Placeing blocks on water from other mods will instantly crash and corrupt the world, is there anyway you could fix this too?
edit Again: Sometimes fast moveing blocks makes the game have lots of lag for a while
Edit (Oncemore): There should be a key to even out the thing on all axises, also a key to grab and drag with the mouse, and a way to lock the rotation axises so it wont roll while moveing
Thank them they are giving your mod around 20,00 50,000k views.
I'm actually going to try and get this working with a tekkit server and see with incompatibilities I end up with, im not sure if you made it forge compatible but i did see that it should be modloader compatible.
Also I've always wondered is it possible to place a new volume, almost like a block, that identifies itself with water so your not actually using mincrafts weird water mechanics but your own mathematics for the water? Like a block within a block almost so you can get rid of quite a few of the water flowing bugs.
My comment wasn't realted to yours, however... do you have any mods alredy? might be a conflict
I was referring to your last line of text, that placing modded blocks mess with it (although it's still pretty unrelated). But no, I had a completely fresh jar and everything, zero mods.
Woa woa woa... I did not expect publicity to skyrocket suddenly (not complaining though, lol.) I will try to figure out what the block-water-place crashing mayhem is all about as soon as possible (kind of makes the entire mod not work, and therefore might... JUST MIGHT... be important.)
It hasn't happen during programming though, so it may make it tricky for me to target the problem. Can any of you give me fuller crash reports? If there aren't any, could you use MagicLauncher?
I'll try to get to any other comments and thanking Bertie and GameChap soon too.
Compatibility: I haven't really looked at compatibility testing at all, other than fixing one bug Clannad pointed out with ModLoader.
I AM concerned with compatibility, it's just that in prioritizing development, at this early in the stage I'm focusing on base functionality of the mod. (and it is still at an early stage. Keyboard commands are just a stop-gap for other unimplemented features, like rope.) It looks to me like MOST of the current crash issues are related to compatibility issues though.
Someone has contacted me regarding techniques to deal with future mod compatibility issues. I'll see how that conversation turns out before looking into the Single Player Commands mod issue. Although I will try to fix that and others as they come along in any case.
Corrupted world files you can't open:
Potential solution: go to your saves file, look for the SUBS or Physics folder under your corrupted world file. Delete. If the moving blocks are freezing up everything, deleting those folders will get rid of them and all related data to them. Although you'll lose your moving blocks.
Sorry guys. Downloads went up a hundred fold in the passed couple days, and before then, I didn't really have many people testing this mod to find these bugs. It's a very early stage mod, and there are some parts of the mod that I've already re-written almost entirely a couple of times. So it's hard to say what bugs will crop up. After seeing some bugs come back after making code changes, I've decided I need to get all the core features implemented first to insure my code won't be making any drastic changes before I go full-speed ahead on debugging.
Chains:
That would be cool, and with it, I could have more elastic bungee-type rope, and then the perfectly rigid chains, for different purposes. I like it. Although on the matter of rigidness: the standard spring algorithm for rope physics runs into an issue that literally causes the rope to explode if I make it too rigid (i.e. if I give it too high a spring constant.) I won't go into the details, but I think I'll need another algorithm for something perfectly rigid, like chains should be. I was actually intending to start off with ropes perfectly rigid in the first place. I'll be thinking over this.
Finishing the mod soon: Yeeeeeaaaaah that's not happening. Too many things I'm planning to add in this mod. I got to set up advanced water hydraulics (somebody brought this up again a few post back.) Finish with ropes. Deal with a hot air mod (and try to fuse the water fluid mechanics with the air fluid mechanics). I've settled with the fact that I'll be adding cloth physics too, especially for sails. Add block to block friction: need it for anchors. Create moveable blocks within moveable blocks (in case you want to create a boat, in a pool, in a ship, hanging from ropes, in another boat.) Use that last idea for axels (so you can wind rope around things. Pulleys and rope wheels lend themselve to a lot of possibilities.) Add water and air currents so I can ditch the keyboard commands (adding currents is very easy at the moment, but without anchors and rudders and keels to stabilize your ship, you won't be able to control your ships movement through the currents.) Also add reasonable means to scale blocks (particularly, I need flatter blocks for keels. The physics for boats doesn't work very well without keels (which it shoudn't, if it were real physics) and keels won't work if there a meter thick, like all blocks are in minecraft, barring a few.
