shame that steven isnt active anymore as far as ive seen
He's still working on Dimensional Doors, but his activity is a bit unpredictable at times. Right now, he's been tweaking Monoliths a little, and working on fixing some minor bugs that are on our to-do list. He's recently helped diagnose various users issues - you can see his posts in the last few pages.
Anyone aware of issues with pocket dimensions and AE's quantum network bridges? I couldn't get the bridges to work, so I created a test world and troubleshooted. I found that while using a golden door to chunkload works for normal machines and AE networks, the quantum network bridge only functions if I place down an actual chunkloader, like the chickenchunks one. Is there anything special about the way golden doors chunkload pocket dimensions that would prohibit a bridge functioning correctly? And yes, I tested within the bounds of the pocket dimension, as I'm aware outside of this area chunks are not loaded by a golden door.
I get the same error! Even the latest (Jenkins Link)
Could you give me the error report while you're using the latest recommended version of Dimensional Doors? Some of the numbers in the report should be a bit different. Then perhaps I can diagnose what's going on, although it's honestly very strange. This might be a conflict with another mod.
Hi, i don't get the issue anymore, but something else appear, i don't know if it's caused by your mod, but it happens when i go through a door : [...]
The error message indicates the coordinates of some blocks. There seem to be some blocks located in the void, somehow. Could you check to see if perhaps another mod has placed a structure at those coordinates?
You also said that you went through a door. A door to where? If it's a pocket, is the floor of the pocket very low? Could the pocket be cut off by the bottom of the map? While that should be impossible, that's why it's called a bug.
Anyone aware of issues with pocket dimensions and AE's quantum network bridges? I couldn't get the bridges to work, so I created a test world and troubleshooted. I found that while using a golden door to chunkload works for normal machines and AE networks, the quantum network bridge only functions if I place down an actual chunkloader, like the chickenchunks one. Is there anything special about the way golden doors chunkload pocket dimensions that would prohibit a bridge functioning correctly? And yes, I tested within the bounds of the pocket dimension, as I'm aware outside of this area chunks are not loaded by a golden door.
There should be no difference since Forge provides chunk loading functions for all mods. However, it's possible that the chunks you need specifically aren't loaded by mistake. Steven has struggled with making those doors load exactly the right chunks. I'm pretty sure he still hasn't gotten it 100% right.
Could you give me the error report while you're using the latest recommended version of Dimensional Doors? Some of the numbers in the report should be a bit different. Then perhaps I can diagnose what's going on, although it's honestly very strange. This might be a conflict with another mod.
The error message indicates the coordinates of some blocks. There seem to be some blocks located in the void, somehow. Could you check to see if perhaps another mod has placed a structure at those coordinates?
You also said that you went through a door. A door to where? If it's a pocket, is the floor of the pocket very low? Could the pocket be cut off by the bottom of the map? While that should be impossible, that's why it's called a bug.
There should be no difference since Forge provides chunk loading functions for all mods. However, it's possible that the chunks you need specifically aren't loaded by mistake. Steven has struggled with making those doors load exactly the right chunks. I'm pretty sure he still hasn't gotten it 100% right.
No, it doesn't. It says 1.6.4 and there won't be support for 1.7 for maybe two more months.
Here's the new report: (it's probably the same)
---- Minecraft Crash Report ----
// My bad.
