Uhmm... idk what i did wrong, but I installed the backpacks (1.6.4 - 2.5), the BCmod (under the same category) , and the BCmod Gui patch (also under same category), yet, in game, i dont crash, it's just that nothing but the Backpack Block and the Quantum Chest Block exist... like, at all. There's no backpacks, no backpack modifiers, nothing but those two blocks... so what exactly did i manage to screw up this time..?
Rollback Post to RevisionRollBack
If i say something, it is by default cool enough to put in a signature.
It looks like there are more packet messages showing up in the log on server side.
I think version 2.6 will fix that problem.
If it doesn't then updating to Forge 10.12.2.1126 will at least reduce the amount of packet messages that get logged.
Will the backpack renderer add-on work with the animated player mod
I don't know, try it and see. The add-on shouldn't break anything, but depending on what the animated player mod does it may not look right or might not show anything.
Uhmm... idk what i did wrong, but I installed the backpacks (1.6.4 - 2.5), the BCmod (under the same category) , and the BCmod Gui patch (also under same category), yet, in game, i dont crash, it's just that nothing but the Backpack Block and the Quantum Chest Block exist... like, at all. There's no backpacks, no backpack modifiers, nothing but those two blocks... so what exactly did i manage to screw up this time..?
Another mod may be using the same item ids as my backpacks.
You can change the ids for my items by editing (minecraftfolder)\config\backpacks16840.cfg in a text editor
Is there a way to preset what the bag collects or give them "clean" to a player at spawn with that configuration because I want them on Multiplayer (Adventure gameplay):
1. Bag for Plants: Collects Saplings
2. Blocks: Collects Dirt,Sand,Stone
And I want it so, that the player has this "Limitations" or "Preconfigurations" from the start...Anyone knows how to do it?
At the moment there's no way to prevent players adding dirt to a plant bag or saplings to a block bag but I'll probably add one soon.
You can preset what items a backpack collects by adding collect:{"minecraft+sapling":{id:"minecraft:sapling", Damage:32767}} to its NBT tag before it gets opened.
Edit: Version 2.6 now allows backpacks to be 'locked' so they only accept items that they collect
Version 2.6 is here
New features
Upgraded backpacks now have a sort button.
The first click sorts by id (so items will get grouped by mod) the second click sorts by name.
Added another collect mode 'collect+'
A backpack in collect+ mode will attempt to fill all non-empty slots even if it hasn't been told to collect those items
The collect/resupply interface now has a separate tab to filter items that are inside the backpack
Items can now be dropped from the lightweight backpack interface and it should be more responsive on slow network connections now
The auto-load from inventory or chest key can now be used from the vanilla inventory and chest interfaces
Backpacks can now be 'locked'. A locked backpack will only accept items that it collects.
To lock or unlock a backpack press capslock while the collect/resupply interface is open.
Bugfixes
Placed backpacks will now behave their correct size (small) when playing on a dedicated server
Changed my network system to address potential memory leak and to stop FML complaining about unhandled messages
You must now have permission to modify a backpack to change its collect/resupply settings
Overridden recipes will now get loaded in 1.6.4 and on 1.7.2 servers
[1.6.4] The inventory tab in the block selection interface is now metadata sensitive
Can you maybe make a screenshot or video something like that?
(I try to do it with In-Game NBTEDIT but I cant get it working)
I dont know what i have to add/change to get it to work
The id and Damage sub tags are only used by the collect/resupply editor, so you can leave those off if you want.
The keys in the 'collect' tag need to be item ids with ':' replaced with '+', so "minecraft:sapling" becomes "minecraft+sapling". To target specific sub types add '@' followed by the damage value, so brown wool would be "[email protected]" (or 12, I forget which).
The 'filtered':1 tag is needed if you want to lock the backpack to only accept those types of items.
If the 'tag' tag already has a 'stackId' sub tag or a 'Lore' sub tag then that backpack has already been opened/identified and it won't care about any other tags unless you delete both those tags.
