I'm trying to create a wolf whistle that will tell all nearby wolves owned by the player to stand if the player is not sneaking and sit if they are. When I right-click with the whistle while I'm near 3 wolves, the game crashes with a list out of bounds exception. But then, if I turn the for loop from "for(i = 0; i <= e.size(); i++)" to "for(i = 0; i < e.size(); i++)", it just doesn't do anything at all. I want it to affect all wolves tamed by the player. Me and my friend have worked on this for an entire night and we cannot figure out why it does this.
The problem line is 46 according to the crash log. When sneaking, it's 56.
Alright. After reading some of the posts here, I've tried a few things and I can confirm, it works when I'm not connected to the internet. It will only freeze when I have internet access on my iPod.
After I updated to the newest version on iOS, my game now freezes seconds after startup. This is rendering it unplayable for me. So far, everything I've tried has not fixed this. I'm wondering if there's a solution for this or if it's possible that it can be fixed in a later update? I'd be pretty upset if I could no longer play PE after dropping the seven dollars for it (Quite expensive for an iOS game).
I'm using an iPod Touch 3rd generation 32GB, on iOS 5.1.1.
Update: It only freezes when I'm connected to the internet.
I did play it with 1.8.3. The crafting workaround works, thanks for telling me. And as for the witches, it took me 4 hours of normal play before I could even begin to play with the module. By then, I had marginally well enchanted iron armor and diamond tools. Unless you're very lucky and find a witch hut, it takes forever to get your hands on a tablet.
Making the rune table with an enchanting table instead of a tablet would seem more intuitive, and leave the tablets for the double-slot armor which would justify their rarity. Right now, the reward for getting one and unlocking the rune table just seems... underwhelming with what you can have by the time you get lucky enough to get a tablet.
Also, keep in mind that I used the schematic, not the world save, so this is from a fresh world standpoint.
Playing around with this in survival, it seems that I'm only able to craft the runes once and then I can't craft them again. I think you should look into this... it makes a portion of the module useless after a bit of playing around.
Also, I think the runes have too little of a duration; I think permanent until stepped on would be better, or permanent period but it also affects the player, though letting the player remove them with a right-click (similar function to triggering the rune table). It seems like a waste to put runes into short-lived effects when you could just put them on armor for much, much longer benefit.
Also, I had a lot of trouble finding witches to kill just to get into runecrafting, especially since it's not a 100% chance to drop. I think you underestimated just how rare witches actually are. It'd be nice to have a different way to find the tablets so it's not so tedious to get them.
Other than those gripes, I really like this module. You did a great job with it.
Not sure if this has been fixed or not, but I just ran into a bug on my custom server where (by default) it only takes 1 ingot worth of molten Invar (an alloy from Thermal Expansion) to make an Invar Block which splits into 9 ingots, which can be melted down into 9 ingots of molten Invar, which makes 9 blocks, and so on...
I haven't tested this beyond Invar, but most base metals seem to work fine most of the time. If someone could run some tests on various metals from various mods to try and recreate this bug, that would be nice. I'm pretty busy myself to do some testing around... all I know is that it happens with Thermal Expansion Invar.
On another note; Boni, thank you so much for continuing this fabulous mod. You're awesome!
I took a break for a week so I don't get burnt out. I'm going to get back to work this week. I plan to start doing the flowers, so that'll be fun! I think I'll also start on the tools this week as well. I also still need feedback on the stalactites. Do they cause an FPS drop? If so, how much? Anyway, look forward to more work this week, I'm eager to return to it.
As always, I'd love to hear any feedback or criticism. I'd also like to know if there's too much of an FPS drop with the new stalactites so I can make them more rare if need be.
I've been doing more work, you can check the Imgur Album for the newer updates.
I'd like some feedback on one thing I'm not too sure of. Stalactites.
This isn't the final rendition of it, but I'd like general feedback towards them. They won't be as common as in this screenshot and the final version of it will have smaller and offset variants. I'd just like general feedback on it before I go too deep as they don't have a hitbox so they could be a bit annoying when encountered in narrow caves, or if there's a building that incorporates stone with nothing solid below it.
Original Idea: Large and small variants with additional offset variants.
Compromise: Only small variants with offset variants.
I was working on a resource pack before 1.8 that was rather all over the place and disastrous. Now that 1.8 is nearing release and the model system is finalized, I tried to incorporate models into my old pack, but it just didn't work. So, I decided to scrap it and start again, and this is the result! I've been inspired by Default 3D, by Know2Good over on Reddit, a thanks to him for the spark! So far, progress is good and here's hoping I make something good.
Big list o' things to do:
Green = Done, Yellow = In progress, Red = Not started
Dirt
Grass
Logs
Leaves
Stone
Ores
Hoes
Swords
Picks
Axes
Shovels
Flowers
Mushrooms
Sugarcane
Images & Thoughts:
Imgur Album
This album will be updated regularly as progress is made. I'll also make regular posts here with the same content where you'll be able to give feedback as things come, but feel free to critique my old work too!
