found a bug every time I enter a server im able to play for about 30 seconds and then my minecraft crashes
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem.
--- BEGIN ERROR REPORT 7cf3a456 --------
Generated 7/28/12 12:15 PM
Minecraft: Minecraft 1.2.5
OS: Mac OS X (x86_64) version 10.6.8
Java: 1.6.0_33, Apple Inc.
VM: Java HotSpot™ 64-Bit Server VM (mixed mode), Apple Inc.
LWJGL: 2.4.2
OpenGL: NVIDIA GeForce GT 330M OpenGL Engine version 2.1 NVIDIA-1.6.40, NVIDIA Corporation
java.lang.NullPointerException
at net.minecraft.client.Minecraft.k(Minecraft.java:2140)
at net.minecraft.client.Minecraft.x(Minecraft.java:802)
at net.minecraft.client.Minecraft.run(Minecraft.java:733)
at java.lang.Thread.run(Thread.java:680)
--- END ERROR REPORT 5188075b ----------
this is because for some reason walking on anything like stairs or halfslabs crashes you. you will have to either avoid these or take of the mod. for some reason you start bouncing.jumping and you crash.
I love this mod. I played it for a little while but I can't install it correctly. The only thing I ask from this awesome mod is that you add some way to swing on the rope like connect it to a floating block jump off a cliff swing and let go to reach the other side. I tried it on creative and when I jumped I fell to the ground, was launched up into the sky, fell back down, hit the ground and repeated. So I had some fun and did that with a boat. I was flinging into unloaded chunks and such. So please allow it to swing.
BTW, if you write a redundant suggestion (something I've already mentioned) that's fine. I don't expect people to read EVERYTHING I've written (which is a ton at this point) but I may ignore it (there's only so much I can write, lol.)
Also, regarding several recent new suggestions, I'll get to them eventually, but again, busy.
Semi-Update: I've gotten all my base code edits down to 3 classes. It still won't be compatible with Forge yet, and may have issues with Modloader I bet, but whenever I do approach those issues in the future, I may be able to fix it VERY quickly with the new set up now, and easily provide multiple versions of the mod for each. But for now, I'll wait until Modloader and Forge are updated to Minecraft 1.3 to approach that issue.
I'm gonna upload this new version soon for people to test. PLEASE BACK UP YOUR OTHER PHYSICSCRAFT MODDED FILES. I can't guarantee files won't get corrupted. Although I'm pretty sure they won't. If you're using MagicLauncher, you may see a ton of errors pop up related to the Vector class SerialVersionUID the first time you open up an old Physics modded file, but after that, you shouldn't see it when opening that file again. I don't think it will corrupt anything either, telling from my tests, but I can't be absolutely sure.
Also, I need an avatar. It's been bothering me lately...
Heya. Been following this mod for a while in the shadows, and I thought I'd take some time to make a potentially helpful post.
Bug Report
With certain blocks that use damage values to distinguish themselves, such as stone/wood/brick slabs and the different versions of stone brick, there is a visual bug such that when placing one of these blocks onto a rope node, it takes on the appearance of the "base" block. This doesn't happen with physics blocks placed in water and I assume it can be corrected quite easily, if it hasn't been already.
Hope that helped, even if only a little.
EDIT: Oh, and one more thing. The pistons, when extended, have greater weight than unextended ones. I'm not saying fix this because it could be useful, but just letting you know it might bother some people.
I'm a bit delayed testing the recompiled new version due to Minecraft.exe wigging out. I think the Minecraft servers may be overloaded or something, I'm not sure, but it's hard to get it to boot up. Small delay here.
In any case, I thought I'd make one comment about something a few people were suggesting:
Blocks of different weights, either as a bug, or as a future implementation, being useful: if you're thinking submarines, I have stated in the past that I want to be able to fill and drain compartments with water to achieve the effect of submarine mechanics. I don't plan to break the laws of physics by inventing redstone alchemy.
What I need to do is get back to the fluid mechanics so that you CAN fill and drain compartments. I had just started programming for it when I trailed off into this compatibility effort. I think I'll be getting back to it soon.
1. Ok the first one is with the future "Hot Air" My idea is to add a block....that looks like a furnace but the top looks like iron block....called the "Hot Plate" first of all this will eliminate the need for "Coal blocks", Its essentially a furnace used just for creating "Hot Air".
