Made an account just to comment on this. I wanted to thank you for this one, it's exactly what i've been looking for. Most of the other lantern mods add too much like flashlights and/or leave the vanilla torches which kind of makes those lanterns just for aesthetic.
Just a question regarding the hooks; are they able to be placed on the bottom or sides of fences? If not, would that be something that can be easily added?
That's really a question you could have tried in creative and answered for yourself.
Answer: fence side = No, fence bottom = Yes
Thanks for the update! I was just testing it out, and ended up with a crash on torch placement. The crash seems to be related to Forge Multipart. Any chance for a compatibility fix? Would it be possible for your mod to block the vanilla torch recipe and add in your torches as their own unique block with their own unique behavior, rather than overwriting vanilla torch behavior?
Edit: crash log
makin some progress with the forgemultipart compatibility. and i was right; multipart's torches are hard coded into the mod. i can probably override them, but it'd be waaaay too much work. one work around would be to do the unique torch of my own thing so i guess i'll do that instead.
Now it's all coming together.
While the recipe still doesn't show up with NEI, but at least now when I tell Minetweaker to remove the new ID (as well as the the vanilla) you set for unlit torches the recipe is removed, thus allowing me to make my new recipe.
Thanks for the update.
i've been digging around chicken bones' code and i think i'll be able to add an nei plugin sooner or later. it'll probably come when i fix the forgemultipart compatibility issue. anyway, sorry about bein snappish last time. i get cranky when i'm tired
Made an account just to comment on this. I wanted to thank you for this one, it's exactly what i've been looking for. Most of the other lantern mods add too much like flashlights and/or leave the vanilla torches which kind of makes those lanterns just for aesthetic.
Just a question regarding the hooks; are they able to be placed on the bottom or sides of fences? If not, would that be something that can be easily added?
what version of the lanterns are you using? the new stand-alone mod or the old ones packaged with the torches? if you're using the new one, then the answer is yes (for the bottom) and you should comment on the other thread not here. if you're using the old one, i'm not sure when i added it in, but iirc the earlier versions did not allow it.
makin some progress with the forgemultipart compatibility. and i was right; multipart's torches are hard coded into the mod. i can probably override them, but it'd be waaaay too much work. one work around would be to do the unique torch of my own thing so i guess i'll do that instead.
Actually you should not need to touch Scala or anything of the sort. If you just implement the multipart api for the torch so it is a proper multipart block then I would think that it would likely work fine unless it does some odd hardcoded tests that it really should not be doing.
Actually you should not need to touch Scala or anything of the sort. If you just implement the multipart api for the torch so it is a proper multipart block then I would think that it would likely work fine unless it does some odd hardcoded tests that it really should not be doing.
yeah, i noticed last night that i don't need to. but it helps in to know scala when navigating through his code anyway, it all seems pretty straightforward so i guess i'll be done with this some time soon
If they don't stack I can't use the mod and I don't think many others will either. It's bad enough things like boats don't stack, although there is a mod that fixes that, but for torches something that people need a lot of.
I'm not going to want to use up a bunch of my inventory space for torches. It makes placing torches harder and a lot more annoying. It makes using the Tinkers' right-click place feature useless when it comes to mining and placing torches as you do.
So you want to fill your inventory with single torches. Go mining. Dig a few meters, place a torch, open your inventory, move 1 torch to your hot bar, and repeat?
What about a setting in the configs that controls the stacking. Something like LitTorchesStackMax= (number 1 - 64) and let the users and pack makers decide on the stacking limits.
It seems that I have a few conflicting mods. I would try to fix this myself, but I don't know how. The crash report is as follows:
---- Minecraft Crash Report ----
// This doesn't make any sense!
