When I first found this mod, I thought "Wow, this one is perfect for the server I play with my friends. One mod I can customize to take the place of several little mods that I'm constantly having to find new versions of when the maker drops off the face of the net!" So I downloaded it and went through and added all the recipes we use that can be handled by this one (smelting rotten flesh to leather and other such silliness), loaded up a test world in single player and tweaked things until everything was working as intended.
It was after that that I started running into problems. Copying my mods and config folders from my single player directory and deleting the client only mods, I created a test server, logged in, and SOME of the additions worked, but not all of them. Deleted and tried again. Same thing. Double checked the configs and rebooted my computer. Everything's working. Perfect. Spend several hours running around to get a feel for some of the other mods that are new to our lineup then happily log off to catch some sleep.
The next day, I restart the test server to see if our current world would survive the changes to the mod lineup, and when I get into the world, the same recipes that were missing in the first server test were missing again. Again, I double check the configs, this time deleting the Loot++ configs and copying them fresh from the single player directory, and again it takes several server restarts and a computer reboot to get working again.
The only aspect that seems to be hit and miss about working has been those I loaded into the recipes.cfg. Those added to entity_drops.cfg, furnace_recipes.cfg, and item_additions.cfg all load up properly every time.
At this point, I'm pretty baffled with no suggestions on where to even start looking for such an intermittent problem (hardware I can do, but software thus far has been beyond me) but I hope that my lengthy description gives you enough to work with. If there's any other info you need, please let me know and I'll try to help as much as I am able.
And one section that's been hit and miss is the removal of the vanilla recipes for chain mail since we have an decrafter and it registers that recipe before the one in another mod:
And one section that's been hit and miss is the removal of the vanilla recipes for chain mail since we have an decrafter and it registers that recipe before the one in another mod:
If you like, I can PM you a link to a .rar copy of the mods and config folders so you can see exactly what I have going on.
Well I'll try removing those recipes myself and see what happens. I haven't tested the mod with that version of forge... Did you try it at all with the recommended one? It probably wouldn't make a difference, but just the same.
I'm not seeing where you recommend a specific version of Forge, and at the time of my downloading all the mods I'm using, it was the recommended version on the Forge page as well as the minimum required by one of the other mods. If there is a newer version that works, I'm more than willing to try it.
As for the recipes, there are a total of 26 recipes in the config file that are hit and miss on loading, more hit than miss with single player and more miss than hit on the server, and it's JUST the recipes config that is having this issue. All the other config files I've edited load flawlessly every time. Is there a limit to how many recipes it can handle?
I'm not seeing where you recommend a specific version of Forge, and at the time of my downloading all the mods I'm using, it was the recommended version on the Forge page as well as the minimum required by one of the other mods. If there is a newer version that works, I'm more than willing to try it.
As for the recipes, there are a total of 26 recipes in the config file that are hit and miss on loading, more hit than miss with single player and more miss than hit on the server, and it's JUST the recipes config that is having this issue. All the other config files I've edited load flawlessly every time. Is there a limit to how many recipes it can handle?
Aha!
I figured out the problem. For whatever reason it only loads the recipes on the client if you load up a singleplayer world (so if you pop into a singleplayer world for just a second and then onto the server it would work). I'll find a way to make it run when you connect to a server as well.
Wow, no wonder it was so hard to get to load on the server! Hopefully the fix is easier than finding the issue. This and Colorful Portals have been added to our "Must have it before updating to a new version" list. Thank you for such wonderful mods
Really love the features of the mod, but I'm still learning how to use it. May I please know how to generate the Block and Item IDs? I was expecting a text file to generate in the \config\Loot++\IDs after I loaded into a world, but the folder is completely empty. Did I do something wrong?
Additionally, I seem to be having trouble with my chest loot table.
Bolded items I added for testing. None of them went through when I loaded into creative and spammed the defaultbonuschest. Any guidance is greatly appreciated.
Really love the features of the mod, but I'm still learning how to use it. May I please know how to generate the Block and Item IDs? I was expecting a text file to generate in the \config\Loot++\IDs after I loaded into a world, but the folder is completely empty. Did I do something wrong?
Additionally, I seem to be having trouble with my chest loot table.
Bolded items I added for testing. None of them went through when I loaded into creative and spammed the defaultbonuschest. Any guidance is greatly appreciated.
