i have a mod interaction to report. not sure where to post to. TiCo and Mystcraft have a potential game crashing situation.
Skyworld with any finite liquid oceany thing (TiCo gold in this case) = out of memory crash as the liquid starts to settle due to lack of ground.
So yeah, it isn't a bug bug. I know this isn't on your end so it is more of a warning to people using the 162 versions of both mods.
Side note. the first thing i used to do was race down a hole to find diamonds, now, i race to gravel, sand and clay. I love the smeltery.
First off, I love this mod pack.... With that out of the way, this is what I did (concisely I hope).
1. wanted thermal expansion. couldn't find the version on your list so i got TE2401 which needs a newer forge.
2. got rev5 and the installer didn't work (java) so i did a manual install.
3. with some effort was able to install forge 682
4. got a fatal thaumcraft error. null thingy. researched it and discovered that Elemental tinkerer pre5c was causing it. deleting the thaumcraft folder inside of elemental fixed it. elemental isn't a mod i have used so i don't know the repercussions of doing that but both are working together now.
5. while fixing the above issue discovered that Twillight forest 1.1.70 and Tinker Tools 1.3.1 both have the same texture problem. prerender 1281...total console spam. if i had not pulled those out my log files would have exploded in size.
since this is a custom install it may just be me. not to be a derp i will reproduce the error and post it.
edit. look at the time. the error just runs and runs without pause. this is with tinker. get the same exact
error with twilight forest. (if this is happening to others, this could slow the game after a while due to huge log file maybe?)
2013-05-03 17:22:36 [SEVERE] [Minecraft-Client] ########## GL ERROR ##########
2013-05-03 17:22:36 [SEVERE] [Minecraft-Client] @ Pre render
2013-05-03 17:22:36 [SEVERE] [Minecraft-Client] 1281: Invalid value
2013-05-03 17:22:36 [SEVERE] [Minecraft-Client] ########## GL ERROR ##########
2013-05-03 17:22:36 [SEVERE] [Minecraft-Client] @ Pre render
2013-05-03 17:22:36 [SEVERE] [Minecraft-Client] 1281: Invalid value
oh.
6. doing a manual install i noticed that the goblins mod wasn't working at all. the file in the mods directory is goblins mod 412 for 1.51. i don't know if the installer unpacks this folder or not. the mod is in this zip file and needs extracting. easy enough but worth a mention.
thanks again for your hard work. i am so happy this is being tended to again!
edit edit. i wanted to know more...so i pulled everything out put twilight and tinkerC in and nothing. readded the mods a few at a time and the problem went away. so i guess there was a load order issue. yay!!!
the size of the ruined cobble cities is pretty awesome. i wish there was a better spawning algorithym though. the cities, other than the stone and wood one, all come in super big. there isn't much fluctuation. also, no matter what i do with the configs, i can't balance the spawn types. most of the time i get the ruined cobble. it seems kinda like...(not a math person so being a little creative here)... there are 6 city types. i set all the cities to 2 for spawn chance and ruined cobble for 3. it seems like the weights are not averaged. it seems like 3 being the highest, makes up for 75% or more of spawn chance. it ignores how many choices there are. i don't know. this is just how it seems to me.
maybe it is a luck thing. haha. anyhow, this is still awesome. thanks.
oh. you mentioned about the wands in your post, i was wondering, since it is open source, if the code for the filler machine in buildcraft would have any value in what you are doing? i don't know.
Works fine for me, great job on mod cant wait for lumberjack, miner seems to be working fine for me, But never place him so he mines into the sea. He disapeared for me D:
i downloaded the 147 beta and it crashes on startup but it doesn't give the crash screen. just the black screen. the older one works. what version of forge did you make it for? i am using 499. oh, and slot 171 is free so it isn't a conflict.
and i am glad you are working on this again. yaaaaa!
doesn't claiming suggest acquisition and stealing is taking? he hasn't taken anything without permission or acknowledgement of the author. if he was all like...Dudes this is MY mod I made from my own head...Then I would agree with you.
I've added SlimePools to my client setup that already has quite a few mods, but it causes micro-stutters (I have 40+ FPS but get these regular tiny freezes), and eventually makes the client crash.
The mod mix so far runs fine and has been moderately tested; when I remove SlimePools everything is back to normal.
Here's the crash report file:
---- Minecraft Crash Report ----
// Don't be sad, have a hug! <3
Time: 13-01-26 13:32
Description: Exception in world tick
java.lang.NullPointerException
at ayh.a(NetClientHandler.java:896)
at co.a(SourceFile:87)
at cf.b(MemoryConnection.java:80)
at ayh.d(NetClientHandler.java:240)
at ayp.b(WorldClient.java:92)
at net.minecraft.client.Minecraft.l(Minecraft.java:1872)
at net.minecraft.client.Minecraft.J(Minecraft.java:846)
at net.minecraft.client.Minecraft.run(Minecraft.java:771)
at java.lang.Thread.run(Unknown Source)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at ayh.a(NetClientHandler.java:896)
at co.a(SourceFile:87)
at cf.b(MemoryConnection.java:80)
at ayh.d(NetClientHandler.java:240)
maybe so, i noticed you are running the generator mods. CaRuins and all that. umm, maybe everyone is trying to have a party in the same spot and they are fighting over it?!? If you remove the generator mods, do you still have the stutter? i run ten mods and i get lots of stutter from WalledCity. I don't know. Check you forge log size. I just checked mine and it was.... 9 freak 0 in 7 Mother of Bytes big. Yes, 907 MB. couldn't open it to tell you what was in it. that will slow anything down. The walled city log also updates itself so check that too. Maybe it is the slimepools. shrug.