Also bugs:
-Several critical blocks that don't quite work, but should be if you want to live and work in a ship of your own creation: chests for instance, are invisible (they were before, and I fixed it, but as I said, major code changes screw up debugs.) I actually want to get ALL blocks working (how else are you gonna create a pool in your ship.) Basically, anything you can do in the static world, you should be able to do with the moveable blocks in the long run.
-Lighting: Light from torches on one set of moveable blocks don't affect light on other sets of blocks or the world. Also the bottom a block remains shadowed even after you've overturned it and set it into the light. I need to make light dynamic. Would be nice to see a block swing back and forth in a ship's chambers with torches on it, the light rocking back and forth with it.)
-Compatibility issues as they come along.
-Collisions between different sets of moveable blocks.
-Edge collisions and two way corner collisions. There are still collision cases not covered by the current algorithm.
-Simultaneous calculation of multiple point collisions: This is important. The mod currently has some a stop-gap for this that causes moveable blocks to stop after they've collided with multiple points. I'm not going to explain what this is all about, but if you want to see some cooler on-land physics that's consistent, predictable, and more useable, this will enhance things greatly.
-Anything else that doesn't come to mind at the moment. I just want everyone to know that this mod has a LONG way to go, and I haven't even mentioned all the ideas I've come up with for the future. For example, I'm trying to work out an idea for a chisel feature that allows you to reshape individual sides of cubes to make them more useful for building things like smooth arches: note, arches that are smooth, but still created out of six-sided blocks (just not cube blocks.) It would maintain the minecraftiness, but still add more building possibilities.
There's a reason why this is labeled pre-beta and 0.15.
EDIT: Oh yeah, I forgot one major thing. SMP. Once Minecraft 1.3 releases, I'll be working on setting it up. (although I'll be so close to being able to ditch the keyboard commands, I might want to get the rope-axle-rudder trio combined with currents set up first, so I can remove keyboard commands, so I don't have to code how to send them over servers.)
Well, I've worked out rope items and rope placing, and a bit of rope cutting, but only for creative mode. I haven't worked out the recipes and how it works in item stacks. But I might have it available within the next few days (even if it's not completed for survival mode. But then again, other parts of this mod, in one way or another, aren't complete.)
Nifty tidbit: You can grab the rope at various nodes to drag stuff around, but the rope pulls back on you. Which means you can hang from it. Tarzan swinging at the moment isn't very dramatic, as the rope reaches a minimum height and then pretty much stops. The problem is: All the physics worked out for moveable blocks makes up a completely separate system then the old system for moving entities (i.e. players, animals, exp orbs, pretty much anything not a block.) When you mix them together (like a player entity hanging from one of my ropes,) they don't play together seamlessly. I mean, it works, but I can't have a player pick up momentum. The base minecraft system's just not set up to do that.
I kinda wanted to override the whole motion systems for living entities with my physics and affine matrix system anyway (then player's could rock back and forth with boats, etc.) but that would be a ton of work, and is definitely not high priority.
Oh btw, grabbing the nodes in the rope also allows you to climb up and down them. But enough with all the cool stuff. I should have it within a few days, and then I'll get right away on axles.
I did some processing time tests for the block physics. Currently, it's a fraction of the time required for all of minecraft's normal functionality, and it doesn't change the rendering time much either, so I don't think at the moment, with the newest version at least, that it should put much of an extra load on your laptop at all. HOWEVER, I have had issues in the past with certain things that chewed up way more processing than they should have for no particular reason, and I removed them. I've also had some while loops that weren't set up properly and just didn't exit, or took forever.
