The ID's are all changed to work, and block ID 130 is NOT in use.
Half the recipes don't work and
potash from campfires crashes minecraft, with a NullPointerException.
Any Ideas?
P.S. I know basic programming, so no need to make any answers sound like "normal talk".
P.S.S. I do know my minecraft is 1.1, and I am using 1.1 version.
Even with the Mar12 update, the server still isn't working for me.
-- snip --
So what am I missing? The Mar12 update for the server already contains the default content, so I didn't need to put it in (although I also tried overwriting it with the Feb7 version with no luck).
Hmm... I notice that you installed Forge. Have you tried running the server without Forge installed? It could be the same incompatibility that we were suffering from with the client. My mod doesn't require Forge to be installed server-side anyway. Do you need Forge server-side for other mods? If so I may need to develop a server-side Forge compatible version.
You should update title as well. Im so happy when you are updating-my worlds can be more lively and delicious again! No problems by now!
Not going to update the title until all of the bugs for the 1.2.3 version have been ironed out. Until then the update is purely for testing purposes only
Fruit leaves doesn't disappear after I chop down the logs. I don't remember if this is working as intended or not.
Also, has the Foraging stick been dropped? Because it doesn't seem to be working.
Fruit leaves won't dissappear until you destroy at least one of them. This is because I didn't override logs, and vanilla logs only tell vanilla leaves to decay.
As for the foraging stick... that's unfortunate, I'll have to look into it XD
I am sorry if someone asked before me, but I couldn't find the answer to this anywhere:
[block.fruitSapling] ID 130: is in use. Use a different ID or use 'override' to replace existing block or item.
The ID's are all changed to work, and block ID 130 is NOT in use.
Half the recipes don't work and
potash from campfires crashes minecraft, with a NullPointerException.
Any Ideas?
This ID conflict is probably the cause of all the other problems. Because it can't resolve this block, it can't resolve the items/blocks that refer to it, and it snowballs.
ID 130 must be in use, otherwise it wouldn't give that error. Have you at least tried changing it to something other than 130?
Hmm... I notice that you installed Forge. Have you tried running the server without Forge installed? It could be the same incompatibility that we were suffering from with the client. My mod doesn't require Forge to be installed server-side anyway. Do you need Forge server-side for other mods? If so I may need to develop a server-side Forge compatible version.
I tried without Forge installed on the server. It didn't crash, yet I didn't seem to have any of your content in the game world. I assumed I needed Forge on the server in order to get it.
I did have the default content installed under the content folder. What else could I be missing?
I tried without Forge installed on the server. It didn't crash, yet I didn't seem to have any of your content in the game world. I assumed I needed Forge on the server in order to get it.
I did have the default content installed under the content folder. What else could I be missing?
No, you don't need Forge on the server, and it looks like it's entirely incompatible to boot! I'll add that to the list of things I should fix!
As for the content... What does your XieLogServer.txt say? It's supposed to say this:
Xie's Mod SMP for MC1.2.3 (Mar12) Work Log - Wed Mar 14 17:12:03 EDT 2012
Has anyone thought of adding stained glass (perhaps like a painting, only on glass and transparent) to one of the content packs? I haven't a clue how to do it myself.
I've got a bug with campfires. When I place one down, my game lags really hard, dropping my framerate down to 10-15 fps. On top of that, when the campfire is just about to burn out, I get the saving chunks screen and then my game closes.
Mods Installed:
-Latest modloader, modloader mp, and RB of forge
-ExtraBiomesXL
-CraftGuide
-Airships
-Smart Moving
-Xie's default content and CTcore
The game crashes before I can get the error report
Regardless, I don't see any missing textures or strange trees on the map, so I assume it's not generating the items correctly. Is there any other way to check the mod is running properly?
Edit: Of course, I try to run the client against the the client log seems to be correct. I still don't see any content from the mod generated, though
Has anyone thought of adding stained glass (perhaps like a painting, only on glass and transparent) to one of the content packs? I haven't a clue how to do it myself.
Yeah, I planned to do this, just never got around to it. Was going to add colourfully patterned wool blocks too, for carpets and walls. If only I had more time lol. Unfortunatley most of my time is spent updating/debugging, rather than actually making content which is what I'd prefer to be doing obviously
Regardless, I don't see any missing textures or strange trees on the map, so I assume it's not generating the items correctly. Is there any other way to check the mod is running properly?
Edit: Of course, I try to run the client against the the client log seems to be correct. I still don't see any content from the mod generated, though
That's a problem, the content needs to be loaded server side and client side for it to work properly, otherwise the new content just won't show up. Make sure you've installed the content correctly client-side. Also rememer to regenerate chunks for your server's world, the new content will only be spawned in new chunks. (The easiest way to test for new content that I've found is to try making a campfire, as 4 sticks is easy to come by).