Time: 3/22/14 11:23 AM
Description: Ticking entity
java.lang.NullPointerException
at pelep.unlittorch.ai.EntityAIHelper.canEntitySeeTorch(EntityAIHelper.java:59)
at pelep.unlittorch.ai.EntityAIHandleTorches.func_75246_d(EntityAIHandleTorches.java:53)
at net.minecraft.entity.ai.EntityAITasks.func_75774_a(SourceFile:100)
at net.minecraft.entity.EntityLiving.func_70619_bc(EntityLiving.java:613)
at mca.entity.AbstractEntity.func_70619_bc(AbstractEntity.java:334)
at net.minecraft.entity.EntityLivingBase.func_70636_d(EntityLivingBase.java:1993)
at net.minecraft.entity.EntityLiving.func_70636_d(EntityLiving.java:441)
at net.minecraft.entity.EntityAgeable.func_70636_d(SourceFile:93)
at net.minecraft.entity.EntityLivingBase.func_70071_h_(EntityLivingBase.java:1826)
at net.minecraft.entity.EntityLiving.func_70071_h_(EntityLiving.java:257)
at mca.entity.AbstractEntity.func_70071_h_(AbstractEntity.java:256)
at mca.entity.EntityVillagerAdult.func_70071_h_(EntityVillagerAdult.java:278)
at net.minecraft.world.World.func_72866_a(World.java:2350)
at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:719)
at net.minecraft.world.World.func_72870_g(World.java:2311)
at net.minecraft.world.World.func_72939_s(World.java:2157)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:550)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:668)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:587)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:129)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:484)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:583)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at pelep.unlittorch.ai.EntityAIHelper.canEntitySeeTorch(EntityAIHelper.java:59)
at pelep.unlittorch.ai.EntityAIHandleTorches.func_75246_d(EntityAIHandleTorches.java:53)
at net.minecraft.entity.ai.EntityAITasks.func_75774_a(SourceFile:100)
at net.minecraft.entity.EntityLiving.func_70619_bc(EntityLiving.java:613)
at mca.entity.AbstractEntity.func_70619_bc(AbstractEntity.java:334)
at net.minecraft.entity.EntityLivingBase.func_70636_d(EntityLivingBase.java:1993)
at net.minecraft.entity.EntityLiving.func_70636_d(EntityLiving.java:441)
at net.minecraft.entity.EntityAgeable.func_70636_d(SourceFile:93)
at net.minecraft.entity.EntityLivingBase.func_70071_h_(EntityLivingBase.java:1826)
at net.minecraft.entity.EntityLiving.func_70071_h_(EntityLiving.java:257)
at mca.entity.AbstractEntity.func_70071_h_(AbstractEntity.java:256)
at mca.entity.EntityVillagerAdult.func_70071_h_(EntityVillagerAdult.java:278)
at net.minecraft.world.World.func_72866_a(World.java:2350)
at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:719)
at net.minecraft.world.World.func_72870_g(World.java:2311)
-- Entity being ticked --
Details:
Entity Type: mca.EntityVillagerAdult (mca.entity.EntityVillagerAdult)
Entity ID: 16
Entity Name: entity.mca.EntityVillagerAdult.name
Entity's Exact location: -244.11, 65.00, -142.01
Entity's Block location: World: (-245,65,-143), Chunk: (at 11,4,1 in -16,-9; contains blocks -256,0,-144 to -241,255,-129), Region: (-1,-1; contains chunks -32,-32 to -1,-1, blocks -512,0,-512 to -1,255,-1)
Entity's Momentum: 0.00, -0.08, 0.00
Stacktrace:
at net.minecraft.world.World.func_72939_s(World.java:2157)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:550)
-- Affected level --
Details:
Level name: New World
All players: 1 total; [EntityPlayerMP['Brad84x'/54, l='New World', x=-210.72, y=75.36, z=-149.63]]
Chunk stats: ServerChunkCache: 604 Drop: 0
Level seed: 3316163391134168204
Level generator: ID 01 - flat, ver 0. Features enabled: true
Level generator options: 2;7,59x1,3x3,2;1;stronghold,biome_1,village,decoration,dungeon,lake,mineshaft,lava_lake
Level spawn location: World: (-224,4,-168), Chunk: (at 0,0,8 in -14,-11; contains blocks -224,0,-176 to -209,255,-161), Region: (-1,-1; contains chunks -32,-32 to -1,-1, blocks -512,0,-512 to -1,255,-1)
Level time: 555 game time, 555 day time
Level dimension: 0
Level storage version: 0x04ABD - Anvil
Level weather: Rain time: 156962 (now: false), thunder time: 157866 (now: false)
Level game mode: Game mode: creative (ID 1). Hardcore: false. Cheats: true
Stacktrace:
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:668)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:587)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:129)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:484)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:583)
@Brad90X
The first problem I see is that it says Windows x86, aka Windows 32-bit
First make sure you're actually running a 64-bit OS: go to Start and type System and select the Control Panel->System. From there look for "System type" and it should say either 32-bit or 64-bit
If it says 64-bit then go here and download the manual installer for Java 64-bit
Just to be on the safe side, look in Programs & Features for any older versions of Java such as Java 6 and install them.
