I too have been working on a mod compilation for quite a while now, I use it myself and have my own spread shead with info on it about the mods i use (about 40 of them.. i know yours has about 70.. I believe quality is better than quantity) I havn't distributed my collection of mods because I don't need the hastle of supporting them which is what WILL happen. I believe that the support for each mod should be done in its own thread and by putting up a collection most players won't know whats causing the problems. I also believe that anyone just adding mods to the game without knowing the conflicts that each and every mod in a pack brings is asking for trouble, Its easy to say hey o have xxx number of mods all working together here they are, and heres a download. but without knowledge of what those mods are doing its like saying heres my computer put on it what you want, then complaining when everything falls over because of something thats different. its also a matter of trust. I don't know you, you are fairly new to the scene so I can't trust the files that are in your pack. at least if i install them from their main thread i can talk to their creator and nor some middleman.
the above reasons are why I don't release my pack and think that releasing packs are a bad idea in general,(nothing personal), its also why i just list the actual distro zip files so that others can see what i have working together and the order i installed them , If they are smar enough to follow that then they deserve to run the mods, if not then its like telling them i have a nuclear reactor you can have, I've got it working properly, and have it blow up on them when they try to use it.
I too agree that getting rid of optimine is silly especially when using so many mods as it speeds, optomizes (hence the name) minecraft as does mcregion. mods like the coral , better light/grass, miner helmets all put a great load on the game as does running the higher resolution texture packs, so in my book at least optimine is essential
In your pack i've noticed some mods that I can't get to work together properly, there are a few of them that alter ll.class which is a thorn in my side at the moment also some multiple mods that alter the main minecraft.class, even if they are using patchers to deploy their mods running them again later to make changes to say the texture pack your using WILL stuff up when you have some other mods installed because some mods reuse code from the original code which the patcher is looking for and fails because now there are multiple instances of the same code and it no lo9nger knows where to apply it, so a simplte thing such as changing from one hires texture pack to another is not going to work using the patcher without a fresh install.
also even just using the inbuilt theme/skin changer you have to restart the game to get to see a lot of the mods graphics because of the way minecraft is currently written to handle changing skins , it only refreshes the default items/blocks images, most items/blocks added by a mod use seperate image files which aren't reloaded when you change a skin on the fly
(I hope what i've typed helps you and others, and like i said its not meant as a personal attack on anyone. please take my comments as they are meant , to help others not attack/flame)
PS: sorry for the loooong post, I didn't realise that i'd typed so much
PS: sorry for the loooong post, I didn't realise that i'd typed so much
I agree with absolutely everything you said except this. Apologizing for clearly expressing your ideas is why we get people who feel the need to 'tl/dr' crap. Dont support the voluntarily stupid =-)
This is why i also wont use anyone paks. I keep a series of dropbox folders named per client version that i've used that I leave a copy of a given mods original downloaded archive in this folder AFTER i've proven that mod doesnt conflict with the others I have installed at the time (or at least doesnt conflict with the features I want). Every time I install any new mod I make sure to do this testing. Anyone wanting to swap out the SOURCE CODE of a game should realize this is needed. Its not elitism its actually just making sure you meet the bare _minimum_ skill set to do what you're attempting.
Now I also dont trust most people to put in this effort. So as a modder I have to basically ignore anyone mentioning a bug in one of my mods if they installed it via a pak. Since they didnt go through the effort of installing their mods one at a time its less likely they would know the point where a feature stopped working. And I cant trust any original pak maker to have put in this effort. Most pak makers goal is just 'more is better'. Im not gonna rescind the permission I gave Arrrg to have my mods in his pak because of this, as (like Blue hinted at) all the complaints and bug reports are gonna come back to Arrrg to solve. But its just something for people to keep in mind when they decide that even when installing mods they have to TLDR the entire process and not just the instructions.
small suggestion: list that this mod contains neccesary installs , it was messing up my laptop till i removed those files
Now it freezes while i start playing, got through reading first page of briefing, started chopping down wood and KAABOOM i get myself a frozen screen, sorry ik you dont like these but it just freezes now error screen no nothing
edit: after like 20 times i got it to start and continue working :smile.gif:
Dear AMCO users (or AMCOhorts if you will),
Thanks for your patience and more detailed bug reports. The random hang bug is not fixed as some brief testing on Friday indicated. Sorry for the thrash everyone. Play testing on peaceful indicates it is not likely to be one of the new mobs. Most of the data received still indicates some kind of problem with rendering (even after removing ‘Optimine’ which changes how rendering works). This problem is particularly tough because it is not an obvious file/item/block conflict, is intermittent, and takes me up to 2 hours of game play to reproduce on my system. However, it is getting narrowed down thanks to spending a lot more time with it, and the more detailed bug reports people are providing. If Mordus (or others) wouldn’t mind uploading the latest version and giving it another spin in a debugger that would be helpful.