Also, has the Foraging stick been dropped? Because it doesn't seem to be working.
Alright, found the problem and fixed it. It'll be working again in the next release, but I want to do some more bug fixing and tweaking before then, so for now if you want the foraging stick to work, just replace the existing ./mods/Xie/xie/parser/JobItem.class with this file, and it should work.
Yeah, I planned to do this, just never got around to it. Was going to add colourfully patterned wool blocks too, for carpets and walls. If only I had more time lol. Unfortunatley most of my time is spent updating/debugging, rather than actually making content which is what I'd prefer to be doing obviously
That's a problem, the content needs to be loaded server side and client side for it to work properly, otherwise the new content just won't show up. Make sure you've installed the content correctly client-side. Also rememer to regenerate chunks for your server's world, the new content will only be spawned in new chunks. (The easiest way to test for new content that I've found is to try making a campfire, as 4 sticks is easy to come by).
I'm generating a completely new world each time. The client and server are both claiming that everything was loaded - the 0 was just a one time thing for some reason.
Has anyone else tried the server/multiplayer version? Any luck? With a new world or existing save?
Update: I can make a campfire and place it in the world. It has the proper texture too. If I place it next to snow, it'll eventually melt the snow, so I assume the mod is working correctly on the server end as well.
So why aren't the plants and trees generating with new chunks or with world generation? The spawns.xie file in the content looks okay - is there anything else that can be modified that would turn off crops and plants from generating? Just to check, I copied the default content from the link (feb7th) which I know generated stuff before, with nothing still being generated.
Remember my "becomesWhenDestroyed" problem? I tried installing your mod with only the campfire script installed, getting rid of the others including the ashpile. When I tried to get rid of the ashpile from the script and make it so that the campfire would just disappear when it runs out of fuel by putting in a null value (so it was "becomesWhenDestroyed="""), the campfire became "immortal", re-spawning itself everytime it exhausts its fuel until I destroy it.
You said I should try out using the value "0". Haven't tried it yet, but any chance you fixed the problem of the null value?
And is there any way I could make it so that the campfire would drop the food left in it (cooked and uncooked) when it has exhausted its fuel and destroyed, instead of the food being destroyed with it?
So why aren't the plants and trees generating with new chunks or with world generation? The spawns.xie file in the content looks okay - is there anything else that can be modified that would turn off crops and plants from generating? Just to check, I copied the default content from the link (feb7th) which I know generated stuff before, with nothing still being generated.
Strange, world gen worked fine for me. I'll take another look at it and see if there might be a bug.
Harvesting corn yields no seeds. and corn kernels cannot be used to make different seed in the way corn seeds can. Is that going to be changed?
Yeah, corn seeds come from wild corn plants, and they're the ones you use in seed splicing, not corn kernels. I guess I should add recipes for corn kernels too, or at least let you craft corn seeds from corn kernels perhaps? Or would you prefer that I merged the two items to make them the same? I just didn't want people making cornflour and bread out of wild corn, but I guess that can't hurt that much
Remember my "becomesWhenDestroyed" problem? ... You said I should try out using the value "0". Haven't tried it yet, but any chance you fixed the problem of the null value?
And is there any way I could make it so that the campfire would drop the food left in it (cooked and uncooked) when it has exhausted its fuel and destroyed, instead of the food being destroyed with it?
Vaguely... Have you tried just entirely deleting the "becomesWhenDestroyed" line altogether?
And the inventory of the campfire should be dumped when it gets destroyed. If that's not happening then something is broken.
Ok, have done more testing and bug searching and haven't found anything yet. Have tested most of the trees(not avocado) and all vegetables(except tomato) and everything works fine. Potash however doesn't seem to work. Fertilizer on the other hand works just fine.
Did some science too... and toothpick trees work(good if you are short on space)... as do floating trees. Homemade bushtrees doesn't though.
Thanks for doing that extra testing, not sure what's going on with potash... It's supposed to only work on fruit trees, not normal crops. Are you finding that's the case?
As for the toothpick trees ROFL! That's some quality science right there! They work because there is one block within the tree that handles fruit drops, so as to cut down on CPU usage, and so long as that block isn't destroyed, the tree will shed fruit. If it does get destroyed it will try to "migrate" to an adjacent block of the same type, so you might be able to make your bushtree that way
So why aren't the plants and trees generating with new chunks or with world generation?
OK I looked into this, seems there's a serious bug at the server's end that's seriously messing up the co-ordinates given to the "generate surface" method. I couldn't find a problem in my code anywhere, but I'll take another look at it next week. Sorry that it's messed up in the meantime, you may need to just generate a world using SSP, and then copy it across to your server. Hardly an ideal solution, though, so I'll keep it on the to-do list till it's working again.
