"You can leave it blank in the CelestialObject definition" is false. I didn't 'refuse' anything, I just followed what you told me to do there, and noted that it isn't a good practice to simply draw an unwanted object offscreen- that's just eating extra RAM for no reason.
I also got that I have the sun overlapping the earth, as stated in the code block, where it notes that the sun and earth are overlapping. I just wanted to know how to adjust them so as to prevent this in a best-practices manner.
1- Render culling will prevent any drawing to happen outside the screen, so there's no CPU impact per say. As for RAM consumption, you're not looking at the right place to improve its usage. Consider doing some profiling so you can focus on what really consume resources.
2- There's a template GoogleSheet to help you design the planets, it's linked in the wiki for the legacy Transition Planes system but still applies here.
Okay so there are two issues here-
1. There's no 'leave it blank' option from what I've tested. Earth starts without a name tag at all, and is called 'earth' based on its ID. Adding a blank one causes it to be called 'Overworld'. Introducing a blank character still causes the bar to render. Removing the ID causes it to be called 'overworld'. I don't think that removing IDs is a good practice at any rate, nor would simply moving the label offscreen- I want to stop it from being drawn.
2. Increasing the world size to say, 100,000 blocks does not work. I get "An unknown error occurred while attempting to perform this command." On doing /wreload. Logs:
Overlapping parent areas detected in dimension -101 between earth and sun
Area1 box[-90000.0, 0.0, -20000.0 -> 10000.0, 8.0, 80000.0] from CelestialObject earth [Dimension 0 @ 0 0 Border(100000 100000) Parent(-101 @ -40000 30000) provider other gravity 1.000 isBreathable true]
Area2 box[-5000.0, 0.0, -5000.0 -> 5000.0, 8.0, 5000.0] from CelestialObject sun [-Virtual- Border(10000 10000) Parent(-101 @ 0 0)]
I don't understand how editing scale influences draw location, and if it's merely working this to center the location within space, that's fine, but how should I shift locations to accommodate a larger world?
1- Offset is the answer, refusing the solution doesn't make a magical one popup.
2- you have the Sun overlapping with Earth. You can't have 2 celestial objects at the same location.
Caused by: java.lang.RuntimeException: Invalid celestial objects definition: update your configuration to fix this validation error, search your logs for 'CelestialObjects validation error' to get more details.
Working on integrating this with a modpack I've been working on. Is there any way to remove the dimension label that starts with 'earth' (image attached)? I'm having issues figuring out where to go for that.
You can leave it blank in the CelestialObject definition or add an offset in the Location overlay configuration.
So i only recently started getting into computercraft to mess around with this mod, i was wondering if there was a way to write a computercraft program that would do stuff like the energize the transporter, jump you 100 blocks forward, rotate the ship, detect when reactor stability is less than 5% and activate the sirens, stuff like that, is there any way to do that or not?
All those can be done through ComputerCraft, check the numerous existing scripts coming with the mod.
I am ecstatic to see that development of this mod is continuing! What sort of work remains in order to get the mod ported to 1.12.2? I'm not super experienced with Forge, but I know Java and would be willing to help out if you need contributors.
There's a bucket load of Java fixes pending. We're still missing a texture artist.
I was wondering if there was a way to disable the world border? the configs are very limiting in this regard
Disabling world border doesn't make sense in the context of the space dimension that needs to hold multiple planets with LIMITED borders so they can actually fit in there.
Ok. I know its a longshot that anyone would know, but on OpenComputers using the server rack and remote terminal you can control your ship wirelessly. Does anybody know a way to do this sort of thing on Computercraft?
You can use a modem on the computer at each end, but you'll have to implement your own scripts to communicate over that. There's an example with the Laser cannon in the WarpDrive wiki.
---- Minecraft Crash Report ----
// Shall we play a game?
Time: 1/24/19 3:59 PM
Description: Initializing game
java.lang.RuntimeException: Invalid celestial objects definition: update your configuration to fix this validation error, search your logs for 'CelestiaObjects validation error' to get more details.
at cr0s.warpdrive.data.CelestialObjectManager.rebuildAndValidate(CelestialObjectManager.java:323)
at cr0s.warpdrive.data.CelestialObjectManager.load(CelestialObjectManager.java:135)
at cr0s.warpdrive.config.WarpDriveConfig.onFMLpreInitialization(WarpDriveConfig.java:554)...
It tells you what to do:
Invalid celestial objects definition: update your configuration to fix this validation error, search your logs for 'CelestiaObjects validation error' to get more details
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1- Render culling will prevent any drawing to happen outside the screen, so there's no CPU impact per say. As for RAM consumption, you're not looking at the right place to improve its usage. Consider doing some profiling so you can focus on what really consume resources.
2- There's a template GoogleSheet to help you design the planets, it's linked in the wiki for the legacy Transition Planes system but still applies here.
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1- Offset is the answer, refusing the solution doesn't make a magical one popup.
2- you have the Sun overlapping with Earth. You can't have 2 celestial objects at the same location.
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The crash logs tells you what to do:
Caused by: java.lang.RuntimeException: Invalid celestial objects definition: update your configuration to fix this validation error, search your logs for 'CelestialObjects validation error' to get more details.
You can leave it blank in the CelestialObject definition or add an offset in the Location overlay configuration.
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the server shutdown a couple years ago, new owner has yet to restart it.
ArcaniaCraft is still available if you want :).
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https://github.com/LemADEC/WarpDrive/wiki/Programmable-blocks
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All those can be done through ComputerCraft, check the numerous existing scripts coming with the mod.
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First public alpha for 1.12.2 is available here: https://minecraft.curseforge.com/projects/warpdrive/files/2710861
Whitelisted testbed modpack is available here: https://minecraft.curseforge.com/projects/spacearchitect
Check the official discord for help.
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There's a bucket load of Java fixes pending. We're still missing a texture artist.
Help is always welcome, join the official discord if you want to participate. => https://discordapp.com/invite/0ZanfS3S9yu3Wf2M
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Target is 1.12.2. We're skipping 1.8, 1.9, 1.10 & 1.11.
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Each space dimension has its own spawn rate, as defined in the celestialobjects configuration file(s).
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Any dimension can be used to make planets.
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Disabling world border doesn't make sense in the context of the space dimension that needs to hold multiple planets with LIMITED borders so they can actually fit in there.
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You can use a modem on the computer at each end, but you'll have to implement your own scripts to communicate over that. There's an example with the Laser cannon in the WarpDrive wiki.
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It tells you what to do:
Invalid celestial objects definition: update your configuration to fix this validation error, search your logs for 'CelestiaObjects validation error' to get more details
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Logs or it didn't happen