Download:
If you'd like to download it and give it a whirl, here's a dropbox link! I'll try to update the download every saturday. To make it look nice in your resource pack screen, I recommend not changing the file's name. Also, so you don't freak out, yes a few sounds have changed. I changed the pickup sound to be a pack rustle, changed the glass shatter sound and changed the sound of rain and thunder. I prefer those sounds personally, but if the response to them is negative, I'll gladly cut them out of the pack and/or make them a separate download.
Want to unzip my pack and poke around the files for inspiration or to learn how the model system works? Go ahead! I don't mind. I only kindly ask that you don't steal anything from my pack directly, whether in part or in full. If you want to include my textures in a collaboration pack, ask first, either on this thread or in a private message. I don't mind if you use my textures as a base as long as they're edited enough so that they look different than the original work. Feel free to copy-paste my 3D models if it's too hard for you to make your own, though you'll have to give me credit for the models as well as retexture the custom file found in assets\minecraft\textures\custom\ to suit your pack as the texture rule still applies.
Mmm... Yeah, I figured that wouldn't be the case for enchanting tables, having seen them transparent before to make them like normal tables before models... it's a shame that had to change. Back to the drawing board then.
So recently, I've picked up my texture pack again and I had this idea for my enchantment table where instead of a floating book, I'd have a small brazier in the center of the table thanks to the new model system, but I've run into a bit of a problem... applying the first texture of the flame I ran into this problem.
When placed in the world, the flame texture becomes solid black where it's not colored. I've double, triple and quadruple checked to make sure that there was no partial opacity in that area, even going as far as copying and pasting the parts that are supposed to be opaque onto a new transparent image, and it still happens.
Are any of you able to help me figure out what's wrong? Is this something on my end or just a side effect of being in a snapshot? I really want this idea to go through but this is the one thing holding me back.
Checking up on the mod and wow! That's a great new feature. Now this remedies my players asking for teleports to one another. Perhaps for the non-PvP player essence, you could add a config option of simply right-clicking a player entity to get the essence, or just clicking a player with an unbound recall stone in hand.
I'll also make a few new textures for the player essence and see if I can find something nice for the new stone.
You continue to amaze me, man. Keep up the great work.
Edit:
Finished up the textures for the new stuff. I used the base recall stone template and recolored it as you did, though I think this color is more mellow and less jarring. I don't mind if you keep the colors you selected, I understand, but I think it would look better overall. I also made a player essence texture that should work much better. As always, here's the preview:
1
That worked perfectly and I understand why it worked. Thank you so much!
0
I'm trying to create a wolf whistle that will tell all nearby wolves owned by the player to stand if the player is not sneaking and sit if they are. When I right-click with the whistle while I'm near 3 wolves, the game crashes with a list out of bounds exception. But then, if I turn the for loop from "for(i = 0; i <= e.size(); i++)" to "for(i = 0; i < e.size(); i++)", it just doesn't do anything at all. I want it to affect all wolves tamed by the player. Me and my friend have worked on this for an entire night and we cannot figure out why it does this.
The problem line is 46 according to the crash log. When sneaking, it's 56.
http://pastebin.com/BX6GwNgX
From my current, limited experience, this should by all means work. What am I doing wrong?
0
Alright. After reading some of the posts here, I've tried a few things and I can confirm, it works when I'm not connected to the internet. It will only freeze when I have internet access on my iPod.
0
After I updated to the newest version on iOS, my game now freezes seconds after startup. This is rendering it unplayable for me. So far, everything I've tried has not fixed this. I'm wondering if there's a solution for this or if it's possible that it can be fixed in a later update? I'd be pretty upset if I could no longer play PE after dropping the seven dollars for it (Quite expensive for an iOS game).
I'm using an iPod Touch 3rd generation 32GB, on iOS 5.1.1.
Update: It only freezes when I'm connected to the internet.
0
Sounds good! I'll give it another run through when you update it.
0
I did play it with 1.8.3. The crafting workaround works, thanks for telling me. And as for the witches, it took me 4 hours of normal play before I could even begin to play with the module. By then, I had marginally well enchanted iron armor and diamond tools. Unless you're very lucky and find a witch hut, it takes forever to get your hands on a tablet.
Making the rune table with an enchanting table instead of a tablet would seem more intuitive, and leave the tablets for the double-slot armor which would justify their rarity. Right now, the reward for getting one and unlocking the rune table just seems... underwhelming with what you can have by the time you get lucky enough to get a tablet.
Also, keep in mind that I used the schematic, not the world save, so this is from a fresh world standpoint.
0
Playing around with this in survival, it seems that I'm only able to craft the runes once and then I can't craft them again. I think you should look into this... it makes a portion of the module useless after a bit of playing around.
Also, I think the runes have too little of a duration; I think permanent until stepped on would be better, or permanent period but it also affects the player, though letting the player remove them with a right-click (similar function to triggering the rune table). It seems like a waste to put runes into short-lived effects when you could just put them on armor for much, much longer benefit.
