Alright, I've done some pretty basic tests here and there and AS+ seems to be running relatively stable. I'm going to be putting the links to some INDEV builds here. They will not be on the main post until they're tested by some users so please give them a try and make sure to backup your files.
AS+-MC1.8.9-INDEV: Link Removed
MovingWorld-MC1.8.9-INDEV: Link Removed
These are not on CurseForge and will not be due to them being INDEV builds. I'd like to reiterate that these need testing and that you should take precautions like backing up your config files as well as your world. Please report any issues with these builds as they will be marked as stable if there are no major issues reported within the next week.
There goes your first crash report
java.lang.NullPointerException: Ticking entity
at net.minecraft.entity.Entity.func_70105_a(Entity.java:238)
at darkevilmac.archimedes.common.entity.EntitySeat.<init>(EntitySeat.java:25)
at darkevilmac.archimedes.common.entity.ShipCapabilities.onChunkBlockAdded(ShipCapabilities.java:307)
at darkevilmac.movingworld.common.entity.MovingWorldHandlerCommon.onChunkUpdate(MovingWorldHandlerCommon.java:36)
at darkevilmac.movingworld.common.entity.MovingWorldHandlerServer.onChunkUpdate(MovingWorldHandlerServer.java:34)
at darkevilmac.archimedes.common.entity.ShipHandlerServer.onChunkUpdate(ShipHandlerServer.java:41)
at darkevilmac.movingworld.common.entity.EntityMovingWorld.func_70030_z(EntityMovingWorld.java:231)
at darkevilmac.archimedes.common.entity.EntityShip.func_70030_z(EntityShip.java:55)
at darkevilmac.movingworld.common.entity.EntityMovingWorld.func_70071_h_(EntityMovingWorld.java:317)
at net.minecraft.world.World.func_72866_a(World.java:1860)
at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:699)
at net.minecraft.world.World.func_72870_g(World.java:1829)
at net.minecraft.world.World.func_72939_s(World.java:1661)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:544)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:701)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:605)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:250)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:481)
at java.lang.Thread.run(Unknown Source)
java.lang.NullPointerException: Ticking entity
at net.minecraft.entity.Entity.func_70105_a(Entity.java:238)
at darkevilmac.archimedes.common.entity.EntitySeat.<init>(EntitySeat.java:25)
at darkevilmac.archimedes.common.entity.ShipCapabilities.onChunkBlockAdded(ShipCapabilities.java:307)
at darkevilmac.movingworld.common.entity.MovingWorldHandlerCommon.onChunkUpdate(MovingWorldHandlerCommon.java:36)
at darkevilmac.movingworld.common.entity.MovingWorldHandlerServer.onChunkUpdate(MovingWorldHandlerServer.java:34)
at darkevilmac.archimedes.common.entity.ShipHandlerServer.onChunkUpdate(ShipHandlerServer.java:41)
at darkevilmac.movingworld.common.entity.EntityMovingWorld.func_70030_z(EntityMovingWorld.java:231)
at darkevilmac.archimedes.common.entity.EntityShip.func_70030_z(EntityShip.java:55)
at darkevilmac.movingworld.common.entity.EntityMovingWorld.func_70071_h_(EntityMovingWorld.java:317)
at net.minecraft.world.World.func_72866_a(World.java:1860)
at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:699)
at net.minecraft.world.World.func_72870_g(World.java:1829)
at net.minecraft.world.World.func_72939_s(World.java:1661)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:544)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:701)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:605)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:250)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:481)
at java.lang.Thread.run(Unknown Source)
Psst, read the first post before making an issue. Github is your friend and please follow the guidelines there.
I've recently made a branch of MovingWorld that is starting completely from scratch and am looking for some developers that are willing to contribute. If you're at all interested please add me on skype or join this discord server https://discord.gg/0mEGzfZ0kY2zid5p
If I understand correctly you can infact add new .mrot configurations for the meta rotation of mod blocks.