Edit: updated BCMod to prevent players using the collect/resupply editor while in adventure mode
Ok I understood
I also could redo this!
Thank you very much for your explaination! Will be a lot of work to specify every item itself but it works
I wonder why nobody made a mod review so far would really be worth it.
Edit:
Tested it with modded Items, but could not replace the "Dirt" with "4486" for example, also tried the item name "Crystal" or the mod name "CustomNPCs"...or 4486+0
how to get it working with modded items or just the ID's?
Maybe I'm just stupid at the moment...or misread something it's a bit late here
Item ids in 1.7.2 depend on the mod maker, but tend to use the format 'mod_id:item_name', for example the id for backpacks is 'backpacks16840:backpack' and the id for quantum chests is 'backpacks16840:quantum_chest'.
You can check the ids of other items by looking at their tooltips in the collect/resupply interface.
i have a suggestion: the ability to wear a backpack
what do you mean? the renderer already shows the backpack on your back so you can pretty much do it, anyway it poses the same problem as backpacks have before: no armour in the chest slot and the chest armour is one of the most protective pieces
And thanks for the Adventure-Mode Update of BCMod!
Maybe one little suggestion for that:
Would it be possible to expand this to only let OPs use the collect/resupply editor on a Server...even in Survival
(I don't know if the adventure mode would work for me that well)
I've added an option 'need_op_permission_to_use_any_editor' to BCMod's config file, setting that to true will prevent non-opped players from using the collect/resupply editor.
what do you mean? the renderer already shows the backpack on your back so you can pretty much do it, anyway it poses the same problem as backpacks have before: no armour in the chest slot and the chest armour is one of the most protective pieces
Indeed, having 1 extra slot of inventory space wouldn't be worth the lack of armour (or the time it would take me to implement that).
If you just don't want your backpack taking up space on your hotbar you can put your backpack anywhere in your inventory and use the 'Open first backpack in inventory' key to open it (or just right-click it from your inventory).
I seem to be getting an interesting crash when I load up a game with these mods:
I am using Forge build 1147. Other mods I play with require 1147.
I don't know what other mods you're using, but that crash is most likely caused by my mod trying to sort the recipe list and not recognizing a custom recipe type added by another mod.
I've updated BCMod, hopefully it fixes that problem.
Are you going to update to 1.7.10? If not when are you updating to the next version (I love the backpack mod-using it in 1.7.2-its awesome-I am making a list of my mods I can change to 1.7.10)
Are you going to update to 1.7.10? If not when are you updating to the next version (I love the backpack mod-using it in 1.7.2-its awesome-I am making a list of my mods I can change to 1.7.10)
At the moment my internet is too slow to download the 1.7.10 development environment (it takes several minutes just to load this page) so I won't be able to update for a while.
I am a little confused by something. I installed all of the files, and it seems to be working, except I can't find any "auto-loader" gui. I can open backpacks, nest backpacks, and resize backpacks. How do I make a backpack collect or resupply? I'm using version 2.6 with MC 1.6.4
I've continually had this problem with making wooden slabs with these mods. No matter the type of wooden planks I use I will always get oak slabs out of it. The problem first started happening when I updated my older version to 2.6.0 and it still occurs, after updating to 2.6.1.
Edit: I just tested and although I am using other mods as well it seems that this is the mod that makes my game do this. (With and without the renderer)
Squigatoo - To open the auto-loader gui press the 'Edit Backpack's Auto-Loader' key (defaults to 'L') from the backpack interface (it won't work from the light-weight interface).
Chedzzz - Thanks for pointing that out, my recipe sorter was sorting the metadata insensitive 'any type of wood becomes oak slabs' recipe before the metadata sensitive 'jungle/spruce/birch wood becomes jungle/spruce/birch slabs' recipes. This has been fixed in BCMod 2.6.2.
