Crashes when I try place glasslight :[
I have ModLoader of course, sound mod enabler, tooManyItems and Minecarts Advanced mods installed.
I want this mod so much D:
Regs.
EDIT:
DOH I didn't notice that I had to install the Block IDs+ mod ^^
I'm glad you figured it out.
Quote from Teagualicious »
Quote from djoslin »
Quote from Teagualicious »
It appears I have a bit of a problem with transmitter/receiver blocks crashing... I can place the blocks just fine, and they even transmit fine, but the game sometimes crashes when placing blocks around the transmitters or receivers.
I've reinstalled moreblockID's and ModLoader, and still no help. >.<\
EDIT: In my configuration that I have set up to use two-way signals, there are transmitters and receivers right next to each other. Could this be the problem? I am not trying to make the adjacent blocks communicate, but could they be interfering with each other?
Diagram of setup:
[] [] [] [] [] []
[] [] [] [] [] []
= transmiter
= reciever
Well, you're making an infinite loop of updates happen. Each time a block near the transmitter/receiver updates, it resends the signal. So you're making it send a signal nonstop, something java doesn't like. I can look into fixing this bug.
I can certainly understand that, but it does happen before I put current to one of them.
You can probably tell I have little idea what I'm talking about. :3
Yeah, but the transmitters send a signal when any block around it updates regardless of redstone power. This was to fix a different bug.
Quote from superjail3 »
trapdoors made me jizz in my pants good job i can see myself using them a lot!
I'm glad that you've soiled yourself.
Quote from fozzywozzybear »
Would it be possible to be able to retexture the trap doors? Really cool mod, I intend on making some cool traps with this. (:
Sure, enough people have requested this. I'll do it.
Quote from cMal »
Quote from djoslin »
Did you delete meta-inf?
Well, if meta-inf is in the main .jar then yes, its deleted. Not there. :smile.gif: If its somewhere else, please tell me the location :biggrin.gif:
Yes it is. Try a clean install?
Quote from bLaZeE »
nice mods, every mod working.
But when i craft the trip wire, there is a wood picture not the wire picture. when i stand on it does it change to the wire picture.
help please
Tripwire is pretty buggy. I might phase it out of development.
Quote from Seri0x »
OMG I have requested a sender and receiver mod but my idea for it worked like a C4
Hook up some tnt to it. :]
Quote from Sigilos »
It seems I may not be the only one having this particular issue, but I don't see any recommendations for a fix I haven't tried already, so I'll post this anyway.
I installed the Transmitter mod, I was gonna try that, Glasslight, and Trapdoor, and wanted to use Transmitter first. It installed just fine, and I was able to load up the game alright as well. I went and crafted all three of the items Transmitter adds, Diamond Transmitter, Transmitter, and Receiver. They all crafted just fine. However, as soon as I tried to place a receiver for the first time, the game froze and crashed. I reopened MC, found everything just as I had left it, items crafted and everything, and figured I had placed something in the wrong order. so I tried placing a regular Transmitter instead. Same thing happened. First the game froze, then crashed. Now as far as I can tell, and I've triple and quadruple checked, I have the most current version of this mod, as well as More IDs and ModLoader, so I would have thought everything would be working just fine. When the game crashes, I'm not getting a bug report, I'm just getting a freeze-and-close sort of deal.
Here are the mods I have installed, and they all seem to work fine together, meaning I've played the game for a few hours (about 15 MC days or so) without an issue between them.
The only mod not on that list is the Transmitter mod, that is also installed now, obviously. The other two, Trapdoor and Glasslight, are gonna wait till I can get this one to work.
Thanks for any help or ideas on how to fix the issue, and for these mods, just the idea is awesome, which is why I can't wait to use them. I'm tryin to make an Airport/hanger type of deal, which is where the Wireless comes in, along with the Glasslights. Control Tower switchboard, anyone? ^^
EDIT: I also have Minecraft AutoMap installed. Just realized I should mention that, since the program acts like a mod, more or less.
Unfortunately, I don't have time to go through and test compatibility for each mod. Once the mods support changing blockIDs it will stop conflicting.
Quote from stupidjr »
I was just wondering if you could create more trap door textures. Make it look like cobblestone, smooth stone, stuff like that.
Unfortunately, I don't have time to go through and test compatibility for each mod. Once the mods support changing blockIDs it will stop conflicting.
Hmm. I'll try just changing the Block IDs for the Transmitter mod then, and see if that works. Only reason I didn't do that yet was because I'm not totally sure what ID's go to what block, though I don't think any of the mods I have installed create new blocks or not. Do vehicles count as blocks or items once placed? Rhetorical question, you don't' have to answer that if you don't care to.
