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    posted a message on JourneyMap 5.5.x: Realtime mapping in-game or in a web browser as you explore
    I'm getting a pretty severe amount of errors with a couple of my mods (I actually maintain).

    It's throwing Null Pointer Exceptions.

    The log file is huge, 59MB, so relevant section below

    09:48:43 SEVERE [JM-task-4] [BlockMD.getBlockMD] Can't get blockId/meta for chunk -8,8 block 3,65,5: java.lang.NullPointerException
    at net.techbrew.journeymap.model.BlockMD$CacheKey.hashCode(BlockMD.java:49)
    at com.google.common.base.Equivalence$Equals.doHash(Equivalence.java:329)
    at com.google.common.base.Equivalence.hash(Equivalence.java:104)
    at com.google.common.cache.LocalCache.hash(LocalCache.java:1835)
    at com.google.common.cache.LocalCache.get(LocalCache.java:3931)
    at com.google.common.cache.LocalCache.getOrLoad(LocalCache.java:3936)
    at com.google.common.cache.LocalCache$LocalLoadingCache.get(LocalCache.java:4806)
    at net.techbrew.journeymap.model.BlockMD.getBlockMD(BlockMD.java:105)
    at net.techbrew.journeymap.cartography.ChunkStandardRenderer.renderSurface(ChunkStandardRenderer.java:201)
    at net.techbrew.journeymap.cartography.ChunkStandardRenderer.render(ChunkStandardRenderer.java:47)
    at net.techbrew.journeymap.cartography.ChunkRenderController.getChunkImage(ChunkRenderController.java:76)
    at net.techbrew.journeymap.thread.TaskThread.runMapTask(TaskThread.java:135)
    at net.techbrew.journeymap.thread.TaskThread.run(TaskThread.java:89)
    at java.util.concurrent.Executors$RunnableAdapter.call(Unknown Source)
    at java.util.concurrent.FutureTask.run(Unknown Source)
    at java.util.concurrent.ScheduledThreadPoolExecutor$ScheduledFutureTask.access$201(Unknown Source)
    at java.util.concurrent.ScheduledThreadPoolExecutor$ScheduledFutureTask.run(Unknown Source)
    at java.util.concurrent.ThreadPoolExecutor.runWorker(Unknown Source)
    at java.util.concurrent.ThreadPoolExecutor$Worker.run(Unknown Source)
    at java.lang.Thread.run(Unknown Source)

    and

    09:48:50 SEVERE [JM-task-4] [BlockMD.getBlockMD] Can't get blockId/meta for chunk -5,10 block 2,62,9: java.lang.NullPointerException



    It's choking on the top block (grass or the like), but only seems happens in a dimension besides the overworld.

    Using 1.7.2 Journeymap 4.0.3 on a client / separate server setup. Let me know if you need any more info.
    Posted in: Minecraft Mods
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    posted a message on [1.6.4] [Forge] Highlands - 1.7.2 pre-release! (v2.2.0pre)
    If you have a question about the 1.7.2 or 1.7.10 Highlands, ask in the thread specificity created for that version.

    Geez some people.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from MazeusXenon

    Nope. All kinds of goofy crashes due to the nodes and baubles. As Baubles came out for 1.7.10 recently, I am hoping this means Thaumcraft will update soon too!

    Not to mention TC 4.1.1.14 still has the serious memory leak in the client network code, something I expect to be fixed months ago when cpw found it.
    I've abandoned using Thaumcraft entirely, the memory leaks and lag issues vanished when I did that.

    I just hope whatever new feature Azanor is writing is worth the wait.
    Posted in: Minecraft Mods
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    posted a message on [Forge] Highlands 2.2.3 [updated February 19]
    Quote from Golrith
    One thing I've noticed when using Highlands with BoP, is that Highlands is not taking notice of any disabled biomes in BoP. There are a couple I've disabled, but they generate. Any way to fix that?