You should be able to find the correct meta values with Ingame NBT Edit (search last page for the 1.7.10 download).
I am planning of doing this myself for the multiplayer server I'm building, but at the moment I'm still busy tweaking the terrain generation so it will take at least an other month or two before I tackle this.
Edit: if you have Erebus in your modpack you can replace Luppi's ladders with the erebus bamboo ladders. They have similar functionality, but don't get messed up by ship rotation.
I tried this out but did not see any metadata that seemed relevant to the rotations. I checked numerous blocks including some vanilla blocks.
Perhaps I was just doing this wrong? I have never used that mod before so it's possible I just missed something.
so i take it 1.7.10 support has been dropped and wont be getting rotation support for blocks. (in particular carpenters blocks would have been really nice to have work with it?
are there any manual work arounds i can do? i saw someone mention manual meta rotations or something for their server. Zarzuf please give me a heads up.
I've been looking into this a bit myself once I realized the lack of support for many other of my favorite mods on 1.8. Making a transition to the newer version somewhat of an issue.
Making the mrot files appears to be straightforward, but finding the correct metadata values on modded (even vanilla) blocks is something that has been eluding me.
Anything of use that I find I will post in this thread. I hope others will do the same. There are bits and pieces of this "metarotations" discussion all over the place. I think if we can get a few knowledgeable people in here to chime in, we could collectively reach some sort of resolution... I hope.
I've been looking into this a bit myself once I realized the lack of support for many other of my favorite mods on 1.8. Making a transition to the newer version somewhat of an issue.
Making the mrot files appears to be straightforward, but finding the correct metadata values on modded (even vanilla) blocks is something that has been eluding me.
Anything of use that I find I will post in this thread. I hope others will do the same. There are bits and pieces of this "metarotations" discussion all over the place. I think if we can get a few knowledgeable people in here to chime in, we could collectively reach some sort of resolution... I hope.
Metarotations are the solution, unfortunately there isn't a whole lot of documentation but if you look at the vanilla.mrot file you can figure it out. Just make your own .mrot files and put them in the directory. There's a chance that they might use tiles for their rotation in which case there's not really a whole lot to be done.
Gonna be changing the modpack requirements to be much less restrictive. Just some really basic requirements will be made no need to ask for permission in the future.
A quick question - in the 1.9 snapshots entities seem to finally have collision boxes for each other. Have you looked into possibility of using this to create tangible ships?
I'm building a 1000 by 1000 castle. Rough estimation of how much lag this will cause on the server?
In technical terms: On assembly things will be a bit odd expect lag, when it actually creates the ship, the server will do nothing for a while then the ship will assemble and things should be fine. Please make sure before you do this that useIterativeAssembly in MovingWorld and Archimedes Ships Plus config files is turned on.
In technical terms: On assembly things will be a bit odd expect lag, when it actually creates the ship, the server will do nothing for a while then the ship will assemble and things should be fine. Please make sure before you do this that useIterativeAssembly in MovingWorld and Archimedes Ships Plus config files is turned on.
In plain english: a lot.
cool. If i get it done in a few months, I'll tell you. Hate flattening land though.
The Meaning of Life, the Universe, and Everything.
Join Date:
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Posts:
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Member Details
I'm using the latest version of this mod for 1.8, and I just started a new world and got my first ship, but I'm experiencing some very annoying rubberbanding. The ship moves forward 5 blocks and then jumps back 3 blocks every 5 seconds. Anyone know the cause of this or how to prevent it?
As you may or may not know I'm currently in the process of rewriting movingworld from the ground up to allow complete subworlds to run in minecraft as opposed to the current system where it essentially creates and renders a block storage unit. Well I've made a little bit of a breakthrough. Make of it what you will but I've managed to make minecraft load in subworlds when I tell it to and it's just a matter of time before I get it to save worlds and load them back up etc.