Time: 4/13/14 7:39 PM
Description: Exception in server tick loop
java.lang.NullPointerException
at net.minecraft.world.chunk.Chunk.func_76592_a(Chunk.java:758)
at net.minecraft.world.World.func_72832_d(World.java:559)
at net.minecraft.world.World.func_94575_c(World.java:721)
at StevenDimDoors.mod_pocketDim.blocks.BlockRift.regenerateRift(BlockRift.java:260)
at StevenDimDoors.mod_pocketDim.ticking.RiftRegenerator.regenerateRiftsInLoadedWorlds(RiftRegenerator.java:50)
at StevenDimDoors.mod_pocketDim.ticking.RiftRegenerator.notifyTick(RiftRegenerator.java:29)
at StevenDimDoors.mod_pocketDim.ticking.CommonTickHandler.tickEnd(CommonTickHandler.java:59)
at cpw.mods.fml.common.SingleIntervalHandler.tickEnd(SingleIntervalHandler.java:34)
at cpw.mods.fml.common.FMLCommonHandler.tickEnd(FMLCommonHandler.java:141)
at cpw.mods.fml.common.FMLCommonHandler.onPostServerTick(FMLCommonHandler.java:274)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:622)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:129)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:484)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:583)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
Here's the new report: (it's probably the same)
[...]
Something is wrong with the configuration of your mods. Having examined the code for Minecraft all the way down to where the error occurs, I can only conclude that something is wrong with the way that blocks are registered in your game. At this point, I don't have many options to offer you. First, you should paste your Dimensional Doors config file here so that I can check if you might have changed some block IDs to zero or something. Second, you should check your log files in case Forge reported any errors while loading your mods, such as block ID conflicts. Given the number of unusual mods you have, I imagine that you or a friend put all those mods together, which means there's the risk of something being configured wrong.
Something is wrong with the configuration of your mods. Having examined the code for Minecraft all the way down to where the error occurs, I can only conclude that something is wrong with the way that blocks are registered in your game. At this point, I don't have many options to offer you. First, you should paste your Dimensional Doors config file here so that I can check if you might have changed some block IDs to zero or something. Second, you should check your log files in case Forge reported any errors while loading your mods, such as block ID conflicts. Given the number of unusual mods you have, I imagine that you or a friend put all those mods together, which means there's the risk of something being configured wrong.
Ok, but first; Would you like to see my .minecraft in a zip?
Ok, but first; Would you like to see my .minecraft in a zip?
I suppose that would give me all of the log files and the DD config file. However, keep in mind that I can't help you more if I can't find the problem between the logs and the config file. I can't spend time sorting out a problem that might be a bad setup or some other mod because then it would eat up my time for coding DD. XD But I'll give it a shot.
Anyone aware of issues with pocket dimensions and AE's quantum network bridges? I couldn't get the bridges to work, so I created a test world and troubleshooted. I found that while using a golden door to chunkload works for normal machines and AE networks, the quantum network bridge only functions if I place down an actual chunkloader, like the chickenchunks one. Is there anything special about the way golden doors chunkload pocket dimensions that would prohibit a bridge functioning correctly? And yes, I tested within the bounds of the pocket dimension, as I'm aware outside of this area chunks are not loaded by a golden door.
Yea, golden dim doors are still not behaving quite right. Turns out that chunkloading is hard. Ill look over them this week.
Ill also look into that bug with rift regeneration. That does look rather odd, though. I'm on tech support duty while SenseiKiwi finishes his project for DD atm. Really guys, its going to be incredible.
Yes indeed, it's when i go into the limbo, whilst i can't see any structure, i can still see some creatures from other mods like rhinoceros ou birds (from zulu project). So i guess this has nothing to do with you, but well, it doesn't really annoy me ^^
(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?
Actually, while it's worth a quick check, it should be impossible to have biome ID conflicts with DD. I made it so that DD crashes with a message indicating a biome ID conflict if that happens. Sadly, crashing was my only option during loading. I got tired of people reporting the bizarre effects of biome and provider conflicts. Plus, it even uncovered a biome ID conflict on the server that I was playing on.
I suppose that would give me all of the log files and the DD config file. However, keep in mind that I can't help you more if I can't find the problem between the logs and the config file. I can't spend time sorting out a problem that might be a bad setup or some other mod because then it would eat up my time for coding DD. XD But I'll give it a shot.
