here if it helps!
rv.class is from dynamic lights
and fs.class is from zombe
java.lang.NullPointerException
at kj.b(SourceFile:483)
at BLDREntityBuilder.b(BLDREntityBuilder.java:388)
at wd.a_(SourceFile:556)
at wd.p(SourceFile:709)
at wd.w_(SourceFile:255)
at BLDREntityBuilder.w_(BLDREntityBuilder.java:427)
at BLDREntityMayor.w_(BLDREntityMayor.java:118)
at rv.a(World.java:1462)
at rv.f(World.java:1445)
at rv.l(World.java:1368)
at net.minecraft.client.Minecraft.k(SourceFile:1384)
at fs.k(fs.java:34)
at net.minecraft.client.Minecraft.run(SourceFile:666)
at java.lang.Thread.run(Thread.java:722)
--- BEGIN ERROR REPORT c34a3f9f --------
Generated 23/09/11 9:56 PM
Minecraft: Minecraft Beta 1.8.1
OS: Windows 7 (amd64) version 6.1
Java: 1.6.0_14, Sun Microsystems Inc.
VM: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Sun Microsystems Inc.
LWJGL: 2.4.2
OpenGL: Mobile Intel(R) 4 Series Express Chipset Family version 2.1.0 - Build 8.15.10.2302, Intel
java.util.zip.ZipException: invalid entry CRC (expected 0x0 but got 0x947f98a2)
at java.util.zip.ZipInputStream.read(Unknown Source)
at java.util.zip.ZipInputStream.closeEntry(Unknown Source)
at java.util.zip.ZipInputStream.getNextEntry(Unknown Source)
at ModLoader.readFromClassPath(ModLoader.java:1108)
at ModLoader.init(ModLoader.java:825)
at ModLoader.AddAllRenderers(ModLoader.java:186)
at aam.<init>(aam.java:61)
at aam.<clinit>(aam.java:10)
at net.minecraft.client.Minecraft.a(SourceFile:259)
at l.a(l.java:28)
at net.minecraft.client.Minecraft.run(SourceFile:629)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 252d4094 ----------
--- BEGIN ERROR REPORT c34a3f9f --------
Generated 23/09/11 9:56 PM
Minecraft: Minecraft Beta 1.8.1
OS: Windows 7 (amd64) version 6.1
Java: 1.6.0_14, Sun Microsystems Inc.
VM: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Sun Microsystems Inc.
LWJGL: 2.4.2
OpenGL: Mobile Intel(R) 4 Series Express Chipset Family version 2.1.0 - Build 8.15.10.2302, Intel
java.util.zip.ZipException: invalid entry CRC (expected 0x0 but got 0x947f98a2)
at java.util.zip.ZipInputStream.read(Unknown Source)
at java.util.zip.ZipInputStream.closeEntry(Unknown Source)
at java.util.zip.ZipInputStream.getNextEntry(Unknown Source)
at ModLoader.readFromClassPath(ModLoader.java:1108)
at ModLoader.init(ModLoader.java:825)
at ModLoader.AddAllRenderers(ModLoader.java:186)
at aam.<init>(aam.java:61)
at aam.<clinit>(aam.java:10)
at net.minecraft.client.Minecraft.a(SourceFile:259)
at l.a(l.java:28)
at net.minecraft.client.Minecraft.run(SourceFile:629)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 252d4094 ----------
Nevermind, I've isolated this crash to audiomod and have contacted Risugami
A: You suggestion to set freeLanceBuildStyle:0 to prevent them from building except in Construction Zones doesn't appear to work. The Construction Zone doesn't appear to override the no free build in the sense that the Mayor does appear to be seeking a place for a trading post (he never seems to build it though, I assume since the others can't build anything) but none of the others will build things such as homes and torches. Any thoughts?
