I'm Parker8283! I love Minecraft, and have been toying with modding since Beta 1.8.1. I haven't published anything USEFUL yet, but I do know how to mod. With the 1.7 release, I've been assisting modders with the 1.7 update by taking away the compiler errors and some major bugs, then giving them back their mod and letting them resume their work. When I approached iguana_man to do the same, he told me that he didn't want to work on his mods at the moment, so I had his permission to release my own version until he comes back (and that's a big if). So here we are!
Parker,
Appreciate your work. I'll probably add you to my Patreon support list, since I use Thaumcraft 4, Twilight Forest, and Mo'Creatures, and this mod would therefore be quite a benefit.
Do you suppose you could possibly talk to the author of the Barrels Mod and see if he'd let you fix the small number of bugs in his mod? The thread is at http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1287951-the-barrels-mod?page=54#c1096 and that page (and the couple before it) discuss the currently existing known bugs. He hasn't been displaying much interest in actually maintaining his mod; perhaps he'd be willing to let you do it.
Cuchaz, I tried Archimedes' Ships mod on my 1.6.4 server and found it interesting, but too unstable and buggy to use. I'm definitely going to give your mod a try on 1.7.10, particularly since my server world already has both ships and airships generated in it by the Ruins Mod. Now if a player can just pop a helm block into an existing ship and sail it away... that would be awesome.
You can. Go to your waypoints and click teleport next to one of them.
As discussed on the previous page, if it's vanilla Minecraft, you can BUT you'll need to have op privileges. If it's a third-party server with a fine-grained permissions system, you can BUT you'll need rights to use the /tp command.
Continuing observation of my node project: The primary node still has not added a single point of Aqua to its original 116. Ordo has reached 107 and is definitely slowing, gaining only 2 points since yesterday. The mid-pack is finally starting to separate out a bit, with Ignis at 61, Aer at 65, Terra at 73, and Perditio at 77.
My Perditio feeder node is also now DEFINITELY losing strength; it's dropped from its original 62 down to 49. The other seven feeder nodes still seem to be holding fairly steady around their original strengths. I have no idea why the Perditio feeder node is behaving differently than the others, though I do find it interesting that my primary node has gained more Perditio than any other aspect save Ordo, despite the fact that there is only one feeder node with Perditio (vs. 3-5 for all the others it's gained points in), and that the Perditio feeder node started out as the second strongest in any aspect (behind only Terra) and third or fourth strongest overall of the eight feeder nodes.
I've just noticed a rendering glitch. Pressure tubes render properly in NEI, in my open inventory, and when placed in the world, but show as only a solid yellow block of the correct general shape when in my hotbar. I cannot say for sure how long it's been this way, I just today tried experimenting with them to find out what pressure tubes are and what they do. (I'm assuming they are basically like RedPower2 pneumatic tubes.)
Yeah, it's not meant to be a code patch. It just fixes the method name issue that prevents the game from starting. I don't have the necessary skill to fix that for you guys, that's entirely in the mod maker's hands to fix. IIRC this mod has had issues with that before, so just be mindful of the fact that it's not very well made but it gets the job done.
Sure, wasn't saying it was a problem with your patch. I'm glad it works at all. Buggy or not, these are still IMO the best barrels currently available, and the bug only disconnects the client with no item loss or other effects, which isn't too terrible considering it only happens when doing an in-place replacement.
I meant a way to get research points for them, but that was also very helpful.
Scan nodes.
Then scan more nodes.
Then scan some more nodes.
Ordo can sometimes be a little difficult to find in quantity, but you'll rapidly build up more Aer research points than you know what to do with. My experience is Aer is the most common primal in aura nodes, by a large margin, except in ocean biomes where it's a close second behind Aqua.
OK, the patch is not a PERFECT fix. I'm getting client disconnects when I execute an in-place barrel replacement on a FULL barrel. I'll try to capture the full error message next time, since I now know it's repeatable, but it was a java error about an index out of bounds. In-place upgrade of a barrel that is not yet full does not appear to trigger it; the barrel being replaced has to be completely full.
