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    posted a message on Extra Utilities v1.1.0k
    I did a search and didn't find any of these keywords, so I am here to make a request.

    I love the ender quarry, but it will destroy Thaumcraft's Aura Nodes and vanilla's Mob Spawners. So, if I want to quarry out a location I am forced to go in and relocate these before I do so, which can take an extremely long time if they are hidden in walls.



    My request is this: could you make the quarry ignore these blocks? Really, any tile entity as they will be destroyed rather than picked up (except chests).

    Honestly, it would be nice if you could make something that was able to pick up tile entities, but since practically no one is doing that (any more... I miss dartcraft) I don't believe I should ask...



    Thank you for your time.
    Posted in: WIP Mods
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    posted a message on DartCraft Beta 0.2.20
    Quote from fang24»

    That was it. thank you. most of the time to find a mod config I need to look in the jar file. Thank you friend. You helped me a lot.

    Not a problem at all. I'm just glad I could be of help. And, for future reference, try to not modify the config file in the .jar file. Use the ones in the /config folder. It is true that the mods will look at the config in the .jar file, but they are designed to use the one in the config folder.

    Everyone, if I'm wrong, please correct me.
    Posted in: Minecraft Mods
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    posted a message on DartCraft Beta 0.2.20
    Quote from fang24»

    ok well i did what you said and i can not find the config file. i even made sure to load the game and the mod works it is there but i can not find where it stuck the config. i looked in assets, bluedart, codechicken and all the others and the sub files. i think mine might be bugged. (and i am making my own mod pack. at most me and 3 other friends use it and i am the modder. and i don't use any launcher.) thank you for the help thow. i might just have to take it out. (the hud moving and the bar messes with another heath bar mod.)

    I think I know what you did wrong. Are you looking in the Jar file? The config files are under the config folder (.minecraft/config) and the one you are looking for is under "DartCraft". Therefore: ".minecraft/config/DartCraft/main.cfg".
    Posted in: Minecraft Mods
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    posted a message on DartCraft Beta 0.2.20
    Quote from fang24»
    I need some help. I have spent days pulling apart files looking up how to videos and stuff an can not find out anything on how to turn off the bar and put my health bar back. can someone please tell me how? (in a simple way i would prefer please.)

    IF "B:"Zelda Hud"=false" (search "B:"Zelda Hud"=true" for your settings) does not work then you have a serious bug. This is the command that extracts the health bar (the hearts) from the magic meter (the blue/green bar) and puts it back in its standard place.

    So, if you have not yet already tried what I am about to list out then do so (if you have then report this as a bug):
    1: Goto your Minecraft folder (.minecraft).
    ---A: If you put your mods together yourself (you're a braver man than I am) it will be in: (copy/paste this into your navigation bar) <Windows> "%appdata%", <Mac> "~/Library/Application Support/minecraft", <Linux> "~/.minecraft".
    ---B: If you are like me and use some launcher and group's modpack (like FtB or ATLauncher), open the launcher, and select open folder. (For ATL this button is always visible for each instance, for FtB you have to select 'edit modpack'.)
    2: Goto the DartCraft config file. This should be "config\DartCraft" (if it isn't then you've got a problem beyond not being able to change your settings.)
    3: Open the file "main.cfg".
    4: 'Find' the line I mentioned above: (B:"Zelda Hud"=true)
    ---A: <Windows> Ctrl + F, <Mac> command + F, <Linux> Ctrl + F
    5: Change 'true' to 'false'.

    Now, again, if you have already done the above steps, then your game is bugged, and you should report that as a bug. Otherwise, enjoy.
    Posted in: Minecraft Mods
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    posted a message on DartCraft Beta 0.2.20
    Quote from hornboy»

    as far as im aware, time torches are bugged with tree farms. something to do with multiple blocks being updated at the same time vs crops that change one block at a time. I hope this helps ;p

    also if you watch Duncans yogscast channel series they are doing with agrarian skys mod, they use watering cans to water and bone meal to grow their tree farm along with other machine blocks from another mod.

