Yes, I'm aware that the current version crashes. I'll work on a solution tomorrow morning. Thanks for your patience.
- rckymtnrfc
- Registered Member
-
Member for 12 years, 7 months, and 4 days
Last active Tue, Dec, 12 2017 09:43:18
- 0 Followers
- 194 Total Posts
- 32 Thanks
-
3
Ordinastie posted a message on MalisisDoors 1.12.2-7.3.0 / 1.11.2-6.1.3 (01/02/2018)Posted in: Minecraft Mods -
200
Need4Poop402 posted a message on The Barrels ModPosted in: Minecraft ModsThis mod adds three blocks that can store items just like a chest. But, barrels can only store one item type, but a lot of it. The quantity that is able to be stored varies by the type of barrel used.
DownloadsPlease give this mod a if you like it!BlocksThis mod adds three blocks all storing different amounts of items.The most basic type, the Barrel can hold 64 stacks and is crafted as shown:
The second tier, called the Ender Barrel can hold 1028 stacks of items and is crafted as shown:
The best barrel, called the Quantum Barrel holds 4096 stacks of items and is crafted as shown:
Notes:
- Note that these crafting recipes can be changed within the configuration file of the mod if you would like to change them.
- Capacities of barrels can also be configured there.
How to use BarrelsI made a video showing all the features of the mod:
A re-cap:
- You can put items into a barrel by right-clicking with your hand. All the items (if the barrels is not full) will be put into the barrels only if the item in your hand is matching the item, in the barrel.
- You can take items out by left-clicking the barrel as if you were braking it. It will take out a stack at a time. If you want to take out individual items, you can sneak (default key is shift) and click the barrel.
- If you want to put all the items in your inventory into the barrel, you can double right-click on the barrel.
- If you want to upgrade a barrel (a barrel is nearing or is at capacity), you can double right-click a barrel with a barrel that is of a higher capacity. This will swap the barrel that is in your inventory with the one that is in your world without having to replace it having to re-sort all your items. Make sure you only have one barrel in your inventory or it won't work.
- Barrels work with hoppers and dropper and other mods that have inventory changing blocks just like they would with chests, but only accept one item. Note that by default items can only exit/enter by the top and bottom. This can be changed in the configuration option.
- If you don't like the plain look of a barrel, you can put a item frame on a barrel and it will take full advantage of it. By sneaking (default key is shift) and right clicking a item from an a side of a barrel, the item frame is going to snap onto the barrel and display whatever is in the barrel. If you want to take a item frame off the barrel, just place another item frame and both will pop of the barrel.
- if you want to fit as many items from the barrel into your inventory, click one empty slot, then switch to another one and click again.
- if you want to pull out a specific amount of items, sneak and hold left click, one at a time, items will flow into your inventory. Depressing left click stops the items.
How to installInstallation of any Minecraft mod is very easy. Instal the latest version of Minecraft Forge for your Minecraft version and run the game once. A folder in your installation of the game sound appear that is called "mods". Insert the barrels mod into the folder run the game and enjoy. There is no need to change anything in the installation file in order to get the mod to work no matter how many mods you previously had installed.
LicenceThis mod is open source and free for anyone to redistribute and modify. Yes I know, this mod is similar to the barrels added by factorization (based on them too). The creator of the mod (neptunepink) has allowed me to do this. -
3884
Calacbolg posted a message on Cubic Chunks: Reduced lag, infinite height, and more [The #1 Suggestion Thread of all time!][Updated! 6/14]Posted in: SuggestionsThis system will not increase lag! The entire point of this system is to avoid the lag caused by higher height limits.
Table of Contents:
Overview
Changes in how things work
Data storageFrequently Asked Questions
Changes to world features
Coping with sunlight
Changes to servers
Render/Load distance alterations
[WIP] The Cubic Chunks Mod!
Gallery
Supporting this suggestion
Special thanks
[spoiler=Tl:dr]Q: Won't this increase lag?
