Hi there, thanks very very much for reviving pchan3's stuff. Love my steamship! You've made it even better than when I was using it in 1.4.7, actually.
Well, except for the altitude problem. I saw in the OP you mentioned a desync between the client and server. It has the same problem in SSP (I know SSP uses a client and server structure too, but thought I'd mention it just in case you were only aware of SMP problems.) That problem is making it very hard to land, especially whenever I have forward momentum.
Here's some behavior I noticed, in case it helps. If I jump out of the steamship while it is moving forward and in the air, it appears to "hang" in midair for a while. Then, it will float directly down until it comes to rest on the first solid block. During this whole process I can't interact with the steamship at all, either to board or break it. Then, several moments later (perhaps half of a minute in one case) it disappears and reappears further away along the trajectory it was traveling when I jumped out (I'm guessing this is its "actual" server location during the whole process.)
If I order the steamship to descend and the steamship doesn't seem to descend, then I try to travel horizontally, the steamship will collide with blocks that are higher than the block I tried to descend onto. In other words, although I am displaying as if I were several blocks in the air, the collision is behaving as if I were level with the ground. I noticed this happens with ascending, too.
Anyway, you probably know all of this. I've had to do debugging before myself, so I know a little observation can help.
Again, I appreciate you bringing my airship into 1.5.2!
Hi there, thanks very very much for reviving pchan3's stuff. Love my steamship! You've made it even better than when I was using it in 1.4.7, actually.
-snip-
Again, I appreciate you bringing my airship into 1.5.2!
Thanks to your report, I could found the issue and make a fix
Enjoy
Note: Updated an early version of Handheld Power mod by Stewiecraft.
Except for the rendering issue, everything works as expected.
It is SMP compatible, by the way.
Updated an early version of Handheld Power mod by Stewiecraft.
Except for the rendering issue, everything works as expected.
It is SMP compatible, by the way.
Thanks so much for this, I never go to play this with out getting a copy of it and an old copy of MC, didnt workout...I must bow to you my friend as this was the one I most wanted<microjunk hitting download button, giving rep>....
Also what does obfuscated - version independent mean?
Thanks so much for this, I never go to play this with out getting a copy of it and an old copy of MC, didnt workout...I must bow to you my friend as this was the one I most wanted<microjunk hitting download button, giving rep>....
Also what does obfuscated - version independent mean?
You are welcome
Obfuscated version-independent means I used the script which obfuscate with "serge names" instead of Mojang ofbuscation, thus a minecraft version independent obfuscation that Forge can read
I've been checking compatibility with the New World modpack on the FTB launcher. Seems to work well for rubber trees (both of the small types) but I found an issue with Forestry's tree breeding. To get the new types of tree in that mod you get bees to pollenate the leaves of the existing vanilla trees. The pollenated leaves gradually appear and are of a noticably different colour to the normal leaves of the tree. I tried for some time but instead of finding new leaves I found gaps where leaves had been. Is there anything you can do about this, and in the meantime can you recommend some setttings that might help?
Thanks.
I don't understand your issue.
Buf if you suspect an incompatibility with leaves behavior, you can disable leaves growth and death in the config file to check your assumption
It doesn't matter what I put my settings at, trees, grass, everything dies and regrows extremely fast. I've tweaked the config, used the modapi. Loaded it up in a world I was going to play and instantly the whole forest around me died. Was lolling quite hard because I wanted to get rid of it all (the forest) anyways.
Could be a compatibility issue with the trees, but its not just trees... the grass grows and dies insanely fast and like I've said before at any setting, animal populations were out of control.
It doesn't matter what I put my settings at, trees, grass, everything dies and regrows extremely fast. I've tweaked the config, used the modapi. Loaded it up in a world I was going to play and instantly the whole forest around me died. Was lolling quite hard because I wanted to get rid of it all (the forest) anyways.
Could be a compatibility issue with the trees, but its not just trees... the grass grows and dies insanely fast and like I've said before at any setting, animal populations were out of control.