Actually, while it's worth a quick check, it should be impossible to have biome ID conflicts with DD. I made it so that DD crashes with a message indicating a biome ID conflict if that happens. Sadly, crashing was my only option during loading. I got tired of people reporting the bizarre effects of biome and provider conflicts. Plus, it even uncovered a biome ID conflict on the server that I was playing on.
Odd, I could have sworn I had an id conflict between the limbo biome and another mod before. Though, there were a lot of other glitches with that configuration, and there was a lot of adding, deleting, re-adding mods, so who knows? It's gone now, so there's no going back and checking.
So, Thaumcraft just came out with their version for 1.7.2. I'm looking forward to this mod being updated (a month or two, did you say?).
Rollback Post to RevisionRollBack
I did some CraftTweaker scripts for Mystical Agriculture. They fill in a couple of small gaps in MA, and also let you make or duplicate not only vanilla plants, but the blocks, plants and wood from Quark and Biomes O'Plenty. Also spawn eggs for most vanilla mobs! The scripts are here on Github.
Ok, so only recently did I discover something in the more recent patches of the game. Last year, I posted to you about a Night Vision potion bug involving black screening, and you weren't able to reproduce it, but according to the bug reports I read recently, it was a Vanilla bug that needed to be fixed, not your mod having random issues. Thought I would post this just incase you didn't see that bug fix.
Ok, so only recently did I discover something in the more recent patches of the game. Last year, I posted to you about a Night Vision potion bug involving black screening, and you weren't able to reproduce it, but according to the bug reports I read recently, it was a Vanilla bug that needed to be fixed, not your mod having random issues. Thought I would post this just incase you didn't see that bug fix.
Thanks for letting us know. o.o It happens every so often that we get people who come in describing this issue, unfortunately.
So, Thaumcraft just came out with their version for 1.7.2. I'm looking forward to this mod being updated (a month or two, did you say?).
Yep, that time frame sounds about right. Hopefully. ;-;
--------------------------------
As a side note, I want to say that even though I haven't been posting updates of our task list, Steven and I have continued to work on updating DD. I work on it pretty much every day. I haven't posted updates yet because I spent a few days completing a feature from one of the ??? sections. Progress is still ongoing.
He's still working on Dimensional Doors, but his activity is a bit unpredictable at times. Right now, he's been tweaking Monoliths a little, and working on fixing some minor bugs that are on our to-do list. He's recently helped diagnose various users issues - you can see his posts in the last few pages.
Could you give me the error report while you're using the latest recommended version of Dimensional Doors? Some of the numbers in the report should be a bit different. Then perhaps I can diagnose what's going on, although it's honestly very strange. This might be a conflict with another mod.
The error message indicates the coordinates of some blocks. There seem to be some blocks located in the void, somehow. Could you check to see if perhaps another mod has placed a structure at those coordinates?
You also said that you went through a door. A door to where? If it's a pocket, is the floor of the pocket very low? Could the pocket be cut off by the bottom of the map? While that should be impossible, that's why it's called a bug.
There should be no difference since Forge provides chunk loading functions for all mods. However, it's possible that the chunks you need specifically aren't loaded by mistake. Steven has struggled with making those doors load exactly the right chunks. I'm pretty sure he still hasn't gotten it 100% right.
No, it doesn't. It says 1.6.4 and there won't be support for 1.7 for maybe two more months.
Here's the new report: (it's probably the same)
---- Minecraft Crash Report ----
// My bad.
