i am sorry to ask because i know you are very busy wtih coding the forum and a lot of other stuff but what level do you define as sea level 62? I tried it at that level and it froze and possibly crashed i hope to get an error report when i better understand using Magic Launcher
No, this seems to be a recurring probably, and definitely needs fixing pronto. The sea level is actually defined in the Minecraft code already as 63.0. Although, if you're only off by 1 anyway, that shouldn't crash the system. I'm pretty sure there's a serious bug. You're saying it freezes? If it's not white screening or anything along that lines, but it's freezing, you probably aren't gonna get a crash report with magic launcher anyway, which makes this difficult to resolve. Did Minecraft have a SMALL update within the past week or so? I wonder if it has something to do with that.
I wish I could get on this, but without experiencing the bug on my end, or finding more info, which probably isn't possible, I'm a bit at a loss for a plan of attack.
Here's a thought: I don't know if magic launcher has this, but I hope it does: Eclipse can pause a program and tell you where it's at in the middle of an execution (then again, it has the source code.) If Minecraft is freezing, it may be stuck in a loop somewhere. If I could find out where that is, it give me a starting point. Otherwise, if I can't re-create the freezing on my end, I'm not sure what to say.
Oh yeah, another thought just came to mind: Minecraft has to create new folders in the saves folder that didn't exist before everytime you place a block on the water (should be under saves > the world file in question > Physics - or SUB with the older version.) Do these files show up after your program freezes? Because if they don't, Minecraft may be locking some sort of file writing and messing the program up.
Here's another thought: I might be able to set up some sort of debugger download that basically just spams text to the console output on magic launcher that will tell me where the code is at. If you're game freezes, you show me the last console printout (or if it's repeating something continuously, you can tell me what that is.) I'll see about it. But I may have a new download up soon first. After that, I will start working with forge. Making this a forge mod may in itself resolve the problem. If not, I'll see about creating special debug versions for when crash reports don't occur.
EDIT: Also, please take note of whether you are playing in creative or survival mode. They may have different bugs.
I forgot to answer this earlier. That may start happening more often, with recent activity influx:
1.: The moveable blocks in this case do not extend the Entity class at all. They extend the World class. This allows me to take advantage of all the chunk and block data management and saves system for a regular world, and have a set of blocks in a chunk move together (which is basically what's happening.) With this system, I should eventually be able to get EVERYTHING working in a ship. You might even be able to start a farm in a sail boat, in the long run. I haven't tested this though (I consider that part of the later debug phase.)
2.: Water passes through the ship currently, but in a previous version, I did have water displacement, as seen in an early vid. I didn't re-implement it during a code-overhaul because I wanted to wait out for a better system governed by hydraulics, and I'll be looking into that eventually.
3. and 4.: Certain blocks don't work, but I'm not sure which. Debug phase later, after I know I won't be doing any major code overhauls.
5. For debug phase, if I do it right, you might even find monsters spawning in your ship if a chamber is too dark in the future. Everything should work exactly the same is in the static world, EVENTUALLY. But I'm not working on that now. I haven't seen how animals or other entities behave on the ship right now. I don't know if it screws up their ai. Also, breaking moveable blocks won't leave a block item at the moment, but again, all stuff to fix in the future.
6. I'd be happy to provide the code, but you should probably just load in a minecraft jar and decompile with MCP. I doubt I can provide it directly, since it edits certain base classes, the source code of which I am obviously not allowed to distribute directly. Just re-compiled classes. HOWEVER, if I make this a forge mod, I may be able to extract several code edits into new classes. Then I might be able to release the source code for the mod files directly.
Also, if anyone would like to help with this mod, that would be greatly appreciated. I've got tons of plans, but I may become more and more busy in the coming days. Also I'm working on a completely minecraft-unrelated programming project of potentially greater importance. It's always a debate for me which to work on: this mod or that project. So there's another time-consumer.
I would like to help, but I'm going on vacation today. I'll be back on August 3.
No, this seems to be a recurring probably....whether you are playing in creative or survival mode. They may have different bugs.