Then install the 64-bit
Finally play the game and see if you can re-create the problem again; do what ever it was you were doing when the game crashed.
@pelep and Shannae
I want to start off saying I'm sorry if I at all seemed a bit snippy in my last 2 posts, that wasn't my intent.
It's just that not having torches stack is a good bit of a culture shock. (sorry for the bad analogy) It's kind of like going to sleep one night and waking up the next day and the whole world is suddenly speaking only in Russian while you're the only one speaking English.
I thought some more about the stacking issue. I suppose since unlit torches can stack that one could have a 64 stack of unlit and 1 lit and place the unlit ones while lighting them with one that's lit.
However even then I still feel that's a big hassle to some and might be too much to deal with.
I also still think that a setting to control the stacking ability would be a good idea.
pelep, you've allowed people to control if the torches can or can't be put out by mobs and randomly all this time. And now they can control how many unlit torches are made when crafting, which by the way thanks for that a big time saver for me. So I can't see the harm in letting people choose whether or not the lit torches can stack and by how many are stackable.
If they don't stack I can't use the mod and I don't think many others will either. It's bad enough things like boats don't stack, although there is a mod that fixes that, but for torches something that people need a lot of. I'm not going to want to use up a bunch of my inventory space for torches. It makes placing torches harder and a lot more annoying.
although i see where you're coming from... you do realize one of the goals of the mod is to add difficulty, right? if your inventory is getting filled up by lit torches, then you might want to rethink how you handle the torches..
So you want to fill your inventory with single torches. Go mining. Dig a few meters, place a torch, open your inventory, move 1 torch to your hot bar, and repeat?
even i wouldn't do that. in fact, i'd hate having to do that. hence, the reason the held torches light up your surroundings and that the unlit torches do stack. part of the intention there was to make the player think a bit smarter when handling torches
What about a setting in the configs that controls the stacking. Something like LitTorchesStackMax= (number 1 - 64) and let the users and pack makers decide on the stacking limits.
that's much easier said than done. honestly, making the torches stackable in the previous versions was an incredible PITA.. and probably a stupid decision on my part. ever noticed how none of the damageable vanilla items can be stacked? actually, i don't even know any other mod that makes simultaneously stackable and damageable items. making lit torches stackable has a lot of consequences. this way is much cleaner and more realistic, but i agree that there is room for improvement. if it proves to be too difficult and i don't come up with a compromise, i will consider making them stackable again
It seems that I have a few conflicting mods. I would try to fix this myself, but I don't know how.
please read the section on how to report bugs. particularly the bit about spoiler tags. there don't seem to be any conflicts. just a weird bug. really simple fix so it should be gone by the next update. weird bug though. shouldn't happen at all. if it happens again, let me know
@pelep and Shannae
I want to start off saying I'm sorry if I at all seemed a bit snippy in my last 2 posts, that wasn't my intent.
It's just that not having torches stack is a good bit of a culture shock. (sorry for the bad analogy) It's kind of like going to sleep one night and waking up the next day and the whole world is suddenly speaking only in Russian while you're the only one speaking English.
I thought some more about the stacking issue. I suppose since unlit torches can stack that one could have a 64 stack of unlit and 1 lit and place the unlit ones while lighting them with one that's lit.
