Strange, I used to have no problem with Unmined on this computer, but now, I get this crash:
System.NullReferenceException: Object reference not set to an instance of an object.
at Unmined.Core.Render.Satellite.SimpleBlockRenderer.WithTint(RgbColor color)
at Unmined.Core.Defaults.DefaultBlockRenderer.Create()
at Unmined.Core.Instance.UnminedInstance.Initialize()
at Unmined.WpfApp.UnminedBootstrapper.OnStartup(Object sender, StartupEventArgs e)
at Unmined.WpfApp.App.OnStartup(StartupEventArgs e)
at System.Windows.Application.<.ctor>b__1(Object unused)
at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs)
at MS.Internal.Threading.ExceptionFilterHelper.TryCatchWhen(Object source, Delegate method, Object args, Int32 numArgs, Delegate catchHandler)
Not sure if it was one of the recent windows updates or what.
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D_B
To tell them how to live is to prevent them living.
Yeah, I have another computer that is almost identical, and Unmined runs fine on it, so I have no idea what causes it. The author's last progress report was in August, so it is being worked on, but he doesn't have a lot of time (who does?) so let's hope the next release fixes it, as that is supposed to be in Visual Basic (I think that's what Visual Studio is) and that might cure the crashes we've been getting.
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D_B
To tell them how to live is to prevent them living.
One thing I'd like to see is a toggle that would put on a color overlay that shows the different Biomes. Or have the tool tip just report it, like it reports the co-ords and the targeted block.
This is awesome, but it there any way to have clear water? i want to show that there is water in places, but i aso want to show what is under the water? Is thee a setting for this?
There should be a way to change the transparency of the water, but I never quite understood how it is calculated. I tried adding a transparency value to a custom config file, but it just crashed. Maybe changing the color to a less dark version, maybe a light blue, might work?
I just got unmined, and it seems really awesome, but I'm also having the issue that it shows my over world map, and what I'm guessing is the Nether, but it shows nothing for my actual underground tunnels. DIM1 is completely blank. Is there a way to fix this?
I just got unmined, and it seems really awesome, but I'm also having the issue that it shows my over world map, and what I'm guessing is the Nether, but it shows nothing for my actual underground tunnels. DIM1 is completely blank. Is there a way to fix this?
The nether is DIM-1, and Unmined automatically slices to level 100 in order to show most of the main caverns, you'd have to move the slicer slider up or down to show different levels of the nether. Same goes for caves in the over world, move the slider to see underground. The slicer tools aren't shown by default, hit the "Show/hide slicer toolbar" button (looks like three squares stacked on top of each other) to show the slicer tools, move the slider to scan through the layers of terrain. That will show the underground caves.
DIM1 is the end, if you haven't been there yet in that world, it will be empty. Or, if you have been there, you may be looking at an empty sector, as there is only the main island, unless you're running the latest snapshots, so you may just be looking at an empty section of the map, scroll around a bit, I think the main island is usually around the zero, zero coordinate.
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D_B
To tell them how to live is to prevent them living.
Any hope on seeing this work against the Minecraft Windows 10 Beta version v0.13.1 or am I jumping the gun? It doesn't seem to blow up. I have actually found my "saves" folder and registered it but the world files seem greyed out and nothing happens if I click on them.
To anyone getting the error I posted about above, I found the fix. It seems Unmined can't deal with the new versions of Minecraft, so run the launcher and select version 1.7.10 and run the game, and quit. You can now run Unmined, at least that worked for me. Seems you have to switch back to 1.7.10 from 1.8 or a snapshot if you want to run Unmined.
Rollback Post to RevisionRollBack
D_B
To tell them how to live is to prevent them living.
FYI it works just fine for me and I am using 1.8.8
I tried a couple of the 1.8.x versions and it didn't help, but it for sure worked with 1.7.10 so that's what I stuck with. It may only be the latest snapshots that make it not work, who knows? Until megasys comes back, we may never know.
Thanks for the info.
Rollback Post to RevisionRollBack
D_B
To tell them how to live is to prevent them living.
Is there any way to make it zoom out more? It is kinda difficult stitching a map together after you take several pictures of the terrain.
