Great to hear! I am glad that this isn't a dead mod. I came up with another suggestion: add a block based module coding system using NBT data. Sort of like scratch (nobody cares about it much xD)
An example would be drag the "move" block into the area and connect it to the start, and show a text box to type in relative cordanates
for example: move [10] [-1] [1], the first one moving forward 10 blocks, the second one moving down one block, the third would be move left 1 block all at the same time.
I know that would be hard to implement, but it might be worth a try. The module could be Programmatic movement and would be tier 4. It would be included in multi movement too. You could even add things like "if attacked" or "close to " aggressive or passive. Maybe you could make it support custom names or mob types.
The NBT part would be how the code might be stored.
Well you don't need to tell me how to make it works, cuz i'll just do it my way xD
What you mentioned sounds kinda like drones programming in pneumaticraft right?
Hi William I like how this is progressing so quickly , Some suggestions ,
make sure that when a drone is carrying something , like a animal or chest or a player , that the drone can't drag that animal , etc .. , through the ground , so some space between the land and animal being carried would be good. I know hitting the left shift key will release the player being carried , but how to release a animal being carried ?
add Drones can follow player through nether and end portals
Actually the picked up entity will only be drag underground is if you are looking at a block's side, if you are looking at the top side, there will be enough space, but i'll work on it.
You can drop entities, by opening the Remote screen, press on the transporting mod, and press "Drop ~somethinghere"
And drones follow player through portal sounds good!
Time: 8/10/16 2:00 AM
Description: Updating screen events
java.lang.NoClassDefFoundError: scala/actors/threadpool/Arrays
at williamle.drones.network.server.PacketDronePaint.<init>(PacketDronePaint.java:31)
at williamle.drones.gui.GuiPainter.func_146284_a(GuiPainter.java:122)
at net.minecraft.client.gui.GuiScreen.func_73864_a(GuiScreen.java:458)
at net.minecraft.client.gui.inventory.GuiContainer.func_73864_a(GuiContainer.java:320)
at williamle.drones.gui.util.GuiContainerPanel.func_73864_a(GuiContainerPanel.java:30)
at net.minecraft.client.gui.GuiScreen.func_146274_d(GuiScreen.java:546)
at net.minecraft.client.gui.GuiScreen.func_146269_k(GuiScreen.java:515)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1700)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:1055)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:371)
at net.minecraft.client.main.Main.main(SourceFile:124)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
Caused by: java.lang.ClassNotFoundException: scala.actors.threadpool.Arrays
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:191)
at java.lang.ClassLoader.loadClass(ClassLoader.java:424)
at java.lang.ClassLoader.loadClass(ClassLoader.java:357)
... 17 more
Caused by: java.lang.NullPointerException
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Thread: Client thread
Stacktrace:
at williamle.drones.network.server.PacketDronePaint.<init>(PacketDronePaint.java:31)
at williamle.drones.gui.GuiPainter.func_146284_a(GuiPainter.java:122)
at net.minecraft.client.gui.GuiScreen.func_73864_a(GuiScreen.java:458)
at net.minecraft.client.gui.inventory.GuiContainer.func_73864_a(GuiContainer.java:320)
at williamle.drones.gui.util.GuiContainerPanel.func_73864_a(GuiContainerPanel.java:30)
at net.minecraft.client.gui.GuiScreen.func_146274_d(GuiScreen.java:546)
at net.minecraft.client.gui.GuiScreen.func_146269_k(GuiScreen.java:515)
-- System Details --
Details:
Minecraft Version: 1.10.2
Operating System: Windows 10 (amd64) version 10.0
Java Version: 1.8.0_25, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 371680544 bytes (354 MB) / 1005633536 bytes (959 MB) up to 3207856128 bytes (3059 MB)
JVM Flags: 6 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx3G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
IntCache: cache: 0, tcache: 0, allocated: 12, tallocated: 94
FML: MCP 9.32 Powered by Forge 12.18.1.2011 4 mods loaded, 4 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
UCHIJAAAA mcp{9.19} [Minecraft Coder Pack] (minecraft.jar)
UCHIJAAAA FML{8.0.99.99} [Forge Mod Loader] (forge-1.10.2-12.18.1.2011.jar)
UCHIJAAAA Forge{12.18.1.2011} [Minecraft Forge] (forge-1.10.2-12.18.1.2011.jar)
UCHIJAAAA drones{1.10.2-1.4.0} [CustomDrones] (CustomDrones-1.4.0-mc1.10.2.jar)
Loaded coremods (and transformers):
GL info: ' Vendor: 'NVIDIA Corporation' Version: '4.5.0 NVIDIA 353.54' Renderer: 'GeForce GT 730/PCIe/SSE2'
Launched Version: 1.10.2-forge1.10.2-12.18.1.2011
LWJGL: 2.9.4
OpenGL: GeForce GT 730/PCIe/SSE2 GL version 4.5.0 NVIDIA 353.54, NVIDIA Corporation
GL Caps: Using GL 1.3 multitexturing.
Using GL 1.3 texture combiners.
Using framebuffer objects because OpenGL 3.0 is supported and separate blending is supported.
Shaders are available because OpenGL 2.1 is supported.
VBOs are available because OpenGL 1.5 is supported.