Hi. I'm not sure if there's much you can do about this, but the current version of backpacks (1.6.1) seems to have a strange interaction with Forestry. I imagine Forestry's autoloading backpacks are conflicting with the autoloading feature new present on your backpacks. When both mods are installed, item pickup animations and sounds don't play properly. Nearby dropped items simply vanish from view, rather than 'popping' and moving towards you. Though the item does still appear in your inventory. You don't need to have any backpacks in your inventory for this effect to occur.
The problem so far seems entirely cosmetic, but can be a bit distracting when you're not sure if you're picking up items or not.
The animation and sound seems to work properly when picking up a new item, if no backpacks would pick it up. But if you already have that kind of item in your inventory, or a backpack from either mod is able to pick it up, then the animation and sound doesn't play.
The problem DOES NOT occur if configured with B:disable_backpack_auto_loader=true, but this obviously removes some functionality from the mod. It also does not occur when removing either Forestry or Backpacks, even if BCMod is left installed.
When backpacks from both mods are in the inventory and able/configured to pick up an item, the Forestry backpack seems to take priority, though this isn't necessarily a problem.
My installed Minecraft and mods are:
Minecraft: 1.6.4
Forge: 9.11.1.965
BCMod: 2.6.2
Backpacks: 2.6.1
Forestry: 2.3.1.1
To reproduce the effect, simply install the above, and begin collecting blocks. Eventually you should notice items "vanishing" into your inventory rather than flying at you or making sound.
Hey Brad,
Great mod, but Im using BCMod 2.6.2 in Minecraft 1.7.2 and still get Oak Slabs from all the trees, not only the vanilla trees, are you sure this was fixed or do I need to change some config or something?
Hi. I'm not sure if there's much you can do about this, but the current version of backpacks (1.6.1) seems to have a strange interaction with Forestry. I imagine Forestry's autoloading backpacks are conflicting with the autoloading feature new present on your backpacks. When both mods are installed, item pickup animations and sounds don't play properly. Nearby dropped items simply vanish from view, rather than 'popping' and moving towards you. Though the item does still appear in your inventory. You don't need to have any backpacks in your inventory for this effect to occur.
The problem so far seems entirely cosmetic, but can be a bit distracting when you're not sure if you're picking up items or not.
The animation and sound seems to work properly when picking up a new item, if no backpacks would pick it up. But if you already have that kind of item in your inventory, or a backpack from either mod is able to pick it up, then the animation and sound doesn't play.
The problem DOES NOT occur if configured with B:disable_backpack_auto_loader=true, but this obviously removes some functionality from the mod. It also does not occur when removing either Forestry or Backpacks, even if BCMod is left installed.
When backpacks from both mods are in the inventory and able/configured to pick up an item, the Forestry backpack seems to take priority, though this isn't necessarily a problem.
My installed Minecraft and mods are:
Minecraft: 1.6.4
Forge: 9.11.1.965
BCMod: 2.6.2
Backpacks: 2.6.1
Forestry: 2.3.1.1
To reproduce the effect, simply install the above, and begin collecting blocks. Eventually you should notice items "vanishing" into your inventory rather than flying at you or making sound.
I hope this helps.
I seem to be having the same problem but I don't have the forestry mod. It only happens with the blocks that I have set to be autoloaded into a backpack, or at least as far as I've seen.
JimTheBat - I'll look into triggering a sound effect when a backpack collects an item, but I'm not sure I'll be able to replicate the animation.
Edit: It turned out to be easier than I expected. The animation and sound effects should be fixed in the updated Backpacks 2.6.1
iskall85 - I've just reuploaded BCMod 2.6.2 to fix that problem. The previous fix didn't work with certain mods.
I think version 2.6 will fix that problem.
If it doesn't then updating to Forge 10.12.2.1126 will at least reduce the amount of packet messages that get logged.
I don't know, try it and see. The add-on shouldn't break anything, but depending on what the animated player mod does it may not look right or might not show anything.
Another mod may be using the same item ids as my backpacks.
You can change the ids for my items by editing (minecraftfolder)\config\backpacks16840.cfg in a text editor
At the moment there's no way to prevent players adding dirt to a plant bag or saplings to a block bag but I'll probably add one soon.
