• 1

    posted a message on GeographiCraft - Stop chunk walls, control size and frequencies of climate zones, oceans, land, and biomes, and more

    Getting a crash when running on a dedicated SMP server but not in SSP. I currently use your mod in my pack Chocolate Chip, and I'd love to include the mod in the server files, but holding off until I can sort out why it crashes on a dedicated server.


    Here is the crashlog: https://pastebin.com/kcN7zrBm

    The pack is on curse here: https://minecraft.curseforge.com/projects/chocolate-chip


    It's pretty easy to replicate if you add your mod to the server pack available on the curseforge page and just run it.


    Thanks!

    --Tensor

    Posted in: Minecraft Mods
  • 0

    posted a message on The Lost Cities: a post apocalyptic city/world generator

    Ok so I've started to piece together where things were breaking down for me. The reason it works vs not works has to do with if you are in a valid city chunk. So because I was just randomly picking a spot on the map to try and build a building, and I wasn't in a city chunk, the palette compilation seems to fail. I get almost all of the part built in except for blocks which I am changing (e.g. "o"). That causes the null pointer when it tries to figure out what that block is, (line 124 in the CompiledPalette class). I think this might be a bug, but that's up to you.


    What works just fine is the exact same userassets.json, same structure, style, etc. But if I am within a city boundary when I call the lc_buildpart function the floor spawns in as configured (in my case the car:tar block). That's why I wonder if it's a bug, because I can build all of the building with the lc_buildpart command inside a city, but not out, and outside all that fails are custom palette blocks which fall through the if/else structure in that method and cause that NPE. I can simply work within city bounds for now to try and make custom buildings if that's what I'm expected to be doing when designing buildings.


    Apart from the above issue, the one thing I think would really help (and is probably more of a enhancement request) would be a way to determine which characters are available for use as custom palette blocks, and the ability to reuse the characters on a per part basis (locally override the style within a part).


    Thanks so much for your time. Hopefully my continued testing was helpful and not just leading you off on wild goose chases :)


    --tensor

    Posted in: Minecraft Mods
  • 0

    posted a message on The Lost Cities: a post apocalyptic city/world generator

    Ok I have no idea why, but something is working now. Didn't update anything mod wise but I started trying to alter the palette in other ways. Specifically I added a new random palette to my custom style definition to add in chisel "factory" looking buildings. The palette needs work but I definitely was able to automagically have factory looking buildings in default generation.


    On a whim I did /lc_buildpart garage_floor, and bam.. I got asphalt. Here is my current userassets.json and profile. So not sure what is so different and why this works when it didn't before:


    usserassets.json

    https://pastebin.com/dDbhuh1T


    profile_wwzcraft.cfg

    https://pastebin.com/15DrRHYa


    So now I come to the part of if this works, what are the available characters that are untouched by the current palette so I can add custom blocks like the asphalt. In the above config 'o' will be asphalt wherever I use it, which is probably fine for some of what I'm trying to do. Are there other characters or an easy way to find unused characters which can be added to the palette for adding in other blocks? Or was one of my earlier ideas, locally overriding certain characters on a per part basis, a better way to go since I could reuse a handful of characters to be different blocks in different parts?


    Thanks again McJty, for the mod of course, and for your time!

    --tensor

    Posted in: Minecraft Mods
  • 0

    posted a message on The Lost Cities: a post apocalyptic city/world generator

    Hi McJty,


    Thanks for getting back to me :)


    So first I tried the following file:


    https://pastebin.com/GhGiWBku


    I've got the idea from how you handled the water tower blocks in buildingparts.json where it seemed you could locally specify a palette for a particular part. I've tried both standard minecraft:planks like was used in your buildingparts.json file as well as the asphalt block (car:tar) on line 10. I get that same error I listed above, air blocks and a bunch of null pointer exceptions from the CompiledPalette.getStraight method.