I fixed the problems we were having with the previous release (Mar8), turns out it was Forge that was ruining my day. Unfortunately this means that there are now two versions, Mar8 which is incompatible with Forge, but is still good for all non-spritesheet content, and Mar12 which requires Forge to work at all (it'll crash if you don't have Forge installed).
Note that this is no longer a problem. Today's release (Mar16) is Forge and non-Forge compatible, in that it should work with or without Forge installed, client and server side. Note that Forge is still required client-side to run content that requires sprite sheets (e.g. default content).
I can't find much info on cylan's content. is there somewhere that tells exactly what everything does? i have the craftguide mod installed but it doesn't help completely. I have no clue how to use a lot of the things like the cookie sheets, muffin trays, or even the colored paper.
I am having a slight problem with the default farming content. I am running Minecraft 1.2.3 on Mac OS X Lion, and it seems that the images for the content aren't transitioning into the game? I see the ID's such as carrot, tea, roasted pumpkin, but the images aren't loading properly. A brick is in place for the roasted pumpkin. Any word on how to fix this issue?
<spoiler>
Xie's Mod SMP for MC1.1 (Feb22) Work Log - Tue Mar 13 16:23:02 EDT 2012
[alias.appleSeeds] Job unresolved - Found unknown identifier: fruitSeed:1:0
[alias.avocadoSapling] Job unresolved - Found unknown identifier: fruitSapling:1:3
[alias.lemonSapling] Job unresolved - Found unknown identifier: fruitSapling:1:2
[alias.orangeSapling] Job unresolved - Found unknown identifier: fruitSapling:1:1
[alias.lemonSeeds] Job unresolved - Found unknown identifier: fruitSeed:1:2
[alias.orangeSeeds] Job unresolved - Found unknown identifier: fruitSeed:1:1
[block.ashpile] Job unresolved - Drop not found potash
[item.potash] Job unresolved - Failed to parse worksOn block list
[recipe.fertiliser:2] Job unresolved - Recipe failed, failed to identify ingredients
[recipe.potash] Job unresolved - Recipe failed, failed to identify yield
[recipe.avocadoSeed] Job unresolved - Recipe failed, failed to identify yield
[recipe.tomatoSeeds] Job unresolved - Recipe failed, failed to identify ingredients
[recipe.orangeSeeds] Job unresolved - Recipe failed, failed to identify yield
[recipe.cottonSeeds] Job unresolved - Recipe failed, failed to identify ingredients
[recipe.appleSeeds] Job unresolved - Recipe failed, failed to identify yield
[recipe.cornSeeds] Job unresolved - Recipe failed, failed to identify ingredients
[recipe.lemonSeeds] Job unresolved - Recipe failed, failed to identify yield
[recipe.lettuceSeeds] Job unresolved - Recipe failed, failed to identify ingredients
[item.fruitSeed] Job unresolved - null
[recipe.avocadoSeed] Job unresolved - Recipe failed, failed to identify yield
[recipe.appleSeeds] Job unresolved - Recipe failed, failed to identify yield
[recipe.lemonSeeds] Job unresolved - Recipe failed, failed to identify yield
[recipe.orangeSeeds] Job unresolved - Recipe failed, failed to identify yield
[block.fruitLeaves] Job unresolved - Drop not found orangeSapling
[block.fruitSapling] ID 130: is in use. Use a different ID or use 'override' to replace existing block or item.
[alias.appleSapling] Job unresolved - Found unknown identifier: fruitSapling:1:0
[alias.avocadoSeed] Job unresolved - Found unknown identifier: fruitSeed:1:3
Found 20 block 49 item 72 recipe 10 spawn 22 alias jobs.
Added 17 blocks 47 items 746 recipes 11 spawns 14 aliases.
</spoiler>
The ID's are all changed to work, and block ID 130 is NOT in use.
Half the recipes don't work and
potash from campfires crashes minecraft, with a NullPointerException.
Any Ideas?
P.S. I know basic programming, so no need to make any answers sound like "normal talk".
P.S.S. I do know my minecraft is 1.1, and I am using 1.1 version.
Hmm... I notice that you installed Forge. Have you tried running the server without Forge installed? It could be the same incompatibility that we were suffering from with the client. My mod doesn't require Forge to be installed server-side anyway. Do you need Forge server-side for other mods? If so I may need to develop a server-side Forge compatible version.
Not going to update the title until all of the bugs for the 1.2.3 version have been ironed out. Until then the update is purely for testing purposes only
Fruit leaves won't dissappear until you destroy at least one of them. This is because I didn't override logs, and vanilla logs only tell vanilla leaves to decay.
As for the foraging stick... that's unfortunate, I'll have to look into it XD
Are the textures not being displayed correctly? e.g. cobblestone for leaves, and wierd stuff like that? If so, you probably haven't installed Forge.
