Can toggle blocks cause item cloning when you destroy a changer block then the control block? Also are toggle blocks and controller blocks compatible? I'd like to mess with the toggle blocks and see what all they can do but I really don't want to give up my saved worlds to do so.
Can toggle blocks cause item cloning when you destroy a changer block then the control block? Also are toggle blocks and controller blocks compatible?
There doesn't seem to be an item cloning issue - if you break the changer, it drops any items inside, if you break the controller, it drops all the items for all remaining changers under its control and removes the changers. So, you can't get the same item dropped twice.
Compatibility: When I checked Toggle Blocks out, I created a fresh world and didn't have Controller Blocks enabled, so I can't be certain. They're both "pure" ModLoader mods, in that they don't override any Minecraft classes, so there's no conflict there, and they use distinct block IDs. So, the only conflict I'd anticipate is between recipes - the default iron-based medium toggle-block recipe is the same as the controller block recipe (8 iron surrounding a redstone dust). Both mods allow you to edit a property file to change the recipes, however, so it should be possible to disentangle them.
Quote from letspoint »
@RobRendell
Do you and Jstar collaborate, are there any new features planned for controllerblocks?
Also do you know anything about the "case 2" "case 4" message I got with the class file Jstar sent me?
Some collaboration, yes - I sent him my code changes with the features I listed earlier in this thread, and he incorporated them into his version, and then he asked me to do the updates for ControllerBlock while he was away. I don't know of any new features planned, though.
I don't know anything about the diagnostic print statements, sorry.
Rollback Post to RevisionRollBack
Check out my Minecraft Mod Manager, before official modding support makes it redundant in a few weeks. Better late than never!
Would this work if I try and make a flood gate? So if its not powered, it turns into air and when its powered its a block? Or if its not powered its water and if its powered its a block?
Running All of the Fancypack as well as the clay sieve and stained glass mods from the same creator, plus an Airship mod you can find here: http://www.minecraftforum.net/topic/164940-15-01pchan3s-mods-update-28th-april/ Minecraft run's fine with everything else but after adding ControllerBlock to it I don't even get enough time to grab the error message before it MC closes itself. I do however have the modloader report for what it's worth
May 22, 2011 5:27:59 PM ModLoader init
FINE: ModLoader Beta 1.5_01v3 Initializing...
May 22, 2011 5:27:59 PM ModLoader readFromClassPath
FINER: Adding mods from C:\Users\Isa\AppData\Roaming\.minecraft\bin\minecraft.jar
May 22, 2011 5:27:59 PM ModLoader readFromClassPath
FINER: Zip found.
May 22, 2011 5:27:59 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/gui/airship.png,38). 132 left.
May 22, 2011 5:27:59 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/gui/engine.png,46). 131 left.
May 22, 2011 5:27:59 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/gui/balloon.png,60). 130 left.
May 22, 2011 5:27:59 PM ModLoader addMod
FINE: Mod Loaded: "mod_airship Airship's V4 for 1.4_01" from mod_airship.class
May 22, 2011 5:27:59 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/claysieve/empty.png,30). 92 left.
May 22, 2011 5:27:59 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/claysieve/dirty.png,39). 91 left.
May 22, 2011 5:27:59 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/claysieve/sifted.png,40). 90 left.
May 22, 2011 5:27:59 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/claysieve/baking.png,54). 89 left.
May 22, 2011 5:27:59 PM ModLoader addMod
FINE: Mod Loaded: "mod_ClaySieve 1.5_01" from mod_ClaySieve.class
May 22, 2011 5:27:59 PM ModLoader addMod
FINE: Mod Loaded: "mod_ControllerBlock 1.2.3 (for Beta 1.5_01)" from mod_ControllerBlock.class
May 22, 2011 5:27:59 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/fancypack/craftsclay1.png,55). 88 left.
May 22, 2011 5:27:59 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/fancypack/craftsclay2.png,56). 87 left.
