152x3x4. + ~100 vaccum block maybe for the building entrance. So let's say about 2000 block for the whole structure I was trying to make air.
edit : I use a lot of mods. I don't think it would affect that, since you only have to check if the block id of one side = I:Vacuum from the config file, but we never know
edit2 : it still rains sometimes, and I can't turn it off with NEI or with the minecraft command, don't know if you noticed it or not
I got this error while trying to right click an air scrubbing on a long tunnel I made :
java.lang.StackOverflowError
at yc.a(World.java:409)
at moon.mod.ScrubbingFunction.isPermeable(ScrubbingFunction.java:235)
at moon.mod.ScrubbingFunction.isTouchingAir(ScrubbingFunction.java:266)
at moon.mod.ScrubbingFunction.pathfind(ScrubbingFunction.java:25)
at moon.mod.ScrubbingFunction.nextNodes(ScrubbingFunction.java:57)
at moon.mod.ScrubbingFunction.pathfind(ScrubbingFunction.java:29)
at moon.mod.ScrubbingFunction.nextNodes(ScrubbingFunction.java:57)
[,,,,,] x over 9000
Seems like I overloaded your recursive function that check the vaccum block
btw : if you need any help with the mod, I would like to help you, even if I never used java (I did a lot of programming in other language tough), if you want, because I see so much potential in your mod !
Okay I tested the new patch, it work fine (I run my game with ~330 block id right now) BUT ... the icon are messed up for the >255 id (most of them are using leather helmet for icon).
Thanks for the patch, but I think you forgot a few methods in the aal class for full forge compatibility because I got that error :
java.lang.NoSuchFieldError: isRemote
at aal.a(Chunk.java:450)
at vq.d(World.java:508)
at vq.g(World.java:591)
at tb.h(BlockLeaves.java:195)
at tb.a(BlockLeaves.java:187)
at vq.f(World.java:119)
at vq.c(World.java:2202)
at net.minecraft.client.Minecraft.k(Minecraft.java:1484)
at net.minecraft.client.Minecraft.x(Minecraft.java:616)
at net.minecraft.client.Minecraft.run(Minecraft.java:556)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT aeb537f8 ----------
@jve22 (#3229): 1. Patch Forge in after 4096IDs. 2. Try updating your version of 4096IDs; I fixed the "NoSuchFieldError: isDebug" in this download patch. 3. If those fail, give me the new error report. (Thanks for such a nice error report, BTW!)
It still crashes when breaking a forge block(any mod) that has a block id higher than 255 :
(Installation Order : Forge then 4096 patch)
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem.
If you wish to report this, please copy this entire text and email it to [email protected].
Please include a description of what you did when the error occured.
--- BEGIN ERROR REPORT 61aab8e1 --------
Generated 12-02-25 14:19
Minecraft: Minecraft 1.1
OS: Windows 7 (amd64) version 6.1
Java: 1.7.0_02, Oracle Corporation
VM: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
LWJGL: 2.4.2
OpenGL: GeForce GT 220/PCI/SSE2 version 3.3.0, NVIDIA Corporation
java.lang.NoSuchMethodError: aal.cleanChunkBlockTileEntity(III)V
at vq.m(World.java:1584)
at net.minecraft.client.Minecraft.k(Minecraft.java:1479)
at net.minecraft.client.Minecraft.x(Minecraft.java:616)
at net.minecraft.client.Minecraft.run(Minecraft.java:556)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 2d04acd8 ----------
If installing 4096 patch before forge, it crashes when loading a world.
Since we don't know when Minecraft 1.2 will go out, would it be possible to have a merge patch for the 4096 block id patch and minecraft forge? Because it is currently incompatible (even with the removal of l.class and vq.class (which cause an horrible icon bug) the conflict with aal.class make the game crash when breaking a block). It's just that I don't see the point of having more block ID without forge to support all these new mods. Thanks anyways :smile.gif:
Ok, I tested V3 with the default setup and here's 3 problem I've found :
1) Trees still generate very, very rarely so it's unplayable in a legit world.
