UPDATE!!When I try to edit the original post it removes all my download links and other text. Citricsquid himself responded to my complaint email and said there would be a fix soon, so in the meantime I'm posting about updates this way. Anyhoo... VERSION 1.2 What's New Features:
Floo Powder now comes in concentrations: 1, 2, 4 and 8 tp/p. Adding more Ender Pearls to the crafting table increases the concentration.
Floo Powder with a concentration of ∞ tp/p is available in Creative only.
The Floower Pot is crafted using a Flower Pot and Floo Powder. It stores a stack of Floo Powder (any concentration) and automatically converts any valid fire blocks in an 11x11x11 area around it.
Localization is now available for Minecraft's Pirate community.
Bugfixes:
None! There are absolutely no bug fixes; just features. Sorry.
Download
As always, requires the newest recommended Forge builds 1.7.10-1.2 1.7.2-1.2
IMPORTANT: I don't intend to add any more features to Floocraft. However, I will continue to work on bug fixes, aesthetics, optimization and ports.
Seriously, the most underrated teleport mod! This thing is solid with the new features. Very glad you took the good direction to provide an infinite use powder.
My only gripe is the floo powder concentrations are a little redundant. Only 2 are necessary (expendable and infinite). Only problem I see with infinite use powder restricted to creative mode is that the portals are destructible in survival, accidental clicks that put out fires happen.
Is there any way to remove old flooport locations that we've removed?
We were messing around with 0.1 (and subsequently realized it was updated....updated the mod, no problems so far and in fact it works much better now!
One of the after effects is that we have several fireplaces that are no longer needed (they were for testing) and they show up blank in the floo network even though we've destroyed the sign and fireplace it was attached to.
Other than that great awesome mod, really appreciate it!
Update:
After teleporting back and forth a few times, the floo locations were removing themselves from the network Meaning they show up on the menu but are unselectable.
My only gripe is the floo powder concentrations are a little redundant. Only 2 are necessary (expendable and infinite). Only problem I see with infinite use powder restricted to creative mode is that the portals are destructible in survival, accidental clicks that put out fires happen.
My thinking was this: Ender pearls are rare and valuable, especially if you have other mods. Obviously people want the highest concentration possible to avoid carrying loads of stacks around, but if you're not prepared to spend 8 pearls in one go then you have some alternatives. Also it's handy for one-way systems: if you want you and a partner to leave a place and not let anyone back in, you use a 2 tp/p powder on a wood fire. As for the fragile portals, I can't allow infinite teleports in survival! The mod is pretty Op as it is.
Is there any way to remove old flooport locations that we've removed?
...
After teleporting back and forth a few times, the floo locations were removing themselves from the network Meaning they show up on the menu but are unselectable.
This is a bug which has been around since the beginning; I've no idea why it happens but I hope to fix it in the next build. In the meantime, NBTExplorer will get rid of those redundant locations. Tutorials are available for this program, and the location data is in the world section.
Rollback Post to RevisionRollBack
I have made an unofficial port of the spectacular ExRollerCoaster mod, updated for Minecraft 1.12.2.
Build wonderful roller coasters which can go in ANY direction, and the camera will twist and turn with you.
I'm not releasing it through the usual channels but I hope four years on this site makes me a trustworthy modder.
Links:
My thinking was this: Ender pearls are rare and valuable, especially if you have other mods. Obviously people want the highest concentration possible to avoid carrying loads of stacks around, but if you're not prepared to spend 8 pearls in one go then you have some alternatives. Also it's handy for one-way systems: if you want you and a partner to leave a place and not let anyone back in, you use a 2 tp/p powder on a wood fire. As for the fragile portals, I can't allow infinite teleports in survival! The mod is pretty Op as it is.
I agree with your balance for the infinite usage powder and restricting it to creative. Thinking now, I think client side protection mods can easily mediate the issue I raised.
On the other issue of redundancy and ender pearl rarity, I think a simple crafting recipe change that uses less ender pearls and produces more standard floo powder would be the most elegant solution (standard and infinite). Example; one ender pearl and one gunpowder to produce 30 floo powders. Honestly, I think this solution addresses your concerns while removing the redundancy. Seems to require less programming too.