(i didnt want to take up a lot of space)
It created the Physics folder and the SUB0 folder and inside that was BlockLocs, Transform, and region inside region was r.0.0.mca, r.0.-1.mca, r.-1.0.mca, and r.-1.-1.mca. It happened to me in both gamemodes. it might be something in one of my folders that stops it from working (i use a lot of mods) I will clean it out and try again
EDIT: I changed "j++" to "l2++" and it doesn't freeze now.
EDIT2: I recompiled and reobfuscated it.
To fix freezing when you place block in water, replace the lr.class file with this file: http://www.sendspace.com/file/r7y8nh
(Note: This is unofficial fix, and you shouldn't use it after Eagle_Orion releases next version of this mod)
Hmm, could you make sand and gravel launch with pistons and have real-time collision in air? Also, can you make it so that if an explosion happens, that it really spreads out all the blocks, and based on a real damage value, breaks whether or not on how hard it hits the ground. Finally, I wish there was an option on whether or not I want to control the blocks. Overall, this is an EPIC mod, and I think that this really has a massive amount of potential. It goes without saying that this mod should be placed within Minecraft.
Hmm, could you make sand and gravel launch with pistons and have real-time collision in air? Also, can you make it so that if an explosion happens, that it really spreads out all the blocks, and based on a real damage value, breaks whether or not on how hard it hits the ground. Finally, I wish there was an option on whether or not I want to control the blocks. Overall, this is an EPIC mod, and I think that this really has a massive amount of potential. It goes without saying that this mod should be placed within Minecraft.
Hmm... piston launching isn't something I've considered, but sounds nifty. Already been mulling over destructive collisions however. I've got a few ideas, and may be working with someone else on some other ideas as well soon.
Also, new download with ropes may be here in tomorrow or next day. No guarantees though. Been busier lately, and forgot that I needed to code saving and loading the rope (derp.) Have finished all the other important details (for creative mode at least. Survival will be handled later.) I am now most of the way done coding saving and loading.
After that, and posting the new download, I'm gonna see about getting this moved over to Forge, (Another code overhaul! Yaaaay! *sigh* ... naw, I'm psyched about Forge actually. It should have some really nice tools.)
Ropes are FINALLY here. Only for creative though. Also FOUR new vids added:
-Rope Instructions
-Rope Bugs to look out for
-Rickety Bridge experiment
-Large scale moveable structure
Instruction vid is under Instructions spoiler --> Rope Instructions spoiler, along with text instructions (also in the download.)
The rest are posted at the top of the video list. IPodMail, and GameChap and Berty videos also posted uptop.
EDIT: Hey y'all, you know that GIANT life-sized Star Trek Enterprise project someone was doing (been a while since I saw it.) I think I can get it moving... If I disable regular physics calculations, the extra load on minecraft for any sized moving structure should be practically zero.
Still got a lot of way to go optimizing the physics though. Might be a chance that the advance physics calculations can still have a place for something as large as that.
hello eagle_origon I've been testing your mod for a while now and i created an account just to post on this forum,
several upsides on your mod: 1:i tried farming on a ship and you can plant wheat, but it doesn't grow (except with bonemeal)
and I've created a ship just for you:sorry it didnt upload the pictures right......i'll try again later......Keep going with the mod, i've tryed every mod out there for ships and yours is actually the best so far, even if its in the beta stage.
You know it's funny, just yesterday someone was asking me in private chat what my "endgame" for this mod was, among other questions. Here was my reply. You want to read it too:
My endgame? Ehhhhhhh non-existent. If I had two years to do NOTHING but code this project, they would probably be well-spent.
For example, take the hot air mod. I want that for zeppelins and make-shift engines, sure. But I also want it for explosives, which work by creating bursts of heat and pressure. Once I had that, I would want to create "controlled" explosions. You know, the kind that make rockets work. Once I had THAT, I'd want to set up a system where, if you breached max height of the map in a rocket ship with a certain velocity (the technical term for earth is "escape velocity") you move into a new dimension. Not the Nether, not the SkyWorld, but SPACE. From there you could travel around in weightlessness (already have that. Pretty easy.) Visit asteroids (chunks of minecraft blocks.) visit the moon world. Maybe even visit other planets with their own special exotic dimensions and alien life. Also with the hot air mod, I could easily implement "vacuum" blocks, such that you would have to make sure your ship was air tight.