In the mean time some work-around suggestions which seem to ease the grief are:
• Press <esc>. Often only the rendering is hung, but the rest of the code is still running. Pressing <esc> should still save the game. That way you can <ctrl><alt><delete> out to Task Manager, force the game to close, restart, and hopefully pick up where you left off without loosing anything.
• Wait a few seconds. Sometimes what looks like a hang is just lag and clears itself up, especially after pressing <esc>.
• Adjust the render distance from ‘far’ to ‘normal’ or less by pressing <f> to move the fog closer. This gives the render engine a break. Playing on ‘fast’ graphics instead of ‘fancy’ might also help.
• Save often, like after eating, as the Mission Briefing suggests.
BlueSteel, Seronis and others;
I here you my fellow users-of-mass-mods, and definitely feel the pain. Please keep whatever insight, hints, suggestions, and especially solutions you have coming. No offence taken (or given hopefully), but I did want to add to the discussion. “I’ve built a nuclear reactor, here you go”: Funny, that’s exactly what I did in the Navy: Help run and maintain a nuclear power plant. Make its operation robust and transparent as possable to the ‘users’ so they can land planes and launch missiles 2-3 stories above my head (the engine room sits below sea level). That way the country can get on with the business of military operations at sea. “Keep the lights burning and the screw turning” was the motto. (I still don’t know why we insisted on calling the propeller a screw, even the exotic ones don’t look like a screws). Lots of players seem to want to get on with the business of playing a better game, not maintaining the guts of it. Also, this platform-to-launch-from approach can be beneficial to modders: Mods developed with AMCO as a base will be instantly compatible with 70 others, and are less likely to parallel something that’s already been done. Build Order and Compatibility: AMCO requires a fresh install of Minecraft, which should sidestep any compatibility issues I have not already investigated. The Mod Tracker spreadsheet shows AMCO’s build order. It also shows which files each mod changes, some notes about what they do, and why one was selected over another in the case of conflicts. Folks who are considering adding more mods to AMCO’s foundation can type the files they modify into the spreadsheet. Conflicts will be shown in red (I prefix files with a ‘~’ after removing their mod so they stop showing up in red). I also do tons of testing like you guys to see what works and what doesn’t. I also employ methods similar to the ones you guys mention to quickly add/test/remove mods. This piece of the work of pack-making might soon be eased by some new tools on the horizon, which would be great. Then I could spend more time on other things a good pack should offer, like more story lines and missions for the players. Optimine: The nature of the lock ups people are having, plus the error report Mordus posted implicates nearly every file ‘Optimine’ modifies and led me to remove it for now. A new world was explored for about 30min without failure, so an update to AMCO was posted with that change Friday. However that does not completely fix the problem, so ‘Optimine’ might get a reprieve. McRiegion: Changes the way the map is stored and so was suspected of making ‘Tele-Compass’ stop working, which may or may not actually be true. So, ‘McRiegon’ was removed. There is not infinite time for debug, so some quick-and-dirty choices had to be made. Besides, I use another program to zoom around worlds that might be worth writing a story for, and it only reads the standard way of world storage. (Yes, I know there is a converter, but one less step for me plus my guesses about ‘Tele-Compass’ incompatibility was enough to have it removed for now.) More is not better: AMCO does contain 70 mods, but it does not subscribe to the more-is-better theory, quite the opposite. Lot s of mods are compatible with AMCO but are not included because they either did not bring something vital to the game, or didn’t fit with the theme of the pack. Examples:
Roundaround is currently posting about 35 mods, most of which have been tested to work with AMCO, however less than half are included. ‘Torches Unleashed’ and/or ‘More Displacement’ are such a story. They work with AMCO (players can add them if they like), and would make underwater building easier. However, they are unnecessary because of the light emitting coral, and detract from other things like using ‘Farm Craft’ to get enough Jack-O-lanterns, or exploring the Nether to get enough Lightstone, both of which also get lights underwater. Actually, I’ve been asking Nandotalt to restrict coral so it won’t spawn more than 10 blocks below the surface (should give more FPS too). That way folks who want to build in the deep ocean will have to go to the Nether, grow pumpkins, or import blue coral (therefore making coral even more valuable). Besides, water blocks light, and there isn’t much growing past 30ft (10m), so this would be more realistic too.
Speaking of Nandonalt, he also has lots of good mods. However most add a lot of new items, especially food. AMCO already has some new foods via ‘Farmcaraft’, and all the new item codes can be a source of conflicts. So, only ‘Coral’ is being used for now because it really adds to game play.
The same thing with ‘Humans Plus’ which would add even more people, and is known to be compatible with ‘Builder Mobs’ which is already in AMCO. ‘Humans Plus’ detracts from the theme of the pack because the new humans like to kill the builders and are hard to keep from spawning in town. That makes founding a township like the Mission Briefing recommends too sketchy. So, ‘Humans Plus’ is out of the mix for now. Again, players may try to add it on top of AMCO if they wish (not guaranteed to work at this point).