Fixed issues with MOAPI in NO version 0.4, check it out
Thanks for the video, it was very helpful
Having a bit of a bug. With the current 0.1.2 (I downloaded the mod and the template pack updates just today) of the Formivore pack lava is no longer generating at the bottom of the Maze Dungeon structure. Even though the template for it appears to still call for lava down there, the pool is dry and seems to be only whatever kind of stone would have been present originally. I checked in a few dungeons and it's all the same result.
edit: Okay, not just lava. Standing water is not generating either. I noticed a dry well at one point but didn't think much of it, but I now found Prosperous Village whose gardens don't have any water.
On the other hand, I was pleasantly surprised to discover that the cities are generating much, much more smoothly now. I haven't needed to log out and back in or leave the area to make the chunk reload before the cities render correctly. So whatever you did on that score was a great success!
Having a bit of a bug. With the current 0.1.2 (I downloaded the mod and the template pack updates just today) of the Formivore pack lava is no longer generating at the bottom of the Maze Dungeon structure. Even though the template for it appears to still call for lava down there, the pool is dry and seems to be only whatever kind of stone would have been present originally. I checked in a few dungeons and it's all the same result.
edit: Okay, not just lava. Standing water is not generating either. I noticed a dry well at one point but didn't think much of it, but I now found Prosperous Village whose gardens don't have any water.
On the other hand, I was pleasantly surprised to discover that the cities are generating much, much more smoothly now. I haven't needed to log out and back in or leave the area to make the chunk reload before the cities render correctly. So whatever you did on that score was a great success!
I didn't encounter your issue yet.
I have been working on this mod though, and uploaded a new version that fixes structures in wrong dimensions
There are instances of some of the templates designed specifically to work with those mods, but they all have standard version equivalents. If you're not using those mods you can just disable the relevant city/street templates and lose nothing. It took me a while to realize why I would occasionally run in to a city whose towers had "missing texture" blocks and no populations, that was why.
The SSP downloads of the mods include templates that populate stuctures with NPCs from other mods. The Walled City Mod has two cities CobblestoneCityHumansPlus.tml and SandstoneCityHumansPlus.tml with NPCS from Humans+, while the Great Wall Mod has SandstoneWallCastleDefenders.tml and StonebrickWallCastleDefenders.tml populated with NPCs from Castle Defenders. To active these templates:
First make sure you have the requisite mods installed and running.
Active the templates by opening the template files (in resources/walledcity and resources/greatwall respectively) and changing the first line to weight=5.
You will probably want to disable the unmodded versions of these templates by opening up and setting their weight to zero.
OK, according this , all I'll miss is 2 or 4 cities. And these cities in particular are not activated by default.
OK, according this , all I'll miss is 2 or 4 cities. And these cities in particular are not activated by default.
That's right?
PS:Wow, you answer really fast ^^
The Humans+ cities are just duplicates of the stone, sandstone and I think "prosperous village" city patterns, so you won't really miss out on anything that way.
Quick answer was a coincidence since I was just here hoping for a fix for my generated liquids issue that started with a recent revision to 0.1.2.
...almost immediately upon entering a world. That's just a few lines from a Forge log that grew to over 50MB in about two minutes. This doesn't seem to happen using an earlier instance of the templates, and neither did I find the last release of 0.1.2 to have this behavioral problem with the latest template pack. Of note, the timestamps on the log don't advance. The loop just continues to be marked with the time that it started no matter how long you're willing to let it proceed.
And even crawling through this severe issue (it tends to bog the fps down to 1 or so while it's having its loops) long enough to get a city to generate, the standing liquids still don't generate in any place they're called for. Progress has certainly been made on the mod's development and I compliment you for that success. But it really looks like something else got pretty broken in the same move.
This mods is very cool. The config files are huge!