That's just one direction of the mod. I've got a whole other one as intricate as the space one for the resizing mod. I've got another one for oceans as well.
I could definitely use help reaching the "end goal" for this mod, and I'm definitely grateful for anyone willing to give advice, or chip in for that matter
I was thinking more exotic worlds to travel too though (also, the Minecraft world would have to be turned into a giant cube, instead of flat.) Although traveling to other SMP worlds sounds awesome. I wonder if the FutureCraft team and I can team up, because I'm only going to become busier in the coming days, and the current state of my mod is, safe to say, only about 10% done. I know everything I want to implement is doable. I just need the time or a team to help me out.
is this mod also for smp?
and does it work with forge?
It will be for SMP again (oldest version was SMP enabled), but I'm waiting for the 1.3 update in August that wraps SMP into SinglePlayer before doing a bunch of coding. Otherwise, I'll have to do a major re-write after 1.3 (I'll already have to do some of one, anyway I suspect.) 1.3 update for modders gets released this month the 25th. Lets hope I'm not too busy than to get crackin'.
Forge: My next step is to turn this into a Forge mod. Although in its current state, it is not compatible.
Advanced hydraulics are planned. Should include fluid dynamics that will potentially be used simultaneously for air and water. This should create the potential for waves. Hopefully, the "block-quantized" state of water and air will make the physics not all that computationally expensive.
this mod isn't compatible with optifine. There are three .class files it modifies, (acq) (l) (lr)
Once I transfer this to Forge (if I can), someone should recheck this issue (I won't take the time.) If it's still not working, I'll see about fixing the compatibility. But keep in mind with the Minecraft 1.3 update, if Optifine and Forge aren't updated for 1.3 quickly, it could throw a monkey-wrench in my plans.
hello eagle_origon I've been testing your mod for a while now and i created an account just to post on this forum,
several upsides on your mod: 1:i tried farming on a ship and you can plant wheat, but it doesn't grow (except with bonemeal)
and I've created a ship just for you:
sorry it didnt upload the pictures right......i'll try again later......Keep going with the mod, i've tryed every mod out there for ships and yours is actually the best so far, even if its in the beta stage.
Could ya link? Lemme see! Lemme see! Also, PRE-beta. Personally, I feel the render bugs I came across, and my recent re-encounter of the deficiencies of my player-to-moveable-block collision system ('cause I never finished edge and two-way collisions) are intolerable in the long run. But once those are fixed, I do hope this mod becomes more diverse and novel in its uses than others.
Also, I did a google on PhysicsCraft, and came up with a few things named the same thing. Think I should re-name it, for uniqueness sake? Also, I REALLY want to get that Star Trek ship moving.
Also, I did a google on PhysicsCraft, and came up with a few things named the same thing. Think I should re-name it, for uniqueness sake? Also, I REALLY want to get that Star Trek ship moving."
How about something like kineticraft or " kinetik"
or if you want to take the "craft" out of it maybe something to do with Einstein, or just kinetik
I'm having issues with minecraft 1.2.5 with modloader 1.2.5. Is there a version you recommend using?
Placing blocks in water laggs for a second and the block doesn't appear.
As for ropes: I have the rope icon, and the rope functions as it should, only when I right click a block, a grey column appears, and where the rope should be, there's wireframe brown lines. Also, attaching a rope to two blocks changes the grey block to black.
That's weird. I haven't tested the new version with modloader. Before I go down that road of debugging, I need to know: is modloader compatible with forge? I would imagine not, considering they basically do the same thing in different ways.
I'm having trouble here seeing what I should check compatibility for, because if certain mods are inherently incompatible, I'll have to pick and choose (or make multiple versions of my mod.) Anybody have any thoughts on this?
Also, have you tested it without modloader? I'd like to make sure this is a modloader-specific issue.