Thought you should know! I was doing some stress testing of your mod using the new Ships Mod (link below) where I build a teleporter in a movable ship. It still almost kind of works! I think if there was an extended script to update the location of the sign above to the new location triggered when you walk into the fire than that might do the trick. Currently the movable ship mod cuts off the fire every time the ship is deployed. This is fine because your mod has built in checks that show the teleport location as disabled. I believe moving teleport locations should have no conflict that cannot be solved with simple modifications to your mod architecture. Theoretically, I think this coding patch could make this mod usable for just about any moving mod in Minecraft.
... one ender pearl and one gunpowder to produce 30 floo powders. Honestly, I think this solution addresses your concerns while removing the redundancy. Seems to require less programming too.
Thought you should know! I was doing some stress testing of your mod using the new Ships Mod (link below) where I build a teleporter in a movable ship. It still almost kind of works! I think if there was an extended script to update the location of the sign above to the new location triggered when you walk into the fire than that might do the trick. Currently the movable ship mod cuts off the fire every time the ship is deployed. This is fine because your mod has built in checks that show the teleport location as disabled. I believe moving teleport locations should have no conflict that cannot be solved with simple modifications to your mod architecture. Theoretically, I think this coding patch could make this mod usable for just about any moving mod in Minecraft.
The reason I made the higher concentrations is so that people would not have to lug stacks of powder around, and can make powder that precisely fits their current situation, especially if they are low on pearls or want to leave a base and close it off. Also, so much powder would cause even bigger balancing issues in modpacks which make it easier to get pearls.
I'm always interested to hear about Floocraft's mod interaction and was wondering how this would work on mods like Archimedes' ships or Metaworlds. To support fireplaces of varying widths I can't link a fire block to a specific sign block anymore, so walking into the fire cannot be a trigger. Also what if you move the location of the sign without walking into the fire? People would teleport to where it used to be. I think the answer is for the sign itself to update whenever it happens to move, but since blocks can't do that I will have a think about the tile entity code. I've messed up the teleport GUI at the moment though, so that will have to wait. Thank you very much for your input!
Rollback Post to RevisionRollBack
I have made an unofficial port of the spectacular ExRollerCoaster mod, updated for Minecraft 1.12.2.
Build wonderful roller coasters which can go in ANY direction, and the camera will twist and turn with you.
I'm not releasing it through the usual channels but I hope four years on this site makes me a trustworthy modder.
Links:
The reason I made the higher concentrations is so that people would not have to lug stacks of powder around, and can make powder that precisely fits their current situation, especially if they are low on pearls or want to leave a base and close it off. Also, so much powder would cause even bigger balancing issues in modpacks which make it easier to get pearls.
Well, I had my say and thanks for listening. Your the mod author so that pretty much trumps, but the mod is still very enjoyable for me.
Quote from FredTargaryenjump
To support fireplaces of varying widths I can't link a fire block to a specific sign block anymore, so walking into the fire cannot be a trigger.
In engineering we call this process a "trade-study" where you weigh the pros and cons. If aesthetics is your highest priority than keeping this feature would be desirable. I believe I am correct in saying the trade-off is that you add complexity and lose flexibility in the mod, such as the issue with movable environments. My personal preference, I think facilitating more flexibility and simplicity would be more appealing. This direction looks to facilitate more functional interaction.
It is still very possible to maintain both features, just requires a bit more coding. Logically, what ever width you employ, there is going to be a sign above one of the fires and it is going to align either east-west or north-south. A query limited to the width of the fireplace as its radius using "if, then, else" statements should produce a result. This of-course would be triggered by the fire (I will get to this next comment). Just think linearly along the x-z axis.
Quote from FredTargaryenjump
Also what if you move the location of the sign without walking into the fire? People would teleport to where it used to be.
Your mod already has built in support for this. The location is disabled in the GUI when I moved the ship. I think the "Refresh" button can include a script to update the location identifier. Ideally, in the scenario I described, if I move the ship I can simply reactivate the update script by stepping into the fire or pressing the refresh button. This should be nearly seamless.
an>Quote from FredTargaryenjump
I think the answer is for the sign itself to update whenever it happens to move, but since blocks can't do that I will have a think about the tile entity code.
This would be ideal but I am not aware of the Minecraft engine supporting this feature because you would have to run a script following the placement of the block. This is why I came up with the stepping into the fire idea. If you know of any other ways that would be interesting.
