LoL , Silly kids asking for something they already have . Tell them to drop the liteloader jar in the mods directory and voila , all liteloader mods can be loaded by Forge . I added you to internal mod test try it out .blow your mind
I'm not sure where this crash needs to go but something strange is happening. I just updated to the most recent 1.7.10 version which is `.5.15 and when I load my world, I run for a couple of minutes, then everything just completely lags out. I load back in and everything is completely lagged out and unplayable. The game doesn't crash, it just becomes lagged out and I have to kill it manually, so no crash log.
Here are the last 5 or 10 pages of the forge log that shows what is going on. It shows voxel map calculation throwing a java.lang. I'm not sure if that is the cause, but I don't know what is. http://pastebin.com/FX98DM9H
So if this is not you, can you please tell me what is the cause and point me in the right direction?
I've looked at the lightloader jenkins and all the downloads are a 1.8 snapshot. Well, I'm running modded 1.7.10 where all the good mods currently are.
I'm having problems with the full world map saving on the 1.6.4 version. Where is the full map supposed to be saved, just so I can check and see if it is saving?
To clarify, my waypoints save fine. I'm just having trouble seeing the areas I've already explored in the menu after I leave the game.
EDIT: I know this is an outdated version, but all I need to know is where the full world map data is saved so I can see if everything is stable.
After attempting to update to the latest builds of CoFH Core (3.0.4B1-309) and CoFH Lib (1.0.4B1-176) I get his strange crash at startup...
I wouldn't have posted this here, but the only mods mentioned in the crash at all are liteloader and voxelmap. Any thoughts? This is using forge version 10.13.4.1492 as well.
Same for me. Also crash at startup after updating CoFHCore to 3.0.4B1-309
I'm not sure where this crash needs to go but something strange is happening. I just updated to the most recent 1.7.10 version which is `.5.15 and when I load my world, I run for a couple of minutes, then everything just completely lags out. I load back in and everything is completely lagged out and unplayable. The game doesn't crash, it just becomes lagged out and I have to kill it manually, so no crash log.
Here are the last 5 or 10 pages of the forge log that shows what is going on. It shows voxel map calculation throwing a java.lang. I'm not sure if that is the cause, but I don't know what is. http://pastebin.com/FX98DM9H
So if this is not you, can you please tell me what is the cause and point me in the right direction?
I've looked at the lightloader jenkins and all the downloads are a 1.8 snapshot. Well, I'm running modded 1.7.10 where all the good mods currently are.
Thanks for the help.
Also, where are downloads for earlier versions?
Those errors are saying it is failing to calculate the color of a block (oak doors in this case). Shouldn't cause your problem, just means doors will be purple (error color) on the map. Having a hard time seeing how doors could be giving it a problem if nothing else is, what texture pack are you using? Maybe I can reproduce.
As said, that's very unlikely to be the cause of lag. You say you downloaded a new version. Did the previous version have the world map? If not, the new version does use more memory. You may be running out, forcing excessive garbage collection or something. Allocating more may help.
I'm having problems with the full world map saving on the 1.6.4 version. Where is the full map supposed to be saved, just so I can check and see if it is saving?
To clarify, my waypoints save fine. I'm just having trouble seeing the areas I've already explored in the menu after I leave the game.
EDIT: I know this is an outdated version, but all I need to know is where the full world map data is saved so I can see if everything is stable.
Full map is saved in .minecraft\mods\VoxelMods\voxelMap\cache\worldName\DimensionName (Dimension DimensionID)
If you are leaving the game by pressing the X in the upper right, you are not giving the mod a chance to save things. In 1.7.10 and 1.8 this isn't a problem as I can use Liteloader to hook into the Minecraft exit function and save then. Liteloader did not have that functionality in 1.6 though, so you might be running into a problem with areas not saving when you just exit the program. If you quit to menu first that won't happen (leaving the world will trigger it to save all the cached data) I could probably have it autosave every so often, but 1.6.4 is a bit out of date and not my top priority. Anyway see if that fixes things. If so, we know what the issue is
After attempting to update to the latest builds of CoFH Core (3.0.4B1-309) and CoFH Lib (1.0.4B1-176) I get his strange crash at startup...
---- Minecraft Crash Report ----
// There are four lights!
Time: 7/31/15 11:39 AM
Description: Unexpected error
java.lang.NullPointerException: Unexpected error
at com.thevoxelbox.voxelmap.litemod.LiteModVoxelMap.onTick(Unknown Source)
at com.mumfrey.liteloader.core.event.HandlerList$Tickable8.onTick(HandlerList$Tickable8.java:100)
at com.mumfrey.liteloader.client.ClientEvents.onTick(ClientEvents.java:416)
at com.mumfrey.liteloader.client.CallbackProxyClient.onTick(CallbackProxyClient.java:63)
at com.mumfrey.liteloader.core.event.EventProxy.$event00005(EventProxy.java:216)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:1001)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:898)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Resource Packs: []
Current Language: English (US)
Profiler Position: N/A (disabled)
Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Anisotropic Filtering: Off (1)
I wouldn't have posted this here, but the only mods mentioned in the crash at all are liteloader and voxelmap. Any thoughts? This is using forge version 10.13.4.1492 as well.
