I have look for so much Mods for my Project the last Months and so many Mods are useless for me, because that what I need is only a little Part of her Mods. So often ~90% of a Mod are useless for me and than I say clear: no thanks, not useful for me.
I have thought about this. I will probably make all the blocks configurable to be disabled in the config.
P.S. I now run the newest Version of your Mod on Forge Build 716 and the Loading Bug, that I have report you, is still there.
It seems like upon first entering the world, the tile entities for the slopes are not being received. That's all there is to it - can't say why its happening, though. Unless an error pops up in your Forge logs, somewhere.
Ok i got a client crash here. I recently updated my server to 1.5.2 and have been doing tons of testing to make sure stuff works. I grabbed a copy of my 1.5.1 world and loaded it up and when it tries to draw the carpenters slopes, i get this crash.
2013-06-04 01:06:53 [INFO] [STDERR] java.lang.NullPointerException
2013-06-04 01:06:53 [INFO] [STDERR] at CarpentersSlope.BlockHandlerCarpentersSlope.renderWorldBlock(BlockHandlerCarpentersSlope.java:76)
2013-06-04 01:06:53 [INFO] [STDERR] at cpw.mods.fml.client.registry.RenderingRegistry.renderWorldBlock(RenderingRegistry.java:153)
2013-06-04 01:06:53 [INFO] [STDERR] at FMLRenderAccessLibrary.renderWorldBlock(FMLRenderAccessLibrary.java:60)
2013-06-04 01:06:53 [INFO] [STDERR] at net.minecraft.client.renderer.RenderBlocks.func_78612_b(RenderBlocks.java:484)
2013-06-04 01:06:53 [INFO] [STDERR] at net.minecraft.client.renderer.WorldRenderer.func_78907_a(WorldRenderer.java:226)
2013-06-04 01:06:53 [INFO] [STDERR] at net.minecraft.client.renderer.RenderGlobal.func_72716_a(RenderGlobal.java:1558)
2013-06-04 01:06:53 [INFO] [STDERR] at net.minecraft.client.renderer.EntityRenderer.func_78471_a(EntityRenderer.java:1119)
2013-06-04 01:06:53 [INFO] [STDERR] at net.minecraft.client.renderer.EntityRenderer.func_78480_b(EntityRenderer.java:987)
2013-06-04 01:06:53 [INFO] [STDERR] at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:871)
2013-06-04 01:06:53 [INFO] [STDERR] at net.minecraft.client.Minecraft.run(Minecraft.java:760)
2013-06-04 01:06:53 [INFO] [STDERR] at java.lang.Thread.run(Unknown Source)
I saw an error somewhere about rendering a face of a slope. I think it has to do with the new render checking for the sides of the slopes. I'm not sure exactly what version my 1.5.1 world was using, but i think it was 1.1.
I'd really like to be able to fix this as there is a lot of work on that world. Any ideas?
Oh and I REALLY appreciate you being so active on the forums. Some of the other mods I use the mod author just up and disappears without a trace while tons of bug reports pile up with no fixes in sight. I understand RL happens, but they don't even give an update saying "i'm leaving for a month".
Ok i got a client crash here. I recently updated my server to 1.5.2 and have been doing tons of testing to make sure stuff works. I grabbed a copy of my 1.5.1 world and loaded it up and when it tries to draw the carpenters slopes, i get this crash.
Hi c_death,
This type of error will occur if a cover block has disappeared from the game. It's an error in the way my mod handles this. There's a ton of instances where I need to check the integrity of cover blocks, and it's just a matter of trying to make sure they all work 100%. It's the same reason for the crash report above yours. I should actually replace all cases with a single block check.. fix it for good.
Fixing it isn't as convenient at this point because I have restructured most of the code to handle more than just slopes. At the moment it's handling fences (including my own custom types), walls, stairs and fence gates (working on my own types at the moment).
Some decisions that still need deciding:
1. Whether to rename tile entities to something besides slopes, since all my blocks use the same TE. Will wipe out existing covers and slope types in existing worlds.
2. Whether to release a "core," with slopes and blocks as add-ons. Or, should I just release it all as a single package (using about 4 block ID's, each able to be disabled in the config).
Your guys' opinions would help. I'm a bit biased because I have no reason personally to separate my own mod since I use everything in it.