A fire block checking around itself for a sign would be quite a complex algorithm, which is why I was talking about linking them to avoid all the checking that would need to be done. Also, I thought the location was disabled in the GUI because the fire was automatically put out when you moved the ship? Anyway, I think I have an easy way to track the location change but if it doesn't work out, I guess I'll have to look at a checking algorithm. This issue will have to wait, though, because while trying to improve the teleport GUI I have managed to make it invisible.
Rollback Post to RevisionRollBack
I have made an unofficial port of the spectacular ExRollerCoaster mod, updated for Minecraft 1.12.2.
Build wonderful roller coasters which can go in ANY direction, and the camera will twist and turn with you.
I'm not releasing it through the usual channels but I hope four years on this site makes me a trustworthy modder.
Links:
Just to update: I have figured out some of the process behind the glitching.
I have location A and location B. I put floo into A and it turns green. I walk into the fire, the gui pops up, then immediately the fire returns to normal and I'm taking fire damage. I select location B and teleport there as normal. From here both location A and location B are broken - putting floo on the fire consumes a floo powder, it turns green for a couple ticks then reverts to normal. walking into the fire does what walking into fire normally does. If I go to location C and attempt to travel to location A or B, they are both greyed out in the gui.
One thing that mitigates this glitch: if you wait long enough, they all reset, for reasons which I assume is an internal reset timeout. A temporary fix would be to change the internal timeout to 30 secs - 1 min or so, at least then if it glitches it will revert back faster.
My friend had an idea: instead of keeping the floo green on a timer, have a player detection function so that if a player is in the fire it stays green, and once the player moves out of the fire it reverts. I'm not sure if your current code (or Mojang's code) currently supports this, but it seemed like a good idea to me.
Anyway I really appreciate the work you put into this, love the mod and thank you.
One thing that mitigates this glitch: if you wait long enough, they all reset, for reasons which I assume is an internal reset timeout. A temporary fix would be to change the internal timeout to 30 secs - 1 min or so, at least then if it glitches it will revert back faster.
My friend had an idea: instead of keeping the floo green on a timer, have a player detection function so that if a player is in the fire it stays green, and once the player moves out of the fire it reverts. I'm not sure if your current code (or Mojang's code) currently supports this, but it seemed like a good idea to me.
I found this part quite interesting. I've had people tell me about the exact same problem but no one mentioned fires functioning as normal after some time. Do you have an idea of how long you have to wait? I don't remember programming any "Reset timeouts", so if there are any then it's probably a Minecraft thing and I can 't really do anything about it. I think what your friend suggested is workable but I'll have to check the books and films again.
Rollback Post to RevisionRollBack
I have made an unofficial port of the spectacular ExRollerCoaster mod, updated for Minecraft 1.12.2.
Build wonderful roller coasters which can go in ANY direction, and the camera will twist and turn with you.
I'm not releasing it through the usual channels but I hope four years on this site makes me a trustworthy modder.
Links:
I found this part quite interesting. I've had people tell me about the exact same problem but no one mentioned fires functioning as normal after some time. Do you have an idea of how long you have to wait? I don't remember programming any "Reset timeouts", so if there are any then it's probably a Minecraft thing and I can 't really do anything about it. I think what your friend suggested is workable but I'll have to check the books and films again.
It's at least 5 minutes and no more than 30 minutes if I remember correctly. I can test it in 5 min chunks and figure out what the time limit is, if any. It might simply be a function of Java's garbage collection process clearing it out when the function isn't called on for a while, which would also make sense.
I thought in the movies, the green fire appeared after they dropped the powder but before that there were no flames. I could be wrong though it's been a while
It's at least 5 minutes and no more than 30 minutes if I remember correctly. I can test it in 5 min chunks and figure out what the time limit is, if any. It might simply be a function of Java's garbage collection process clearing it out when the function isn't called on for a while, which would also make sense.
I thought in the movies, the green fire appeared after they dropped the powder but before that there were no flames. I could be wrong though it's been a while
I'm sorry I haven't replied in so long! I suddenly got really really busy.
I just remembered why the green fire is on a timer: the menu appearing is on a timer too. If you could stand in a green fire for any length of time, the menu would pop up and you'd be able to tp from a fireplace without Floo Powder, which doesn't make sense. Besides, loitering in people's fireplaces is not only dangerous, but bad manners.