Same for me. Also crash at startup after updating CoFHCore to 3.0.4B1-309
that crash is saying there was an error initializing VoxelMap, but it doesn't show what the error was (Liteloader for some reason ignores it and continues. The crash you are seeing comes later when it tries to call VoxelMap, which didn't load). To see the actual error I'd need to see your full game output
I'd just check my own game output, but I don't have a crash with that version of CoFHCore. Using Forge 1492 and Liteloader 1.7.10-04.jar, everything loads fine for me
Is there a way to make the world map load up all generated chunks? I know I asked it a while back, but I never saw an answer. Please forgive me if it was answered and I missed it. ^^;
Is there a way to make the map load up all generated chunks? I know I asked it a while back, but I never saw an answer. Please forgive me if it was answered and I missed it. ^^;
Can you clarify? On singleplayer worlds the worldmap will be created from the anvil save files for all generated chunks. On multiplayer there is *no way* to create a map of an area you haven't visited (with the map installed) - the client simply doesn't know about chunks that aren't where the player currently is.
If you mean "can it zoom out more and show everything" well, it can zoom out pretty far now. More recent versions allow the player to zoom much farther out than earlier versions with the world map. Map options, World Map, Min Zoom. Move the slider to the left. Be aware this will increase the size of the Regions Cache (neccessary to hold things in view) and will increase your memory usage.
Strange, there are times in single-player that I explore a new area, then the game crashes for whatever reason, and when i re-load, the area I just explored isn't on the map, even though the chunks are still generated in the save file. The impression I get is that the map can only see the chunks currently loaded, not the entire save file. So, what I'm asking is how to make the map re-generate itself from the save file without having to travel the entire generated area again.
And yes, I understand why this wouldn't work in multi-player, because the client doesn't have access to the whole map. (Though it would be awesome to have an admin tool for a server owner to be able to do this, such as a server-side portion of the mod that lets operators run a command that generates their whole map from the server world.) ;P
Strange, there are times in single-player that I explore a new area, then the game crashes for whatever reason, and when i re-load, the area I just explored isn't on the map, even though the chunks are still generated in the save file. The impression I get is that the map can only see the chunks currently loaded, not the entire save file. So, what I'm asking is how to make the map re-generate itself from the save file without having to travel the entire generated area again.
I'm not going to say you aren't seeing what you are seeing because how would I know, but it is designed to do exactly that and it does for me. The relevant bit of code is
loadCachedData();
loadCurrentData(world);
loadAnvilData(world);
for a given region it starts by loading from the cache (which it can do more than twice as fast as it can from anvil), then loading in everything you can currently see, and then for any remaining empty chunks it loads them from the anvil save file (if there is one for that region).
The most I can see happening is visiting some area, having the data saved to the cache, then later building a lot of stuff there then walking away, then crashing before the new data gets saved. Next time you loaded the world you'd see the old cached data there until you visited again. When that happens you'd either need to visit again, or delete the cached data to cause it to be loaded from anvil (cached data being in .minecraft/mods/VoxelMods/voxelMap/cache/worldName/dimension/x,z.zip ) If there is nothing there, or even if some of the chunks within a cached region are empty, they will be loaded from anvil (just tested this out, definitely not broken for me)
I could add something to right click to force a region to load fresh from anvil or something. But what you are seeing with entirely empty areas not loading from anvil just shouldn't happen in singleplayer. The data is all there and the code accesses it. Which is to say that if it is really happening to you it is a bug not a design deficiency
And yes, I understand why this wouldn't work in multi-player, because the client doesn't have access to the whole map. (Though it would be awesome to have an admin tool for a server owner to be able to do this, such as a server-side portion of the mod that lets operators run a command that generates their whole map from the server world.) ;P
When I want a full map of a multiplayer world I host, I load it up in SP, and the map is created (as described above) from the anvil files. I then copy the cached data over to the folder for the MP world and it's good to go. For sure though a plugin would be nice so one could do it without loading into an SP world.
This is a really really good minimap... But i can't use it properly
I play mostly on faction servers and it seems that every time I have this minimal installed, it kicks me off of any factions server (I tried 6 servers and they all kicked me off automatically)
Is it a problem with the mod or the server?
I use liteloader and forge together so it loads all my mods
Okay. I have liteloader, and got this mod through it, and I desperately need optifine, and forgot to install it when I installed liteloader. So, if I uninstall liteloader, and reinstall it using the steps in that infographic to create the profile with optifine + liteloader, will my map data still be there when I reinstall? If not, is there a way I can add optifine to my profile with liteloader? Thanks in advance!
