• 0

    posted a message on [1.15.2] Ruins (Structure Spawning System)

    If the problem is that your parsed ruins are not spawning, it may be due to the ruins only being in the templateparser folder. You need to copy the files into the generic folder or whatever biomes you want them in.

    Posted in: Minecraft Mods
  • 1

    posted a message on Davincis Vessels (Previously Archimedes Ships Plus) - Move Your World | 1.12 Released!

    Anchors draggin' everybody down.

    Posted in: Minecraft Mods
  • 0

    posted a message on [1.15.2] Ruins (Structure Spawning System)

    Would this new update require us to download the new resources folder for chests to work? I've added several biome-specific ruins and would rather not need to recreate the folders.

    Posted in: Minecraft Mods
  • 0

    posted a message on Cubic Chunks: Reduced lag, infinite height, and more [The #1 Suggestion Thread of all time!][Updated! 6/14]

    I was thinking about how this would allow terrain generation to make much taller terrain, and I realized that this would cause a problem. If people knew that Minecraft could recreate Mount Everest, they will not be happy to hear that they cannot see its peaks in the distance, due to the way the game renders. Currently, this has little impact, because there is almost universally a flat horizon and you do not really notice that the land does not keep on going, but with higher mountains, this will be very noticeable. I suggest an algorithm that calculates the general polygonal shape of a chunk's topmost block layers, and shows the general layout of the terrain even beyond the render distance. This would show the mountain in the distance without actually needing to load the blocks. You would see something like a low-poly rendering off in the distance, but the only information that has to be loaded in these distant chunks is a few faces. I have literally no idea how code for that would look, since I am only just beginning to learn java, but I believe that it would be possible. Correct me if I'm wrong, but isn't the game able to tell the approximate height of the surface of a chunk before it is ever loaded?


    I have a feeling that this was mentioned before, but I've read a few pages and haven't seen anything about it.

    Posted in: Suggestions
  • 0

    posted a message on Streams - Real Flowing Rivers!

    Such a great mod, but I see 1.8 and 1.9 pulling away from it. Most of the other terrain gen mods I use are already updated to 1.9, but without this mod, worlds aren't nearly as interesting. I hate to be the one to ask, but do you plan on porting this mod over?

    Posted in: Minecraft Mods
  • 0

    posted a message on [1.15.2] Ruins (Structure Spawning System)

    I think I've been running into the same problem in the 1.9 version as ss33. I tried many ways of putting the mods in my mods folder, any combination I tried caused a crash on loading world. I even just dropped the entire mods folder itself into mine, and it finally loaded the world, only because the .jars were not running and no ruins loaded. Here's a crash report.



    ---- Minecraft Crash Report ----

    WARNING: coremods are present:
    Contact their authors BEFORE contacting forge

    // I bet Cylons wouldn't have this problem.

    Time: 3/27/16 3:59 PM
    Description: Exception in server tick loop

    java.lang.IllegalAccessError: tried to access field net.minecraftforge.event.entity.EntityEvent.entity from class atomicstryker.ruins.common.RuinsMod
    at atomicstryker.ruins.common.RuinsMod.onEntityEnteringChunk(RuinsMod.java:123)
    at net.minecraftforge.fml.common.eventhandler.ASMEventHandler_45_RuinsMod_onEntityEnteringChunk_EnteringChunk.invoke(.dynamic)
    at net.minecraftforge.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:49)
    at net.minecraftforge.fml.common.eventhandler.EventBus.post(EventBus.java:140)
    at net.minecraft.world.chunk.Chunk.func_76612_a(Chunk.java:717)
    at net.minecraft.world.chunk.storage.AnvilChunkLoader.func_186050_a(AnvilChunkLoader.java:497)
    at net.minecraft.world.chunk.storage.AnvilChunkLoader.loadEntities(AnvilChunkLoader.java:440)
    at net.minecraftforge.common.chunkio.ChunkIOProvider.callStage2(ChunkIOProvider.java:41)
    at net.minecraftforge.common.chunkio.ChunkIOProvider.callStage2(ChunkIOProvider.java:12)
    at net.minecraftforge.common.util.AsynchronousExecutor.skipQueue(AsynchronousExecutor.java:343)
    at net.minecraftforge.common.util.AsynchronousExecutor.getSkipQueue(AsynchronousExecutor.java:301)
    at net.minecraftforge.common.chunkio.ChunkIOExecutor.syncChunkLoad(ChunkIOExecutor.java:12)
    at net.minecraft.world.gen.ChunkProviderServer.loadChunk(ChunkProviderServer.java:121)
    at net.minecraft.world.gen.ChunkProviderServer.func_186025_d(ChunkProviderServer.java:96)
    at net.minecraft.server.MinecraftServer.func_71222_d(MinecraftServer.java:295)
    at net.minecraft.server.integrated.IntegratedServer.func_71247_a(IntegratedServer.java:172)
    at net.minecraft.server.integrated.IntegratedServer.func_71197_b(IntegratedServer.java:195)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:427)
    at java.lang.Thread.run(Thread.java:745)

