Downloaded because I like the concept. However there is a mod of mine I'm using (TED_996's Universal Coins) that has items with conflicting item ID's to your mod.
Downloaded because I like the concept. However there is a mod of mine I'm using (TED_996's Universal Coins) that has items with conflicting item ID's to your mod.
Just go into the config and change the IDs thats why there are config files.
With and endless sea of mods in the community, conflicts are inevitable. Thankfully, there's a config file with this mod that allows you to change the ID's to suit one's personal needs.
Thanks for the stacktrace, Map Writer was getting the color of blocks without using the getSubBlocks method to make sure they are valid, I patched it in 1.3.2.
Downloaded because I like the concept. However there is a mod of mine I'm using (TED_996's Universal Coins) that has items with conflicting item ID's to your mod.
It was already said, but changing the ID's in the config file will fix this. The config file is called 'TorchLevers.cfg' and is in the 'config' directory (same root folder as 'mods'). Keep in mind if you are playing multiplayer all the clients and the server will have to have the same ID's in their config files.
I think the mod was doing something nasty to vanilla bricks, I have a special case now that looks if they've been modified and compensates. Version 1.3.2 works with Throwable Bricks.
Forge has done away with "coremods" to maximize compatibility. I was able to recreate this error using any version of MCPC+. It looks like their way of injecting code has a number of issues. I didn't think I would be able to work around it on my end, but with some changes to the way spikes deal damage I found a way. Version 1.3.2 should be MCPC+ compatible.
is this possible to get ported as a bukkit plugin somehow??
I said before I didn't think it was possible, but after debugging that last error I found that you can almost have Forge and Bukkit if you really want a headache. Maybe try using MCPC+ it seems to work, and is now potentially compatible with Torch Levers.
Okay I'd really really like to fix this, but the files I've tested are not corrupted. (I think it has to do with a new technique I'm using to server the files).
Could you please send me any errors your getting (a stacktrace will help me start debugging), and most importantly (if you could) can you send a copy of your mod file to my email (slightly obsfucated to avoid email harvesters) hitchh1k3r (at) hitchh1k3rsguide * com. (you should be able to send it as an attachment without any errors).
Forge has done away with "coremods" to maximize compatibility. I was able to recreate this error using any version of MCPC+. It looks like their way of injecting code has a number of issues. I didn't think I would be able to work around it on my end, but with some changes to the way spikes deal damage I found a way. Version 1.3.2 should be MCPC+ compatible.
Wow, thank you for taking the time to test and fix this!!! Will test it out later today.
Update: Ok tested it on my server and it is fixed...no more crashes. Yay!
From the looks of the crash report, it appears a spider on the spike trap was the culprit.
Edit: Just to add - I saw Creepers going on the spike traps without any problems. Not sure what is different about the spiders that would cause the crash.
I really like your mod but it causes major performance issues on my computer without the mod its working just fine
I think these are memory leaks
I have the latest Java and 3072 Mb RAM allocated to java
From the looks of the crash report, it appears a spider on the spike trap was the culprit.
Edit: Just to add - I saw Creepers going on the spike traps without any problems. Not sure what is different about the spiders that would cause the crash.
(I'll admit I only tested creepers before ^_^) I have a potential fix I still have to try out. It will disable knockback on spiketraps (making them do a lot more damage), so it will be a config option for MCPC compatibility. I'm looking to do a bit more work before I release a patch though (spamming everyone in game for one bug seems a bit mean). Once I test it I might push a silent update though, I'll let you know soon. In the mean time maybe disable spiketraps
I was unable to recreate this error, maybe update NEI? Also I couldn't find anything in the stacktrace that referenced any of my functions. Maybe something happen at the same time that caused it... If it's a bug on my part I would really like to fix it, but right now I can't tell what's causing the bug (or recreate it).
Is it consistently happening when you look up the illusion block recipe, and what version of NEI are you using?
I really like your mod but it causes major performance issues on my computer without the mod its working just fine
I think these are memory leaks
I have the latest Java and 3072 Mb RAM allocated to java
Well that's really bad news... I never had anything come up in my tests so my early guess is a mod conflict. I'll try to recreate your environment and do some tests to see where it's coming from. Hopefully there is something I can fix, but this is by far the worst potential bug that's come up.