    Then I though maybe I had to make my own style and named palette so with a bit of copy pasta I put this together:


    https://pastebin.com/ug3KjWq1


    It loads just fine but also produces the same error. I've tried putting the garage palette entry in the style at the top and at the bottom. I've also in both cases tried a variety of letters (hard to figure out what's available btw) and either I get air blocks and null pointers, or the original blocktype just spawns in.


    In all cases I'm just spawning into a new lost cities world with a custom profile (in the first case with the standard worldtype, in the second case with my custom one). Going to an empty area and using /lc_buildpart garage_floor. That's when the errors show up in the console.


    Thanks for looking at this!

    --tensor

    Posted in: Minecraft Mods
  • 0

    posted a message on The Lost Cities: a post apocalyptic city/world generator

    Ok one final last post. I've been playing around with this for a while now and it's starting to seem like I can't actually add anything to the palette that is shipped with the mod. I put together a pretty reasonable userassets.json with a single palette added, a new style, citystyles which inherit from citystyle_common and apply the new style, and a worldstyle which references the new citystyles. It runs just fine but depending upon what character I try and use to substitute for the block on the floor by changing the palette one a few things happen:


    1. I get air blocks with a ton of null pointer exceptions which seem to be coming from line 124 in the CompiledPalette.getStraight method when I try and use 'o'. I'm using that solely because it seems from the export functions that's what I should be trying to use

    2. I get some other block if I try and override any existing character in the palette (I've tried several different choices)


    I can't seem to find a character that works to change or add something to the palette, though I can build a custom structure just fine using only blocks from the embedded palette styles.


    Is it not a feature that we can change the palette around at all? Just trying to figure out if I'm banging my head against something I couldn't do in the first place :)


    Thanks!

    --tensor

    Posted in: Minecraft Mods
  • 0

    posted a message on The Lost Cities: a post apocalyptic city/world generator

    Ok so ignore the part about not getting the lc_exportxxx functions to work, I figured that out by examining the code.


    /lc_exportpart <jsonfilename> <# of slices>

    /lc_exportbuilding <jsonfilename <# of floors>


    Seems to be what those were. So I built a simple garage by reusing a few parts from existing assets and just replacing the floor with the car:tar block and exported the building. The final json I came up with, mostly from those exports, is here:


    https://pastebin.com/MQhh2akQ


    When I try to /lc_buildpart garage_floor I get a ton of null pointer exceptions in the log, and the floor is air blocks. Here is the error:


    [14:31:48] [Server thread/INFO] [STDERR]: [mcjty.lostcities.dimensions.world.lost.cityassets.CompiledPalette:getStraight:127]: java.lang.NullPointerException
    [14:31:48] [Server thread/INFO] [STDERR]: [mcjty.lostcities.dimensions.world.lost.cityassets.CompiledPalette:getStraight:127]: 	at mcjty.lostcities.dimensions.world.lost.cityassets.CompiledPalette.getStraight(CompiledPalette.java:124)
    [14:31:48] [Server thread/INFO] [STDERR]: [mcjty.lostcities.dimensions.world.lost.cityassets.CompiledPalette:getStraight:127]: 	at mcjty.lostcities.commands.CommandBuildPart.func_184881_a(CommandBuildPart.java:61)
    [14:31:48] [Server thread/INFO] [STDERR]: [mcjty.lostcities.dimensions.world.lost.cityassets.CompiledPalette:getStraight:127]: 	at net.minecraft.command.CommandHandler.func_175786_a(CommandHandler.java:119)
    [14:31:48] [Server thread/INFO] [STDERR]: [mcjty.lostcities.dimensions.world.lost.cityassets.CompiledPalette:getStraight:127]: 	at net.minecraft.command.CommandHandler.func_71556_a(CommandHandler.java:91)
    [14:31:48] [Server thread/INFO] [STDERR]: [mcjty.lostcities.dimensions.world.lost.cityassets.CompiledPalette:getStraight:127]: 	at net.minecraft.network.NetHandlerPlayServer.func_147361_d(NetHandlerPlayServer.java:958)
    [14:31:48] [Server thread/INFO] [STDERR]: [mcjty.lostcities.dimensions.world.lost.cityassets.CompiledPalette:getStraight:127]: 	at net.minecraft.network.NetHandlerPlayServer.func_147354_a(NetHandlerPlayServer.java:937)
    [14:31:48] [Server thread/INFO] [STDERR]: [mcjty.lostcities.dimensions.world.lost.cityassets.CompiledPalette:getStraight:127]: 	at net.minecraft.network.play.client.CPacketChatMessage.func_148833_a(SourceFile:37)
    [14:31:48] [Server thread/INFO] [STDERR]: [mcjty.lostcities.dimensions.world.lost.cityassets.CompiledPalette:getStraight:127]: 	at net.minecraft.network.play.client.CPacketChatMessage.func_148833_a(SourceFile:9)
    [14:31:48] [Server thread/INFO] [STDERR]: [mcjty.lostcities.dimensions.world.lost.cityassets.CompiledPalette:getStraight:127]: 	at net.minecraft.network.PacketThreadUtil$1.run(SourceFile:13)
    [14:31:48] [Server thread/INFO] [STDERR]: [mcjty.lostcities.dimensions.world.lost.cityassets.CompiledPalette:getStraight:127]: 	at java.util.concurrent.Executors$RunnableAdapter.call(Unknown Source)
    [14:31:48] [Server thread/INFO] [STDERR]: [mcjty.lostcities.dimensions.world.lost.cityassets.CompiledPalette:getStraight:127]: 	at java.util.concurrent.FutureTask.run(Unknown Source)
    [14:31:48] [Server thread/INFO] [STDERR]: [mcjty.lostcities.dimensions.world.lost.cityassets.CompiledPalette:getStraight:127]: 	at net.minecraft.util.Util.func_181617_a(SourceFile:46)
    [14:31:48] [Server thread/INFO] [STDERR]: [mcjty.lostcities.dimensions.world.lost.cityassets.CompiledPalette:getStraight:127]: 	at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:721)
    [14:31:48] [Server thread/INFO] [STDERR]: [mcjty.lostcities.dimensions.world.lost.cityassets.CompiledPalette:getStraight:127]: 	at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:666)
    [14:31:48] [Server thread/INFO] [STDERR]: [mcjty.lostcities.dimensions.world.lost.cityassets.CompiledPalette:getStraight:127]: 	at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:185)
    [14:31:48] [Server thread/INFO] [STDERR]: [mcjty.lostcities.dimensions.world.lost.cityassets.CompiledPalette:getStraight:127]: 	at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:524)
    [14:31:48] [Server thread/INFO] [STDERR]: [mcjty.lostcities.dimensions.world.lost.cityassets.CompiledPalette:getStraight:127]: 	at java.lang.Thread.run(Unknown Source)
    Posted in: Minecraft Mods
  • 0

    posted a message on The Lost Cities: a post apocalyptic city/world generator

    Hi!


    First off I love the mod, been using it for a while now :)


    I'm finally trying to do custom buildings and cities and I'm wondering about a few things as I try and make things work.


    1. Is there some doc on the different /lc functions? I've been able to do /lc_buildpart <custom part> and have it work, but I have yet to get /lc_exportpart or /lc_exportbuilding to work. Also it doesn't seem like /lc_debug is doing anything, or I'm using it wrong.


    2. Can I use blocks from other mods in my buildings? As an example I'm trying to build a garage building which uses the asphalt and workshop blocks from "The Ultimate Cars" mod (e.g. "car:tar" and "car:car_workshop_outer") as blocks. When I add them to the palette in my custom json, within the specific part I've made for the ground floor, all I get is empty air where I use any of them. I was also wanting to build a power plant building with some parts out of Extreme Reactors like casing and fuel rods scattered around.