May 22, 2011 5:27:59 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/fancypack/craftsclay3.png,76). 86 left.
May 22, 2011 5:27:59 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/fancypack/craftsclay4.png,77). 85 left.
May 22, 2011 5:27:59 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/fancypack/craftsclay5.png,78). 84 left.
May 22, 2011 5:27:59 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/fancypack/craftsclay6.png,84). 83 left.
May 22, 2011 5:27:59 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/fancypack/craftsclay7.png,85). 82 left.
May 22, 2011 5:27:59 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/fancypack/craftsclay8.png,100). 81 left.
May 22, 2011 5:27:59 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/fancypack/craftsbone1.png,101). 80 left.
May 22, 2011 5:27:59 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/fancypack/craftsbone2.png,106). 79 left.
May 22, 2011 5:27:59 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/fancypack/craftsbone3.png,107). 78 left.
May 22, 2011 5:27:59 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/fancypack/craftsbone4.png,108). 77 left.
May 22, 2011 5:27:59 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/fancypack/craftsbone5.png,109). 76 left.
May 22, 2011 5:27:59 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/fancypack/craftsbone6.png,110). 75 left.
May 22, 2011 5:27:59 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/fancypack/craftsbone7.png,111). 74 left.
May 22, 2011 5:27:59 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/fancypack/road.png,125). 73 left.
May 22, 2011 5:27:59 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/fancypack/fancystone.png,126). 72 left.
May 22, 2011 5:27:59 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/fancypack/pot.png,127). 71 left.
May 22, 2011 5:27:59 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/fancypack/paperlantern.png,136). 70 left.
May 22, 2011 5:27:59 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/fancypack/bonelantern.png,137). 69 left.
May 22, 2011 5:27:59 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/fancypack/chain.png,138). 68 left.
May 22, 2011 5:27:59 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/fancypack/cage.png,139). 67 left.
May 22, 2011 5:27:59 PM ModLoader addMod
FINE: Failed to load mod from "mod_FancyPack.class"
May 22, 2011 5:27:59 PM ModLoader addMod
FINER: THROW
java.lang.ExceptionInInitializerError
at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
at sun.reflect.NativeConstructorAccessorImpl.newInstance(Unknown Source)
at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(Unknown Source)
at java.lang.reflect.Constructor.newInstance(Unknown Source)
at java.lang.Class.newInstance0(Unknown Source)
at java.lang.Class.newInstance(Unknown Source)
at ModLoader.addMod(ModLoader.java:201)
at ModLoader.readFromClassPath(ModLoader.java:1061)
at ModLoader.init(ModLoader.java:741)
at ModLoader.AddAllRenderers(ModLoader.java:120)
at sd.<init>(sd.java:60)
at sd.<clinit>(sd.java:9)
at net.minecraft.client.Minecraft.a(SourceFile:282)
at net.minecraft.client.Minecraft.run(SourceFile:658)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.IllegalArgumentException: Slot 105 is already occupied by CB_Controller@47098a when adding BlockTable@1c3432a
at to.<init>(SourceFile:243)
at BlockTable.<init>(BlockTable.java:8)
at mod_FancyPack.<clinit>(mod_FancyPack.java:314)
... 15 more
May 22, 2011 5:28:10 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/StainedGlass/glass1.png,141). 66 left.
May 22, 2011 5:28:10 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/StainedGlass/glass2.png,142). 65 left.
May 22, 2011 5:28:10 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/StainedGlass/glass3.png,143). 64 left.
May 22, 2011 5:28:10 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/StainedGlass/glass4.png,148). 63 left.
May 22, 2011 5:28:10 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/StainedGlass/glass5.png,153). 62 left.
May 22, 2011 5:28:10 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/StainedGlass/glass6.png,154). 61 left.
May 22, 2011 5:28:10 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/StainedGlass/glass7.png,155). 60 left.
May 22, 2011 5:28:10 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/StainedGlass/glass8.png,156). 59 left.
