Thanks for the great comments everyone! Sorry about the mediafire links, I'm not sure exactly why that happend, but I am guessing someone took my mediafire link and abused it in some way. Anyway, It should be fixed now, I don't have secondary links at the moment, but I will add some later.
I'm going to seem retarded for this, but I can't find any sort of download link. can anyone help me out?
Sorry it took awhile to respond, been real busy this last week. The download link is located in one of the spoilers in the main post. There is an image that says downloads, but If you had issues with images loading that might explain why you have trouble. I should probably add a single link of tiny invisible text before each spoiler so someone can search for the term "download" and find the correct spoiler.
Love the mod, it makes my buildings seem more full and complete.... however I've found it causes an unusual amount of lag. As in cutting my framerate from 175 down to 40 without shaders enabled. I had a hard time believing it was caused by a dozen shelves and bookcases, but breaking them caused my framerate to skyrocket back up. I wish I had an error log or something to show you, but there is no crash or anything, just massive lag.
It should be mentioned this happens with or without optifine installed, I know optifine cause often cause weird bugs like this so I made sure to isolate it. To illustrate my point:
On the left is the pie chart showing the rendering tasks a safe distance from my home. Its pretty even. On the right shows the rendering tasks once you approach my home. As you can see, entity rendering is through the roof. In particular its tile entities. Is there anything that can be done about this?
Yeah, as far as performance issues goes, I gave the users the potential to create some heavy lag with my blocks. Things that render items like they are thrown in the ground (shelves, potion shelves, tables, etc) are harder on the system than anything else. You can kind of think of it as the same as throwing a bunch of items on the ground and the game has to render all those items. Potion shelves are definitely the worst offenders because the potion bottles each have their own enchantment effect. I would like to eventually have options so players can change rendering characteristics on a block-by-block basis so maybe one could disable 3D rendering of only potions on the potion shelf or something.
Getting this crash, not all the time, but every third time or so i try to load a map with Bibliocraft stuff in it, then after it happens I can't get in at all.
---- Minecraft Crash Report ----
// Don't do that.
Time: 27.06.13 09:12
Description: Unexpected error
java.lang.IllegalStateException: Already tesselating!
at net.minecraft.client.renderer.Tessellator.func_78371_b(Tessellator.java:554)
at net.minecraft.client.renderer.Tessellator.func_78382_b(Tessellator.java:544)
at net.minecraft.client.renderer.RenderGlobal.func_72714_a(RenderGlobal.java:1208)
at net.minecraft.client.renderer.EntityRenderer.func_78471_a(EntityRenderer.java:1551)
at net.minecraft.client.renderer.EntityRenderer.func_78480_b(EntityRenderer.java:1094)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:870)
at net.minecraft.client.Minecraft.run(Minecraft.java:759)
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 net.minecraft.client.renderer.Tessellator.func_78371_b(Tessellator.java:554)
at net.minecraft.client.renderer.Tessellator.func_78382_b(Tessellator.java:544)
at net.minecraft.client.renderer.RenderGlobal.func_72714_a(RenderGlobal.java:1208)
at net.minecraft.client.renderer.EntityRenderer.func_78471_a(EntityRenderer.java:1551)
Hmmm, the stack trace isn't really leading me to anything specific in Bibliocraft so I am not sure what is going on. I'll stay aware of this and if anything comes up that might be related I'll see what I can do. Thanks for the report thought.
I would like to make a suggestion regarding the lanturns:
Golden lanturns are pretty and all, but how about adding an iron version? (And maybe an obsidion version to mimic the look of cast iron?) The golden one only works for so many situations color-wise.
Other than that, I'm lovin' the mod! Great work! (Tool racks are awesome, by the way.)
edit: Oh! And the lanturns and lamps need to have their orientation determined by which side of a block the player clicks (like vanilla logs do), not by which direction the player is facing. That gets pretty annoying.
Thats not a bad idea for a future update to add a couple extra color variations on lamps. I'll try to keep this in mind.
Yeah, I probably should change that with the way lamps and lanterns are placed. Using player orientation was an idea pulled from the piston because that is how that works. I'll have to take a look at a logs and see how they do it there.
I love this mod, Its been running on my server for the last few days and everyone is having a blast showing off their books and items.
There is only problem I have with it: The models are too high-quality! They look great on their own, but they don't fit in with the low-poly regular minecraft stuff, and they sort of draw the attention away from the rest of the build.
