i have a problem with the moving the schematic in-game,
the schematic stays at x0 y0 z0 even if I'm miles away and even if i walk to the place where it should be it is invisible or something.
i use the latest mod and forge and i have reinstalled both of them but nothing works
That was just laziness on my end. The schematic will render no matter what, as long as you look into the same direction. I'll have to add a distance check to turn it off when the player is far enough away.
This happens after a few uses of Schematica. When I'm choosing where to place the red or blue point it automatically goes to
X: -1
Y: -1
Z: 1 no matter where I am. When I do eventually get the point to where I want it using the buttons it doesn't appear.
The mods I have are:
BMP (Mod Pack), Bookz, Schematica, MAtmos, Inventory Tweaks, Minecraft Forge, Single Player Commands, and TabbyChat.
Sounds like a mod conflict. Some mod must be doing something weird to the EntityPlayer class, like the ControlPack in 1.4.5. Could you add mods one by one and check which mod is the cause of this (backup your current setup, then just try removing mods until it works - that's for mods in /mods/)?
Hi!
Chickenbones chickenchunk is conflicting with the mod.
Here is one error entry:
2013-06-15 16:03:28 [SEVERE] [Schematica] Failed to render a tile entity!
java.lang.NullPointerException
at codechicken.chunkloader.TileChunkLoaderRenderer.func_76894_a(TileChunkLoaderRenderer.java:66)
at lunatrius.schematica.renderer.RendererSchematicChunk.renderTileEntities(RendererSchematicChunk.java:353)
at lunatrius.schematica.renderer.RendererSchematicChunk.render(RendererSchematicChunk.java:230)
at lunatrius.schematica.renderer.RendererSchematicGlobal.render(RendererSchematicGlobal.java:101)
at lunatrius.schematica.renderer.RendererSchematicGlobal.onRender(RendererSchematicGlobal.java:51)
at net.minecraftforge.event.ASMEventHandler_89_RendererSchematicGlobal_onRender_RenderWorldLastEvent.invoke(.dynamic)
at net.minecraftforge.event.ASMEventHandler.invoke(ASMEventHandler.java:39)
at net.minecraftforge.event.EventBus.post(EventBus.java:108)
at net.minecraftforge.client.ForgeHooksClient.dispatchRenderLast(ForgeHooksClient.java:238)
at net.minecraft.client.renderer.EntityRenderer.func_78471_a(EntityRenderer.java:1266)
at net.minecraft.client.renderer.EntityRenderer.func_78480_b(EntityRenderer.java:987)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:871)
at net.minecraft.client.Minecraft.run(Minecraft.java:760)
at java.lang.Thread.run(Unknown Source)
How's the Pixelmon incompatibility going?
I love this mod, it helps me with building and makes it a ton easier. So it really is quite a shame it's not compatible with Pixelmon in my opinion.
Trying to find the cause of it, but since the mod is closed source that makes it really hard for me to actually find the cause of the incompatibility.
Well I tried it myself and it didn't quite work. The first time I tried it it seemed to work just fine, but when I tried to set corners to make a schematic I noticed I couldn't see the corners of it, or anything.
Some time later I tried again and opened that same world I was in previously, but ended up crashing. So I made a new world, and when I chose my starter Pixelmon my game crashed. I tried many more times after that (including on multiplayer) and came to the conclusion that it makes me crash when there's Pixelmon. Even the pokeball entity (that appears when you send a Pixelmon out) makes the game crash. (Also the Pixelmon on your team seem to have no texture, it literally says that.)
So could you try it again and this time spawn in some Pixelmon? (/pokespawn <name> ) Because I'd really like to use this mod with Pixelmon.
Thanks in advance.
Could you post the crash reports that you've been getting? Also, there were Pixelmons around the place that spawned naturally if that's what you mean.
Not necessary. Report the bug to Pixelmon's thread. The database becomes corrupt because their website is down and... your database looks like this because of it: http://i.imgur.com/vUMq7aR.png, when it was supposed to look like this: http://i.imgur.com/fj0jxs8.png (yes, that gibberish is supposed to be there, it's just binary data)
Temporary workaround until the Pixelmon coders fix this:
GUYS I KNOW THE ANSWER, I'LL COPY AND PASTE FROM THE PIXELMON WEBSITE:
-THIS IS JUST FOR THE SINGLEPLAYER CRASH
What you need to do is go to .minecraft and and delete you database folder. Then redownload pixelmon and drag the database folder into your .minecraft where it was before. Finally before running minecraft go into the config folder in .minecraft go into pixelmon config file using notepad and find the auto update function and set it to false. This made my single player work
Hey! I recently installed this mod and I have selected a structure to be saved as a schematic, but when I name my selection and press save, nothing happens. Does anyone know why/how I can resolve this problem?