EDIT: I just had a thought. This may be a simple issue of Modloader using a different ways to access texture data. I have two files, rope.png (under the items folder I think) which I added. And an edit to item.png (under the gui folder I think) to add the rope icon to it. Does any modloader user know off the top of their head if modloader changes the texture data access. And do they know if there's a quick way to fix it? I'm basically trying to save myself some time here.
EDIT: Oh wait, you still have the block placing issue. Well, then, maybe I should just boot up my old modloader eclipse workspace and test it out. Still... with Minecraft 1.3 update and possibly switching to Forge, I'm hesitant to do any debugs at the moment...
No, this seems to be a recurring probably, and definitely needs fixing pronto. The sea level is actually defined in the Minecraft code already as 63.0. Although, if you're only off by 1 anyway, that shouldn't crash the system. I'm pretty sure there's a serious bug. You're saying it freezes? If it's not white screening or anything along that lines, but it's freezing, you probably aren't gonna get a crash report with magic launcher anyway, which makes this difficult to resolve. Did Minecraft have a SMALL update within the past week or so? I wonder if it has something to do with that.
I wish I could get on this, but without experiencing the bug on my end, or finding more info, which probably isn't possible, I'm a bit at a loss for a plan of attack.
Here's a thought: I don't know if magic launcher has this, but I hope it does: Eclipse can pause a program and tell you where it's at in the middle of an execution (then again, it has the source code.) If Minecraft is freezing, it may be stuck in a loop somewhere. If I could find out where that is, it give me a starting point. Otherwise, if I can't re-create the freezing on my end, I'm not sure what to say.
Oh yeah, another thought just came to mind: Minecraft has to create new folders in the saves folder that didn't exist before everytime you place a block on the water (should be under saves > the world file in question > Physics - or SUB with the older version.) Do these files show up after your program freezes? Because if they don't, Minecraft may be locking some sort of file writing and messing the program up.
Here's another thought: I might be able to set up some sort of debugger download that basically just spams text to the console output on magic launcher that will tell me where the code is at. If you're game freezes, you show me the last console printout (or if it's repeating something continuously, you can tell me what that is.) I'll see about it. But I may have a new download up soon first. After that, I will start working with forge. Making this a forge mod may in itself resolve the problem. If not, I'll see about creating special debug versions for when crash reports don't occur.
EDIT: Also, please take note of whether you are playing in creative or survival mode. They may have different bugs.
(i didnt want to take up a lot of space)
It created the Physics folder and the SUB0 folder and inside that was BlockLocs, Transform, and region inside region was r.0.0.mca, r.0.-1.mca, r.-1.0.mca, and r.-1.-1.mca. It happened to me in both gamemodes. it might be something in one of my folders that stops it from working (i use a lot of mods) I will clean it out and try again
EDIT: I changed "j++" to "l2++" and it doesn't freeze now.
EDIT2: I recompiled and reobfuscated it.
To fix freezing when you place block in water, replace the lr.class file with this file: http://www.sendspace.com/file/r7y8nh
(Note: This is unofficial fix, and you shouldn't use it after Eagle_Orion releases next version of this mod)
Amazing mod.
but this mod looks promising keep up the good work.
The button next to the topic title that says "Follow this Topic"?
Well anyways, this mod looks really cool and interesting. I'll be keeping an eye out for this one for sure.
Profile pic by Cheshirette c:
Hmm... piston launching isn't something I've considered, but sounds nifty. Already been mulling over destructive collisions however. I've got a few ideas, and may be working with someone else on some other ideas as well soon.
Also, new download with ropes may be here in tomorrow or next day. No guarantees though. Been busier lately, and forgot that I needed to code saving and loading the rope (derp.) Have finished all the other important details (for creative mode at least. Survival will be handled later.) I am now most of the way done coding saving and loading.
After that, and posting the new download, I'm gonna see about getting this moved over to Forge, (Another code overhaul! Yaaaay! *sigh* ... naw, I'm psyched about Forge actually. It should have some really nice tools.)
-Rope Instructions
-Rope Bugs to look out for
-Rickety Bridge experiment
-Large scale moveable structure
Instruction vid is under Instructions spoiler --> Rope Instructions spoiler, along with text instructions (also in the download.)