However even then I still feel that's a big hassle to some and might be too much to deal with.
I also still think that a setting to control the stacking ability would be a good idea.
pelep, you've allowed people to control if the torches can or can't be put out by mobs and randomly all this time. And now they can control how many unlit torches are made when crafting, which by the way thanks for that a big time saver for me. So I can't see the harm in letting people choose whether or not the lit torches can stack and by how many are stackable.
yeah, i realize how it could seem like it came out of nowhere (i really should make transitions between versions smoother). sorry about that.. and yes, that was how i intended it to be used-- using one lit torch to light the other unlit torches that you bring in stacks. i do realize that it can still be a hassle as well, so i'm trying to come up with a compromise. as i said in my previous post, stacking the lit torches has its consequences. it might seem like a good solution, but if i implement that, there'd be a lot of stuff i'd need to rethink and most likely change. not to mention, it'd be a pain to code it (the vanilla code isn't designed to have stackable, damageable items). but just to be clear, i get what you're saying and i'll think about it. i'd really rather not make it stackable again, but if i can't find a good enough compromise, i guess i'll seriously consider doing that
I didn't mean stack damaged items. If they aren't damaged they should be allowed to stack, but damaged then obviously they shouldn't.
So freshly made lit torches should be able to stack. They did in 1.5.2 and 1.6.2, freshly made or "repaired" lit torches stacked but after that they do not which makes perfect since. The only issue was that no matter what the durability bar always showed.
And when you remove the durability completely then there's no reason why they should not be allowed to stack.
I didn't mean stack damaged items. If they aren't damaged they should be allowed to stack, but damaged then obviously they shouldn't.
So freshly made lit torches should be able to stack. They did in 1.5.2 and 1.6.2, freshly made or "repaired" lit torches stacked but after that they do not which makes perfect since. The only issue was that no matter what the durability bar always showed.
And when you remove the durability completely then there's no reason why they should not be allowed to stack.
the durability bar always shows because it has a lifespan. lit torches are constantly updating/decaying so once they reach anywhere outside a crafting grid or chest they will get damaged. if i allow newly lit and undamaged torches to stack, what would i do once they start updating?
say for example you have 64 fresh torches and an empty inventory. once you place the torches in your inventory, they will update. how should that be handled? should they automatically be split up and spread out through your inventory as single torches? if they do, you'll have 36 lit torches taking up your inventory and 28 that won't fit in it. what will happen to the remaining 28? get dropped into the world as 28 items that you can't pick up? should the be discarded?
if they are allowed to remain a stack even when damaged, how should the repairing be handled?
in the current version, the resulting torches' lifespans are the average of their previous remaining lifespans. so if you have one torch that will still last for 2 days and one that will last for 1 day, the result of those would be two torches that will last for 1 1/2 day each. it's simple because there are only two torches. but what happens if one stack has 64? let's say that the stack of 64 has 100 ticks left before it dies out and the other is a fresh torch with 12000 ticks left. the result would be a stack of 65 torches with 283 ticks left. you basically just waste a fresh torch.
in previous versions, the resulting torches' lifespans would simply be taken from the one with the longest left. so if you had a 64 torches that's just about to die, and one fresh one, crafting them together would result in 65 fresh torches. much simpler, but that made them practically infinite. all you had to do was keep a fresh torch stored in a chest. also, reverting to that method would make the unlit torches' damage values useless.
it's not just the repairing either. there are other things that need to be addressed too such as how to handle the making them randomly die out. not to mention actually coding it. even if i work out a system that makes stacking torches fine, vanilla can make things difficult to actually implement it.
A possible solution would be if you added the config option to stop torches from 'ageing' in the players inventory, that coupled with torches dropping as unlit which we already have as an option.
That would only work if your config is set that way. if you have it set to update torches, the problem is still there. anyway, i've already found what i think is a decent compromise. simply right clicking on the unlit torch will ignite it. if you're holding an igniter, it will be used to ignite the torch. if not, your inventory will be searched for one. no need for switching items to light it up.
