The Meaning of Life, the Universe, and Everything.
Location:
Madison
Join Date:
12/4/2010
Posts:
198
Minecraft:
jrockjake
Member Details
What would it take to get something like this for 1.6 mods? I know some are still stuck on 1.6. It'd be nice to have Mad Science, Portal Gun, and Dartcraft working.
4 - There is a crash that appears very often when you place a block next to a RP machine http://pastebin.com/E5Cy9YEt.
- I got it placing a hopper connecting to a deployer.
- I got it placing a 1.7.10 Factorization battery next to a RP2's frame motor.
- I got it placing a timer right next to a transposer.
I wasn't sure what this was about until I identified it by accident when testing something else. Any 1.7.10 blocks that were not associated with 1.2.5 mod blocks were still being passed into the 1.2.5 side of the bridge with their 1.7.10 IDs. This had never been much of a problem before since most mods do everything through the World class, and therefore the calls are bridged into 1.7.10 appropriately. But RP2 in particular checks the 1.2.5 block array directly, and upon trying to look up one of these IDs which it just assumed would be in the list, it crashed from a null pointer.
I never noticed it because I always placed blocks on 1.2.5-equivalent vanilla blocks, like grass, dirt, etc. I got the crash when I tried to place an RP2 lamp next to tall grass. So now any "unknown" 1.7.10 blocks are given a generic block type on the 1.2.5 side of the bridge to avoid crashes, and later I'll dynamically assign all 1.7.10 blocks to empty 1.2.5 IDs for better compatibility. (Which I thought of while typing this post in fact!)
So until the next build comes out, only place them on or next to generic vanilla blocks, to be safe. RP2 blocks particularly. That should prevent the crash.
What would it take to get something like this for 1.6 mods? I know some are still stuck on 1.6. It'd be nice to have Mad Science, Portal Gun, and Dartcraft working.
1.6 is tricky business for multiple reasons, unfortunately. I've mentioned some of it in this thread already if you're interested in more details.
I looked into Portal Gun specifically since that's one of the three that I've used a lot myself. The 1.6.4 version uses access transformers in iChunUtil, which makes it even more problematic for this kind of thing. However, the 1.2.5 version doesn't appear to replace any Minecraft base classes. I'm genuinely surprised. It might still use reflection, which could be an issue, but I'd say there's potential to make the 1.2.5 version work in 1.7.10, at least!
Fyber, listen, you need to start to work on 1.4.7, before you say no, listen :
- Will be a lot more easier to you since it does work just with Forge.
- We'll have more "pulished" mods, like, we won't have EE2 but we'll have ProjectE, which is exactly the same, and now has EE2 original textures, also is more friendly with newer MC versions.
Ic2 still classic in 1.4.7, and with more stuff than 1.2.5.
Buildcraft still MJ, and with more stuff than 1.2.5.
Thermal Expansion with own pipes, energy cells, more machines, tesserracts, and a hole more of stuff, and still MJ.
Same for RedPower2, in 1.4.7 has Windmills, 10k energy cables, redstone tube/tube frames, a new gates i think, Managers, bugfixes, fluid tubes enhancements.
enhancements.
Also there is a kinda-working EE3 in 1.4.7.
We'll have AE1.
We'll have old ModularPowerSuits.
We'll have original SoulShards.
We'll have classic Factorization, in new factorization there is no a router for example, which was a great block for sorting.
We'll have the great Thaumcraft 3, the best Thaumcraft in my opinion.
We'll have PortalGun.
We'll have Omnitools mod.
We'll have Xycraft.
- A lot of people wants 1.4.7.
- People like Shadwdrgn may be back thanks to 1.4.7 support since him (for example) did a series playing 1.4.7 with RedPower FZ and TC3 with a lot of people (Eloraam/WayOfTime/Etc), and other modders/players that still alive (Soaryn/Direwolf/Slowpoke/A lot more) will be happy with this.
Consider it please, after all, remember how powerful 1.4.7 was, and is in your hands revive it.
Fyber, listen, you need to start to work on 1.4.7, before you say no, listen :
- A lot of people wants 1.4.7.
Consider it please, after all, remember how powerful 1.4.7 was, and is in your hands revive it.