The rest are posted at the top of the video list. IPodMail, and GameChap and Berty videos also posted uptop.
EDIT: Hey y'all, you know that GIANT life-sized Star Trek Enterprise project someone was doing (been a while since I saw it.) I think I can get it moving... If I disable regular physics calculations, the extra load on minecraft for any sized moving structure should be practically zero.
Still got a lot of way to go optimizing the physics though. Might be a chance that the advance physics calculations can still have a place for something as large as that.
several upsides on your mod: 1:i tried farming on a ship and you can plant wheat, but it doesn't grow (except with bonemeal)
and I've created a ship just for you:sorry it didnt upload the pictures right......i'll try again later......Keep going with the mod, i've tryed every mod out there for ships and yours is actually the best so far, even if its in the beta stage.
AND YOU SHOULD TOO!
Read it all.
You know it's funny, just yesterday someone was asking me in private chat what my "endgame" for this mod was, among other questions. Here was my reply. You want to read it too:
I was thinking more exotic worlds to travel too though (also, the Minecraft world would have to be turned into a giant cube, instead of flat.) Although traveling to other SMP worlds sounds awesome. I wonder if the FutureCraft team and I can team up, because I'm only going to become busier in the coming days, and the current state of my mod is, safe to say, only about 10% done. I know everything I want to implement is doable. I just need the time or a team to help me out.
It will be for SMP again (oldest version was SMP enabled), but I'm waiting for the 1.3 update in August that wraps SMP into SinglePlayer before doing a bunch of coding. Otherwise, I'll have to do a major re-write after 1.3 (I'll already have to do some of one, anyway I suspect.) 1.3 update for modders gets released this month the 25th. Lets hope I'm not too busy than to get crackin'.
Forge: My next step is to turn this into a Forge mod. Although in its current state, it is not compatible.
Advanced hydraulics are planned. Should include fluid dynamics that will potentially be used simultaneously for air and water. This should create the potential for waves. Hopefully, the "block-quantized" state of water and air will make the physics not all that computationally expensive.
Once I transfer this to Forge (if I can), someone should recheck this issue (I won't take the time.) If it's still not working, I'll see about fixing the compatibility. But keep in mind with the Minecraft 1.3 update, if Optifine and Forge aren't updated for 1.3 quickly, it could throw a monkey-wrench in my plans.
Could ya link? Lemme see! Lemme see! Also, PRE-beta. Personally, I feel the render bugs I came across, and my recent re-encounter of the deficiencies of my player-to-moveable-block collision system ('cause I never finished edge and two-way collisions) are intolerable in the long run. But once those are fixed, I do hope this mod becomes more diverse and novel in its uses than others.
Also, I did a google on PhysicsCraft, and came up with a few things named the same thing. Think I should re-name it, for uniqueness sake? Also, I REALLY want to get that Star Trek ship moving.
How about something like kineticraft or " kinetik"
or if you want to take the "craft" out of it maybe something to do with Einstein, or just kinetik
Placing blocks in water laggs for a second and the block doesn't appear.
As for ropes: I have the rope icon, and the rope functions as it should, only when I right click a block, a grey column appears, and where the rope should be, there's wireframe brown lines. Also, attaching a rope to two blocks changes the grey block to black.
I'm having trouble here seeing what I should check compatibility for, because if certain mods are inherently incompatible, I'll have to pick and choose (or make multiple versions of my mod.) Anybody have any thoughts on this?
Also, have you tested it without modloader? I'd like to make sure this is a modloader-specific issue.
EDIT: I just had a thought. This may be a simple issue of Modloader using a different ways to access texture data. I have two files, rope.png (under the items folder I think) which I added. And an edit to item.png (under the gui folder I think) to add the rope icon to it. Does any modloader user know off the top of their head if modloader changes the texture data access. And do they know if there's a quick way to fix it? I'm basically trying to save myself some time here.
EDIT: Oh wait, you still have the block placing issue. Well, then, maybe I should just boot up my old modloader eclipse workspace and test it out. Still... with Minecraft 1.3 update and possibly switching to Forge, I'm hesitant to do any debugs at the moment...