Well that's really bad news... I never had anything come up in my tests so my early guess is a mod conflict. I'll try to recreate your environment and do some tests to see where it's coming from. Hopefully there is something I can fix, but this is by far the worst potential bug that's come up.
It was already said, but changing the ID's in the config file will fix this. The config file is called 'TorchLevers.cfg' and is in the 'config' directory (same root folder as 'mods'). Keep in mind if you are playing multiplayer all the clients and the server will have to have the same ID's in their config files.
I wasn't able to recreate the problem, but I'm nearly certain it's not a memory leak. The memory connection overburden message from your log means the embedded server has too much information to send the client. This is typical where there are too many mods. I'm checking my mod for every update event, but so far it looks like there shouldn't be anything that could result in a lot of packets being generated. You said it's directly associated with Torch Levers though so I'd still like to find out if my mod is contributing though so I have some questions that I hope you can answer.
1) Are you playing single player or on a server? (a server will probably help mitigate these issues)
2) How soon after starting do you get lag? Is it associated with areas of you world? Is there any block you noticed associated with lag?
3) Are you using large amounts of any of the Torch Lever's blocks? (example: hundreds of automatic spike traps)
4) Do you have access to another computer to test the same set of mods on? If so do you get the same issue?
5) Are there any other details you can think of?
I wasn't able to recreate the problem, but I'm nearly certain it's not a memory leak. The memory connection overburden message from your log means the embedded server has too much information to send the client. This is typical where there are too many mods. I'm checking my mod for every update event, but so far it looks like there shouldn't be anything that could result in a lot of packets being generated. You said it's directly associated with Torch Levers though so I'd still like to find out if my mod is contributing though so I have some questions that I hope you can answer.
1) Are you playing single player or on a server? (a server will probably help mitigate these issues)
2) How soon after starting do you get lag? Is it associated with areas of you world? Is there any block you noticed associated with lag?
3) Are you using large amounts of any of the Torch Lever's blocks? (example: hundreds of automatic spike traps)
4) Do you have access to another computer to test the same set of mods on? If so do you get the same issue?
5) Are there any other details you can think of?
1. I'm playing on Singleplayer
2. The lag starts even before I'm in the main menu
3. I don't even get into my world or create a new world I have to close minecraft with the taskmanager before I'm in the main menu
4. Unfortunately no
5. Sure I have a lot of mods in Minecraft but without the Torch Levers mod I can play lagfree and without problems
maybe it's a problem with the latest Forge version?
I have a really good system and Minecraft has 3072Mb Memory allocated but I have no Idea why this is happening
(I'll admit I only tested creepers before ) I have a potential fix I still have to try out. It will disable knockback on spiketraps (making them do a lot more damage), so it will be a config option for MCPC compatibility. I'm looking to do a bit more work before I release a patch though (spamming everyone in game for one bug seems a bit mean). Once I test it I might push a silent update though, I'll let you know soon. In the mean time maybe disable spiketraps
Ok, thanks for looking into this. I'm wondering if I should report this issue to the MCPC guys...problems is, I don't know the technical aspects of modding this game so I'm not sure how to even explain what is wrong.
Just go into the config and change the IDs thats why there are config files.
With and endless sea of mods in the community, conflicts are inevitable. Thankfully, there's a config file with this mod that allows you to change the ID's to suit one's personal needs.
http://pastebin.com/Wsx5bZdC
Just want to report...I placed an automatic spike trap down and when a creeper went near/on it the server crashed. (1.6.2 w/ Forge 836)
http://pastebin.com/uMRehDH2
Thanks for the stacktrace, Map Writer was getting the color of blocks without using the getSubBlocks method to make sure they are valid, I patched it in 1.3.2.
It was already said, but changing the ID's in the config file will fix this. The config file is called 'TorchLevers.cfg' and is in the 'config' directory (same root folder as 'mods'). Keep in mind if you are playing multiplayer all the clients and the server will have to have the same ID's in their config files.