Since there's little conflict with NewDungeons (in game only,, both mods generate structures, sometime at the same place, here's the "conflict) & according your bugs reports, ExVee, I will use it on another game later, larges biomes appears to comply with it.
Btw, thanks to you for answered me. Without your info (no need to add adviced mods), I would'nt test this mod before a long time.
Could you tell me if, like the wiki of the original author says, Human+ and Castle Defenders are required please? http://code.google.c...ki/Installation #Activating the modded
PS: Why can't I post message like usual? There's no more tool bar etc. Forum's interface has changed?
Those mods are no longer supported actually, which is why you should follow my installation instructions
...almost immediately upon entering a world. That's just a few lines from a Forge log that grew to over 50MB in about two minutes. This doesn't seem to happen using an earlier instance of the templates, and neither did I find the last release of 0.1.2 to have this behavioral problem with the latest template pack. Of note, the timestamps on the log don't advance. The loop just continues to be marked with the time that it started no matter how long you're willing to let it proceed.
And even crawling through this severe issue (it tends to bog the fps down to 1 or so while it's having its loops) long enough to get a city to generate, the standing liquids still don't generate in any place they're called for. Progress has certainly been made on the mod's development and I compliment you for that success. But it really looks like something else got pretty broken in the same move.
If it happens when spawning a city, that is normal. This isn't a loop, just lots of checks. It shouldn't put any effort on your computer since recently checked chunks are saved in memory. Part of the log you showed just checks two chunks, nothing much.
Don't enable log option if you don't want huge log files.
The liquid issue I didn't have time to find yet. Please, check the changelog sometimes.
Yes, this is one complicated mod, with lots of interdependent things and not well commented by the author. He made wrong assumptions sometimes, making this a lot harder to maintain.
According to Forestry's base.conf it uses a leaf ID of "leaves=1393" and log ID's "log1=1388", "log1=1389", "log1=1390", "log1=1391", "log1=1411", "log1=1412" and "log1=1413". The Forestry saplings aren't recognised by NO. I tried adding the leaf and log ID's of the forestry trees manually to NO's config but I keep getting a crash from that I think. Is it that Forestry's saplings/trees are working so differently that that mod would have to change in order to become compatible with this one?
Crash:
---- Minecraft Crash Report ----
// Oh - I know what I did wrong!
Time: 26/06/13 22:09
Description: Exception in server tick loop
java.lang.NullPointerException
at mods.natureoverhaul.NatureOverhaul.isGrowing(NatureOverhaul.java:542)
at mods.natureoverhaul.NatureOverhaul.onUpdateTick(NatureOverhaul.java:164)
at mods.natureoverhaul.NatureOverhaul.tickStart(NatureOverhaul.java:952)
at cpw.mods.fml.common.SingleIntervalHandler.tickStart(SingleIntervalHandler.java:28)
at cpw.mods.fml.common.FMLCommonHandler.tickStart(FMLCommonHandler.java:122)
at cpw.mods.fml.common.FMLCommonHandler.onPreWorldTick(FMLCommonHandler.java:295)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:636)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:571)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:127)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:469)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:573)
I'm still investigating if Forestry's leaf pollenation is working now with leaf death turned off.
I know why you crashed, and I have to admit it is my fault on this one.
But if its sapling aren't working, I will have to add a third setting to link it with log/leaves...basically because forestry author didn't declare his sapling as a sapling (not my fault :P).
If it happens when spawning a city, that is normal. This isn't a loop, just lots of checks. It shouldn't put any effort on your computer since recently checked chunks are saved in memory. Part of the log you showed just checks two chunks, nothing much.
Don't enable log option if you don't want huge log files.
