I don't mean to be a bother and say "update pls" or "bugfix pls" but I was wondering if you managed to figure out what causes the "place block on void layer" client-side crash.
I don't mean to be a bother and say "update pls" or "bugfix pls" but I was wondering if you managed to figure out what causes the "place block on void layer" client-side crash.
I haven't looked into it yet. When I have time I will.
Latest build of a stairway to my portals in my portal tower of my base. Thinking i may leave the carpenter blocks bare just for the look. Be nice if there was a half width slope for making railing but this works for now. Lights and spinning paddle things are Electrical Age lights and water turbines.
wall hooks - allow player to place tiles, half slabs, and pressure plates on the wall. i know people have been wanting to put those items on walls forever to make the flat screen tv and wall decorations. itd also be fine if you just made an item called a wall facade and made it like a pressure plate you can put on the wall.
also another idea
a woodworker that allows you to combine two blocks into different patterns for use in ur building. i know this is done in forestry but it requires you to breed all the trees and use bees and everything just to get some pretty blocks :/ its a little complex for the beginner.
Released a new dev build 3.3.1 DEV R3. I fixed the void layer crash, and possibly a crash at the world ceiling (same type of scenario). Also, Nuchaz was kind enough to add block rotation support to just about everything, so blocks should play more nicely with mods like Archimedes' Ships.
I have been looking around this thread and haven't seen this issue being brought up.
I set my spawn point by sleeping in a carpenter's bed, but whenever I die, It says that my bed was missing or obstructed. No matter where I place the bed, I always spawn at the initial spawn point when I die. This even happens in the middle of an empty flat world. Is there anyway to fix this?
The Meaning of Life, the Universe, and Everything.
Join Date:
1/21/2011
Posts:
311
Member Details
Just so you're aware, there is a crash error involving Carpenter's Blocks and Falling Meteors.
When a meteor shield "catches" a meteor and tries to send the resources to the meteor shield, the game crashes. The log is enormous (as I'm running a pack via ATlauncher), however I am using Openeye, so if you have implemented that you should get the log anyways. When I tried reloading the world it would instacrash with the same error.
Here is the main bit of the error I think:
[01/11/2014 19:00:00 PM] [19:00:00] [Server thread/ERROR] [FML]: Exception caught during firing event cpw.mods.fml.common.gameevent.TickEvent$WorldTickEvent@38ee5275:
[01/11/2014 19:00:00 PM] java.lang.ClassCastException: com.carpentersblocks.tileentity.TEBase cannot be cast to net.meteor.common.tileentity.TileEntityMeteorShield
Removing Meteors and readding it fixed the world. I removed all nearby carpenter's blocks just in case.
I'm also going to post this to the Meteors thread, because it may also be on their end.
If you want the full log, PM and I'll try to replicate it and post it on pastebin.
I have been looking around this thread and haven't seen this issue being brought up.
I set my spawn point by sleeping in a carpenter's bed, but whenever I die, It says that my bed was missing or obstructed. No matter where I place the bed, I always spawn at the initial spawn point when I die. This even happens in the middle of an empty flat world. Is there anyway to fix this?
An issue was posted some time ago, I think. I don't have any control over how a bed becomes a spawn point.
Quote from swyrl»
[01/11/2014 19:00:00 PM] java.lang.ClassCastException: com.carpentersblocks.tileentity.TEBase cannot be cast to net.meteor.common.tileentity.TileEntityMeteorShield
That is another mod attempting to cast my tile entity as their own... the problem is on their end.
A suggestion: can you let renamed Carpenter's Safes retain their name after being placed and show it in the safe GUI? Would be wonderful if they did so after being broken as well.
A suggestion: can you let renamed Carpenter's Safes retain their name after being placed and show it in the safe GUI? Would be wonderful if they did so after being broken as well.
I feel like that is a Vanilla issue, as I've seen some people name silly things like their crafting table, place it, and when it was picked up again, it no longer had the name.
I feel like that is a Vanilla issue, as I've seen some people name silly things like their crafting table, place it, and when it was picked up again, it no longer had the name.
It's because before 1.8 the block NBT wasn't saved when broken (Or something along those lines.)
Just a small bug: I noticed that mobs, animals, NPCs and entities can't get through Carpenter's Doors unless if pushed.
I have a world with NPCs that follow me around and they get stuck at the doors. The same happens with hostile mobs, they don't recognize the doors as valid entrance. Probably it's something related the vanilla code.
I may be unaware of how to do so, but is there any way to apply one kind of block to multiple carpenter's blocks? Like putting 5 grass blocks on 5 carpenter's blocks quicker than clicking 5 times. If it isn't possible, it should be an added feature. No doubt!
Released a new dev build 3.3.1 DEV R3. I fixed the void layer crash, and possibly a crash at the world ceiling (same type of scenario). Also, Nuchaz was kind enough to add block rotation support to just about everything, so blocks should play more nicely with mods like Archimedes' Ships.