Here is the error from my MultiMC console.
2013-06-18 16:39:18 [SEVERE] [Schematica] Failed to save schematic!
java.lang.NullPointerException
at logisticspipes.pipes.basic.CoreRoutedPipe.writeToNBT(CoreRoutedPipe.java:544)
at logisticspipes.pipes.PipeLogisticsChassi.writeToNBT(PipeLogisticsChassi.java:336)
at buildcraft.transport.TileGenericPipe.func_70310_b(TileGenericPipe.java:106)
at logisticspipes.proxy.cc.LogisticsTileGenericPipe_CC.func_70310_b(LogisticsTileGenericPipe_CC.java:411)
at lunatrius.schematica.Settings.saveSchematic(Settings.java:193)
at lunatrius.schematica.gui.GuiSchematicSave.func_73875_a(GuiSchematicSave.java:221)
at net.minecraft.client.gui.GuiScreen.func_73864_a(SourceFile:72)
at lunatrius.schematica.gui.GuiSchematicSave.func_73864_a(GuiSchematicSave.java:232)
at net.minecraft.client.gui.GuiScreen.func_73867_d(SourceFile:127)
at net.minecraft.client.gui.GuiScreen.func_73862_m(SourceFile:111)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1500)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:835)
at net.minecraft.client.Minecraft.run(Minecraft.java:760)
at java.lang.Thread.run(Unknown Source)
Hey! I recently installed this mod and I have selected a structure to be saved as a schematic, but when I name my selection and press save, nothing happens. Does anyone know why/how I can resolve this problem?
Here is the error from my MultiMC console.
2013-06-18 16:39:18 [SEVERE] [Schematica] Failed to save schematic!
java.lang.NullPointerException
at logisticspipes.pipes.basic.CoreRoutedPipe.writeToNBT(CoreRoutedPipe.java:544)
at logisticspipes.pipes.PipeLogisticsChassi.writeToNBT(PipeLogisticsChassi.java:336)
at buildcraft.transport.TileGenericPipe.func_70310_b(TileGenericPipe.java:106)
at logisticspipes.proxy.cc.LogisticsTileGenericPipe_CC.func_70310_b(LogisticsTileGenericPipe_CC.java:411)
at lunatrius.schematica.Settings.saveSchematic(Settings.java:193)
at lunatrius.schematica.gui.GuiSchematicSave.func_73875_a(GuiSchematicSave.java:221)
at net.minecraft.client.gui.GuiScreen.func_73864_a(SourceFile:72)
at lunatrius.schematica.gui.GuiSchematicSave.func_73864_a(GuiSchematicSave.java:232)
at net.minecraft.client.gui.GuiScreen.func_73867_d(SourceFile:127)
at net.minecraft.client.gui.GuiScreen.func_73862_m(SourceFile:111)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1500)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:835)
at net.minecraft.client.Minecraft.run(Minecraft.java:760)
at java.lang.Thread.run(Unknown Source)
Which version of logistic pipes are you using? Looking at the source the stack trace doesn't make any sense.
Thanks for your help so far. I updated my Logistics Pipes version and I could copy and paste my schematic, but I have to look at my schematic at a certain angle (seeing it in peripheral vision, barely seeing it), or else it would just become purple and blue blocks. Here are some pictures.
Thanks for your help so far. I updated my Logistics Pipes version and I could copy and paste my schematic, but I have to look at my schematic at a certain angle (seeing it in peripheral vision, barely seeing it), or else it would just become purple and blue blocks. Here are some pictures.
Could you try to load a vanilla blocks only schematic and see how that works? Looking at it from different angles, that is. If it works fine, there must be a block in the schematic that's causing the issue.
My only real problem is that after exiting a world, the "hologram" of the schematic disappears and I have to place a new one and line it up again.
That is intended behavior. If I didn't do that there could be a lot of possible world memory leaks and schematics that don't refresh at all (they'll stay blue/purple/red no matter what).