Here's a pic of one of my new fence types (picked using the Hammer):
As you can see, the gate needs a new type to match.
Oh and I REALLY appreciate you being so active on the forums. Some of the other mods I use the mod author just up and disappears without a trace while tons of bug reports pile up with no fixes in sight. I understand RL happens, but they don't even give an update saying "i'm leaving for a month".
I could let some bugs pile up if you like J/k.
EDIT: I gave it a second thought - I will release a small update to fix the cover block crashes. I need to spend more time on the block update to make it really special.
Speaking of which.. I think what I'm going to do is keep slopes and my "special" blocks separate. Some code will be duplicated, but it shouldn't be too bad. Your worlds are safe (at least when the update comes out).
Hi c_death,
Some decisions that still need deciding:
1. Whether to rename tile entities to something besides slopes, since all my blocks use the same TE. Will wipe out existing covers and slope types in existing worlds.
2. Whether to release a "core," with slopes and blocks as add-ons. Or, should I just release it all as a single package (using about 4 block ID's, each able to be disabled in the config).
Your guys' opinions would help. I'm a bit biased because I have no reason personally to separate my own mod since I use everything in it.
1. Will bring a lot of work to repair the madet worlds, but if you think it would be better for the future of the mod, do it. If you decide to do it please let us know this fast, so i stop for the moment using slopes until the update is available.
i don't know if it is possible to implement code or make a special mode (only used once) who changes existing TE to new ones that would of course be the best.
2. I have no problem with a single package and i would spend 4 (or even more in future) id's with pleasure for a so great extensions to minecraft.
Thanks again for your work, i check the forum all day for the update, and, the fences looks realy great
1. Will bring a lot of work to repair the madet worlds, but if you think it would be better for the future of the mod, do it. If you decide to do it please let us know this fast, so i stop for the moment using slopes until the update is available.
i don't know if it is possible to implement code or make a special mode (only used once) who changes existing TE to new ones that would of course be the best.
2. I have no problem with a single package and i would spend 4 (or even more in future) id's with pleasure for a so great extensions to minecraft.
Thanks again for your work, i check the forum all day for the update, and, the fences looks realy great
Thanks for your thoughts. I don't have to change the code, it will just read odd when referring to all the blocks' properties as slopeCover, slopeLight, etc. Sadly, if I knew more Java I would love to put something into the code that could convert old TE's for me. I'm still a newbie to the broader capabilities of Java.
I'm currently weeding out all possibilities of missing covers causing NPEs. In the process the code is becoming much more robust, and leaner as well.
Like I said, I will probably release a small update for slopes in the next few days. The blocks update will come later to give me time to be creative.
Thanks for your thoughts. I don't have to change the code, it will just read odd when referring to all the blocks' properties as slopeCover, slopeLight, etc. Sadly, if I knew more Java I would love to put something into the code that could convert old TE's for me. I'm still a newbie to the broader capabilities of Java.
I'm currently weeding out all possibilities of missing covers causing NPEs. In the process the code is becoming much more robust, and leaner as well.
Like I said, I will probably release a small update for slopes in the next few days. The blocks update will come later to give me time to be creative.
Railcraft's recent update caused a certain block to automatically change to a new block without user intervention (even existing blocks in the world). I'm not sure if this is the same as what you are trying to do but maybe CovertJaguar can help you with that?
----------
Strange thing with that crash is there shouldn't be any covers with missing block ID's on my world. I'll have to check my mods to make sure I have everything loaded.
Rollback Post to RevisionRollBack
Spoiler tags are your friends when posting errors. USE THEM!
Speaking of which.. I think what I'm going to do is keep slopes and my "special" blocks separate. Some code will be duplicated, but it shouldn't be too bad. Your worlds are safe (at least when the update comes out).
Thank goodness...
My adventure map has so many of your slopes in it, I would have to spend 3 days replacing them. XD
Can't wait for the new version! So happy you are doing fences and walls too!
I tell you, this mod is soon becoming my one all use for all things soon. It is so versatile.
Changeable fences? How many types of fences are there?