    This is essentially what I was getting at... But I wanted to state explicitly that it is not the mods fault but Minecraft itself not having ConcurrentModification protection. Should this dev wish to work around Minecraft's issues then adding a try/catch clause to their code and catching the exception-and likely disregarding the last block update-would likely solve the issue.
    Posted in: Minecraft Mods
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    posted a message on DartCraft Beta 0.2.20

    It's not that I didn't notice. It's simply the fact that I honestly don't know. I have never gotten the chance to play a world long enough to get to that point without something corrupting it or the world resetting due to a mod update. I wish I could be of more help. And honestly, I'm sure a lot of other people are just as confused by your troubles. That's probably the reason no one has answered, not because anyone ignored you.


    Quote from Grydian»

    Just assumed someone would handle it since the reason they dont work is a config setting made by the people who make the yogscast pack, RR. Simply go into the config folder and find the folder for dartcraft and open the config file and fix the settings changed by RR that mostly disable time torches. They work fine you just have not checked your configs. Finally this information is documented in RR.

    Ok, I thought it was just likely that my post was overlooked (but you have to admit, I post, nothing for three days -and I mean nothing at all- then suddenly people are back...

    If I mentioned the Yogscast Complet Pack beyond saying that was where I heard this information from then I was wrong to. What I understood from the video was that something had changed in this mod itself... which, thinking back, may have been completely wrong (I do often watch them while doing something in addition, like eating... playing Minecraft/other... etc)... AND then there is the fact that no update actually happened... So, yeah... I have a habit of not 'checking' things before saying something... I really need to do something about that...

    In the event that I was wrong then I would like to post a bug report: My Agrarian Skies world has an issue and one that ONLY happens when I use Time Torches on tree farms. Now, correlation does not equal causality (i.e. you do something bad and thunder strikes doesn't mean you ticked off Thor), but sometimes things you notice can be casual in nature. IF and only IF anyone else has had issues with 10X10 (+) tree farms crashing your world with "ConcurrentModificationException" then I may be right (and refer to my 'tip' in the first post). Otherwise I am probably doing something else wrong and that is crashing the game. (It is fairly standard. I just added DartCraft and Magical Crops and switched Aroma Backup for World State Checkpoints. -maybe one other- after pack updating - without backing up my mods folder to keep the additional ones.)

    And again, I'm sorry for doing what I did.... it was just startling: the series of events.
    Posted in: Minecraft Mods
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    posted a message on DartCraft Beta 0.2.20
    Was everyone sick or something (like people don't like me? Wouldn't be surprised) *cough*, I posted something and no one said anything for three days, then suddenly people again, completely ignoring me (or so my fragile ego would lead me to believe...)

    Anyway, and as someone has asked we not discuss this here I will send a message to them/anyone else interested in continuing the discussion, I believe the change from IDs to Strings really threw off how Minecraft worked. I honestly have not played past 1.6.4 as I don't play unmodded Minecraft, but if there is a system by which things communicate to one another via one method and that suddenly takes a radical change... things are bound to break.

    Finally, since no one noticed what I posted, was I simply wrong about Time Torches or what?
    Posted in: Minecraft Mods
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    posted a message on DartCraft Beta 0.2.20
    Sadly, I can find no mention of this update. I only know of it because I watch various YogsCast video series.

    I heard that Time Torches have been modified to no longer work on crops. This was (supposedly) done because it was causing crashes for people. I can easily confirm that this is the case, but the reasons for the crashes are not specifically because of the Time Torches use on crops, but specifically trees.

    I play a modified version of Agrarian Skies with, among other mods, DartCraft. I was almost constantly getting crashes when using Time Torches on my tree farm (but not any other crop field). The crash specifically mentioned Concurrent Modification Exception, meaning that two (or more) things were trying to modify the same block (as it was chunks as part of the exception) at the same time. Only trees, which grow somewhat randomly, do this as single square, or single stack crops will not grow to the side thus potentially modifying the same block as another crop.

    I understand that disabling the usage of Time Torches on 'growable's is the simple way to fix this exception, and it is a really annoying bug, but ultimately the bug is not DartCraft's and instead Minecraft's (there is no protection for Concurrent Modification within Chunks).

