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    posted a message on Dynmap - Dynamic web-based maps for Minecraft

    I've looked through this thread and surprisingly don't see a similar question.


    I've been using Dynmap for a couple years. As another recent post noted, it looks like my Minecraft host has pruned some of my files so I lost some map detail. I have another host where I can save "unlimited" data, but rather than tile files I'd rather use MySQL storage. I'm in the process of downloading over 150000 files.


    The question is - is there an import utility to migrate files to mySQL? As a developer I can work out the details from the file data and schema, but it would be much easier if this already exists. :) If it does not exist, can someone point me to some specs so that I can create such a utility? (That's the FOSS model...)


    Config:

    Minecraft/Spigot 1.12.1 with Dynmap 2.5

    MySql is on remote/hosted server - I expect some delay in traffic but my game server doesn't get much use and map delays aren't an issue.


    EDIT: 160000 files > 2GB. I'm surprised my host didn't send me a warning ... not too surprised if they have just been deleting the older files...


    Thanks!

    Posted in: Minecraft Mods
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    posted a message on Village Marker Mod

    Just came back to this thread to check for updates, sorry.

    I've been running a 1.11.2/Spigot server for months - no issues at all with VMM and LiteLoader for 1.11.2 from the new/current launcher.

    Posted in: Minecraft Mods
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    posted a message on Bounding Box Outline Reloaded Mod for Minecraft

    I just accidentally found this mod. Congratuations and thanks for this effort. I have a version of Kabo's Village Marker Mod with the LiteLoader client. It's been working fine on 1.10 but no longer with 1.11 as it no longer finds the v1_10_R1 JAR. So I started looking for a resolution and I found this mod.


    Any chance for "Vanilla" compatibility with Spigot SMP 1.11.2?


    Thanks!

    Posted in: Minecraft Mods
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    posted a message on Village Marker Mod

    Just an FYI : I reported here a couple months ago that I was not seeing the sphere around villages. I finally worked through the problem. If the Dot Size in settings is Large, I do not see the dots. If it's at Small or Medium, I do see the dots. I have sphere density at the max of 5856, because I can. Lower density does not affect the dot visibility.


    I'm running v1.10 snapshot rB840010-b4-4 with Spigot/MC 1.10 over Win8.1


    HTH

    Posted in: Minecraft Mods
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    posted a message on Village Marker Mod

    Completely separate note... I'm occasionally seeing this error in the console log:


    [Client thread/WARN]: Plugin channel listener Kabo's village marker exceeded fault threshold on channel KVM|Data with RuntimeException


    With extensive googling I was unable to find those keywords together, so I'm thinking this is coming from the client-side Lite mod.


    Other than what I've already reported, the mod seems to be working fine.


    Any ideas on the cause or remedy?


    Thanks

    Posted in: Minecraft Mods
  • 0

    posted a message on Kill the slime cubes!

    I am NECRO man!... But for good reason ...


    First, be careful about "/kill @e[Type=Slime]". The command is case-Sensitive. That should be "type" and not "Type". Using capitalized "Type" results in an invalid entity spec, which is ignored, leaving simply "@e", which results in all entities getting killed ... and since a player is an entity, buh bye....


    Second, if you're in a flat creative world you might need some mob spawning, like for villagers or iron golems (my current project). So "/gamerule doMobSpawning false" is not desirable in this case.


    Third, from the command-line we can certainly use /kill @e[type=Slime], but that mysteriously may not work. If you are running the Essentials plugin it overrides the kill command, so try "/minecraft:kill" which goes back to the base command.


    Fourth and finally, the OP is looking for a console command to kill slimes, but if you still have doMobSpawning set to true they'll come right back. So you need to setup a little redstone machine:


    C

    BT

    RS

    RS

    SS


    C = command block

    B = any solid block

    T = redstone torch attached to B

    S = redstone leading away from the torch

    R = repeater on 3 ticks


    The torch sets the redstone which goes into the repeaters and then triggers the command block. That simultaneously turns off the torch which turns off the redstone and repeaters. When the off signal gets back to the torch it turns on again and the cycle repeats. Add as many RS in the middle as you wish to lengthen the time, but you really want this to happen every couple seconds because slimes respawn quickly. Note that this doesn't kill bigger slimes - as with combat it kills the big slime which then splits into smaller slimes until finally the small slimes are killed. So it takes 3 cycles to kill a big slime.


