i have gotten a error i cant seem to fix (I have the current modloader and i have changed the id's in the config file with no change), I am new to minecraft modding so I may be missing something. If anyone has any ideas on what to do please let me know
--- BEGIN ERROR REPORT a9519b2 --------
Generated 6/10/11 12:55 PM
Minecraft: Minecraft Beta 1.6.6
OS: Windows XP (x86) version 5.1
Java: 1.6.0_24, Sun Microsystems Inc.
VM: Java HotSpot(TM) Client VM (mixed mode), Sun Microsystems Inc.
LWJGL: 2.4.2
OpenGL: GeForce 7300 GT/AGP/SSE2 version 2.1.2, NVIDIA Corporation
java.lang.IllegalArgumentException: Slot 115 is already occupied by k@17a7de4 when adding eloraam.BlockTimer@df33ae
at un.<init>(SourceFile:253)
at rr.<init>(SourceFile:9)
at eloraam.BlockTimer.<init>(Unknown Source)
at mod_Timers.initialize(Unknown Source)
at mod_Timers.ModsLoaded(Unknown Source)
at ModLoader.init(ModLoader.java:830)
at ModLoader.AddAllRenderers(ModLoader.java:124)
at tc.<init>(tc.java:60)
at tc.<clinit>(tc.java:9)
at net.minecraft.client.Minecraft.a(SourceFile:312)
at net.minecraft.client.Minecraft.run(SourceFile:683)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 863313ab ----------
Oddly enough because of the way you have your timers coded, they get messed up if you change the time of day with a mod like single player commands, this isn't really too bad in single player but if you ever wanted to take this to Multiplayer it'd get messed up alot on some servers.
I did some testing with single-player commands. When you set the world time forward, my timers just instantly time out, which isn't an especially big deal. The real problem comes when you set the time backward - which isn't really supposed to happen, but it may with some mods. I'm adding a simple fix to at least make it restart cleanly if you turn back the clock.
i have gotten a error i cant seem to fix (I have the current modloader and i have changed the id's in the config file with no change), I am new to minecraft modding so I may be missing something. If anyone has any ideas on what to do please let me know
-- snip --
Try again to change the ID? It looks like you have something using ID 115 (wireless redstone perhaps?) and the timer is still trying to use that block.
So I went hunting for the chunk unloading code in the minecraft sources, and I found it. In three different places. And neither set works! It looks like Notch replaced ChunkProviderLoadOrGenerate with ChunkProvider, and didn't get around to hooking up the code to add chunks to the drop list.
I verified this in my live minecraft install. I set up a quarry, used SPC to turn on fly, and then flew 2000 blocks away with debug display turned on. The loaded chunk count grew to startling levels, and the "Drop" count never increased above zero. And when I went back, there was a hole in the ground - the quarry was still running the whole time, at much longer range than the 100 blocks or so that is supposed to be the outer radius.
Now if you save and then reload, it only pulls in the chunks close to you, so you'll have to visit any chunks that are far away from your spawn point at least once when you first load a level.
But at least for the time being, the message is simple: CHUNKS ARE NOT UNLOADED AT ALL IN SSP.
I did some testing with single-player commands. When you set the world time forward, my timers just instantly time out, which isn't an especially big deal. The real problem comes when you set the time backward - which isn't really supposed to happen, but it may with some mods. I'm adding a simple fix to at least make it restart cleanly if you turn back the clock.
My issue has been I have a timer timing out the time it takes to smelt 8 things before sending in a new set of 8 and a lump of coal. Not sure what you mean by timeout but when the time gets changed it ends up sending a new set of 8 too early.