2. (not really an idea).....After this mod is far enough into its progression i will attempt this
3. When the "Fluid Dynamics" is implemented with this mod i will be able to already be able to create jets and rockets.
4. We need a block that can let air through depending on a red-stone input......this would be for controlling rockets with short controlled air blasts and jets and stuff.
Okay, compatibility version finally uploaded. Again, not necessarily compatible, but it should be a lot more easy to make it compatible in this new form. Check the top post.
It turned out to be FOUR base class edits. Minecraft's bounding box class, for some unfathomable reason, only has a private constructor, which makes it impossible to make a child class without making the super constructor public. I don't know, maybe bounding boxes in Minecraft are agoraphobic and also hate children. Ask Notch.
Now, on to fluid dynamics, cloth completion, and chains!
Zeppelin had to make the same base edit and for the same reason, so keep that in mind people interested in using both.
Me? I would just tear the whole thing out and add a proper collision manager class, but that would break chunk.class which is ostensibly a bigger deal.
You could make an add-on hook with your mod and some special tweaking you could make it so that when we hit another planet we go to that planets dimension.
You could make an add-on hook with your mod and some special tweaking you could make it so that when we hit another planet we go to that planets dimension.
Just thought that would help you
Looks like it's mostly just a sky box and lowered gravity, though. You won't be able to move around the planet.
Not currently. I'm transferring over right now. The pre-release Minecraft Coder Pack for 1.3 wasn't working on my computer some days ago, so I'm a bit slow in getting it started.
Eagle Orion I was looking at the mechanics mod ideas and here's a good feature you should add:
Three different wheel sizes (small, medium, large) that attach to the ends of axles. And when they are at right angle touching each other they turn together as If they where gears.
Rope can be attached in a loop to make a belt and be attached to wheels.
(This next is my idea) we can make a work bench with a magnifying glass.
It can automatically take blocks from our inventory and breaks it down into pixel sized blocks.
Which then can be assemble in a 3-d workspace to create our own mechanical blocks. (axles are only broken down into 4 axle pixels)
I'm reading all your posts, but I'm not responding to most of them due to greater time constraints than in previous weeks. I figure, which would you rather me spend what time I have on, getting this moved to over to 1.3, enabling SMP, and getting cloth added already, or answering posts? My apologies for not replying. Maybe at some point I can catch up.
waiting for 1.3.1
are this SMP supported ?
or make this mod standalone and name it : PMmod XD
Physics Minecraft mod
like Garry's mod XD
Regarding SMP: right now, in transferring this over to 1.3, I'm dealing with the issue of saves now appearing to be entirely on the Server side. But it's tricky figuring out where everything is, 'cause Minecraft Coder Pack 7 is far less de-obfuscated than the previous version. If only Mojang would release the source code already!
Also, I said once Minecraft reaches 1.3, I would begin re-adding SMP. So that's what I'll be working on next. I don't know if it's possible to get it fully working in 1.3 WITHOUT smp anyway. If I have to work out all SMP issues before I can release a 1.3 compatible version, than it may take even longer for me to get this updated.
Meanwhile, I feel way overdue in adding new features. It must have been a few weeks ago I showed the cloth simulation vid, and I still haven't uploaded it yet. I've worked out some of the fluid particle physics necessary for wind, but I dropped that a soon as 1.3 came along.
this is because for some reason walking on anything like stairs or halfslabs crashes you. you will have to either avoid these or take of the mod. for some reason you start bouncing.jumping and you crash.
Also, regarding several recent new suggestions, I'll get to them eventually, but again, busy.
Semi-Update: I've gotten all my base code edits down to 3 classes. It still won't be compatible with Forge yet, and may have issues with Modloader I bet, but whenever I do approach those issues in the future, I may be able to fix it VERY quickly with the new set up now, and easily provide multiple versions of the mod for each. But for now, I'll wait until Modloader and Forge are updated to Minecraft 1.3 to approach that issue.
I'm gonna upload this new version soon for people to test. PLEASE BACK UP YOUR OTHER PHYSICSCRAFT MODDED FILES. I can't guarantee files won't get corrupted. Although I'm pretty sure they won't. If you're using MagicLauncher, you may see a ton of errors pop up related to the Vector class SerialVersionUID the first time you open up an old Physics modded file, but after that, you shouldn't see it when opening that file again. I don't think it will corrupt anything either, telling from my tests, but I can't be absolutely sure.
Also, I need an avatar. It's been bothering me lately...
