• 0

    posted a message on MAtmos - Environmental sound atmosphere simulator
    I tried repatching without MAtmos, and the sound worked fine. Ah well, that's ok :]
    Posted in: Minecraft Mods
  • 0

    posted a message on MAtmos - Environmental sound atmosphere simulator
    Suddenly I'm crashing every time I try and load a world, any thoughts? It all worked fine until today, though nothing's changed. Error output in the spoiler:

    Mods loaded: 15
    ModLoader Beta 1.8.1
    mod_BuildCraftCore 2.2.1
    mod_BuildCraftBuilders 2.2.1
    mod_BuildCraftEnergy 2.2.1
    mod_BuildCraftFactory 2.2.1
    mod_BuildCraftTransport 2.2.1
    mod_EE 1.8.1
    mod_erosion version 2.5
    mod_treecapitator 1.8-DaftPVF
    mod_SpawnerGUI Beta 1.8
    mod_WeepingAngel 1.8.1
    mod_TooManyItems 1.8.1 2011-09-27
    mod_Armor Beta 1.8
    mod_MAtmos 1.8.1 r6
    mod_Somnia v15 [1.8.1]
    
          Minecraft has crashed!      
          ----------------------      
    
    Minecraft has stopped running because it encountered a problem.
    
    If you wish to report this, please copy this entire text and email it to [email protected].
    Please include a description of what you did when the error occured.
    
    
    
    --- BEGIN ERROR REPORT 37db89ed --------
    Generated 10/24/11 6:42 PM
    
    Minecraft: Minecraft Beta 1.8.1
    OS: Windows XP (x86) version 5.1
    Java: 1.7.0_01, Oracle Corporation
    VM: Java HotSpot(TM) Client VM (mixed mode, sharing), Oracle Corporation
    LWJGL: 2.8.1
    OpenGL: GeForce GTX 460/PCI/SSE2/3DNOW! version 4.1.0, NVIDIA Corporation
    
    java.lang.NullPointerException
    	at MAtSoundManagerDefault.setupStreamingToken(MAtSoundManagerDefault.java:359)
    	at matmos.engine.MAtmosStream.routine(MAtmosStream.java:109)
    	at matmos.engine.MAtmosMachine.routine(MAtmosMachine.java:72)
    	at matmos.engine.MAtmosKnowledge.routine(MAtmosKnowledge.java:620)
    	at mod_MAtmos.tickThink(mod_MAtmos.java:808)
    	at mod_MAtmos.OnTickInGame(mod_MAtmos.java:191)
    	at BaseMod.OnTickInGame(BaseMod.java:80)
    	at ModLoader.OnTick(ModLoader.java:1016)
    	at EntityRendererProxy.b(EntityRendererProxy.java:16)
    	at net.minecraft.client.Minecraft.run(SourceFile:689)
    	at java.lang.Thread.run(Unknown Source)
    --- END ERROR REPORT bc516a14 ----------
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.8.1] erosion mod [v2.5]
    When you say that lava melts stone into more lava, do they become source blocks? If so, sweet! A way to farm lava :biggrin.gif:
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.5.2] FiniteLiquid v5.93
    Quote from Matattack56

    why no 1.8.1?

    I was wondering the same thing. It says on the site that it requires PropertyReader, which doesn't have a release for 1.8.1.

    EDIT: Never mind, the OP replied. Thanks! I'm gonna give it a try tonight and see how compatible it is with some other mods I'm using (Eq.Exch, BuildCraft, etc).
    Posted in: Minecraft Mods
  • 0

    posted a message on 1.9pre4 Potion ID Generation
    Quote from Mobono

    Oh yeah, and a bug i found out with it. The applet will ALWAYS use Textedit to open the applet, even if you force it to use terminal.

    Found this out on my bro's computer no mine =/.

    What OS and version of Python are you using? It's written for 2.7.x, not 3.x. Are you running it from the terminal? Like you're typing "python PotionGenerator.py"? If you're just double-clicking it, it's possible that's what the file type is associated with.
    Posted in: 1.0 Update Discussion
  • 0

    posted a message on 1.9pre4 Potion ID Generation
    Quote from Mobono

    I cant actually use the .py script, cause it always opens up terminal. Unless you do something in terminal, i think its broken.

    Odd, I'm running into the same problem as you. I'll have a fix out in a few minutes. I'd even tested it and it worked fine :/

    EDIT: Herp a derp. I uploaded the wrong file. The script I uploaded was one I was using to generate a list, the correct one should be in the OP in a moment.
    Posted in: 1.0 Update Discussion
  • 0

    posted a message on [1.8.1] NECROMANCY v6.3b build your own mob army
    Quote from sirolf2009

    right, i just updated it without really testing the mod (i didn't really thought someone would actually download it XD). i'll test it some more and fix any error i find. with some luck i can update it tomorrow (GMT + 2)

    EDIT: i know there that there is no prop file, that didn't work for some reason...