The lazy side of me is hoping that it's a Java/MC problem, and to be honest I think it is because I don't see anything in my code which could lead to it happening. Thanks for offering but don't worry about the testing; I'm responsible for this after all
I have made an unofficial port of the spectacular ExRollerCoaster mod, updated for Minecraft 1.12.2.
Build wonderful roller coasters which can go in ANY direction, and the camera will twist and turn with you.
I'm not releasing it through the usual channels but I hope four years on this site makes me a trustworthy modder.
Links:
My friend had an idea: instead of keeping the floo green on a timer, have a player detection function so that if a player is in the fire it stays green, and once the player moves out of the fire it reverts. I'm not sure if your current code (or Mojang's code) currently supports this, but it seemed like a good idea to me.
I'm sorry I haven't replied in so long! I suddenly got really really busy.
I just remembered why the green fire is on a timer: the menu appearing is on a timer too. If you could stand in a green fire for any length of time, the menu would pop up and you'd be able to tp from a fireplace without Floo Powder, which doesn't make sense. Besides, loitering in people's fireplaces is not only dangerous, but bad manners.
The lazy side of me is hoping that it's a Java/MC problem, and to be honest I think it is because I don't see anything in my code which could lead to it happening. Thanks for offering but don't worry about the testing; I'm responsible for this after all
Hey thanks for replying, I was wondering why I got a "replied to your thread" comment and completely forgot I was trying to troubleshoot this... this is the problem with trying to play with many mods
I just re-read what I had suggested and now your comment of the menu appearing makes sense. To clarify my suggestion a little better (and maybe it's already coded this way I just misinterpreted what was happening):
Player inserts floo powder into fireplace A. Fire turns green (and stays green for up to 30-60 secs or until player moves in/out or in/teleports.). Player enters fire, looks at the menu for 10 seconds, and walks out of fire. Fire turns normal color. It's probably already coded like this but I think that by adding a "hard" reset (ie player detection; player walks in, teleports out...or player walks in/out) it would mitigate/prevent the bug where networks are becoming disabled. Anyway that's all I got...again thank you very much for the sweet teleport mod.
My friend had an idea: instead of keeping the floo green on a timer, have a player detection function so that if a player is in the fire it stays green, and once the player moves out of the fire it reverts. I'm not sure if your current code (or Mojang's code) currently supports this, but it seemed like a good idea to me.
I'm sorry I haven't replied in so long! I suddenly got really really busy.
I just remembered why the green fire is on a timer: the menu appearing is on a timer too. If you could stand in a green fire for any length of time, the menu would pop up and you'd be able to tp from a fireplace without Floo Powder, which doesn't make sense. Besides, loitering in people's fireplaces is not only dangerous, but bad manners.
The lazy side of me is hoping that it's a Java/MC problem, and to be honest I think it is because I don't see anything in my code which could lead to it happening. Thanks for offering but don't worry about the testing; I'm responsible for this after all
Hey thanks for replying, I was wondering why I got a "replied to your thread" comment and completely forgot I was trying to troubleshoot this... this is the problem with trying to play with many mods
I just re-read what I had suggested and now your comment of the menu appearing makes sense. To clarify my suggestion a little better (and maybe it's already coded this way I just misinterpreted what was happening):
Player inserts floo powder into fireplace A. Fire turns green (and stays green for up to 30-60 secs or until player moves in/out or in/teleports.). Player enters fire, looks at the menu for 10 seconds, and walks out of fire. Fire turns normal color. It's probably already coded like this but I think that by adding a "hard" reset (ie player detection; player walks in, teleports out...or player walks in/out) it would mitigate/prevent the bug where networks are becoming disabled. Anyway that's all I got...again thank you very much for the sweet teleport mod.
Are you trying this on the very latest version? I wrote some new block and tp code recently which may have helped. Anyway, I don't want Floo Powder to wear off if you don't use it straight away, seeing as it's pretty valuable and I now have the Floower Pot just automatically using the powder on any nearby fire. But I'll keep the point in mind and keep looking into it if the problem is still there.
Rollback Post to RevisionRollBack
I have made an unofficial port of the spectacular ExRollerCoaster mod, updated for Minecraft 1.12.2.
Build wonderful roller coasters which can go in ANY direction, and the camera will twist and turn with you.
I'm not releasing it through the usual channels but I hope four years on this site makes me a trustworthy modder.
Links:
Is there any other information you have? For example could you ask the server admin for a log fromar ound that time? I don't really have anything to go on at the moment.