Bug Report
With certain blocks that use damage values to distinguish themselves, such as stone/wood/brick slabs and the different versions of stone brick, there is a visual bug such that when placing one of these blocks onto a rope node, it takes on the appearance of the "base" block. This doesn't happen with physics blocks placed in water and I assume it can be corrected quite easily, if it hasn't been already.
Hope that helped, even if only a little.
EDIT: Oh, and one more thing. The pistons, when extended, have greater weight than unextended ones. I'm not saying fix this because it could be useful, but just letting you know it might bother some people.
In any case, I thought I'd make one comment about something a few people were suggesting:
Blocks of different weights, either as a bug, or as a future implementation, being useful: if you're thinking submarines, I have stated in the past that I want to be able to fill and drain compartments with water to achieve the effect of submarine mechanics. I don't plan to break the laws of physics by inventing redstone alchemy.
What I need to do is get back to the fluid mechanics so that you CAN fill and drain compartments. I had just started programming for it when I trailed off into this compatibility effort. I think I'll be getting back to it soon.
1. Ok the first one is with the future "Hot Air" My idea is to add a block....that looks like a furnace but the top looks like iron block....called the "Hot Plate" first of all this will eliminate the need for "Coal blocks", Its essentially a furnace used just for creating "Hot Air".
2. (not really an idea).....After this mod is far enough into its progression i will attempt this
3. When the "Fluid Dynamics" is implemented with this mod i will be able to already be able to create jets and rockets.
4. We need a block that can let air through depending on a red-stone input......this would be for controlling rockets with short controlled air blasts and jets and stuff.
AND YOU SHOULD TOO!
It turned out to be FOUR base class edits. Minecraft's bounding box class, for some unfathomable reason, only has a private constructor, which makes it impossible to make a child class without making the super constructor public. I don't know, maybe bounding boxes in Minecraft are agoraphobic and also hate children. Ask Notch.
Now, on to fluid dynamics, cloth completion, and chains!
Me? I would just tear the whole thing out and add a proper collision manager class, but that would break chunk.class which is ostensibly a bigger deal.
Ok so you have been talking about adding a space dimension to this mod.
Well I found something that could help you.
http://www.minecraftforum.net/topic/1153332-125-astrocraft-a-realm-in-space/
You could make an add-on hook with your mod and some special tweaking you could make it so that when we hit another planet we go to that planets dimension.
Just thought that would help you
AND YOU SHOULD TOO!
Looks like it's mostly just a sky box and lowered gravity, though. You won't be able to move around the planet.
And that is why I said with special tweaking (meaning as take the mod and use the sources already in it and add to it)
AND YOU SHOULD TOO!
Not currently. I'm transferring over right now. The pre-release Minecraft Coder Pack for 1.3 wasn't working on my computer some days ago, so I'm a bit slow in getting it started.
Three different wheel sizes (small, medium, large) that attach to the ends of axles. And when they are at right angle touching each other they turn together as If they where gears.
Rope can be attached in a loop to make a belt and be attached to wheels.
(This next is my idea) we can make a work bench with a magnifying glass.
It can automatically take blocks from our inventory and breaks it down into pixel sized blocks.
Which then can be assemble in a 3-d workspace to create our own mechanical blocks. (axles are only broken down into 4 axle pixels)
AND YOU SHOULD TOO!
are this SMP supported ?
or make this mod standalone and name it : PMmod XD
Physics Minecraft mod
like Garry's mod XD
Regarding SMP: right now, in transferring this over to 1.3, I'm dealing with the issue of saves now appearing to be entirely on the Server side. But it's tricky figuring out where everything is, 'cause Minecraft Coder Pack 7 is far less de-obfuscated than the previous version. If only Mojang would release the source code already!
Also, I said once Minecraft reaches 1.3, I would begin re-adding SMP. So that's what I'll be working on next. I don't know if it's possible to get it fully working in 1.3 WITHOUT smp anyway. If I have to work out all SMP issues before I can release a 1.3 compatible version, than it may take even longer for me to get this updated.
Meanwhile, I feel way overdue in adding new features. It must have been a few weeks ago I showed the cloth simulation vid, and I still haven't uploaded it yet. I've worked out some of the fluid particle physics necessary for wind, but I dropped that a soon as 1.3 came along.
Here's an idea you should keep focusing on minecraft 1.2.5 (minecraft 1.3.1 is actually more laggy and glitchy than 1.2.5)
And once you put in all you want to for now, you can port it over to 1.3.1
AND YOU SHOULD TOO!
1.3.1 totally changes how mods work so that almost impossible for him to do im assuming.