Using VBOs: Yes
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Resource Packs:
Current Language: English (US)
Profiler Position: N/A (disabled)
CPU: 2x Intel(R) Core(TM)2 Duo CPU E8400 @ 3.00GHz
Suggestions:
Add a module slot module (rank 4) for an extra 2 slots (so you can add more modules obviously )
Make the drone just be resistant to fire instead of extinguishing it (otherwise it can't heat charge)
The way sunlight charging should work is ALL light, not just the sun. Use the light level in the area of the drone as a charge rate. (based on the sun)
The way heat charging should work is if lava or fire is near the craft, or it's on fire.
Add a way for creative mode players to manipulate their crafts even more. (invincibility, or infinite battery for example, slot modules would work for slots. Scroll bars for slots if it goes out of the gui or something)
I've already fixed that bug, but in the next update xD still adding some more things before releasing 1.4.1, or maybe 1.5.0
The suggestions are great, i'll consider them
By default you have 256M of perma-gen RAM which is the ram used at start time to load models textures code etc into the game,
And it seams that this mod is using a lot of that for some reason.
Are you not updating the 1.9.4 versions anymore, I remember I read somewhere you would continue 1.10.2 and 1.9.4. But I can't seem to find the newest 1.9.4 versions.
That's not what I'm talking about, the start-up seems to be registering every combination of modules as a separate model, this is the only explanation I can think of for it to be possible to use so much start-up perma-gen ram.
And NBT data is attached to items/entitys/tileentitys I was saying that it might be possible to load the data in the modules into the drone dynamically with NBT data affecting it instead of different models being loaded based on the modules, so it would be 2 models instead of insanity amounts.
Sort of how TiCo uses NBT data to change their tools. This talks about minecraft NBT data.
Actually all modules are only categorized into 4 item models depending on their rank, and yes modules are loaded dynamically from NBT, into items, or into drones, whichever you are speaking of. And everything related to save & load is done through NBT.
The only thing that can consume a lot of perma-gen ram, or ram, or CPU, or performance whatsoever, that I can think of is the drone model, the one with 4 wings. But you said the problem is only at start-up so that might not be it exactly.
But maybe i'm still having problem understanding what you meant xD I may need to work on my understanding skill. Would you care to elaborate in another way?
Sadly unless this gets optimized I will be taking it out of my pack due to it extremely limiting it's growth.
If the upgrades don't change the model you could use NBT data couldn't you? Not a programmer so I wouldn't know if it would function correctly like that.
One question though, is performance boosted when you switch from the original to the uni-wing model?
Sadly unless this gets optimized I will be taking it out of my pack due to it extremely limiting it's growth.
If the upgrades don't change the model you could use NBT data couldn't you? Not a programmer so I wouldn't know if it would function correctly like that.
I don't really get what you mean by using NBT data, would you mind to elaborate?
And yes i'll try my best to optimize the models
love your mode but for some reason when i have your mod installed i no longer see any zombies, spiders, skeletons, or creepers spawn at night time on the surface... was wonder if this was a working as intended or just my version of minecraft is having some weird lack of mobs...
i play with other mods that need the vanilla spawns. So figure i would mention this and ask to see if there is any information about this kinda problem.
That's really odd, but there should be no messed up vanilla thing caused by this mod.
So could you check again the cause for that problem
0
I see, i'll see to it right now
0
You kill them like normal, probably you met some very tough baby drones
0
Hey thanks for the review
0
Hehe
Well you don't need to tell me how to make it works, cuz i'll just do it my way xD
What you mentioned sounds kinda like drones programming in pneumaticraft right?
0
Yes?
0
Wow this made my day
Great suggestions
0
Here it is, it is also on the OP
http://minecraft.curseforge.com/projects/customdrones
This is really new xDDD I thought I tested thoroughly in the nether, i guess not xD
I'm actually needing many suggestions for models
Indeed!
Actually the picked up entity will only be drag underground is if you are looking at a block's side, if you are looking at the top side, there will be enough space, but i'll work on it.
You can drop entities, by opening the Remote screen, press on the transporting mod, and press "Drop ~somethinghere"
And drones follow player through portal sounds good!
I've already fixed that bug, but in the next update xD still adding some more things before releasing 1.4.1, or maybe 1.5.0
The suggestions are great, i'll consider them
0
I'm sorry to say 1.7.10 won't come out soon due to lots of reasons
0
there's the second model already
0
I suppose you have tested the game with this mod only. If other tests came out clearer please tell me
0
Sorry I stopped 1.9.4 long ago
Actually all modules are only categorized into 4 item models depending on their rank, and yes modules are loaded dynamically from NBT, into items, or into drones, whichever you are speaking of. And everything related to save & load is done through NBT.
The only thing that can consume a lot of perma-gen ram, or ram, or CPU, or performance whatsoever, that I can think of is the drone model, the one with 4 wings. But you said the problem is only at start-up so that might not be it exactly.
But maybe i'm still having problem understanding what you meant xD I may need to work on my understanding skill. Would you care to elaborate in another way?
0
One question though, is performance boosted when you switch from the original to the uni-wing model?
0
I don't really get what you mean by using NBT data, would you mind to elaborate?
And yes i'll try my best to optimize the models
0
So was that really just a forge problem?
(FYI If it was really just forge then the reason drones still spawn because I did not use normal mob spawn method)
You guys were having the same old forge version?
0
That's really odd, but there should be no messed up vanilla thing caused by this mod.
So could you check again the cause for that problem