    Thanks!

    --tensor

    Posted in: Minecraft Mods
  • 1

    posted a message on Blood N Bones Gaming's Mods

    Oh ok. Well, he most likely either misspoke, misread what you asked, or didn't know what the name of the mod actually was when you asked. I did only give it to him a couple days ago, and he didn't know its name prior to that. I'm 100% sure he did not purposely mislead you.

    I would hope not but his reaction, calling me entitled for expecting nothing but an honest answer as to what something was, I don't need that crap. I didn't ask for the mod. I didn't ask for it to be released. I didn't expect you to give it to me. I asked a simple question that he responded to without thinking then and then blasted me and called me entitled. I watched his stream to learn more about modpack dev, and I ask questions to learn. The retort that I'm entitled was enough for me to say goodbye to that channel forever. Nothing about this is your fault for sure and I certainly misread something over here once things got heated.

    I sincerely appreciate the work mod devs do, unlike him I am one. I've been coding since 1979 when I was 7 myself and worked on hundreds of open source projects.

    Thanks for your work on all your mods.

    --tensor
    Posted in: Minecraft Mods
  • 0

    posted a message on Blood N Bones Gaming's Mods

    If you examine the timeline you will see I was mistaken because of Darkosto, not this thread. I was more pissed about Dark misleading me when I asked him if it was this mod. I posted that right after he said it wasn't because I thought someone was actually stealing your mod and was trying to tell you. I came back to delete when I realized it was the same mod and for whatever reason he was holding that info.


    --tensor

    Posted in: Minecraft Mods
  • 0

    posted a message on Blood N Bones Gaming's Mods

    nope

    Posted in: Minecraft Mods
  • 0

    posted a message on My Own Sink - Change your pack mode, change your world.

    Welcome to The Sink

    My Own Sink is a pack that can be tailored by the end user depending upon their desired play style. The pack is challenging, with difficult mobs, dungeons and boss fights. Chock full of the latest tech and magic mods and all the favorites most of us have come to love! Choose three different modes to get through the pack:


    Tutorial Mode - (Not yet Implemented)


    Have you ever wanted to learn some challenging tech or magic mods but don't have time for the grind? In tutorial mode the pack has quest chains for specific mod packs designed to help you learn the mods with an accelerated learning curve. You will spend a minimal amount of time grinding so you can focus specifically on learning the mod rather then first having to go through a forced early game progression.


    Expert Mode (Work In Progress)


    A challenging progression will take you from basic tool making to the future. Quest chains and recipes have been tailored to require you to go deep into many of both the magic and technology mods and defeat brutal bosses to make it to the finale! You will get to choose your path though. Collecting tokens, empowering them through tech or through magic if you choose. Only with enough tokens can you proceed to the next stage of the pack.


    Freestyle Mode (Work In Progress)


    Smack in between both modes is Freestyle play. This mode leverages some of the tutorial like quests to help you skip early game mods and jump right into the mid game. You won't be harvesting loads of sand, clay and gravel to get there. You will be challenged by some progression in the mid to late game and the bosses you will face are still out for blood....


    We are currently in beta. There are two modes available for testing:


      • Freestyle - A largely unmodified recipe base with no quests and minimal gating
      • Expert Stage One - This is all the mods up through steel production along with at least dipping your feet in most of the key magic mods. You will want to get deeper into the steel or early magic age before you can move on to stage two. Considering stage two isn't written yet that's a good thing. Also, I'm still working on quests, configs and occasionally recipes for stage one :)

    Please use the issues page to report problems with pack quests, recipes or stability issues. For mod specific issues please reference each mod's issue trackers.


    When you start a new world, open your quest book with the grave (tilde) key on your keyboard. Select your pack mode, claim and complete your quest and close out of the book and wait for the quests to stop :)

    Posted in: Mod Packs
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