The Orizon Pastels go really well with the Underground Biome mod. If you nerf the mattock one more time i am gonna scythe you. oops, guess i can't. j/k
do you have any 2x2 plans? i miss them.
idea...a handheld patching kit. uses twice the materials to fix things but it fits in your hand. or a materials patch, or anything that doesn't involve me carrying a table around. yeah, i carry a spare table in the backpack but it is wierd.
Having a blast with this. One last thing and feel free to ignore it if it has been asked and answered, Marbles, why are they so hard? I ignore them. It takes too long to mine them. The pastels with the auto smelt nods approval.
incase anyone wants to know, this mod works with COG (custom ore generation) mod. but you have to edit some stuff.
i make really rare but large deposits of ores. that way everything looks good and you don't see ore spam. it also works well with Orizon pastels an inficraft mod.
one thing, the texture for the blue(?) stone has a line at the top which is a little distracting. it is the wrong color.
is mossy cobble supposed to spawn in the nether? are the nether cities supposed to spawn on the top top of the nether? you know, poke through the ceiling and it is all flat. the cities are there.
umm, things are working in mystcraft ages.
things are spawning all over the place. like they should be. not just around initial player spawn point.
cities are sometimes spawning with no buildings. just a big empty lot with nice outer walls. it has happened with more than one city type.
some of the underground buildings are poking through the bedrock leaving a hole.
none of these are actual problems for me but worth a mention.
a moment of humor. a stone city spawned underground. it was right over lava level 11. the citizens...i started calling them toastificates.
i love this mod.
edit. here is the answer. he said he wasn't going to update magic wands. hope the link works.
the cities are big but not 4 cities big. and if it is 4 cities, then the config file isn't working. min distance is being ignored. wait! i think you might be right. i remember back in 125 there wasn't 4 city entrances. hmmm. downloading new file now. thanks for your work.
Edit:
Magic wands by mighty pork. small mod that makes large city building easier. even though it says someone is working on it they aren't. i would love to have this again. http://www.planetmin...mods-give-away/
if i remember correctly, marble replaces stone that is exposed to air like in caves and such. that is why it was an issue with mystcraft ages that are cave worlds and skylands. lots of air.
maybe an option in the config or something to make it compatible would be good.
edit: i was playing a superflat using the tunnelers preset and i noticed your rocks don't spawn above 128.
hi, i am using the Underground Biomes mod. I would like to try and get it to work with COG. in the line that says replace "stone"
can i use a block id with meta data? actually i am not sure if that is what i need to do or not. i know there are 3 blocks used for world gen but i think they have meta kids. lol I don't know what to call them. i think they will work but i am not sure if it will work well. in which case, and this is absurd...it would be cool to place the orizon pastels in the not quite right areas. hmm.
yeah, i started using a mod pack, added a few more for esthetics and something made the ores go super wacko. the iron looks like clouds clusters and veins all at once. no fun. thanks for any insight. as far modders and their threads are concerned, you are one of my fav's JR. thanks.
edit. the iron thing has nothing to do with cog. metallurgy fixed the issue (shrug), but now i have the opposite issue which is why i want to use cog again.
0
Skyworld with any finite liquid oceany thing (TiCo gold in this case) = out of memory crash as the liquid starts to settle due to lack of ground.
So yeah, it isn't a bug bug. I know this isn't on your end so it is more of a warning to people using the 162 versions of both mods.
Side note. the first thing i used to do was race down a hole to find diamonds, now, i race to gravel, sand and clay. I love the smeltery.
0
1. wanted thermal expansion. couldn't find the version on your list so i got TE2401 which needs a newer forge.
2. got rev5 and the installer didn't work (java) so i did a manual install.
3. with some effort was able to install forge 682
4. got a fatal thaumcraft error. null thingy. researched it and discovered that Elemental tinkerer pre5c was causing it. deleting the thaumcraft folder inside of elemental fixed it. elemental isn't a mod i have used so i don't know the repercussions of doing that but both are working together now.
5. while fixing the above issue discovered that Twillight forest 1.1.70 and Tinker Tools 1.3.1 both have the same texture problem. prerender 1281...total console spam. if i had not pulled those out my log files would have exploded in size.
since this is a custom install it may just be me. not to be a derp i will reproduce the error and post it.
edit. look at the time. the error just runs and runs without pause. this is with tinker. get the same exact
error with twilight forest. (if this is happening to others, this could slow the game after a while due to huge log file maybe?)