This ID conflict is probably the cause of all the other problems. Because it can't resolve this block, it can't resolve the items/blocks that refer to it, and it snowballs.
ID 130 must be in use, otherwise it wouldn't give that error. Have you at least tried changing it to something other than 130?
I tried without Forge installed on the server. It didn't crash, yet I didn't seem to have any of your content in the game world. I assumed I needed Forge on the server in order to get it.
I did have the default content installed under the content folder. What else could I be missing?
No, you don't need Forge on the server, and it looks like it's entirely incompatible to boot! I'll add that to the list of things I should fix!
As for the content... What does your XieLogServer.txt say? It's supposed to say this:
Xie's Mod SMP for MC1.2.3 (Mar12) Work Log - Wed Mar 14 17:12:03 EDT 2012
All jobs successfully resolved!
Found 20 block 49 item 72 recipe 10 spawn 22 alias jobs.
Added 20 blocks 49 items 760 recipes 11 spawns 22 aliases.
Mods Installed:
-Latest modloader, modloader mp, and RB of forge
-ExtraBiomesXL
-CraftGuide
-Airships
-Smart Moving
-Xie's default content and CTcore
The game crashes before I can get the error report
That's interesting. The server does report that, yet the client-side doesn't. The client-side has:
All jobs successfully resolved!
Found 0 block 0 item 0 recipe 0 spawn 0 alias jobs.
Added 0 blocks 0 items 0 recipes 0 spawns 0 aliases.
Regardless, I don't see any missing textures or strange trees on the map, so I assume it's not generating the items correctly. Is there any other way to check the mod is running properly?
Edit: Of course, I try to run the client against the the client log seems to be correct. I still don't see any content from the mod generated, though
Yeah, I planned to do this, just never got around to it. Was going to add colourfully patterned wool blocks too, for carpets and walls. If only I had more time lol. Unfortunatley most of my time is spent updating/debugging, rather than actually making content which is what I'd prefer to be doing obviously
That's a problem, the content needs to be loaded server side and client side for it to work properly, otherwise the new content just won't show up. Make sure you've installed the content correctly client-side. Also rememer to regenerate chunks for your server's world, the new content will only be spawned in new chunks. (The easiest way to test for new content that I've found is to try making a campfire, as 4 sticks is easy to come by).
Alright, found the problem and fixed it. It'll be working again in the next release, but I want to do some more bug fixing and tweaking before then, so for now if you want the foraging stick to work, just replace the existing ./mods/Xie/xie/parser/JobItem.class with this file, and it should work.
I'm generating a completely new world each time. The client and server are both claiming that everything was loaded - the 0 was just a one time thing for some reason.
Has anyone else tried the server/multiplayer version? Any luck? With a new world or existing save?
So why aren't the plants and trees generating with new chunks or with world generation? The spawns.xie file in the content looks okay - is there anything else that can be modified that would turn off crops and plants from generating? Just to check, I copied the default content from the link (feb7th) which I know generated stuff before, with nothing still being generated.
You said I should try out using the value "0". Haven't tried it yet, but any chance you fixed the problem of the null value?
And is there any way I could make it so that the campfire would drop the food left in it (cooked and uncooked) when it has exhausted its fuel and destroyed, instead of the food being destroyed with it?
Strange, world gen worked fine for me. I'll take another look at it and see if there might be a bug.
Yeah, corn seeds come from wild corn plants, and they're the ones you use in seed splicing, not corn kernels. I guess I should add recipes for corn kernels too, or at least let you craft corn seeds from corn kernels perhaps? Or would you prefer that I merged the two items to make them the same? I just didn't want people making cornflour and bread out of wild corn, but I guess that can't hurt that much
Vaguely...
And the inventory of the campfire should be dumped when it gets destroyed. If that's not happening then something is broken.
Thanks for doing that extra testing, not sure what's going on with potash... It's supposed to only work on fruit trees, not normal crops. Are you finding that's the case?
As for the toothpick trees ROFL! That's some quality science right there! They work because there is one block within the tree that handles fruit drops, so as to cut down on CPU usage, and so long as that block isn't destroyed, the tree will shed fruit. If it does get destroyed it will try to "migrate" to an adjacent block of the same type, so you might be able to make your bushtree that way
OK I looked into this, seems there's a serious bug at the server's end that's seriously messing up the co-ordinates given to the "generate surface" method. I couldn't find a problem in my code anywhere, but I'll take another look at it next week. Sorry that it's messed up in the meantime, you may need to just generate a world using SSP, and then copy it across to your server. Hardly an ideal solution, though, so I'll keep it on the to-do list till it's working again.
Note that this is no longer a problem. Today's release (Mar16) is Forge and non-Forge compatible, in that it should work with or without Forge installed, client and server side. Note that Forge is still required client-side to run content that requires sprite sheets (e.g. default content).
Further bugs, let me know