So, can you give us non-modder fools a laymen's explanation of what this means for us? My assumption would be that essentially we have separate mini-worlds loaded in our world? which means we can edit them in real-time and so on?
There goes your first crash report
Psst, read the first post before making an issue. Github is your friend and please follow the guidelines there.
Hello again!
I've recently made a branch of MovingWorld that is starting completely from scratch and am looking for some developers that are willing to contribute. If you're at all interested please add me on skype or join this discord server https://discord.gg/0mEGzfZ0kY2zid5p
You can see the new branch of MovingWorld here: https://github.com/darkevilmac/MovingWorld/tree/redux
Thanks again for your continued support with Archimedes Ships Plus!
I tried this out but did not see any metadata that seemed relevant to the rotations. I checked numerous blocks including some vanilla blocks.
Perhaps I was just doing this wrong? I have never used that mod before so it's possible I just missed something.
I've been looking into this a bit myself once I realized the lack of support for many other of my favorite mods on 1.8. Making a transition to the newer version somewhat of an issue.
Making the mrot files appears to be straightforward, but finding the correct metadata values on modded (even vanilla) blocks is something that has been eluding me.
Anything of use that I find I will post in this thread. I hope others will do the same. There are bits and pieces of this "metarotations" discussion all over the place. I think if we can get a few knowledgeable people in here to chime in, we could collectively reach some sort of resolution... I hope.
Metarotations are the solution, unfortunately there isn't a whole lot of documentation but if you look at the vanilla.mrot file you can figure it out. Just make your own .mrot files and put them in the directory. There's a chance that they might use tiles for their rotation in which case there's not really a whole lot to be done.
The default vanilla.mrot file contains some basic instructions on how MROT files work. https://github.com/darkevilmac/MovingWorld/blob/1.7.10/src/main/resources/mrot/vanilla.mrot#L7
Here's a wiki page feel free to add your own metarotation files for others to use: https://github.com/darkevilmac/archimedes-ships-plus/wiki/Meta-Rotation
Gonna be changing the modpack requirements to be much less restrictive. Just some really basic requirements will be made no need to ask for permission in the future.
New modpack permissions added to the main thread.
posted a issue on github 6 days ago, any chance you saw it yet?
Currently streaming some development of the MovingWorld rewrite, mostly code at the moment but feel free to drop by and chat.https://beam.pro/darkevilmac
A quick question - in the 1.9 snapshots entities seem to finally have collision boxes for each other. Have you looked into possibility of using this to create tangible ships?
yahs!
I have been looking for a 1.8.9 ship mod for a while, I feel like I need it so bad.
I'm building a 1000 by 1000 castle. Rough estimation of how much lag this will cause on the server?
In technical terms: On assembly things will be a bit odd expect lag, when it actually creates the ship, the server will do nothing for a while then the ship will assemble and things should be fine. Please make sure before you do this that useIterativeAssembly in MovingWorld and Archimedes Ships Plus config files is turned on.
In plain english: a lot.
cool. If i get it done in a few months, I'll tell you. Hate flattening land though.
I'm using the latest version of this mod for 1.8, and I just started a new world and got my first ship, but I'm experiencing some very annoying rubberbanding. The ship moves forward 5 blocks and then jumps back 3 blocks every 5 seconds. Anyone know the cause of this or how to prevent it?
Will the mod continue to be updated for 1.8 or is it being abandoned in favor of 1.8.9?
Hello everyone!
As you may or may not know I'm currently in the process of rewriting movingworld from the ground up to allow complete subworlds to run in minecraft as opposed to the current system where it essentially creates and renders a block storage unit. Well I've made a little bit of a breakthrough. Make of it what you will but I've managed to make minecraft load in subworlds when I tell it to and it's just a matter of time before I get it to save worlds and load them back up etc.
So, can you give us non-modder fools a laymen's explanation of what this means for us? My assumption would be that essentially we have separate mini-worlds loaded in our world? which means we can edit them in real-time and so on?