Rollback Post to RevisionRollBack
I have made an unofficial port of the spectacular ExRollerCoaster mod, updated for Minecraft 1.12.2.
Build wonderful roller coasters which can go in ANY direction, and the camera will twist and turn with you.
I'm not releasing it through the usual channels but I hope four years on this site makes me a trustworthy modder.
Links:
I'm sure the logs don't work like that. I'll keep an eye out anyway and let you know if I find a solution.
Rollback Post to RevisionRollBack
I have made an unofficial port of the spectacular ExRollerCoaster mod, updated for Minecraft 1.12.2.
Build wonderful roller coasters which can go in ANY direction, and the camera will twist and turn with you.
I'm not releasing it through the usual channels but I hope four years on this site makes me a trustworthy modder.
Links:
Seriously, the most underrated teleport mod! This thing is solid with the new features. Very glad you took the good direction to provide an infinite use powder.
My only gripe is the floo powder concentrations are a little redundant. Only 2 are necessary (expendable and infinite). Only problem I see with infinite use powder restricted to creative mode is that the portals are destructible in survival, accidental clicks that put out fires happen.
We were messing around with 0.1 (and subsequently realized it was updated....updated the mod, no problems so far and in fact it works much better now!
One of the after effects is that we have several fireplaces that are no longer needed (they were for testing) and they show up blank in the floo network even though we've destroyed the sign and fireplace it was attached to.
Other than that great awesome mod, really appreciate it!
Update:
After teleporting back and forth a few times, the floo locations were removing themselves from the network Meaning they show up on the menu but are unselectable.
My thinking was this: Ender pearls are rare and valuable, especially if you have other mods. Obviously people want the highest concentration possible to avoid carrying loads of stacks around, but if you're not prepared to spend 8 pearls in one go then you have some alternatives. Also it's handy for one-way systems: if you want you and a partner to leave a place and not let anyone back in, you use a 2 tp/p powder on a wood fire. As for the fragile portals, I can't allow infinite teleports in survival! The mod is pretty Op as it is.
This is a bug which has been around since the beginning; I've no idea why it happens but I hope to fix it in the next build. In the meantime, NBTExplorer will get rid of those redundant locations. Tutorials are available for this program, and the location data is in the world section.
I have made an unofficial port of the spectacular ExRollerCoaster mod, updated for Minecraft 1.12.2.
Build wonderful roller coasters which can go in ANY direction, and the camera will twist and turn with you.
I'm not releasing it through the usual channels but I hope four years on this site makes me a trustworthy modder.
Links:
original mod homepage
source code of my port
download mod jar here
I agree with your balance for the infinite usage powder and restricting it to creative. Thinking now, I think client side protection mods can easily mediate the issue I raised.
On the other issue of redundancy and ender pearl rarity, I think a simple crafting recipe change that uses less ender pearls and produces more standard floo powder would be the most elegant solution (standard and infinite). Example; one ender pearl and one gunpowder to produce 30 floo powders. Honestly, I think this solution addresses your concerns while removing the redundancy. Seems to require less programming too.
Thought you should know! I was doing some stress testing of your mod using the new Ships Mod (link below) where I build a teleporter in a movable ship. It still almost kind of works! I think if there was an extended script to update the location of the sign above to the new location triggered when you walk into the fire than that might do the trick. Currently the movable ship mod cuts off the fire every time the ship is deployed. This is fine because your mod has built in checks that show the teleport location as disabled. I believe moving teleport locations should have no conflict that cannot be solved with simple modifications to your mod architecture. Theoretically, I think this coding patch could make this mod usable for just about any moving mod in Minecraft.
Thanks for your mod and thank you for your work!
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1444787-ships-mod-build-sailable-ships-out-of-blocks
The reason I made the higher concentrations is so that people would not have to lug stacks of powder around, and can make powder that precisely fits their current situation, especially if they are low on pearls or want to leave a base and close it off. Also, so much powder would cause even bigger balancing issues in modpacks which make it easier to get pearls.
I'm always interested to hear about Floocraft's mod interaction and was wondering how this would work on mods like Archimedes' ships or Metaworlds. To support fireplaces of varying widths I can't link a fire block to a specific sign block anymore, so walking into the fire cannot be a trigger. Also what if you move the location of the sign without walking into the fire? People would teleport to where it used to be. I think the answer is for the sign itself to update whenever it happens to move, but since blocks can't do that I will have a think about the tile entity code. I've messed up the teleport GUI at the moment though, so that will have to wait. Thank you very much for your input!