2) Ocean Biome Generation : The normal terrain generation is at y=400 or so, but ocean biome lower the terrain to y=63, so it makes huge hole of something like 300 blocks deep randomly on the world.
3) I spawned a sapling, used bonemeal on it, then destroyed a leave. The game crashed with a out of bound exception : 2066. I don't know if the problem come from another mod or the change you made to the items ID, but I guess it's a good thing to say it.
Other than that, continue the good work robinton, cubic chunk will be the greatest mod known once playable, I'm sure of it.
The rv.class fix doesn't help :sad.gif: il still crashes with the same error :
java.lang.NoSuchMethodError: lr.playBlock(Lrv;IIIII)V
at rv.e(World.java:2914)
at fh.b_(SourceFile:139)
at rv.l(World.java:1517)
at net.minecraft.client.Minecraft.k(Minecraft.java:1193)
at net.minecraft.client.Minecraft.run(Minecraft.java:497)
at java.lang.Thread.run(Unknown Source)
Oh and BTW, I've seen in the test batch file "Already Decorating !" appear a few time on the map generation. May be a bug left.
Since FL is incompatible with the forge API and the forge is open source, would it be possible for you djoslin to make a compatibility patch (or even better, use the forge hook) ? That would be great :)Because right now I can't really play FL, and I wanted very much =(
Would it be possible to move your mod into the minecraft forge? I'm pretty sure it would be a big advantage for you in term of compatibility and sprites, maybe you could also use the new method for block id to reduce them to 1 or 2. That would be great :wink.gif:
You mean when you connect a regular redstone wire to a redpower wire? Or what? Detailed descriptions or screenshots, or it didn't happen :smile.gif:
There's a known... let's call it an "issue", rather than a "bug" about connecting red alloy wires and redstone wires. The reasons are technical, but it mostly comes down to the fact that there are two different solvers, and if one was ever able to call the other, all heck would break loose and Minecraft would crash. For the moment, that means that connecting regular redstone to red alloy wires will create a self-powering, always-on state.
I can fix this by improving my solver to be able to also solve regular redstone wires. It's a fair bit of work, and since you can pretty much use red alloy wires anywhere you could use redstone, I'm not in a hurry to fix it. It'll go in eventually.
I used the redstone dust to activate the note block because it wasn't playing with only wire but it stay powered forever.
With only wire : The wire power on and off but the note block doesn't play.
With only redstone : The block play continuously.
like on the screen : When the wire power the redstone dust, the block play once, but the redstone dust stay in the "on" state.
There is a huge bug with redpower, I don't know how you couldn't have noticed it... when you power a wire, it stay powered forever until breaked.Plus, powered wire doesn't power other object. They don't power blocks
Edit: for the above: If you enable higher block IDs it's singleplayer only. If you turn that off (just use the extra sprites) it SHOULD work in SMP but for me it doesn't for some reason.
Why should you use MCE in SMP? There will be the no more item sprite (I also got terrain sprite) indice left on server-side too so having MCE for multiplayer is useless.
Oh yeah, One thing : I checked your property file, you know you could have simply added # in front of the comment lines instead of =0 to ignore them right? :tongue.gif:
0
edit : I use a lot of mods. I don't think it would affect that, since you only have to check if the block id of one side = I:Vacuum from the config file, but we never know
edit2 : it still rains sometimes, and I can't turn it off with NEI or with the minecraft command, don't know if you noticed it or not
0
at yc.a(World.java:409)
at moon.mod.ScrubbingFunction.isPermeable(ScrubbingFunction.java:235)
at moon.mod.ScrubbingFunction.isTouchingAir(ScrubbingFunction.java:266)
at moon.mod.ScrubbingFunction.pathfind(ScrubbingFunction.java:25)
at moon.mod.ScrubbingFunction.nextNodes(ScrubbingFunction.java:57)
at moon.mod.ScrubbingFunction.pathfind(ScrubbingFunction.java:29)
at moon.mod.ScrubbingFunction.nextNodes(ScrubbingFunction.java:57)
[,,,,,] x over 9000
Seems like I overloaded your recursive function that check the vaccum block
btw : if you need any help with the mod, I would like to help you, even if I never used java (I did a lot of programming in other language tough), if you want, because I see so much potential in your mod !
