AMCO had been updated! However, it still requires Beta 1.2_02, not 1.3.
See the first page for how to roll back to Beta 1.2_02, and install the latest version of AMCO.
* Over 30 custom trees added.
* New rendering engine compile (maybe help with hang, maybe not, still testing).
* High Definition Texture fix included (no more running it manually).
* New starting world: Pan's Palace
I'm still having problems with hanging. I've tried the debugger that Mordus mentioned, but most of the log file I get from it is just listing which mods are loaded. It does list some conflicts, I don't know if they matter or not. For instance:
Just to restate how the game is behaving for me - after about 30 minutes (sometimes more, sometimes less) playing a fresh install the game hangs. At that point all I can do is close the app from the task manager. When I restart the game, it hangs again almost instantaneously. So, at least for me, something that occurs a bit into the game is killing it. My best guess is that once a certain amount of the map is loaded the game dies. I'm going to experiment with that theory a bit though. I started a fresh install of the mod and walked in one direction until it hanged. I made for about 30 minutes again, so it apparently has nothing to do with loading a certain amount of the map.
This looks like a great pack, and I'm really itching to be able to truly play it.
Sorry again for the trouble everyone, and thanks for the patience.
I'm sill working on it. Robustness is top priority. 30+minutes of play testing * 70 mods = about 35 hours of tesing.
Of course that's worse case, and I'm using a 'binary search' with groups of mods instead of one at a time.
I'm trying out a few more ideas right now.
Wish me luck.
Good work. Cant wait to see the bug fixed.
Seems like a Loop hang up. I don't think it is related to the chunks. I tried several times to stay with in 50 squares of my spawn point.
A couple of thoughts:
I wonder if it has something to do with the humans being generated?
Is there a way on start up for it to ensure you will not be in solid matter if you were mining when it hung up? Say a bit of code to say when starting you will be occupying 2 air squares? This would still allow sand water gravel and lava to continue to fall should you make the mistake of mining over your head but would prevent you from being locked in the middle of solid objects. The same rule should apply to the humans. Perhaps they too are being generated into rock?
It would be a band aid fix until the real hang up is identified and give us the ability to continue playing the same world.
So I opened the .mincraft > bin folders then modified all of the BuilderConfiguration settings to 0 then opened a new world set render to far under peaceful settings, took a 2 day walk to the west then dug a hole to the bottom of the world file size about 10mb and NO CRASHES!
I saw that the builder configurations are set to different numbers for day and night modes seems to crash most during the dusk and dawn times. Wonder if the bug is related to that? Say you are in the day time where more humans are present then it swithctes to night mode where settings are for less characters, might cause a conflict when it sees more than what the limit allows sending it into a feedback loop. The variable would be higher than the setting so it spins up and up hence the freeze.
I hope that works for others as well.
My hard drive just died, so I'm frantically trying to rebuild my test system (can't get Java installed).
Has anyone else had a chance to test Kscribble's work-around yet?
Thanks for the credit in the OP, Arrrg. Couldn't be happier with that and hope you manage to get things up and running as soon as possible.
You've created a herculanean task for yourself here, no wonder your harddrive's died. :sad.gif: I'd have come around sooner, but had many things to do with the beta 1.3 update as you well understand. Good luck, mate!
So I did what Kscribble said, and set all of the Builder config settings to 0. So far, no hangs, and my game is running ultra smooth. I don't think it has to do with there being different spawn settings for builder mobs during the day vs during the night. I have builders installed on another instance of minecraft, and it has for example for a higher number for explorer mobs during the day than at night. Those numbers are just a percentage chance of that particular mob spawning at any given time, if i'm not mistaken. I hope it's something that can be worked around, as I think it's a cool mod to have running, but i'm happy to be able to play now with the rest of this mod pack. Thanks Kscribble for figuring that out!
EDIT: Played for about 3 hours so far, no hangs or crashes whatsoever.
I am not able to reproduce crashes either. It all makes sense now. Pellinore was seeing regular crashes, about every 30 min, because that's how long a day/night transition takes. I was having trouble reproducing, especially undergound, because builders don't spawn underground. Excellent observation about noticing crash on day/night transition and doing the homework Kscribble!!
The system I am on right now is too crappy to post an update, so everyone will have to manually:
Go to the .minecraft/bin folder.
Edit 'BuilderConfiguration.txt'.
Disable builders by changing all builder settings to 0.
I'm invistigating why 'Builders' seems to work with other mod combonations, but not AMCO (for now).
I'll try to post a fix in a day or so. Untill then;
Enjoy a hang-free game thanks to Kscribble.
