I noticed a new error in MagicLauncher though when I added the WorldDownloader_1.9a-beta2.zip to the Mods list...
Any feedback now?
Tried to replicate that setup with magiclauncher and it worked for me (with status being "OK" and version still being "???"). Not sure what would cause that, other than it being a mac and not wanting to work on macs.
Here's the steps I'm using for MultiMC (separate from before). Things might be slightly different with a mac, but it probably will be mostly the same.
Select the new instance button
This window will appear. Enter the name ("1.9_WDL"), optionally select a group ("WDL"), and make sure that the version is 1.9.
Then, select OK once you've got what you want.
If this is your first time using MultiMC, it will download the game assets (sounds and such). This might take a minute or so.
Once you're back at the main MultiMC screen, select "edit instance" in the sidebar.
Select "Add jar mod" in the side bar. You may be prompted to confirm that this is the right way to install the mod; in the case of World Downloader, it is.
Select the zip file for the mod that you downloaded earlier.
Close the edit instance window, and then launch your newly installed version by double-clicking it or by selecting play.
Hopefully, that works at least. Some of those errors are really strange and I've got no clue how they could happen. (Particularly the username one -- I don't know how the username would get messed up like that. It just shouldn't happen...)
Tried to replicate that setup with magiclauncher and it worked for me (with status being "OK" and version still being "???"). Not sure what would cause that, other than it being a mac and not wanting to work on macs.
Here's the steps I'm using for MultiMC (separate from before). Things might be slightly different with a mac, but it probably will be mostly the same.
Select the new instance button
This window will appear. Enter the name ("1.9_WDL"), optionally select a group ("WDL"), and make sure that the version is 1.9.
Then, select OK once you've got what you want.
If this is your first time using MultiMC, it will download the game assets (sounds and such). This might take a minute or so.
Once you're back at the main MultiMC screen, select "edit instance" in the sidebar.
Select "Add jar mod" in the side bar. You may be prompted to confirm that this is the right way to install the mod; in the case of World Downloader, it is.
Select the zip file for the mod that you downloaded earlier.
Close the edit instance window, and then launch your newly installed version by double-clicking it or by selecting play.
Hopefully, that works at least. Some of those errors are really strange and I've got no clue how they could happen. (Particularly the username one -- I don't know how the username would get messed up like that. It just shouldn't happen...)
... SUCCESS!
I think the largest part of my issues was that I had no idea how to use MultiMC, despite it being the preferred route!
Hm... Sorry to bother you... but i installed this mod with MagicLauncher (for 1.7.2 ver.), it seemed working perfectly but after clicking on "start download", it writes "still saving...". I waited for at least 20min but it didn't do anything. Any suggestions ?
1.7.2? That would be ... pretty old. I haven't tested the 1.7.2 version recently (the latest that I actively maintain is 1.7.10). So I can't say for sure what would or would not work in that version.
But if it's not finishing downloading on 1.7.2... well, 1.7.2 doesn't have the save progress screen, so it's hard to know exactly what it's doing. But probably, something with either finding all loaded chunks, or waiting for ThreadedIOFileBase (basically, not freezing the game while it saves) to finish probably went wrong.
There's one thing that I know causes problems, and that's going through portals while downloading; you need to stop downloading before going through them (this is fixed in the more recent versions, but still probably happens in 1.7.2). If you didn't go through a portal, then the first thing to try would be trying to save a second time. It might (but probably isn't) a 1-time thing. If that doesn't work, you can probably make use of saving chunks on unload - walk far enough that the chunks you were in unload, and then walk back, so that all of the chunks you want to save were loaded and then unloaded. Then, you can stop downloading and should be able to disconnect with chunk data saved, and hopefully player data as well. You'll probably need to close and reopen the game to ensure that it isn't actively writing anything, but that should download.
As I've said, the 1.7.2 version's pretty old. Hopefully you can get it to work, though. I don't have a backport of the current changes to it since in most cases, 1.7.10 fills all the roles 1.7.2 would have...
Hm... Sorry to bother you... but i installed this mod with MagicLauncher (for 1.7.2 ver.), it seemed working perfectly but after clicking on "start download", it writes "still saving...". I waited for at least 20min but it didn't do anything. Any suggestions ?
