I put up the links to the latest release. I made a big? change to the way the UC Card works. Coins now can only be added to the card by using the ATM. The vending block and trade station now have slots in the main gui to insert the card. You can buy things with the card, but when selling you'll have to get coins and take them over to the nearest ATM to put them onto your card.
Also, I really don't like the idea of this mod depending on any other mod so I removed the Buildcraft api and thus had to lose the wrench. Blocks have been changed so they can be broken with anything and still keep their inventory. You can use bare hands if you want. The vending blocks can only be broken by their owner. If someone uses these blocks to grief, the owner can be changed with the vending wrench and then removed or broken by while in creative mode. Blocks broken in creative mode will be lost.
Future plans:I still want to add a command to send other players coins. It takes a lot of coding to get this working so I've put it off. Also, I think a custom item frame, vending frame, would be a good addition too. The lack of moving items and ability to hang on walls would make shops look better in my opinion. It would probably produce less lag on low end machines too. I'll probably wait for forge to update to 1.8 to make the vending frame since block rending code is supposed to change.
Thanks for the bug fixes, and I really appreciate including my suggestion.
However, I'm not sure whether it's bugged, or if I'm doing something wrong, but I can't seem to configure it to correctly sell items for half of their buy price.
I've tried setting the value in the .cfg to 50, then I tried 0.5 but neither seems to work.
Thanks for the bug fixes, and I really appreciate including my suggestion.
However, I'm not sure whether it's bugged, or if I'm doing something wrong, but I can't seem to configure it to correctly sell items for half of their buy price.
I've tried setting the value in the .cfg to 50, then I tried 0.5 but neither seems to work.
It looks like I screwed up the default value of the config. It sets itself to 100, but should be 1.0. I was going back and forth between a scale of 1-100 or 0.1 to 1.0. It looks like I didn't get it all set to the same scale. I changed my config file from 100 to 0.5 and it seems to be working correctly. Stone shows a price of 4 and sells for 2. Is it not selling for half or are you expecting the price to display as half the value?
It looks like I screwed up the default value of the config. It sets itself to 100, but should be 1.0. I was going back and forth between a scale of 1-100 or 0.1 to 1.0. It looks like I didn't get it all set to the same scale. I changed my config file from 100 to 0.5 and it seems to be working correctly. Stone shows a price of 4 and sells for 2. Is it not selling for half or are you expecting the price to display as half the value?
After further investigation, it seems like the value is constantly being set to 100 on start-up. I can set the .cfg file to read-only, but that only stops the config file from being changed, I tested with a few different blocks and they're still being bought and sold for the same price, despite changing the value in the config to 0.5.
After further investigation, it seems like the value is constantly being set to 100 on start-up. I can set the .cfg file to read-only, but that only stops the config file from being changed, I tested with a few different blocks and they're still being bought and sold for the same price, despite changing the value in the config to 0.5.
It is doing the exact same thing for me. It was working in the development environment but I did not test it before release. I will try to push another release that solves the issue and a few other bugs tonight after work.
Edit: I compiled a new release that fixes the issue with the sell ratio and default prices not resetting when using the command.
Also, shift+clicking items out of the vendor blocks seems to cause a client-side crash.
Would it also be possible to make it so with vending blocks, pumping items in will only put them into the "stock" inventory slots, and pumping them out will only extract from the coin slot?
I published an update that should fix the issue with piping items in and out of the vending block and atm. I haven't had time to test this though so no promises. I did test the fix to the shift+click issue in the vending blocks. This release also adds a few new commands. Players should now be able to send other player coins and check their coin balance. These commands do not work with the UCCard. Check out the changelist for details.
I still want to add an optional daily limit per player per minecraft day. I just don't know how to implement it yet.
I don't know what other info to provide. It crashed after I installed it alongside other mods. I temporarily removed those mods and it still crashed even by itself. The report above comes from the last crash, with no other mods running.
I don't know what other info to provide. It crashed after I installed it alongside other mods. I temporarily removed those mods and it still crashed even by itself. The report above comes from the last crash, with no other mods running.
It looks like you are running Java 6 update 65. I don't think that will work. This mod was written for Java 7. The update is available at https://java.com/en/download/manual_java7.jsp
So, I download and install Java 7, but Minecraft still insists on using Java 6. This seems to be an Apple issue: at least that's what I deduce after searching around to see if this happens to other people. But I don't find any kind of straightforward and universal consensus on how to get a Mac-version of Minecraft to use Java 7, and the suggestions I do find are two years old and/or terrifying.
I don't want to trouble anyone unduly; I mention my situation only in case some kind soul does know of a way to get Minecraft to use Java 7.
Thanx, notabadminer, for checking to see what I was doing wrong. I really came to like UC in 1.6, and the work you're doing on it looks sensational. If I'm going to miss out going forward (which it looks like I will be) I'm sure I'm going to regret it.