Oh, and mknight14,
I am considering adding 'Worlds Omega' which seems very similar to the mod you mention and connects all the saved worlds together with portals. I even had some worlds and story lines picked out, but they were lost with that hard drive. (A horrable drive-coping mistake, which was my fault and unrelated to minecraft.)
Worlds Omega (im fairly certain) doesnt do anything to connect worlds together. last i checked (when i wrote it) all it did was give you 2 billion save slots and the ability to rename them. Its not updated for the latest client version either.
Still working great for me. Now that it is, i've had a chance to check out the mods installed, and I think i've found a few bugs.
Fast crafting was definitely working before the last update to this pack, but no longer is for me. Also, the minegunner recipes are not working. I'm not sure if they were before the update or not. The armor graphics are vanilla, but I am assuming they should match their non-vanilla icons.
Glad to help and I am very happy things are running. Now I can spen some time discovering the awesomeness of these packs. Thanks Arrrg for spending the tme to put it together for us!
Thanks for the feedback Pellinore,
You are correct, 'Fast Crafting' and 'Mine Gunner' were not included in the last release. I'll be turning those back on shortly. 'FarmCrafts' was also recently updated to include seeds for both types of fungi, and making domesticated sheep regrow thier wool by feeding wheat (and over time too maybe). 'Minerals' was updated to fix cutting Darkwood (the trees in the Neather), which makes crafting Obsidian tools possible. I've been wanting to update the armor for a while, and include my own FireArmor skin for chainmail, but have been waiting on 'Tinder Box' which provided a good way of making fire blocks. It worked for Beta 1.1, but not 1.2.
Seronis and Mknight14,
You are correct, 'Better Portals' is the mod that allows travel between worlds, 'Worlds Omega' just adds more worlds. 'Worlds Omega' was not included in AMCO because 'More Worlds' is. The latter modifies the game files less, but does not allow in-game world rename (which can still be done by editing the folder names outside of game).
'Better Portals' was not included in AMCO because it conflicts with 'Biome and Terrain'. The latter was included because it bgings more to the game: Floating islands, deep oceans, improved mineral concentrations, waterfalls, and all those new trees I just made. One work-around would be to create a bunch of starter worlds using a build of minecraft with 'Biome and Terrain' loaded, but then play using 'Better Portals'. I am including starter worlds anyway, so I'll think about it. Opinions? Which is better for players: Ability to connect to pre-existing worlds that come with AMCO or the ability to make new worlds that have all of AMCO's features enabled?
My hard drive has been recovered thanks to automated backup, so development is running again.
Look for another update soon.
I'm getting some new hangs/crashes. Not nearly as frequently as the ones caused by Builders, and Minecraft is actually eventually crashing from them, rather than just hanging forever. Luckily, because of this, I am able to get an exception report. Unfortunately, I thought I copied the exception, but it disappeared. I will paste it once I see it again. This has only happened while using chests so far. Maybe it has something to do with the chest collisions mod?
EDIT: Here's the exception -
java.lang.ClassCastException: ni cannot be cast to gy
at ny.AutomateChests(BlockFurnace.java:292)
at ny.a(BlockFurnace.java:482)
at dn.a(dn.java:1887)
at dn.j(dn.java:1789)
at net.minecraft.client.Minecraft.i(SourceFile:1238)
at net.minecraft.client.Minecraft.run(SourceFile:642)
at java.lang.Thread.run(Unknown Source)
Ok,
Good to know.
'Store On Collision' is not so usefull unless "Automated Smelting' is also working, which is isn't becauuse of conflicts with other mods that change how tracks work.
'Store On Collision' is also the reason why 'Turtles' is not included:
There are no obvious file/block/item conflicts, but there was a fear of hard-to-track conflictes like the one Kscribble just figured out.
Another example of hard-to-track confilcts is 'Bonsidian Arrows' with 'Prefix Skelitons'
There are no obvious file/block/item conflicts, but the game will hang if a prefix skeliton tries to shoot a bonsidian arrow. Bummer.
So, 'Prefix Skelitons' is included, but 'Bonsidian Arrows' is not.
Besides, improved renged attack is covered by 'Mine Gunner', which has worked without conflict in the past, and will be inclueded in the next update afte more testing.
So, in the next build 'Store On Collison' will be out, 'Turtles' and 'Mine Gunner' will be in.
Besides, the turtles are just so darn cute!
Give them a flower to make them follow (for a while, feed more to follow more).
Give them a chest to carry too, a nice way to increace how much can be carried.
Speaking of chests, I'll also be testing 'Chest Web', crrently authoired by the ever-cooperitive Shockah.