No, that was a feature that was being worked on, but never released. If you want an output of the entire map, just use the image export function. Click the "tools" button on the right side (The hammer and wrench icon) then select the camera icon and pick your options. That will save your map as a single file, and on a large world may be so big it's not usable. You can also select the globe icon to create a google maps format file that you can scroll and zoom in your web browser.
Rollback Post to RevisionRollBack
D_B
To tell them how to live is to prevent them living.
Yeah, Unmined can't handle it when you have a 1.9 profile selected in your Minecraft launcher, it must use code from the currently selected game or something. Just select a 1.8.x version in your launcher and it should work again. You'll need to go back to 1.9 to play any worlds from that version, so it's best to create a new profile that has 1.8.9 set as the default, and switch to that when you want to run Unmined.
Rollback Post to RevisionRollBack
D_B
To tell them how to live is to prevent them living.
Hmm that is ofcourse not convenient, but it is a workaround
@Megasys: is there a version in the make in which this is fixed? I just looked at the dev-site of Unmined and saw that there is a dev-release for 1.9. I will thry that one.
Cool, I didn't know there was a new version out, I thought Megasys had stopped working on this. Good to know there still might be hope for the new version eventually.
Rollback Post to RevisionRollBack
D_B
To tell them how to live is to prevent them living.
Honestly my favourite mapper for Minecraft, needed it to create lore for my world. Amazing features so far, with more to come. Win10 and 1.9 are supported, for most up to date info, visit their official website!
in build b there is an error when I try to export the map as an image.
System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.OverflowException: The image data generated an overflow during processing. ---> System.ArithmeticException: Overflow or underflow in the arithmetic operation.
--- End of inner exception stack trace ---
at System.Windows.Media.Imaging.WriteableBitmap..ctor(Int32 pixelWidth, Int32 pixelHeight, Double dpiX, Double dpiY, PixelFormat pixelFormat, BitmapPalette palette)
at Unmined.WpfApp.Screens.MapTools.Export.SaveImageViewModel.SaveImageAs()
--- End of inner exception stack trace ---
at System.RuntimeMethodHandle.InvokeMethod(Object target, Object[] arguments, Signature sig, Boolean constructor)
at System.Reflection.RuntimeMethodInfo.UnsafeInvokeInternal(Object obj, Object[] parameters, Object[] arguments)
at System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture)
at Caliburn.Micro.ActionMessage.<.cctor>b__e(ActionExecutionContext context)
at Caliburn.Micro.ActionMessage.Invoke(Object eventArgs)
at System.Windows.Interactivity.TriggerBase.InvokeActions(Object parameter)
at System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised)
at System.Windows.UIElement.RaiseEventImpl(DependencyObject sender, RoutedEventArgs args)
at System.Windows.Controls.Primitives.ButtonBase.OnClick()
at System.Windows.Controls.Button.OnClick()
at System.Windows.Controls.Primitives.ButtonBase.OnMouseLeftButtonUp(MouseButtonEventArgs e)
at System.Windows.RoutedEventArgs.InvokeHandler(Delegate handler, Object target)
at System.Windows.RoutedEventHandlerInfo.InvokeHandler(Object target, RoutedEventArgs routedEventArgs)
at System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised)
at System.Windows.UIElement.ReRaiseEventAs(DependencyObject sender, RoutedEventArgs args, RoutedEvent newEvent)
at System.Windows.UIElement.OnMouseUpThunk(Object sender, MouseButtonEventArgs e)
at System.Windows.RoutedEventArgs.InvokeHandler(Delegate handler, Object target)
at System.Windows.RoutedEventHandlerInfo.InvokeHandler(Object target, RoutedEventArgs routedEventArgs)
at System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised)
at System.Windows.UIElement.RaiseEventImpl(DependencyObject sender, RoutedEventArgs args)
at System.Windows.UIElement.RaiseTrustedEvent(RoutedEventArgs args)
at System.Windows.Input.InputManager.ProcessStagingArea()
at System.Windows.Input.InputProviderSite.ReportInput(InputReport inputReport)
at System.Windows.Interop.HwndMouseInputProvider.ReportInput(IntPtr hwnd, InputMode mode, Int32 timestamp, RawMouseActions actions, Int32 x, Int32 y, Int32 wheel)
at System.Windows.Interop.HwndMouseInputProvider.FilterMessage(IntPtr hwnd, WindowMessage msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
at System.Windows.Interop.HwndSource.InputFilterMessage(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
at MS.Win32.HwndWrapper.WndProc(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
at MS.Win32.HwndSubclass.DispatcherCallbackOperation(Object o)
at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs)
at System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Int32 numArgs, Delegate catchHandler)
Strange, I used to have no problem with Unmined on this computer, but now, I get this crash:
Not sure if it was one of the recent windows updates or what.