Thanks for the link! His solution didn't actually work for me, but I did find one in the thread for the "Enchanting Plus" mod. Credit to user JustAStupidName [yes, that's his username]:
-Make sure you have Java 7 installed.
-Go to System Preferences … -> Java -> tab: Java -> View -> Path
-Copy the path value found in the above step.
-Start Minecraft; chose the profile Forge (or create a new profile) and click Edit Profile
-Under Java Settings (Advanced), check the box next to Executable and paste the copied value.
-Click Save Profile
I post the solution here too, since this mod requires Java 7. I've got UC installed and running now.
Dude your mod is awesome. Me and my friends have been trying it out and love it. I do have some requested features to maybe make the mod a little better. I hope you hear us out:
We would like there to be a UC card pin number so ppl don't steal from each other.
It would be nice for money that is pickup up to be automatically stored in the UC cards
Perhaps with the use of a machine in the inventory that stores the coins.
or may be a remote chest (or maybe and ATM type block), which receives picked up coin remotely and automatically.
It would be nice if we could use the UC card directly in vending blocks and the universal trade station.
Dude your mod is awesome. Me and my friends have been trying it out and love it. I do have some requested features to maybe make the mod a little better. I hope you hear us out:
We would like there to be a UC card pin number so ppl don't steal from each other.
It would be nice for money that is pickup up to be automatically stored in the UC cards
Perhaps with the use of a machine in the inventory that stores the coins.
or may be a remote chest (or maybe and ATM type block), which receives picked up coin remotely and automatically.
It would be nice if we could use the UC card directly in vending blocks and the universal trade station.
Please add these! If you want.
Thanks,
Hidemat
The problem with implementing a PIN is the variable that holds the coin amount is stored in the card item. So if I implement a PIN and the current player holding the card does not know the PIN, the coins are pretty much lost to all players.
I have considered adding a "quantum" vault to the mod that is crafted with an ender pearl. Using an ender pearl in the crafting would allow for a quantum upgrade to the UC Card allowing it to transfer all coins picked up back to the vault it is associated with.
I will work on a way to implement security that will allow for PINs, reporting cards stolen at the ATMs (disabling them), and add a config option to disable PINs for the servers that want only physical possession to define the card owner.
Is it possible to automatically take the money an the block when you quit the gui ?
And when two players use the same vending block, the money of the two are separated ?
Automatically taking the coins out when exiting the inventory might be doable. The only issue I see is if the players inventory does not have enough space the coins would have to remain in the block or be ejected to the world as drops.
I will have to do some research and see if there is a way to open a new instance of the block GUI for each player so players don't interfere with each other. This is something that should have been taken care of long ago so I will make this a priority.
Also, I really don't like the idea of this mod depending on any other mod so I removed the Buildcraft api and thus had to lose the wrench. Blocks have been changed so they can be broken with anything and still keep their inventory. You can use bare hands if you want. The vending blocks can only be broken by their owner. If someone uses these blocks to grief, the owner can be changed with the vending wrench and then removed or broken by while in creative mode. Blocks broken in creative mode will be lost.
Future plans:I still want to add a command to send other players coins. It takes a lot of coding to get this working so I've put it off. Also, I think a custom item frame, vending frame, would be a good addition too. The lack of moving items and ability to hang on walls would make shops look better in my opinion. It would probably produce less lag on low end machines too. I'll probably wait for forge to update to 1.8 to make the vending frame since block rending code is supposed to change.
However, I'm not sure whether it's bugged, or if I'm doing something wrong, but I can't seem to configure it to correctly sell items for half of their buy price.
I've tried setting the value in the .cfg to 50, then I tried 0.5 but neither seems to work.
It looks like I screwed up the default value of the config. It sets itself to 100, but should be 1.0. I was going back and forth between a scale of 1-100 or 0.1 to 1.0. It looks like I didn't get it all set to the same scale. I changed my config file from 100 to 0.5 and it seems to be working correctly. Stone shows a price of 4 and sells for 2. Is it not selling for half or are you expecting the price to display as half the value?
After further investigation, it seems like the value is constantly being set to 100 on start-up. I can set the .cfg file to read-only, but that only stops the config file from being changed, I tested with a few different blocks and they're still being bought and sold for the same price, despite changing the value in the config to 0.5.
It is doing the exact same thing for me. It was working in the development environment but I did not test it before release. I will try to push another release that solves the issue and a few other bugs tonight after work.
Edit: I compiled a new release that fixes the issue with the sell ratio and default prices not resetting when using the command.
I didn't implement ISidedIventory on the ATM so that's why it crashes. I fixed it for the next release. Items can be pumped in but not out.
Also, shift+clicking items out of the vendor blocks seems to cause a client-side crash.
Would it also be possible to make it so with vending blocks, pumping items in will only put them into the "stock" inventory slots, and pumping them out will only extract from the coin slot?