MagicLauncher? Thats a name I haven't heard in a while, are they still around? #GoogleTime. I currently use MultiMC, if you haven't tried it, I recommend it highly
I'd love to, but forge lacks or appears to lack the core hooks that the mod needs (namely, some esoteric packet stuff to keep track of entities and maps).
The liteloader version of the mod is forge compatible (it injects the needed hooks even if forge is installed), so you can use it to download forge worlds. Of course, due to the variety of things forge mods do, I can't guarantee that forge blocks and items will correctly be saved (and more importantly, forge registry data isn't always saved, so in some cases the mod block and item IDs get mixed up...). Sometimes they're saved properly, other times they use more data that isn't saved correctly.
I'm working off and on on a system to handle mod data saving. I probably won't be able to make a forge-only mod, but in theory I can make a secondary forge mod that hooks in and saves forge data properly. This will happen eventually, but there are several prerequisites that I still need to get worked out (mainly, the 1.7.10 liteloader version...)
MagicLauncher? Thats a name I haven't heard in a while, are they still around? #GoogleTime. I currently use MultiMC, if you haven't tried it, I recommend it highly
I also recommend MultiMC; MagicLauncher does work but it's not particularly designed for current versions of the game. I'm probably going to update the installation instructions to give info for using MultiMC.
how do you install the 1.9 version is it compatible like the original way back when that could be used with forge?
and when is the 1.9.2 version expected sorry for asking?
There isn't a forge-compatible 1.9 version yet, sorry. You have to use direct installation into the jar (or follow the MultiMC instructions, which still won't make it forge compatible but does make installing base edits far easier). A liteloader version should come eventually but we have to wait for that to be ported, which may unfortunately take a while.
1.9.2 will come when MCP is updated to 1.9.2. Most likely, this will happen when forge updates to 1.9.2, since forge uses MCP (or it uses the basic data that MCP also uses, to be more precise). MCP is the basic toolkit for decompiling the game and making it possible to change it, that forge builds upon (or built upon; they might have changed the exact tools that they are using).
Fortunately, 1.9.2 is pretty similar to 1.9 protocol-wise. 1.9.2 only made a single protocol change, and it isn't a difficult one. So many servers that are using bungeecord support both 1.9 and 1.9.2, meaning that you can connect to them with a 1.9 client or a 1.9.2 client. Not all of them support both versions, but some do.
Source code for 1.8.9 and above: https://github.com/uyjulian/WorldDownloader (checkout liteloader1.8.9 and liteloader1.9 branch, and point gradle to the LiteModWDL1.8.9_gradle or LiteModWDL1.9_gradle folder)
1.9a-beta2 is causing major performance issues. FPS starts out at 30-40 (normal levels for the shaders I run) but eventually drops to 7 or less when moving around the maps. I've isolated the issue down to this mod via process of elimination. Kind of weird considering I'm playing on a survival single player map and wouldn't therefore expect the mod is doing anything in the background.
Using MC Forge 12.16.1.1887 w/ Liteloader 1.9 build #18 chained ontop of it. Also using OptiFine 1.9.0 HD U B3.
1.9a-beta2 is causing major performance issues. FPS starts out at 30-40 (normal levels for the shaders I run) but eventually drops to 7 or less when moving around the maps. I've isolated the issue down to this mod via process of elimination. Kind of weird considering I'm playing on a survival single player map and wouldn't therefore expect the mod is doing anything in the background.
Using MC Forge 12.16.1.1887 w/ Liteloader 1.9 build #18 chained ontop of it. Also using OptiFine 1.9.0 HD U B3.
Hm. It shouldn't cause too much single-player lag (it generally only tracks objects when downloading). Can you run shift+F3 and see if there's large sections of the pie chart that are labeled "wdl"? (The mod does implement the debug profiler, which is helpful for situations like this). I believe WDL profiler sections only appear in the world tick and in scheduledTasks, but I haven't looked at it in a while.
Here you go. This is with only World Downloader and Optifine loaded. Flew around the world for about 30 seconds, came to a stop, and the frames began dying very quickly. Only happens with this mod loaded for this weird reason. One of the "slices" of the pie chart grew so big it took up the entire chart until the chart itself actually disappeared. Maybe some sort of weird overflow condition. I saw nothing below the pie chart titled "WDL" — it looked like "root" was actually growing without bound.
