Looks like it's a pumpkin or melon that's causing it. I'll dig into the error in a few minutes and try to track it down, but if you have time when entering the save I'd suggest harvesting any of those in the area.
Are you using any addons? I'm rather uncertain how a block could get into that state otherwise.
EDIT: I put in an additional check to prevent that happening in the next release, but like I said above, it doesn't look like the pumpkin/melon should have gotten into that state in the first place unless there was some code outside the mod setting it that way.
No addons, It happened on BTWMod4-ABCFEFEc so i updated to BTWMod4-ABCFEFEe with no change. I haven't figured out the proper planting pattern for these things, I put a mix of melon/pumpkin in a big checkered planter field. My guess would be a pumpkin trying to spawn on a melon block if its melon/pumpkin related. Thanks after work tonight i'll check out the melon/pumpkin by removing all of them.
No addons, It happened on BTWMod4-ABCFEFEc so i updated to BTWMod4-ABCFEFEe with no change. I haven't figured out the proper planting pattern for these things, I put a mix of melon/pumpkin in a big checkered planter field. My guess would be a pumpkin trying to spawn on a melon block if its melon/pumpkin related. Thanks after work tonight i'll check out the melon/pumpkin by removing all of them.
Weird. I'm unfortunately not in a position to put out a release in the short term to get a fix out to you, so removing them might be the best bet for now.
The error was seemed to be caused by a pumpkin sprouted on top of its own stem/planter squashing it, beside it was a half slab which isn't suitable for sprouting and the only available designated spot for it was taken up by an adjacent stem/pumpkin.
The error was seemed to be caused by a pumpkin sprouted on top of its own stem/planter squashing it, beside it was a half slab which isn't suitable for sprouting and the only available designated spot for it was taken up by an adjacent stem/pumpkin.
Ah! Got it! Thanks for the info man. It encouraged me to check the relevant portion of the stem code over and it looks like the stem crushed was trying to set its own data after it had already been replaced, resulting in the bug. Was totally my bad.
WARNING: Your animals are about to die. Some will definitely die. They may all die. You will reach skyward with freakishly long arms and beg mercy from an uncaring and unresponsive cubic universe. If you do get a response, it will likely sound a lot like laughter. If this freaks you the heck out, please consider backing up your savegame before installing this release. Otherwise, there's nothing to worry about.
-Added Animageddon. Accept no pork based substitutes.
-Changed the glass block recipe to require 8 blocks of sand and 1 Nether Quartz in a Crucible to produce 4 blocks of glass. This was done to better balance it relative to other building options.
-Changed the math involved in determining when pathfinding has arrived at a destination slightly to provide more accurate outcomes.
-Fixed a problem where a crash could occur when pumpkins and melons grew on top of their own stem.
Fffffffffff...
-------------
If you'd like to say thanks for this release and help contribute to the further development of Better Than Wolves, please consider making a donation:
Just updated the download links in the OP and release post to a small 'b' patch release with the following change:
-Removed certain animals not being able to jump under certain circumstances as it just came across as being buggy. I'll likely add this back in later once I have a chance to adapt pathing to it.
I'm having a minor problem with my kilns. I have a 4 kiln setup which consists of 27 hibachis stoked by 3 bellows. So its 9 hibachis per kiln with overlapping otherwise i'd need 9x4 hibachis to power this.
Occasionally the firing process would get reset in one of the kilns which leads me to assume one of the bellows stops stoking the hibachis for a brief second, but its random with no consistency as to which bellow it would be tied to. The kiln is automated and the timings for the firing duration are generous, the clock used for the stoked fire is a turntable with 2 redstone torches opposite of each other, the turntable speed is on the 3rd setting (one faster from slowest). At first I thought it was related to chunks not loading which could cause this but then I noticed it occasionally happens when i'm right in front of the kiln.
I don't know if this is intended mechanic of a kiln or maybe im losing stoked flame and i need another mechanism to check for stoked fire inconsistency? Or maybe theres something messing up with the 3 bellows stoking 4 kilns since hibachis are overlapping. I can't figure it out since replicating this is difficult and may or may not happen within an hour. Its a minor issue but I'd like to know if its design fault or intended mechanic.