I've observed it with logging set to false and true, and I don't care if it makes a giant log file, as that's just proof of the problem. Whether it writes to file or not doesn't change this process happening, and this continues without stopping until Minecraft is completely shut down. Even just exiting to the main menu doesn't halt that process. It just continues a loop like that one to the exception of everything else. Everything. The world doesn't load past whatever is in memory when this starts, I can't change time of day, teleport, etc from the command line, and most of the time I can't even get Minecraft to shut down properly, the java process has to be terminated from task manager. And it is a loop because it goes through the same chunk numbers again and again with the same timestamps every time no matter how long you leave it going. It starts the check, goes to a certain point, then it starts over again, gets to the same point, and starts over again. It never progresses, it never resolves.
... It starts the check, goes to a certain point, then it starts over again, gets to the same point, and starts over again. It never progresses, it never resolves.
Exactly like my dog when we walk, he sniffs everywhere! XD
Your news are pretty scary. What do you thing about stop exploring and just keep city & structure ever created in your savegame with desactivated mod? The only way I can see for you to play comfortably.
But remember that the original wiki mentioned that the mod don't remeber where strucures have been placed. So, next time you 'll use it, caves and cities will not be "finish" if they wasn't completely explored & there's a chance that 2 structures are very closed like in a previous post, where a user had something like 4 cities one above the others.
Noticed today that glowstone is not generating in templates either. I wouldn't be surprised if there was even more that wasn't being placed, I just haven't got in to a situation to notice it yet.
Okay, NewStoneCity is not producing the stone brick topmost floor on the round wall towers, SandstoneCity is not making the green wool caps for certain towers, nor are the stone slab roofs being generated. But stone slabs do appear in the Battle Basement templates like they're supposed to.
According to Forestry's base.conf it uses a leaf ID of "leaves=1393" and log ID's "log1=1388", "log1=1389", "log1=1390", "log1=1391", "log1=1411", "log1=1412" and "log1=1413". The Forestry saplings aren't recognised by NO. I tried adding the leaf and log ID's of the forestry trees manually to NO's config but I keep getting a crash from that I think. Is it that Forestry's saplings/trees are working so differently that that mod would have to change in order to become compatible with this one?
Crash:
---- Minecraft Crash Report ----
// Oh - I know what I did wrong!
Time: 26/06/13 22:09
Description: Exception in server tick loop
java.lang.NullPointerException
at mods.natureoverhaul.NatureOverhaul.isGrowing(NatureOverhaul.java:542)
at mods.natureoverhaul.NatureOverhaul.onUpdateTick(NatureOverhaul.java:164)
at mods.natureoverhaul.NatureOverhaul.tickStart(NatureOverhaul.java:952)
at cpw.mods.fml.common.SingleIntervalHandler.tickStart(SingleIntervalHandler.java:28)
at cpw.mods.fml.common.FMLCommonHandler.tickStart(FMLCommonHandler.java:122)
at cpw.mods.fml.common.FMLCommonHandler.onPreWorldTick(FMLCommonHandler.java:295)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:636)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:571)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:127)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:469)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:573)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
I've observed it with logging set to false and true, and I don't care if it makes a giant log file, as that's just proof of the problem. Whether it writes to file or not doesn't change this process happening, and this continues without stopping until Minecraft is completely shut down. Even just exiting to the main menu doesn't halt that process. It just continues a loop like that one to the exception of everything else. Everything. The world doesn't load past whatever is in memory when this starts, I can't change time of day, teleport, etc from the command line, and most of the time I can't even get Minecraft to shut down properly, the java process has to be terminated from task manager. And it is a loop because it goes through the same chunk numbers again and again with the same timestamps every time no matter how long you leave it going. It starts the check, goes to a certain point, then it starts over again, gets to the same point, and starts over again. It never progresses, it never resolves.
Well, either you changed the settings to something stupid or you are having an incompatibility with some other mod.
Anyway, you didn't gave me the log or enough details to begin working on this.
Oh, and it is not a loop.
The other issues you are reporting might be due to this, though I will investigate anyway.
Well, except for the altitude problem. I saw in the OP you mentioned a desync between the client and server. It has the same problem in SSP (I know SSP uses a client and server structure too, but thought I'd mention it just in case you were only aware of SMP problems.) That problem is making it very hard to land, especially whenever I have forward momentum.