You're right, there were a lot of good mods for that version, and a brief investigation seems to indicate that perhaps there would be less issues regarding remapping than I initially thought. There are also far less coremods than I feared, because the modified DW20 pack I used to run only has Codechickencore, NEI, and Miscperipherals in that folder. Both are promising signs.
This project has taught me a lot about 1.2.5 that I didn't know, and even taught me some things about 1.7.10. There's been a lot of gotchas along the way, and some areas where I still have little experience, namely custom entities. That's the area I'm starting to get involved with now after getting parts of PortalGun to work (since the gun fires an entity). Much of this stuff will carry over into any other versions I may try to bridge, and it's better that I learn these things now than when I get involved in an even more complicated version.
I've never intended to say no, I'm genuinely curious to try 1.4.7. And a lot of people have definitely expressed interest in it. I just haven't gotten into it yet because I don't want to get sidetracked.
I love what you are doing. I have a feeling this project is going to become very important. Especially if you expand to 1.4.7 one day. Take your time great things require patience
The Meaning of Life, the Universe, and Everything.
Join Date:
9/23/2014
Posts:
63
Location:
Argentina
Minecraft:
CubeWrench
Member Details
Intermediary bugreport #3 (RedPower2):
- Whenever frames are in moving and they are also moving tile entities, there tile entities just disappear, doesn't matter if they have stuff in it, but they don't crash, good job there :).
- Sometimes block dissapear randomly, don't ask me why, for example :
- I place a red alloy wire in the ground and then in a wall, finishing with 2 wires in the same block, ok, that's fine, but when i update a neighbour block the wire from the wall tend to disappear with no reason.
- Frames disappear sometimes when they are moving.
- Covers/Panels in frames also disappear when frames are moving, sometimes disappear the frame with the Cover/Panel on it, sometimes just disappear the Cover/Panel.
- Placing blue alloy wire in the ground.
- Rubber trees can't growth via place 2x2 sappling + bone meal, also tried with 1 sappling + bone meal (didn't work).
I got a crash in the intermediary tab, like, i didn't nothing, i just open the intermediary tab, scroll down and got a rockwool related crash : http://pastebin.com/2JznVqfs ( i tried this multiple times, and it crashed, always same crashlog, also i tried to change the ID's of the rockwool).
What i descover is that this crash doesn't exist in NEI, you can render every single block/item from TE without any problem, but rockwools (what make the crash) have a fire texture + wrong name, those are all the details that i discover, they maybe help you
And from the 1.4.7 idea, i keep with 1.2.5 since it has a collection of the most stable popular mods, redpower2 is very buggy in the 1.4.7 version, as many other mods, the only thing that i'd like to have in 1.2.5 is Xycraft..but well, soaryn won't make a backport only for this mod
Build 005 released! There's a lot of things here. Notably, Thaumcraft 2 will start, but unfortunately spams the console due to work I did afterword. Portal Gun, More Creeps & Weirdos, and Railcraft will also start, with varying degrees of functionality. See the list on the main page and changelog for specific info and versions.
In testing after obfuscation for release, I noticed that the entity syncing I did for Portal Gun to work has resulted in a very strange ice skating effect when walking over RP2 cables. I can't even think of why at this point!
It looks like a neat mod, actually. The forum topic you linked only has a version available for Minecraft v1.1 though. I did some poking around, and I found this page, which I'll assume is the author's current page. It has a download for the 1.2.5 version there, so I'll see if it's very easy to get it running in Intermediary.
did u check my report fyber? i forgot to mention its for thaumcraft 2
Yep I got it, thanks. It's a missing method that I haven't implemented, which means it might not be a big deal to fix.
I'm honestly not very familiar with TC2, I didn't really get into the mod until TC3. I remember watching Direwolf20 play it a long time ago, but I think I'll have to go flip through some of his videos to remember how some of it works!
Build 005 released! There's a lot of things here. Notably, Thaumcraft 2 will start, but unfortunately spams the console due to work I did afterword. Portal Gun, More Creeps & Weirdos, and Railcraft will also start, with varying degrees of functionality. See the list on the main page and changelog for specific info and versions.
In testing after obfuscation for release, I noticed that the entity syncing I did for Portal Gun to work has resulted in a very strange ice skating effect when walking over RP2 cables. I can't even think of why at this point!
No idea, I don't know what it is!
