Quote from ToriTIsMe
Hi, me again. I've been busy, but I'm back with what you requested!
Crash Report's under the cut!
Time: 4/22/14 9:50 PM
Description: Initializing game
java.lang.StringIndexOutOfBoundsException: String index out of range: -1
at java.lang.String.substring(Unknown Source)
at net.minecraftforge.common.Configuration.load(Configuration.java:599)
at net.minecraftforge.common.Configuration.(Configuration.java:100)
at jds.bibliocraft.Config.init(Config.java:90)
at jds.bibliocraft.BiblioCraft.preInit(BiblioCraft.java:58)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:545)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:201)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:181)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:112)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:520)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:183)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:473)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:808)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at java.lang.String.substring(Unknown Source)
at net.minecraftforge.common.Configuration.load(Configuration.java:599)
at net.minecraftforge.common.Configuration.(Configuration.java:100)
at jds.bibliocraft.Config.init(Config.java:90)
at jds.bibliocraft.BiblioCraft.preInit(BiblioCraft.java:58)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:545)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:201)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:181)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:112)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:520)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:183)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:473)
-- Initialization --
Details:
Stacktrace:
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:808)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
-- System Details --
Details:
Minecraft Version: 1.6.4
Operating System: Windows 8 (amd64) version 6.2
Java Version: 1.7.0_51, Oracle Corporation
Java VM Version: Java HotSpot 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 249372776 bytes (237 MB) / 422576128 bytes (403 MB) up to 954728448 bytes (910 MB)
JVM Flags: 2 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 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 v6.4.35.938 Minecraft Forge 9.11.1.938 4 mods loaded, 4 mods active
mcp{8.09} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized
FML{6.4.35.938} [Forge Mod Loader] (minecraftforge-9.11.1.938.jar) Unloaded->Constructed->Pre-initialized
Forge{9.11.1.938} [Minecraft Forge] (minecraftforge-9.11.1.938.jar) Unloaded->Constructed->Pre-initialized
BiblioCraft{1.5.5} [BiblioCraft] (BiblioCraft[v1.5.5].zip) Unloaded->Constructed->Errored
Launched Version: 1.6.4-Forge9.11.1.938
LWJGL: 2.9.0
OpenGL: AMD Radeon HD 7560D GL version 4.2.12422 Compatibility Profile Context 13.152.1.1000, ATI Technologies Inc.
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Resource Pack: Default
Current Language: English (UK)
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
Thanks again for the help!
Sorry for the somewhat late response here, been really busy lately. But anyway, it looks like there must be something wrong in the config file. I would recommend deleting it and letting it regenerate itself. That should fix the problem. Let me know if it doesn't and post a fresh crash log and I'll investigate further.
Quote from econerd
Im making an adventure map, and ive got bibliocraft installed on my client. the map now wont load without biblocraft being there, even though there's no item from the mod in the map. I dont want people to have to download biblocraft just to run a map with nothing bibliocraft in it. How do I get the map to work without the mod installed?
Unforchantly, this is a newer "feature" of forge. I'm not sure if there is a way to disable the checks forge does for other mods on loading. In a way it helps prevent accidental loading of a world that was saved with a certain mod so you can't accidentally mess up a world with mod stuff, but then situations like this it is a little troublesome. It is possibly there was serious issues with loading a world saved with a mod when that mod wasn't present so they added this kind of road block to prevent worlds from just being corrupted or something.
I'm just guessing here, but maybe running your world through MCEdit and saving it out could fix it?, That might be worth trying anyway.
Quote from AliceinGame
Hi
I saw your disclaimer about the languages available for your mod. I notices that some are not up to date with your latest release. I made a google spreadsheet to facilitate the translation of a mod. I just made it public so other people can use it and I tought you might appreciate it.
If you want, I can help you for the initial setup of the file to have sheets for your main mod and for the addons.
If you are interested, let me know.
As I saw that you will be working on updating your addons in the near future, I am wondering if you are open to create an addon for different mod. I play Terrafirmacraft and I would love (as many other TFC players) to have access to Bibliocraft storage. TFC is a complete rewrite of MC and we do net even have vanilla wood... instead we have 17 different colors of wood. Someone is working on a 1.7 port of the mod so there is plenty of time to plan the addon if you decide to do it.
Interesting spreadsheet idea. I'll have to check it out sometime. The github approach does work quite well from my end, but there is only a handful of folks who do keep languages updated. I think maybe sometimes I just need to get the word out there better when I need new translations.
As far as TFC, I am a fan of that mod as well and do really enjoy playing it. Someone else asked about this as well and I'm going to respond in a little more detail down below, so scroll down and you should see more of my thoughts on this.