    A detailed walkthrough of the error, its code path and all known details is as follows:
    ---------------------------------------------------------------------------------------

    -- System Details --
    Details:
    Minecraft Version: 1.9
    Operating System: Windows 10 (amd64) version 10.0
    Java Version: 1.8.0_25, Oracle Corporation
    Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
    Memory: 426810800 bytes (407 MB) / 725676032 bytes (692 MB) up to 1060372480 bytes (1011 MB)
    JVM Flags: 6 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
    IntCache: cache: 0, tcache: 0, allocated: 20, tallocated: 87
    FML: MCP 9.23 Powered by Forge 12.16.0.1811 Optifine OptiFine_1.9_HD_U_B1 10 mods loaded, 10 mods active
    States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
    UCHIJAA mcp{9.19} [Minecraft Coder Pack] (minecraft.jar)
    UCHIJAA FML{8.0.99.99} [Forge Mod Loader] (forge-1.9-12.16.0.1811-1.9.jar)
    UCHIJAA Forge{12.16.0.1811} [Minecraft Forge] (forge-1.9-12.16.0.1811-1.9.jar)
    UCHIJAA BiomesOPlenty{4.0.0} [Biomes O' Plenty] (BiomesOPlenty-1.9-4.0.0.1970-universal (1).jar)
    UCHIJAA chameleoncreepers{1.3} [Chameleon Creepers] (ChameleonCreepers-1.9-1.3.jar)
    UCHIJAA craftablehorsearmour{1.0} [Craftable Horse Armour [CHA&S]] (CraftableHorseArmourAndSaddle-1.0.jar)
    UCHIJAA Quark{beta-3} [Quark] (Quark-beta-3.jar)
    UCHIJAA AS_Ruins{15.7} [Ruins Spawning System] (Ruins-1.9.jar)
    UCHIJAA AS_UpdateCheck{1.1.7} [AtomicStryker Update Check Mod] (UpdateCheckerMod-1.9.jar)
    UCHIJAA XaeroMinimap{1.8.5.2} [Xaero's Minimap] (Xaeros_Minimap_1.8.5.2_Forge_1.9.jar)
    Loaded coremods (and transformers):
    GL info: ~~ERROR~~ RuntimeException: No OpenGL context found in the current thread.
    Profiler Position: N/A (disabled)
    Player Count: 0 / 8; []
    Type: Integrated Server (map_client.txt)
    Is Modded: Definitely; Client brand changed to 'fml,forge'
    OptiFine Version: OptiFine_1.9_HD_U_B1
    Render Distance Chunks: 8
    Mipmaps: 4
    Anisotropic Filtering: 1
    Antialiasing: 0
    Multitexture: false
    Shaders: null
    OpenGlVersion: 4.3.0 - Build 10.18.15.4256
    OpenGlRenderer: Intel(R) HD Graphics 4600
    OpenGlVendor: Intel
    CpuCount: 8

    Posted in: Minecraft Mods
  • 0

    posted a message on Davincis Vessels (Previously Archimedes Ships Plus) - Move Your World | 1.12 Released!