Time: 4/13/14 7:39 PM
Description: Exception in server tick loop
java.lang.NullPointerException
at net.minecraft.world.chunk.Chunk.func_76592_a(Chunk.java:758)
at net.minecraft.world.World.func_72832_d(World.java:559)
at net.minecraft.world.World.func_94575_c(World.java:721)
at StevenDimDoors.mod_pocketDim.blocks.BlockRift.regenerateRift(BlockRift.java:260)
at StevenDimDoors.mod_pocketDim.ticking.RiftRegenerator.regenerateRiftsInLoadedWorlds(RiftRegenerator.java:50)
at StevenDimDoors.mod_pocketDim.ticking.RiftRegenerator.notifyTick(RiftRegenerator.java:29)
at StevenDimDoors.mod_pocketDim.ticking.CommonTickHandler.tickEnd(CommonTickHandler.java:59)
at cpw.mods.fml.common.SingleIntervalHandler.tickEnd(SingleIntervalHandler.java:34)
at cpw.mods.fml.common.FMLCommonHandler.tickEnd(FMLCommonHandler.java:141)
at cpw.mods.fml.common.FMLCommonHandler.onPostServerTick(FMLCommonHandler.java:274)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:622)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:129)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:484)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:583)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.6.4
Operating System: Windows 7 (x86) version 6.1
Java Version: 1.7.0_51, Oracle Corporation
Java VM Version: Java HotSpot(TM) Client VM (mixed mode, sharing), Oracle Corporation
Memory: 120731024 bytes (115 MB) / 389337088 bytes (371 MB) up to 518979584 bytes (494 MB)
JVM Flags: 2 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx512M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v8.11 FML v6.4.49.965 Minecraft Forge 9.11.1.965 43 mods loaded, 43 mods active
mcp{8.09} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
FML{6.4.49.965} [Forge Mod Loader] (minecraftforge-9.11.1.965.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Forge{9.11.1.965} [Minecraft Forge] (minecraftforge-9.11.1.965.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Micdoodlecore{} [Micdoodle8 Core] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
OpenModsCore{0.1} [OpenModsCore] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
modJ_StarMinerCore{0.9.6} [StarMinerCore] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
TConstruct-Preloader{0.0.1} [Tinkers Corestruct] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
TeNNoX_Bacteria{2.0.5} [Bacteria] ([1.6.4] Bacteria Mod v2.0.5.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ArchimedesShipsMod{1.6.4 v1.4.5} [Archimedes' Ships] (ArchimedesShips) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Autoutils{1.0.1} [Autoutils] (autoutils-1.6.4-1.0.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Backpack{1.22.25} [Backpack] (BackPacks.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
betterstorage{0.8.0.43} [BetterStorage] (BetterStorage-1.6.4-0.8.0.45.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BiblioCraft{1.5.1} [BiblioCraft] (Bilbo Craft.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
bspkrsCore{v4.3(1.6.4)} [bspkrsCore] (BSPKRS Core.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
mod_bspkrsCore{v4.3(1.6.4)} [bspkrsCore] (BSPKRS Core.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
CarpentersBlocks{v1.9.9} [Carpenter's Blocks] (Carpenters Blocks.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
mod_ChatBubbles{3.1.4.4.0} [MamiyaOtaru's Chat Bubbles] (ChatBubbles1.6.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ComputerCraft{1.58} [ComputerCraft] (Computer Craft.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
CCTurtle{1.58} [ComputerCraft Turtles] (Computer Craft.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
CopiousDogs{alpha-1.0} [Copious Dogs] (copious-dogs-alpha-1.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
craftguide{1.5.2} [CraftGuide] (Craft Guide.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
crowley.skyblock{1.26b} [Ex Nihilo] (crowley-skyblock-v1.28.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
customnpcs{1.6.4} [CustomNpcs] (Custom Npc's) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
DamageIndicatorsMod{2.9.1.6} [Damage Indicators] (Damage Indicator.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
dimdoors{1.6.4-R2.2.3} [Dimensional Doors] (DimensionalDoors-2.2.3-326.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
cfm{3.2.7} [§4MrCrayfish's Furniture Mod] (Furniture Mod.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
GalacticraftCore{2.0.8} [Galacticraft Core] (Galacticraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
GalacticraftMars{2.0.8} [Galacticraft Mars] (Galacicraft Planets.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MapWriter{2.0} [MapWriter] (MapWriter.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
