24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
doesn't cause a crash or anything, but probably not good for performance, it infinitely scrolls by spamming the console while in a world.
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24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
Anyway, it seems that the MFR Harvester's writeToNBT() method on the client will result in a NPE, because the treeManager object is only initialized on the server side.
I'm guessing there are a lot of other similar cases in other mods, so saving the TE on the client should be done carefully, and only when necessary (ie. saving the data to file(?)).
Anyway, it seems that the MFR Harvester's writeToNBT() method on the client will result in a NPE, because the treeManager object is only initialized on the server side.
I'm guessing there are a lot of other similar cases in other mods, so saving the TE on the client should be done carefully, and only when necessary (ie. saving the data to file(?)).
this is already fixed in the 1.7.10 version. (2.1.6)
It has been a while since I've played Minecraft, glad to see this mod is still on going.
Has the issue with multiple worlds on a given server been fixed? So MapWriter doesn't overwrite one map with another if you change worlds?
If it hasn't, is there a way to stop MapWriter from updating (without leaving the game, removing the mod jar and relaunching). A button toggle perhaps?
sorry i didn't notice this before, using the latest version of mapwriter, 2.1.6
Rollback Post to RevisionRollBack
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
It has been a while since I've played Minecraft, glad to see this mod is still on going.
Has the issue with multiple worlds on a given server been fixed? So MapWriter doesn't overwrite one map with another if you change worlds?
If it hasn't, is there a way to stop MapWriter from updating (without leaving the game, removing the mod jar and relaunching). A button toggle perhaps?
it should save every server in a different folder, unless the ip+port are the same for the new server.
multiverse isnt suported becous there is no way of knowing when you do a world switch.
Is there a way to stop MapWriter from working manually from in the game?
I only need a map on one of the worlds, so I'd be fine having the ability to disable MapWriter temp manually before doing the world switch and then re-enable when I switch back.
Or having the ability to manually chose for MapWriter to start making a new map, since it can't be done automatically.
Is there a way to stop MapWriter from working manually from in the game?
I only need a map on one of the worlds, so I'd be fine having the ability to disable MapWriter temp manually before doing the world switch and then re-enable when I switch back.
Or having the ability to manually chose for MapWriter to start making a new map, since it can't be done automatically.
at the moment there is no such option. i will write it down as a future option tho.
at the moment there is no such option. i will write it down as a future option tho.
Cool.
While I'm thinking about it, this was a feature I asked about a while ago and never really got anywhere with (since the original author of this mod kinda vanished). Is it even possible to do?
While I'm thinking about it, this was a feature I asked about a while ago and never really got anywhere with (since the original author of this mod kinda vanished). Is it even possible to do?
kind of hard, the mod isnt aware of the texture pack, it loads the block colors when the texture pack changes.
what could be posible would be a button to disable the updating all together. but i dont know if i want to insert this becous it's only usefull in a very select case.
force loading a texture pack when warping is posible, but i dont like that idea same reason as above.
kind of hard, the mod isnt aware of the texture pack, it loads the block colors when the texture pack changes.
what could be posible would be a button to disable the updating all together. but i dont know if i want to insert this becous it's only usefull in a very select case.
force loading a texture pack when warping is posible, but i dont like that idea same reason as above.
I knew it wouldn't be easy (with what very limited knowledge I do have on coding), I'd just hoped it wasn't something impossible.
I know things like WorldGuard and other mods use sets of ingame coordinates to create an area and to specify if certain things can happen inside an area, so I thought you could do the same for what MapWriter was writing to it's generated map. At it's most basic a "If ResourcePack A is loaded, allow map generation inside specified area and if it's anything other than ResourcePack A then disallow it."
The server already auto updates the resource packs when you go inside a certain area, what my idea would be for is to basically let you manually specify the boundaries so you don't get the overlaps like I showed in my example image. The mod would still be reading/generating the map but would only save/update the portions inside a specified area for a given resource pack, once you move to another area (or switch resource packs) it would then have another area where it would update and the original area would no longer update. You'd probably have to manually link a given area to a resource pack since you've said the mod isn't directly aware of what resource pack is in use at any given moment (though I wonder if since the server is what's changing the resource pack if it could be linked to that).
Ok, thank you.