    I've been testing 3.2 (or 3 or whatever is latest) and it ran pretty smoothly for me until i tried dissassembling a ship and ran into this: (in the spoiler)

    When I loaded the world again, I was still in the ship, but there was a duplicated front half of the ship where I tried to dissassemble. It actually looked similar to the error I reported a while back where it deleted part of the ship.




    [17:10:10] [Client thread/INFO]: [CHAT] Assembled Cargo Ship!
    [17:10:37] [Netty Server IO #1/ERROR]: There was a critical exception handling a packet on channel MovingWorld
    java.util.ConcurrentModificationException
    at java.util.ArrayList$Itr.checkForComodification(ArrayList.java:901) ~[?:1.8.0_25]
    at java.util.ArrayList$Itr.remove(ArrayList.java:865) ~[?:1.8.0_25]
    at net.minecraft.world.World.func_175690_a(World.java:2324) ~[aqu.class:?]
    at net.minecraft.world.chunk.Chunk.func_177436_a(Chunk.java:726) ~[bfh.class:?]
    at net.minecraft.world.World.func_180501_a(World.java:329) ~[aqu.class:?]
    at darkevilmac.movingworld.common.chunk.assembly.ChunkDisassembler.processLocatedBlockList(ChunkDisassembler.java:216) ~[ChunkDisassembler.class:?]
    at darkevilmac.movingworld.common.chunk.assembly.ChunkDisassembler.doDisassemble(ChunkDisassembler.java:135) ~[ChunkDisassembler.class:?]
    at darkevilmac.archimedes.common.entity.EntityShip.disassemble(EntityShip.java:383) ~[EntityShip.class:?]
    at darkevilmac.movingworld.common.network.MovingWorldClientActionMessage.handleServerSide(MovingWorldClientActionMessage.java:48) ~[MovingWorldClientActionMessage.class:?]
    at darkevilmac.movingworld.common.network.MovingWorldPacketHandler.channelRead0(MovingWorldPacketHandler.java:27) ~[MovingWorldPacketHandler.class:?]
    at darkevilmac.movingworld.common.network.MovingWorldPacketHandler.channelRead0(MovingWorldPacketHandler.java:15) ~[MovingWorldPacketHandler.class:?]
    at io.netty.channel.SimpleChannelInboundHandler.channelRead(SimpleChannelInboundHandler.java:103) ~[SimpleChannelInboundHandler.class:4.0.15.Final]
    at io.netty.channel.DefaultChannelHandlerContext.invokeChannelRead(DefaultChannelHandlerContext.java:338) ~[DefaultChannelHandlerContext.class:4.0.15.Final]
    at io.netty.channel.DefaultChannelHandlerContext.fireChannelRead(DefaultChannelHandlerContext.java:324) ~[DefaultChannelHandlerContext.class:4.0.15.Final]
    at io.netty.handler.codec.MessageToMessageDecoder.channelRead(MessageToMessageDecoder.java:103) ~[MessageToMessageDecoder.class:4.0.15.Final]
    at io.netty.handler.codec.MessageToMessageCodec.channelRead(MessageToMessageCodec.java:111) ~[MessageToMessageCodec.class:4.0.15.Final]
    at io.netty.channel.DefaultChannelHandlerContext.invokeChannelRead(DefaultChannelHandlerContext.java:338) ~[DefaultChannelHandlerContext.class:4.0.15.Final]
    at io.netty.channel.DefaultChannelHandlerContext.fireChannelRead(DefaultChannelHandlerContext.java:324) ~[DefaultChannelHandlerContext.class:4.0.15.Final]
    at io.netty.channel.DefaultChannelPipeline.fireChannelRead(DefaultChannelPipeline.java:785) ~[DefaultChannelPipeline.class:4.0.15.Final]