The real big offenders are the Typesetting Table, Printing Press, Wooden Table, and especially the Gold Lanterns. The others are just fine and blend in quite well.
Getting to the point, would a slightly lower poly option for these models be out of the question?
I can tell you that the version that are in are definitely staying like they are because they fit into my builds perfect. Then again I use carpenter slopes and mine painter so I can chisel extra fancy stuff. I tried not to push the bar too far in that I kept the poly count low enough that I felt like it still fits in with the variety of mods I like to use.
That said, I might be able to setup a way for users to actually change/use different models for lamps. The table and lamps are the first models that are done in OBJ format thanks to new features in forge. It is possible to actually open and edit or replace these OBJ files with any model. As long as all model part names and texture names and number of pieces of textures is the same, these could be effectively swapped out for anything you want. I am considering some time going back through my other models and converting all to OBJ because its just soo much easier for me to work with weather its the model, UV mapping for textures or dealing with the code, OBJ is just easier. For now, the table and lamps are the only OBJ models so far. If someone wanted to make a model/texture pack for BiblioCraft and add some lower poly models or whatever, I am OK with this. I am also ok with people distributing their custom models for BiblioCraft as long as you don't distribute a modified version of BiblioCraft with the models in it, rather just the models/textures with installation instructions.
Temporary file downloads for Bibliocraft until Nuchaz is back and able to resolve the issue with Mediafire (or find an alternative hosting site (I suggest ge.tt )):
Once he gets the files back up somewhere I'm removing the links.
Thanks for helping out while I've been away. I fixed the links and both the files are being hosted from ge.tt now
and also, what about ore dictionary support for the logs/planks/etc in crafting recipes? can just have it make ones that look like oak is fine.
anything? would be nice to not have to delete mod logs and refund myself vanilla ones to make toolracks and such with.
Rollback Post to RevisionRollBack
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
anything? would be nice to not have to delete mod logs and refund myself vanilla ones to make toolracks and such with.
I felt like I was forgetting to respond to someone about something but couldn't remember who and about what, I had gotten a few days behind due to some real life stuff happening. Anyway, there is a very good reason why I don't want to use the ore dictionary for my wooden stuff. A good reason involving mod logs even. Also I think using the ore dictionary would break the 4 vanilla types so you could only craft just one. Just hold tight for a couple more days at most and my reasons should be quite clear.
Hey, I actually just had a thought about something - Different item frames that can hold four items, and/or can connect to other frames to make a large display?
Rollback Post to RevisionRollBack
Resident Thaumaturge cake-dragon at your service o:
Hey, I actually just had a thought about something - Different item frames that can hold four items, and/or can connect to other frames to make a large display?
That's what labels are for - they hold up to 3 items. They don't, however, connect to each other to become larger.
That's what labels are for - they hold up to 3 items. They don't, however, connect to each other to become larger.
Yeah, I'm aware. I was sort of thinking along the lines of...Well, know how paintings can be large, 2x2 wall murals? Doing something similar to that, but with a big display of items.
Rollback Post to RevisionRollBack
Resident Thaumaturge cake-dragon at your service o:
that would be pretty cool actually, you could use them to display pieces of vanilla maps like an old style panoramic photo taken with multiple shots and stuff like that.
Rollback Post to RevisionRollBack
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
Yeah, as far as performance issues goes, I gave the users the potential to create some heavy lag with my blocks. Things that render items like they are thrown in the ground (shelves, potion shelves, tables, etc) are harder on the system than anything else. You can kind of think of it as the same as throwing a bunch of items on the ground and the game has to render all those items. Potion shelves are definitely the worst offenders because the potion bottles each have their own enchantment effect. I would like to eventually have options so players can change rendering characteristics on a block-by-block basis so maybe one could disable 3D rendering of only potions on the potion shelf or something.
I was hoping for some way to reduce the number of things they do per tick, or have them wait 20 ticks or something before being checked, not sure if that's even possible. In my research since I posted that all things seem to indicate its just a straight up limitation of the engine, which was coded to be pretty much completely single threaded, at least for the game logic. There is an interesting mod out there that attempts to multithread tileentity rendering, and some people have had good success with it. Once it updates I'll have to try it. As it stands making an armory full of armor stands and tool shelves and display cases is pretty much impossible, as the framerate suffers way too much. Total bummer, as it looked awesome when it was completed.