I'm having a minor problem with my kilns. I have a 4 kiln setup which consists of 27 hibachis stoked by 3 bellows. So its 9 hibachis per kiln with overlapping otherwise i'd need 9x4 hibachis to power this.
Off the top of my head I suspect what's happening is that the power drain that occurs as pulses pass through gear boxes is sometimes shortening the length beneath the threshold required to keep the fire stoked. What I would suggest trying is shortening the number of gear boxes between where you're applying the redstone signal, and the individual bellows.
If you want to be absolutely certain if this is the source of the problem, there's also a config style setting to disable that power drain. It's in there to prevent infinite mechanical power loops, by causing them to bleed off power over time.
Let me know if that helps you out. I can take a look next time I get a chance and maybe tweak the timings to be a tad more forgiving if that's the cause.
-Fixed a problem with pathfinding that was still causing some animals and mobs to rarely get stuck in corners. I believe this fix also noticeably improves the quality of pathing overall.
Off the top of my head I suspect what's happening is that the power drain that occurs as pulses pass through gear boxes is sometimes shortening the length beneath the threshold required to keep the fire stoked. What I would suggest trying is shortening the number of gear boxes between where you're applying the redstone signal, and the individual bellows.
Thanks for the reply. The redstone applied to each bellow is in the first picture of #42991 its 2 gearboxes total one being a latched, the redstone runs parallel and not through the latched gearboxes. So i don't believe there is any draining involved.
Each bellow is independent of the alternating redstone. Yet kiln 1, 2, and 3 all lose stoking from time to time in no particular order. The redstone pulsing is coming straight out of a turntable with no repeaters.
My only guess at this point is there is some sort of conflict between Kiln 1 & 2 and kiln 2 & 3 as they have shared bellows. But there are no shared bellows for the center hibachi in the 3x3 grid, the only hibachi that should affect whether the item stays fired or not. I'm at a loss as what it could be.
Well, from what's pictured there actually would be some drain with the second gearbox under each bellows. I'm wondering if that may occasionally be significant enough for the stoked fire to die down.
I'll definitely take a look in the code when I get a chance, but might be something to try in the meantime.
Well, from what's pictured there actually would be some drain with the second gearbox under each bellows. I'm wondering if that may occasionally be significant enough for the stoked fire to die down.
I'll definitely take a look in the code when I get a chance, but might be something to try in the meantime.
I see, I didn't know that the first gearbox coming out of the turntable had to be a latched with alternating redstone. I will do that.
Edit: i actually mislabeled that picture there are 4 kilns & not 3.
Just to update on the kiln issue, it still occurs even when the latched gearbox is the first thing connected to the bellow. It occurs with all 3 bellows which randomly and not at the same time fail to consistently stoke. This is more noticeable since the update which drastically increased the kiln timers. I'm not using any mods and if your having difficult replicating it I could provide the 350Mb save-file.
Edit: its a very simple design, turntable 2 redstone torch opposite of eachother on 3rd speed feeding a latched gearbox directly feeding a bellow. If I'm the first one to catch this right now then that seems fairly odd. So my guess would be some convoluted issue with the overlapping bellows/hibachis i have going in my setup.
I'm not using any mods and if your having difficult replicating it I could provide the 350Mb save-file.
Nah, it's cool man. I'll definitely take a look when I have a chance, and will request more info if needed. Thanks for the verifying it wasn't the drain.
I dont like hermaphrodite animals, why not male and female animals, to increase the difficulty of doing a farm
The Minecraft world has never had a concept of gender. That's a thematic consideration I chose to remain consistent with very early on, and I've never really thought that gender for animals would add sufficient gameplay to warrant breaking with that, at least not without investing a lot of work into it.
Better Than Wolves has also never been about realism either, so I wouldn't be inclined to include it just on that basis.
Quick question, I've been experiencing a problem when dying; sometimes it doesn't reset to dawn or replenish my hunger and health. So it becomes a pretty frustrating experience of spawning to be instantly killed by a creeper. Is there something i am missing?
Quick question, I've been experiencing a problem when dying; sometimes it doesn't reset to dawn or replenish my hunger and health. So it becomes a pretty frustrating experience of spawning to be instantly killed by a creeper. Is there something i am missing?
If you die again the same day after a respawn, you'll respawn again in the same general area with reduced stats. The greater the number of times you die, the worse it gets. This is to discourage exploits involving just respawning over and over again until you get lucky.
