The Meaning of Life, the Universe, and Everything.
Join Date:
8/23/2012
Posts:
350
Minecraft:
AridholGM
Member Details
Okay, some testing!
The cannon is derpy as all get out and doesn't seem to want to attach to the ship properly (at least, after it is made into a physics object). It also cannot fire past a certain arc, or something? Aim it up, attempt to fire, and you'll see
The engine blocks (which I seriously love, btw) extend into a second blockspace but don't actually take up two blocks, meaning you can place a block INSIDE their front section, much clipping!
The issue with block updates and needing to relog does in fact seem to be related to other mods - use the mod compatibility minimod and it does fix this! So use it!
I tested it in conjunction to Immersive Engineering, to see how it handled multiblocks: The short answer is, pretty impressive. I made a cove oven and put some coal in it and tada, it worked perfectly!
Tested it trying to make some power generation: Nothing worked whatsoever. I don't think it was properly understanding what the kinetic dynamo and thermo-electric generator were trying to do, I configured it every possible way and it did not generate power. Or at least, WAILA doesn't think its generating power? IE doesn't have GUI's for those blocks so there's no way to tell otherwise..
The Waterwheel and Windmill from IE are multiblocks that are placed from a single block, these appeared to be a bit buggy. The center block seemed to work but the other blocks were non-physical. The windmill did spin tho, which looked badass on an airship let me tell you, that is reason alone in my mind to try to get Immersive Engineering fully compatible with Valkyrien Warships!
Also - I really think the engines need orientation mapping - meaning, if you place it on the side of a block, have it rotated 90 degrees so it looks like its attached sideways. Sideways engines on the sides of your airship probably look badass beyond belief!
Also, I tested it out with shaders and found no issues whatsoever. The airship even cast shadows on the ground. Awesome!
@thebest108 : Is there a reason that the compat mod can't just be built into the main mod? I understand that you can only have one CoreMod per jar, but is there a reason that the compat module can't be built into the existing CoreMod?
Rollback Post to RevisionRollBack
"Theory is when you know something, but it doesn't work. Practice is when something works, but you don't know why. Programmers combine theory and practice: Nothing works and they don't know why."
-- Unknown
The Meaning of Life, the Universe, and Everything.
Location:
Somewhere
Join Date:
3/7/2015
Posts:
212
Location:
In my chair
Minecraft:
DaPorkchop_
Member Details
Testing some stuff with adding my own engines, works nicely aside from textures. This engine has 10000 thrust instead of the normal 2000.
Rollback Post to RevisionRollBack
"Theory is when you know something, but it doesn't work. Practice is when something works, but you don't know why. Programmers combine theory and practice: Nothing works and they don't know why."
-- Unknown
"Theory is when you know something, but it doesn't work. Practice is when something works, but you don't know why. Programmers combine theory and practice: Nothing works and they don't know why."
-- Unknown
Cannons placed after ship is an entity don't show,
Levers don't show toggling yet do actually toggle,
*snip*
All of those issues can be resolved by putting the mod compatibility jar into your mods folder. 430 byte miracle!
Rollback Post to RevisionRollBack
"Theory is when you know something, but it doesn't work. Practice is when something works, but you don't know why. Programmers combine theory and practice: Nothing works and they don't know why."
-- Unknown
It just gets stuck on "loading word", this showed up when I terminated java
[00:38:30] [Server thread/ERROR]: Encountered an unexpected exception
net.minecraft.util.ReportedException: Exception initializing level
at net.minecraft.world.WorldServer.func_72963_a(WorldServer.java:894) ~[ls.class:?]
at net.minecraft.server.integrated.IntegratedServer.func_71247_a(IntegratedServer.java:85) ~[bzl.class:?]
at net.minecraft.server.integrated.IntegratedServer.func_71197_b(IntegratedServer.java:197) ~[bzl.class:?]
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:431) [MinecraftServer.class:?]
at java.lang.Thread.run(Thread.java:745) [?:1.8.0_25]
Caused by: java.lang.NullPointerException
at ValkyrienWarfareBase.PhysicsManagement.DimensionPhysObjectManager.getObjectManagingChunk(DimensionPhysObjectManager.java:62) ~[Valkyrien%20Warfare%20.85a.jar:?]
at ValkyrienWarfareBase.PhysicsManagement.DimensionPhysObjectManager.getObjectManagingPos(DimensionPhysObjectManager.java:69) ~[Valkyrien%20Warfare%20.85a.jar:?]
at ValkyrienWarfareBase.CoreMod.CallRunner.onSetBlockState(CallRunner.java:439) ~[Valkyrien%20Warfare%20.85a.jar:?]