In the general.cfg file, there is a line that looks like this:
files {
B:"Load info files?"=false
}
When I changed that to true, I got a 8 files in that IDs folder. As for your loot table, I didn't make any changes to that one myself, so I don't really know, but the first thing I would try is to move any lines you added to the 'additions' part. If I had to guess, the 'default' sections are just there to allow you to adjust or remove items from those loot tables. Hope that helps.
Really love the features of the mod, but I'm still learning how to use it. May I please know how to generate the Block and Item IDs? I was expecting a text file to generate in the \config\Loot++\IDs after I loaded into a world, but the folder is completely empty. Did I do something wrong?
Additionally, I seem to be having trouble with my chest loot table.
Bolded items I added for testing. None of them went through when I loaded into creative and spammed the defaultbonuschest. Any guidance is greatly appreciated.
Hmm, those seem to be in the wrong format. You have to add them to the additions section (not the default section, so you should remove that glowstone entry!). Look at the top of the file for instructions on how to format them. For instance, instead of 'S:"minecraft:leaves"=2-3-15-0', it should be something like 'minecraft:leaves-2-3-15-0'.
And RoseSeraphin is right, you should change that option to true (It isn't true automatically? =/ I'll have to fix that in the next release).
In the general.cfg file, there is a line that looks like this:
files {
B:"Load info files?"=false
}
When I changed that to true, I got a 8 files in that IDs folder. As for your loot table, I didn't make any changes to that one myself, so I don't really know, but the first thing I would try is to move any lines you added to the 'additions' part. If I had to guess, the 'default' sections are just there to allow you to adjust or remove items from those loot tables. Hope that helps.
Thanks. IDs are properly populating now.
As for the formatting issue, i have removed the errors and believe i have entered it correctly but unfortunately it did not resolve the issue. I'll do further testing when i get home from work and report. Thanks everybody.
Edit: Was in such a rush didn't realize you took out the "S:" from the additions. It's working! Once I learn this mod a bit more, may I post a video on it?
As for the formatting issue, i have removed the errors and believe i have entered it correctly but unfortunately it did not resolve the issue. I'll do further testing when i get home from work and report. Thanks everybody.
Edit: Was in such a rush didn't realize you took out the "S:" from the additions. It's working! Once I learn this mod a bit more, may I post a video on it?
Yay! I'm glad it's working. Sure, you can post a video. =)
Ah, so I must not have given you that second version. The add-on mod creates it's blocks later in the loading process (since it requires the normal forestry beehives to be loaded first) and probably loads them after the light control code runs. I kind of lost the code since my computer died, but it's simple enough to re-create (though I have to get Eclipse working first... and on this old computer that might take a while).
i cant seem to download the latest update. i get a 404 when i try.
=/ Version 0.12 on curse.com? It seems to work... hmm. Try again. If it doesn't work, let me know (maybe the website had a temporary problem?).
Hi everyone...
Bad news... my laptop is broken, and I may not be able to do much for the next few weeks (This other laptop is pretty old and can't do much).
I had the update with the fixed server recipes almost ready to release too... Well, that will have to wait now. =(
Yay! I'm glad it's working. Sure, you can post a video. =)
Ah, so I must not have given you that second version. The add-on mod creates it's blocks later in the loading process (since it requires the normal forestry beehives to be loaded first) and probably loads them after the light control code runs. I kind of lost the code since my computer died, but it's simple enough to re-create (though I have to get Eclipse working first... and on this old computer that might take a while).
=/ Version 0.12 on curse.com? It seems to work... hmm. Try again. If it doesn't work, let me know (maybe the website had a temporary problem?).
Hi everyone...
Bad news... my laptop is broken, and I may not be able to do much for the next few weeks (This other laptop is pretty old and can't do much).
I had the update with the fixed server recipes almost ready to release too... Well, that will have to wait now. =(
Oh no! Your laptop broke :(. Hope you didn't lose too much stuff. That really sucks! If you're lucky, maybe you can salvage the hard drive and load it into your next laptop.
Oh no! Your laptop broke :(. Hope you didn't lose too much stuff. That really sucks! If you're lucky, maybe you can salvage the hard drive and load it into your next laptop.