That mod allowes tele-chests.
Put items in one chest (like somewhere down in the mines), which shares the same inter-dimentional space as onother chest (like somewhere in the main base) and pull them out of storeage there.
I've updated the 'ExtractToMinecraftFolder' file to include disabeling the builders.
That should also fix 'Mine Gunner' I hope (sounds were left out last time).
I have not updated the 'ExtractToJar' file to include 'Fast Crafting'.
Rather than try to rebuild to include it I'm spending the time building a version to support Beta 1.3
(People can isntall 'Fast Crafting' over the top of AMCO if they like.)
Interestingly, 'Biome and Terrain' is not updated yet, but 'Better Portals' is.
So, I'll be including 'Better Portals' (as requested), and a bunch of (linked) starter worlds made with the old version of 'Biome Terrain': It is more work for me, but players will get the best of everything that way.
That's a big job, so I'b better get started.
Look for another update to AMCO in a few days.
Distraution of Minecraft.jar is frowned on.
Still looking for work-arounds...
Arrrg
http://www.minecraftforum.net/viewtopic.php?f=25&t=113094
I have not tested it yet.
Arrrd
I started using it yesterday after accidently updating. It works like a charm.
I also tried the debug program that Mordus used. It forces an update, so I'll have to unplug my internet later and try it again.
However, it still requires Beta 1.2_02, not 1.3.
See the first page for how to roll back to Beta 1.2_02, and install the latest version of AMCO.
* Over 30 custom trees added.
* New rendering engine compile (maybe help with hang, maybe not, still testing).
* High Definition Texture fix included (no more running it manually).
* New starting world: Pan's Palace
Enjoy and good luck everyone.
Arrrg
Just to restate how the game is behaving for me - after about 30 minutes (sometimes more, sometimes less) playing a fresh install the game hangs. At that point all I can do is close the app from the task manager. When I restart the game, it hangs again almost instantaneously. So, at least for me, something that occurs a bit into the game is killing it.
My best guess is that once a certain amount of the map is loaded the game dies. I'm going to experiment with that theory a bit though.I started a fresh install of the mod and walked in one direction until it hanged. I made for about 30 minutes again, so it apparently has nothing to do with loading a certain amount of the map.This looks like a great pack, and I'm really itching to be able to truly play it.
Sorry again for the trouble everyone, and thanks for the patience.
I'm sill working on it. Robustness is top priority. 30+minutes of play testing * 70 mods = about 35 hours of tesing.
Of course that's worse case, and I'm using a 'binary search' with groups of mods instead of one at a time.
I'm trying out a few more ideas right now.
Wish me luck.
Arrrg
Seems like a Loop hang up. I don't think it is related to the chunks. I tried several times to stay with in 50 squares of my spawn point.
A couple of thoughts:
I wonder if it has something to do with the humans being generated?
Is there a way on start up for it to ensure you will not be in solid matter if you were mining when it hung up? Say a bit of code to say when starting you will be occupying 2 air squares? This would still allow sand water gravel and lava to continue to fall should you make the mistake of mining over your head but would prevent you from being locked in the middle of solid objects. The same rule should apply to the humans. Perhaps they too are being generated into rock?
It would be a band aid fix until the real hang up is identified and give us the ability to continue playing the same world.
I saw that the builder configurations are set to different numbers for day and night modes seems to crash most during the dusk and dawn times. Wonder if the bug is related to that? Say you are in the day time where more humans are present then it swithctes to night mode where settings are for less characters, might cause a conflict when it sees more than what the limit allows sending it into a feedback loop. The variable would be higher than the setting so it spins up and up hence the freeze.
Just a theroy though I havent looked at the code.
I hope that works for others as well.
My hard drive just died, so I'm frantically trying to rebuild my test system (can't get Java installed).
Has anyone else had a chance to test Kscribble's work-around yet?
Arrrg
You've created a herculanean task for yourself here, no wonder your harddrive's died. :sad.gif: I'd have come around sooner, but had many things to do with the beta 1.3 update as you well understand. Good luck, mate!
EDIT: Played for about 3 hours so far, no hangs or crashes whatsoever.
I am not able to reproduce crashes either. It all makes sense now. Pellinore was seeing regular crashes, about every 30 min, because that's how long a day/night transition takes. I was having trouble reproducing, especially undergound, because builders don't spawn underground. Excellent observation about noticing crash on day/night transition and doing the homework Kscribble!!
The system I am on right now is too crappy to post an update, so everyone will have to manually:
Edit 'BuilderConfiguration.txt'.