After a couple of such deaths, unless you have a good plan to recover, I'd advise waiting it out. Take a break for a few minutes, then try again. In the future I'm planning on improving this with a more elegant solution, but for the time being it's your best bet.
If you die again the same day after a respawn, you'll respawn again in the same general area with reduced stats. The greater the number of times you die, the worse it gets. This is to discourage exploits involving just respawning over and over again until you get lucky.
After a couple of such deaths, unless you have a good plan to recover, I'd advise waiting it out. Take a break for a few minutes, then try again. In the future I'm planning on improving this with a more elegant solution, but for the time being it's your best bet.
Great thanks so my for the reply, also thank you so much for all the hard work put in on this mod, it makes vanilla minecraft unplayable to me. Keep up the good work!
No addons, It happened on BTWMod4-ABCFEFEc so i updated to BTWMod4-ABCFEFEe with no change. I haven't figured out the proper planting pattern for these things, I put a mix of melon/pumpkin in a big checkered planter field. My guess would be a pumpkin trying to spawn on a melon block if its melon/pumpkin related. Thanks after work tonight i'll check out the melon/pumpkin by removing all of them.
Weird. I'm unfortunately not in a position to put out a release in the short term to get a fix out to you, so removing them might be the best bet for now.
The error was seemed to be caused by a pumpkin sprouted on top of its own stem/planter squashing it, beside it was a half slab which isn't suitable for sprouting and the only available designated spot for it was taken up by an adjacent stem/pumpkin.
https://imgur.com/a/uMq8bWW
I included a picture in case my description of what was causing it wasn't clear.
Ah! Got it! Thanks for the info man. It encouraged me to check the relevant portion of the stem code over and it looks like the stem crushed was trying to set its own data after it had already been replaced, resulting in the bug. Was totally my bad.
Will be fixed for the next release.
[**** NEW RELEASE ****]
Version 4.AFFFFFFF of Better Than Wolves is ready for download!
Download Link
This release contains the following changes:
WARNING: Your animals are about to die. Some will definitely die. They may all die. You will reach skyward with freakishly long arms and beg mercy from an uncaring and unresponsive cubic universe. If you do get a response, it will likely sound a lot like laughter. If this freaks you the heck out, please consider backing up your savegame before installing this release. Otherwise, there's nothing to worry about.
-Added Animageddon. Accept no pork based substitutes.
-Changed the glass block recipe to require 8 blocks of sand and 1 Nether Quartz in a Crucible to produce 4 blocks of glass. This was done to better balance it relative to other building options.
-Changed the math involved in determining when pathfinding has arrived at a destination slightly to provide more accurate outcomes.
-Fixed a problem where a crash could occur when pumpkins and melons grew on top of their own stem.
Fffffffffff...
-------------
If you'd like to say thanks for this release and help contribute to the further development of Better Than Wolves, please consider making a donation:
Just updated the download links in the OP and release post to a small 'b' patch release with the following change:
-Removed certain animals not being able to jump under certain circumstances as it just came across as being buggy. I'll likely add this back in later once I have a chance to adapt pathing to it.
I'm having a minor problem with my kilns. I have a 4 kiln setup which consists of 27 hibachis stoked by 3 bellows. So its 9 hibachis per kiln with overlapping otherwise i'd need 9x4 hibachis to power this.
Kiln setup
Occasionally the firing process would get reset in one of the kilns which leads me to assume one of the bellows stops stoking the hibachis for a brief second, but its random with no consistency as to which bellow it would be tied to. The kiln is automated and the timings for the firing duration are generous, the clock used for the stoked fire is a turntable with 2 redstone torches opposite of each other, the turntable speed is on the 3rd setting (one faster from slowest). At first I thought it was related to chunks not loading which could cause this but then I noticed it occasionally happens when i'm right in front of the kiln.
I don't know if this is intended mechanic of a kiln or maybe im losing stoked flame and i need another mechanism to check for stoked fire inconsistency? Or maybe theres something messing up with the 3 bellows stoking 4 kilns since hibachis are overlapping. I can't figure it out since replicating this is difficult and may or may not happen within an hour. Its a minor issue but I'd like to know if its design fault or intended mechanic.