Also, I'm curious... does your code require the whole block take on the new texture? Or could you say... have a block that has a "outline" texture that's permanent, and a secondary texture that you can replace? I say this, because being able to do the same for doors would be awesome, but the issue is that a door would require some "none-solid" texturing to make it looks less solid. I say this only because I'm sick of having ONE color wooden door when so many woods are available. Don't mind me. XD
My adventure map has so many of your slopes in it, I would have to spend 3 days replacing them. XD
Can't wait for the new version! So happy you are doing fences and walls too!
I tell you, this mod is soon becoming my one all use for all things soon. It is so versatile.
Changeable fences? How many types of fences are there?
Also, I'm curious... does your code require the whole block take on the new texture? Or could you say... have a block that has a "outline" texture that's permanent, and a secondary texture that you can replace? I say this, because being able to do the same for doors would be awesome, but the issue is that a door would require some "none-solid" texturing to make it looks less solid. I say this only because I'm sick of having ONE color wooden door when so many woods are available. Don't mind me. XD
From what I was told with a similar question, only 1 texture is allowed for the block. As for doors, there is a mod I use called Natura that adds about 5 more doors to the game and corresponding trees / planks for those. It's more of a world gen thing, but if it's an adventure map, it might give you the variety you are looking for in doors. (posted while i was typing, customstuff might also be a good option)
Rollback Post to RevisionRollBack
Spoiler tags are your friends when posting errors. USE THEM!
Hi guys, to clear up my new plan: the mod will stay as a single package, with block's configurable for those who wish to only use slopes, stairs, etc. TE's will remain unchanged, making existing stuff safe.
Railcraft's recent update caused a certain block to automatically change to a new block without user intervention (even existing blocks in the world). I'm not sure if this is the same as what you are trying to do but maybe CovertJaguar can help you with that?
Not sure. He's an amazing coder though so I'm not surprised. I'm sure with a little time spent in java tutorials I might be able to come up with something. But like I said it only involves field name changes and a TE filename change - not a huge deal.
Strange thing with that crash is there shouldn't be any covers with missing block ID's on my world. I'll have to check my mods to make sure I have everything loaded.
If it wasn't related to covers (which it appeared to be), that's definitely not good. The function it crashed in only has like.. four lines of code, and only one in particular is crash-prone, and it happens to deal with covers.
How about keeping all sort of Block types seperated?
I mean there are 10 Blocks or sth, that's not too many ö.Ö
Slopes, Walls, Fences, Stairs, Slabs...
All it takes is a single whack with the hammer to change the block - if they're similar I'm choosing to put them together (fences and walls for example). Plus, they're coded to inherit neighboring types, so all you have to do is pick a fence type and start building it. The game has already allocated memory for it, so I may as well utilize it.
I'm iffy on slabs. If people place slabs two-high they will expect to be able to cover both with different blocks.
Hey Mineshopper, I am suddenly having trouble with my glass&quartz roof. I did 3 roofs this morning (2 in tanzanite but these remained fine) and just my glass&quartz roof keeps reverting to square frames when I quit game and come back later. I have done it twice already and just don't know why this is happenning. I am using your v1.25.
My othe roofs remain fine and I did all 3 at the same time, Thanks in advance, I really love the mod and have been using it for some time now and this has never happened.
Edit my post above. It's a Father's Day miracle!!! I entered my game early this evening and all was back to the way it is suppose to be. YAY!! I even restarted 4 or 5 times to make sure all is good and it seems to be staying how it should now. I don't know what happened(or why), and hopefully it was all a fluke and will NEVER happen again It sure sucked having to break all them squares and re-slope and cover all that. So all is good again in my world, sorry to clog your thread with flukes Love the mod,bro keep upi the great work!! I'll be back if my fluke returns!!! C-YA!!!!
If it wasn't related to covers (which it appeared to be), that's definitely not good. The function it crashed in only has like.. four lines of code, and only one in particular is crash-prone, and it happens to deal with covers.
Happy to report I forgot to add a mod back in and now it all works perfectly. All slopes have even maintained their shapes, orientation, and textures through the 1.5.1 to 1.5.2 migration. In fact, all mods transferred with no noticeable problems. (my server is actually MORE stable in 1.5.2 than 1.5.1, yay!)
Rollback Post to RevisionRollBack
Spoiler tags are your friends when posting errors. USE THEM!