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11/18/2010
Posts:
264
Minecraft:
theminemaster2
Member Details
Man, these timers are AWESOME! You have NO IDEA how much this helps us! What if you only want to do a loop, say, 5 times? NOW POSSIBLE! Also, you don't have to place down those annoying pulsars everywhere to get stuff running in your auto-crafting factory; now you can just place these timers and set them! Oh yeah, and this is good for shops like instead of one iron ingot to 1 diamond, you can now do one iron ingot for 10 diamonds! Only one bad thing: lags like crazy when u have like only 5-7 timers going on at once. I'm thinking about reverting to pulsars due to lag XD
Rollback Post to RevisionRollBack
Check out my Zelda Adventure Modpack, currently in alpha!
--------------------------------------------------------------------------------
Look at my avatar. A few of you may know what this is from. Most will not. Probably because it shut down several years ago. But those were fun times while they lasted.
My issue has been I have a timer timing out the time it takes to smelt 8 things before sending in a new set of 8 and a lump of coal. Not sure what you mean by timeout but when the time gets changed it ends up sending a new set of 8 too early.
Oh... I'm not really sure how to fix that. It's very difficult to detect sudden changes in the world time, and since the timers rely on the world time, when you change the time, weird things happen. The thing is, I could move to a timer local to the object - but then the long-term time accuracy might suffer. It's hard to get that right in all cases.
Man, these timers are AWESOME! You have NO IDEA how much this helps us! What if you only want to do a loop, say, 5 times? NOW POSSIBLE! Also, you don't have to place down those annoying pulsars everywhere to get stuff running in your auto-crafting factory; now you can just place these timers and set them! Oh yeah, and this is good for shops like instead of one iron ingot to 1 diamond, you can now do one iron ingot for 10 diamonds! Only one bad thing: lags like crazy when u have like only 5-7 timers going on at once. I'm thinking about reverting to pulsars due to lag XD
You're having that much lag? That's strange. I put out 30+ of them at once without much in the way of lag just to test. Each timer should only be slightly worse than a single Buildcraft pipe. I'll double check to make sure I'm not pushing unnecessary block updates, just in case.
EDIT: Not sure why, but my measurements are showing that the timers are lagging, and the sequencers are not. 30 timers cut my FPS to 30 or so, 49 sequencers didn't hurt it at all. I'll give the source a good look and fix this :smile.gif:
So I went hunting for the chunk unloading code in the minecraft sources, and I found it. In three different places. And neither set works! It looks like Notch replaced ChunkProviderLoadOrGenerate with ChunkProvider, and didn't get around to hooking up the code to add chunks to the drop list.
I verified this in my live minecraft install. I set up a quarry, used SPC to turn on fly, and then flew 2000 blocks away with debug display turned on. The loaded chunk count grew to startling levels, and the "Drop" count never increased above zero. And when I went back, there was a hole in the ground - the quarry was still running the whole time, at much longer range than the 100 blocks or so that is supposed to be the outer radius.
Now if you save and then reload, it only pulls in the chunks close to you, so you'll have to visit any chunks that are far away from your spawn point at least once when you first load a level.
But at least for the time being, the message is simple: CHUNKS ARE NOT UNLOADED AT ALL IN SSP.
Yeah I had a feeling something stupid like that was going on, based on some observations people made about Millenaire. I didn't bother testing myself if it was true that no chunks were unloading :tongue.gif: I know Kinniken added some code to cause the villages to manually unload (or maybe not unload but go into an inactive state).
Leave it to Mojang. I haven't seen this many bugs with a release since alpha :tongue.gif: I'm surprised v 1.6.7 isn't out yet. [Cos I figured they knew about the chunk thing and were getting around to fixing it... Or they don't know about it, maybe someone should let them know :tongue.gif:]
Minecraft has stopped running because it encountered a problem.
If you wish to report this, please copy this entire text and email it to [email protected].
Please include a description of what you did when the error occured.
--- BEGIN ERROR REPORT b6fff818 --------
Generated 6/11/11 12:22 PM
Minecraft: Minecraft Beta 1.6.6
OS: Windows 7 (x86) version 6.1
Java: 1.6.0_25, Sun Microsystems Inc.