The server might not allow minimaps. Certain servers have Mob Radar disabled, so I can assume they can not allow people with minimaps installed as well.
This is a really really good minimap... But i can't use it properly
I play mostly on faction servers and it seems that every time I have this minimal installed, it kicks me off of any factions server (I tried 6 servers and they all kicked me off automatically)
Is it a problem with the mod or the server?
I use liteloader and forge together so it loads all my mods
I have a mac
I am using 1.8
I could release a version with no radar that they would not be able to detect and kick. I could also release a version with radar that they could not detect and kick, and I am tempted to do so since they are being butts by using the permissions capability to detect and kick instead of just disabling the radar. suck that they don't feel like using a feature I put in specifically for them.
Okay. I have liteloader, and got this mod through it, and I desperately need optifine, and forgot to install it when I installed liteloader. So, if I uninstall liteloader, and reinstall it using the steps in that infographic to create the profile with optifine + liteloader, will my map data still be there when I reinstall? If not, is there a way I can add optifine to my profile with liteloader? Thanks in advance!
you can probably put the optifine .jar in your mode/version folder and have it loaded that way. If yoiu already have forge on your profile this will definitely work,=. Should work with just liteloader as well. But, if you do end up reinstalling liteloader or creating a new profile or whatever, your waypoints and map data will still be there
It would be really awesome If you could make one with everything the same, but make it so the server can't detect the radar!
Now I use xeros minimap (I think that's what it is called) and the radar on there works fine with no problems... It isn't fair that yours isn't allowed but his is
LoL , Silly kids asking for something they already have . Tell them to drop the liteloader jar in the mods directory and voila , all liteloader mods can be loaded by Forge . I added you to internal mod test try it out .blow your mind
Hi MamiyaOtaru,
I'm not sure where this crash needs to go but something strange is happening. I just updated to the most recent 1.7.10 version which is `.5.15 and when I load my world, I run for a couple of minutes, then everything just completely lags out. I load back in and everything is completely lagged out and unplayable. The game doesn't crash, it just becomes lagged out and I have to kill it manually, so no crash log.
Here are the last 5 or 10 pages of the forge log that shows what is going on. It shows voxel map calculation throwing a java.lang. I'm not sure if that is the cause, but I don't know what is. http://pastebin.com/FX98DM9H
So if this is not you, can you please tell me what is the cause and point me in the right direction?
I've looked at the lightloader jenkins and all the downloads are a 1.8 snapshot. Well, I'm running modded 1.7.10 where all the good mods currently are.
Thanks for the help.
Also, where are downloads for earlier versions?
Hey. I've made a tutorial that guides how to install this mod:
I'm having problems with the full world map saving on the 1.6.4 version. Where is the full map supposed to be saved, just so I can check and see if it is saving?
To clarify, my waypoints save fine. I'm just having trouble seeing the areas I've already explored in the menu after I leave the game.
EDIT: I know this is an outdated version, but all I need to know is where the full world map data is saved so I can see if everything is stable.
Same for me. Also crash at startup after updating CoFHCore to 3.0.4B1-309
Those errors are saying it is failing to calculate the color of a block (oak doors in this case). Shouldn't cause your problem, just means doors will be purple (error color) on the map. Having a hard time seeing how doors could be giving it a problem if nothing else is, what texture pack are you using? Maybe I can reproduce.
As said, that's very unlikely to be the cause of lag. You say you downloaded a new version. Did the previous version have the world map? If not, the new version does use more memory. You may be running out, forcing excessive garbage collection or something. Allocating more may help.
all versions available for download are at http://minecraft.curseforge.com/mc-mods/225179-voxelmap/files If you mean earlier versions for liteloader, that'd just be at http://www.liteloader.com/download
nice, will have a watch in a bit. Could be helpful for people
Full map is saved in .minecraft\mods\VoxelMods\voxelMap\cache\worldName\DimensionName (Dimension DimensionID)
If you are leaving the game by pressing the X in the upper right, you are not giving the mod a chance to save things. In 1.7.10 and 1.8 this isn't a problem as I can use Liteloader to hook into the Minecraft exit function and save then. Liteloader did not have that functionality in 1.6 though, so you might be running into a problem with areas not saving when you just exit the program. If you quit to menu first that won't happen (leaving the world will trigger it to save all the cached data) I could probably have it autosave every so often, but 1.6.4 is a bit out of date and not my top priority. Anyway see if that fixes things. If so, we know what the issue is
that crash is saying there was an error initializing VoxelMap, but it doesn't show what the error was (Liteloader for some reason ignores it and continues. The crash you are seeing comes later when it tries to call VoxelMap, which didn't load). To see the actual error I'd need to see your full game output
I'd just check my own game output, but I don't have a crash with that version of CoFHCore. Using Forge 1492 and Liteloader 1.7.10-04.jar, everything loads fine for me
Nevermind. CoFHCore builds higher then 305 removed from curseforge. I downgraded back to 303.