I did lose some stuff... the worst part is, I tried to run a backup just a few days before it died and the backup failed (silly Norton).
It seems to be a power problem (I sent it off to get fixed yesterday, and they said it was likely either the power connection or the motherboard... so hopefully the hard drive is fine. It'll probably be ridiculously expensive to fix, but at least it's still cheaper than a new laptop.
Here's to hoping that it IS just a power connection and the place repairing it are quick, competent, and reasonable on pricing. I know how it feels to loose precious data to a computer snafu, and after loosing the only copy of an email I'd gotten from someone who'd (at the time) recently died, I started manually backing up my most important data to an external device (currently a 2TB USB drive).
The workaround you figured out is working great, and my friends and I content to continue using it for as long as it takes. So don't stress about how long it's taking to release the update, we're just grateful to have the mod at all. Loading fewer mods overall seems to have helped the performance of the server in general, so we're quite happy.
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LunariusH
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You know what we need? We need to do a donation drive for this dear programmer and get her a computer back up and running! Seriously... And someone needs to put a donate button in their OP!
Rollback Post to RevisionRollBack
"Compatability is King, but configuratiblity is Queen" - InfinityRaider
Are you sure the config files for the client and the server are the same?
It was after that that I started running into problems. Copying my mods and config folders from my single player directory and deleting the client only mods, I created a test server, logged in, and SOME of the additions worked, but not all of them. Deleted and tried again. Same thing. Double checked the configs and rebooted my computer. Everything's working. Perfect. Spend several hours running around to get a feel for some of the other mods that are new to our lineup then happily log off to catch some sleep.
The next day, I restart the test server to see if our current world would survive the changes to the mod lineup, and when I get into the world, the same recipes that were missing in the first server test were missing again. Again, I double check the configs, this time deleting the Loot++ configs and copying them fresh from the single player directory, and again it takes several server restarts and a computer reboot to get working again.
The only aspect that seems to be hit and miss about working has been those I loaded into the recipes.cfg. Those added to entity_drops.cfg, furnace_recipes.cfg, and item_additions.cfg all load up properly every time.
At this point, I'm pretty baffled with no suggestions on where to even start looking for such an intermittent problem (hardware I can do, but software thus far has been beyond me) but I hope that my lengthy description gives you enough to work with. If there's any other info you need, please let me know and I'll try to help as much as I am able.
Oh dear...
What version of forge (and this mod) do you have? I'll see if I can reproduce the problem.
Also give me a sample of what recipes do and don't work. That may be helpful.
Loot++-0.12
And one section that's been hit and miss is the removal of the vanilla recipes for chain mail since we have an decrafter and it registers that recipe before the one in another mod:
removing {
S:"Recipes to remove:" <
minecraft:chainmail_boots_____-1_____{}_____f f,f f_____f_____minecraft:fire_____-1_____{}
minecraft:chainmail_chestplate_____-1_____{}_____f f,fff,fff_____f_____minecraft:fire_____-1_____{}
minecraft:chainmail_helmet_____-1_____{}_____fff,f f_____f_____minecraft:fire_____-1_____{}
minecraft:chainmail_leggings_____-1_____{}_____fff,f f,f f_____f_____minecraft:fire_____-1_____{}
>
}
If you like, I can PM you a link to a .rar copy of the mods and config folders so you can see exactly what I have going on.
Well I'll try removing those recipes myself and see what happens. I haven't tested the mod with that version of forge... Did you try it at all with the recommended one? It probably wouldn't make a difference, but just the same.
As for the recipes, there are a total of 26 recipes in the config file that are hit and miss on loading, more hit than miss with single player and more miss than hit on the server, and it's JUST the recipes config that is having this issue. All the other config files I've edited load flawlessly every time. Is there a limit to how many recipes it can handle?
Aha!
I figured out the problem. For whatever reason it only loads the recipes on the client if you load up a singleplayer world (so if you pop into a singleplayer world for just a second and then onto the server it would work). I'll find a way to make it run when you connect to a server as well.
Really love the features of the mod, but I'm still learning how to use it. May I please know how to generate the Block and Item IDs? I was expecting a text file to generate in the \config\Loot++\IDs after I loaded into a world, but the folder is completely empty. Did I do something wrong?
Additionally, I seem to be having trouble with my chest loot table.