I have made an unofficial port of the spectacular ExRollerCoaster mod, updated for Minecraft 1.12.2.
Build wonderful roller coasters which can go in ANY direction, and the camera will twist and turn with you.
I'm not releasing it through the usual channels but I hope four years on this site makes me a trustworthy modder.
Links:
original mod homepage
source code of my port
download mod jar here
Well, I had my say and thanks for listening. Your the mod author so that pretty much trumps, but the mod is still very enjoyable for me.
In engineering we call this process a "trade-study" where you weigh the pros and cons. If aesthetics is your highest priority than keeping this feature would be desirable. I believe I am correct in saying the trade-off is that you add complexity and lose flexibility in the mod, such as the issue with movable environments. My personal preference, I think facilitating more flexibility and simplicity would be more appealing. This direction looks to facilitate more functional interaction.
It is still very possible to maintain both features, just requires a bit more coding. Logically, what ever width you employ, there is going to be a sign above one of the fires and it is going to align either east-west or north-south. A query limited to the width of the fireplace as its radius using "if, then, else" statements should produce a result. This of-course would be triggered by the fire (I will get to this next comment). Just think linearly along the x-z axis.
Your mod already has built in support for this. The location is disabled in the GUI when I moved the ship. I think the "Refresh" button can include a script to update the location identifier. Ideally, in the scenario I described, if I move the ship I can simply reactivate the update script by stepping into the fire or pressing the refresh button. This should be nearly seamless.
This would be ideal but I am not aware of the Minecraft engine supporting this feature because you would have to run a script following the placement of the block. This is why I came up with the stepping into the fire idea. If you know of any other ways that would be interesting.
I have made an unofficial port of the spectacular ExRollerCoaster mod, updated for Minecraft 1.12.2.
Build wonderful roller coasters which can go in ANY direction, and the camera will twist and turn with you.
I'm not releasing it through the usual channels but I hope four years on this site makes me a trustworthy modder.
Links:
original mod homepage
source code of my port
download mod jar here
I have location A and location B. I put floo into A and it turns green. I walk into the fire, the gui pops up, then immediately the fire returns to normal and I'm taking fire damage. I select location B and teleport there as normal. From here both location A and location B are broken - putting floo on the fire consumes a floo powder, it turns green for a couple ticks then reverts to normal. walking into the fire does what walking into fire normally does. If I go to location C and attempt to travel to location A or B, they are both greyed out in the gui.
One thing that mitigates this glitch: if you wait long enough, they all reset, for reasons which I assume is an internal reset timeout. A temporary fix would be to change the internal timeout to 30 secs - 1 min or so, at least then if it glitches it will revert back faster.
My friend had an idea: instead of keeping the floo green on a timer, have a player detection function so that if a player is in the fire it stays green, and once the player moves out of the fire it reverts. I'm not sure if your current code (or Mojang's code) currently supports this, but it seemed like a good idea to me.
Anyway I really appreciate the work you put into this, love the mod and thank you.
I found this part quite interesting. I've had people tell me about the exact same problem but no one mentioned fires functioning as normal after some time. Do you have an idea of how long you have to wait? I don't remember programming any "Reset timeouts", so if there are any then it's probably a Minecraft thing and I can 't really do anything about it. I think what your friend suggested is workable but I'll have to check the books and films again.
I have made an unofficial port of the spectacular ExRollerCoaster mod, updated for Minecraft 1.12.2.
Build wonderful roller coasters which can go in ANY direction, and the camera will twist and turn with you.
I'm not releasing it through the usual channels but I hope four years on this site makes me a trustworthy modder.
Links:
original mod homepage
source code of my port
download mod jar here
It's at least 5 minutes and no more than 30 minutes if I remember correctly. I can test it in 5 min chunks and figure out what the time limit is, if any. It might simply be a function of Java's garbage collection process clearing it out when the function isn't called on for a while, which would also make sense.
I thought in the movies, the green fire appeared after they dropped the powder but before that there were no flames. I could be wrong though it's been a while
I'm sorry I haven't replied in so long! I suddenly got really really busy.