Hey Mineshopper, I am suddenly having trouble with my glass&quartz roof. I did 3 roofs this morning (2 in tanzanite but these remained fine) and just my glass&quartz roof keeps reverting to square frames when I quit game and come back later. I have done it twice already and just don't know why this is happenning. I am using your v1.25.
My othe roofs remain fine and I did all 3 at the same time, Thanks in advance, I really love the mod and have been using it for some time now and this has never happened.
Thanks for reporting this. You're the second person to experience this, so it's definitely a bug. Sadly I still don't have any clue on what would be causing it. If you could upload your forge log to pastebin or something so that I could see it, maybe I could find a clue. I would love to fix this.
Happy to report I forgot to add a mod back in and now it all works perfectly. All slopes have even maintained their shapes, orientation, and textures through the 1.5.1 to 1.5.2 migration. In fact, all mods transferred with no noticeable problems. (my server is actually MORE stable in 1.5.2 than 1.5.1, yay!)
Great!
Today I finished up cleaning the code. All problems with missing covers should simply revert blocks, not crash the game. I also added one new fence type. Right now I'm working on a gate implementation for fences that are two high. After that, I will probably release the updated version. It will probably take a lot of trial and error to make matching gates, plus I'll get a chance to relax and maybe play the game.
Oh I just cannot wait any longer xD I'm so excited about the stairs etc.
(about what you said with the slabs... why thinking to colour both slab-parts in a double slab -.-' that's just stupid and won't work.. in vanilla you can't even place a snadstone slab on a stone slab... i'm just saying)
Hope you get it working quickly
and THANKS for dealing with it in your free-time dimaonds to you for this super-awesome-mod!
Thanks for your enthusiasm! I happen to have a lot of free time between work and school, and I also sit in front of my computer a lot.
Regarding the invalid slope TEs causing wonky slopes, I found a part of my TE code that wasn't exactly correct. It's changed, so let's hope it actually helps. I'll try and have the update out in the next 24 hours.
Edit my post above. It's a Father's Day miracle!!! I entered my game early this evening and all was back to the way it is suppose to be. YAY!! I even restarted 4 or 5 times to make sure all is good and it seems to be staying how it should now. I don't know what happened(or why), and hopefully it was all a fluke and will NEVER happen again It sure sucked having to break all them squares and re-slope and cover all that. So all is good again in my world, sorry to clog your thread with flukes Love the mod,bro keep upi the great work!! I'll be back if my fluke returns!!! C-YA!!!!
NOT>> got on later last night and that same roof reverted back to the square frames I did read your post mineshopper, and I got on this morning and all is fine again. But it seems to happen whenever. I'll try this afternoon after work. So when it happens, you just want me to stick the forge log here? Or PM you with it? Thanks!
NOT>> got on later last night and that same roof reverted back to the square frames I did read your post mineshopper, and I got on this morning and all is fine again. But it seems to happen whenever. I'll try this afternoon after work. So when it happens, you just want me to stick the forge log here? Or PM you with it? Thanks!
I'll release the update after I get some sleep. If you're still experiencing the issue after updating, then I would definitely like to see the logs (pastebin.com is the norm). But, like I said, I fixed something in the tile entity that may have been causing the issue.
I'll release the update after I get some sleep. If you're still experiencing the issue after updating, then I would definitely like to see the logs (pastebin.com is the norm). But, like I said, I fixed something in the tile entity that may have been causing the issue.
Sounds good, I'll look for the update and see. Thanks
I just wanted to say that I tried this mod out a few weeks ago, and the only reason why I didn't want to use it was because of the absence of oblique slopes. I'm glad I checked back here again, because with the addition of the oblique slopes and the hammer, I have been able to continue with my project and I'm able to make it even better with the ability to turn any sort of blocks into slopes (I was previously using Kaveator's mod, but it stopped updating), so you kind of saved my project. I really appropriate the mod, I hope you continue to update at least for a bit longer!
I have thought about this. I will probably make all the blocks configurable to be disabled in the config.
It seems like upon first entering the world, the tile entities for the slopes are not being received. That's all there is to it - can't say why its happening, though. Unless an error pops up in your Forge logs, somewhere.