Anyway, I'll edit this post with the result. Thanks for the input.
Unfortunately, I don't have time to go through and test compatibility for each mod. Once the mods support changing blockIDs it will stop conflicting.
Hmm. I'll try just changing the Block IDs for the Transmitter mod then, and see if that works. Only reason I didn't do that yet was because I'm not totally sure what ID's go to what block, though I don't think any of the mods I have installed create new blocks or not. Do vehicles count as blocks or items once placed? Rhetorical question, you don't' have to answer that if you don't care to.
Anyway, I'll edit this post with the result. Thanks for the input.
I read back through your previous posts, and it doesn't seem to be the blockID on second thought.
How close are you placing the transmitter/receivers?
Do they connect in an infinite loop?
Vehicles don't count as items, and items count if they're place-able in the world.
Question, as I can't download it on this computer...
Do the trap doors allow for gravity affect blocks to fall through them, or do they just hover? I'm thinking that this would make for some nice trap and airlock potentials =D
Otherwise, I suppose I could use the pitfall trap, regardless.
Hey how come you can't get lights to turn on/off all at the same time? I was fiddling with my design for like 2days and dozens of different circuit designs (some redstone, some transmitter) before I realized that these GlassLights no matter what will always perform somewhat of a loop function to turn them on/off.
Anyway you can make it like redstone torches connected to a circuit and turn on/off simultaneously?
Maybe checking the the torch functions within the classes would help find a solution to this so what seems to be a loop function wouldn't be necessary.
Unfortunately, I don't have time to go through and test compatibility for each mod. Once the mods support changing blockIDs it will stop conflicting.
Hmm. I'll try just changing the Block IDs for the Transmitter mod then, and see if that works. Only reason I didn't do that yet was because I'm not totally sure what ID's go to what block, though I don't think any of the mods I have installed create new blocks or not. Do vehicles count as blocks or items once placed? Rhetorical question, you don't' have to answer that if you don't care to.
Anyway, I'll edit this post with the result. Thanks for the input.
I read back through your previous posts, and it doesn't seem to be the blockID on second thought.
How close are you placing the transmitter/receivers?
Do they connect in an infinite loop?
Vehicles don't count as items, and items count if they're place-able in the world.
That's the thing, I can't place even one of the transmitter/receivers. I don't have any placed at all, trying to place one just causes the game to crash. I read the post about them being too close and causing the game to crash, but I dismissed that out of hand since I don't have the ability to place a single piece, let alone two.
That's the thing, I can't place even one of the transmitter/receivers. I don't have any placed at all, trying to place one just causes the game to crash. I read the post about them being too close and causing the game to crash, but I dismissed that out of hand since I don't have the ability to place a single piece, let alone two.
It honesty sounds like you don't have the mod fully installed. The game crashing on placement sounds similar to when you try to load a block that are missing it's resources. (I.e. having a GlassLight placed on MC1.2 and loading the world on 1.3 without the mod installed cause of the update) It goes to load block whatever number then tards out cause it can't find the resources for the block.
I would get a fresh copy of the jar and redownload the mods, then reinstall.
Actually I found the issue. I feel really stupid too, it was a small detail to overlook. I decided to double check everything, and went over the checklist again. It went something like this.
Hmmm. Let's see.
1. Modloader
Yup, that's the right version. Let's see... Yeah, that works just fine.
2. More Block IDs
Yeah, I installed that right, all the files are there from the version I have. Let's check..... Aww dammit.
After checking More Block IDs again, I noticed something I hadn't before. It's now on v10. I had v6 installed. Needless to say, I downloaded v10, installed the new .class files, and now your Transmitter works flawlessly.
Sorry for derping out on you there, I should have measured twice, cut once, as it where. So yeah, problem fixed. ><
A little testing showed that the mod works perfectly for what I need it for, so I'm posting this for later. As a sort of apology for derping up your thread for a few days, when I finish my "project" using the transmitters, I'll make a vid displaying their full awesomeness within the "project" and post it here for all to enjoy, and to display your mods in their full glory. (Egotistical of me, I know, but I'm proud of this project.)
Thanks for posting the block ID's.
Turns out the TrapDoors conflict with Nandonalt's Pie mod.
I uninstalled the pie mod.
TrapDoors seem much more useful.
So far I have been using all of your mods and they all work flawlessly. http://www.minecraftforum.net/viewtopic.php?f=25&t=131177
This link may help you work out compatibility issues.
Tripwire works fine for me, atleast I can place them and walk on them and they seem to work without crashing my game. However, the placed textures have a red-ish color similar to regular reddust, is this intended? Since they're blue in your video I was expecting the same. (Also I've tried editing the dust to fit my texture packs look of reddust, coloring it blue, yet it still gets a (in this case blue+red) dark red-ish color.