    Alrighty, thanks. See my above post for an updated list of which spawns don't work. As well, wielding the staff or armor seems to have no effect. The staff, when right clicking on a placed egg/pentagram, gives a message saying "Not enough eggs."
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.8.1] NECROMANCY v6.3b build your own mob army
    Running with only modloader and necromancy, I get this when I try to summon a skeleton:

    Mods loaded: 2
    ModLoader Beta 1.8.1
    mod_ZombiePet v6.0 for minecraft 1.8.1
    
          Minecraft has crashed!      
          ----------------------      
    
    Minecraft has stopped running because it encountered a problem.
    
    If you wish to report this, please copy this entire text and email it to [email protected].
    Please include a description of what you did when the error occured.
    
    
    
    --- BEGIN ERROR REPORT 9d6c87ef --------
    Generated 10/15/11 2:58 PM
    
    Minecraft: Minecraft Beta 1.8.1
    OS: Windows XP (x86) version 5.1
    Java: 1.7.0, Oracle Corporation
    VM: Java HotSpot(TM) Client VM (mixed mode), Oracle Corporation
    LWJGL: 2.4.2
    OpenGL: GeForce GTX 460/PCI/SSE2/3DNOW! version 4.1.0, NVIDIA Corporation
    
    java.lang.NullPointerException
    	at pj.a(SourceFile:53)
    	at pj.a(SourceFile:27)
    	at aam.a(aam.java:125)
    	at aam.a(aam.java:119)
    	at i.a(SourceFile:350)
    	at iw.a(SourceFile:887)
    	at iw.b(SourceFile:756)
    	at EntityRendererProxy.b(EntityRendererProxy.java:15)
    	at net.minecraft.client.Minecraft.run(SourceFile:689)
    	at java.lang.Thread.run(Unknown Source)
    --- END ERROR REPORT 32dc5783 ----------

    Any suggestions? Also, with TMI enabled, I noticed that the diamond sword gets replaced with an arm. Since there's no necromany.properties file generated either, I can't know what syntax I need to use in order to change the ID.

    EDIT: It seems be ok when a zombie is summoned, so I'm gonna try the other possibilities and get a full list of which ones crash when.

    EDIT2: Ok, it crashes with skeletons, spiders, and creepers; and it does nothing with the jack-o-lanterns, which should spawn pigmen.
    Posted in: Minecraft Mods
  • 0

    posted a message on 1.9pre4 Potion ID Generation
    Updated the OP with a link to a python script that will generate a potion ID for you based on defined parameters.
    Posted in: 1.0 Update Discussion
  • 1

    posted a message on 1.9pre4 Potion ID Generation
    Quote from elmeerkat

    This is awesome! thank you so much for posting it.

    I had a lot of fun doing it, it was a nice use of my (usually very empty) time. I figured this would be MUCH more educational than just posting a list of IDs. I hope to have a Python script soon that will allow one to input what kind of potion they'd want and then generate the ID from those choices.

    Also, I worked on the enchantment thing and it was surprisingly disappointing - the MC Wiki had already had it all mapped out :< Ah well.
    Posted in: 1.0 Update Discussion
  • 0

    posted a message on HD Texure Pack Support
    "HD texture pack support" Is extremely nondescript, especially since we don't know to what size is supported.
    Posted in: 1.0 Update Discussion
  • 0

    posted a message on TooManyItems, the inventory editor and more (1.8 Forge is here!)
    Is it possible to have items listed that have specific enchantments? Like list a diamond sword that has the Smite II enchantment?

    EDIT: Also, for anyone wanting to generate the potion IDs for 1.9pre4, please see my thread here.
    Posted in: Minecraft Mods
  • 8

    posted a message on 1.9pre4 Potion ID Generation
    10/16/11 update 2: My bad, uploaded the wrong script. The correct script should be here.
    10/16/11 update: Get the python script that will automatically generate a potion here!

    After installing TooManyItems in my 1.9pre4 client, I noticed that the potions followed a very constant pattern. It started with me noticing that the Awkward potion had the ID 16, the Thick potion had the ID 32, and the Mundane potion had the ID 64. Noticing that those IDs followed the pattern 2^4, 2^5, and so on, I thought "I bet I can figure out the IDs of the potions." The post was written as I found the information, so if it jumps around or contradicts itself, I apologize and will attempt to correct it later.

    For the sake of easier recognition of the patterns, I'm going to mostly be listing IDs or ranges in hexadecimal. Hexadecimal code can be recognized by the prefix "0x". Any other number can be assumed to be in normal base-10, unless otherwise specified.

    They seem to be separated into repeating "blocks" of size 512 (0x0200). From 0x0000 up to (and including) 0x3FFF, the blocks are exactly the same. However, potions that will be recognized as legitimate don't begin until 0x2000. The genuine potions will always be the first matching ID that is greater than or equal to 0x2000. As well, there are only 16 different effects, the remaining bits are modifiers.

    The blocks for splash (throwable) potions start at 0x4000. Unlike the drinkable potions, "official" potions start immediately at 0x4000.