Where do I get that thermal expansion version you are saying works with this ? BTW glad you have MoreCreepsAndWeirdos starting up , but do you have plans on getting the mobs in it working? Thank you!
Would it be possible for you to work your magic on this one?...
Unfortunately that mod replaces a lot of Minecraft's base classes, which makes it incompatible. It actually replaces more classes than any of the mods I've looked at so far! But I guess it's not too surprising considering what it's capable of.
Where do I get that thermal expansion version you are saying works with this ? BTW glad you have MoreCreepsAndWeirdos starting up , but do you have plans on getting the mobs in it working? Thank you!
You'll have to dig around for it since unfortunately they don't appear to be available from the dev. The filename of this one is ThermalExpansion-client-BC2-1.0.4.3.zip. The BuildCraft 3 version will run, and you can find that one inside of some of the old Technic packs (search "Technic SSP" on their launcher, or look here), but you'll encounter problems if you run it with BuildCraft 2. BuildCraft 3 still has some issues on Intermediary, which I just haven't gotten back to sorting out yet.
Mobs will work eventually, I'm just taking entities one step at a time. I got the Nova Catalyst and Nova Cataclysm to work in EE2, which becomes an entity after you trigger it. I need to get their rendering to work, and then I can move forward to other things, like actual living entities.
cool but why 1.2.5 mods, why not ALL mods before 1.7.10
Unfortunately every single version is different due to the (arguably unnecessary) obfuscation Mojang applies to the game before release. Even versions which are incredibly similar, such as 1.4.6 and 1.4.7, would require their own special handling. And this doesn't even consider the actual code differences between the various versions.
In other words, I have to pick a version and focus on it specifically.
Unfortunately that mod replaces a lot of Minecraft's base classes, which makes it incompatible. It actually replaces more classes than any of the mods I've looked at so far! But I guess it's not too surprising considering what it's capable of.
You'll have to dig around for it since unfortunately they don't appear to be available from the dev. The filename of this one is ThermalExpansion-client-BC2-1.0.4.3.zip. The BuildCraft 3 version will run, and you can find that one inside of some of the old Technic packs (search "Technic SSP" on their launcher, or look here), but you'll encounter problems if you run it with BuildCraft 2. BuildCraft 3 still has some issues on Intermediary, which I just haven't gotten back to sorting out yet.
Mobs will work eventually, I'm just taking entities one step at a time. I got the Nova Catalyst and Nova Cataclysm to work in EE2, which becomes an entity after you trigger it. I need to get their rendering to work, and then I can move forward to other things, like actual living entities.
All items are currently bridged into 1.7.10 as generic items, resulting in Minecraft not knowing if they're tools or armor. It's on the todo list.
Unfortunately every single version is different due to the (arguably unnecessary) obfuscation Mojang applies to the game before release. Even versions which are incredibly similar, such as 1.4.6 and 1.4.7, would require their own special handling. And this doesn't even consider the actual code differences between the various versions.
In other words, I have to pick a version and focus on it specifically.
Unfortunately that mod replaces a lot of Minecraft's base classes, which makes it incompatible. It actually replaces more classes than any of the mods I've looked at so far! But I guess it's not too surprising considering what it's capable of.
Well that sucks, that was pretty much to one mod that me and every single person I know that plays minecraft was waiting for any possible way to run gravitycraft in 1.7.10, and turns out this jewel of hope comes along just to say it's pretty much impossible... gurantee almost any 1.2.5 player from back then that used the mod once would be just as disappointed as I am right now...
Starminers good and all but it is literally nothing in the face of the nostalgic epicness that was gravitycraft, the fact the mod died in 1.2.5 means this was pretty much it's only hope to come back into the spotlight...
Well that sucks, that was pretty much to one mod that me and every single person I know that plays minecraft was waiting for any possible way to run gravitycraft in 1.7.10, and turns out this jewel of hope comes along just to say it's pretty much impossible... gurantee almost any 1.2.5 player from back then that used the mod once would be just as disappointed as I am right now...
Starminers good and all but it is literally nothing in the face of the nostalgic epicness that was gravitycraft, the fact the mod died in 1.2.5 means this was pretty much it's only hope to come back into the spotlight...