I think the mod was doing something nasty to vanilla bricks, I have a special case now that looks if they've been modified and compensates. Version 1.3.2 works with Throwable Bricks.
Forge has done away with "coremods" to maximize compatibility. I was able to recreate this error using any version of MCPC+. It looks like their way of injecting code has a number of issues. I didn't think I would be able to work around it on my end, but with some changes to the way spikes deal damage I found a way. Version 1.3.2 should be MCPC+ compatible.
I said before I didn't think it was possible, but after debugging that last error I found that you can almost have Forge and Bukkit if you really want a headache. Maybe try using MCPC+ it seems to work, and is now potentially compatible with Torch Levers.
Okay I'd really really like to fix this, but the files I've tested are not corrupted. (I think it has to do with a new technique I'm using to server the files).
Could you please send me any errors your getting (a stacktrace will help me start debugging), and most importantly (if you could) can you send a copy of your mod file to my email (slightly obsfucated to avoid email harvesters) hitchh1k3r (at) hitchh1k3rsguide * com. (you should be able to send it as an attachment without any errors).
Wow, thank you for taking the time to test and fix this!!! Will test it out later today.
Update: Ok tested it on my server and it is fixed...no more crashes. Yay!http://pastebin.com/BN4Nft3g
From the looks of the crash report, it appears a spider on the spike trap was the culprit.
Edit: Just to add - I saw Creepers going on the spike traps without any problems. Not sure what is different about the spiders that would cause the crash.
http://pastebin.com/grnx0iTs
I think these are memory leaks
I have the latest Java and 3072 Mb RAM allocated to java
Here is the Forgemodloader log:
http://pastebin.com/M6KMwErP
(I'll admit I only tested creepers before ^_^) I have a potential fix I still have to try out. It will disable knockback on spiketraps (making them do a lot more damage), so it will be a config option for MCPC compatibility. I'm looking to do a bit more work before I release a patch though (spamming everyone in game for one bug seems a bit mean). Once I test it I might push a silent update though, I'll let you know soon. In the mean time maybe disable spiketraps
I was unable to recreate this error, maybe update NEI? Also I couldn't find anything in the stacktrace that referenced any of my functions. Maybe something happen at the same time that caused it... If it's a bug on my part I would really like to fix it, but right now I can't tell what's causing the bug (or recreate it).
Is it consistently happening when you look up the illusion block recipe, and what version of NEI are you using?
Well that's really bad news... I never had anything come up in my tests so my early guess is a mod conflict. I'll try to recreate your environment and do some tests to see where it's coming from. Hopefully there is something I can fix, but this is by far the worst potential bug that's come up.
Any clue what's causing this so far?
I wasn't able to recreate the problem, but I'm nearly certain it's not a memory leak. The memory connection overburden message from your log means the embedded server has too much information to send the client. This is typical where there are too many mods. I'm checking my mod for every update event, but so far it looks like there shouldn't be anything that could result in a lot of packets being generated. You said it's directly associated with Torch Levers though so I'd still like to find out if my mod is contributing though so I have some questions that I hope you can answer.
1) Are you playing single player or on a server? (a server will probably help mitigate these issues)
2) How soon after starting do you get lag? Is it associated with areas of you world? Is there any block you noticed associated with lag?
3) Are you using large amounts of any of the Torch Lever's blocks? (example: hundreds of automatic spike traps)
4) Do you have access to another computer to test the same set of mods on? If so do you get the same issue?
5) Are there any other details you can think of?
1. I'm playing on Singleplayer
2. The lag starts even before I'm in the main menu
3. I don't even get into my world or create a new world I have to close minecraft with the taskmanager before I'm in the main menu
4. Unfortunately no
5. Sure I have a lot of mods in Minecraft but without the Torch Levers mod I can play lagfree and without problems
maybe it's a problem with the latest Forge version?
I have a really good system and Minecraft has 3072Mb Memory allocated but I have no Idea why this is happening
Ok, thanks for looking into this. I'm wondering if I should report this issue to the MCPC guys...problems is, I don't know the technical aspects of modding this game so I'm not sure how to even explain what is wrong.
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