Quote from anicet74
the website isn't working anymore for me,I got this : Error establishing a database connection
I hope it'll be fixed soon
Yeah, this is an issue I've been having off and on for the last couple of months. I found out is what is happening is my server is running out of memory (only 1gb on my VPS) and linux tries to be smart and clean up memory usage by closing the mysql database. Doh! I pretty much have to restart the server at that point and everything is fine. I'll likely update to the 2gb memory version server sometime in the near future.
It would be nice if for now linux could just auto-restart when it runs out of memory, then the site would only be down for about 2 min. As it is right now, I have to manually restart it and if it goes down right after I goto bed (like it did the other day) then it's not until I wake up the next day that it gets fixed. I'm pretty much a newbie at linux, but i think I've gotten by pretty good and I keep learning as I go.
Quote from Armigus
I'm looking for a glass table where part of the center is transparent. I build multistory buildings with glass skylights running from top to bottom to let in light. The table should cover the skylight zone but still let light through. Is this feasible?
I think, technically since all my blocks are custom models, they let light through as they are. Even a table with a tablecloth and all will let light through.
I might experiment more with transparent colored glass stuff (for looks) after my next big release. I think I kind of figured out a way to do transparency pretty easily with my custom models (though I haven't really tested this yet, just going off some stuff I figured out when rendering in a gui). I will admit though, colored glass tables would be kind of cool.
Quote from EldRoos
Very nice mod. Here are some suggestions on improvements:
- A low tech version of the screw gun for lowtech servers - optional/configurable. Most important!
- A wood version of the: Armor Stand.
- Metal versions of the: Bookcase, Display Case, Potion Shelf, Tool Rack, Wooden Shelf, Wooden Label, Desk, Typesetting Table, Wooden Table, Disc Rack, Seats, Signs (vanilla).
- Multiblock versions of: Bookcase x2, Potion Shelf x2, Tool Rack x2-x4, Wooden Label x2, Desk x2, Printing Press x2, Seat x2-x4 (sofa), (maybe only have the large version), Signs x2-2x4 (vanilla).
- Change between multiblock/singleblock version with screw gun tool (or some other tool). Should work on Tables too.
- Alternative style of: Desk (2 whide legs - default, 4 legs), Table (1 middle leg, 2 whide legs - default, 4 legs), Seats (1 middle leg, 4 slanting legs - default, 4 straigt legs).
- Jar should be able to show some other items (but only one at a time).
- New item like: Candle - without support, Candlestick - gold/metal with 1-3 candles, Candelabra - gold/metal with 5 candles, Chandeliers - chrystal+gold/metal with 7 candles, Stool (seat without whool, where a multiblock makes a bench), Wall cloth (carpets hanging on walls), metal rod (that you can set a lamp on/under - example haning down lamp from roof), Book Stand (displaying one opened book), Bookend item (able to insert into Bookcase), Globe (wood - maybe squared instead of round?), Movable ladder.
- Book stack: Be able to place books in a ever growing stack on another block (up to 16 per pile, up to 3 piles).
- Book color: Be able to change the cover color of a book - old version variants?
- Advanced books: Better book features like in some other mods, with images, clickable page links and so on.
- Show correct color of book in Bookcases, and Desks.
Edit - nice features from other posts:
- Glass table (with or withour wood/metal border).
- Wood pedistal you can place lamps on.
- Horisontal Tool Rack.
Thanks for the suggestions. Some of this stuff are things I have been working on or have wanted to do anyway and you may find some in my next release.
It's worth mentioning seats can already be multiblock structures. You use the screw gun and sneak-click a seat, then sneak-click an adjacent seat you want to connect. Two of the back styles will automatically connect as well. You can connect up to all 4 sides to adjacent seats with no limits on how many you can connect together.
Book colors is something I've thought about doing for a long time, at least on bookcases and desks so it is easier to tell what kind of book you are looking at, but it is quite a technical challenge so I can't say I'll ever be able to make this happen. Being the only person working on this mod I try to invest my time best I can so that I maximize the fun to time investment ratio. At the end of the day, I just work on what I am most excited about at the time.
I'll keep some of the ideas in mind though and let them steep awhile and see what happens. I've actually already implemented a low-tech screw gun that will be in the next release. Functionally is it the exact same item, just with a different icon and different, appropriate sounds.
Quote from TheGrinn
I love how the acacia desk looks I love the acacia furniture can you add something tht can restore armour and uses of other materials and wwhat is the printer used for ? and how do you use it ?
Restore armor? Doesn't the anvil already handle that quite well?