If a mod only wants trivial base class modifications, it's possible that I could add code into the bridge to specifically add compatibility for it, but it would very much be on a mod-per-mod basis as to whether it's possible. Gravitycraft replaces almost 60 classes. Even Starminer is a coremod, and changes quite a few things in 1.7.10 to be able to pull off that kind of gravity magic. If I were to ever make something that could allow 1.7.10 mods to run in 1.8, it would be similarly incompatible.
The Zeppelin mod has been requested before, and while it does replace a base class, it appears to only be an incredibly minor change to one method, in the AxisAlignedBB class surprisingly enough. From the looks of it, it was trying to fix floating point issues with bounding box intersections for its collision detection, which has actually been changed in Minecraft itself at some point to behave similar to what Zeppelin wants. I think I could delete the replacement class out of the mod and it would work. Or well, after I get entities working properly, at least!
Entity rendering is what I'm working on today, as a matter o' fact.
The Zeppelin mod has been requested before, and while it does replace a base class, it appears to only be an incredibly minor change to one method, in the AxisAlignedBB class surprisingly enough. From the looks of it, it was trying to fix floating point issues with bounding box intersections for its collision detection, which has actually been changed in Minecraft itself at some point to behave similar to what Zeppelin wants. I think I could delete the replacement class out of the mod and it would work. Or well, after I get entities working properly, at least!
Entity rendering is what I'm working on today, as a matter o' fact.
That's great news! When portal gun is up and running im going to be adding it to my mods list... mainly since Ichun is being 'that guy' and skipping 1.7.10 for some odd reason... 1.8 and 1.8.1 are both unstable messes and he still needs to code the 1.7.10 changes, in other words hes just making more work for himself in the long run ._.
im gay
I wasn't sure what this was about until I identified it by accident when testing something else. Any 1.7.10 blocks that were not associated with 1.2.5 mod blocks were still being passed into the 1.2.5 side of the bridge with their 1.7.10 IDs. This had never been much of a problem before since most mods do everything through the World class, and therefore the calls are bridged into 1.7.10 appropriately. But RP2 in particular checks the 1.2.5 block array directly, and upon trying to look up one of these IDs which it just assumed would be in the list, it crashed from a null pointer.
I never noticed it because I always placed blocks on 1.2.5-equivalent vanilla blocks, like grass, dirt, etc. I got the crash when I tried to place an RP2 lamp next to tall grass. So now any "unknown" 1.7.10 blocks are given a generic block type on the 1.2.5 side of the bridge to avoid crashes, and later I'll dynamically assign all 1.7.10 blocks to empty 1.2.5 IDs for better compatibility. (Which I thought of while typing this post in fact!)
So until the next build comes out, only place them on or next to generic vanilla blocks, to be safe. RP2 blocks particularly. That should prevent the crash.
1.6 is tricky business for multiple reasons, unfortunately. I've mentioned some of it in this thread already if you're interested in more details.
I looked into Portal Gun specifically since that's one of the three that I've used a lot myself. The 1.6.4 version uses access transformers in iChunUtil, which makes it even more problematic for this kind of thing. However, the 1.2.5 version doesn't appear to replace any Minecraft base classes. I'm genuinely surprised. It might still use reflection, which could be an issue, but I'd say there's potential to make the 1.2.5 version work in 1.7.10, at least!
WIP site for my mods / Intermediary / FMC / Redstone Paste / Hopper Ducts / Model Citizens / Simple Refinement / Endermanage / Fycraft / etc
- Will be a lot more easier to you since it does work just with Forge.
- We'll have more "pulished" mods, like, we won't have EE2 but we'll have ProjectE, which is exactly the same, and now has EE2 original textures, also is more friendly with newer MC versions.
Ic2 still classic in 1.4.7, and with more stuff than 1.2.5.
Buildcraft still MJ, and with more stuff than 1.2.5.
Thermal Expansion with own pipes, energy cells, more machines, tesserracts, and a hole more of stuff, and still MJ.
Same for RedPower2, in 1.4.7 has Windmills, 10k energy cables, redstone tube/tube frames, a new gates i think, Managers, bugfixes, fluid tubes enhancements.
enhancements.
Also there is a kinda-working EE3 in 1.4.7.
We'll have AE1.
We'll have old ModularPowerSuits.
We'll have original SoulShards.