I probably should have explained how the profiler works. You can use the 1 through 9 keys (same as for swapping items) to look into a subsection, and the 0 key to go back up a level. So press 1 to look inside the "root" section and 2 to look inside the "scheduledExecutables" section. Also... optinfine may have disabled the profiler. Turn it on in Video Settings -> Other -> Debug Profiler. WDL appears in "root.tick.level" and in "root.scheduledExecutables".
This _might_ be a graphics card issue as Bu1ld0g mentioned; that's worth checking too.
Thanks, but I'm not really sure what to say here. If it was a graphics card issue, it doesn't explain why I get 30-60 FPS without this mod loaded consistently even when flying around the map and letting new chunks load. As soon as I enable this mod, I get stuttering and FPS suddenly drops to 3-5 FPS within a few seconds.
I will say this: It only happens with both this mod and optifine enabled. Disabling shaders within optifine makes no difference. Running this mod by itself is smooth. Running optifine by itself or with other mods is smooth. Running this mod with optifine, with or without shaders, causes the framerate drop.
Note I tried loading the B5 preview of optifine and upgraded to forge 1907. No difference.
Video card driver update isn't an option. I'm on a Mac and the only time a driver may be updated is when there's an OS X update, but that's rare. They tend to only update drivers between major releases.
Thanks, but I'm not really sure what to say here. If it was a graphics card issue, it doesn't explain why I get 30-60 FPS without this mod loaded consistently even when flying around the map and letting new chunks load. As soon as I enable this mod, I get stuttering and FPS suddenly drops to 3-5 FPS within a few seconds.
I will say this: It only happens with both this mod and optifine enabled. Disabling shaders within optifine makes no difference. Running this mod by itself is smooth. Running optifine by itself or with other mods is smooth. Running this mod with optifine, with or without shaders, causes the framerate drop.
Note I tried loading the B5 preview of optifine and upgraded to forge 1907. No difference.
Video card driver update isn't an option. I'm on a Mac and the only time a driver may be updated is when there's an OS X update, but that's rare. They tend to only update drivers between major releases.
Try running Minecraft under Linux using latest Mesa dev and see if you still have the problem
Tried to replicate that setup with magiclauncher and it worked for me (with status being "OK" and version still being "???"). Not sure what would cause that, other than it being a mac and not wanting to work on macs.
Here's the steps I'm using for MultiMC (separate from before). Things might be slightly different with a mac, but it probably will be mostly the same.
Hopefully, that works at least. Some of those errors are really strange and I've got no clue how they could happen. (Particularly the username one -- I don't know how the username would get messed up like that. It just shouldn't happen...)
1.8 / 1.9 / 1.10 / 1.11 / 1.12 / 1.13 / 1.14 / 1.15 / 1.16 World Downloader mod maintainer
Moderator on the mojang bugtracker, and also pretty deeply involved with the protocol documentation on wiki.vg.
... SUCCESS!
I think the largest part of my issues was that I had no idea how to use MultiMC, despite it being the preferred route!
The launcher keeps overwriting the file with the vanilla 1.9!!!!!
EDIT: Found the solution! DON'T USE VANILLA LAUNCHER!
1.7.2? That would be ... pretty old. I haven't tested the 1.7.2 version recently (the latest that I actively maintain is 1.7.10). So I can't say for sure what would or would not work in that version.
But if it's not finishing downloading on 1.7.2... well, 1.7.2 doesn't have the save progress screen, so it's hard to know exactly what it's doing. But probably, something with either finding all loaded chunks, or waiting for ThreadedIOFileBase (basically, not freezing the game while it saves) to finish probably went wrong.
There's one thing that I know causes problems, and that's going through portals while downloading; you need to stop downloading before going through them (this is fixed in the more recent versions, but still probably happens in 1.7.2). If you didn't go through a portal, then the first thing to try would be trying to save a second time. It might (but probably isn't) a 1-time thing. If that doesn't work, you can probably make use of saving chunks on unload - walk far enough that the chunks you were in unload, and then walk back, so that all of the chunks you want to save were loaded and then unloaded. Then, you can stop downloading and should be able to disconnect with chunk data saved, and hopefully player data as well. You'll probably need to close and reopen the game to ensure that it isn't actively writing anything, but that should download.
