Why is that breaking a block too fast makes it invisible? Like using Diamond Shovel on dirt/sand makes them disappear, but I cant move through them, makes me stuck. Relog shows that the blocks are intact.
And there is a break effect on regeneration, but ot all the time.
Read the posts in the past 2-3 pages. This issue has been covered and is known. Currently, your best recourse is to add the IDs for the Diamond Shovel (and any other item that breaks blocks in one go) to the excluded ID list on the AS_multimine.cfg file.
1.1.5
- experimentally disabled server side block of vanilla BlockDig packets. Should fix all "phantom Block" bugs
- im not sure about the side effects. Maybe nothing.
dude i have a problem with this mod when im using it all ranged ammo based weapons do not work, not even the vanilla minecraft bow!(im using balkons weapon mod) so yeah .. HELP
EDIT:never mind i installed the latest version and everything works just fine
I don't know if its just me but this doesn't seam to work for 1.4.2, It says handshake completed thingo in chat when I enter my singleplayer game, but its as if multi-mine isn't installed, I even tried commenting out the lines in the config for the exclude just incase I was hitting excluded blocks but still nothing has changed.
Edit: Umm maybe theres something going on because I just opened my config and it had been reset, saying its been generated the exact time I opened minecraft, so exclude my comment about commenting out the lines in the file, but still it doesn't want to work, could it be because I'm running it portable?(using a bat file to make minecraft think AppData is the current directory its run from)
Edit2: Also would like to add I installed this into coremods and im using the latest forge (6.somethingarather)
Thanks for updating it, It works but there is kind of a problem, while breaking the blocks the break animation shows for like half a second then disappears until the next step of breaking, which mean I cant actually tell which blocks ive hit, then when the block is prefixing itself, particles explode off of it and again show for about half a second.
Sorry to be a pain and I'd just like you to know you did an amazing job making this mod, best idea for a mod (and also your other mods look amazing too)
Edit: Just did a slight bit of testing, it only ruins the breaking animation after about 6 changes in the breaking animation, regeneration of the breaking doesn't add onto this, so if I punch a block 5 times, everything will be fine and it will run through the regen fine, but as soon as I punch any block for a total of 6 stages(doesn't have to be on one block) the animation goes glitchy
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
If either side is missing it, they will not get its functionality. A client without it will see other people with the mod destroy Blocks seemingly too fast. On a server without it nothing will happen for you.
I have a question. Is the 30 Block limit for a reason? You could implement saving the info to a LinkedHashMap and even 1000 entries would not cause lag. With the LinkedHashMap, you can order it by last accessed, so it would be easy to remove the oldest to insert the newest entry, so the partial break will function more like a timeout. Also, LinkedHashMap's can be fully exported by the ObjectOutputStream, so you can save and load the HashMap with the server.
Obviously this is just a suggestion from a brother modder
I have done something similar to this, it's the way the old PaintAnyBlock functioned. I found it easiest to set the key as a delimited string of the coordinates, and the information in a ArrayDeque(really lean and fast, order preserved).
The reason is all Blocks have to be announced to all clients, and - lets assume a worst case here - if you have 25 players and 30 partially damaged Blocks, which then start regenerating, you have to send a regeneration update Packet for each of those 30 Blocks, every 10% damage, to all 25 players (actually it tries to just send updates to nearby players). = 30 * 10 * 25 packets to send
Mining a single Block with 25 players already means 250 packets sent.
I'm having an issue with this mod (awesome by the way), you can mine anything even at bare hands like stone, it takes an eternity to do it but it drops (drops cobble as mined with a pick not stone itself, just to make it clear) in the end... you might want to fix this if possible...
The reason is all Blocks have to be announced to all clients, and - lets assume a worst case here - if you have 25 players and 30 partially damaged Blocks, which then start regenerating, you have to send a regeneration update Packet for each of those 30 Blocks, every 10% damage, to all 25 players (actually it tries to just send updates to nearby players). = 30 * 10 * 25 packets to send
Mining a single Block with 25 players already means 250 packets sent.
Oh I see, I did not think about the player's client not knowing to ask the server's block information on a need to know basis, as well as clients and servers potentially not syncing up if using mirrored code instead of update packets.
To make sure I'm installing this correctly: It goes into a folder named "coremods" in both the client and server, correct?
What should I be looking for in the log file? What I see is references to a mod named "mcp" but no file reference to that mod.