Looloo1 is also posting several mods. All of them would probably work with AMCO, but none are included. The functionality for most is already being covered by ‘Biome and Terrain’ but without destroying game balance like those mods would. Besides, Looloo1 is a notorious potty-mouth (which doesn’t really bother an ex-sailor like me) who directs his foulness at his audience (which does).
Including all of Looloo1’s, Roundaround’s, Nandonalt’s and the other known-compatible mods would push the mod count over 100, but AMCO is trying to deliver quality, not an inflated mod count.
So far I have not been able to reporduce the hang on any worlds without Coral.
And, I have been able to force a hang in such worlds by going to the watter and suddenly turning Coral generation on.
I think this is consistant with Friday's testing (I don't remember any coral in the test world, just shallow lakes).
To disable Coral:
1) Open "Outpost Alpha"
2) Press <esc> to bring up the menu. Select 'Options'. Select 'Mod Settings...'
3) Select 'CoralReef Mod'. Put 'CoralReef Gen:' to 'Disable'
4) Start a new world and enjoy.
Some "yup, that fixed it on my system" or "nope, still hangs for me" reports would be good.
I'm still investigating and working on the problem and will keep the forum posted.
Reinstalled, now games is playing without freezing. Didn't have to disable anything.
I am missing some textures because when a builder, Anakin the Brick Builder starts making a house it drops a block with different textures. Transparent, fire, and something else portion. All on the same block.
I can play on a new world for about 30 minutes before it hangs. Once it hangs, playing on that same world leads to very frequent hanging. I have disabled coral gen, and I have tried setting the graphics to fast and the render distance to short. I have noticed that my game only properly saves when I hit esc and select "save and quit". Simply hitting esc and waiting for the normal save isn't doing it for me. When the game hangs, anything that has changed since my last save and quit is reverted EXCEPT for my personal inventory.
Very fun collection of mods. If there is anything I can do to help debug, let me know.
Thanks for the continued patience while the hang is being investigated. I’m still digging, and have been able to get hangs on a laptop system with and without ‘HD texture fix’, with and without ‘Optimine’, and even with just the foundation mods installed (‘Mod Loader’, ‘Screen Settings API’, ‘Spawnlist’, ‘Toolutils’, etc.) All with varying degrees of frequency. Meanwhile, some of my friends who are running high power gaming systems report no trouble. This may turn out to be a consequence of asking so much from a Beta game, and/or compatibility with all the various video cards and drivers out there. AMCO is pushing the graphics of the game pretty far beyond what was originally intended.
Maybe it is time to start tracking the hardware, perhaps having a minimum system requirements recommendations (like 2GB or RAM, or not using a particular video card).
PLEASE INCLUDE WHICH VIDEO DRIVER IS BEING USED in the failure reports for a while. Get this by:
Right click on ‘My Computer’, select the ‘Hardware’, then ‘Device Manager’.
Expand the ‘Display Adapters’ icon to see which video driver is installed.
For example, my laptop is using NVIDIA Quadro FX 770M
Materie and Pellinore,
Mordus was able to send in a capture of the failure by running AMCO from a java debugger (see page 2). The files shown there implicate a problem with rendering, which is also consistent with most of the info and my own experiments too. More debugger captures might be helpful.
I am considering including the mods you mention, however water breathing and fire resistance are already covered in ‘Alchemy’ which is already included and might conflict because of attempting to modify the same things.
There is no official support for mac yet. Let us know if you get it figured out.
Sir TheSporeGA1 of clan “that guy”,
Your post contains almost no usable info; very hard to contribute to finding a solution that way.
You cripple your own acention to brotherhood. Why would anyone do that? Baffeling.
However, an immediate black screen usually indicates mod file incompatibilities.
Perhaps you are attempting to install AMCO over some other mods. AMCO requires a fresh copy of Minecraft.
Sorry to be so hard on ya, please write back if you get it figured out.
Everyone who saved a copy of the previous version of the game with HD fix (step 5 of the instructions) can enjoy an upcomming update where 35 custom trees, a new starting world and mission briefing, continuing debug of the hang, and some new mods are added. Use at own risk.
Everyone else is at the mercy of the vanilla game for now; bummer.
What is the ediquite about posting the entire minecraft.jar file, for example a rollback to Beta1.2?
Minecraft.jar is not the whole game, people still need to buy a copy to play.
That would get around fact that the game is at Beta1.3 while all the mods are written for 1.2 and won't work with 1.3.
It would also greatly simplify installation:
No more getting a fresh copy of the game.
No more running 'HD fix'.
No more deleting the META-INF folder.
No more downloading and extracting multiple files into multiple locatons
Just download and extract into the minecraft folder.
Notch allows modifying, but I haven't seen anyone else distrabuting entire minecraft.jar files.
Has he specifically allowed/forbiden that?