The printer is used in conjunction with the typesetting table to copy books. Both signed vanilla books and enchanted books (as a level cost). While it is true that now it is way easy to copy books in vanilla (thanks for stealing my thunder vanilla 1.7! ) there are certain advantages to using a typesetting table / printer combo such as enchanted book support, written books are saved to your folder as files you can open and edit in wordpad/notepad++ or another text editing program and then copy and share with friends on servers or in other games or whatever. In singleplayer you access the same list of books from any world, so it is also an easy way to transfer books between worlds. Plus it saves you a feather over the vanilla method. I plan to expand support for other types of books sometime in the future as well.
Check out my website for details on how to use: http://www.bibliocraftmod.com/?page_id=52#Block9
Quote from ArtBleed
As fun as this mod is currently, I am crazy excited to see what you have coming down the pipe next. Keep making it great. And it's great fun to watch the Mindcrack guys use it in Attack of the B-team
Thanks :D, I know there is some stuff in this next version I am working on that is going to really please some folks. I'm quite anxious to "spill the beans" on it all, but I want to wait until I have some good screenshots and stuff to go along with it. That said, I have snuck out preview pics of a couple of new features on my twitter account. I haven't really advertised or shared links to that account, mainly because I rarely post anything on it, but it seems like more and more folks are finding it so I put a couple sneak peeks on there. I probably should just post a link, but I do find it amusing that people are just finding me on their own so I think I'll leave it up to you or anyone else to have to turn to google to find it, at least for now.
A proper set of preview pics and stuff will be posted on my website, www.bibliocraftmod.com, when stuff is more ready, so keep an eye on that and hopefully it won't take me too much longer before I am ready to make that post.
Quote from vp21ct
So, I LOVE this mod. I'm a huge fan of having furniture in game, and especially functional furniture.
However, I'm also a fan of TerraFirmaCraft, and the way it makes the game more difficult and makes resource aquisition more . . . verismilitudious, for lack of a smaller word.
I'm not very experienced with modding, but I'd love to learn how to create a compatibility patch for this mod and TerraFirmaCraft. I would greatly appreciate any help towards that. From what I can see, the main issue is with crafting recipes, as TFC eliminates certain blocks.
I too am a fan of TFC and awhile back I did get started on a TFC addon. The recipe situation made things quite difficult though. At the time, the API for TFC was only working for blocks and not items (or it was the other way around, I forget) so I had to hard code ID's for recipes. I also felt like some things really deserved to be more in the nature of TFC and have plans for the anvil and that kind of good stuff. I have a full set of textures made for most of my stuff for TFC too, but the main issue was with getting recipes to all work and seem fair. Some of my stuff is built on the idea of how easy it is to get some of the stuff in minecraft, but TFC changes everything so a lot had to be rethunk in terms of recipes.
I would like to get back to this eventually. I would like to see TFC update to the minecraft 1.7.x branch too, since that is kind of where all my development is happening now. I don't really want to release a half finished 1.6.x version that I started and never finished. As far as adding a compatibility layer yourself, since I don't have an API or anything, I don't really have an easy way for you to access my blocks and items to make recipes. One of those 3rd party mods that deal with recipe stuff as mentioned above might help at least make the current versions of bibliocraft more playable with TFC for now.
Quote from Palin_Tishnar
You really should learn some forum manners (or is that etiquette), You have only made 4 post and then you say "very nice mod", and proceed to slam it by coming up with a large list of suggestions for improvements.
A number of which are already available in the mod if you had bothered to experiment with it a little. I'm not a "coder" but I've talked to enough of them to know that some of what you are asking isn't the easiest thing to do.
Combined that with some of the things Nuchaz has already stated in previous post (which you obviously haven't read), you wouldn't have made over 2/3's of the "suggestiions you made.
oh yea
Nuchaz:
I think I've already said this before but if not
GREAT MOD, I use about 70% of your items in my main base and i'm still experimenting with them so haven't tried the rest yet. Keep up the good work man.
Thanks, glad you enjoy it so much.
No worries about EldRoos with all his suggestions. I definitely take it as a complement to see someone so excited as to put together such a list of suggestions. You are correct though in that some of it is technically very difficult and likely won't ever make the mod, but it is fun to think about none the less.
1
1
I submited it to github. Here is the pull request page : https://github.com/AlgorithmX2/AppliedEnergistics-2-Localization/pull/21
How github work is that I can submit changes to files hosted, these are "pull requests". Then the owner can accept the pull and update the files with the changes you made. You will see on the pull request page when it is accepted.
2
The spreadsheat is available here and instructions here.
As I am not a native English speaker, you are welcome to help me improve my instruction file (pm your google account e-mail address and I will add you to the edit list for the file).
Feel free to ask questions and make suggestions.
I can help for initial setup of your translation file.
Share if you like.