    I tried to figure out how BoP disables biomes when I wrote my code, but couldn't. Seems they directly read config settings one at a time for each biome, after they register the biome with Forge/BoP API. In other words the only way to access it is to either hack into their code, or read their config file directly using the same sort of method. Nether way should be necessary.

    When you disable a biome in Highlands (or my other biome mod), it doesn't register it at all.
    The only fix I can do to disable BoP biomes is to get the biome weighting code in Highlands working.
    Posted in: Minecraft Mods
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    posted a message on [Forge] Highlands 2.2.3 [updated February 19]
    Quote from Archibald_TK

    Thanks for the answer.

    I like the idea of seeing some TMB biomes alongside Highlands as they are some pretty good ideas in your mod. Did you consider having some of yours as sub-biomes instead of full fledged biomes when combined with HL? Some combos like HL Bog/TMB Wetland or HL Meadow/TMB Abandonned Garden seem to have pretty good synergy.

    Regarding Biomes mods I was actually thinking about Enhanced Biomes (aka Better Biomes in 1.6.4, a mod closer from HL in design philosophy than BoP or EBXL are, I feel) which is now so big that I always include it when I talk about the "big fours".

    Only things I've done so far is to use the Oasis sub biome in TMB and vanilla deserts.
    TMB's Abandoned Garden has structure gen, so I'm reluctant to have it as a sub-biome (or vis versa).

    As for Enhanced Biomes, The 100 extra biomes it adds gives me a headache. If anything I'd dump the API/genLayer code needed on him, would fix some of the issues with his mod as a side effect. However the Forge API packaging system is being a swine at the moment, so I have to get it working first (it seems to hate Eclipse).

    Anyway current status of next version of Highlands:
    1. Turfed Improved Oceans code into the dumpster, I've left the actual biome itself in as to prevent breaking existing worlds.
    2. Fixed vanilla Mesa biomes, dunno why Mojang coded them that way, but it didn't work.

    Next is to insert the BoP ocean biomes. Which should be an easy task.
    Posted in: Minecraft Mods
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    posted a message on [1.5.2] Village Taverns
    BoP have removed the code in BlockHelper to retrieve the block itself. Also watch out as some blocks/biomes have also been remove recently.

    You can replace it with:

    Block block = GameRegistry.findBlock("BiomesOPlenty", "name of block you want");
    Posted in: Minecraft Mods
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    posted a message on [Forge] Highlands 2.2.3 [updated February 19]
    Quote from Archibald_TK

    That is quite glorious, having two of the "Big Four" biomes mods compatible out of the box in 1.7.10, and without having to spend an hour planning biomes ID on a spreadsheet to boot! Great job here. While you wrote support for other biomes mods, I assume so far only BoP can make use of the HL world type like the config line suggests?

    After traveling randomly for some time it works very well outside of BoP Ocean underwater biomes (Kelp Forest and friends) not spawning into HL Oceans (But the other island-like BoP biomes like Volcanoes and Tropics do).

    EBXL still isn't out for 1.7.x, so the only other biome Mod I can add support for is my own (TooManyBiomes), but I'm still working on parts of that.

    Your right about the BoP coral/kelp ocean biomes, I did add them to the registry but not used them yet. Didn't see the point in delaying the release for days while I took a break from coding. Possible Highlands special ocean biome is redundant as well, which could simply things a lot.
    Quote from Gabrielcorso
    fabricator77,can you add a config option for fast leaves render?

    Or maybe separate the "use vanilla leaves/logs" into two config options.

    I really like your mod,but with thaumcraft leaking memory and the transparent leaves it get's pretty laggy with your mod leaves.

    if I recall the fast leaves render requires an entire second set of textures (without the transparency), which given the number of textures involved, and having to fiddle with them to get them looking right could take some time. It's on the todo list, just not high priority.