If your laptop is freezing up, it's probably a bug or incompatibility. I haven't tested with optifine, but my mod makes some edit to some minecraft rendering classes, which could probably easily conflict with optifine. I guess I'll need to do some tests with optifine. It's too cool to leave incompatible. Although it is one more item in a big list of things to do, so I can't say when I'll get to it.
Conflicting .CLASS file: vq.CLASS
Please fix !
Edit:
Placeing blocks on water from other mods will instantly crash and corrupt the world, is there anyway you could fix this too?
edit Again: Sometimes fast moveing blocks makes the game have lots of lag for a while
Edit (Oncemore): There should be a key to even out the thing on all axises, also a key to grab and drag with the mouse, and a way to lock the rotation axises so it wont roll while moveing
Thank them they are giving your mod around
20,0050,000k views.I'm actually going to try and get this working with a tekkit server and see with incompatibilities I end up with, im not sure if you made it forge compatible but i did see that it should be modloader compatible.
Also I've always wondered is it possible to place a new volume, almost like a block, that identifies itself with water so your not actually using mincrafts weird water mechanics but your own mathematics for the water? Like a block within a block almost so you can get rid of quite a few of the water flowing bugs.
The problem is, I'm placing vanilla blocks on vanilla water. D:
My comment wasn't realted to yours, however... do you have any mods alredy? might be a conflict
I was referring to your last line of text, that placing modded blocks mess with it (although it's still pretty unrelated). But no, I had a completely fresh jar and everything, zero mods.
It hasn't happen during programming though, so it may make it tricky for me to target the problem. Can any of you give me fuller crash reports? If there aren't any, could you use MagicLauncher?
I'll try to get to any other comments and thanking Bertie and GameChap soon too.
I AM concerned with compatibility, it's just that in prioritizing development, at this early in the stage I'm focusing on base functionality of the mod. (and it is still at an early stage. Keyboard commands are just a stop-gap for other unimplemented features, like rope.) It looks to me like MOST of the current crash issues are related to compatibility issues though.
Someone has contacted me regarding techniques to deal with future mod compatibility issues. I'll see how that conversation turns out before looking into the Single Player Commands mod issue. Although I will try to fix that and others as they come along in any case.
Corrupted world files you can't open:
Potential solution: go to your saves file, look for the SUBS or Physics folder under your corrupted world file. Delete. If the moving blocks are freezing up everything, deleting those folders will get rid of them and all related data to them. Although you'll lose your moving blocks.
Sorry guys. Downloads went up a hundred fold in the passed couple days, and before then, I didn't really have many people testing this mod to find these bugs. It's a very early stage mod, and there are some parts of the mod that I've already re-written almost entirely a couple of times. So it's hard to say what bugs will crop up. After seeing some bugs come back after making code changes, I've decided I need to get all the core features implemented first to insure my code won't be making any drastic changes before I go full-speed ahead on debugging.
Chains:
That would be cool, and with it, I could have more elastic bungee-type rope, and then the perfectly rigid chains, for different purposes. I like it. Although on the matter of rigidness: the standard spring algorithm for rope physics runs into an issue that literally causes the rope to explode if I make it too rigid (i.e. if I give it too high a spring constant.) I won't go into the details, but I think I'll need another algorithm for something perfectly rigid, like chains should be. I was actually intending to start off with ropes perfectly rigid in the first place. I'll be thinking over this.