    You'll notice that every time it kills slimes you'll see a message, almost as annoying as the slimes themselves. To turn That off, just execute this command once:
    /gamerule commandBlockOutput false


    Worth a necro, eh?

    Posted in: Creative Mode
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    posted a message on Village Marker Mod

    Is anyone else using this mod with v1.8.8?

    Is anyone getting the radius ball with v1.8.8?


    @Azfaloth can you post the source for your update? I'd like to see if I can trace the issue with the radius display.

    Also, the LiteMod download page is a 404, so I can't tell yet if an update to that will help.


    LiteLoader.properties has:

    brand=1.8-SNAPSHOT-r372-b53-2015-09-09_11-36-17

    version.kabosvillagemarker=32


    I am seeing this error in the MC log but I don't think it's related:


    [11:19:59] [Client thread/INFO]: JInput Component Registry is initialising...
    [11:19:59] [Client thread/ERROR]: The jar file C:\Users\{user}\AppData\Roaming\.minecraft\libraries\net\java\jinput\jinput\2.0.5\jinput-2.0.5.jar has a security seal for path net.java.games.input, but that path is defined and not secure


    Just to keep thing in one place, I'm also seeing this, which might be related to issues:


    ... net.java.games.input.DefaultControllerEnvironment getControllers
    WARNING: Found unknown Windows version: Windows 8.1


    This is related info for Java developers. It doesn't look like there is a v2.0.6 for JInput that would fix this. As time permits I'll see if updating Windows and Java will help, but I kinda doubt it.

    Posted in: Minecraft Mods
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    posted a message on Village Marker Mod

    @Azfaloth - Thanks for doing the rebuild for 1.8.8. It is working with in SMP/Spigot.


    It looks like we can use the same LiteLoader which is a generic "1.8", but I'll load the latest version as the page now says 1.8.8.

    I never use LiteLoader except with this mod. Is it still necessary?


    I still can't see the sphere, only the center of the vilage with the golem spawn zone. No exceptions/errors are shown in the console.


    Does anyone have a clue why the sphere isn't showing? Is there an undocumented command to get it? (there is no /help, but Options show commands b, v, and x.)

    Posted in: Minecraft Mods
  • 1

    posted a message on Village Marker Mod

    I hope this hasn't been answered before...


    The v1.8 Options menus are different from prior versions, so VillageMarker doesn't have settings in the same place as seen in the VM v2 video. If you look under Controls you'll see a couple settings.


    1) But I'm not seeing the village radius sphere, only the door lines and the golem box. Does anyone know why or how to activate that?


    2) And depending on where I look the VM colors go from their village color to black. So for example, I have 3 villages in an area, and depending on where I look I'll either see them as their three separate colors, or all of them show as black. What is happening here?


    Thanks!

    Posted in: Minecraft Mods
  • 0

    posted a message on Village Marker Mod

    My status:I got this all running on v1.8.3. Sincere thanks to the guys who made this possible!


    I have a server running v1.8.8, but we can't get this stuff working in 1.8.8 yet. To use this mod and see a village with v1.8 mechanics at work, we need to run v1.8.3. So on my server I created a new test world, then rolled back MVC to v1.8.3 (with Spigot!), then added the Plugin to my plugins folder. There were no errors starting the server.


    But there are two parts to this, the server side which gets the data, and the client side that allows us to see the data. So I got the client mod_KaboVillageMarker_1.0_b0_mc1.8.litemod. (Note it's a mod.) See my recent post where I have a couple links to files.


    But then we need LiteLoader to make that work.

    Get the v1.8 executable here: http://jenkins.liteloader.com/job/LiteLoaderInstaller/

    More info on LiteLoader is here, but we don't really need to get up and running quickly:

    http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1290155-liteloader-for-minecraft-1-7-10


    Run the exe and it will create a new profile. Within the new profile folder is a folder mods\1.8. Put the .litemod file here.


    Starting up the normal MC executable, then selecting the new LiteLoader profile, it found and used LiteLoader to start up. It adds a little tab to the top right corner of the loader. If you see that, congrats. Open the tab and you should see the VillageMarker mod- congrats.


    Start the game to the new world.

    You need to give yourself the "villagemarker" permission: With Essentials this would be:

    /manuaddp my_name villagemarker


    Then you can use the command "/vm on" to activate the visualization.


    One more time, here are the pieces:

    You put LiteLoader on your PC and create a new profile.

    You put the client side mod into the new profile mods\1.8 folder. Now the new loader will have client-side code to process data from the server.