I have a few ideas as to how a campfire might work:
Campfires may be crafted by placing sticks (or if that would be too hard to implement without overriding base files, a crafting recipe that fits in a 2x2 area?)
Campfires cannot smelt ores or other minerals.
Campfires cook foods twice as fast
Configurable cooking recipes
Can burn even if nothing's cooking
Items burn twice as long if nothing's being cooked
Breaking it gives back the items that were used to make it (recyclable)
Scares off the undead when lit
Can only use small items as fuel (saplings, sticks, etc) (maybe?)
I can confirm the ticking entity crash when used with MCA. I will go into config and test if turning villager interactions to false fixes it.
please do. despite having already made a possible fix for it, i really see no reason why it would bug in the first place. if the bug reported earlier is caused by an incompatibility, that would make much more sense
That's really a question you could have tried in creative and answered for yourself.
Answer: fence side = No, fence bottom = Yes
makin some progress with the forgemultipart compatibility. and i was right; multipart's torches are hard coded into the mod. i can probably override them, but it'd be waaaay too much work. one work around would be to do the unique torch of my own thing so i guess i'll do that instead.
i've been digging around chicken bones' code and i think i'll be able to add an nei plugin sooner or later. it'll probably come when i fix the forgemultipart compatibility issue. anyway, sorry about bein snappish last time. i get cranky when i'm tired
what version of the lanterns are you using? the new stand-alone mod or the old ones packaged with the torches? if you're using the new one, then the answer is yes (for the bottom) and you should comment on the other thread not here. if you're using the old one, i'm not sure when i added it in, but iirc the earlier versions did not allow it.
chill, man. don't be cranky like me
I did A Mod review on the mod it seems like the one you got up is a bit out of date.
Actually you should not need to touch Scala or anything of the sort. If you just implement the multipart api for the torch so it is a proper multipart block then I would think that it would likely work fine unless it does some odd hardcoded tests that it really should not be doing.
yeah, i noticed last night that i don't need to. but it helps in to know scala when navigating through his code anyway, it all seems pretty straightforward so i guess i'll be done with this some time soon
I tested this on a fresh instance with only this mod and with the durability enabled and disabled.
they're not supposed to anymore. i really should update the details in the page soon...
I'm not going to want to use up a bunch of my inventory space for torches. It makes placing torches harder and a lot more annoying. It makes using the Tinkers' right-click place feature useless when it comes to mining and placing torches as you do.
What about a setting in the configs that controls the stacking. Something like LitTorchesStackMax= (number 1 - 64) and let the users and pack makers decide on the stacking limits.
---- Minecraft Crash Report ----
// This doesn't make any sense!
Time: 3/22/14 11:23 AM
Description: Ticking entity
java.lang.NullPointerException
at pelep.unlittorch.ai.EntityAIHelper.canEntitySeeTorch(EntityAIHelper.java:59)
at pelep.unlittorch.ai.EntityAIHandleTorches.func_75246_d(EntityAIHandleTorches.java:53)
at net.minecraft.entity.ai.EntityAITasks.func_75774_a(SourceFile:100)
at net.minecraft.entity.EntityLiving.func_70619_bc(EntityLiving.java:613)
at mca.entity.AbstractEntity.func_70619_bc(AbstractEntity.java:334)
at net.minecraft.entity.EntityLivingBase.func_70636_d(EntityLivingBase.java:1993)
at net.minecraft.entity.EntityLiving.func_70636_d(EntityLiving.java:441)
at net.minecraft.entity.EntityAgeable.func_70636_d(SourceFile:93)
at net.minecraft.entity.EntityLivingBase.func_70071_h_(EntityLivingBase.java:1826)
at net.minecraft.entity.EntityLiving.func_70071_h_(EntityLiving.java:257)
at mca.entity.AbstractEntity.func_70071_h_(AbstractEntity.java:256)