May 22, 2011 5:28:10 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/StainedGlass/glass9.png,157). 58 left.
May 22, 2011 5:28:10 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/StainedGlass/glass10.png,158). 57 left.
May 22, 2011 5:28:10 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/StainedGlass/glass11.png,159). 56 left.
May 22, 2011 5:28:10 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/StainedGlass/glass12.png,166). 55 left.
May 22, 2011 5:28:10 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/StainedGlass/glass13.png,167). 54 left.
May 22, 2011 5:28:10 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/StainedGlass/glass14.png,168). 53 left.
May 22, 2011 5:28:10 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/StainedGlass/glass15.png,169). 52 left.
May 22, 2011 5:28:10 PM ModLoader addMod
FINE: Mod Loaded: "mod_StainedGlass 1.5_01" from mod_StainedGlass.class
May 22, 2011 5:28:10 PM ModLoader AddAllRenderers
FINE: Initialized
If it's a conflict of block Id's I'm more than willing to download the moreID's mod and adjust them but I can't seem to find which ones exactly are conflicting except for one of the two- and anyone that's used fancy pack can tell you the list of blocks and their ID's becomes really long really fast. if anyone's had similar problems please let me know how you were able to fix it.
Rollback Post to RevisionRollBack
A polite warning: I work tech support for a living. If your asking for help I'll do my best to help. If your asking for help and the answer has been given a dozen times already, I assume your an Idiot. Is it fair- probably not.
I am having a problem, sometimes after i set up everything the controller block will stay on/off regardless of interaction with redstone/switches... anyone else have this problem?
Hi, I'm sorry, I have been really busy these past weeks.
This mod is now compatible with Minecraft 1.6_05.
Would this work if I try and make a flood gate? So if its not powered, it turns into air and when its powered its a block? Or if its not powered its water and if its powered its a block?
Yes, just leave the slot blank to use air instead of a block. :wink.gif:
hey is there any way possible to make this work in an SMP server? I want to hide my safehouse from everybody
Not for the moment, sorry.
Running All of the Fancypack as well as the clay sieve and stained glass mods from the same creator, plus an Airship mod you can find here: http://www.minecraft...ate-28th-april/ Minecraft run's fine with everything else but after adding ControllerBlock to it I don't even get enough time to grab the error message before it MC closes itself. I do however have the modloader report for what it's worth
It is actually a conflict between the controller and the table ids. :wink.gif:
I am having a problem, sometimes after i set up everything the controller block will stay on/off regardless of interaction with redstone/switches... anyone else have this problem?
I worked on it, but from what I saw the game simply "forgot" what was in the changers, if so then there isn't any solution for your old controllers. :sad.gif:
This mod has and always had bugs, the problem is that I did not create the ControllerBlock, I updated it, and there are parts of the source code that I don't understand, so it won't be easy for me to resolve them.
I think you should move to Toggle Blocks. It does all the ControllerBlock does and even more, and it seems to have good feedbacks and to be much less buggy. :wink.gif:
However, I'll still update the ControllerBlock to the next Minecraft versions.
New Update 1.6.6 please update JStar :biggrin.gif: Also i think that Notch will release 1.6.7 and 1.7 pretty much soon :angry.gif: SO please update :huh.gif:
I can also confirm that it's working with 1.6.6, there is however a strange bit of output (I'm not sure if it's purely from controllerblocks, it might be in combination with Single Player Commands)
When a controllerblock is set (punched to confirm placement of changers and all that) it displays "controllerData different de null"
then when it is turned on (possibly switched to a state that causes block placement) it shows
Data != null
Data != null
Data != null
controllerData different de null
for(...) (spawnWorldState)
idToSpawn < 256
refreshLiquid Appelee
It generates approximately the same output when turned back off, except it only shows Data != null once. This is for one changer block being used (power=dirt, unpowered = air/nothing)
I can also confirm that it's working with 1.6.6, there is however a strange bit of output (I'm not sure if it's purely from controllerblocks, it might be in combination with Single Player Commands)
When a controllerblock is set (punched to confirm placement of changers and all that) it displays "controllerData different de null"
then when it is turned on (possibly switched to a state that causes block placement) it shows
Data != null
Data != null
Data != null
controllerData different de null
for(...) (spawnWorldState)
idToSpawn < 256
refreshLiquid Appelee
It generates approximately the same output when turned back off, except it only shows Data != null once. This is for one changer block being used (power=dirt, unpowered = air/nothing)
Having the same issue, very annoying since it creates a ton of spam whenever a controller block is activated. I even get the spam when routing unpowered wire to a controller block. Any progress on the update?