Hey, I actually just had a thought about something - Different item frames that can hold four items, and/or can connect to other frames to make a large display?
that would be pretty cool actually, you could use them to display pieces of vanilla maps like an old style panoramic photo taken with multiple shots and stuff like that.
I do kind of like the idea of a connecting style frame for larger displays, esp if we could have maps render in them. This seems like something that could work well in my maps theme update I want to do eventually. Unless of course someone makes an amazing maps mod before I get around to it. I do feel like maps is an area that needs to be addressed. It would be great if maps were so awesome they became more fun to use than minimaps. I am huge fan of the mini maps mods, but I feel like it could be more immersive if the crafted maps were done in a way that made them as useful or more useful than minimaps.
I'll keep this idea around and give it some more thought probably when I get around to the map update.
I was hoping for some way to reduce the number of things they do per tick, or have them wait 20 ticks or something before being checked, not sure if that's even possible. In my research since I posted that all things seem to indicate its just a straight up limitation of the engine, which was coded to be pretty much completely single threaded, at least for the game logic. There is an interesting mod out there that attempts to multithread tileentity rendering, and some people have had good success with it. Once it updates I'll have to try it. As it stands making an armory full of armor stands and tool shelves and display cases is pretty much impossible, as the framerate suffers way too much. Total bummer, as it looked awesome when it was completed.
Love the mod, and really happy you added lighting options. What would make it even better is if you added other colors to lantern/lamp itself. Iron, silver, obsidian, copper (not my style but I'm sure some would use them). If mod metals were ok, steel would be a great addition as well. The model currently is nice, just gold doesn't really go with all color schemes.
Just posted a new version! Not many changes in regular BiblioCraft, but now we have woods! With Biomes O' Plenty and Forestry addon, that is another 296 varieties of blocks! (24 woods in Forestry, 13 woods in Biome O' Plenty, and 8 BiblioCraft blocks). See the downloads section to download.
V1.3.3 - *Made a bunch of changes to accommodate having wood addons. Wood addons require at least v1.3.3 to function. *Redstone now propagates through the block behind the bookcase and display case. Also both blocks no longer emit a redstone signal from the front side. *Changed placement methods for lamps and lanterns. Now uses the face of the block the player clicks to determine if its a table/floor style, wall style, or ceiling style.
Just posted a new version! Not many changes in regular BiblioCraft, but now we have woods! With Biomes O' Plenty and Forestry addon, that is another 296 varieties of blocks! (24 woods in Forestry, 13 woods in Biome O' Plenty, and 8 BiblioCraft blocks). See the downloads section to download.
V1.3.3 -
*
Made a bunch of changes to accommodate having wood addons. Wood addons require at least v1.3.3 to function. *Redstone now propagates through the block behind the bookcase and display case. Also both blocks no longer emit a redstone signal from the front side. *Changed placement methods for lamps and lanterns. Now uses the face of the block the player clicks to determine if its a table/floor style, wall style, or ceiling style.
Jaw meet floor. This looks amazing.
Has there been any development on the positioning of book shelves, or making an optional "backing" to them so they can be made flush with surrounding blocks? Nothing more than a minor inconvenience, but just thought I'd ask anyway.
Love the mod, and really happy you added lighting options. What would make it even better is if you added other colors to lantern/lamp itself. Iron, silver, obsidian, copper (not my style but I'm sure some would use them). If mod metals were ok, steel would be a great addition as well. The model currently is nice, just gold doesn't really go with all color schemes.
Thanks.
There was some interest in this same idea a page or 2 back. I might add some more eventually, it would be quite easy, it just eat up a block id for each "color" I added. But yeah, I agree that gold doesn't work in all situations. I am not sure if I would use mod-metals or not. Though with the ore dictionary it really would be easy, then you just couldn't craft that recipe unless you had a mod that adds that ore. I'll think about the mod metals some more.
Has there been any development on the positioning of book shelves, or making an optional "backing" to them so they can be made flush with surrounding blocks? Nothing more than a minor inconvenience, but just thought I'd ask anyway.
Thanks.
As far development on positioning and stuff, I've put some ideas to paper and have been thinking about it. I'd like to implement a position system then add a new tool that will be used to change positions. That might be something that makes it into my 1.4 update even.