    If there is a way to allow Time Torches to work on all growables except trees, this would be a preferable solution. In theory you would also be able to create a Try/Catch around your code to catch Concurrent Modification Exceptions and simply disregard the latest change to that block/chunk. This would be preferable to disabling Time Torches on crops, but since you are the programmer and therefore you would be doing the work, it is entirely up to you how to solve this issue.

    I would, however, like to thank you for finding the issue and attempting to fix it.
    Posted in: Minecraft Mods
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    posted a message on Dimensional Doors v2.2.4
    Quote from Cubia

    I actually got this to work after arguing with it for a bit longer. It looked to be something about the biomes, but in the end what made it work was deleting the config file entirely before loading. Now it seems to load without issue.

    I'll give the relevant part of the bloated log file (or what I think is the relevant part) here though in case it helps somehow:

    The Co-Dev, that's SenseiKiwi, added an exception when it detects Biome Conflicts, which causes the crash. You will need to open the configuration file and change the BiomeID for either Dimensional Pockets, Limbo, or both to not conflict with which ever mod it is conflicting with.

    See these posts: http://www.minecraftforum.net/topic/1650007-164-dimensional-doors-v222/page__view__findpost__p__29533183 , http://www.minecraftforum.net/topic/1650007-164-dimensional-doors-v222/page__view__findpost__p__29648701

    I personally do not believe exception crashing is the best way to handle this, but as Forge provides no way of informing the users all developers would have to create their own... and this is the simplest way. (i.e. I respect the decision, but I do not agree with it.)
    Posted in: Minecraft Mods
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    posted a message on Dimensional Doors v2.2.4
    Quote from MMM_MasterM

    The actual behaviour when combining dimensional doors and metaworlds depends very much on the actual implementation of both mods.

    As if that wasn't enough the implementation of metaworlds has changed a big lot since the last release so the result of combining them will probably be different with the next metaworlds version.

    Either way I'd call it undefined behaviour and I'm also curious what happens. ^^

    To make some clarifications about how metaworlds work:
    Metaworlds are in no way entities. They are literally worlds. They use the exact same code for their blocks and chunks and game mechanics as the normal minecraft worlds do.
    In vanilla minecraft a savegame holds multiple dimensions and each dimension consists of a dimensionID and a world object.
    What metaworlds and dimensions have in common is that both have a world object. Metaworlds however are not registered to a dimension ID so if dimensional doors specify the target dimension using a dimensionID, it will receive the overworld, not a metaworld. This is the most likely implementation for dimensional doors because an ID is the easiest way to specify the target dimension in the savegame.


    Odd, I could have sworn that I read on your thread that the blocks of a MetaWorld are stored in an external dimension. I really need to start copying these kinds of text, and the url I find them on.
    The reason I assumed they were implemented as an entity was because of their behavior... thank you for clarifying that as well.

    In the future I will be sure to actually ask for information before attempting to state an assumption.
    Posted in: Minecraft Mods
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    posted a message on Dimensional Doors v2.2.4
    Quote from codebracker0

    Ow my brain.
    So metaworlds do not only exist in the overworld or wherever they are created they also exist in their own dimension and are manipulated by the markers to project an interactive entity of themselves into your world? Or do the dimensions themselves intersect at the point of a ship marker and using a door allows you to transport to the ship itself while still being able to interact with the normal world?
    Ow. X(


    The way I understand it, and I am obviously not the developer so my knowledge is limited, is that the marker effectively says "insert blocks from <this dimension> into <this [other] dimension> here as an entity." I am personally assuming that they are inserted as an entity (as that seems like the 'easiest' way to do it, but that is merely an assumption while the former is based upon what I have read.
    The reason why you cannot do the same things with MetaWorlds as you can with Archimedies is because Archimedies actually considers the blocks as part of the same dimension (when not moving) and therefore blocks from the 'ship' will be able to directly interact with blocks not from the 'ship'... On the other hand MetaWorld 'ships' cannot do the same because they do not actually 'exist' in the dimension they are 'placed'.
    Example: Arch ships can have BuildCraft quarries on them to quarry the world they exist in... but MetaWorld 'ships' cannot (yet).

