that's in message processing (checking to see if coordinate info is included so you can click on it). Possible there's a message with no text or something, or no text component. Can probably fix with a null check. If it's happening on a particular server that would make it easier for me to check out
that's in message processing (checking to see if coordinate info is included so you can click on it). Possible there's a message with no text or something, or no text component. Can probably fix with a null check. If it's happening on a particular server that would make it easier for me to check out
Was reported to me as the modpack author for some friends' private server so welp ¯\_(ツ)_/¯
I only know it happens when the user tried to join a server.
Great mod! I was just wondering, I createed a few mobs in my minecraft world using custom npc, but now I want to "forget" all the parts I travelled to in voxelmap. I tried deleting everything and adding voxelmap again and teh waypoints are gone, but I still see the whole map when pressing "M". How to forget everything so I just see where my character is spawned?
Great mod! I was just wondering, I createed a few mobs in my minecraft world using custom npc, but now I want to "forget" all the parts I travelled to in voxelmap. I tried deleting everything and adding voxelmap again and teh waypoints are gone, but I still see the whole map when pressing "M". How to forget everything so I just see where my character is spawned?
stored world map data is in mods/VoxelMods/voxelMap/cache/WORLDNAME. delete that to reset.
BUT that will only do you any good if you also recreated the world (from the same seed) or trimmed parts of it away, otherwise VoxelMap just recreates the map data from your Minecraft world save file (ie, everything you have explored before)
If you want to keep the world but not the map data, your best bet would be to host the world on a local server just for you and connect to it with your client, then VoxelMap will only store the parts you visit from that point forward (and it could be reset at any time)
I have a bug report for 1.12.2 that involves Voxelmap and a resource pack, which causes Optifine (versions D1 and D2_pre) to report an OpenGL error #1281.
Given that this happens with all three pieces involved.... who does this need reporting to, specifically? :/
How to deal with ignorance (in life, and on forums): The Zen way... Stay cool and polite, treat people as you wish to be treated, rise above your impatience. Everyone is ignorant of something at any point in their lives, including you.
Ask @sp614x if it's something he can deal with. If not, he will usually tell you what's actually going on and who's responsible.
Oh so submitting in both places isn't some cosmic violation of etiquette? I'm never sure these days
Will do, thanks for the suggestion.
Rollback Post to RevisionRollBack
How to deal with ignorance (in life, and on forums): The Zen way... Stay cool and polite, treat people as you wish to be treated, rise above your impatience. Everyone is ignorant of something at any point in their lives, including you.
It actually depends highly on the nature of an issue. So, you can never know (unless you do actually know!)…
In this case, the author of OptiFine can be an authoritative source of information.
Is there a way to load custom icons for the mobs? if through the texture pack, what should the structure be?
Some mobs from different mods without icons (only with the sign "?")
Does Voxelmap currently have the capacity to load up an entire world and generate a complete without the player having to physically move all over the place?
Or is there some mod out there that could wander the world when the player is AFK and generate the map?
I'm guessing not but wanted to be sure, for the sake of completeness.
Rollback Post to RevisionRollBack
How to deal with ignorance (in life, and on forums): The Zen way... Stay cool and polite, treat people as you wish to be treated, rise above your impatience. Everyone is ignorant of something at any point in their lives, including you.
It can show your entire world and make a pretty good guess about villages, temples, strongholds, even the overworld.
I'm not certain exactly what you're looking for but it serves me well.
It is not capable of displaying changes created by Mods or any changes you've made, but it does give a very good representation of the world as it appears in vanilla.
Amidst unfortunately cannot handle BIOMESOP world types, and can't handle other modded biomes either. devs say nobody's interested in adding compatibility at this time.
I also eliminated Geographicraft since the project seems either on pause or abandoned, they haven't updated to account for more recent BoP updates to new / deleted biomes. Plus no word on whether or not that mod handles other modded biomes.
I never play non-modded anymore.
Rollback Post to RevisionRollBack
How to deal with ignorance (in life, and on forums): The Zen way... Stay cool and polite, treat people as you wish to be treated, rise above your impatience. Everyone is ignorant of something at any point in their lives, including you.
Find me where it has BoP Compatibility in the application itself without using the modded version. Getting everything to work wasn't as simple as that. Anyways this isn't the topic to discuss Amidst, it's the Voxelmap topic.