new version
1.5.16
Is there a way to make the world map load up all generated chunks? I know I asked it a while back, but I never saw an answer. Please forgive me if it was answered and I missed it. ^^;
reposting since it was lost on previous page - new version
1.5.16
Can you clarify? On singleplayer worlds the worldmap will be created from the anvil save files for all generated chunks. On multiplayer there is *no way* to create a map of an area you haven't visited (with the map installed) - the client simply doesn't know about chunks that aren't where the player currently is.
If you mean "can it zoom out more and show everything" well, it can zoom out pretty far now. More recent versions allow the player to zoom much farther out than earlier versions with the world map. Map options, World Map, Min Zoom. Move the slider to the left. Be aware this will increase the size of the Regions Cache (neccessary to hold things in view) and will increase your memory usage.
Strange, there are times in single-player that I explore a new area, then the game crashes for whatever reason, and when i re-load, the area I just explored isn't on the map, even though the chunks are still generated in the save file. The impression I get is that the map can only see the chunks currently loaded, not the entire save file. So, what I'm asking is how to make the map re-generate itself from the save file without having to travel the entire generated area again.
And yes, I understand why this wouldn't work in multi-player, because the client doesn't have access to the whole map. (Though it would be awesome to have an admin tool for a server owner to be able to do this, such as a server-side portion of the mod that lets operators run a command that generates their whole map from the server world.) ;P
I'm not going to say you aren't seeing what you are seeing because how would I know, but it is designed to do exactly that and it does for me. The relevant bit of code is
loadCachedData();
loadCurrentData(world);
loadAnvilData(world);
for a given region it starts by loading from the cache (which it can do more than twice as fast as it can from anvil), then loading in everything you can currently see, and then for any remaining empty chunks it loads them from the anvil save file (if there is one for that region).
The most I can see happening is visiting some area, having the data saved to the cache, then later building a lot of stuff there then walking away, then crashing before the new data gets saved. Next time you loaded the world you'd see the old cached data there until you visited again. When that happens you'd either need to visit again, or delete the cached data to cause it to be loaded from anvil (cached data being in .minecraft/mods/VoxelMods/voxelMap/cache/worldName/dimension/x,z.zip ) If there is nothing there, or even if some of the chunks within a cached region are empty, they will be loaded from anvil (just tested this out, definitely not broken for me)
I could add something to right click to force a region to load fresh from anvil or something. But what you are seeing with entirely empty areas not loading from anvil just shouldn't happen in singleplayer. The data is all there and the code accesses it. Which is to say that if it is really happening to you it is a bug not a design deficiency
When I want a full map of a multiplayer world I host, I load it up in SP, and the map is created (as described above) from the anvil files. I then copy the cached data over to the folder for the MP world and it's good to go. For sure though a plugin would be nice so one could do it without loading into an SP world.
Hello,
This is a really really good minimap... But i can't use it properly
I play mostly on faction servers and it seems that every time I have this minimal installed, it kicks me off of any factions server (I tried 6 servers and they all kicked me off automatically)
Is it a problem with the mod or the server?
I use liteloader and forge together so it loads all my mods
I have a mac
I am using 1.8
Subscribe: http://YouTube.com/user/ImperfectLion
Okay. I have liteloader, and got this mod through it, and I desperately need optifine, and forgot to install it when I installed liteloader. So, if I uninstall liteloader, and reinstall it using the steps in that infographic to create the profile with optifine + liteloader, will my map data still be there when I reinstall? If not, is there a way I can add optifine to my profile with liteloader? Thanks in advance!
The server might not allow minimaps. Certain servers have Mob Radar disabled, so I can assume they can not allow people with minimaps installed as well.
I could release a version with no radar that they would not be able to detect and kick. I could also release a version with radar that they could not detect and kick, and I am tempted to do so since they are being butts by using the permissions capability to detect and kick instead of just disabling the radar. suck that they don't feel like using a feature I put in specifically for them.
you can probably put the optifine .jar in your mode/version folder and have it loaded that way. If yoiu already have forge on your profile this will definitely work,=. Should work with just liteloader as well. But, if you do end up reinstalling liteloader or creating a new profile or whatever, your waypoints and map data will still be there
CAn you make a version wit hforge
It would be really awesome If you could make one with everything the same, but make it so the server can't detect the radar!
Now I use xeros minimap (I think that's what it is called) and the radar on there works fine with no problems... It isn't fair that yours isn't allowed but his is
Subscribe: http://YouTube.com/user/ImperfectLion
How do you enable the full world map because I downloaded it and I cant make the full world map show up