You can preset what items a backpack collects by adding collect:{"minecraft+sapling":{id:"minecraft:sapling", Damage:32767}} to its NBT tag before it gets opened.
Edit: Version 2.6 now allows backpacks to be 'locked' so they only accept items that they collect
Version 2.6 is here
New features
Upgraded backpacks now have a sort button.
The first click sorts by id (so items will get grouped by mod) the second click sorts by name.
Added another collect mode 'collect+'
A backpack in collect+ mode will attempt to fill all non-empty slots even if it hasn't been told to collect those items
The collect/resupply interface now has a separate tab to filter items that are inside the backpack
Items can now be dropped from the lightweight backpack interface and it should be more responsive on slow network connections now
The auto-load from inventory or chest key can now be used from the vanilla inventory and chest interfaces
Backpacks can now be 'locked'. A locked backpack will only accept items that it collects.
To lock or unlock a backpack press capslock while the collect/resupply interface is open.
Bugfixes
Placed backpacks will now behave their correct size (small) when playing on a dedicated server
Changed my network system to address potential memory leak and to stop FML complaining about unhandled messages
You must now have permission to modify a backpack to change its collect/resupply settings
Overridden recipes will now get loaded in 1.6.4 and on 1.7.2 servers
[1.6.4] The inventory tab in the block selection interface is now metadata sensitive
[1.6.4] Fixed support for furnace recipes
The id and Damage sub tags are only used by the collect/resupply editor, so you can leave those off if you want.
The keys in the 'collect' tag need to be item ids with ':' replaced with '+', so "minecraft:sapling" becomes "minecraft+sapling". To target specific sub types add '@' followed by the damage value, so brown wool would be "[email protected]" (or 12, I forget which).
The 'filtered':1 tag is needed if you want to lock the backpack to only accept those types of items.
If the 'tag' tag already has a 'stackId' sub tag or a 'Lore' sub tag then that backpack has already been opened/identified and it won't care about any other tags unless you delete both those tags.
Edit: updated BCMod to prevent players using the collect/resupply editor while in adventure mode
Item ids in 1.7.2 depend on the mod maker, but tend to use the format 'mod_id:item_name', for example the id for backpacks is 'backpacks16840:backpack' and the id for quantum chests is 'backpacks16840:quantum_chest'.
You can check the ids of other items by looking at their tooltips in the collect/resupply interface.
Tracker2010what do you mean? the renderer already shows the backpack on your back so you can pretty much do it, anyway it poses the same problem as backpacks have before: no armour in the chest slot and the chest armour is one of the most protective pieces
I've added an option 'need_op_permission_to_use_any_editor' to BCMod's config file, setting that to true will prevent non-opped players from using the collect/resupply editor.
Indeed, having 1 extra slot of inventory space wouldn't be worth the lack of armour (or the time it would take me to implement that).
If you just don't want your backpack taking up space on your hotbar you can put your backpack anywhere in your inventory and use the 'Open first backpack in inventory' key to open it (or just right-click it from your inventory).
[19:41:02 INFO]: Client> io.netty.handler.codec.DecoderException: brad16840.common.DynamicRecipes$DynamicRecipeException: Recipe doesn't have a ' > ' separator between input and output items
[19:41:02 INFO]: Client> at io.netty.handler.codec.MessageToMessageDecoder.channelRead(MessageToMessageDecoder.java:99) ~[MessageToMessageDecoder.class:?]
[19:41:02 INFO]: Client> at io.netty.handler.codec.MessageToMessageCodec.channelRead(MessageToMessageCodec.java:111) ~[MessageToMessageCodec.class:?]
[19:41:02 INFO]: Client> at io.netty.channel.DefaultChannelHandlerContext.invokeChannelRead(DefaultChannelHandlerContext.java:337) ~[DefaultChannelHandlerContext.class:?]
[19:41:02 INFO]: Client> at io.netty.channel.DefaultChannelHandlerContext.fireChannelRead(DefaultChannelHandlerContext.java:323) ~[DefaultChannelHandlerContext.class:?]