meteors{2.11.2} [Falling Meteors] (Meteors Mod V2.11.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
mca{3.5.4} [Minecraft Comes Alive] (Minecraft Comes Alive.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MoCreatures{6.1.0} [DrZhark's Mo'Creatures Mod] (Mo Creatures) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Mocap{0.71} [Motion Capture] (mocap-0.71-(1.6.4).zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
moreplayermodels{1.6.4} [MorePlayerModels] (More player models.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
OpenMods{0.1} [OpenMods] (OpenLib.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
OpenBlocks{1.2.4} [OpenBlocks] (OpenBlocks.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
SecurityCraft{v1.4.1} [SecurityCraft] (SecurityCraft) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
modJ_StarMiner{0.9.6} [StarMiner] (Starminer164-0_9_6.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
StevesCarts{2.0.0.b5} [Steve's Carts 2] (StevesCarts.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Sync{2.2.1} [Sync] (Sync2) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
TConstruct{1.6.X_1.5.4dev} [Tinkers' Construct] (Tconstruct.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
tradeboothmod{0.6.4.2} [Trade Booth Mod] (tradebooth.0.6.4.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
UsefulFood{1.4.4} [UsefulFood] (UsefulFood-1.6.2_1.4.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
TConstruct Environment: Sane and ready for action. Bugs may be reported.
Profiler Position: N/A (disabled)
Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Player Count: 0 / 8; []
Type: Integrated Server (map_client.txt)
Is Modded: Definitely; Client brand changed to 'fml,forge'
I haven't looked at the problem but I want to note that it's not the same. As I said, the line numbers changed, and that's important.
Something is wrong with the configuration of your mods. Having examined the code for Minecraft all the way down to where the error occurs, I can only conclude that something is wrong with the way that blocks are registered in your game. At this point, I don't have many options to offer you. First, you should paste your Dimensional Doors config file here so that I can check if you might have changed some block IDs to zero or something. Second, you should check your log files in case Forge reported any errors while loading your mods, such as block ID conflicts. Given the number of unusual mods you have, I imagine that you or a friend put all those mods together, which means there's the risk of something being configured wrong.
Ok, but first; Would you like to see my .minecraft in a zip?
I suppose that would give me all of the log files and the DD config file. However, keep in mind that I can't help you more if I can't find the problem between the logs and the config file. I can't spend time sorting out a problem that might be a bad setup or some other mod because then it would eat up my time for coding DD. XD But I'll give it a shot.
Yea, golden dim doors are still not behaving quite right. Turns out that chunkloading is hard. Ill look over them this week.
Ill also look into that bug with rift regeneration. That does look rather odd, though. I'm on tech support duty while SenseiKiwi finishes his project for DD atm. Really guys, its going to be incredible.
Nanites VS Entropy
Sounds like it could be a biome id conflict.
Bwa -- I have to try white decay. I know it will "win" :-)
* 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?
(Sorry it took a day to upload
ALSO, I'm going to change my name to "Scuzz" (on the forum), a combination of my name "Scott" and my Minecraft Username "zuz22".
Odd, I could have sworn I had an id conflict between the limbo biome and another mod before. Though, there were a lot of other glitches with that configuration, and there was a lot of adding, deleting, re-adding mods, so who knows? It's gone now, so there's no going back and checking.
Thanks for letting us know. o.o It happens every so often that we get people who come in describing this issue, unfortunately.
Yep, that time frame sounds about right. Hopefully. ;-;
--------------------------------
As a side note, I want to say that even though I haven't been posting updates of our task list, Steven and I have continued to work on updating DD. I work on it pretty much every day. I haven't posted updates yet because I spent a few days completing a feature from one of the ??? sections. Progress is still ongoing.
I serously am more exited aboit the ???'s than the ones I expect.
I just know it's gonna be something awesome.
But I still think Monoliths should drop their eye if killed.