    at io.netty.channel.embedded.EmbeddedChannel.writeInbound(EmbeddedChannel.java:169) ~[EmbeddedChannel.class:4.0.15.Final]
    at net.minecraftforge.fml.common.network.internal.FMLProxyPacket.func_148833_a(FMLProxyPacket.java:79) [FMLProxyPacket.class:?]
    at net.minecraft.network.NetworkManager.channelRead0(NetworkManager.java:136) [gr.class:?]
    at net.minecraft.network.NetworkManager.channelRead0(NetworkManager.java:414) [gr.class:?]
    at io.netty.channel.SimpleChannelInboundHandler.channelRead(SimpleChannelInboundHandler.java:103) [SimpleChannelInboundHandler.class:4.0.15.Final]
    at io.netty.channel.DefaultChannelHandlerContext.invokeChannelRead(DefaultChannelHandlerContext.java:338) [DefaultChannelHandlerContext.class:4.0.15.Final]
    at io.netty.channel.DefaultChannelHandlerContext.fireChannelRead(DefaultChannelHandlerContext.java:324) [DefaultChannelHandlerContext.class:4.0.15.Final]
    at net.minecraftforge.fml.common.network.handshake.NetworkDispatcher.handleServerSideCustomPacket(NetworkDispatcher.java:395) [NetworkDispatcher.class:?]
    at net.minecraftforge.fml.common.network.handshake.NetworkDispatcher.channelRead0(NetworkDispatcher.java:223) [NetworkDispatcher.class:?]
    at net.minecraftforge.fml.common.network.handshake.NetworkDispatcher.channelRead0(NetworkDispatcher.java:49) [NetworkDispatcher.class:?]
    at io.netty.channel.SimpleChannelInboundHandler.channelRead(SimpleChannelInboundHandler.java:103) [SimpleChannelInboundHandler.class:4.0.15.Final]
    at io.netty.channel.DefaultChannelHandlerContext.invokeChannelRead(DefaultChannelHandlerContext.java:338) [DefaultChannelHandlerContext.class:4.0.15.Final]
    at io.netty.channel.DefaultChannelHandlerContext.fireChannelRead(DefaultChannelHandlerContext.java:324) [DefaultChannelHandlerContext.class:4.0.15.Final]
    at io.netty.channel.DefaultChannelPipeline.fireChannelRead(DefaultChannelPipeline.java:785) [DefaultChannelPipeline.class:4.0.15.Final]
    at io.netty.channel.local.LocalChannel.finishPeerRead(LocalChannel.java:312) [LocalChannel.class:4.0.15.Final]
    at io.netty.channel.local.LocalChannel.access$400(LocalChannel.java:44) [LocalChannel.class:4.0.15.Final]
    at io.netty.channel.local.LocalChannel$6.run(LocalChannel.java:298) [LocalChannel$6.class:4.0.15.Final]
    at io.netty.util.concurrent.SingleThreadEventExecutor.runAllTasks(SingleThreadEventExecutor.java:354) [SingleThreadEventExecutor.class:4.0.15.Final]
    at io.netty.channel.nio.NioEventLoop.run(NioEventLoop.java:353) [NioEventLoop.class:4.0.15.Final]
    at io.netty.util.concurrent.SingleThreadEventExecutor$2.run(SingleThreadEventExecutor.java:101) [SingleThreadEventExecutor$2.class:4.0.15.Final]
    at java.lang.Thread.run(Thread.java:745) [?:1.8.0_25]
    [17:10:37] [Server thread/INFO]: Jake892 lost connection: TextComponent{text='A fatal error has occured, this connection is terminated', siblings=[], style=Style{hasParent=false, color=null, bold=null, italic=null, underlined=null, obfuscated=null, clickEvent=null, hoverEvent=null, insertion=null}}