at com.grim3212.mc.pack.world.gen.WorldGenFloatingIslands.func_180709_b(WorldGenFloatingIslands.java:39) ~[WorldGenFloatingIslands.class:?]
at com.grim3212.mc.pack.world.util.FloatingIslandsBlacklist.generateFloatingIslands(FloatingIslandsBlacklist.java:56) ~[FloatingIslandsBlacklist.class:?]
at com.grim3212.mc.pack.world.gen.GrimWorldGenerator.generateSurface(GrimWorldGenerator.java:38) ~[GrimWorldGenerator.class:?]
at com.grim3212.mc.pack.core.part.GrimWorldGen.generate(GrimWorldGen.java:21) ~[GrimWorldGen.class:?]
at net.minecraftforge.fml.common.registry.GameRegistry.generateWorld(GameRegistry.java:120) ~[GameRegistry.class:?]
at net.minecraft.world.chunk.Chunk.func_186034_a(Chunk.java:1001) ~[asv.class:?]
at net.minecraft.world.chunk.Chunk.func_186030_a(Chunk.java:983) ~[asv.class:?]
at net.minecraft.world.gen.ChunkProviderServer.func_186025_d(ChunkProviderServer.java:154) ~[lr.class:?]
at net.minecraft.world.World.func_72964_e(World.java:303) ~[aid.class:?]
at net.minecraft.world.World.func_175726_f(World.java:298) ~[aid.class:?]
at net.minecraft.world.World.func_180495_p(World.java:842) ~[aid.class:?]
at net.minecraft.world.World.func_175623_d(World.java:223) ~[aid.class:?]
at net.minecraft.world.World.func_184141_c(World.java:203) ~[aid.class:?]
at net.minecraft.world.WorldProvider.func_76566_a(WorldProvider.java:67) ~[atl.class:?]
at net.minecraft.world.WorldServer.func_73052_b(WorldServer.java:950) ~[ls.class:?]
at net.minecraft.world.WorldServer.func_72963_a(WorldServer.java:872) ~[ls.class:?]
Also, we're holding an event this saturday on the mod's server, to record our creations together for a community video!
And if thebest changes the explosion detection to vanilla, I'll get to continue on my cannons mod..
Because a moving ship is changing coordinates, when you place down a relay from immersive engineering it sets the cords down for it, it doesn't update them 24 7. The mod wouldn't be able to update the status of these relays either I believe.
The ship doesn't move relative to its subworld coordinates, which you call only see when you are connecting ether generators to the control block. Idk - I think that it should be able to work given some tweaks to make it so, unless the entity of your ship is registered differently than I think it is? Hard to know that without some documentation or input from @thebest108 - I'll wait for what he says on that
It just gets stuck on "loading word", this showed up when I terminated java
[00:38:30] [Server thread/ERROR]: Encountered an unexpected exception
net.minecraft.util.ReportedException: Exception initializing level
at net.minecraft.world.WorldServer.func_72963_a(WorldServer.java:894) ~[ls.class:?]
at net.minecraft.server.integrated.IntegratedServer.func_71247_a(IntegratedServer.java:85) ~[bzl.class:?]
at net.minecraft.server.integrated.IntegratedServer.func_71197_b(IntegratedServer.java:197) ~[bzl.class:?]
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:431) [MinecraftServer.class:?]
at java.lang.Thread.run(Thread.java:745) [?:1.8.0_25]
Caused by: java.lang.NullPointerException
at ValkyrienWarfareBase.PhysicsManagement.DimensionPhysObjectManager.getObjectManagingChunk(DimensionPhysObjectManager.java:62) ~[Valkyrien%20Warfare%20.85a.jar:?]
at ValkyrienWarfareBase.PhysicsManagement.DimensionPhysObjectManager.getObjectManagingPos(DimensionPhysObjectManager.java:69) ~[Valkyrien%20Warfare%20.85a.jar:?]
at ValkyrienWarfareBase.CoreMod.CallRunner.onSetBlockState(CallRunner.java:439) ~[Valkyrien%20Warfare%20.85a.jar:?]
at com.grim3212.mc.pack.world.gen.WorldGenFloatingIslands.func_180709_b(WorldGenFloatingIslands.java:39) ~[WorldGenFloatingIslands.class:?]
at com.grim3212.mc.pack.world.util.FloatingIslandsBlacklist.generateFloatingIslands(FloatingIslandsBlacklist.java:56) ~[FloatingIslandsBlacklist.class:?]
at com.grim3212.mc.pack.world.gen.GrimWorldGenerator.generateSurface(GrimWorldGenerator.java:38) ~[GrimWorldGenerator.class:?]