OK, so I am corrected .... the barrel does NOT have to be completely full. Just "close to" full seems to be enough. I have my tier1 barrels set to 64 stacks, and in-place replacement of a tier1 barrel holding 63 stacks of sugarcane with a tier2 barrel triggered the exception. Replacement of a barrel with a small number of stacks in it appears to work;replacement of a barrel with a large number of stacks seems to trigger the bug; but it could also only seem that way, and actually be random, and if it is how-full dependent, I don't know what the boundary between 'small" and "large" is.
I'm running Railcraft, Thaumcraft 4, and Doomlike Dungeons on Cauldron with no problems.
What Thaumcraft liquids are you referring to....? As far as I know it doesn't create any. Unless you're referring to liquid essentia, but that's never going to be loose "in the world" to have any kind of worldgen interaction at all.
this is a nasty one. whatever you do, dont cover an amber block with solid blocks from all sides. minecraft does not like it, and youll lose the world or have to fiddle around with mc edit.
---- Minecraft Crash Report ----
// Don't be sad, have a hug! <3
java.lang.IllegalArgumentException
at java.util.PriorityQueue.<init>(Unknown Source)
at net.minecraft.client.renderer.Tessellator.func_147564_a(Tessellator.java:160)
at net.minecraft.client.renderer.WorldRenderer.func_147891_a(WorldRenderer.java:248)
at net.minecraft.client.renderer.WorldRenderer.func_147892_a(WorldRenderer.java:204)
at net.minecraft.client.renderer.RenderGlobal.func_72716_a(RenderGlobal.java:1530)
at net.minecraft.client.renderer.EntityRenderer.func_78471_a(EntityRenderer.java:1187)
at net.minecraft.client.renderer.EntityRenderer.func_78480_b(EntityRenderer.java:1011)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:990)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:887)
at net.minecraft.client.main.Main.main(SourceFile:148)
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:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at java.util.PriorityQueue.<init>(Unknown Source)
at net.minecraft.client.renderer.Tessellator.func_147564_a(Tessellator.java:160)
at net.minecraft.client.renderer.WorldRenderer.func_147891_a(WorldRenderer.java:248)
at net.minecraft.client.renderer.WorldRenderer.func_147892_a(WorldRenderer.java:204)
at net.minecraft.client.renderer.RenderGlobal.func_72716_a(RenderGlobal.java:1530)
at net.minecraft.client.renderer.EntityRenderer.func_78471_a(EntityRenderer.java:1187)
Can't reproduce the infused stone rendering problem. I use Fastcraft and have never seen it cause a rendering problem. OptiFine is almost certainly the culprit. OptiFine is the source of so many assorted rendering problems it is a continuing wonder to me that anyone still uses it.
A use for arbor: How about an arborist's focus? It would draw from a jar of arbor in your inventory to rapidly grow trees. It's about the only use for the stuff I can think of other than breaking it down into primals and throwing most of them away, short of inventing new materials made by infusing common wood with arbor, arbor, and more arbor...
Or how about using large quantities of arbor vis to "supercharge" wood golems?
No! Wait! I've got it! And it satisfies the "honkin' great big golems" suggestion too. A way to infuse massive quantities of Arbor into a tree, along with some Victus and a fair bit of Cognito, to "awaken" it and turn it into an Ent.
I had thought of pack-porting once I get a couple more feature implemented. Most of the 1.7 stuff actually doesn't effect Minecraft 1.6.4, it was to fix some problems when running in Minecraft 1.7.10 (mostly, the naming system for blocks). Though, if I decide not to do the stairs / ladders and variable room height I could do a pack-port for get the 1.6 features added (which actually involved the dungeon layout and generation).
No, no, you misunderstand me. My fault. Let me reword my question:
If I am running Doomlike Dungeons v1.6.x (1.6.4, specifically) on my 1.7.10 server, do I need to change anything when upgrading Doomlike Dungeons to v1.7.2, or is it just "replace DoomlikeDungeons-1.6.4-MC1.7.10.jar with DoomlikeDungeons-1.7.2-MC1.7.10.jar" as long as I haven't created any custom dungeon themes?
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Parker,
Appreciate your work. I'll probably add you to my Patreon support list, since I use Thaumcraft 4, Twilight Forest, and Mo'Creatures, and this mod would therefore be quite a benefit.