I just remembered why the green fire is on a timer: the menu appearing is on a timer too. If you could stand in a green fire for any length of time, the menu would pop up and you'd be able to tp from a fireplace without Floo Powder, which doesn't make sense. Besides, loitering in people's fireplaces is not only dangerous, but bad manners.
The lazy side of me is hoping that it's a Java/MC problem, and to be honest I think it is because I don't see anything in my code which could lead to it happening. Thanks for offering but don't worry about the testing; I'm responsible for this after all
I have made an unofficial port of the spectacular ExRollerCoaster mod, updated for Minecraft 1.12.2.
Build wonderful roller coasters which can go in ANY direction, and the camera will twist and turn with you.
I'm not releasing it through the usual channels but I hope four years on this site makes me a trustworthy modder.
Links:
original mod homepage
source code of my port
download mod jar here
Hey thanks for replying, I was wondering why I got a "replied to your thread" comment and completely forgot I was trying to troubleshoot this... this is the problem with trying to play with many mods
I just re-read what I had suggested and now your comment of the menu appearing makes sense. To clarify my suggestion a little better (and maybe it's already coded this way I just misinterpreted what was happening):
Player inserts floo powder into fireplace A. Fire turns green (and stays green for up to 30-60 secs or until player moves in/out or in/teleports.). Player enters fire, looks at the menu for 10 seconds, and walks out of fire. Fire turns normal color. It's probably already coded like this but I think that by adding a "hard" reset (ie player detection; player walks in, teleports out...or player walks in/out) it would mitigate/prevent the bug where networks are becoming disabled. Anyway that's all I got...again thank you very much for the sweet teleport mod.
Hey thanks for replying, I was wondering why I got a "replied to your thread" comment and completely forgot I was trying to troubleshoot this... this is the problem with trying to play with many mods
I just re-read what I had suggested and now your comment of the menu appearing makes sense. To clarify my suggestion a little better (and maybe it's already coded this way I just misinterpreted what was happening):
Player inserts floo powder into fireplace A. Fire turns green (and stays green for up to 30-60 secs or until player moves in/out or in/teleports.). Player enters fire, looks at the menu for 10 seconds, and walks out of fire. Fire turns normal color. It's probably already coded like this but I think that by adding a "hard" reset (ie player detection; player walks in, teleports out...or player walks in/out) it would mitigate/prevent the bug where networks are becoming disabled. Anyway that's all I got...again thank you very much for the sweet teleport mod.
Are you trying this on the very latest version? I wrote some new block and tp code recently which may have helped. Anyway, I don't want Floo Powder to wear off if you don't use it straight away, seeing as it's pretty valuable and I now have the Floower Pot just automatically using the powder on any nearby fire. But I'll keep the point in mind and keep looking into it if the problem is still there.
I have made an unofficial port of the spectacular ExRollerCoaster mod, updated for Minecraft 1.12.2.
Build wonderful roller coasters which can go in ANY direction, and the camera will twist and turn with you.
I'm not releasing it through the usual channels but I hope four years on this site makes me a trustworthy modder.
Links:
original mod homepage
source code of my port
download mod jar here
Hey ! I tried it on a server, but when I enter the greenfire, I get kicked :" A fatal error has occured, this connection is terminated".
" When I eat, it is the food that is scared "
-Ron Swanson, my Hero <3-
Is there any other information you have? For example could you ask the server admin for a log fromar ound that time? I don't really have anything to go on at the moment.
I have made an unofficial port of the spectacular ExRollerCoaster mod, updated for Minecraft 1.12.2.
Build wonderful roller coasters which can go in ANY direction, and the camera will twist and turn with you.
I'm not releasing it through the usual channels but I hope four years on this site makes me a trustworthy modder.
Links:
original mod homepage
source code of my port
download mod jar here
It has been erased when the server restarted, I guess :S
I just saw the GUI a few seconds, then get kicked.
" When I eat, it is the food that is scared "
-Ron Swanson, my Hero <3-
I'm sure the logs don't work like that. I'll keep an eye out anyway and let you know if I find a solution.
I have made an unofficial port of the spectacular ExRollerCoaster mod, updated for Minecraft 1.12.2.
Build wonderful roller coasters which can go in ANY direction, and the camera will twist and turn with you.
I'm not releasing it through the usual channels but I hope four years on this site makes me a trustworthy modder.
Links:
original mod homepage
source code of my port
download mod jar here