There doesn't seem to be an item cloning issue - if you break the changer, it drops any items inside, if you break the controller, it drops all the items for all remaining changers under its control and removes the changers. So, you can't get the same item dropped twice.
Compatibility: When I checked Toggle Blocks out, I created a fresh world and didn't have Controller Blocks enabled, so I can't be certain. They're both "pure" ModLoader mods, in that they don't override any Minecraft classes, so there's no conflict there, and they use distinct block IDs. So, the only conflict I'd anticipate is between recipes - the default iron-based medium toggle-block recipe is the same as the controller block recipe (8 iron surrounding a redstone dust). Both mods allow you to edit a property file to change the recipes, however, so it should be possible to disentangle them.
Some collaboration, yes - I sent him my code changes with the features I listed earlier in this thread, and he incorporated them into his version, and then he asked me to do the updates for ControllerBlock while he was away. I don't know of any new features planned, though.
I don't know anything about the diagnostic print statements, sorry.
I've totally disappointed in what Notch do, only mods can save the Minecraft.I don't know if I'm doing the recipe wrong or what, but if someone could tell me what the recipe is currently, that would be awesome.
If it's a conflict of block Id's I'm more than willing to download the moreID's mod and adjust them but I can't seem to find which ones exactly are conflicting except for one of the two- and anyone that's used fancy pack can tell you the list of blocks and their ID's becomes really long really fast. if anyone's had similar problems please let me know how you were able to fix it.
This mod is now compatible with Minecraft 1.6_05.
Yes, just leave the slot blank to use air instead of a block. :wink.gif:
Not for the moment, sorry.
It is actually a conflict between the controller and the table ids. :wink.gif:
I worked on it, but from what I saw the game simply "forgot" what was in the changers, if so then there isn't any solution for your old controllers. :sad.gif:
This mod has and always had bugs, the problem is that I did not create the ControllerBlock, I updated it, and there are parts of the source code that I don't understand, so it won't be easy for me to resolve them.
I think you should move to Toggle Blocks. It does all the ControllerBlock does and even more, and it seems to have good feedbacks and to be much less buggy. :wink.gif:
However, I'll still update the ControllerBlock to the next Minecraft versions.
I think I'll wait for 1.7
really?...... he said 1.7 would not be out for awhile..
I'll update the mod to 1.6.6
Well it's working with mine
I can also confirm that it's working with 1.6.6, there is however a strange bit of output (I'm not sure if it's purely from controllerblocks, it might be in combination with Single Player Commands)
When a controllerblock is set (punched to confirm placement of changers and all that) it displays "controllerData different de null"
then when it is turned on (possibly switched to a state that causes block placement) it shows
It generates approximately the same output when turned back off, except it only shows Data != null once. This is for one changer block being used (power=dirt, unpowered = air/nothing)
Having the same issue, very annoying since it creates a ton of spam whenever a controller block is activated. I even get the spam when routing unpowered wire to a controller block. Any progress on the update?
refreshLiquid Appelee
refreshLiquid Appelee
refreshLiquid Appelee
refreshLiquid Appelee
Data != null
Data != null
Data != null
issue as well.
Still no news huh? =/
I'm starting to wonder if a creeper got Jstar.