D_B
To tell them how to live is to prevent them living.
Yeah, I have another computer that is almost identical, and Unmined runs fine on it, so I have no idea what causes it. The author's last progress report was in August, so it is being worked on, but he doesn't have a lot of time (who does?) so let's hope the next release fixes it, as that is supposed to be in Visual Basic (I think that's what Visual Studio is) and that might cure the crashes we've been getting.
D_B
To tell them how to live is to prevent them living.
One thing I'd like to see is a toggle that would put on a color overlay that shows the different Biomes. Or have the tool tip just report it, like it reports the co-ords and the targeted block.
This is awesome, but it there any way to have clear water? i want to show that there is water in places, but i aso want to show what is under the water? Is thee a setting for this?
There should be a way to change the transparency of the water, but I never quite understood how it is calculated. I tried adding a transparency value to a custom config file, but it just crashed. Maybe changing the color to a less dark version, maybe a light blue, might work?
D_B
To tell them how to live is to prevent them living.
I just got unmined, and it seems really awesome, but I'm also having the issue that it shows my over world map, and what I'm guessing is the Nether, but it shows nothing for my actual underground tunnels. DIM1 is completely blank. Is there a way to fix this?
The nether is DIM-1, and Unmined automatically slices to level 100 in order to show most of the main caverns, you'd have to move the slicer slider up or down to show different levels of the nether. Same goes for caves in the over world, move the slider to see underground. The slicer tools aren't shown by default, hit the "Show/hide slicer toolbar" button (looks like three squares stacked on top of each other) to show the slicer tools, move the slider to scan through the layers of terrain. That will show the underground caves.
DIM1 is the end, if you haven't been there yet in that world, it will be empty. Or, if you have been there, you may be looking at an empty sector, as there is only the main island, unless you're running the latest snapshots, so you may just be looking at an empty section of the map, scroll around a bit, I think the main island is usually around the zero, zero coordinate.
D_B
To tell them how to live is to prevent them living.
Ah, thank you very much! Now I can actually see my tunnels.
Sorry it took forever to get back to you. I've been really busy and haven't logged into the forum in some time.
Any hope on seeing this work against the Minecraft Windows 10 Beta version v0.13.1 or am I jumping the gun? It doesn't seem to blow up. I have actually found my "saves" folder and registered it but the world files seem greyed out and nothing happens if I click on them.
To anyone getting the error I posted about above, I found the fix. It seems Unmined can't deal with the new versions of Minecraft, so run the launcher and select version 1.7.10 and run the game, and quit. You can now run Unmined, at least that worked for me. Seems you have to switch back to 1.7.10 from 1.8 or a snapshot if you want to run Unmined.
D_B
To tell them how to live is to prevent them living.
I tried a couple of the 1.8.x versions and it didn't help, but it for sure worked with 1.7.10 so that's what I stuck with. It may only be the latest snapshots that make it not work, who knows? Until megasys comes back, we may never know.
Thanks for the info.
D_B
To tell them how to live is to prevent them living.
The new bugfix release solves the problem.
Is there any way to make it zoom out more? It is kinda difficult stitching a map together after you take several pictures of the terrain.
No, that was a feature that was being worked on, but never released. If you want an output of the entire map, just use the image export function. Click the "tools" button on the right side (The hammer and wrench icon) then select the camera icon and pick your options. That will save your map as a single file, and on a large world may be so big it's not usable. You can also select the globe icon to create a google maps format file that you can scroll and zoom in your web browser.
D_B
To tell them how to live is to prevent them living.