I uploaded a new version to Curse that should fix your crash.
http://www.curse.com/mc-mods/Minecraft/231387-mapwriter-2
alive again are we? glad.
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
Thanks a TON!!! ;-)
Private Elivion Server running on Thermos 1.7.10-1614.58 with 182 mods. Always running the latest mods updates.
NPE error from client side you may want to know about:
http://paste.ubuntu.com/11964444/
doesn't cause a crash or anything, but probably not good for performance, it infinitely scrolls by spamming the console while in a world.
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
what version are you using?
That NPE is caused by MapWriter calling the TileEntity.writeToNBT() method on the client side (here: https://github.com/Vectron/mapwriter/blob/master/src/main/java/mapwriter/region/MwChunk.java#L276). Why does it even do that there? I don't see the compound tag used for anything after that in that method.
Anyway, it seems that the MFR Harvester's writeToNBT() method on the client will result in a NPE, because the treeManager object is only initialized on the server side.
writeToNBT(): https://github.com/skyboy/MineFactoryReloaded/blob/master/src/powercrystals/minefactoryreloaded/tile/machine/TileEntityHarvester.java#L417
intialization of treeManager: https://github.com/skyboy/MineFactoryReloaded/blob/master/src/powercrystals/minefactoryreloaded/tile/machine/TileEntityHarvester.java#L87
I'm guessing there are a lot of other similar cases in other mods, so saving the TE on the client should be done carefully, and only when necessary (ie. saving the data to file(?)).
My mods on CurseForge. My Github page with mods, tools and other stuff.
this is already fixed in the 1.7.10 version. (2.1.6)
will do the 1.8 version this week i think
It has been a while since I've played Minecraft, glad to see this mod is still on going.
Has the issue with multiple worlds on a given server been fixed? So MapWriter doesn't overwrite one map with another if you change worlds?
If it hasn't, is there a way to stop MapWriter from updating (without leaving the game, removing the mod jar and relaunching). A button toggle perhaps?
sorry i didn't notice this before, using the latest version of mapwriter, 2.1.6
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
it should save every server in a different folder, unless the ip+port are the same for the new server.
It's the same server/IP, but different worlds (you can warp between them)
multiverse isnt suported becous there is no way of knowing when you do a world switch.
Is there a way to stop MapWriter from working manually from in the game?
I only need a map on one of the worlds, so I'd be fine having the ability to disable MapWriter temp manually before doing the world switch and then re-enable when I switch back.
Or having the ability to manually chose for MapWriter to start making a new map, since it can't be done automatically.
at the moment there is no such option. i will write it down as a future option tho.
Cool.
While I'm thinking about it, this was a feature I asked about a while ago and never really got anywhere with (since the original author of this mod kinda vanished). Is it even possible to do?
So I was wondering if the mod works in multiplayer, as in other players can see my waypoints and teleport to them.
No. The waypoints do not sync. however, This mod adds that exact function to other minimaps: http://minecraft.curseforge.com/mc-mods/74623-minimapsync. Maybe the author would add support for MapWriter if asked.
I have no idea how I ever played Vanilla.
kind of hard, the mod isnt aware of the texture pack, it loads the block colors when the texture pack changes.
what could be posible would be a button to disable the updating all together. but i dont know if i want to insert this becous it's only usefull in a very select case.
force loading a texture pack when warping is posible, but i dont like that idea same reason as above.
I knew it wouldn't be easy (with what very limited knowledge I do have on coding), I'd just hoped it wasn't something impossible.
I know things like WorldGuard and other mods use sets of ingame coordinates to create an area and to specify if certain things can happen inside an area, so I thought you could do the same for what MapWriter was writing to it's generated map. At it's most basic a "If ResourcePack A is loaded, allow map generation inside specified area and if it's anything other than ResourcePack A then disallow it."
The server already auto updates the resource packs when you go inside a certain area, what my idea would be for is to basically let you manually specify the boundaries so you don't get the overlaps like I showed in my example image. The mod would still be reading/generating the map but would only save/update the portions inside a specified area for a given resource pack, once you move to another area (or switch resource packs) it would then have another area where it would update and the original area would no longer update. You'd probably have to manually link a given area to a resource pack since you've said the mod isn't directly aware of what resource pack is in use at any given moment (though I wonder if since the server is what's changing the resource pack if it could be linked to that).