doesn't fix 4096IDs by MC1.3.*, I probably will not update it again. At least not quickly enough for all you users. SO, starting next MC update, whoever wants to update 4096IDs is welcome to (see the source code in OpeningPost->DevNotes->link).
*My next task is getting CFCR working in non-debug mode; don't worry: I haven't forgotten about it!
Did you get the PM I sent you? Because that forge merge has exactly the issue I decribed. Indeed it might solve the issue you were having with CFCR not working when not debugging.
Link Removed This is the patch I created. Without it 4096IDs can't actually detect if ID resolver or CFCR are actually installed. More information was in the PM about what was changed and why.
I tried the new Forge version and got this error message. Any ideas?
--- BEGIN ERROR REPORT 6e9caea3 --------
Generated 4/14/12 6:28 PM
Minecraft: Minecraft 1.2.5
OS: Windows 7 (amd64) version 6.1
Java: 1.7.0_04-ea, Oracle Corporation
VM: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
LWJGL: 2.4.2
OpenGL: GeForce GTX 460/PCIe/SSE2 version 4.2.0, NVIDIA Corporation
java.lang.NoClassDefFoundError: forge/IItemRenderer$ItemRenderType
at tw.a(RenderItem.java:327)
at aiy.a(GuiIngame.java:756)
at aiy.a(GuiIngame.java:333)
at lr.b(EntityRenderer.java:932)
at EntityRendererProxy.b(EntityRendererProxy.java:21)
at net.minecraft.client.Minecraft.x(Minecraft.java:869)
at net.minecraft.client.Minecraft.run(Minecraft.java:747)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: forge.IItemRenderer$ItemRenderType
at java.net.URLClassLoader$1.run(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 8 more
--- END ERROR REPORT eeab04a5 ----------
ShaRose notified me in a major bug in my mod-detection code, which had basically meant none of my mods detected any other mods.
So, here is a fix for both versions of MC1.2.5_4096IDs, which will make them work correctly with IDResolver (this has been rolled into the main downloads, but for already installed versions or caching issues, download just the patch). Alternately, you could just use ShaRose's (found a few posts up, or quoted in this post).
And here is a patch (again, rolled into the main download) that will make CoordsInfo V2.3 correctly support the Forge armor-level custom rendering. Actually, I'll just add another few simple tags, update the whole thing another minor version, put that into a new download, and call that good. Check.
Did you get the PM I sent you? Because that forge merge has exactly the issue I decribed. Indeed it might solve the issue you were having with CFCR not working when not debugging.
Link Removed This is the patch I created. Without it 4096IDs can't actually detect if ID resolver or CFCR are actually installed. More information was in the PM about what was changed and why.
No, I didn't. I'm horribly behind on PMs...
Thanks for the tips!!! Man, I feel like an idiot! This bug has been plaguing me since my 4096IDs_Bytecode trials, so THANK YOU for pointing it out!
I tried the new Forge version and got this error message. Any ideas?
--- BEGIN ERROR REPORT 6e9caea3 --------
Generated 4/14/12 6:28 PM
Minecraft: Minecraft 1.2.5
OS: Windows 7 (amd64) version 6.1
Java: 1.7.0_04-ea, Oracle Corporation
VM: Java HotSpot™ 64-Bit Server VM (mixed mode), Oracle Corporation
LWJGL: 2.4.2
OpenGL: GeForce GTX 460/PCIe/SSE2 version 4.2.0, NVIDIA Corporation
java.lang.NoClassDefFoundError: forge/IItemRenderer$ItemRenderType
at tw.a(RenderItem.java:327)
at aiy.a(GuiIngame.java:756)
at aiy.a(GuiIngame.java:333)
at lr.b(EntityRenderer.java:932)
at EntityRendererProxy.b(EntityRendererProxy.java:21)
at net.minecraft.client.Minecraft.x(Minecraft.java:869)
at net.minecraft.client.Minecraft.run(Minecraft.java:747)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: forge.IItemRenderer$ItemRenderType
at java.net.URLClassLoader$1.run(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 8 more
--- END ERROR REPORT eeab04a5 ----------
Either I made a mistake in my coding (quite possible, I've done it often enough before), or you didn't first install Forge3.0.1.75.
Can Someone Try IC2 and TC2 with changing the ID for them and what the ID for each of the 240-250 ID for IC will be because i really want them to work together (IC2 = IndustrialCraft2, TC2 = ThaumCraft2)
I cannot atm because my Java is Messing up on my minecraft PC which is not this one
Hey bro i got your 4096 mod and IDResolver working and so far so good. You flippin rock bro. P.S. I am also running millenaire, i dont know if you knew it was compatible but it definitly is
Does anyone know if ID resolver works iwht the forge version of 4096 ID's
I'm running with Forge .84 and it seems to be working fine. There are some errors that pop-up in the debug window but nothing that has crashed the game. The FPS might be affected a little bit by the errors but its not really noticeable...
I've been testing, and (with some difficulty over static finals being substituted in hardcoded...) managed to get CFCR loading, but it doesn't seem to ever display anything... I almost wonder if maybe the compressed cube data is all getting set to 0 or something...
Yay!
Any update on the "items on fire" bug?
*shakes fist*
Agreed, stop holding out on us, Robinton!