    Thaumcraft's memory leaks annoy me no end, I wish he would release a new version. It's the network code leaking memory, and probably something else. I'll be removing Thaumcraft from my persistent 1.7 world, and making a few screenshots of the stuff I had. Try using task manager to kill the minecraft launcher jar when you have the game up and running (it's the javaw with about 250MB with 0% CPU usage), stops the error log spam which makes the memory leaks worse.
    Posted in: Minecraft Mods
  • 0

    posted a message on List of Mods for 1.8.9
    Can you update Highlands for 1.7.2 as it also runs in 1.7.10 ? Same file as the 1.7.2 version.

    I've changed the forum thread and curseforge download to reflect this, it's not synced yet on curse itself.
    Posted in: Minecraft Mods
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    posted a message on [1.6.4] [Forge] Highlands - 1.7.2 pre-release! (v2.2.0pre)
    Quote from MickT96
    I crash whenever I enter the nether, the following is the crash log:

    java.lang.NoSuchMethodError: net.minecraft.world.World.func_82732_R()Lnet/minecraft/util/Vec3Pool;
    at bwg4.world.ProviderBWG4Hell.func_76562_b(ProviderBWG4Hell.java:88)

    BWG4{1.2.0g} [Better World Generation 4] (BWG4-1.2.0g.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    Posted in: Minecraft Mods
  • 1

    posted a message on [Forge] Highlands 2.2.3 [updated February 19]
    New version finally released.

    2.2.1 changelog:
    Adds support for Biomes o' Plenty biomes in Highlands worldtype, disabled by default.
    Thaumcraft and Buildcraft oil biomes now generate correctly in highlands.
    Rewrite of biome layer system, to support other biome mods, and future biome weighting configs.
    Fix rare crash with Woodlands mountains biome.
    Updates to Russian and German translations.
    new Chinese translation.
    Posted in: Minecraft Mods
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    posted a message on [Forge] Highlands 2.2.3 [updated February 19]
    ExHavoc most likely Gravestone mod, as it's a known issue (at his end).

    You can fix it yourself though, see here:

    http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2104582-forge-highlands-2-2-1-updated-june-10?comment=11
    Posted in: Minecraft Mods
  • 0

    posted a message on [Forge] Highlands 2.2.3 [updated February 19]
    Good news is I found which decorator was causing the problems.

    Bad news is it's in Highlands itself, the Woodland Mountains biome. A lot of treegen code to dig through to find the problem. So that's tomorrow's headache.
    Posted in: Minecraft Mods
  • 0

    posted a message on [Forge] Highlands 2.2.3 [updated February 19]
    Current status of next release:

    Mostly working as planned, however vanilla Hills Biomes don't generate, and I have to research what the trigger to make them generate in certain areas is. The block of code needed to add BoP biomes is next.

    Also need to investigate why Too Many Biomes (my other biome mod) causes errors when used with Highlands, have to track which decorator/treegen is the trouble maker.

    ps: reports of MCF borking the editor so it sometimes deletes threads, lucky I don't really need to edit the first post.
    Posted in: Minecraft Mods
  • 1

    posted a message on [Forge] Highlands 2.2.3 [updated February 19]
    Quote from SteveNeiman

    I have been getting a couple of weird bugs since I started playing with the 1.7 version of highlands. I haven't explored enough to be sure there aren't any others, but when I plant redwood trees in survival they seem to grow into other trees at random. Strangely, this doesn't seem to happen in creative mode. One of them became a spruce tree and the other an acacia.


    OK I figured out the cause of this one and fixed it, will be in next release.
    There is some undocumented code called func_149853_b, which is called by applyBonemeal, which is called by a fake player on servers. What a screwy way of having trees grow of there own accord.

    Now back to fixing 3 other issues BoP, biome rarity, and it not sharing biomes with my other mods, at the same time.
    Posted in: Minecraft Mods
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    posted a message on [Forge] Highlands 2.2.3 [updated February 19]
    Quote from MohawkyMagoo

    Any idea when "# Not available in 1.7.x due to vanilla changes, will NOT fix yet. B:"Highands biomes in Default worlds"=true" might happen again?


    How about never, 'cause people won't shut up about it ?
    Posted in: Minecraft Mods
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