I cannot get this to work, and do not know where to start. Due to an issue with Twilight Forest, there is an error message every 45 seconds (TF is trying to save a cache with a bad pathname), so the logs are too big for pastebin.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
The .jar(!) file goes into /coremods/. You dont see anything during runtime, however on startup in the forge log you should immediatly see this on client:
2012-10-25 22:39:39 [FINEST] [ForgeModLoader] All core mods are successfully located
2012-10-25 22:39:39 [FINEST] [ForgeModLoader] Discovering coremods
2012-10-25 22:39:39 [FINEST] [ForgeModLoader] Found a candidate coremod MultiMine_1.4.2.jar
2012-10-25 22:39:39 [FINEST] [ForgeModLoader] Loading coremod MultiMine_1.4.2.jar
2012-10-25 22:39:39 [FINEST] [ForgeModLoader] Loaded coremod MultiMine_1.4.2.jar
[...]
2012-10-25 22:39:39 [FINEST] [ForgeModLoader] Coremod plugin FMLForgePlugin run successfully
2012-10-25 22:39:39 [FINEST] [ForgeModLoader] Running coremod plugin MMFMLCorePlugin
2012-10-25 22:39:39 [FINEST] [ForgeModLoader] Coremod plugin MMFMLCorePlugin run successfully
somewhat later
2012-10-25 22:39:39 [INFO] [STDOUT] **************** Multi Mine transform running on PlayerControllerMP ***********************
2012-10-25 22:39:39 [INFO] [STDOUT] In target method! Patching!
2012-10-25 22:39:39 [INFO] [STDOUT] Found local variable ISTORE Node at 78
2012-10-25 22:39:39 [INFO] [STDOUT] Block ID is in local variable 5
2012-10-25 22:39:39 [INFO] [STDOUT] Found IFLT Node at 176
2012-10-25 22:39:39 [INFO] [STDOUT] Found ALOAD Node at offset -4 from IFLT Node
2012-10-25 22:39:39 [INFO] [STDOUT] Patching Complete!
and a little while later
2012-10-25 22:39:41 [INFO] [STDOUT] **************** Multi Mine transform running on NetServerHandler ***********************
2012-10-25 22:39:41 [INFO] [STDOUT] In target method! Patching!
2012-10-25 22:39:41 [INFO] [STDOUT] Patching Complete!
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
I was wondering if you, atomicstryker, was going to make a topic to address bugs and crashes for the mods you are maintaining: Minefactory, Nether ores, Powerconverters. If not where do we adress these problems? Love the mods you have been maintaining and your main mods.
Read the posts in the past 2-3 pages. This issue has been covered and is known. Currently, your best recourse is to add the IDs for the Diamond Shovel (and any other item that breaks blocks in one go) to the excluded ID list on the AS_multimine.cfg file.
- experimentally disabled server side block of vanilla BlockDig packets. Should fix all "phantom Block" bugs
- im not sure about the side effects. Maybe nothing.
EDIT:never mind i installed the latest version and everything works just fine
Edit: Umm maybe theres something going on because I just opened my config and it had been reset, saying its been generated the exact time I opened minecraft, so exclude my comment about commenting out the lines in the file, but still it doesn't want to work, could it be because I'm running it portable?(using a bat file to make minecraft think AppData is the current directory its run from)
Edit2: Also would like to add I installed this into coremods and im using the latest forge (6.somethingarather)
P.S. I edited the file while Minecraft was closed
1.1.8
- and updated obfuscation for transformer to 1.4.2 aswell, derp me
Sorry to be a pain and I'd just like you to know you did an amazing job making this mod, best idea for a mod (and also your other mods look amazing too)
Edit: Just did a slight bit of testing, it only ruins the breaking animation after about 6 changes in the breaking animation, regeneration of the breaking doesn't add onto this, so if I punch a block 5 times, everything will be fine and it will run through the regen fine, but as soon as I punch any block for a total of 6 stages(doesn't have to be on one block) the animation goes glitchy
1.1.9
- worked around Mojang's new Block Damage timeout wipe
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Obviously this is just a suggestion from a brother modder
I have done something similar to this, it's the way the old PaintAnyBlock functioned. I found it easiest to set the key as a delimited string of the coordinates, and the information in a ArrayDeque(really lean and fast, order preserved).
Mining a single Block with 25 players already means 250 packets sent.
Oh I see, I did not think about the player's client not knowing to ask the server's block information on a need to know basis, as well as clients and servers potentially not syncing up if using mirrored code instead of update packets.
What should I be looking for in the log file? What I see is references to a mod named "mcp" but no file reference to that mod.
I cannot get this to work, and do not know where to start. Due to an issue with Twilight Forest, there is an error message every 45 seconds (TF is trying to save a cache with a bad pathname), so the logs are too big for pastebin.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
somewhat later
and a little while later
On server startup, something similar.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?