A: Absolutely not. The title of this suggestion and big red letters at the top of this post aren't lying. If you want to know how, then I suggest you actually read this post.
Q: Will this change terrain? Will this break existing worlds?
A: No. Terrain change is not necessary. Existing worlds can be converted fairly easily with a process described later in this post.
Q: How can sunlight or rain work with infinite vertical space?
A: I suggest you read Coping with sunlight, because it's too complex for a tl;dr.
Q: I have a different question but still don't feel like reading this post. What do I do?
A: Too bad, read the FAQ. I put way too much work into this for the entirety of it to be ignored.[/spoiler]
Overview:
In Minecraft, the sky is the limit - literally. It doesn't matter how many thousands of blocks a player has traveled, or what dimension they're in, or even if they're playing in creative or survival, the highest they can ever build is up to a height of 256. Why is that? If Minecraft can have a world that's infinite in the north, in the south, in the east, and in the west, why can't that world be infinite up and down too?
In Minecraft's earliest days, in Classic and Indev, the world was not infinite in any direction. This was because the entire world needed to be generated at the same time, and the entire world needed to be simulated at the same time as well. This led to a conundrum - the bigger the world, the more it lagged.
Notch didn't like this. He knew his players liked to explore and build large creations, so he found a way to make the world truly infinite. When the Minecraft '' class='bbc'>Infdev came out, it brought with it truly infinite worlds. Suddenly, players could travel hundreds of thousands of blocks in any direction, and never encounter a barrier, or become too laggy.
The Infdev update brought about a very large change to Minecraft worlds to accomplish this feat. For the first time, instead every world being just a single huge piece, they were broken up into a two-dimensional grid of pieces, called chunks. Through breaking the world up into pieces, this 'chunk system' enabled infinite worlds by letting Minecraft create new pieces and simulate them only when it needs to.
Why does that not apply to the vertical axis? Because the type of 'chunk system' Minecraft uses right now is a linear one, which, by using only a two-dimensional grid to map out chunks, means that it is impossible for chunks to stack on top of one another, and by extension, meaning that a single chunk must cover the entire vertical space. This brings back the problem that the Infdev update was supposed to eradicate, now only with chunks, instead of an entire world; the bigger a chunk is, the more laggy it is. You can't just increase the height limit and make chunks taller, because it will become laggier, and laggier, and laggier to do it.
That's why, to fix this, Minecraft must change over to a cubic chunk system. Under this system, 163 block chunks are aligned on a three-dimensional grid, completely eliminating maximum height as an aspect of lag.
The immediate benefits:
•Minecraft worlds become as virtually infinite vertically as they are horizontally: The absolute limit being Y = ±30,000,000.
•A large FPS increase: Alpha testers report an FPS increase of 100~200%.
•Increase in running capability: Computers running Minecraft on Tiny render distance will handle only 30% the blocks they do now.
The possible features:
•Spherical render/load distance: Reduce handled blocks by up to 30% by cutting corners made of unneeded chunks.
•Server chunk occlusion/exclusion: Reduce bandwidth usage and defeat hackers by only sending data for visible chunks.
•Three-dimensional biomes: Save biome data per chunk rather than per block column, create volcanoes with magma chambers, underground rivers, tropical skylands floating over icy taigas, and more.
The disadvantages:
•Unloaded gravity-pause: Falling non-player entities and fluids will be forced to pause their fall if they reach unloaded chunks, but will resume falling when those chunks are loaded.
•Slow falling-pause: Players with slower computers and smaller render distances will have falling occasionally paused as they fall into unloaded chunks, until new chunks can be loaded.
The problems:
•Current sunlight and rain calculation methods cannot work with infinite vertical space: The solution to this is described here.
•Current BiomeDecorator cannot work with multiple vertical chunks simultaneously: The BiomeDecorator code must be altered to function correctly with this, or removed.
•Current cave generation method is executed an extra time for each vertical chunk created simultaneously, leading to lag spikes on world generation: Cave generation's method must be altered to suit this system more.