I plan get out a 1.3.4+ first that will be a straight port to 1.6 before I start the next dev cycle.
As far development on positioning and stuff, I've put some ideas to paper and have been thinking about it. I'd like to implement a position system then add a new tool that will be used to change positions. That might be something that makes it into my 1.4 update even.
I plan get out a 1.3.4+ first that will be a straight port to 1.6 before I start the next dev cycle.
No rush, I make do just fine without it, and actually don't need it quite as much as I did when I first brought it up in the past. Still think it would be a nice thing to be able to do, but definitely no problems in waiting a little longer for it.
Besides, I'm going to be pretty busy replacing all my old Bibliocraft stuff with the new wood stuff.
The Meaning of Life, the Universe, and Everything.
Join Date:
9/25/2011
Posts:
73
Member Details
Hmmm. Any reason the new BiblioWood things would leave my launcher hanging on launch? I'm getting a NoClassDefFoundError exception for BookcaseRenderer in both bopwood and forestrywood, had to delete both to launch the game. I get to the Mojang splash and then the screen goes white and the game hangs.
Hmmm. Any reason the new BiblioWood things would leave my launcher hanging on launch? I'm getting a NoClassDefFoundError exception for BookcaseRenderer in both bopwood and forestrywood, had to delete both to launch the game. I get to the Mojang splash and then the screen goes white and the game hangs.
Deleting both BiblioWoods launches the game properly as expected.
It looks like your BiblioCraft[v1.3.3].zip file is corrupt or something. That crash is a result of BiblioCraft v1.3.3 not loading (it would also show up if you tried to use BiblioWoods without BiblioCraft). Try re-downloading BiblioCraft v1.3.3.
2013-07-02 19:28:22 [WARNING] [ForgeModLoader] Zip file BiblioCraft[v1.3.3].zip failed to read properly, it will be ignored
Sorry it took awhile to respond, been real busy this last week. The download link is located in one of the spoilers in the main post. There is an image that says downloads, but If you had issues with images loading that might explain why you have trouble. I should probably add a single link of tiny invisible text before each spoiler so someone can search for the term "download" and find the correct spoiler.
Yeah, as far as performance issues goes, I gave the users the potential to create some heavy lag with my blocks. Things that render items like they are thrown in the ground (shelves, potion shelves, tables, etc) are harder on the system than anything else. You can kind of think of it as the same as throwing a bunch of items on the ground and the game has to render all those items. Potion shelves are definitely the worst offenders because the potion bottles each have their own enchantment effect. I would like to eventually have options so players can change rendering characteristics on a block-by-block basis so maybe one could disable 3D rendering of only potions on the potion shelf or something.
Hmmm, the stack trace isn't really leading me to anything specific in Bibliocraft so I am not sure what is going on. I'll stay aware of this and if anything comes up that might be related I'll see what I can do. Thanks for the report thought.
Thats not a bad idea for a future update to add a couple extra color variations on lamps. I'll try to keep this in mind.
Yeah, I probably should change that with the way lamps and lanterns are placed. Using player orientation was an idea pulled from the piston because that is how that works. I'll have to take a look at a logs and see how they do it there.
I can tell you that the version that are in are definitely staying like they are because they fit into my builds perfect. Then again I use carpenter slopes and mine painter so I can chisel extra fancy stuff. I tried not to push the bar too far in that I kept the poly count low enough that I felt like it still fits in with the variety of mods I like to use.
That said, I might be able to setup a way for users to actually change/use different models for lamps. The table and lamps are the first models that are done in OBJ format thanks to new features in forge. It is possible to actually open and edit or replace these OBJ files with any model. As long as all model part names and texture names and number of pieces of textures is the same, these could be effectively swapped out for anything you want. I am considering some time going back through my other models and converting all to OBJ because its just soo much easier for me to work with weather its the model, UV mapping for textures or dealing with the code, OBJ is just easier. For now, the table and lamps are the only OBJ models so far. If someone wanted to make a model/texture pack for BiblioCraft and add some lower poly models or whatever, I am OK with this. I am also ok with people distributing their custom models for BiblioCraft as long as you don't distribute a modified version of BiblioCraft with the models in it, rather just the models/textures with installation instructions.
Thanks for helping out while I've been away. I fixed the links and both the files are being hosted from ge.tt now
anything? would be nice to not have to delete mod logs and refund myself vanilla ones to make toolracks and such with.