at mca.entity.EntityVillagerAdult.func_70071_h_(EntityVillagerAdult.java:278)
at net.minecraft.world.World.func_72866_a(World.java:2350)
at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:719)
at net.minecraft.world.World.func_72870_g(World.java:2311)
at net.minecraft.world.World.func_72939_s(World.java:2157)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:550)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:668)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:587)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:129)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:484)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:583)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at pelep.unlittorch.ai.EntityAIHelper.canEntitySeeTorch(EntityAIHelper.java:59)
at pelep.unlittorch.ai.EntityAIHandleTorches.func_75246_d(EntityAIHandleTorches.java:53)
at net.minecraft.entity.ai.EntityAITasks.func_75774_a(SourceFile:100)
at net.minecraft.entity.EntityLiving.func_70619_bc(EntityLiving.java:613)
at mca.entity.AbstractEntity.func_70619_bc(AbstractEntity.java:334)
at net.minecraft.entity.EntityLivingBase.func_70636_d(EntityLivingBase.java:1993)
at net.minecraft.entity.EntityLiving.func_70636_d(EntityLiving.java:441)
at net.minecraft.entity.EntityAgeable.func_70636_d(SourceFile:93)
at net.minecraft.entity.EntityLivingBase.func_70071_h_(EntityLivingBase.java:1826)
at net.minecraft.entity.EntityLiving.func_70071_h_(EntityLiving.java:257)
at mca.entity.AbstractEntity.func_70071_h_(AbstractEntity.java:256)
at mca.entity.EntityVillagerAdult.func_70071_h_(EntityVillagerAdult.java:278)
at net.minecraft.world.World.func_72866_a(World.java:2350)
at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:719)
at net.minecraft.world.World.func_72870_g(World.java:2311)
-- Entity being ticked --
Details:
Entity Type: mca.EntityVillagerAdult (mca.entity.EntityVillagerAdult)
Entity ID: 16
Entity Name: entity.mca.EntityVillagerAdult.name
Entity's Exact location: -244.11, 65.00, -142.01
Entity's Block location: World: (-245,65,-143), Chunk: (at 11,4,1 in -16,-9; contains blocks -256,0,-144 to -241,255,-129), Region: (-1,-1; contains chunks -32,-32 to -1,-1, blocks -512,0,-512 to -1,255,-1)
Entity's Momentum: 0.00, -0.08, 0.00
Stacktrace:
at net.minecraft.world.World.func_72939_s(World.java:2157)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:550)
-- Affected level --
Details:
Level name: New World
All players: 1 total; [EntityPlayerMP['Brad84x'/54, l='New World', x=-210.72, y=75.36, z=-149.63]]
Chunk stats: ServerChunkCache: 604 Drop: 0
Level seed: 3316163391134168204
Level generator: ID 01 - flat, ver 0. Features enabled: true
Level generator options: 2;7,59x1,3x3,2;1;stronghold,biome_1,village,decoration,dungeon,lake,mineshaft,lava_lake
Level spawn location: World: (-224,4,-168), Chunk: (at 0,0,8 in -14,-11; contains blocks -224,0,-176 to -209,255,-161), Region: (-1,-1; contains chunks -32,-32 to -1,-1, blocks -512,0,-512 to -1,255,-1)
Level time: 555 game time, 555 day time
Level dimension: 0
Level storage version: 0x04ABD - Anvil
Level weather: Rain time: 156962 (now: false), thunder time: 157866 (now: false)
Level game mode: Game mode: creative (ID 1). Hardcore: false. Cheats: true
Stacktrace:
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:668)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:587)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:129)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:484)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:583)
-- System Details --
Details:
Minecraft Version: 1.6.4
Operating System: Windows 7 (x86) version 6.1
Java Version: 1.7.0_51, Oracle Corporation
Java VM Version: Java HotSpot(TM) Client VM (mixed mode, sharing), Oracle Corporation
Memory: 97733808 bytes (93 MB) / 383725568 bytes (365 MB) up to 518979584 bytes (494 MB)
JVM Flags: 2 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx512M
AABB Pool Size: 32903 (1842568 bytes; 1 MB) allocated, 205 (11480 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v8.11 FML v6.4.49.965 Minecraft Forge 9.11.1.965 17 mods loaded, 17 mods active
mcp{8.09} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