EDIT:
I also added GlassLight and the Transmitters, and although I haven't tested the diamond one, they both worked fine.
Ninja Edit:
Is it possible to mod servers with these?
Unfortunately, due to the redstone changing in the new update my tripwire was effected. I may fix the graphical issues.
I'm glad someone's reporting that they all seem to be working.
And unfortunately, no. There is no multiplayer version of my mods :/
Quote from The_Cactus_Guy »
Question, as I can't download it on this computer...
Do the trap doors allow for gravity affect blocks to fall through them, or do they just hover? I'm thinking that this would make for some nice trap and airlock potentials =D
Otherwise, I suppose I could use the pitfall trap, regardless.
I wish they did, but I couldn't figure out how to get all the features I wanted in.
Quote from Dalet »
Ropes look awesome!!!!!
I just released it. Try it out :]
Quote from MDR »
Hey how come you can't get lights to turn on/off all at the same time? I was fiddling with my design for like 2days and dozens of different circuit designs (some redstone, some transmitter) before I realized that these GlassLights no matter what will always perform somewhat of a loop function to turn them on/off.
Anyway you can make it like redstone torches connected to a circuit and turn on/off simultaneously?
Maybe checking the the torch functions within the classes would help find a solution to this so what seems to be a loop function wouldn't be necessary.
Could you explain better? Maybe pictures/video?
Quote from Sigilos »
A little testing showed that the mod works perfectly for what I need it for, so I'm posting this for later. As a sort of apology for derping up your thread for a few days, when I finish my "project" using the transmitters, I'll make a vid displaying their full awesomeness within the "project" and post it here for all to enjoy, and to display your mods in their full glory. (Egotistical of me, I know, but I'm proud of this project.)
I'm glad it was just an issue with installing. I'd really like to see your project.
Quote from Schleprock »
Thanks for posting the block ID's.
Turns out the TrapDoors conflict with Nandonalt's Pie mod.
I uninstalled the pie mod.
TrapDoors seem much more useful.
So far I have been using all of your mods and they all work flawlessly. http://www.minecraftforum.net/viewtopic.php?f=25&t=131177
This link may help you work out compatibility issues.
Rope and trap doors are both things I've wanted for the longest time. This is a GREAT solution for rope, letting it be adjustable in length and the crafting pattern makes sense.
On this subject, I REALLY think we need a craftable spinning wheel, to turn Wool into String. Since we can turn string into wool, and the opposite certainly makes more sense to me!
I liked the idea of having one block, maybe obsidian, that blocks transmissions from diamond transmitters. Since it sends transmissions in all directions, I'm worried about interference with other redstone devices in the vicinity.
I don't think I could take a video and a picture wouldn't help.
Just set one up yourself.
Make a circuit with a level to add power. Then put 4 GlassLights around the circuit and power them on and off. The on is harder to notice then the off, but on both, they update in stages instead of all at once. It's really easy to notice on the off.
I took a screenshot of an example you can recreate and notice what I'm talking about. With such a small distance it's hard to notice the effect I'm talking about when powering them on, but it's easily noticeable when powering them off. (However it does effect both on/off)
I don't think I could take a video and a picture wouldn't help.
Just set one up yourself.
Make a circuit with a level to add power. Then put 4 GlassLights around the circuit and power them on and off. The on is harder to notice then the off, but on both, they update in stages instead of all at once. It's really easy to notice on the off.
I took a screenshot of an example you can recreate and notice what I'm talking about. With such a small distance it's hard to notice the effect I'm talking about when powering them on, but it's easily noticeable when powering them off. (However it does effect both on/off
I understand your problem as there being a delay between each GlassLight getting turned on, if that isn't the case, ignore this post.
As far as I can tell (and with the setup you posted a screenshot of) I can't notice any delay between each of them turning on.
Like I said in that post, on delays are harder to notice than off delays unless you make a bigger circuit like for example with the wireless transmitters. If you have a huge circuit with multiple glasslights setup then it's easier to notice a delay when turning them on. The OFF delay is the easier to notice and with a simple circuit such as the one I took a screenshot off, it's easily noticeable.
The on one is only noticeable with a larger circuit that was already tested beforehand with redtone torches with no delay in them lighting up, then when replaced with glasslights will have a small noticeable delay. I only mentioned the on delay because it seems it might share with the off delay which is the one noticeable under normal conditions. It was to inform that if they were written the same way to apply the fix to both power states since the on also has a delay aswell but is harder to notice in small circuits.
I'm glad you figured it out.
Yeah, but the transmitters send a signal when any block around it updates regardless of redstone power. This was to fix a different bug.