As I've said, the 1.7.2 version's pretty old. Hopefully you can get it to work, though. I don't have a backport of the current changes to it since in most cases, 1.7.10 fills all the roles 1.7.2 would have...
1.8 / 1.9 / 1.10 / 1.11 / 1.12 / 1.13 / 1.14 / 1.15 / 1.16 World Downloader mod maintainer
Moderator on the mojang bugtracker, and also pretty deeply involved with the protocol documentation on wiki.vg.
Please, make this mod for Forge.
Please, make this mod for Forge.
MagicLauncher? Thats a name I haven't heard in a while, are they still around? #GoogleTime. I currently use MultiMC, if you haven't tried it, I recommend it highly
I'd love to, but forge lacks or appears to lack the core hooks that the mod needs (namely, some esoteric packet stuff to keep track of entities and maps).
The liteloader version of the mod is forge compatible (it injects the needed hooks even if forge is installed), so you can use it to download forge worlds. Of course, due to the variety of things forge mods do, I can't guarantee that forge blocks and items will correctly be saved (and more importantly, forge registry data isn't always saved, so in some cases the mod block and item IDs get mixed up...). Sometimes they're saved properly, other times they use more data that isn't saved correctly.
I'm working off and on on a system to handle mod data saving. I probably won't be able to make a forge-only mod, but in theory I can make a secondary forge mod that hooks in and saves forge data properly. This will happen eventually, but there are several prerequisites that I still need to get worked out (mainly, the 1.7.10 liteloader version...)
Which version of forge are you using?
I also recommend MultiMC; MagicLauncher does work but it's not particularly designed for current versions of the game. I'm probably going to update the installation instructions to give info for using MultiMC.
1.8 / 1.9 / 1.10 / 1.11 / 1.12 / 1.13 / 1.14 / 1.15 / 1.16 World Downloader mod maintainer
Moderator on the mojang bugtracker, and also pretty deeply involved with the protocol documentation on wiki.vg.
how do you install the 1.9 version is it compatible like the original way back when that could be used with forge?
and when is the 1.9.2 version expected sorry for asking?
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There isn't a forge-compatible 1.9 version yet, sorry. You have to use direct installation into the jar (or follow the MultiMC instructions, which still won't make it forge compatible but does make installing base edits far easier). A liteloader version should come eventually but we have to wait for that to be ported, which may unfortunately take a while.
1.9.2 will come when MCP is updated to 1.9.2. Most likely, this will happen when forge updates to 1.9.2, since forge uses MCP (or it uses the basic data that MCP also uses, to be more precise). MCP is the basic toolkit for decompiling the game and making it possible to change it, that forge builds upon (or built upon; they might have changed the exact tools that they are using).
Fortunately, 1.9.2 is pretty similar to 1.9 protocol-wise. 1.9.2 only made a single protocol change, and it isn't a difficult one. So many servers that are using bungeecord support both 1.9 and 1.9.2, meaning that you can connect to them with a 1.9 client or a 1.9.2 client. Not all of them support both versions, but some do.
1.8 / 1.9 / 1.10 / 1.11 / 1.12 / 1.13 / 1.14 / 1.15 / 1.16 World Downloader mod maintainer
Moderator on the mojang bugtracker, and also pretty deeply involved with the protocol documentation on wiki.vg.
1.8.9 litemod:
https://bintray.com/artifact/download/uyjulian/MinecraftMods/mod-litemodwdl1.8.9_gradle-1.8.9a-beta1-mc1.8.9.litemod
1.9 litemod:
https://bintray.com/artifact/download/uyjulian/MinecraftMods/mod-litemodwdl1.9_gradle-1.9a-beta2-mc1.9.litemod
I heard that Mumfrey will port Liteloader to 1.9.2 later.
Also, 1.7.10c litemod has been up for a while:
https://bintray.com/artifact/download/uyjulian/MinecraftMods/mod_WorldDownloader_8d05de448a5d76e4ec3acb325b8f641166fa158d_mc1.7.10.litemod
Source code for 1.8.9 and above: https://github.com/uyjulian/WorldDownloader (checkout liteloader1.8.9 and liteloader1.9 branch, and point gradle to the LiteModWDL1.8.9_gradle or LiteModWDL1.9_gradle folder)
Sorry it took a while !