at com.grim3212.mc.pack.core.part.GrimWorldGen.generate(GrimWorldGen.java:21) ~[GrimWorldGen.class:?]
at net.minecraftforge.fml.common.registry.GameRegistry.generateWorld(GameRegistry.java:120) ~[GameRegistry.class:?]
at net.minecraft.world.chunk.Chunk.func_186034_a(Chunk.java:1001) ~[asv.class:?]
at net.minecraft.world.chunk.Chunk.func_186030_a(Chunk.java:983) ~[asv.class:?]
at net.minecraft.world.gen.ChunkProviderServer.func_186025_d(ChunkProviderServer.java:154) ~[lr.class:?]
at net.minecraft.world.World.func_72964_e(World.java:303) ~[aid.class:?]
at net.minecraft.world.World.func_175726_f(World.java:298) ~[aid.class:?]
at net.minecraft.world.World.func_180495_p(World.java:842) ~[aid.class:?]
at net.minecraft.world.World.func_175623_d(World.java:223) ~[aid.class:?]
at net.minecraft.world.World.func_184141_c(World.java:203) ~[aid.class:?]
at net.minecraft.world.WorldProvider.func_76566_a(WorldProvider.java:67) ~[atl.class:?]
at net.minecraft.world.WorldServer.func_73052_b(WorldServer.java:950) ~[ls.class:?]
at net.minecraft.world.WorldServer.func_72963_a(WorldServer.java:872) ~[ls.class:?]
*snip*
I get the same thing, old (vanilla) worlds work fine but new ones make it freeze with that in the log.If anybody else is trying to make a new world, just make a new one without vw until @thebest108 can fix it.
Rollback Post to RevisionRollBack
"Theory is when you know something, but it doesn't work. Practice is when something works, but you don't know why. Programmers combine theory and practice: Nothing works and they don't know why."
-- Unknown
Alright everybody; all crashes posted here should be fixed now as of .85b (Crossing Fingers). I should specify that the 2nd jar is REQUIRED for the mod to function properly. I should've been more clear about this from the start, sorry for the confusion.
Also thanks to @Aridhol for updating the controller GUI, it's much clearer what the boxes do now.
Also thanks to TSilverhead and Aridhol for tutorial videos, I've added those to the main post.
Alright everybody; all crashes posted here should be fixed now as of .85b (Crossing Fingers). I should specify that the 2nd jar is REQUIRED for the mod to function properly. I should've been more clear about this from the start, sorry for the confusion.
Also thanks to @Aridhol for updating the controller GUI, it's much clearer what the boxes do now.
Also thanks to TSilverhead and Aridhol for tutorial videos, I've added those to the main post.
Lets hope to god these fixes worked...
OK then, I've updated the modpack. It now has 2 new versions:
0.85b
0.85b-with-optifine
Both of them have the compatibility Mod added.
(And yes, this time I actually meant b )
Note to self: technic solder is NOT to be used with a phone
Rollback Post to RevisionRollBack
"Theory is when you know something, but it doesn't work. Practice is when something works, but you don't know why. Programmers combine theory and practice: Nothing works and they don't know why."
-- Unknown
Gonna also say the weird auto-step wehn using stairs or slabs (the char literally jumps instead of walking up them). Bit annoying but nothing too bad.
Yeah, now this I did notice, your character seems to want to jump over them, and automatically. And I do not have auto-jump on (who does? Its really annoying..)
I wanted to mention also, I've observed that 1.11 is apparently really easy to transition to (for once!) - many mods were able to update within a day of Forge releasing (and Forge had beta builds out the same day as 1.11) - so you might wanna plug this into 1.11 and see if it compiles without much tweaks - at least to get an idea whether it'll be a pain or not
Yeah, now this I did notice, your character seems to want to jump over them, and automatically. And I do not have auto-jump on (who does? Its really annoying..)
I wanted to mention also, I've observed that 1.11 is apparently really easy to transition to (for once!) - many mods were able to update within a day of Forge releasing (and Forge had beta builds out the same day as 1.11) - so you might wanna plug this into 1.11 and see if it compiles without much tweaks - at least to get an idea whether it'll be a pain or not
If he can update the mod to 1.11, great job! I myself am not a fan of 1.11 because of additions and changes that I find not so fitting in the Minecraft universe ;I
Okay, some testing!
The cannon is derpy as all get out and doesn't seem to want to attach to the ship properly (at least, after it is made into a physics object). It also cannot fire past a certain arc, or something? Aim it up, attempt to fire, and you'll see
The engine blocks (which I seriously love, btw) extend into a second blockspace but don't actually take up two blocks, meaning you can place a block INSIDE their front section, much clipping!