    List of IDs:

    0 = 0000 = XXX
    1 = 0001 = Regen
    2 = 0010 = Speed
    3 = 0011 = Fire Resistance
    4 = 0100 = Poison
    5 = 0101 = Instant Health
    6 = 0110 = A
    7 = 0111 = A
    8 = 1000 = Weakness
    9 = 1001 = Strength
    10 = 1010 = Slowness
    11 = 1011 = B
    12 = 1100 = Harming
    13 = 1101 = Artless
    14 = 1110 = C
    15 = 1111 = C

    A, B, and C refer to potions that are currently unused and will likely be filled in a later update.
    "But Arctic!" you may be asking, "Why are there 512 potions in a block but only 16 base effect IDs?" The reason for that is that the potion's data is derived from a 15 bit binary number. 100000001001100 would be a "Splash Potion of Harming II". Not very human-readable, is it? It helps to break the number into blocks, like so: [1][0][00000][01][001100]. That's better. Each block has its own effect on the potion.

    The first block is a single character, which controls whether it is throwable (1), or drinkable (0). Simple enough. So for a throwable potion, your number then looks like this: [1][0][00000][00][000000]

    The second block is a legitimacy test of sorts. If the first block is equal to 0, this bit MUST be 1, otherwise the potion can't be modified threw further brewing. The opposite is true if the first block is equal to 1; this bit must be 0 in that case, otherwise it is illegitimate. So if we continue to work on the Splash Potion of Harming II, it still looks like [1][0][00000][00][000000]

    The third block is unused at the moment, setting it to any value other than 00000 will have no effect on the potion itself or its legitimacy, other than changing the ID. As is common knowledge, there are a LOT of redundant and duplicate potions.

    The fourth block is where it starts getting trickier. This set of two bits' effect depends on the value of the fifth block. If the fifth block is NOT set to 000000, then the fourth block may be set to 01 or 10 for an awkward and mundane potion respectively. A value of 11 will result in a mundane potion as well. Since neither of those apply to us, we leave the fourth block at 00. [1][0][00000][00][000000]

    The fifth block is a little more complex, though not too much more. It determines the effect of the potion, basically. This block can be broken up into two sub-blocks: the first two digits (A), and the last four (:cool.gif:. If B is set to 0000, A determines if it's an awkward potion (value of 01), a thick potion (value of 10), or an unused potion (value of 11). Block B is just the type ID. Since we want a Harming potion, the B block should be set to 1100. The A block, when B has a nonzero value, also determines the additional effect. A value of 10 for the A block will set it to level 2, and a value of 01 will increase the duration.

    Thus we have our Splash Potion of Harming II, [1][0][00000][00][101100]. That's all well and good, but then how do you make use of it? You simply remove the brackets and convert the binary number into decimal. From there, you have the ID you can put into the toomanyitems.txt file and you will be able to select your potion from the item list.

    Your final thought probably will run along the lines of "Arctic, why'd you do this? It seems relatively pointless." Well I'll tell you why... !!SCIENCE!!

    This is a rather confusing process, so if anyone has any questions at all, feel free to post or shoot me a PM. Good luck, and have fun. (But seriously, Splash Potion of Throwing II is AWESOME!) My next project is to try and do the same kind of decoding except for enchantments... Wish me luck.

    EDIT1: Derp'd and got two sets of two digits backwards. Derp.
    Posted in: 1.0 Update Discussion
  • 0

    posted a message on The 1.9 constructive criticism thread
    Quote from Mormon Partyboat

    Remember that the 1.8 pre-release was the result of an accidental leak, there was no intended public pre-release. I assume that it was an accidental success as far as feedback was concerned, so they're trying it again in a more steady, methodical way.

    Also keep in mind that the original 'Adventure Update' that was supposed to entirely be within 1.8 has now been spread from 1.8 to 1.10. The blaze rods may not have a use till 1.10, but they will have one.

    Yeah, I understand. My opinion of 1.9 in its current state still hasn't changed, and I obviously cannot speak for the future without a definite feature list. Assuming it's like a nightly build where features will be added as they're completed, I expect my issues with 1.9 to be resolved once either it's complete or 1.10 is out. I suppose it's better than adding everything from 1.8 through 1.10 into one update that gets released all at once, a few features at a time is better than none.
    Posted in: 1.0 Update Discussion
  • 0

    posted a message on The 1.9 constructive criticism thread
    1.9 is interesting, but the problem I see is that it is hard to be sure whether this is a prerelease that is going to point to a full release in a week or two (see 1.8) or if it's just features and fixes coming in as they're developed. For example, blaze rods at this point are useless as anything except valuable currency in SMP servers. I just don't feel like 1.9 at this point has added enough. 1.8 was very good on its own, it added a lot of interesting and fun content, but I feel like that while these new "things" are interesting, they don't offer enough of a reward to keep them interesting. For example, strongholds at this point offer little reward other than finding one for its own sake due to its rarity. Nether strongholds (I don't know what the official name is) offer zero reward at all. They're common and you gain nothing from going there other than collecting blaze rods, which as I said, currently serve no purpose as they cannot be crafted.

    Most of my issues with 1.9 are acceptable if the prerelease's intention has changed from 1.8 to 1.9 though. If it's just to add features as they're developed, then that's different and it's more ok that the various additions are not complete at this point.
    Posted in: 1.0 Update Discussion
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