[19:41:02 INFO]: Client> at io.netty.channel.DefaultChannelPipeline.fireChannelRead(DefaultChannelPipeline.java:785) ~[DefaultChannelPipeline.class:?]
[19:41:02 INFO]: Client> at io.netty.channel.embedded.EmbeddedChannel.writeInbound(EmbeddedChannel.java:169) ~[EmbeddedChannel.class:?]
[19:41:02 INFO]: Client> at cpw.mods.fml.common.network.internal.FMLProxyPacket.func_148833_a(FMLProxyPacket.java:77) [FMLProxyPacket.class:?]
[19:41:02 INFO]: Client> at net.minecraft.network.NetworkManager.func_74428_b(NetworkManager.java:197) [ef.class:?]
[19:41:02 INFO]: Client> at net.minecraft.client.multiplayer.PlayerControllerMP.func_78765_e(PlayerControllerMP.java:273) [biy.class:?]
[19:41:02 INFO]: Client> at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1542) [azd.class:?]
[19:41:02 INFO]: Client> at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:917) [azd.class:?]
[19:41:02 INFO]: Client> at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:835) [azd.class:?]
[19:41:02 INFO]: Client> at net.minecraft.client.main.Main.main(SourceFile:103) [Main.class:?]
[19:41:02 INFO]: Client> at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) ~[?:1.7.0_51]
[19:41:02 INFO]: Client> at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source) ~[?:1.7.0_51]
[19:41:02 INFO]: Client> at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) ~[?:1.7.0_51]
[19:41:02 INFO]: Client> at java.lang.reflect.Method.invoke(Unknown Source) ~[?:1.7.0_51]
[19:41:02 INFO]: Client> at net.minecraft.launchwrapper.Launch.launch(Launch.java:134) [launchwrapper-1.9.jar:?]
[19:41:02 INFO]: Client> at net.minecraft.launchwrapper.Launch.main(Launch.java:28) [launchwrapper-1.9.jar:?]
I am using Forge build 1147. Other mods I play with require 1147.
website: rensik.enjin.com
I don't know what other mods you're using, but that crash is most likely caused by my mod trying to sort the recipe list and not recognizing a custom recipe type added by another mod.
I've updated BCMod, hopefully it fixes that problem.
At the moment my internet is too slow to download the 1.7.10 development environment (it takes several minutes just to load this page) so I won't be able to update for a while.
Edit: I just tested and although I am using other mods as well it seems that this is the mod that makes my game do this. (With and without the renderer)
Chedzzz - Thanks for pointing that out, my recipe sorter was sorting the metadata insensitive 'any type of wood becomes oak slabs' recipe before the metadata sensitive 'jungle/spruce/birch wood becomes jungle/spruce/birch slabs' recipes. This has been fixed in BCMod 2.6.2.
The problem so far seems entirely cosmetic, but can be a bit distracting when you're not sure if you're picking up items or not.
The animation and sound seems to work properly when picking up a new item, if no backpacks would pick it up. But if you already have that kind of item in your inventory, or a backpack from either mod is able to pick it up, then the animation and sound doesn't play.
The problem DOES NOT occur if configured with B:disable_backpack_auto_loader=true, but this obviously removes some functionality from the mod. It also does not occur when removing either Forestry or Backpacks, even if BCMod is left installed.
When backpacks from both mods are in the inventory and able/configured to pick up an item, the Forestry backpack seems to take priority, though this isn't necessarily a problem.
My installed Minecraft and mods are:
I hope this helps.
This problem seems to be fixed for me.
I seem to be having the same problem but I don't have the forestry mod. It only happens with the blocks that I have set to be autoloaded into a backpack, or at least as far as I've seen.
Edit: It turned out to be easier than I expected. The animation and sound effects should be fixed in the updated Backpacks 2.6.1
iskall85 - I've just reuploaded BCMod 2.6.2 to fix that problem. The previous fix didn't work with certain mods.