    Quote from SenseiKiwi

    While I don't want to be mean, every explanation that you have provided on how something works has been wild speculation. There was that time you said that custom maps were using "dimensions within dimensions", when in reality it was simple teleportation. The arguments justifying why Dimensional Doors should use a single dimension, based on loading times and supposed allocation of extra chunks, were also not true. And that rant about how Forge requires loading whole worlds and all their chunks was also completely off. There are other examples, too, but that should suffice to make a point.

    Based on that history, I'm not going to sift through what you said about metaworlds. I'd recommend someone else just try it out.


    Your statement is valid, I will attempt to find better proof before I post things.
    Posted in: Minecraft Mods
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    posted a message on Dimensional Doors v2.2.4
    Quote from codebracker0

    Has anybody tested placing a door on a metaworld yet?
    It should work without problems and even allow for transportation of rifts, but considering what arhimedes ships did, could someone check?

    The Dev has actually spoken about this in their thread. Since Dimensional Doors actually transports you to a dimension and not just a position, and MetaWorlds are separate dimensions (or portions thereof), you would be transported to the actual containing dimension, rather than the position on the entity in the overworld.
    If both Devs work together on this then maybe it can work, but I don't think either individual should be held responsible for such coding... the mods doing such specific things.
    P.S. I would gladly link the post, but I'm having difficult finding it, and have > 10 minutes before class. You could try creating a temporary world and seeing what happens when the two interact...

    Also, I do think it would be interesting if the two devs would work together. This would effectively allow for my suggestion of allowing for all Dimensional Dungeons to exist in one dimension. Using the entities created by MetaWorlds you could load and unload places in a given space (dimension) into another (perhaps blank) dimension, that are independent and separate from one another. It would likely cut down on loading time and allow for all dungeon terrain to be contained within one world (dimension).
    'Tis but a suggestion.

    (Cooperation between mod developers can often lead to new and good innovations. One person may know how to do one set of things while the other[s] know how to do other things. This leads to less work for both and [depending] better coding and concepts for both projects.
    You may know how to do things that dev needs to improve their mod, while they may have things you can use to improve your mod. Therefore, if both devs agree, working together can produce better projects.)
    Posted in: Minecraft Mods
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    posted a message on Dimensional Doors v2.2.4
    Either I didn't see this, or you guys did a lot of typing while I was sleeping (I went to bed late last night...)
    Quote from SenseiKiwi

    That's how it should work. I even wrote a detailed explanation of how exists are selected. However, there might be a specific circumstance under which a person could reach a dimension through an exit door without ever having been there before. There was a recent issue with a crash if ChickenChunks was installed along with Dimensional Doors and Hardcore Limbo was enabled. Through studying that bug, I realized that ChickenChunks forces chunk generation in dimensions where players could respawn, probably as part of some hack to make its loaders work even for hot-loaded dimensions like those from DD and Mystcraft.

    If you have ChickenChunks installed and Witchery's Spirit World is a place where you could respawn, then it means CC would forcefully generate a chunk in that dimension when the save is accessed for the very first time. Since normal terrain generation runs, that also means gateway generation runs in that dimension, which causes Dimensional Doors to "learn" of its existence. And that's how you could be sent there even if you'd never been there!

    I remember seeing (if not, and I would hope I did, reading it), but I had assumed that this was done via Dimension Numbers. If a dimension had been given a number, and it wasn't hard coded as blacklisted (as I recall the end being), then it could generate an exit there.

    If you could get your explination linked in the original post it would probably be useful to more people than me (and it is rare for someone to actively search back through thread posts, so, yeah...)

    If ChickenChunks is going to be a problem I will remove it, however, I have spoken with the dev of Witchery.. I was, apparently, a few versions behind (you 'good' and 'active' devs do so much! Your versions, outside of the stable version on the front page are hard to keep up with. Ah, P.S. I know the link to the ENTIRE version page at build.technicpack.net is on the front page, could you call it such in addition to 'Beta', please?). Anyway they have been actively trying to prevent mods which allow players to enter their dimension (other than their own) from being able to do so, and as I was behind, it was probably one of the recent (10+) updates that helped...

