I'm having a problem with the custom door maker in "boo" 1.11.2-6.1.1; well, a few related problems. I can't pick most of the sound, redstone, and movement options - it just doesn't do anything when I pick them, and if I have items in my inventory under the drop-downs I end up picking those up. I still can't pick those options if I have a totally empty inventory though.
Specifically I can't pick any movement "below" Rotating and Sliding in the list, and I also can't pick any sound except Big Door. For Redstone I can pick Standard and Redstone Only, but not Redstone Lock or Hand Only.
I am using MalasisCore 1.11.2-5.2.1
My minecraft version is of course 1.11.2
My Forge version is 1.11.2-13.20.0.2296
EDIT: there are no errors in the log, no exceptions, no warnings :/
I have asked around and this possible solution came up:
It may need a lot of restructuring of your mod, though. :/
Nope, that doesn't work.
I could have a different block and replace it by the vanilla one when not animating. Not only it would negate the point I made above, but that couldn't work in the first place.
The reason I replace the block, is to have control over it about what it does. Once I put the vanilla block back, it's no longer mine, I don't have control and I even lose the data associated (stored in the TileEntity).
So, sorry, not really a compromise here
Thank you for your explain that I understand that why trap door can not be moved by pistons after I install MalisisDoor.
Then I have an idea to solve this issue, but I'm not sure that be useful or possible.
Maybe you could add the modify door (or trap door, fence gate) with animation in the MalisisDoor tab instead of overriding the original door (or trap door, fence gate) setting.
Because rebuilding a door is easier than redesign a new redstone system.
I'm really love your mod, but it cause my redstone system out of work, it's really annoyed me.
I really appreciate you if this issue be solved.
If fixing this issue is impossible, please reply let me know it's impossible.
The whole point is to not have a separate door from the vanilla one. So that if you add the mod, the vanilla doors animate, and if you remove it, you still have your vanilla doors.
The only solution I would see for you, is to disable Vanilla door replacement in the config (/malisis config malisisdoors). It will prevent the replacement of the vanilla doors (and trapdoors and fence gate). Of course, they won't animate anymore.
Yes, it's a render issue. Looks like there is a bug when checking when to render it, so it shows in other dimensions. Doesn't do it with nether and end dimensions though so I'll have to test with the specified mods.
So, I tried 2 1.10.2 builds of this mod, trying to make it work with the latest beta build of Galactictraft for 1.10.2, but I always got the following message: The game crashed whilst rendering screen
Error: java.lang.NoClassDefFoundError: bxl
I believe it's from the mod ids overriding, but it might be something else.
Could your inability to reproduce it be caused by mod-loading order?
Outside dev, without any inter-mod dependencies, Malisis Core will be loaded after Forestry.
In dev the project, Malisis Core, will be loaded before any other mods it doesn't depend on.
So maybe adding a Dependency "AFTER Forestry" in your dev environment will allow you to reproduce this.
Actually, that's a really smart supposition, I'll try that...
I use 1.11.2 - 6.1.0 and on vanilla doors, I have a texture error.
Without malisisdoors it works. I even tried to add optifine and texture packs, but the error persists.
Any idea what that could be?
It's a conflict with Forestry (I think), that I was never able to replicate in dev, so I couldn't debug and fix.
I have begun to pretty models for the vanilla doors in order to completely circumvent the issue, but I haven't really been able to work on it lately unfortunately.
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Currently working on it.
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Can you show a screenshot of the GUI for you ?
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New version : MalisisDoors 1.11.2-6.1.1 for Minecraft 1.11.2
Requires MalisisCore 1.11.2-5.2.0
- Fixed vanilla doors not rendering properly sometimes.
- Fixed Hi-tech doors rendering in other dimensions.
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Unfortunately, no. Once a block is in the registry, it can't be modified.
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I could try to guess too, or you could show the actual crash
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Update Optifine.
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Nope, that doesn't work.
I could have a different block and replace it by the vanilla one when not animating. Not only it would negate the point I made above, but that couldn't work in the first place.
The reason I replace the block, is to have control over it about what it does. Once I put the vanilla block back, it's no longer mine, I don't have control and I even lose the data associated (stored in the TileEntity).
So, sorry, not really a compromise here
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The whole point is to not have a separate door from the vanilla one. So that if you add the mod, the vanilla doors animate, and if you remove it, you still have your vanilla doors.
The only solution I would see for you, is to disable Vanilla door replacement in the config (/malisis config malisisdoors). It will prevent the replacement of the vanilla doors (and trapdoors and fence gate). Of course, they won't animate anymore.
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Animated doors, trap doors and fence gates have a TileEntity associated to enable the animation. TileEntities can't be moved by pistions.
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Yes, it's a render issue. Looks like there is a bug when checking when to render it, so it shows in other dimensions. Doesn't do it with nether and end dimensions though so I'll have to test with the specified mods.
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Update Optifine.
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Please post full log.
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Actually, that's a really smart supposition, I'll try that...
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It's a conflict with Forestry (I think), that I was never able to replicate in dev, so I couldn't debug and fix.
I have begun to pretty models for the vanilla doors in order to completely circumvent the issue, but I haven't really been able to work on it lately unfortunately.
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No, the Door Factory can only handle 1x2 doors.