4096IDs is only truly useful for Forge mods: when it's incompatible with Forge, there's no real point in using it...
Agreed.
Double agreed. I've been rather annoyed with 4096IDs since it didn't update until now, mostly because I use ID resolver (Which needs 4096 to work) in order to edit the often conflicting blocks of the various mods I used to use....
To put it in persective, I was able to use 11 mods in 1.2-1.2.3.... and maybe 5 mods after, mostly because I cannot edit the IDs manually.... or have the time to search for every single conflicting ID...
In short, thank GOD you've updated 4096. Except its for Non-Forge. Shouldn't you have done it in the reverse order, Forge first, THEN Non?
Please Click to help me level up!
Has Jeb managed to get back to you again yet regarding 4096ID's so you can help him fix it in Vanilla?
- The Cubic Chunks Mod is back! Be a part of it's rebirth and Development.
-- Robinton's Mods: [ Mirror ] for some of his Mods incl Cubic Chunks Mod, due to DropBox broken links.
- Dungeon Generator for the Open Cubic Chunks Mod
- QuickSAVE-QuickLOAD for the Open Cubic Chunks Mod
At least with regards to mojang I know I've been bugging the hell out of dinnerbone, grum, and jeb on irc. So.
On IRC? Nice! So we have Twitter and IRC covered. There isn't anyway for them to claim they forgot anymore, heh heh.
- The Cubic Chunks Mod is back! Be a part of it's rebirth and Development.
-- Robinton's Mods: [ Mirror ] for some of his Mods incl Cubic Chunks Mod, due to DropBox broken links.
- Dungeon Generator for the Open Cubic Chunks Mod
- QuickSAVE-QuickLOAD for the Open Cubic Chunks Mod
Also, I remembered and wrote this patch to fix a small glitch that I had left in an ItemBlock ID Offset Fix in the non-Forge 4096IDs-MC1.2.5. It should fix a fair number of the times when foolish modders hardcode -256 offsets (instead of using the ModLoader.registerBlock method). Yes, it is rolled into the main download.
Finally, I'm releasing a tiny update CoordsInfo that will make it Forge compatible (though CoordsInfo doesn't actually require any other mods). Forge recently added a hook to GuiIngame (for Armor level display), and I added an optional call to that hook into GuiIngame.
Other news:
*No, Jeb hasn't gotten back with me...
*If Mojang doesn't fix 4096IDs by MC1.3.*, I probably will not update it again. At least not quickly enough for all you users. SO, starting next MC update, whoever wants to update 4096IDs is welcome to (see the source code in OpeningPost->DevNotes->link).
*My next task is getting CFCR working in non-debug mode; don't worry: I haven't forgotten about it!
Did you get the PM I sent you? Because that forge merge has exactly the issue I decribed. Indeed it might solve the issue you were having with CFCR not working when not debugging.
Link Removed This is the patch I created. Without it 4096IDs can't actually detect if ID resolver or CFCR are actually installed. More information was in the PM about what was changed and why.
--- BEGIN ERROR REPORT 6e9caea3 --------
Generated 4/14/12 6:28 PM
Minecraft: Minecraft 1.2.5
OS: Windows 7 (amd64) version 6.1
Java: 1.7.0_04-ea, Oracle Corporation
VM: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
LWJGL: 2.4.2
OpenGL: GeForce GTX 460/PCIe/SSE2 version 4.2.0, NVIDIA Corporation
java.lang.NoClassDefFoundError: forge/IItemRenderer$ItemRenderType
at tw.a(RenderItem.java:327)
at aiy.a(GuiIngame.java:756)
at aiy.a(GuiIngame.java:333)
at lr.b(EntityRenderer.java:932)
at EntityRendererProxy.b(EntityRendererProxy.java:21)
at net.minecraft.client.Minecraft.x(Minecraft.java:869)
at net.minecraft.client.Minecraft.run(Minecraft.java:747)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: forge.IItemRenderer$ItemRenderType
at java.net.URLClassLoader$1.run(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 8 more
--- END ERROR REPORT eeab04a5 ----------
So, here is a fix for both versions of MC1.2.5_4096IDs, which will make them work correctly with IDResolver (this has been rolled into the main downloads, but for already installed versions or caching issues, download just the patch). Alternately, you could just use ShaRose's (found a few posts up, or quoted in this post).
And here is a patch (again, rolled into the main download) that will make CoordsInfo V2.3 correctly support the Forge armor-level custom rendering. Actually, I'll just add another few simple tags, update the whole thing another minor version, put that into a new download, and call that good. Check.
No, it isn't needed.
No, I didn't. I'm horribly behind on PMs...
Thanks for the tips!!! Man, I feel like an idiot! This bug has been plaguing me since my 4096IDs_Bytecode trials, so THANK YOU for pointing it out!
Either I made a mistake in my coding (quite possible, I've done it often enough before), or you didn't first install Forge3.0.1.75.
Indeed, I had 3.0.0.72 installed. I updated Forge and everything worked. Sorry about that.
Gwyn
I cannot atm because my Java is Messing up on my minecraft PC which is not this one
I'm running with Forge .84 and it seems to be working fine. There are some errors that pop-up in the debug window but nothing that has crashed the game. The FPS might be affected a little bit by the errors but its not really noticeable...
RetiredNavyVet.