    Posted in: Minecraft Mods
  • 0

    posted a message on Davincis Vessels (Previously Archimedes Ships Plus) - Move Your World | 1.12 Released!

    Wow these ships got bouncy with alpha 3. Any way to fix that, or is it just a bug?

    Posted in: Minecraft Mods
  • 0

    posted a message on Davincis Vessels (Previously Archimedes Ships Plus) - Move Your World | 1.12 Released!

    Wow. I thought submersibles would be only in the far future, but you did it. And I love the look of the new steering wheel in the videos. It would do a lot to help make a ship feel like a ship.

    Did you fix the shore buffers in alpha 2? They didnt work for me but I didnt try much with them and it may be me forgetting to update something.

    Posted in: Minecraft Mods
  • 0

    posted a message on Davincis Vessels (Previously Archimedes Ships Plus) - Move Your World | 1.12 Released!

    I've been testing out the 1.8 alpha version, and I've seen a few bugs. Sorry I don't use github.


    If a ship is moving fast, it's turning is really choppy, the ship's angle changes only a few times a second (might just be visual). This doesn't happen while the ship is turning while still.


    The shore buffers are attaching to the ships. I don't see it on the list of forbidden blocks, so that might be the problem.


    When I assemble a ship, all of the water blocks that were on the entity, even empty spaces in the corners, are deleted. Carrying around lily pads helps cleanup, but this is annoying.


    This one is weird. Sometimes (and seemingly random times) when I disassemble the ship, it goes to a screen where it says something like "a fatal error has occurred, and you have lost connection to the server." There is no crash report or anything, and when I re-enter the world the part of the ship that had the helm attached is entirely gone, so effectively the rearmost 4-6 blocks of the ship go missing, but with no other complications. To provide some details, the line that chopped the ship was not on a chunk line, I was on singleplayer, and I used an anchor.

    Posted in: Minecraft Mods
  • 0

    posted a message on Cubic Chunks: Reduced lag, infinite height, and more [The #1 Suggestion Thread of all time!][Updated! 6/14]
    Quote from straightdigger»

    It's impressive that there are still people who claim that solution was not found.


    If it has been solved and implemented, why does it still ask for suggestions in the original post and why are people (including you) still discussing it?

    Posted in: Suggestions
  • 0

    posted a message on Cubic Chunks: Reduced lag, infinite height, and more [The #1 Suggestion Thread of all time!][Updated! 6/14]

    I'm surprised that there has not been an implemented light solution by now. There have probably been thousands of good suggestions, but nobody has the time to read 274 pages of comments before they post. I see a lot on conical light which might work. You would have to entirely abandon the vanilla sunlight method, but it was not that great anyway. Look at real life. Satellites have no shadows. The moon is 1/4 the diameter of earth and it has a tiny shadow, look up a satellite image. Why? Partly because of atmospheric refraction, which mostly happens on the lowest 30 km of our atmosphere (the total distance between the earth and moon is 13000 times that) , because the air is densest there. If you stretch that for minecraft, then you could say that a floating island umpteen chunks above you has no shadow, rendered or not. Use some conical algorithms (which i bet at least someone on this thread fully understands), and have it be like "if the island is 4 chunks wide, make the 2 chunks right below it carry the whole shadow, the next 2 chunks have a 2x2 chunk shadow, and the next 2 chunks completely ignore the shadow." That's 4 chunks below a 4 chunk island that would be affected (actually in a more detailed cone with varying degrees of light, probably on a block system rather than a chunk system), if that's not simplifying things too much. Also, if you abandon the vanilla system, then it might be a good time to look at angular light similar to the way that shaders do.

    Posted in: Suggestions
  • 0

    posted a message on Streams - Real Flowing Rivers!

    I can see that this thread is going cold. Any updates on what you're working on right now- rewrite, taking a break from the project, eta for 1.8 update??

    Posted in: Minecraft Mods
  • 0

    posted a message on Davincis Vessels (Previously Archimedes Ships Plus) - Move Your World | 1.12 Released!

    A Star wars themed addition would be very niche, and would be better off in a mod not as popular as this. Also, the fighters are meant to constantly move and have a 3d dogfight style that is meant for space. The airships in this mod are meant to be zeppelins or hot air balloons, not fighter jets (space ships?). Then there's the point of time and setting. Minecraft is somewhat like the "stranded on the island" situation, or settlement of an area, with limited technology. Star wars is about the biggest theme contrast you can imagine for Minecraft.

    Posted in: Minecraft Mods
  • 1

    posted a message on Aquatic Abyss - Swordfish and Serpents! [v1.1.1]

    Too bad this mod isn't updated. It was awesome when I played 1.7.2 but it needs to get ported to stay relevant. It would be especially nice in 1.8. Archimedes ships is getting ported soon, and this mod would be nice with the sea monuments and the ruins mod.

    Posted in: Minecraft Mods
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