Disable builders by changing all builder settings to 0.
I'm invistigating why 'Builders' seems to work with other mod combonations, but not AMCO (for now).
I'll try to post a fix in a day or so. Untill then;
Enjoy a hang-free game thanks to Kscribble.
Oh, and mknight14,
I am considering adding 'Worlds Omega' which seems very similar to the mod you mention and connects all the saved worlds together with portals. I even had some worlds and story lines picked out, but they were lost with that hard drive. (A horrable drive-coping mistake, which was my fault and unrelated to minecraft.)
Arrrg
Fast crafting was definitely working before the last update to this pack, but no longer is for me. Also, the minegunner recipes are not working. I'm not sure if they were before the update or not. The armor graphics are vanilla, but I am assuming they should match their non-vanilla icons.
I'll list more problems if I find any.
You are correct, 'Fast Crafting' and 'Mine Gunner' were not included in the last release. I'll be turning those back on shortly. 'FarmCrafts' was also recently updated to include seeds for both types of fungi, and making domesticated sheep regrow thier wool by feeding wheat (and over time too maybe). 'Minerals' was updated to fix cutting Darkwood (the trees in the Neather), which makes crafting Obsidian tools possible. I've been wanting to update the armor for a while, and include my own FireArmor skin for chainmail, but have been waiting on 'Tinder Box' which provided a good way of making fire blocks. It worked for Beta 1.1, but not 1.2.
Seronis and Mknight14,
You are correct, 'Better Portals' is the mod that allows travel between worlds, 'Worlds Omega' just adds more worlds. 'Worlds Omega' was not included in AMCO because 'More Worlds' is. The latter modifies the game files less, but does not allow in-game world rename (which can still be done by editing the folder names outside of game).
'Better Portals' was not included in AMCO because it conflicts with 'Biome and Terrain'. The latter was included because it bgings more to the game: Floating islands, deep oceans, improved mineral concentrations, waterfalls, and all those new trees I just made. One work-around would be to create a bunch of starter worlds using a build of minecraft with 'Biome and Terrain' loaded, but then play using 'Better Portals'. I am including starter worlds anyway, so I'll think about it. Opinions? Which is better for players: Ability to connect to pre-existing worlds that come with AMCO or the ability to make new worlds that have all of AMCO's features enabled?
My hard drive has been recovered thanks to automated backup, so development is running again.
Look for another update soon.
Arrrg
EDIT: Here's the exception -
Good to know.
'Store On Collision' is not so usefull unless "Automated Smelting' is also working, which is isn't becauuse of conflicts with other mods that change how tracks work.
'Store On Collision' is also the reason why 'Turtles' is not included:
There are no obvious file/block/item conflicts, but there was a fear of hard-to-track conflictes like the one Kscribble just figured out.
Another example of hard-to-track confilcts is 'Bonsidian Arrows' with 'Prefix Skelitons'
There are no obvious file/block/item conflicts, but the game will hang if a prefix skeliton tries to shoot a bonsidian arrow. Bummer.
So, 'Prefix Skelitons' is included, but 'Bonsidian Arrows' is not.
Besides, improved renged attack is covered by 'Mine Gunner', which has worked without conflict in the past, and will be inclueded in the next update afte more testing.
So, in the next build 'Store On Collison' will be out, 'Turtles' and 'Mine Gunner' will be in.
Besides, the turtles are just so darn cute!
Give them a flower to make them follow (for a while, feed more to follow more).
Give them a chest to carry too, a nice way to increace how much can be carried.
Speaking of chests, I'll also be testing 'Chest Web', crrently authoired by the ever-cooperitive Shockah.
That mod allowes tele-chests.
Put items in one chest (like somewhere down in the mines), which shares the same inter-dimentional space as onother chest (like somewhere in the main base) and pull them out of storeage there.
Arrrg
I've updated the 'ExtractToMinecraftFolder' file to include disabeling the builders.
That should also fix 'Mine Gunner' I hope (sounds were left out last time).
I have not updated the 'ExtractToJar' file to include 'Fast Crafting'.
Rather than try to rebuild to include it I'm spending the time building a version to support Beta 1.3
(People can isntall 'Fast Crafting' over the top of AMCO if they like.)
Interestingly, 'Biome and Terrain' is not updated yet, but 'Better Portals' is.
So, I'll be including 'Better Portals' (as requested), and a bunch of (linked) starter worlds made with the old version of 'Biome Terrain': It is more work for me, but players will get the best of everything that way.
That's a big job, so I'b better get started.
Look for another update to AMCO in a few days.
Arrrg