So I downloaded the new version and blocks still don't rotate with the ship (keep direction when disassembled like before). Am I missing something? I have Archimedes' Ships 1.7.1.jar.
I did not personally implement or test the rotation code, but looking at the changes only some blocks will rotate. I'm pretty sure the bed, doors, and slopes rotate. If they're not, it may be buggy -- just let me know. I'm not sure if I will get around to adding rotation for everything at some point, but it's possible.
I may be unaware of how to do so, but is there any way to apply one kind of block to multiple carpenter's blocks? Like putting 5 grass blocks on 5 carpenter's blocks quicker than clicking 5 times. If it isn't possible, it should be an added feature. No doubt!
Nope. Generally if I'm working on this, it's either for fixing bugs or adding new content. Having blocks predict how many covers you want to place, and where they should be distributed, would umm.. probably be wrong 100% of the time.
yeah, none of the half slab slope will rotate under an object. so if you wanted the "V" shaped slope to be underhung, you cant do this, same for the slope to the "V" shape. Which is sad since I would love to use these for decorating the ceiling of my base and entrance archway.
Rollback Post to RevisionRollBack
^^___________________Click the banner to check us out!___________________^^
I did not personally implement or test the rotation code, but looking at the changes only some blocks will rotate. I'm pretty sure the bed, doors, and slopes rotate. If they're not, it may be buggy -- just let me know. I'm not sure if I will get around to adding rotation for everything at some point, but it's possible.
I see. Yea collapsible block, half block, and ladders I think are the only ones we were using (which didn't work). Do you have source code available? If it's the same for every block maybe I could add it to the rest.
-
View User Profile
-
View Posts
-
Send Message
Curse Premium-
View User Profile
-
View Posts
-
Send Message
Curse PremiumI haven't looked into it yet. When I have time I will.
^^___________________Click the banner to check us out!___________________^^
also another idea
a woodworker that allows you to combine two blocks into different patterns for use in ur building. i know this is done in forestry but it requires you to breed all the trees and use bees and everything just to get some pretty blocks :/ its a little complex for the beginner.
-
View User Profile
-
View Posts
-
Send Message
Curse PremiumI set my spawn point by sleeping in a carpenter's bed, but whenever I die, It says that my bed was missing or obstructed. No matter where I place the bed, I always spawn at the initial spawn point when I die. This even happens in the middle of an empty flat world. Is there anyway to fix this?
When a meteor shield "catches" a meteor and tries to send the resources to the meteor shield, the game crashes. The log is enormous (as I'm running a pack via ATlauncher), however I am using Openeye, so if you have implemented that you should get the log anyways. When I tried reloading the world it would instacrash with the same error.
Here is the main bit of the error I think:
[01/11/2014 19:00:00 PM] [19:00:00] [Server thread/ERROR] [FML]: Exception caught during firing event cpw.mods.fml.common.gameevent.TickEvent$WorldTickEvent@38ee5275:
[01/11/2014 19:00:00 PM] java.lang.ClassCastException: com.carpentersblocks.tileentity.TEBase cannot be cast to net.meteor.common.tileentity.TileEntityMeteorShield
Removing Meteors and readding it fixed the world. I removed all nearby carpenter's blocks just in case.
I'm also going to post this to the Meteors thread, because it may also be on their end.
If you want the full log, PM and I'll try to replicate it and post it on pastebin.
Awesome Minecraft mod! clicky!
-
View User Profile
-
View Posts
-
Send Message
Curse PremiumNo. Only WorldEdit can make WorldEdit work better.
An issue was posted some time ago, I think. I don't have any control over how a bed becomes a spawn point.
That is another mod attempting to cast my tile entity as their own... the problem is on their end.
I feel like that is a Vanilla issue, as I've seen some people name silly things like their crafting table, place it, and when it was picked up again, it no longer had the name.
It's because before 1.8 the block NBT wasn't saved when broken (Or something along those lines.)
Profile pic by Cheshirette c:
I have a world with NPCs that follow me around and they get stuck at the doors. The same happens with hostile mobs, they don't recognize the doors as valid entrance. Probably it's something related the vanilla code.
EzerArch.com | Armourer's Workshop Skins | MCHeli Content Pack Addons | Resource Packs | YouTube | G+ | Twitter
So I downloaded the new version and blocks still don't rotate with the ship (keep direction when disassembled like before). Am I missing something? I have Archimedes' Ships 1.7.1.jar.
-
View User Profile
-
View Posts
-
Send Message
Curse PremiumThe op specifically says to go to the website for permission requests. It's on the front page. Can't miss it.
Nope. Generally if I'm working on this, it's either for fixing bugs or adding new content. Having blocks predict how many covers you want to place, and where they should be distributed, would umm.. probably be wrong 100% of the time.
^^___________________Click the banner to check us out!___________________^^
I see. Yea collapsible block, half block, and ladders I think are the only ones we were using (which didn't work). Do you have source code available? If it's the same for every block maybe I could add it to the rest.