I just wanted to say I love this Mod and if you Download Schematic's for MC Edit and put them in the Schematic Folder for this Mod they will make a Schematic/Ghost Print of what you Downloaded right in your game. So far any file ending with .Schematic works with this Mod no matter what program it was originaly made for. I have no tested worlds yet and before you place the Schematic you need to clear the area but other then that it works great. I've been downloading small home Schematics for a world I'm making and it works amazing.
I just wanted to say I love this Mod and if you Download Schematic's for MC Edit and put them in the Schematic Folder for this Mod they will make a Schematic/Ghost Print of what you Downloaded right in your game. So far any file ending with .Schematic works with this Mod no matter what program it was originaly made for. I have no tested worlds yet and before you place the Schematic you need to clear the area but other then that it works great. I've been downloading small home Schematics for a world I'm making and it works amazing.
Is there any Schematic's around of other people's builds that you can put into the Schematic Folder an use in game? Will MC Edit Schematic's work with this?
To reply to the original question: yes, any schematic will work. MCEdit, WorldEdit, Schematica - all 3 use the same format for the schematic files. However, MCEdit and WorldEdit may have some issues with schematics that have been saved with Schematica build 32 or earlier and have blocks with IDs over 255.
tl;dr: Schematica can load any schematic; MCEdit/WorldEdit might have issues loading non-vanilla schematics saved with Schematica #32 or earlier.
Is there a way to stop the rendering without logging off? or can I only hide it? Or is hiding it the same as it being unloaded, resource wise...
Thanks for any response.
Hiding it only disabled the renderer. I'll probably add something that will unload everything, that will be most likely in 1.6 though (I'm kind of busy at the moment).
For the time being you could just import a small schematic, which shouldn't waste a lot of resources. Best thing after relogging.
That was just laziness on my end. The schematic will render no matter what, as long as you look into the same direction. I'll have to add a distance check to turn it off when the player is far enough away.
Sounds like a mod conflict. Some mod must be doing something weird to the EntityPlayer class, like the ControlPack in 1.4.5. Could you add mods one by one and check which mod is the cause of this (backup your current setup, then just try removing mods until it works - that's for mods in /mods/)?
Will be fixed in next build.
Trying to find the cause of it, but since the mod is closed source that makes it really hard for me to actually find the cause of the incompatibility.It appears to work just fine (http://i.imgur.com/wV3AP5x.png).
Used the mod from this thread: http://www.minecraftforum.net/topic/1276311-/
Could you post the crash reports that you've been getting? Also, there were Pixelmons around the place that spawned naturally if that's what you mean.
Not necessary. Report the bug to Pixelmon's thread. The database becomes corrupt because their website is down and... your database looks like this because of it: http://i.imgur.com/vUMq7aR.png, when it was supposed to look like this: http://i.imgur.com/fj0jxs8.png (yes, that gibberish is supposed to be there, it's just binary data)
Temporary workaround until the Pixelmon coders fix this:
Filed the report myself: http://www.minecraftforum.net/topic/1276311-/page__st__9980#entry22906086
Here is the error from my MultiMC console.
Sorry for the late reply, this is the version I'm using:
No way I can fix that. I'll see if I can file a bug report on that.
Edit: filed the report. Will see what they can do and if there's anything I can do, depending on their response.
Could you try to load a vanilla blocks only schematic and see how that works? Looking at it from different angles, that is. If it works fine, there must be a block in the schematic that's causing the issue.
Minecraft version, Forge version, Schematica version, other mods?
That is intended behavior. If I didn't do that there could be a lot of possible world memory leaks and schematics that don't refresh at all (they'll stay blue/purple/red no matter what).
To reply to the original question: yes, any schematic will work. MCEdit, WorldEdit, Schematica - all 3 use the same format for the schematic files. However, MCEdit and WorldEdit may have some issues with schematics that have been saved with Schematica build 32 or earlier and have blocks with IDs over 255.
tl;dr: Schematica can load any schematic; MCEdit/WorldEdit might have issues loading non-vanilla schematics saved with Schematica #32 or earlier.
Thanks for any response.
Hiding it only disabled the renderer. I'll probably add something that will unload everything, that will be most likely in 1.6 though (I'm kind of busy at the moment).
For the time being you could just import a small schematic, which shouldn't waste a lot of resources. Best thing after relogging.