    Quote from SenseiKiwi

    Forge doesn't save which hot-loaded dimensions exist in a world. That is, it doesn't store data for dimensions for mods like Mystcraft and Dimensional Doors. Instead, each mod is responsible for claiming all the necessary IDs when the save is loaded up again. If a mod doesn't claim an ID, Forge can hand it over to a different mod - as far as it knows, the ID is unused - leaving the original one unreachable. So that's why we must load them up at the beginning.

    And I'm not offended.

    That's stupid. See, HERE is exactly why caching data is important!... Ok, so not really caching but creating an <insert expletive here> list of numbers used would prevent this idiocracy from happening. There is absolutely NO reason they should have to load for a few seconds. None, this data should be stored as simple numbers which take less than milliseconds to load, read and close, rather than an entire world whose chunks take a hundred to a thousand times as long...

    I would personally go over and suggest this, but, hey, the last time I did that they called me an idiot... and a few months later Mojang did EXACTLY what I suggested...
    I don't know if the people 'in charge' or 'responsible for' Forge has changed, but if they haven't then they really are a bunch of 'know it all idiots' who don't bother to research the features they are putting into their so-called API.
    (I say this because technically, with Forge alone it should have been possible to allow for all mods using Forge to run regardless of Minecraft version... It's called Deprecating, that is, taking old code and telling it to look at new code:
    @Deprecated
    protected Class oldMethod(Parameters){
    return newMethod(Parameters);
    }
    It is a FEATURE of Java that no one uses, correctly anyway... and it irks me that people believing that they are 'learning' programming via 'the Internet' [which really means looking up some shady books and asking even shadier people to explain things] believe they have any idea what they are doing... Those who somehow miraculously succeed via this method and this method alone [as opposed to any school education on the subject] are true geniuses in the matter, because no one can learn this way... no one... I've even had professors blatantly claim that this is how they started, but when they reached these classes in school they realized how unknowledgeable they really were.
    I would at least have some respect for them if they followed proper Java and programming practices, but this does not appear to be the case, and so I gave up and moved on... Until issues like this crop up, which cause me to rage on about it again...)

    *cough* anyway, thank you for the information.
    Posted in: Minecraft Mods
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    posted a message on Equivalent Exchange 3 - 0.1.142
    Quote from Wliu

    Oh hi there Arictic :P
    pahimar's still working on EE3, and he's said he'll "finish" it before quitting modding. Therefore, we should be able to expect a finished product *similar* to EE2, but with different items and not as much "survival-creative" added in. And yeah, since it is open-source, you can do anything with it (within the scopes of the LICENSEs).

    Well, I shall say that I hope his life treats him well, and it is a shame that we will (at some point in the near future) lose one of the great programmers of Minecraft Mods (and pro'lly other things, that we may never know of [unless we are stalker-ish {which would be weird}]).
    Posted in: Minecraft Mods
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    posted a message on Equivalent Exchange 3 - 0.1.142
    Quote from Wliu

    So now they're just complaining to either 1) add the new items in (which pahimar isn't doing), and/or 2) to update EE2 (which x3n0ph0b3 isn't allowing).

    So, then, if I understand correctly, and it is entirely possible that I do not... If we want 'new' Equivalent Exchange-esk content, someone is going to have to make a 'new' mod of similar ideas to EE?
    True, we cannot get the code for EE2 to 'update it'. True, while EE3 is open source, we cannot exactly take what has been done and make a new EE to suit our needs... but if someone were to want to take the ideas from EE and make a mod of similar quality it would (hopefully) satisfy those who are making the complaints you are listing... Kind of like when RedPower stopped being developed and Project Red came about.

    Honestly, while I have seen some mods that take various components of EE2, I am surprised that no one has tried to recreate it yet...
    Posted in: Minecraft Mods
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