How do I install this for 1.9? I can't seem to find a liteloader for 1.9...
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2520465-1-9-1-8-9-world-downloader-mod-create-backups-of#Installation
You can find liteloader at http://jenkins.liteloader.com/
The liteloader Jenkins has tabs at the top for 1.8.9 and 1.9. If you need it, here are direct links to the 1.8.9 page and the 1.9 page.
1.8 / 1.9 / 1.10 / 1.11 / 1.12 / 1.13 / 1.14 / 1.15 / 1.16 World Downloader mod maintainer
Moderator on the mojang bugtracker, and also pretty deeply involved with the protocol documentation on wiki.vg.
1.9a-beta2 is causing major performance issues. FPS starts out at 30-40 (normal levels for the shaders I run) but eventually drops to 7 or less when moving around the maps. I've isolated the issue down to this mod via process of elimination. Kind of weird considering I'm playing on a survival single player map and wouldn't therefore expect the mod is doing anything in the background.
Using MC Forge 12.16.1.1887 w/ Liteloader 1.9 build #18 chained ontop of it. Also using OptiFine 1.9.0 HD U B3.
Hm. It shouldn't cause too much single-player lag (it generally only tracks objects when downloading). Can you run shift+F3 and see if there's large sections of the pie chart that are labeled "wdl"? (The mod does implement the debug profiler, which is helpful for situations like this). I believe WDL profiler sections only appear in the world tick and in scheduledTasks, but I haven't looked at it in a while.
1.8 / 1.9 / 1.10 / 1.11 / 1.12 / 1.13 / 1.14 / 1.15 / 1.16 World Downloader mod maintainer
Moderator on the mojang bugtracker, and also pretty deeply involved with the protocol documentation on wiki.vg.
Here you go. This is with only World Downloader and Optifine loaded. Flew around the world for about 30 seconds, came to a stop, and the frames began dying very quickly. Only happens with this mod loaded for this weird reason. One of the "slices" of the pie chart grew so big it took up the entire chart until the chart itself actually disappeared. Maybe some sort of weird overflow condition. I saw nothing below the pie chart titled "WDL" — it looked like "root" was actually growing without bound.
http://i.imgur.com/J3Ayz0J.jpg
Looking at that screenshot, you should try updating your GPU drivers.
Current version is 365 and you're on 310.
Personally I would be more inclined to believe shaders are the cause of your FPS drop, not world downloader.
I probably should have explained how the profiler works. You can use the 1 through 9 keys (same as for swapping items) to look into a subsection, and the 0 key to go back up a level. So press 1 to look inside the "root" section and 2 to look inside the "scheduledExecutables" section. Also... optinfine may have disabled the profiler. Turn it on in Video Settings -> Other -> Debug Profiler. WDL appears in "root.tick.level" and in "root.scheduledExecutables".
This _might_ be a graphics card issue as Bu1ld0g mentioned; that's worth checking too.
1.8 / 1.9 / 1.10 / 1.11 / 1.12 / 1.13 / 1.14 / 1.15 / 1.16 World Downloader mod maintainer
Moderator on the mojang bugtracker, and also pretty deeply involved with the protocol documentation on wiki.vg.
Thanks, but I'm not really sure what to say here. If it was a graphics card issue, it doesn't explain why I get 30-60 FPS without this mod loaded consistently even when flying around the map and letting new chunks load. As soon as I enable this mod, I get stuttering and FPS suddenly drops to 3-5 FPS within a few seconds.
I will say this: It only happens with both this mod and optifine enabled. Disabling shaders within optifine makes no difference. Running this mod by itself is smooth. Running optifine by itself or with other mods is smooth. Running this mod with optifine, with or without shaders, causes the framerate drop.
Picture of frame drops, without shaders:
http://i.imgur.com/2Ky2HRT.jpg
Note I tried loading the B5 preview of optifine and upgraded to forge 1907. No difference.
Video card driver update isn't an option. I'm on a Mac and the only time a driver may be updated is when there's an OS X update, but that's rare. They tend to only update drivers between major releases.
Try running Minecraft under Linux using latest Mesa dev and see if you still have the problem