We'll have classic Factorization, in new factorization there is no a router for example, which was a great block for sorting.
We'll have the great Thaumcraft 3, the best Thaumcraft in my opinion.
We'll have PortalGun.
We'll have Omnitools mod.
We'll have Xycraft.
- A lot of people wants 1.4.7.
- People like Shadwdrgn may be back thanks to 1.4.7 support since him (for example) did a series playing 1.4.7 with RedPower FZ and TC3 with a lot of people (Eloraam/WayOfTime/Etc), and other modders/players that still alive (Soaryn/Direwolf/Slowpoke/A lot more) will be happy with this.
Consider it please, after all, remember how powerful 1.4.7 was, and is in your hands revive it.
Until you use RPTweaks.
You're right, there were a lot of good mods for that version, and a brief investigation seems to indicate that perhaps there would be less issues regarding remapping than I initially thought. There are also far less coremods than I feared, because the modified DW20 pack I used to run only has Codechickencore, NEI, and Miscperipherals in that folder. Both are promising signs.
This project has taught me a lot about 1.2.5 that I didn't know, and even taught me some things about 1.7.10. There's been a lot of gotchas along the way, and some areas where I still have little experience, namely custom entities. That's the area I'm starting to get involved with now after getting parts of PortalGun to work (since the gun fires an entity). Much of this stuff will carry over into any other versions I may try to bridge, and it's better that I learn these things now than when I get involved in an even more complicated version.
I've never intended to say no, I'm genuinely curious to try 1.4.7. And a lot of people have definitely expressed interest in it. I just haven't gotten into it yet because I don't want to get sidetracked.
WIP site for my mods / Intermediary / FMC / Redstone Paste / Hopper Ducts / Model Citizens / Simple Refinement / Endermanage / Fycraft / etc
- Whenever frames are in moving and they are also moving tile entities, there tile entities just disappear, doesn't matter if they have stuff in it, but they don't crash, good job there :).
- Sometimes block dissapear randomly, don't ask me why, for example :
- I place a red alloy wire in the ground and then in a wall, finishing with 2 wires in the same block, ok, that's fine, but when i update a neighbour block the wire from the wall tend to disappear with no reason.
- Frames disappear sometimes when they are moving.
- Covers/Panels in frames also disappear when frames are moving, sometimes disappear the frame with the Cover/Panel on it, sometimes just disappear the Cover/Panel.
- Placing blue alloy wire in the ground.
- Rubber trees can't growth via place 2x2 sappling + bone meal, also tried with 1 sappling + bone meal (didn't work).
--------------------------------------------------------------------------
Thermal Expansion crash :
I got a crash in the intermediary tab, like, i didn't nothing, i just open the intermediary tab, scroll down and got a rockwool related crash : http://pastebin.com/2JznVqfs ( i tried this multiple times, and it crashed, always same crashlog, also i tried to change the ID's of the rockwool).
What i descover is that this crash doesn't exist in NEI, you can render every single block/item from TE without any problem, but rockwools (what make the crash) have a fire texture + wrong name, those are all the details that i discover, they maybe help you
And from the 1.4.7 idea, i keep with 1.2.5 since it has a collection of the most stable popular mods, redpower2 is very buggy in the 1.4.7 version, as many other mods, the only thing that i'd like to have in 1.2.5 is Xycraft..but well, soaryn won't make a backport only for this mod
In testing after obfuscation for release, I noticed that the entity syncing I did for Portal Gun to work has resulted in a very strange ice skating effect when walking over RP2 cables. I can't even think of why at this point!
No idea, I don't know what it is!
WIP site for my mods / Intermediary / FMC / Redstone Paste / Hopper Ducts / Model Citizens / Simple Refinement / Endermanage / Fycraft / etc
It looks like a neat mod, actually. The forum topic you linked only has a version available for Minecraft v1.1 though. I did some poking around, and I found this page, which I'll assume is the author's current page. It has a download for the 1.2.5 version there, so I'll see if it's very easy to get it running in Intermediary.
WIP site for my mods / Intermediary / FMC / Redstone Paste / Hopper Ducts / Model Citizens / Simple Refinement / Endermanage / Fycraft / etc
Yep I got it, thanks. It's a missing method that I haven't implemented, which means it might not be a big deal to fix.