Here's some behavior I noticed, in case it helps. If I jump out of the steamship while it is moving forward and in the air, it appears to "hang" in midair for a while. Then, it will float directly down until it comes to rest on the first solid block. During this whole process I can't interact with the steamship at all, either to board or break it. Then, several moments later (perhaps half of a minute in one case) it disappears and reappears further away along the trajectory it was traveling when I jumped out (I'm guessing this is its "actual" server location during the whole process.)
If I order the steamship to descend and the steamship doesn't seem to descend, then I try to travel horizontally, the steamship will collide with blocks that are higher than the block I tried to descend onto. In other words, although I am displaying as if I were several blocks in the air, the collision is behaving as if I were level with the ground. I noticed this happens with ascending, too.
Anyway, you probably know all of this. I've had to do debugging before myself, so I know a little observation can help.
Again, I appreciate you bringing my airship into 1.5.2!
Thanks to your report, I could found the issue and make a fix
Enjoy
Note: Updated an early version of Handheld Power mod by Stewiecraft.
Except for the rendering issue, everything works as expected.
It is SMP compatible, by the way.
Thanks so much for this, I never go to play this with out getting a copy of it and an old copy of MC, didnt workout...I must bow to you my friend as this was the one I most wanted<microjunk hitting download button, giving rep>....
Also what does obfuscated - version independent mean?
Find out how I generate....coolAlias...world structure generation and rotation tool...
You are welcome
Obfuscated version-independent means I used the script which obfuscate with "serge names" instead of Mojang ofbuscation, thus a minecraft version independent obfuscation that Forge can read
I don't understand your issue.
Buf if you suspect an incompatibility with leaves behavior, you can disable leaves growth and death in the config file to check your assumption
It doesn't matter what I put my settings at, trees, grass, everything dies and regrows extremely fast. I've tweaked the config, used the modapi. Loaded it up in a world I was going to play and instantly the whole forest around me died. Was lolling quite hard because I wanted to get rid of it all (the forest) anyways.
Could be a compatibility issue with the trees, but its not just trees... the grass grows and dies insanely fast and like I've said before at any setting, animal populations were out of control.
Fixed issues with MOAPI in NO version 0.4, check it out
Thanks for the video, it was very helpful
edit: Okay, not just lava. Standing water is not generating either. I noticed a dry well at one point but didn't think much of it, but I now found Prosperous Village whose gardens don't have any water.
On the other hand, I was pleasantly surprised to discover that the cities are generating much, much more smoothly now. I haven't needed to log out and back in or leave the area to make the chunk reload before the cities render correctly. So whatever you did on that score was a great success!
I didn't encounter your issue yet.
I have been working on this mod though, and uploaded a new version that fixes structures in wrong dimensions
I am glad you enjoyed the progress made
Could you tell me if, like the wiki of the original author says, Human+ and Castle Defenders are required please?
http://code.google.com/p/formivore-minecraft-mods/wiki/Installation #Activating the modded
PS: Why can't I post message like usual? There's no more tool bar etc. Forum's interface has changed?
OK, according this , all I'll miss is 2 or 4 cities. And these cities in particular are not activated by default.
That's right?
PS:Wow, you answer really fast ^^
The Humans+ cities are just duplicates of the stone, sandstone and I think "prosperous village" city patterns, so you won't really miss out on anything that way.
Quick answer was a coincidence since I was just here hoping for a fix for my generated liquids issue that started with a recent revision to 0.1.2.