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
Hmm, thats a no gooda, I'll look into this.
I felt like I was forgetting to respond to someone about something but couldn't remember who and about what, I had gotten a few days behind due to some real life stuff happening. Anyway, there is a very good reason why I don't want to use the ore dictionary for my wooden stuff. A good reason involving mod logs even. Also I think using the ore dictionary would break the 4 vanilla types so you could only craft just one. Just hold tight for a couple more days at most and my reasons should be quite clear.
That's what labels are for - they hold up to 3 items. They don't, however, connect to each other to become larger.
Yeah, I'm aware. I was sort of thinking along the lines of...Well, know how paintings can be large, 2x2 wall murals? Doing something similar to that, but with a big display of items.
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
I do a modded Let's Play
https://www.youtube....user/WhiteXCr0w
I was hoping for some way to reduce the number of things they do per tick, or have them wait 20 ticks or something before being checked, not sure if that's even possible. In my research since I posted that all things seem to indicate its just a straight up limitation of the engine, which was coded to be pretty much completely single threaded, at least for the game logic. There is an interesting mod out there that attempts to multithread tileentity rendering, and some people have had good success with it. Once it updates I'll have to try it. As it stands making an armory full of armor stands and tool shelves and display cases is pretty much impossible, as the framerate suffers way too much. Total bummer, as it looked awesome when it was completed.
I do kind of like the idea of a connecting style frame for larger displays, esp if we could have maps render in them. This seems like something that could work well in my maps theme update I want to do eventually. Unless of course someone makes an amazing maps mod before I get around to it. I do feel like maps is an area that needs to be addressed. It would be great if maps were so awesome they became more fun to use than minimaps. I am huge fan of the mini maps mods, but I feel like it could be more immersive if the crafted maps were done in a way that made them as useful or more useful than minimaps.
I'll keep this idea around and give it some more thought probably when I get around to the map update.
Yeah, I'll get an ad.fly link back up soon. I wasn't aware ad.focus did that for some people. More reason to have a couple options.
hmmm, I'll have to look into that. That is quite odd. Every other block you can shift click onto the table, but the flowerpot refuses it seems.
I am unable to reproduce this. What version of BiblioCraft and what version of forge are you running?
mmmm, multithread TESR's ....
V1.3.3 -
*Made a bunch of changes to accommodate having wood addons. Wood addons require at least v1.3.3 to function.
*Redstone now propagates through the block behind the bookcase and display case. Also both blocks no longer emit a redstone signal from the front side.
*Changed placement methods for lamps and lanterns. Now uses the face of the block the player clicks to determine if its a table/floor style, wall style, or ceiling style.
Jaw meet floor. This looks amazing.
Has there been any development on the positioning of book shelves, or making an optional "backing" to them so they can be made flush with surrounding blocks? Nothing more than a minor inconvenience, but just thought I'd ask anyway.
Thanks.
There was some interest in this same idea a page or 2 back. I might add some more eventually, it would be quite easy, it just eat up a block id for each "color" I added. But yeah, I agree that gold doesn't work in all situations. I am not sure if I would use mod-metals or not. Though with the ore dictionary it really would be easy, then you just couldn't craft that recipe unless you had a mod that adds that ore. I'll think about the mod metals some more.
Thanks.
As far development on positioning and stuff, I've put some ideas to paper and have been thinking about it. I'd like to implement a position system then add a new tool that will be used to change positions. That might be something that makes it into my 1.4 update even.
I plan get out a 1.3.4+ first that will be a straight port to 1.6 before I start the next dev cycle.
No rush, I make do just fine without it, and actually don't need it quite as much as I did when I first brought it up in the past. Still think it would be a nice thing to be able to do, but definitely no problems in waiting a little longer for it.
Besides, I'm going to be pretty busy replacing all my old Bibliocraft stuff with the new wood stuff.
Crash Report with both BiblioWoods installed
Crash Report with just Forestry BiblioWood installed (tried deleting just BoP BiblioWood first)
Deleting both BiblioWoods launches the game properly as expected.
It looks like your BiblioCraft[v1.3.3].zip file is corrupt or something. That crash is a result of BiblioCraft v1.3.3 not loading (it would also show up if you tried to use BiblioWoods without BiblioCraft). Try re-downloading BiblioCraft v1.3.3.