Off the top of my head I suspect what's happening is that the power drain that occurs as pulses pass through gear boxes is sometimes shortening the length beneath the threshold required to keep the fire stoked. What I would suggest trying is shortening the number of gear boxes between where you're applying the redstone signal, and the individual bellows.
If you want to be absolutely certain if this is the source of the problem, there's also a config style setting to disable that power drain. It's in there to prevent infinite mechanical power loops, by causing them to bleed off power over time.
Let me know if that helps you out. I can take a look next time I get a chance and maybe tweak the timings to be a tad more forgiving if that's the cause.
'c' version, OP, download link, yada yada yada:
-Fixed a problem with pathfinding that was still causing some animals and mobs to rarely get stuck in corners. I believe this fix also noticeably improves the quality of pathing overall.
Thanks for the reply. The redstone applied to each bellow is in the first picture of #42991 its 2 gearboxes total one being a latched, the redstone runs parallel and not through the latched gearboxes. So i don't believe there is any draining involved.
I labeled the picture
https://i.imgur.com/Bs0vGI4.jpg
Each bellow is independent of the alternating redstone. Yet kiln 1, 2, and 3 all lose stoking from time to time in no particular order. The redstone pulsing is coming straight out of a turntable with no repeaters.
My only guess at this point is there is some sort of conflict between Kiln 1 & 2 and kiln 2 & 3 as they have shared bellows. But there are no shared bellows for the center hibachi in the 3x3 grid, the only hibachi that should affect whether the item stays fired or not. I'm at a loss as what it could be.
Well, from what's pictured there actually would be some drain with the second gearbox under each bellows. I'm wondering if that may occasionally be significant enough for the stoked fire to die down.
I'll definitely take a look in the code when I get a chance, but might be something to try in the meantime.
I see, I didn't know that the first gearbox coming out of the turntable had to be a latched with alternating redstone. I will do that.
Edit: i actually mislabeled that picture there are 4 kilns & not 3.
Just to update on the kiln issue, it still occurs even when the latched gearbox is the first thing connected to the bellow. It occurs with all 3 bellows which randomly and not at the same time fail to consistently stoke. This is more noticeable since the update which drastically increased the kiln timers. I'm not using any mods and if your having difficult replicating it I could provide the 350Mb save-file.
Edit: its a very simple design, turntable 2 redstone torch opposite of eachother on 3rd speed feeding a latched gearbox directly feeding a bellow. If I'm the first one to catch this right now then that seems fairly odd. So my guess would be some convoluted issue with the overlapping bellows/hibachis i have going in my setup.
Nah, it's cool man. I'll definitely take a look when I have a chance, and will request more info if needed. Thanks for the verifying it wasn't the drain.
'd' version in the vicinity of the OP download link:
-Added the ability for wolves to seek out tasty food items that are laying on the ground.
-Changed (tweaked) some of the features involved in the Cluckaclysm to refine them further.
-Fixed an issue that was slowing milk and wool production more than intended.
-Fixed a lighting glitch when torches were removed near Brick Ovens.
I dont like hermaphrodite animals, why not male and female animals, to increase the difficulty of doing a farm
Better Than Minecraft, Better Than Wolves
The Minecraft world has never had a concept of gender. That's a thematic consideration I chose to remain consistent with very early on, and I've never really thought that gender for animals would add sufficient gameplay to warrant breaking with that, at least not without investing a lot of work into it.
Better Than Wolves has also never been about realism either, so I wouldn't be inclined to include it just on that basis.
Quick question, I've been experiencing a problem when dying; sometimes it doesn't reset to dawn or replenish my hunger and health. So it becomes a pretty frustrating experience of spawning to be instantly killed by a creeper. Is there something i am missing?
If you die again the same day after a respawn, you'll respawn again in the same general area with reduced stats. The greater the number of times you die, the worse it gets. This is to discourage exploits involving just respawning over and over again until you get lucky.
After a couple of such deaths, unless you have a good plan to recover, I'd advise waiting it out. Take a break for a few minutes, then try again. In the future I'm planning on improving this with a more elegant solution, but for the time being it's your best bet.
Great thanks so my for the reply, also thank you so much for all the hard work put in on this mod, it makes vanilla minecraft unplayable to me. Keep up the good work!