The issue with block updates and needing to relog does in fact seem to be related to other mods - use the mod compatibility minimod and it does fix this! So use it!
I tested it in conjunction to Immersive Engineering, to see how it handled multiblocks: The short answer is, pretty impressive. I made a cove oven and put some coal in it and tada, it worked perfectly!
Tested it trying to make some power generation: Nothing worked whatsoever. I don't think it was properly understanding what the kinetic dynamo and thermo-electric generator were trying to do, I configured it every possible way and it did not generate power. Or at least, WAILA doesn't think its generating power? IE doesn't have GUI's for those blocks so there's no way to tell otherwise..
The Waterwheel and Windmill from IE are multiblocks that are placed from a single block, these appeared to be a bit buggy. The center block seemed to work but the other blocks were non-physical. The windmill did spin tho, which looked badass on an airship let me tell you, that is reason alone in my mind to try to get Immersive Engineering fully compatible with Valkyrien Warships!
Also - I really think the engines need orientation mapping - meaning, if you place it on the side of a block, have it rotated 90 degrees so it looks like its attached sideways. Sideways engines on the sides of your airship probably look badass beyond belief!
OK, here are the results from my tests:
Valkyrian Warfare: Block placing render issues
Valkyrian Warfare + OptiFine: Block placing render issues
Valkyrian Warfare + Compat: No block placing render issues
Valkyrian Warfare + OptiFine + Compat: No block placing render issues
Also, I tested it out with shaders and found no issues whatsoever. The airship even cast shadows on the ground. Awesome!
@thebest108 : Is there a reason that the compat mod can't just be built into the main mod? I understand that you can only have one CoreMod per jar, but is there a reason that the compat module can't be built into the existing CoreMod?
Testing some stuff with adding my own engines, works nicely aside from textures. This engine has 10000 thrust instead of the normal 2000.
wait there's an 0.85b?
M̋͡ủ̯͜c̛͘h ͋ͬd́̏̄i̔̅s̙̯̿tơ̺ͅṙ͉t̾̇͡. ̾V̠̠e̛r̶͕̗y̧ ̡wͩaŗped̫.̶̒͆ ̶W̺ơ̖w̹!
Oops, meant a. Will edit
All of those issues can be resolved by putting the mod compatibility jar into your mods folder. 430 byte miracle!
So, I can't create a new world with .85a
It just gets stuck on "loading word", this showed up when I terminated java
[00:38:30] [Server thread/ERROR]: Encountered an unexpected exception
net.minecraft.util.ReportedException: Exception initializing level
at net.minecraft.world.WorldServer.func_72963_a(WorldServer.java:894) ~[ls.class:?]
at net.minecraft.server.integrated.IntegratedServer.func_71247_a(IntegratedServer.java:85) ~[bzl.class:?]
at net.minecraft.server.integrated.IntegratedServer.func_71197_b(IntegratedServer.java:197) ~[bzl.class:?]
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:431) [MinecraftServer.class:?]
at java.lang.Thread.run(Thread.java:745) [?:1.8.0_25]
Caused by: java.lang.NullPointerException
at ValkyrienWarfareBase.PhysicsManagement.DimensionPhysObjectManager.getObjectManagingChunk(DimensionPhysObjectManager.java:62) ~[Valkyrien%20Warfare%20.85a.jar:?]
at ValkyrienWarfareBase.PhysicsManagement.DimensionPhysObjectManager.getObjectManagingPos(DimensionPhysObjectManager.java:69) ~[Valkyrien%20Warfare%20.85a.jar:?]
at ValkyrienWarfareBase.CoreMod.CallRunner.onSetBlockState(CallRunner.java:439) ~[Valkyrien%20Warfare%20.85a.jar:?]
at com.grim3212.mc.pack.world.gen.WorldGenFloatingIslands.func_180709_b(WorldGenFloatingIslands.java:39) ~[WorldGenFloatingIslands.class:?]
at com.grim3212.mc.pack.world.util.FloatingIslandsBlacklist.generateFloatingIslands(FloatingIslandsBlacklist.java:56) ~[FloatingIslandsBlacklist.class:?]
at com.grim3212.mc.pack.world.gen.GrimWorldGenerator.generateSurface(GrimWorldGenerator.java:38) ~[GrimWorldGenerator.class:?]
at com.grim3212.mc.pack.core.part.GrimWorldGen.generate(GrimWorldGen.java:21) ~[GrimWorldGen.class:?]
at net.minecraftforge.fml.common.registry.GameRegistry.generateWorld(GameRegistry.java:120) ~[GameRegistry.class:?]