0
0
Thanks for the patch, but I think you forgot a few methods in the aal class for full forge compatibility because I got that error :
at aal.a(Chunk.java:450)
at vq.d(World.java:508)
at vq.g(World.java:591)
at tb.h(BlockLeaves.java:195)
at tb.a(BlockLeaves.java:187)
at vq.f(World.java:119)
at vq.c(World.java:2202)
at net.minecraft.client.Minecraft.k(Minecraft.java:1484)
at net.minecraft.client.Minecraft.x(Minecraft.java:616)
at net.minecraft.client.Minecraft.run(Minecraft.java:556)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT aeb537f8 ----------
0
It still crashes when breaking a forge block(any mod) that has a block id higher than 255 :
(Installation Order : Forge then 4096 patch)
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem.
If you wish to report this, please copy this entire text and email it to [email protected].
Please include a description of what you did when the error occured.
--- BEGIN ERROR REPORT 61aab8e1 --------
Generated 12-02-25 14:19
Minecraft: Minecraft 1.1
OS: Windows 7 (amd64) version 6.1
Java: 1.7.0_02, Oracle Corporation
VM: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
LWJGL: 2.4.2
OpenGL: GeForce GT 220/PCI/SSE2 version 3.3.0, NVIDIA Corporation
java.lang.NoSuchMethodError: aal.cleanChunkBlockTileEntity(III)V
at vq.m(World.java:1584)
at net.minecraft.client.Minecraft.k(Minecraft.java:1479)
at net.minecraft.client.Minecraft.x(Minecraft.java:616)
at net.minecraft.client.Minecraft.run(Minecraft.java:556)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 2d04acd8 ----------
If installing 4096 patch before forge, it crashes when loading a world.
Conflicting class is aal.
0
Since we don't know when Minecraft 1.2 will go out, would it be possible to have a merge patch for the 4096 block id patch and minecraft forge? Because it is currently incompatible (even with the removal of l.class and vq.class (which cause an horrible icon bug) the conflict with aal.class make the game crash when breaking a block). It's just that I don't see the point of having more block ID without forge to support all these new mods. Thanks anyways :smile.gif:
0
1) Trees still generate very, very rarely so it's unplayable in a legit world.
2) Ocean Biome Generation : The normal terrain generation is at y=400 or so, but ocean biome lower the terrain to y=63, so it makes huge hole of something like 300 blocks deep randomly on the world.
3) I spawned a sapling, used bonemeal on it, then destroyed a leave. The game crashed with a out of bound exception : 2066. I don't know if the problem come from another mod or the change you made to the items ID, but I guess it's a good thing to say it.
Other than that, continue the good work robinton, cubic chunk will be the greatest mod known once playable, I'm sure of it.
0
java.lang.NoSuchMethodError: lr.playBlock(Lrv;IIIII)V
at rv.e(World.java:2914)
at fh.b_(SourceFile:139)
at rv.l(World.java:1517)
at net.minecraft.client.Minecraft.k(Minecraft.java:1193)
at net.minecraft.client.Minecraft.run(Minecraft.java:497)
at java.lang.Thread.run(Unknown Source)
Oh and BTW, I've seen in the test batch file "Already Decorating !" appear a few time on the map generation. May be a bug left.
0
0
Would it be possible to move your mod into the minecraft forge? I'm pretty sure it would be a big advantage for you in term of compatibility and sprites, maybe you could also use the new method for block id to reduce them to 1 or 2. That would be great :wink.gif:
0
I used the redstone dust to activate the note block because it wasn't playing with only wire but it stay powered forever.
With only wire : The wire power on and off but the note block doesn't play.
With only redstone : The block play continuously.
like on the screen : When the wire power the redstone dust, the block play once, but the redstone dust stay in the "on" state.
0
Plus, powered wire doesn't power other object.They don't power blocks0
Why should you use MCE in SMP? There will be the no more item sprite (I also got terrain sprite) indice left on server-side too so having MCE for multiplayer is useless.
0
0