•Current grass/dirt generation algorithm forces additional chunk requests when chunks are loaded, causing chunks to load slower than they should: This algorithm must be replaced with something else.
Changes in how things work:
Obviously, the implementation of this new chunk system will change quite a few things. These changes are mostly either necessary or in the interest of increased efficiency. Such changes are categorized and explained below.
How worlds will be stored:
[spoiler]How the current storage works, and what changes:
Interestingly enough, the current method of storage, the Anvil format, is derived from the storage method that the original Cubic Chunks mod used. The Anvil format stores individual chunk as a series of 163 quasi-cubic chunks. These 'fake' cubic chunks allow for easier reference of specific data, but they still can't be separated from each other, meaning that it fails to reap the full benefits of this system. Even so, the change allowed Mojang to double the maximum height with no performance hit. Chunks are stored in groups of 322, inside 'MCRegion' files, for a total of 1024 chunks.
By nature, cubic chunks does away with the 'quasi-cubic' nonsense. In terms of chunk grouping, instead of using groups of 323 chunks, new "3DRegion" files would contain groups of 163. This means each 3DRegion file contains 4096 chunks, four times as many as MCRegion files. However, each 3DRegion contains only one fourth the amount of blocks. For per-chunk positional metadata, 3DRegion files would use the same number of bits as MCRegion files, after compression. Calculations show that the same area encompassed by a single MCRegion file would consume 64 kilobytes of extra space with 4 3DRegion files, which is nothing.
Converting existing worlds:
Most people are probably wondering something like "But won't this totally destroy all existing worlds?". Absolutely not; conversion could not be simpler. When a non-cubic world is loaded after the implementation of this system, a conversion process will begin and convert the entire world at once(To avoid making chunk loading take longer during play). First, all existing MCRegion files will be divided into quarters to create 3DRegion files. Then, all existing chunks are divided into sixteenths using the quasi-cubic properties to identify boundaries. After that, conversion is done.
The "isEmpty" flag optimization:
A 1-bit flag is added to each chunk, named "isEmpty". If the chunk consists of 100% air blocks, this bit is 1, any other case makes it 0. When the bit is 1, all data for the chunk besides the isEmpty flag is deleted and ignored, which reduces filesize. Empty chunks are never loaded, and locations where they occur are merely simulated as entities reside in them. The chunk will only load when something requires saving inside it.[/spoiler]
Changes to terrain, ores, etcetera:
[spoiler]Terrain:
By default, nothing will change. Small bits of terrain generation code need to be reconfigured to work properly with Cubic Chunks.
Biomes:
By default, nothing will change.
Ore generation:
By default, nothing will change.
Structures:
By default, nothing will change.
The Void:
After conversion to Cubic Chunks, the void and bedrock layer will still exist and generate as they always have. However, the void(Not the bedrock layer!) will not exist as a hard limit and is able to be moved, but not removed, by editing an associated NBT data tag inside a world's level.dat. This feature, that allows for increasing the maximum depth, is intentionally disabled without external programs, to prevent terrain change of any sort. It is intended to be used by experienced mapmakers and world generation mods only.
Superflat settings:
Existing superflat worlds will not change. However, new superflat worlds will gain a new decoration parameter, 'void'. Inclusion of this parameter will cause the void to form below the lowest defined layer. Exclusion of it will cause all layers below the lowest defined layer to copy the settings of that layer.[/spoiler]
Coping with sunlight:
[spoiler]There used to be a solution here, but it wasn't deemed good enough by Jeb. Suggest solutions in this thread.[/spoiler]
Changes to servers:
[spoiler]Settings:
There's a setting inside the Server.properties file called 'max-build-height'. The setting makes it impossible for any player to place or remove blocks above that height.
With the implementation of Cubic Chunks, a new setting named "maximum-generation-depth" would be added. The void, bedrock layers, and magma layers will generate normally at and above the Y level designated by the value of this setting.