at net.minecraft.world.chunk.Chunk.func_186034_a(Chunk.java:1001) ~[asv.class:?]
at net.minecraft.world.chunk.Chunk.func_186030_a(Chunk.java:983) ~[asv.class:?]
at net.minecraft.world.gen.ChunkProviderServer.func_186025_d(ChunkProviderServer.java:154) ~[lr.class:?]
at net.minecraft.world.World.func_72964_e(World.java:303) ~[aid.class:?]
at net.minecraft.world.World.func_175726_f(World.java:298) ~[aid.class:?]
at net.minecraft.world.World.func_180495_p(World.java:842) ~[aid.class:?]
at net.minecraft.world.World.func_175623_d(World.java:223) ~[aid.class:?]
at net.minecraft.world.World.func_184141_c(World.java:203) ~[aid.class:?]
at net.minecraft.world.WorldProvider.func_76566_a(WorldProvider.java:67) ~[atl.class:?]
at net.minecraft.world.WorldServer.func_73052_b(WorldServer.java:950) ~[ls.class:?]
at net.minecraft.world.WorldServer.func_72963_a(WorldServer.java:872) ~[ls.class:?]
Also, we're holding an event this saturday on the mod's server, to record our creations together for a community video!
And if thebest changes the explosion detection to vanilla, I'll get to continue on my cannons mod..
Why not?
I mean, I get why it doesn't work NOW.. but why can't it work in the future?
Also....
Here's a video to help people through the basics...
The ship doesn't move relative to its subworld coordinates, which you call only see when you are connecting ether generators to the control block. Idk - I think that it should be able to work given some tweaks to make it so, unless the entity of your ship is registered differently than I think it is? Hard to know that without some documentation or input from @thebest108 - I'll wait for what he says on that
Crash report wi: http://pastebin.com/j1rppXmT
It looks like it has something to do with forestry. I remember getting a similar crash with an older dev version.
I get the same thing, old (vanilla) worlds work fine but new ones make it freeze with that in the log.If anybody else is trying to make a new world, just make a new one without vw until @thebest108 can fix it.
Alright everybody; all crashes posted here should be fixed now as of .85b (Crossing Fingers). I should specify that the 2nd jar is REQUIRED for the mod to function properly. I should've been more clear about this from the start, sorry for the confusion.
Also thanks to @Aridhol for updating the controller GUI, it's much clearer what the boxes do now.
Also thanks to TSilverhead and Aridhol for tutorial videos, I've added those to the main post.
Lets hope to god these fixes worked...
OK then, I've updated the modpack. It now has 2 new versions:
0.85b
0.85b-with-optifine
Both of them have the compatibility Mod added.
(And yes, this time I actually meant b )
Note to self: technic solder is NOT to be used with a phone
Game gets stuck in loading world screen, everything installed.
Edit: Made a vanilla world first, then ran it with mods. It works.
(ty DaPorkchop)
lel.
Yeah, making a new world "crashes" (log above), but after that you can just open it. Kinda annoying, however it all works
Gonna also say the weird auto-step wehn using stairs or slabs (the char literally jumps instead of walking up them). Bit annoying but nothing too bad.
Weird, that wasn't happening for me when I was testing it last night, and I was making new worlds constantly for another bug with a different mod..
Yeah, now this I did notice, your character seems to want to jump over them, and automatically. And I do not have auto-jump on (who does? Its really annoying..)
I wanted to mention also, I've observed that 1.11 is apparently really easy to transition to (for once!) - many mods were able to update within a day of Forge releasing (and Forge had beta builds out the same day as 1.11) - so you might wanna plug this into 1.11 and see if it compiles without much tweaks - at least to get an idea whether it'll be a pain or not
If he can update the mod to 1.11, great job! I myself am not a fan of 1.11 because of additions and changes that I find not so fitting in the Minecraft universe ;I
M̋͡ủ̯͜c̛͘h ͋ͬd́̏̄i̔̅s̙̯̿tơ̺ͅṙ͉t̾̇͡. ̾V̠̠e̛r̶͕̗y̧ ̡wͩaŗped̫.̶̒͆ ̶W̺ơ̖w̹!
I'd like to report another issue:
Blocks that are inside a space perfectly surrounding them will get stuck and will not move up even if thrusters are added
ex:
M̋͡ủ̯͜c̛͘h ͋ͬd́̏̄i̔̅s̙̯̿tơ̺ͅṙ͉t̾̇͡. ̾V̠̠e̛r̶͕̗y̧ ̡wͩaŗped̫.̶̒͆ ̶W̺ơ̖w̹!
Elevators are not supported. They were sacrificed for the sake of ship stability.