2013-06-26 15:04:53 [INFO] [ForgeModLoader] Chunk already exists at-411,43
2013-06-26 15:04:53 [INFO] [ForgeModLoader] Chunk already exists at-412,43
2013-06-26 15:04:53 [INFO] [ForgeModLoader] Chunk already exists at-411,43
2013-06-26 15:04:53 [INFO] [ForgeModLoader] Chunk already exists at-412,43
2013-06-26 15:04:53 [INFO] [ForgeModLoader] Chunk already exists at-411,43
2013-06-26 15:04:53 [INFO] [ForgeModLoader] Chunk already exists at-412,43
2013-06-26 15:04:53 [INFO] [ForgeModLoader] Chunk already exists at-411,43
2013-06-26 15:04:53 [INFO] [ForgeModLoader] Chunk already exists at-412,43
...almost immediately upon entering a world. That's just a few lines from a Forge log that grew to over 50MB in about two minutes. This doesn't seem to happen using an earlier instance of the templates, and neither did I find the last release of 0.1.2 to have this behavioral problem with the latest template pack. Of note, the timestamps on the log don't advance. The loop just continues to be marked with the time that it started no matter how long you're willing to let it proceed.
And even crawling through this severe issue (it tends to bog the fps down to 1 or so while it's having its loops) long enough to get a city to generate, the standing liquids still don't generate in any place they're called for. Progress has certainly been made on the mod's development and I compliment you for that success. But it really looks like something else got pretty broken in the same move.
This mods is very cool. The config files are huge!
Since there's little conflict with NewDungeons (in game only,, both mods generate structures, sometime at the same place, here's the "conflict) & according your bugs reports, ExVee, I will use it on another game later, larges biomes appears to comply with it.
Btw, thanks to you for answered me. Without your info (no need to add adviced mods), I would'nt test this mod before a long time.
Those mods are no longer supported actually, which is why you should follow my installation instructions
If it happens when spawning a city, that is normal. This isn't a loop, just lots of checks. It shouldn't put any effort on your computer since recently checked chunks are saved in memory. Part of the log you showed just checks two chunks, nothing much.
Don't enable log option if you don't want huge log files.
The liquid issue I didn't have time to find yet. Please, check the changelog sometimes.
Yes, this is one complicated mod, with lots of interdependent things and not well commented by the author. He made wrong assumptions sometimes, making this a lot harder to maintain.
I know why you crashed, and I have to admit it is my fault on this one.
But if its sapling aren't working, I will have to add a third setting to link it with log/leaves...basically because forestry author didn't declare his sapling as a sapling (not my fault :P).
I've observed it with logging set to false and true, and I don't care if it makes a giant log file, as that's just proof of the problem. Whether it writes to file or not doesn't change this process happening, and this continues without stopping until Minecraft is completely shut down. Even just exiting to the main menu doesn't halt that process. It just continues a loop like that one to the exception of everything else. Everything. The world doesn't load past whatever is in memory when this starts, I can't change time of day, teleport, etc from the command line, and most of the time I can't even get Minecraft to shut down properly, the java process has to be terminated from task manager. And it is a loop because it goes through the same chunk numbers again and again with the same timestamps every time no matter how long you leave it going. It starts the check, goes to a certain point, then it starts over again, gets to the same point, and starts over again. It never progresses, it never resolves.
Exactly like my dog when we walk, he sniffs everywhere! XD
Your news are pretty scary. What do you thing about stop exploring and just keep city & structure ever created in your savegame with desactivated mod? The only way I can see for you to play comfortably.
But remember that the original wiki mentioned that the mod don't remeber where strucures have been placed. So, next time you 'll use it, caves and cities will not be "finish" if they wasn't completely explored & there's a chance that 2 structures are very closed like in a previous post, where a user had something like 4 cities one above the others.
Okay, NewStoneCity is not producing the stone brick topmost floor on the round wall towers, SandstoneCity is not making the green wool caps for certain towers, nor are the stone slab roofs being generated. But stone slabs do appear in the Battle Basement templates like they're supposed to.
This is getting kinda bad.
Should be fixed now
Well, either you changed the settings to something stupid or you are having an incompatibility with some other mod.
Anyway, you didn't gave me the log or enough details to begin working on this.
Oh, and it is not a loop.
The other issues you are reporting might be due to this, though I will investigate anyway.