2013-06-04 01:06:53 [INFO] [STDERR] java.lang.NullPointerException
2013-06-04 01:06:53 [INFO] [STDERR] at CarpentersSlope.BlockHandlerCarpentersSlope.renderWorldBlock(BlockHandlerCarpentersSlope.java:76)
2013-06-04 01:06:53 [INFO] [STDERR] at cpw.mods.fml.client.registry.RenderingRegistry.renderWorldBlock(RenderingRegistry.java:153)
2013-06-04 01:06:53 [INFO] [STDERR] at FMLRenderAccessLibrary.renderWorldBlock(FMLRenderAccessLibrary.java:60)
2013-06-04 01:06:53 [INFO] [STDERR] at net.minecraft.client.renderer.RenderBlocks.func_78612_b(RenderBlocks.java:484)
2013-06-04 01:06:53 [INFO] [STDERR] at net.minecraft.client.renderer.WorldRenderer.func_78907_a(WorldRenderer.java:226)
2013-06-04 01:06:53 [INFO] [STDERR] at net.minecraft.client.renderer.RenderGlobal.func_72716_a(RenderGlobal.java:1558)
2013-06-04 01:06:53 [INFO] [STDERR] at net.minecraft.client.renderer.EntityRenderer.func_78471_a(EntityRenderer.java:1119)
2013-06-04 01:06:53 [INFO] [STDERR] at net.minecraft.client.renderer.EntityRenderer.func_78480_b(EntityRenderer.java:987)
2013-06-04 01:06:53 [INFO] [STDERR] at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:871)
2013-06-04 01:06:53 [INFO] [STDERR] at net.minecraft.client.Minecraft.run(Minecraft.java:760)
2013-06-04 01:06:53 [INFO] [STDERR] at java.lang.Thread.run(Unknown Source)
I saw an error somewhere about rendering a face of a slope. I think it has to do with the new render checking for the sides of the slopes. I'm not sure exactly what version my 1.5.1 world was using, but i think it was 1.1.
I'd really like to be able to fix this as there is a lot of work on that world. Any ideas?
Oh and I REALLY appreciate you being so active on the forums. Some of the other mods I use the mod author just up and disappears without a trace while tons of bug reports pile up with no fixes in sight. I understand RL happens, but they don't even give an update saying "i'm leaving for a month".
Thanks for all the hard work.
Hi c_death,
This type of error will occur if a cover block has disappeared from the game. It's an error in the way my mod handles this. There's a ton of instances where I need to check the integrity of cover blocks, and it's just a matter of trying to make sure they all work 100%. It's the same reason for the crash report above yours. I should actually replace all cases with a single block check.. fix it for good.
Fixing it isn't as convenient at this point because I have restructured most of the code to handle more than just slopes. At the moment it's handling fences (including my own custom types), walls, stairs and fence gates (working on my own types at the moment).
Some decisions that still need deciding:
1. Whether to rename tile entities to something besides slopes, since all my blocks use the same TE. Will wipe out existing covers and slope types in existing worlds.
2. Whether to release a "core," with slopes and blocks as add-ons. Or, should I just release it all as a single package (using about 4 block ID's, each able to be disabled in the config).
Your guys' opinions would help. I'm a bit biased because I have no reason personally to separate my own mod since I use everything in it.
Here's a pic of one of my new fence types (picked using the Hammer):
As you can see, the gate needs a new type to match.
I could let some bugs pile up if you like J/k.
EDIT: I gave it a second thought - I will release a small update to fix the cover block crashes. I need to spend more time on the block update to make it really special.
Speaking of which.. I think what I'm going to do is keep slopes and my "special" blocks separate. Some code will be duplicated, but it shouldn't be too bad. Your worlds are safe (at least when the update comes out).
1. Will bring a lot of work to repair the madet worlds, but if you think it would be better for the future of the mod, do it. If you decide to do it please let us know this fast, so i stop for the moment using slopes until the update is available.
i don't know if it is possible to implement code or make a special mode (only used once) who changes existing TE to new ones that would of course be the best.
2. I have no problem with a single package and i would spend 4 (or even more in future) id's with pleasure for a so great extensions to minecraft.
Thanks again for your work, i check the forum all day for the update, and, the fences looks realy great
Thanks for your thoughts. I don't have to change the code, it will just read odd when referring to all the blocks' properties as slopeCover, slopeLight, etc. Sadly, if I knew more Java I would love to put something into the code that could convert old TE's for me. I'm still a newbie to the broader capabilities of Java.