FML{6.4.49.965} [Forge Mod Loader] (minecraftforge-9.11.1.965.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Forge{9.11.1.965} [Minecraft Forge] (minecraftforge-9.11.1.965.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
cfm{3.2.7} [§4MrCrayfish's Furniture Mod] ([Forge]FurnitureModv3.2.7(1.6.4).zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Artifacts{0.12.3} [Artifacts] (Artifacts-162-0123.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
DragonMounts{r36} [Dragon Mounts] (dragonmount_r36_mc1.6.x.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
EnviroMine{1.1.4} [EnviroMine] (EnviroMine v1.1.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
pcl{2.0.0} [PCL] (pcl2.0.0_mc1.6.4.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
lanterns{1.0.0} [Lanterns] (lanterns1.0.0_mc1.6.4.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
mca{3.6.1} [Minecraft Comes Alive] (MCA-3.6.1 MC-1.6.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
RodolRivalRebels{1.6.4} [Rival Rebels] (RivalRebels.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
spellbound{1.0.0} [Spellbound] (Spellbound v1.1.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
TF2Dispenser{1.6.4} [TF2 Dispenser] (TF2_Dispenser_1.6.4a.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
TF2Sentry{1.6.4} [TF2 Sentry] (TF2_Sentry_1.6.4a (1).zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
TF2Teleporter{1.6.4} [TF2 Teleporter] (TF2_Teleporter_1.6.4a.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
unlittorch{2.0.0} [Unlit Torches] (unlittorch2.0.0_mc1.6.4.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
mod_ZanMinimap{0.9.4} [Zan's Minimap] (ZansMinimap1.6.4 (1).zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Profiler Position: N/A (disabled)
Vec3 Pool Size: 1337 (74872 bytes; 0 MB) allocated, 376 (21056 bytes; 0 MB) used
Player Count: 1 / 8; [EntityPlayerMP['Brad84x'/54, l='New World', x=-210.72, y=75.36, z=-149.63]]
Type: Integrated Server (map_client.txt)
Is Modded: Definitely; Client brand changed to 'fml,forge'
The first problem I see is that it says Windows x86, aka Windows 32-bit
First make sure you're actually running a 64-bit OS: go to Start and type System and select the Control Panel->System. From there look for "System type" and it should say either 32-bit or 64-bit
If it says 64-bit then go here and download the manual installer for Java 64-bit
Just to be on the safe side, look in Programs & Features for any older versions of Java such as Java 6 and install them.
Then install the 64-bit
Finally play the game and see if you can re-create the problem again; do what ever it was you were doing when the game crashed.
@pelep and Shannae
I want to start off saying I'm sorry if I at all seemed a bit snippy in my last 2 posts, that wasn't my intent.
It's just that not having torches stack is a good bit of a culture shock. (sorry for the bad analogy) It's kind of like going to sleep one night and waking up the next day and the whole world is suddenly speaking only in Russian while you're the only one speaking English.
I thought some more about the stacking issue. I suppose since unlit torches can stack that one could have a 64 stack of unlit and 1 lit and place the unlit ones while lighting them with one that's lit.
However even then I still feel that's a big hassle to some and might be too much to deal with.
I also still think that a setting to control the stacking ability would be a good idea.
pelep, you've allowed people to control if the torches can or can't be put out by mobs and randomly all this time. And now they can control how many unlit torches are made when crafting, which by the way thanks for that a big time saver for me. So I can't see the harm in letting people choose whether or not the lit torches can stack and by how many are stackable.
although i see where you're coming from... you do realize one of the goals of the mod is to add difficulty, right? if your inventory is getting filled up by lit torches, then you might want to rethink how you handle the torches..
i disagree. it won't be useless if you rethink how you use the torches
glad you like it!