Do you suppose you could possibly talk to the author of the Barrels Mod and see if he'd let you fix the small number of bugs in his mod? The thread is at http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1287951-the-barrels-mod?page=54#c1096 and that page (and the couple before it) discuss the currently existing known bugs. He hasn't been displaying much interest in actually maintaining his mod; perhaps he'd be willing to let you do it.
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Well ...
As discussed on the previous page, if it's vanilla Minecraft, you can BUT you'll need to have op privileges. If it's a third-party server with a fine-grained permissions system, you can BUT you'll need rights to use the /tp command.
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My Perditio feeder node is also now DEFINITELY losing strength; it's dropped from its original 62 down to 49. The other seven feeder nodes still seem to be holding fairly steady around their original strengths. I have no idea why the Perditio feeder node is behaving differently than the others, though I do find it interesting that my primary node has gained more Perditio than any other aspect save Ordo, despite the fact that there is only one feeder node with Perditio (vs. 3-5 for all the others it's gained points in), and that the Perditio feeder node started out as the second strongest in any aspect (behind only Terra) and third or fourth strongest overall of the eight feeder nodes.
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Sure, wasn't saying it was a problem with your patch. I'm glad it works at all. Buggy or not, these are still IMO the best barrels currently available, and the bug only disconnects the client with no item loss or other effects, which isn't too terrible considering it only happens when doing an in-place replacement.
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Scan nodes.
Then scan more nodes.
Then scan some more nodes.
Ordo can sometimes be a little difficult to find in quantity, but you'll rapidly build up more Aer research points than you know what to do with. My experience is Aer is the most common primal in aura nodes, by a large margin, except in ocean biomes where it's a close second behind Aqua.
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I'll try to capture the full error message next time, since I now know it's repeatable, but it was a java error about an index out of bounds. In-place upgrade of a barrel that is not yet full does not appear to trigger it; the barrel being replaced has to be completely full.OK, so I am corrected .... the barrel does NOT have to be completely full. Just "close to" full seems to be enough. I have my tier1 barrels set to 64 stacks, and in-place replacement of a tier1 barrel holding 63 stacks of sugarcane with a tier2 barrel triggered the exception. Replacement of a barrel with a small number of stacks in it appears to work;replacement of a barrel with a large number of stacks seems to trigger the bug; but it could also only seem that way, and actually be random, and if it is how-full dependent, I don't know what the boundary between 'small" and "large" is.
Here's the error message:
Internal Exception: io.netty.handler.codec.DecoderException: java.lang.IndexOutOfBoundsException: readerIndex(12) + length(1) exceeds writerIndex(12): UnpooledHeapByteBuf(ridx: 12, widx: 12. cap: 12)
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What Thaumcraft liquids are you referring to....? As far as I know it doesn't create any. Unless you're referring to liquid essentia, but that's never going to be loose "in the world" to have any kind of worldgen interaction at all.
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Nice work. Downloaded for study as a working example.
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I take it warded glass also does not get sucked in...?
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That sounds unpleasant, and would be quite unexpected.
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A use for arbor: How about an arborist's focus? It would draw from a jar of arbor in your inventory to rapidly grow trees. It's about the only use for the stuff I can think of other than breaking it down into primals and throwing most of them away, short of inventing new materials made by infusing common wood with arbor, arbor, and more arbor...
Or how about using large quantities of arbor vis to "supercharge" wood golems?
No! Wait! I've got it! And it satisfies the "honkin' great big golems" suggestion too. A way to infuse massive quantities of Arbor into a tree, along with some Victus and a fair bit of Cognito, to "awaken" it and turn it into an Ent.
0
No, no, you misunderstand me. My fault. Let me reword my question:
If I am running Doomlike Dungeons v1.6.x (1.6.4, specifically) on my 1.7.10 server, do I need to change anything when upgrading Doomlike Dungeons to v1.7.2, or is it just "replace DoomlikeDungeons-1.6.4-MC1.7.10.jar with DoomlikeDungeons-1.7.2-MC1.7.10.jar" as long as I haven't created any custom dungeon themes?
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