S:"bonusChest Additions:" <
S:"customnpcs:npcCoinWooden"=2-3-20-0
S:"minecraft:leaves"=2-3-15-0
>
}
bonuschest_default {
S:"BiomesOPlenty:flippers"=1-1-5-0
S:"BiomesOPlenty:wadingBoots"=1-1-5-0
S:"minecraft:apple"=2-3-5-0
S:"minecraft:bread"=2-3-3-0
S:"minecraft:glowstone"=5-9-15-0
S:"minecraft:log"=1-3-10-0
S:"minecraft:log2"=1-3-10-0
S:"minecraft:planks"=1-3-10-0
S:"minecraft:stick"=1-3-10-0
S:"minecraft:stone_axe"=1-1-3-0
S:"minecraft:stone_pickaxe"=1-1-3-0
S:"minecraft:wooden_axe"=1-1-5-0
S:"minecraft:wooden_pickaxe"=1-1-5-0
}
Bolded items I added for testing. None of them went through when I loaded into creative and spammed the defaultbonuschest. Any guidance is greatly appreciated.
Forge: 10.13.2.1291
Minecraft Version: 1.7.10
Minecraft Launcher: 1.6.11
YouTube | TwitchTV
In the general.cfg file, there is a line that looks like this:
files {
B:"Load info files?"=false
}
When I changed that to true, I got a 8 files in that IDs folder. As for your loot table, I didn't make any changes to that one myself, so I don't really know, but the first thing I would try is to move any lines you added to the 'additions' part. If I had to guess, the 'default' sections are just there to allow you to adjust or remove items from those loot tables. Hope that helps.
Hmm, those seem to be in the wrong format. You have to add them to the additions section (not the default section, so you should remove that glowstone entry!). Look at the top of the file for instructions on how to format them. For instance, instead of 'S:"minecraft:leaves"=2-3-15-0', it should be something like 'minecraft:leaves-2-3-15-0'.
And RoseSeraphin is right, you should change that option to true (It isn't true automatically? =/ I'll have to fix that in the next release).
Thanks. IDs are properly populating now.
As for the formatting issue, i have removed the errors and believe i have entered it correctly but unfortunately it did not resolve the issue. I'll do further testing when i get home from work and report. Thanks everybody.
Edit: Was in such a rush didn't realize you took out the "S:" from the additions. It's working! Once I learn this mod a bit more, may I post a video on it?
YouTube | TwitchTV
So I found a weirdness, this works to reduce the light emitted by Forestry's Beehives, but for some reason DOESN'T work on Magic Bees Beehives.
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1287405-magic-bees-magic-themed-bees-for-forestry-the
Note that I'm using the edition linked to in that first post:
https://bitbucket.org/Arkandos/magic-bees
Any clue what's up with that?
Yay! I'm glad it's working. Sure, you can post a video. =)
Ah, so I must not have given you that second version. The add-on mod creates it's blocks later in the loading process (since it requires the normal forestry beehives to be loaded first) and probably loads them after the light control code runs. I kind of lost the code since my computer died, but it's simple enough to re-create (though I have to get Eclipse working first... and on this old computer that might take a while).
=/ Version 0.12 on curse.com? It seems to work... hmm. Try again. If it doesn't work, let me know (maybe the website had a temporary problem?).
Hi everyone...
Bad news... my laptop is broken, and I may not be able to do much for the next few weeks (This other laptop is pretty old and can't do much).
I had the update with the fixed server recipes almost ready to release too... Well, that will have to wait now. =(
Oh no! Your laptop broke :(. Hope you didn't lose too much stuff. That really sucks! If you're lucky, maybe you can salvage the hard drive and load it into your next laptop.
YouTube | TwitchTV
I did lose some stuff... the worst part is, I tried to run a backup just a few days before it died and the backup failed (silly Norton).
It seems to be a power problem (I sent it off to get fixed yesterday, and they said it was likely either the power connection or the motherboard... so hopefully the hard drive is fine. It'll probably be ridiculously expensive to fix, but at least it's still cheaper than a new laptop.
The workaround you figured out is working great, and my friends and I content to continue using it for as long as it takes. So don't stress about how long it's taking to release the update, we're just grateful to have the mod at all. Loading fewer mods overall seems to have helped the performance of the server in general, so we're quite happy.