VM: Java HotSpot(TM) Client VM (mixed mode), Sun Microsystems Inc.
LWJGL: 2.4.2
OpenGL: Mobile Intel(R) 4 Series Express Chipset Family version 2.1.0 - Build 8.15.10.2302, Intel
java.lang.IllegalArgumentException: Slot 115 is already occupied by BlockElement@9b774e when adding eloraam.BlockTimer@b5d05b
at un.<init>(SourceFile:253)
at rr.<init>(SourceFile:9)
at eloraam.BlockTimer.<init>(Unknown Source)
at mod_Timers.initialize(Unknown Source)
at mod_Timers.ModsLoaded(Unknown Source)
at ModLoader.init(ModLoader.java:830)
at ModLoader.AddAllRenderers(ModLoader.java:124)
at tc.<init>(tc.java:60)
at tc.<clinit>(tc.java:9)
at net.minecraft.client.Minecraft.a(SourceFile:312)
at net.minecraft.client.Minecraft.run(SourceFile:683)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 525e5d67 ----------
Rollback Post to RevisionRollBack
F the O.
If for any reason you think you know me, shut up it's probably just a coincidence.
Here's a nifty way to power the quarry (or any other machine). Simply place a redstone pipe on top of the quarry after it has been powered long enough to build it's frame. Every time a block pops up it will power the unit for the next one. Of course in the case of the drill, just placing a redstone pipe will start the process going, and in the case of the Builder, every time a block enters the unit it will be placed. :biggrin.gif:
The timers should just be able to go into your minecraft mods directory. You have to have ModLoader installed, but unless you have a V1.0 copy, that's all you need.
And that's a really good point about the time vs items. I have a few ideas on that front, but my ideas aren't ready yet. Hopefully a future version of this mod will be more helpful there.
A modification of the iron pipe in which the outputs alternate should do the trick.
i love Your mods! Bookmarked! I am requesting a few mods that would be awesome:
1)Assembly Line, like minecart tracks but pulls items when dropped onto the line. Something Like this: http://www.minecraftforum.net/topic/150149-v15-01-feanors-mods-minefactory-v10/
2)Automatic Crafter, you drop the supplies into the chute needed to craft the item specified (put the recipe into the auto crafter) and it will come out and pop onto an assembly line infront of it. This could be really useful.
3)Door animations? You've proved this possible in the animation that the redstone timer does
4)Normal Clothes
What do you mean by a props file? It already has a config file to allow you to set the IDs, do you mean something else?
No SMP support yet, this mod is a couple days old, I'm still putting out fires for single player. I want to add it at some point though.
:biggrin.gif:
I did some testing with single-player commands. When you set the world time forward, my timers just instantly time out, which isn't an especially big deal. The real problem comes when you set the time backward - which isn't really supposed to happen, but it may with some mods. I'm adding a simple fix to at least make it restart cleanly if you turn back the clock.
Try again to change the ID? It looks like you have something using ID 115 (wireless redstone perhaps?) and the timer is still trying to use that block.
Oh I guess i didn't look hard enough
I verified this in my live minecraft install. I set up a quarry, used SPC to turn on fly, and then flew 2000 blocks away with debug display turned on. The loaded chunk count grew to startling levels, and the "Drop" count never increased above zero. And when I went back, there was a hole in the ground - the quarry was still running the whole time, at much longer range than the 100 blocks or so that is supposed to be the outer radius.
Now if you save and then reload, it only pulls in the chunks close to you, so you'll have to visit any chunks that are far away from your spawn point at least once when you first load a level.
But at least for the time being, the message is simple: CHUNKS ARE NOT UNLOADED AT ALL IN SSP.
My issue has been I have a timer timing out the time it takes to smelt 8 things before sending in a new set of 8 and a lump of coal. Not sure what you mean by timeout but when the time gets changed it ends up sending a new set of 8 too early.
--------------------------------------------------------------------------------
Look at my avatar. A few of you may know what this is from. Most will not. Probably because it shut down several years ago. But those were fun times while they lasted.