I still want to add an optional daily limit per player per minecraft day. I just don't know how to implement it yet.
@codefans: thanks.
Put your spoiler here.
---- Minecraft Crash Report ----
// Daisy, daisy...
Time: 11/1/14 10:29 PM
Description: There was a severe problem during mod loading that has caused the game to fail
cpw.mods.fml.common.LoaderException: java.lang.NoClassDefFoundError: java/nio/file/Paths
at cpw.mods.fml.common.LoadController.transition(LoadController.java:162)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:695)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:288)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:541)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:867)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
Caused by: java.lang.NoClassDefFoundError: java/nio/file/Paths
at universalcoins.util.UCItemPricer.writePriceLists(UCItemPricer.java:174)
at universalcoins.util.UCItemPricer.initializeConfigs(UCItemPricer.java:49)
at universalcoins.UniversalCoins.postInit(UniversalCoins.java:210)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:513)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:208)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:187)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:118)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:694)
... 10 more
Caused by: java.lang.ClassNotFoundException: java.nio.file.Paths
at java.net.URLClassLoader$1.run(URLClassLoader.java:202)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(URLClassLoader.java:190)
at java.lang.ClassLoader.loadClass(ClassLoader.java:306)
at sun.misc.Launcher$AppClassLoader.loadClass(Launcher.java:301)
at java.lang.ClassLoader.loadClass(ClassLoader.java:247)
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:106)
at java.lang.ClassLoader.loadClass(ClassLoader.java:306)
at java.lang.ClassLoader.loadClass(ClassLoader.java:247)
... 40 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.7.10
Operating System: Mac OS X (x86_64) version 10.7.5
Java Version: 1.6.0_65, Apple Inc.
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Apple Inc.
Memory: 110171200 bytes (105 MB) / 247074816 bytes (235 MB) up to 1060372480 bytes (1011 MB)
JVM Flags: 5 total; -Xmx1G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v9.05 FML v7.10.85.1230 Minecraft Forge 10.13.2.1230 4 mods loaded, 4 mods active
mcp{9.05} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
FML{7.10.85.1230} [Forge Mod Loader] (forge-1.7.10-10.13.2.1230.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
Forge{10.13.2.1230} [Minecraft Forge] (forge-1.7.10-10.13.2.1230.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
universalcoins{1.7.10-1.5.8} [Universal Coins] (UniversalCoins-1.7.10-1.5.8.jar) Unloaded->Constructed->Pre-initialized->Initialized->Errored
I don't know what other info to provide. It crashed after I installed it alongside other mods. I temporarily removed those mods and it still crashed even by itself. The report above comes from the last crash, with no other mods running.
It looks like you are running Java 6 update 65. I don't think that will work. This mod was written for Java 7. The update is available at https://java.com/en/download/manual_java7.jsp
So, I download and install Java 7, but Minecraft still insists on using Java 6. This seems to be an Apple issue: at least that's what I deduce after searching around to see if this happens to other people. But I don't find any kind of straightforward and universal consensus on how to get a Mac-version of Minecraft to use Java 7, and the suggestions I do find are two years old and/or terrifying.
I don't want to trouble anyone unduly; I mention my situation only in case some kind soul does know of a way to get Minecraft to use Java 7.
Thanx, notabadminer, for checking to see what I was doing wrong. I really came to like UC in 1.6, and the work you're doing on it looks sensational. If I'm going to miss out going forward (which it looks like I will be) I'm sure I'm going to regret it.
-Make sure you have Java 7 installed.
-Go to System Preferences … -> Java -> tab: Java -> View -> Path
-Copy the path value found in the above step.
-Start Minecraft; chose the profile Forge (or create a new profile) and click Edit Profile
-Under Java Settings (Advanced), check the box next to Executable and paste the copied value.
-Click Save Profile
I post the solution here too, since this mod requires Java 7. I've got UC installed and running now.
Perhaps with the use of a machine in the inventory that stores the coins.
Thanks,
Hidemat
The problem with implementing a PIN is the variable that holds the coin amount is stored in the card item. So if I implement a PIN and the current player holding the card does not know the PIN, the coins are pretty much lost to all players.
I have considered adding a "quantum" vault to the mod that is crafted with an ender pearl. Using an ender pearl in the crafting would allow for a quantum upgrade to the UC Card allowing it to transfer all coins picked up back to the vault it is associated with.
I will work on a way to implement security that will allow for PINs, reporting cards stolen at the ATMs (disabling them), and add a config option to disable PINs for the servers that want only physical possession to define the card owner.
Automatically taking the coins out when exiting the inventory might be doable. The only issue I see is if the players inventory does not have enough space the coins would have to remain in the block or be ejected to the world as drops.
I will have to do some research and see if there is a way to open a new instance of the block GUI for each player so players don't interfere with each other. This is something that should have been taken care of long ago so I will make this a priority.