B: You may want to take a queue from Millenaire and keep a log file of what the Builders build and where. Add a config option for minimum_distance_between_objects to prevent Builders from building too close to things they have already built. Millenaire keeps a log in the save area you could also read to prevent Builders from encroaching on those villages. Perhaps the Walled City dev could also write a similar log file to help Builders know where they can build. Perhaps a standard Mod file that all mods can write too to allocate\reserve space.
the treasure hunter,
you could create a block that draws a small X on the floor (as it was grass or salt)
below that block with the X there would have the chest with goods!
but, there should have only like 1 good thing, some normal things and many garbage :smile.gif:
it would be fun to find them, and they could be more deployed more often (by being harder to find)
also, the treasure hunter should not grief the land, it should put back the same blocks after mining, would be nice :smile.gif:
here if it helps!
rv.class is from dynamic lights
and fs.class is from zombe
java.lang.NullPointerException
at kj.b(SourceFile:483)
at BLDREntityBuilder.b(BLDREntityBuilder.java:388)
at wd.a_(SourceFile:556)
at wd.p(SourceFile:709)
at wd.w_(SourceFile:255)
at BLDREntityBuilder.w_(BLDREntityBuilder.java:427)
at BLDREntityMayor.w_(BLDREntityMayor.java:118)
at rv.a(World.java:1462)
at rv.f(World.java:1445)
at rv.l(World.java:1368)
at net.minecraft.client.Minecraft.k(SourceFile:1384)
at fs.k(fs.java:34)
at net.minecraft.client.Minecraft.run(SourceFile:666)
at java.lang.Thread.run(Thread.java:722)
Thanks for the crash report! That problem is not directly related to my mod. The 3 instances that my mod's class files appear in that crash report are just super.__() calls. Apparently, there is a null pointer exception in the kj (Entity) class relating to step sounds. Does one of the mods you installed modify that class?
A: You suggestion to set freeLanceBuildStyle:0 to prevent them from building except in Construction Zones doesn't appear to work. The Construction Zone doesn't appear to override the no free build in the sense that the Mayor does appear to be seeking a place for a trading post (he never seems to build it though, I assume since the others can't build anything) but none of the others will build things such as homes and torches. Any thoughts?
B: You may want to take a queue from Millenaire and keep a log file of what the Builders build and where. Add a config option for minimum_distance_between_objects to prevent Builders from building too close to things they have already built. Millenaire keeps a log in the save area you could also read to prevent Builders from encroaching on those villages. Perhaps the Walled City dev could also write a similar log file to help Builders know where they can build. Perhaps a standard Mod file that all mods can write too to allocate\reserve space.
A. I'll fix that.
B. I might look into doing that, though it will take me quite some time to code that.
Thanks for the crash report! That problem is not directly related to my mod. The 3 instances that my mod's class files appear in that crash report are just super.__() calls. Apparently, there is a null pointer exception in the kj (Entity) class relating to step sounds. Does one of the mods you installed modify that class?
oh I forgot to say that, kj.class is not modified by any other mod!! is vanilla!
You said step sounds mmm... there is the MAtmos mod that changes environment sounds only, but I dont think it changes any step sounds tho... when we switch weapons it does make cool sounds :smile.gif:, but it didnt happen when I was changing weapons as I remember.
yep, based on not being overwriten by any other mod, I thought that could be a collateral effect, some variable not being initialized may be? wild guess anyway...
I still cant dethermine what mod is resulting on that, still trying, it happens randomly, no apparent reason, cant see a way to simulate the problem ...
This issue was caused by the initial release of MCP 4.4 which had a bug with the Block class. It had something to do with walking over blocks and sounds not being registered correctly so it would just crash. It was fixed with an update. I'll inform Dr. Zhark about the issue so we can fix it. If you experience this with other mods, email the author to update his MCP=).
I am updating all the blueprints to have a 5 block margin around most of them and updating a bunch to use some of Castle Defenders spawn blocks. However, is it possible to specify a -level (e.g. replace the floor.)?
in addition I have added a margin of 5 blocks around all the house template. Upon loading up it appears that the Builders do not take block 00 (air) into account for checking for valid placement. I can substitute a line of blocks (using the door at the starting point) and that has the desired effect but at the moment it appears that the Builders ignore air space defined in the blueprints.
Ran a 8 hour test, Builders tend to start building on top of their own stuff after a while. Thinking logging their activities to a text file with a default buffer distance between any two constructions my be the best option to control that.
could it run in a very slow priority thread? or less often updates? I am lagging somewhat.
each week, the merchants in town, could change their offers! remove and put new signs, they should do that at night time!
could you let the merchants trade alternatively in coins?