I'm honestly not very familiar with TC2, I didn't really get into the mod until TC3. I remember watching Direwolf20 play it a long time ago, but I think I'll have to go flip through some of his videos to remember how some of it works!
WIP site for my mods / Intermediary / FMC / Redstone Paste / Hopper Ducts / Model Citizens / Simple Refinement / Endermanage / Fycraft / etc
Would it be possible for you to work your magic on this one?...
Where do I get that thermal expansion version you are saying works with this ? BTW glad you have MoreCreepsAndWeirdos starting up , but do you have plans on getting the mobs in it working? Thank you!
-Crunk
It's not like every version is the same...
I do textures... Hit me if you want some... They are all free and vanilla quality like...
Unfortunately that mod replaces a lot of Minecraft's base classes, which makes it incompatible. It actually replaces more classes than any of the mods I've looked at so far! But I guess it's not too surprising considering what it's capable of.
You'll have to dig around for it since unfortunately they don't appear to be available from the dev. The filename of this one is ThermalExpansion-client-BC2-1.0.4.3.zip. The BuildCraft 3 version will run, and you can find that one inside of some of the old Technic packs (search "Technic SSP" on their launcher, or look here), but you'll encounter problems if you run it with BuildCraft 2. BuildCraft 3 still has some issues on Intermediary, which I just haven't gotten back to sorting out yet.
Mobs will work eventually, I'm just taking entities one step at a time. I got the Nova Catalyst and Nova Cataclysm to work in EE2, which becomes an entity after you trigger it. I need to get their rendering to work, and then I can move forward to other things, like actual living entities.
All items are currently bridged into 1.7.10 as generic items, resulting in Minecraft not knowing if they're tools or armor. It's on the todo list.
Unfortunately every single version is different due to the (arguably unnecessary) obfuscation Mojang applies to the game before release. Even versions which are incredibly similar, such as 1.4.6 and 1.4.7, would require their own special handling. And this doesn't even consider the actual code differences between the various versions.
In other words, I have to pick a version and focus on it specifically.
WIP site for my mods / Intermediary / FMC / Redstone Paste / Hopper Ducts / Model Citizens / Simple Refinement / Endermanage / Fycraft / etc
Ok, cool. Gonna get it.
Well that sucks, that was pretty much to one mod that me and every single person I know that plays minecraft was waiting for any possible way to run gravitycraft in 1.7.10, and turns out this jewel of hope comes along just to say it's pretty much impossible... gurantee almost any 1.2.5 player from back then that used the mod once would be just as disappointed as I am right now...
Starminers good and all but it is literally nothing in the face of the nostalgic epicness that was gravitycraft, the fact the mod died in 1.2.5 means this was pretty much it's only hope to come back into the spotlight...
Anyways, enough dramatic junk, what about this?
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/1438934-1-2-5-zeppelin-0-31-wip
If a mod only wants trivial base class modifications, it's possible that I could add code into the bridge to specifically add compatibility for it, but it would very much be on a mod-per-mod basis as to whether it's possible. Gravitycraft replaces almost 60 classes. Even Starminer is a coremod, and changes quite a few things in 1.7.10 to be able to pull off that kind of gravity magic. If I were to ever make something that could allow 1.7.10 mods to run in 1.8, it would be similarly incompatible.
The Zeppelin mod has been requested before, and while it does replace a base class, it appears to only be an incredibly minor change to one method, in the AxisAlignedBB class surprisingly enough. From the looks of it, it was trying to fix floating point issues with bounding box intersections for its collision detection, which has actually been changed in Minecraft itself at some point to behave similar to what Zeppelin wants. I think I could delete the replacement class out of the mod and it would work. Or well, after I get entities working properly, at least!
Entity rendering is what I'm working on today, as a matter o' fact.
WIP site for my mods / Intermediary / FMC / Redstone Paste / Hopper Ducts / Model Citizens / Simple Refinement / Endermanage / Fycraft / etc
That's great news! When portal gun is up and running im going to be adding it to my mods list... mainly since Ichun is being 'that guy' and skipping 1.7.10 for some odd reason... 1.8 and 1.8.1 are both unstable messes and he still needs to code the 1.7.10 changes, in other words hes just making more work for himself in the long run ._.