No idea, try it? I think it should, as long as your minecraft is installed in the correct place.
D_B
To tell them how to live is to prevent them living.
Yeah, Unmined can't handle it when you have a 1.9 profile selected in your Minecraft launcher, it must use code from the currently selected game or something. Just select a 1.8.x version in your launcher and it should work again. You'll need to go back to 1.9 to play any worlds from that version, so it's best to create a new profile that has 1.8.9 set as the default, and switch to that when you want to run Unmined.
D_B
To tell them how to live is to prevent them living.
Would it be possible to add a method to look for dungeons, or particular blocks?
Cool, I didn't know there was a new version out, I thought Megasys had stopped working on this. Good to know there still might be hope for the new version eventually.
D_B
To tell them how to live is to prevent them living.
Honestly my favourite mapper for Minecraft, needed it to create lore for my world. Amazing features so far, with more to come. Win10 and 1.9 are supported, for most up to date info, visit their official website!
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in build b there is an error when I try to export the map as an image.
System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.OverflowException: The image data generated an overflow during processing. ---> System.ArithmeticException: Overflow or underflow in the arithmetic operation.
--- End of inner exception stack trace ---
at System.Windows.Media.Imaging.WriteableBitmap..ctor(Int32 pixelWidth, Int32 pixelHeight, Double dpiX, Double dpiY, PixelFormat pixelFormat, BitmapPalette palette)
at Unmined.WpfApp.Screens.MapTools.Export.SaveImageViewModel.SaveImageAs()
--- End of inner exception stack trace ---
at System.RuntimeMethodHandle.InvokeMethod(Object target, Object[] arguments, Signature sig, Boolean constructor)
at System.Reflection.RuntimeMethodInfo.UnsafeInvokeInternal(Object obj, Object[] parameters, Object[] arguments)
at System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture)
at Caliburn.Micro.ActionMessage.<.cctor>b__e(ActionExecutionContext context)
at Caliburn.Micro.ActionMessage.Invoke(Object eventArgs)
at System.Windows.Interactivity.TriggerBase.InvokeActions(Object parameter)
at System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised)
at System.Windows.UIElement.RaiseEventImpl(DependencyObject sender, RoutedEventArgs args)
at System.Windows.Controls.Primitives.ButtonBase.OnClick()
at System.Windows.Controls.Button.OnClick()
at System.Windows.Controls.Primitives.ButtonBase.OnMouseLeftButtonUp(MouseButtonEventArgs e)
at System.Windows.RoutedEventArgs.InvokeHandler(Delegate handler, Object target)
at System.Windows.RoutedEventHandlerInfo.InvokeHandler(Object target, RoutedEventArgs routedEventArgs)
at System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised)
at System.Windows.UIElement.ReRaiseEventAs(DependencyObject sender, RoutedEventArgs args, RoutedEvent newEvent)
at System.Windows.UIElement.OnMouseUpThunk(Object sender, MouseButtonEventArgs e)
at System.Windows.RoutedEventArgs.InvokeHandler(Delegate handler, Object target)
at System.Windows.RoutedEventHandlerInfo.InvokeHandler(Object target, RoutedEventArgs routedEventArgs)
at System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised)
at System.Windows.UIElement.RaiseEventImpl(DependencyObject sender, RoutedEventArgs args)
at System.Windows.UIElement.RaiseTrustedEvent(RoutedEventArgs args)
at System.Windows.Input.InputManager.ProcessStagingArea()
at System.Windows.Input.InputProviderSite.ReportInput(InputReport inputReport)
at System.Windows.Interop.HwndMouseInputProvider.ReportInput(IntPtr hwnd, InputMode mode, Int32 timestamp, RawMouseActions actions, Int32 x, Int32 y, Int32 wheel)
at System.Windows.Interop.HwndMouseInputProvider.FilterMessage(IntPtr hwnd, WindowMessage msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
at System.Windows.Interop.HwndSource.InputFilterMessage(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
at MS.Win32.HwndWrapper.WndProc(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
at MS.Win32.HwndSubclass.DispatcherCallbackOperation(Object o)
at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs)
at System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Int32 numArgs, Delegate catchHandler)