RIP http://playcrafter.com
Oh... I'm not really sure how to fix that. It's very difficult to detect sudden changes in the world time, and since the timers rely on the world time, when you change the time, weird things happen. The thing is, I could move to a timer local to the object - but then the long-term time accuracy might suffer. It's hard to get that right in all cases.
You're having that much lag? That's strange. I put out 30+ of them at once without much in the way of lag just to test. Each timer should only be slightly worse than a single Buildcraft pipe. I'll double check to make sure I'm not pushing unnecessary block updates, just in case.
EDIT: Not sure why, but my measurements are showing that the timers are lagging, and the sequencers are not. 30 timers cut my FPS to 30 or so, 49 sequencers didn't hurt it at all. I'll give the source a good look and fix this :smile.gif:
Yeah I had a feeling something stupid like that was going on, based on some observations people made about Millenaire. I didn't bother testing myself if it was true that no chunks were unloading :tongue.gif: I know Kinniken added some code to cause the villages to manually unload (or maybe not unload but go into an inactive state).
Leave it to Mojang. I haven't seen this many bugs with a release since alpha :tongue.gif: I'm surprised v 1.6.7 isn't out yet. [Cos I figured they knew about the chunk thing and were getting around to fixing it... Or they don't know about it, maybe someone should let them know :tongue.gif:]
Mods loaded: 9
ModLoader Beta 1.6.6
mod_BuildCraftCore 1.6.6.1
mod_BuildCraftBuilders 1.6.6.1
mod_BuildCraftFactory 1.6.6.1
mod_BuildCraftTransport 1.6.6.1
mod_PortalGun 1.6.5v1
mod_Timers 1.0
mod_Pistons Beta 1.6.4
mod_Raygun 1.5_01
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem.
If you wish to report this, please copy this entire text and email it to [email protected].
Please include a description of what you did when the error occured.
--- BEGIN ERROR REPORT b6fff818 --------
Generated 6/11/11 12:22 PM
Minecraft: Minecraft Beta 1.6.6
OS: Windows 7 (x86) version 6.1
Java: 1.6.0_25, Sun Microsystems Inc.
VM: Java HotSpot(TM) Client VM (mixed mode), Sun Microsystems Inc.
LWJGL: 2.4.2
OpenGL: Mobile Intel(R) 4 Series Express Chipset Family version 2.1.0 - Build 8.15.10.2302, Intel
java.lang.IllegalArgumentException: Slot 115 is already occupied by BlockElement@9b774e when adding eloraam.BlockTimer@b5d05b
at un.<init>(SourceFile:253)
at rr.<init>(SourceFile:9)
at eloraam.BlockTimer.<init>(Unknown Source)
at mod_Timers.initialize(Unknown Source)
at mod_Timers.ModsLoaded(Unknown Source)
at ModLoader.init(ModLoader.java:830)
at ModLoader.AddAllRenderers(ModLoader.java:124)
at tc.<init>(tc.java:60)
at tc.<clinit>(tc.java:9)
at net.minecraft.client.Minecraft.a(SourceFile:312)
at net.minecraft.client.Minecraft.run(SourceFile:683)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 525e5d67 ----------
If for any reason you think you know me,
shut upit's probably just a coincidence.a torch is 0.4 seconds, aka 1 tick.
A modification of the iron pipe in which the outputs alternate should do the trick.
1)Assembly Line, like minecart tracks but pulls items when dropped onto the line. Something Like this: http://www.minecraftforum.net/topic/150149-v15-01-feanors-mods-minefactory-v10/
2)Automatic Crafter, you drop the supplies into the chute needed to craft the item specified (put the recipe into the auto crafter) and it will come out and pop onto an assembly line infront of it. This could be really useful.
3)Door animations? You've proved this possible in the animation that the redstone timer does
4)Normal Clothes
You are an awesome modder!