I'm glad that you've soiled yourself.
Sure, enough people have requested this. I'll do it.
Yes it is. Try a clean install?
Tripwire is pretty buggy. I might phase it out of development.
Hook up some tnt to it. :]
Unfortunately, I don't have time to go through and test compatibility for each mod. Once the mods support changing blockIDs it will stop conflicting.
Alright, I'll do it.
New mod tomorrow: Ropes!
Hmm. I'll try just changing the Block IDs for the Transmitter mod then, and see if that works. Only reason I didn't do that yet was because I'm not totally sure what ID's go to what block, though I don't think any of the mods I have installed create new blocks or not. Do vehicles count as blocks or items once placed? Rhetorical question, you don't' have to answer that if you don't care to.
Anyway, I'll edit this post with the result. Thanks for the input.
I read back through your previous posts, and it doesn't seem to be the blockID on second thought.
How close are you placing the transmitter/receivers?
Do they connect in an infinite loop?
Vehicles don't count as items, and items count if they're place-able in the world.
Do the trap doors allow for gravity affect blocks to fall through them, or do they just hover? I'm thinking that this would make for some nice trap and airlock potentials =D
Otherwise, I suppose I could use the pitfall trap, regardless.
Anyway you can make it like redstone torches connected to a circuit and turn on/off simultaneously?
Maybe checking the the torch functions within the classes would help find a solution to this so what seems to be a loop function wouldn't be necessary.
That's the thing, I can't place even one of the transmitter/receivers. I don't have any placed at all, trying to place one just causes the game to crash. I read the post about them being too close and causing the game to crash, but I dismissed that out of hand since I don't have the ability to place a single piece, let alone two.
It honesty sounds like you don't have the mod fully installed. The game crashing on placement sounds similar to when you try to load a block that are missing it's resources. (I.e. having a GlassLight placed on MC1.2 and loading the world on 1.3 without the mod installed cause of the update) It goes to load block whatever number then tards out cause it can't find the resources for the block.
I would get a fresh copy of the jar and redownload the mods, then reinstall.
After checking More Block IDs again, I noticed something I hadn't before. It's now on v10. I had v6 installed. Needless to say, I downloaded v10, installed the new .class files, and now your Transmitter works flawlessly.
Sorry for derping out on you there, I should have measured twice, cut once, as it where. So yeah, problem fixed. ><
Turns out the TrapDoors conflict with Nandonalt's Pie mod.
I uninstalled the pie mod.
TrapDoors seem much more useful.
So far I have been using all of your mods and they all work flawlessly.
http://www.minecraftforum.net/viewtopic.php?f=25&t=131177
This link may help you work out compatibility issues.
Unfortunately, due to the redstone changing in the new update my tripwire was effected. I may fix the graphical issues.
I'm glad someone's reporting that they all seem to be working.
And unfortunately, no. There is no multiplayer version of my mods :/
I wish they did, but I couldn't figure out how to get all the features I wanted in.
I just released it. Try it out :]
Could you explain better? Maybe pictures/video?
I'm glad it was just an issue with installing. I'd really like to see your project.
Oooh, that's a good link. Glad you posted it.
Rope mod released!
I'm glad someone confirmed that its working.
Rope and trap doors are both things I've wanted for the longest time. This is a GREAT solution for rope, letting it be adjustable in length and the crafting pattern makes sense.
On this subject, I REALLY think we need a craftable spinning wheel, to turn Wool into String. Since we can turn string into wool, and the opposite certainly makes more sense to me!
I don't think I could take a video and a picture wouldn't help.
Just set one up yourself.
Make a circuit with a level to add power. Then put 4 GlassLights around the circuit and power them on and off. The on is harder to notice then the off, but on both, they update in stages instead of all at once. It's really easy to notice on the off.
I took a screenshot of an example you can recreate and notice what I'm talking about. With such a small distance it's hard to notice the effect I'm talking about when powering them on, but it's easily noticeable when powering them off. (However it does effect both on/off)
Like I said in that post, on delays are harder to notice than off delays unless you make a bigger circuit like for example with the wireless transmitters. If you have a huge circuit with multiple glasslights setup then it's easier to notice a delay when turning them on. The OFF delay is the easier to notice and with a simple circuit such as the one I took a screenshot off, it's easily noticeable.
The on one is only noticeable with a larger circuit that was already tested beforehand with redtone torches with no delay in them lighting up, then when replaced with glasslights will have a small noticeable delay. I only mentioned the on delay because it seems it might share with the off delay which is the one noticeable under normal conditions. It was to inform that if they were written the same way to apply the fix to both power states since the on also has a delay aswell but is harder to notice in small circuits.