    You put the server plugin into your v1.8.3 server and restart.

    Then you set a permission and activate the mod with commands.



    Do what you need to experiment in this v1.8.3 world but remember from my previous post that this won't work if you upgrade to 1.8.4 or beyond. Build your farms or whatever and then either copy the spec to import into another updated world, or write up some docs for yourself so you can duplicate your effort in a later update.


    I don't know the ramifications of downgrading an existing v1.8.8 world (or any other) down to 1.8.3 to try this. I do not recommend that. It's untested and could trash your world. Further, all of the software here including LiteLoader and the VillageMarker mod and plugin are experimental. I would not use any of this on a world that I care about - YMMV.


    I'm just another guy in this group trying to get stuff to work like everyone else. I have not looked at the code yet and cannot provide any more help than I have here. I'm just telling you that I needed to get this going, I did, and this is how I did it. Again, YMMV. Good luck.

    Posted in: Minecraft Mods
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    posted a message on Village Marker Mod

    @GuntherDW, would the way to update this for 1.8.8 simply be to import NMS 1.8 R3?


    My interest for 1.8.8/Spigot/SMP is for building an iron golem farm. Spigot modifies the mechanics a bit related to spawning and/or village size compared to vanilla, so common farm tutorials don't apply. If I can see multiple villages stacking on one another I'll have a better idea of how to tweak the farm model.


    I've written little client-side plugins but never a server plugin. I'm not familiar at all with what needs to be done. But if this seems like a simple update I might try to modify and rebuild.


    I'm just running Vanilla + Spigot. Can you confirm that this "should" work with this plugin? No Forge required and no incompatibilities?


    Since you've been through this I'm hoping you can guide my education/process here if I do try to rebuild. I think the thing that concerns me the most is making sure I have the right build tools in Eclipse.


    Thanks!

    Posted in: Minecraft Mods
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    posted a message on Village Marker Mod

    Current status as I see it.


    RE: http://wrongplace.be/files/minecraft_patches/?sort_by=mod&sort_as=desc&dir=final/1.8.0/KaboVillageMarker/

    At that repo there is client and server code for CraftBukkit (LiteLoader), doesn't work with Spigot.


    RE: http://dev.bukkit.org/bukkit-plugins/villagemarker/files/17-village-marker-0-41-for-spigot-1-8-3/

    That's for MC 1.8.3 with Spigot, but (I believe) MC v1.8.8 plugins for Spigot need NMS R3. The current version in package uses R2, so it won't start for v1.8.8.


    How close is that to being accurate?


    Thanks for the effort and picking up for Kabo here.

    Posted in: Minecraft Mods
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    posted a message on Im going to host a vanilla server, I want the most reliable server with the least lag for my $$

    I happened to stumble on this thread while looking for other stuff.

    The notes here from @The_Minecraft_Hosting are the most childish I've ever seen.

    I wouldn't do business with your company simply because I wouldn't want to risk by data being in the hands of a 13 year old.

    If you're not 13 then either act your age (17?) or let someone else who is familiar with Marketing represent your business, cuz you're not the right person for this specific job.

    Posted in: Hosting Requests
  • 0

    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    Fascinating. I'm running MoC over v1.7.2 with Cauldron. @bloodmc was helping to maintain MoC (or at least answer questions) but with the feud over Bukkit, he's given up on Cauldron and I figured that meant the end for MoC as well.

    As a developer I'd be happy to help contribute to the project, but frankly I'm constantly put off by the changes to the underpinnings as well.

    I came here because this version of MoC is missing sound files. For example, I'm getting messages like this:

    [Client thread/WARN]: Unable to play unknown soundEvent: mocreatures:minigolemwalk

    Is there any way to inject sounds into this package?

    Thanks for all of your effort @DrZhark, no matter what you can do in the future -- from someone else who understands developer burnout...
    Posted in: Minecraft Mods
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    posted a message on Custom NPCs
    I've searched around but not finding answers, feel free to ridicule me if I missed something... ;)

    @Noppes: I'd really like to use Java with the Custom NPCs API to handle events at runtime. In the Interact event I'd like to return dynamic responses via ScriptNpc.say(someText) based on conditions, maybe based on data set in ScriptEntity.setStoredData().

    On the API page, I understand we need to subscribe to events like Init and Update, but is that subscribing with a Forge hook? Is there any sample code anywhere for scripting to API events, or handling events from this mod with Java?

    Thanks!
    Posted in: Minecraft Mods
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