even i wouldn't do that. in fact, i'd hate having to do that. hence, the reason the held torches light up your surroundings and that the unlit torches do stack. part of the intention there was to make the player think a bit smarter when handling torches
that's much easier said than done. honestly, making the torches stackable in the previous versions was an incredible PITA.. and probably a stupid decision on my part. ever noticed how none of the damageable vanilla items can be stacked? actually, i don't even know any other mod that makes simultaneously stackable and damageable items. making lit torches stackable has a lot of consequences. this way is much cleaner and more realistic, but i agree that there is room for improvement. if it proves to be too difficult and i don't come up with a compromise, i will consider making them stackable again
please read the section on how to report bugs. particularly the bit about spoiler tags. there don't seem to be any conflicts. just a weird bug. really simple fix so it should be gone by the next update. weird bug though. shouldn't happen at all. if it happens again, let me know
yeah, i realize how it could seem like it came out of nowhere (i really should make transitions between versions smoother). sorry about that.. and yes, that was how i intended it to be used-- using one lit torch to light the other unlit torches that you bring in stacks. i do realize that it can still be a hassle as well, so i'm trying to come up with a compromise. as i said in my previous post, stacking the lit torches has its consequences. it might seem like a good solution, but if i implement that, there'd be a lot of stuff i'd need to rethink and most likely change. not to mention, it'd be a pain to code it (the vanilla code isn't designed to have stackable, damageable items). but just to be clear, i get what you're saying and i'll think about it. i'd really rather not make it stackable again, but if i can't find a good enough compromise, i guess i'll seriously consider doing that
So freshly made lit torches should be able to stack. They did in 1.5.2 and 1.6.2, freshly made or "repaired" lit torches stacked but after that they do not which makes perfect since. The only issue was that no matter what the durability bar always showed.
And when you remove the durability completely then there's no reason why they should not be allowed to stack.
the durability bar always shows because it has a lifespan. lit torches are constantly updating/decaying so once they reach anywhere outside a crafting grid or chest they will get damaged. if i allow newly lit and undamaged torches to stack, what would i do once they start updating?
say for example you have 64 fresh torches and an empty inventory. once you place the torches in your inventory, they will update. how should that be handled? should they automatically be split up and spread out through your inventory as single torches? if they do, you'll have 36 lit torches taking up your inventory and 28 that won't fit in it. what will happen to the remaining 28? get dropped into the world as 28 items that you can't pick up? should the be discarded?
if they are allowed to remain a stack even when damaged, how should the repairing be handled?
in the current version, the resulting torches' lifespans are the average of their previous remaining lifespans. so if you have one torch that will still last for 2 days and one that will last for 1 day, the result of those would be two torches that will last for 1 1/2 day each. it's simple because there are only two torches. but what happens if one stack has 64? let's say that the stack of 64 has 100 ticks left before it dies out and the other is a fresh torch with 12000 ticks left. the result would be a stack of 65 torches with 283 ticks left. you basically just waste a fresh torch.
in previous versions, the resulting torches' lifespans would simply be taken from the one with the longest left. so if you had a 64 torches that's just about to die, and one fresh one, crafting them together would result in 65 fresh torches. much simpler, but that made them practically infinite. all you had to do was keep a fresh torch stored in a chest. also, reverting to that method would make the unlit torches' damage values useless.
it's not just the repairing either. there are other things that need to be addressed too such as how to handle the making them randomly die out. not to mention actually coding it. even if i work out a system that makes stacking torches fine, vanilla can make things difficult to actually implement it.
That would only work if your config is set that way. if you have it set to update torches, the problem is still there. anyway, i've already found what i think is a decent compromise. simply right clicking on the unlit torch will ignite it. if you're holding an igniter, it will be used to ignite the torch. if not, your inventory will be searched for one. no need for switching items to light it up.
thank you well, my brother kinda wants me to make a campfire mod, so it's a possibility..
Game crashes when torch is placed.
Log: https://drive.google.com/file/d/0B8GPmOdcLf_fUDRvNmROazhEWTA/edit?usp=sharing
Kill two stones with one bird whenever possible
Kill two stones with one bird whenever possible
please do. despite having already made a possible fix for it, i really see no reason why it would bug in the first place. if the bug reported earlier is caused by an incompatibility, that would make much more sense