2013-05-03 17:22:36 [SEVERE] [Minecraft-Client] ########## GL ERROR ##########
2013-05-03 17:22:36 [SEVERE] [Minecraft-Client] @ Pre render
2013-05-03 17:22:36 [SEVERE] [Minecraft-Client] 1281: Invalid value
2013-05-03 17:22:36 [SEVERE] [Minecraft-Client] ########## GL ERROR ##########
2013-05-03 17:22:36 [SEVERE] [Minecraft-Client] @ Pre render
2013-05-03 17:22:36 [SEVERE] [Minecraft-Client] 1281: Invalid value
oh.
6. doing a manual install i noticed that the goblins mod wasn't working at all. the file in the mods directory is goblins mod 412 for 1.51. i don't know if the installer unpacks this folder or not. the mod is in this zip file and needs extracting. easy enough but worth a mention.
thanks again for your hard work. i am so happy this is being tended to again!
edit edit. i wanted to know more...so i pulled everything out put twilight and tinkerC in and nothing. readded the mods a few at a time and the problem went away. so i guess there was a load order issue. yay!!!
0
0
maybe it is a luck thing. haha. anyhow, this is still awesome. thanks.
oh. you mentioned about the wands in your post, i was wondering, since it is open source, if the code for the filler machine in buildcraft would have any value in what you are doing? i don't know.
0
what forge version are you using?
0
and i am glad you are working on this again. yaaaaa!
0
0
i am using forge 499. i didn't see any mention of forge versions so maybe it is that. i dont know.
other than that i am excited about your work here.
edit. i downloaded the 1.0 version and it works.
0
maybe so, i noticed you are running the generator mods. CaRuins and all that. umm, maybe everyone is trying to have a party in the same spot and they are fighting over it?!? If you remove the generator mods, do you still have the stutter? i run ten mods and i get lots of stutter from WalledCity. I don't know. Check you forge log size. I just checked mine and it was.... 9 freak 0 in 7 Mother of Bytes big. Yes, 907 MB. couldn't open it to tell you what was in it. that will slow anything down. The walled city log also updates itself so check that too. Maybe it is the slimepools. shrug.
The Orizon Pastels go really well with the Underground Biome mod. If you nerf the mattock one more time i am gonna scythe you. oops, guess i can't. j/k
do you have any 2x2 plans? i miss them.
idea...a handheld patching kit. uses twice the materials to fix things but it fits in your hand. or a materials patch, or anything that doesn't involve me carrying a table around. yeah, i carry a spare table in the backpack but it is wierd.
Having a blast with this. One last thing and feel free to ignore it if it has been asked and answered, Marbles, why are they so hard? I ignore them. It takes too long to mine them. The pastels with the auto smelt nods approval.
0
i make really rare but large deposits of ores. that way everything looks good and you don't see ore spam. it also works well with Orizon pastels an inficraft mod.
one thing, the texture for the blue(?) stone has a line at the top which is a little distracting. it is the wrong color.
does this mod work with twilight forest?
i don't play without this anymore.
0
is mossy cobble supposed to spawn in the nether? are the nether cities supposed to spawn on the top top of the nether? you know, poke through the ceiling and it is all flat. the cities are there.
umm, things are working in mystcraft ages.
things are spawning all over the place. like they should be. not just around initial player spawn point.
cities are sometimes spawning with no buildings. just a big empty lot with nice outer walls. it has happened with more than one city type.
some of the underground buildings are poking through the bedrock leaving a hole.
none of these are actual problems for me but worth a mention.
a moment of humor. a stone city spawned underground. it was right over lava level 11. the citizens...i started calling them toastificates.
i love this mod.
edit. here is the answer. he said he wasn't going to update magic wands. hope the link works.
http://www.minecraftforum.net/topic/1504359-146-theboos-mods-craftable-spawners-custom-recipes-and-super-slopes/page__st__120#entry20537017
0
0
Edit:
Magic wands by mighty pork. small mod that makes large city building easier. even though it says someone is working on it they aren't. i would love to have this again.
http://www.planetmin...mods-give-away/
0
maybe an option in the config or something to make it compatible would be good.
edit: i was playing a superflat using the tunnelers preset and i noticed your rocks don't spawn above 128.
0
can i use a block id with meta data? actually i am not sure if that is what i need to do or not. i know there are 3 blocks used for world gen but i think they have meta kids. lol I don't know what to call them. i think they will work but i am not sure if it will work well. in which case, and this is absurd...it would be cool to place the orizon pastels in the not quite right areas. hmm.
yeah, i started using a mod pack, added a few more for esthetics and something made the ores go super wacko. the iron looks like clouds clusters and veins all at once. no fun. thanks for any insight. as far modders and their threads are concerned, you are one of my fav's JR. thanks.
edit. the iron thing has nothing to do with cog. metallurgy fixed the issue (shrug), but now i have the opposite issue which is why i want to use cog again.