coins of: gold, iron and diamond :biggrin.gif:,
these prices could be hidden, if you have the right ammount you are able to buy, use any coin and the required ones will be taken from your inventory automatically,
when you sell you get the right ammount :biggrin.gif:
java.lang.NullPointerException
at BLDREntityBuilder.checkTownChest(BLDREntityBuilder.java:1148)
at BLDREntityBuilder.tradeChestUpdate(BLDREntityBuilder.java:1756)
at BLDREntityBuilder.w_(BLDREntityBuilder.java:474)
at BLDREntityMultiBuilder.w_(BLDREntityMultiBuilder.java:90)
at rv.a(World.java:1462)
at rv.f(World.java:1445)
at rv.l(World.java:1368)
at net.minecraft.client.Minecraft.k(SourceFile:1384)
at net.minecraft.client.Minecraft.run(SourceFile:666)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT e7bbac9f ----------
java.lang.NullPointerException
at BLDREntityBuilder.checkTownChest(BLDREntityBuilder.java:1148)
at BLDREntityBuilder.tradeChestUpdate(BLDREntityBuilder.java:1756)
at BLDREntityBuilder.w_(BLDREntityBuilder.java:474)
at BLDREntityMultiBuilder.w_(BLDREntityMultiBuilder.java:90)
at rv.a(World.java:1462)
at rv.f(World.java:1445)
at rv.l(World.java:1368)
at net.minecraft.client.Minecraft.k(SourceFile:1384)
at net.minecraft.client.Minecraft.run(SourceFile:666)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT e7bbac9f ----------
Ahh, thank you! Another game-freezing bug has been squelched!
gussak:
Have you tried modifying the configuration file to reduce the spawn rate of Builders or the maximum number of each Builder that will spawn at any given time? That might help your lag problems.
idgarad:
Thanks for the suggestions. I will consider those.
I am around 20% done with Expeditions. When I finish them, I will update the mod. I have also added some new (untested) commands for Explorers and Home Seekers. It will be possible to instruct Explorers to guard a location or patrol around a specific location. It will also be possible to instruct Home Seekers to gather items for you (at a cost).
Expect an update for this mod by 1.9's official release, if not sooner.
I like the material exchanges it provides, thx!
I miss better looking constructions tho :biggrin.gif:
Do you think they could provide timed quests? like deliver item or gather materials, the prize should worth 2x or 3x the value (in materials) collected :smile.gif:
EDIT: We could defend the down from assassin thieves! npcs respawn after one week if killed by assasin.
btw, at day 58 of gameplay, I have like 6 of these NPCs frozen and imortals, I cant kill them, and cant find a way to despawn them..
may they be causing my lag?
here if it helps!
rv.class is from dynamic lights
and fs.class is from zombe
"truth is a pathless land" - Jiddu Krishnamurti
Generated 23/09/11 9:56 PM
Minecraft: Minecraft Beta 1.8.1
OS: Windows 7 (amd64) version 6.1
Java: 1.6.0_14, Sun Microsystems Inc.
VM: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Sun Microsystems Inc.
LWJGL: 2.4.2
OpenGL: Mobile Intel(R) 4 Series Express Chipset Family version 2.1.0 - Build 8.15.10.2302, Intel
java.util.zip.ZipException: invalid entry CRC (expected 0x0 but got 0x947f98a2)
at java.util.zip.ZipInputStream.read(Unknown Source)
at java.util.zip.ZipInputStream.closeEntry(Unknown Source)
at java.util.zip.ZipInputStream.getNextEntry(Unknown Source)
at ModLoader.readFromClassPath(ModLoader.java:1108)
at ModLoader.init(ModLoader.java:825)
at ModLoader.AddAllRenderers(ModLoader.java:186)
at aam.<init>(aam.java:61)
at aam.<clinit>(aam.java:10)
at net.minecraft.client.Minecraft.a(SourceFile:259)
at l.a(l.java:28)
at net.minecraft.client.Minecraft.run(SourceFile:629)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 252d4094 ----------
Nevermind, I've isolated this crash to audiomod and have contacted Risugami
A: You suggestion to set freeLanceBuildStyle:0 to prevent them from building except in Construction Zones doesn't appear to work. The Construction Zone doesn't appear to override the no free build in the sense that the Mayor does appear to be seeking a place for a trading post (he never seems to build it though, I assume since the others can't build anything) but none of the others will build things such as homes and torches. Any thoughts?