Also, I had a lot of trouble finding witches to kill just to get into runecrafting, especially since it's not a 100% chance to drop. I think you underestimated just how rare witches actually are. It'd be nice to have a different way to find the tablets so it's not so tedious to get them.
Other than those gripes, I really like this module. You did a great job with it.
0
I haven't tested this beyond Invar, but most base metals seem to work fine most of the time. If someone could run some tests on various metals from various mods to try and recreate this bug, that would be nice. I'm pretty busy myself to do some testing around... all I know is that it happens with Thermal Expansion Invar.
On another note; Boni, thank you so much for continuing this fabulous mod. You're awesome!
0
Update:
I took a break for a week so I don't get burnt out. I'm going to get back to work this week. I plan to start doing the flowers, so that'll be fun! I think I'll also start on the tools this week as well. I also still need feedback on the stalactites. Do they cause an FPS drop? If so, how much? Anyway, look forward to more work this week, I'm eager to return to it.0
Update and Alpha 2
The imgur album has been updated with new images. Sugar canes, stalactites and the other two trees have been done.I've put out the next download which you can get from dropbox here:
https://www.dropbox.com/s/otiilk19ozi44l8/%C2%A76Archmage%20%C2%A78%281.8%29%C2%A7f.zip?dl=0
(Copy and paste, as linking seems to be broken for Dropbox links for some reason...)
As always, I'd love to hear any feedback or criticism. I'd also like to know if there's too much of an FPS drop with the new stalactites so I can make them more rare if need be.
0
I'd like some feedback on one thing I'm not too sure of. Stalactites.
This isn't the final rendition of it, but I'd like general feedback towards them. They won't be as common as in this screenshot and the final version of it will have smaller and offset variants. I'd just like general feedback on it before I go too deep as they don't have a hitbox so they could be a bit annoying when encountered in narrow caves, or if there's a building that incorporates stone with nothing solid below it.
2
Archmage
The goal:
I was working on a resource pack before 1.8 that was rather all over the place and disastrous. Now that 1.8 is nearing release and the model system is finalized, I tried to incorporate models into my old pack, but it just didn't work. So, I decided to scrap it and start again, and this is the result! I've been inspired by Default 3D, by Know2Good over on Reddit, a thanks to him for the spark! So far, progress is good and here's hoping I make something good.Big list o' things to do:
Green = Done, Yellow = In progress, Red = Not startedImages & Thoughts:
Imgur AlbumThis album will be updated regularly as progress is made. I'll also make regular posts here with the same content where you'll be able to give feedback as things come, but feel free to critique my old work too!
Download:
If you'd like to download it and give it a whirl, here's a dropbox link! I'll try to update the download every saturday. To make it look nice in your resource pack screen, I recommend not changing the file's name. Also, so you don't freak out, yes a few sounds have changed. I changed the pickup sound to be a pack rustle, changed the glass shatter sound and changed the sound of rain and thunder. I prefer those sounds personally, but if the response to them is negative, I'll gladly cut them out of the pack and/or make them a separate download.Download Archmage - Alpha 2:
https://www.dropbox.com/s/otiilk19ozi44l8/%C2%A76Archmage%20%C2%A78%281.8%29%C2%A7f.zip?dl=0
(Clicking the link is broken. Copy and paste it for it to work.)
Other Stuff:
Want to unzip my pack and poke around the files for inspiration or to learn how the model system works? Go ahead! I don't mind. I only kindly ask that you don't steal anything from my pack directly, whether in part or in full. If you want to include my textures in a collaboration pack, ask first, either on this thread or in a private message. I don't mind if you use my textures as a base as long as they're edited enough so that they look different than the original work. Feel free to copy-paste my 3D models if it's too hard for you to make your own, though you'll have to give me credit for the models as well as retexture the custom file found in assets\minecraft\textures\custom\ to suit your pack as the texture rule still applies.0
0
When placed in the world, the flame texture becomes solid black where it's not colored. I've double, triple and quadruple checked to make sure that there was no partial opacity in that area, even going as far as copying and pasting the parts that are supposed to be opaque onto a new transparent image, and it still happens.
Here are all the things that the table is using (Aside from top and bottom textures which are standard):
Texture file: http://i.imgur.com/N1m2qZ2.png
Model file: http://pastebin.com/ecQ3UPEw
Animation file (For the flame): http://pastebin.com/kYJQzzWk
Are any of you able to help me figure out what's wrong? Is this something on my end or just a side effect of being in a snapshot? I really want this idea to go through but this is the one thing holding me back.
1
I'll also make a few new textures for the player essence and see if I can find something nice for the new stone.
You continue to amaze me, man. Keep up the great work.
Edit:
Finished up the textures for the new stuff. I used the base recall stone template and recolored it as you did, though I think this color is more mellow and less jarring. I don't mind if you keep the colors you selected, I understand, but I think it would look better overall. I also made a player essence texture that should work much better. As always, here's the preview:
And here's the zip file that contains these three new textures:
https://www.dropbox.....0 Textures.zip
Keep up the great work!