Rollback Post to RevisionRollBack
How to deal with ignorance (in life, and on forums): The Zen way... Stay cool and polite, treat people as you wish to be treated, rise above your impatience. Everyone is ignorant of something at any point in their lives, including you.
Is there any way to quickly disable or enable a large number of waypoints? I have have sets of 30 waypoints that I need to enable all them together, then disable them all together while enabling another set. I was hoping for some sort of /disableWP. Alternatively, a "Disable All" Or "Enable All" button would work perfectly with the filtering logic.
no way to do it en masse ATM. In the waypoint list you can click the eyeball off to the right, which is quicker than editing and setting enabled/disabled.
In world waypoints can be toggled off too, though that's all or nothing. In the options you can also set the max distance they'll be displayed at, to limit it to ones in the area. None of which is toggling visibility by some sort of grouping I know. I'll think about something like that. 1.13 might be enough to kick my butt all by itself though, so could be a while
We should be able to hold control to select multiple, or hold shift to select all waypoints in the list, from the first click to the second click, like windows file explorer controls.
that's in message processing (checking to see if coordinate info is included so you can click on it). Possible there's a message with no text or something, or no text component. Can probably fix with a null check. If it's happening on a particular server that would make it easier for me to check out
Was reported to me as the modpack author for some friends' private server so welp ¯\_(ツ)_/¯
I only know it happens when the user tried to join a server.
Great mod! I was just wondering, I createed a few mobs in my minecraft world using custom npc, but now I want to "forget" all the parts I travelled to in voxelmap. I tried deleting everything and adding voxelmap again and teh waypoints are gone, but I still see the whole map when pressing "M". How to forget everything so I just see where my character is spawned?
stored world map data is in mods/VoxelMods/voxelMap/cache/WORLDNAME. delete that to reset.
BUT that will only do you any good if you also recreated the world (from the same seed) or trimmed parts of it away, otherwise VoxelMap just recreates the map data from your Minecraft world save file (ie, everything you have explored before)
If you want to keep the world but not the map data, your best bet would be to host the world on a local server just for you and connect to it with your client, then VoxelMap will only store the parts you visit from that point forward (and it could be reset at any time)
I have a bug report for 1.12.2 that involves Voxelmap and a resource pack, which causes Optifine (versions D1 and D2_pre) to report an OpenGL error #1281.
Given that this happens with all three pieces involved.... who does this need reporting to, specifically? :/
Edit: Okay I guess it goes here.
Versions:
- Java: jre1.8.0_162
- MC Forge: Recommended 1.12.2 - 14.23.3.2655
- Liteloader 1.12.2 snapshot
- Optifine: preview_OptiFine_1.12.2_HD_U_D2_pre.jar
(also occurs with version D1, but d2 provides a more verbose log)
- Card:. Nvidia GTX 980. 391.35 drivers (latest released)
- Resource pack: Sphax PureBDcraft for 1.12, 32x resolution, available here
Setup + steps to reproduce (all scenarios I could think of, with the one that errors in bold):
- Minecraft setup with a clean launcher profile and versions above. Don't change any video options, don't load respack yet.
- Generate a new vanilla world: no error yet.
- Enable internal Optifine shaders: no error yet.
- Enable resource pack: error 1281 (combination of shaders + Voxelmap + resource pack is what triggers it.)
Game without resource pack (Voxelmap + shaders): no error.
Game without shaders (Voxelmap + resource pack): no error.
Game without Voxelmap (shaders + resource pack): no error.
Enabling and disabling the various options while in-game start or stop triggering the error with no restart needed.
Edit (again): Here's my submission to Optifine's github as per AnrDaemon's suggestion below, and a link to my shortened latest.log.
I hope this is descriptive enough, I can zip up my setup and send it to you if that's useful.
How to deal with ignorance (in life, and on forums): The Zen way... Stay cool and polite, treat people as you wish to be treated, rise above your impatience. Everyone is ignorant of something at any point in their lives, including you.
Ask @sp614x if it's something he can deal with. If not, he will usually tell you what's actually going on and who's responsible.
Oh so submitting in both places isn't some cosmic violation of etiquette? I'm never sure these days
Will do, thanks for the suggestion.
How to deal with ignorance (in life, and on forums): The Zen way... Stay cool and polite, treat people as you wish to be treated, rise above your impatience. Everyone is ignorant of something at any point in their lives, including you.