Finishing the mod soon: Yeeeeeaaaaah that's not happening. Too many things I'm planning to add in this mod. I got to set up advanced water hydraulics (somebody brought this up again a few post back.) Finish with ropes. Deal with a hot air mod (and try to fuse the water fluid mechanics with the air fluid mechanics). I've settled with the fact that I'll be adding cloth physics too, especially for sails. Add block to block friction: need it for anchors. Create moveable blocks within moveable blocks (in case you want to create a boat, in a pool, in a ship, hanging from ropes, in another boat.) Use that last idea for axels (so you can wind rope around things. Pulleys and rope wheels lend themselve to a lot of possibilities.) Add water and air currents so I can ditch the keyboard commands (adding currents is very easy at the moment, but without anchors and rudders and keels to stabilize your ship, you won't be able to control your ships movement through the currents.) Also add reasonable means to scale blocks (particularly, I need flatter blocks for keels. The physics for boats doesn't work very well without keels (which it shoudn't, if it were real physics) and keels won't work if there a meter thick, like all blocks are in minecraft, barring a few.
Also bugs:
-Several critical blocks that don't quite work, but should be if you want to live and work in a ship of your own creation: chests for instance, are invisible (they were before, and I fixed it, but as I said, major code changes screw up debugs.) I actually want to get ALL blocks working (how else are you gonna create a pool in your ship.) Basically, anything you can do in the static world, you should be able to do with the moveable blocks in the long run.
-Lighting: Light from torches on one set of moveable blocks don't affect light on other sets of blocks or the world. Also the bottom a block remains shadowed even after you've overturned it and set it into the light. I need to make light dynamic. Would be nice to see a block swing back and forth in a ship's chambers with torches on it, the light rocking back and forth with it.)
-Compatibility issues as they come along.
-Collisions between different sets of moveable blocks.
-Edge collisions and two way corner collisions. There are still collision cases not covered by the current algorithm.
-Simultaneous calculation of multiple point collisions: This is important. The mod currently has some a stop-gap for this that causes moveable blocks to stop after they've collided with multiple points. I'm not going to explain what this is all about, but if you want to see some cooler on-land physics that's consistent, predictable, and more useable, this will enhance things greatly.
-Anything else that doesn't come to mind at the moment. I just want everyone to know that this mod has a LONG way to go, and I haven't even mentioned all the ideas I've come up with for the future. For example, I'm trying to work out an idea for a chisel feature that allows you to reshape individual sides of cubes to make them more useful for building things like smooth arches: note, arches that are smooth, but still created out of six-sided blocks (just not cube blocks.) It would maintain the minecraftiness, but still add more building possibilities.
There's a reason why this is labeled pre-beta and 0.15.
EDIT: Oh yeah, I forgot one major thing. SMP. Once Minecraft 1.3 releases, I'll be working on setting it up. (although I'll be so close to being able to ditch the keyboard commands, I might want to get the rope-axle-rudder trio combined with currents set up first, so I can remove keyboard commands, so I don't have to code how to send them over servers.)
Nifty tidbit: You can grab the rope at various nodes to drag stuff around, but the rope pulls back on you. Which means you can hang from it. Tarzan swinging at the moment isn't very dramatic, as the rope reaches a minimum height and then pretty much stops. The problem is: All the physics worked out for moveable blocks makes up a completely separate system then the old system for moving entities (i.e. players, animals, exp orbs, pretty much anything not a block.) When you mix them together (like a player entity hanging from one of my ropes,) they don't play together seamlessly. I mean, it works, but I can't have a player pick up momentum. The base minecraft system's just not set up to do that.
I kinda wanted to override the whole motion systems for living entities with my physics and affine matrix system anyway (then player's could rock back and forth with boats, etc.) but that would be a ton of work, and is definitely not high priority.
Oh btw, grabbing the nodes in the rope also allows you to climb up and down them. But enough with all the cool stuff. I should have it within a few days, and then I'll get right away on axles.
If your laptop is freezing up, it's probably a bug or incompatibility. I haven't tested with optifine, but my mod makes some edit to some minecraft rendering classes, which could probably easily conflict with optifine. I guess I'll need to do some tests with optifine. It's too cool to leave incompatible. Although it is one more item in a big list of things to do, so I can't say when I'll get to it.