B: You may want to take a queue from Millenaire and keep a log file of what the Builders build and where. Add a config option for minimum_distance_between_objects to prevent Builders from building too close to things they have already built. Millenaire keeps a log in the save area you could also read to prevent Builders from encroaching on those villages. Perhaps the Walled City dev could also write a similar log file to help Builders know where they can build. Perhaps a standard Mod file that all mods can write too to allocate\reserve space.
you could create a block that draws a small X on the floor (as it was grass or salt)
below that block with the X there would have the chest with goods!
but, there should have only like 1 good thing, some normal things and many garbage :smile.gif:
it would be fun to find them, and they could be more deployed more often (by being harder to find)
also, the treasure hunter should not grief the land, it should put back the same blocks after mining, would be nice :smile.gif:
"truth is a pathless land" - Jiddu Krishnamurti
Thanks for the crash report! That problem is not directly related to my mod. The 3 instances that my mod's class files appear in that crash report are just super.__() calls. Apparently, there is a null pointer exception in the kj (Entity) class relating to step sounds. Does one of the mods you installed modify that class?
Yes.
No.
A. I'll fix that.
B. I might look into doing that, though it will take me quite some time to code that.
Builder Mobs 0.53
My Other Mods Here
oh I forgot to say that, kj.class is not modified by any other mod!! is vanilla!
You said step sounds mmm... there is the MAtmos mod that changes environment sounds only, but I dont think it changes any step sounds tho... when we switch weapons it does make cool sounds :smile.gif:, but it didnt happen when I was changing weapons as I remember.
yep, based on not being overwriten by any other mod, I thought that could be a collateral effect, some variable not being initialized may be? wild guess anyway...
I still cant dethermine what mod is resulting on that, still trying, it happens randomly, no apparent reason, cant see a way to simulate the problem ...
"truth is a pathless land" - Jiddu Krishnamurti
I thought this was important to be a new post:
this quote is from another thread, it seems you may need to update ur MCP?
"truth is a pathless land" - Jiddu Krishnamurti
Hmm, I'll update my MCP. Thanks for the help!
Builder Mobs 0.53
My Other Mods Here
Sure, I'll pretty much accept any building submissions.
Builder Mobs 0.53
My Other Mods Here
e.g. ##Layer -1
could it run in a very slow priority thread? or less often updates? I am lagging somewhat.
each week, the merchants in town, could change their offers! remove and put new signs, they should do that at night time!
could you let the merchants trade alternatively in coins?
coins of: gold, iron and diamond :biggrin.gif:,
these prices could be hidden, if you have the right ammount you are able to buy, use any coin and the required ones will be taken from your inventory automatically,
when you sell you get the right ammount :biggrin.gif:
thx! :biggrin.gif:
"truth is a pathless land" - Jiddu Krishnamurti
java.lang.NullPointerException
at BLDREntityBuilder.checkTownChest(BLDREntityBuilder.java:1148)
at BLDREntityBuilder.tradeChestUpdate(BLDREntityBuilder.java:1756)
at BLDREntityBuilder.w_(BLDREntityBuilder.java:474)
at BLDREntityMultiBuilder.w_(BLDREntityMultiBuilder.java:90)
at rv.a(World.java:1462)
at rv.f(World.java:1445)
at rv.l(World.java:1368)
at net.minecraft.client.Minecraft.k(SourceFile:1384)
at net.minecraft.client.Minecraft.run(SourceFile:666)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT e7bbac9f ----------
Ahh, thank you! Another game-freezing bug has been squelched!
gussak:
Have you tried modifying the configuration file to reduce the spawn rate of Builders or the maximum number of each Builder that will spawn at any given time? That might help your lag problems.
idgarad:
Thanks for the suggestions. I will consider those.
I am around 20% done with Expeditions. When I finish them, I will update the mod. I have also added some new (untested) commands for Explorers and Home Seekers. It will be possible to instruct Explorers to guard a location or patrol around a specific location. It will also be possible to instruct Home Seekers to gather items for you (at a cost).
Expect an update for this mod by 1.9's official release, if not sooner.
Builder Mobs 0.53
My Other Mods Here
I like the material exchanges it provides, thx!
I miss better looking constructions tho :biggrin.gif:
Do you think they could provide timed quests? like deliver item or gather materials, the prize should worth 2x or 3x the value (in materials) collected :smile.gif:
EDIT: We could defend the down from assassin thieves! npcs respawn after one week if killed by assasin.
btw, at day 58 of gameplay, I have like 6 of these NPCs frozen and imortals, I cant kill them, and cant find a way to despawn them..
may they be causing my lag?
thx! :biggrin.gif:
"truth is a pathless land" - Jiddu Krishnamurti