It actually depends highly on the nature of an issue. So, you can never know (unless you do actually know!)…
In this case, the author of OptiFine can be an authoritative source of information.
Is there a way to load custom icons for the mobs? if through the texture pack, what should the structure be?
Some mobs from different mods without icons (only with the sign "?")
Back with another question it seems...
Does Voxelmap currently have the capacity to load up an entire world and generate a complete without the player having to physically move all over the place?
Or is there some mod out there that could wander the world when the player is AFK and generate the map?
I'm guessing not but wanted to be sure, for the sake of completeness.
How to deal with ignorance (in life, and on forums): The Zen way... Stay cool and polite, treat people as you wish to be treated, rise above your impatience. Everyone is ignorant of something at any point in their lives, including you.
Are you familiar with Amidst?
It can show your entire world and make a pretty good guess about villages, temples, strongholds, even the overworld.
I'm not certain exactly what you're looking for but it serves me well.
It is not capable of displaying changes created by Mods or any changes you've made, but it does give a very good representation of the world as it appears in vanilla.
Links to pdf format, downloadable, command lists for (these often clarify/expand descriptions, and where possible link to the author's posting):
MoreCommands: http://www.mediafire.com/view/qjc9c6klcnp660e/CmdLstMoreCommands.pdf
WorldEdit: http://www.mediafire.com/view/bi7r00xd9rgxrrt/WE_Commands.pdf
Amidst unfortunately cannot handle BIOMESOP world types, and can't handle other modded biomes either. devs say nobody's interested in adding compatibility at this time.
I also eliminated Geographicraft since the project seems either on pause or abandoned, they haven't updated to account for more recent BoP updates to new / deleted biomes. Plus no word on whether or not that mod handles other modded biomes.
I never play non-modded anymore.
How to deal with ignorance (in life, and on forums): The Zen way... Stay cool and polite, treat people as you wish to be treated, rise above your impatience. Everyone is ignorant of something at any point in their lives, including you.
I always play Modded too... Just nothing that adds blocks or items not already in vanilla or rearranges/adds biomes.
Links to pdf format, downloadable, command lists for (these often clarify/expand descriptions, and where possible link to the author's posting):
MoreCommands: http://www.mediafire.com/view/qjc9c6klcnp660e/CmdLstMoreCommands.pdf
WorldEdit: http://www.mediafire.com/view/bi7r00xd9rgxrrt/WE_Commands.pdf
crossposting since not sure which is valid location
Find me where it has BoP Compatibility in the application itself without using the modded version. Getting everything to work wasn't as simple as that. Anyways this isn't the topic to discuss Amidst, it's the Voxelmap topic.
How to deal with ignorance (in life, and on forums): The Zen way... Stay cool and polite, treat people as you wish to be treated, rise above your impatience. Everyone is ignorant of something at any point in their lives, including you.
new release 1.7.1
fixed voxelmap menus to work with touchscreen (and touchpad)
fixed CTM overlay methods sometimes making blocks appear black on the map
redid CTM support to handle new numberless specifications using block and tile names, and descriptive metadata
fix for randomobs with newer versions of optifine
fixed up icons for aether legacy and aether 2
sky color (on the map) fix when betweenlands is running
new generic hostile/neutral/tamed icons for when a custom icon can't be built (replaces the question marks in colored squares)
for what it's worth, update did not fix this
Is there any way to quickly disable or enable a large number of waypoints? I have have sets of 30 waypoints that I need to enable all them together, then disable them all together while enabling another set. I was hoping for some sort of /disableWP. Alternatively, a "Disable All" Or "Enable All" button would work perfectly with the filtering logic.
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Join the Macro/Keybind mod Discord
>> http://discord.me/Macromod <<
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no way to do it en masse ATM. In the waypoint list you can click the eyeball off to the right, which is quicker than editing and setting enabled/disabled.
In world waypoints can be toggled off too, though that's all or nothing. In the options you can also set the max distance they'll be displayed at, to limit it to ones in the area. None of which is toggling visibility by some sort of grouping I know. I'll think about something like that. 1.13 might be enough to kick my butt all by itself though, so could be a while
We should be able to hold control to select multiple, or hold shift to select all waypoints in the list, from the first click to the second click, like windows file explorer controls.