I'm currently weeding out all possibilities of missing covers causing NPEs. In the process the code is becoming much more robust, and leaner as well.
Like I said, I will probably release a small update for slopes in the next few days. The blocks update will come later to give me time to be creative.
I like this option.
I agree here, 4 ID's is nothing compared to some mods that use way more for less functionality.
Railcraft's recent update caused a certain block to automatically change to a new block without user intervention (even existing blocks in the world). I'm not sure if this is the same as what you are trying to do but maybe CovertJaguar can help you with that?
----------
Strange thing with that crash is there shouldn't be any covers with missing block ID's on my world. I'll have to check my mods to make sure I have everything loaded.
Thank goodness...
My adventure map has so many of your slopes in it, I would have to spend 3 days replacing them. XD
Can't wait for the new version! So happy you are doing fences and walls too!
I tell you, this mod is soon becoming my one all use for all things soon. It is so versatile.
Changeable fences? How many types of fences are there?
Also, I'm curious... does your code require the whole block take on the new texture? Or could you say... have a block that has a "outline" texture that's permanent, and a secondary texture that you can replace? I say this, because being able to do the same for doors would be awesome, but the issue is that a door would require some "none-solid" texturing to make it looks less solid. I say this only because I'm sick of having ONE color wooden door when so many woods are available. Don't mind me. XD
From what I was told with a similar question, only 1 texture is allowed for the block. As for doors, there is a mod I use called Natura that adds about 5 more doors to the game and corresponding trees / planks for those. It's more of a world gen thing, but if it's an adventure map, it might give you the variety you are looking for in doors. (posted while i was typing, customstuff might also be a good option)
Thanks Ill look into CustomStuff2.
Railcraft's recent update caused a certain block to automatically change to a new block without user intervention (even existing blocks in the world). I'm not sure if this is the same as what you are trying to do but maybe CovertJaguar can help you with that?
Not sure. He's an amazing coder though so I'm not surprised. I'm sure with a little time spent in java tutorials I might be able to come up with something. But like I said it only involves field name changes and a TE filename change - not a huge deal.
Strange thing with that crash is there shouldn't be any covers with missing block ID's on my world. I'll have to check my mods to make sure I have everything loaded.
If it wasn't related to covers (which it appeared to be), that's definitely not good. The function it crashed in only has like.. four lines of code, and only one in particular is crash-prone, and it happens to deal with covers.
How about keeping all sort of Block types seperated?
I mean there are 10 Blocks or sth, that's not too many ö.Ö
Slopes, Walls, Fences, Stairs, Slabs...
All it takes is a single whack with the hammer to change the block - if they're similar I'm choosing to put them together (fences and walls for example). Plus, they're coded to inherit neighboring types, so all you have to do is pick a fence type and start building it. The game has already allocated memory for it, so I may as well utilize it.
I'm iffy on slabs. If people place slabs two-high they will expect to be able to cover both with different blocks.
Happy to report I forgot to add a mod back in and now it all works perfectly. All slopes have even maintained their shapes, orientation, and textures through the 1.5.1 to 1.5.2 migration. In fact, all mods transferred with no noticeable problems. (my server is actually MORE stable in 1.5.2 than 1.5.1, yay!)
Thanks for reporting this. You're the second person to experience this, so it's definitely a bug. Sadly I still don't have any clue on what would be causing it. If you could upload your forge log to pastebin or something so that I could see it, maybe I could find a clue. I would love to fix this.
Great!
Today I finished up cleaning the code. All problems with missing covers should simply revert blocks, not crash the game. I also added one new fence type. Right now I'm working on a gate implementation for fences that are two high. After that, I will probably release the updated version. It will probably take a lot of trial and error to make matching gates, plus I'll get a chance to relax and maybe play the game.
Thanks for your enthusiasm! I happen to have a lot of free time between work and school, and I also sit in front of my computer a lot.
Regarding the invalid slope TEs causing wonky slopes, I found a part of my TE code that wasn't exactly correct. It's changed, so let's hope it actually helps. I'll try and have the update out in the next 24 hours.
I'll release the update after I get some sleep. If you're still experiencing the issue after updating, then I would definitely like to see the logs (pastebin.com is the norm). But, like I said, I fixed something in the tile entity that may have been causing the issue.