Chunk occlusion/exclusion:
Using the raytracing methods already available in the code and used for explosion calculations, servers can identify which chunks are visible to a player, within safe assumptions, and only send the data for those chunks. This both reduces bandwidth usage, and cripples the usefulness of X-Ray cheats.[/spoiler]
Render/Load distance alterations:
[spoiler]After the implementation of Cubic Chunks, view distances' radii will apply to the vertical axis too. This reduces handled blocks in the cases of tiny and short render distances, and increases them in the cases of normal and far render distances. This can be optimized by utilizing a spherical render distance instead of a cubic one, which would reduce handled blocks in all distances except Far.[/spoiler]
Frequently Asked Questions:
[spoiler=FAQ]Q: This is impossible.
A: No it's not. See below.
Q: Is this available as a mod?
A: Not yet! But it will be!
Q: I like X-ray! What if I don't want it to be broken?
A: First of all, breaking X-ray hacks will only be possible to do in multiplayer. That said, the system that would break X-ray would be possible to disable by the server owner. If the owner doesn't disable the system, then they don't want you using X-ray, and you should not be doing what the server owner doesn't want in the first place.
Q: I play on a PvP/Anarchy/Raid/Faction server. Won't this system let people pillar up into the sky and create a base thousands of blocks in the air and never be found?
A: No.
Q: I like Minecraft's current height limits. What if I don't want to have an infinite sky or infinite underground?
A: If this system is added, all worlds will not automatically gain an infinite underground. As stated below, the Void will remain in all worlds, even after the conversion to Cubic Chunks. The ability to remove the Void will simply be there. As for infinite space in the sky, the current build limit is over one hundred blocks above any terrain that vanilla Minecraft can possibly generate. It is ENTIRELY your decision on whether or not you take advantage of this height. If you play on a server, like stated above, the server owner can set a maximum build height. If s/he doesn't, then don't play on their server - you don't play on servers where the server owners allow things you don't like. Why would you play on an anarchy server if you hate being stolen from and killed?
Q: Will this affect Redstone at all?
A: No. This system will simply make it possible to make larger redstone circuitry than before.
Q: Won't this break existing worlds?
A: No. Existing worlds can be easily converted by dividing each MCRegion file into 4 pieces, then slicing the existing 256 block-high chunks inside them into 16 individual chunks.
Q: Won't this affect mods? Won't mod authors have a hard time updating their mods?
A: The answer to this question depends solely on the answer to the following two questions: Do parts of the modification code rely on chunk data/metadata? Does the mod author want to take advantage of the features of the new chunk system? If the answers to the first and second question are both "No", then updating a mod to this system should be very easy and quick. If the answer to the first question is "Yes", then those parts of the code will need to be rewritten somewhat, but in most cases, the changes should be fairly quick and easy. The only time that it should be hard to update a mod to this system, is if the answer to the second question is "Yes".
Q: Won't this require a total rewrite of the mod API if that's released first?
A: No. Whether or not even a small part of the mod API needs to be rewritten depends on the way that it is implemented and whether or not there are API inclusions for chunk handling and other chunk-related behavior.
Q: Could a player fall into unloaded chunks if chunks aren't loaded fast enough?
A: No, they could not, and for several reasons. Minecraft has a terminal velocity, though it might not seem like it. This velocity is slower than it should take to load new chunks below the player. In cases with exceptionally slow computers, even if the player did manage to reach an unloaded chunk, their fall would be paused until that chunk can be loaded.
Q: What would happen when water, sand, or a mob falls into an unloaded chunk?
A: Nothing. The water/sand/mob would freeze in place until the chunk is loaded and it can continue moving. You can already see this same thing happening on the horizontal axis.
Q: What will happen to the Void?
A: It will still exist, along with all its effects. The only difference is that the Void is no longer a hard limit and it can be moved. After the conversion to Cubic Chunks, the Void's location will be stored in a world's ' class='bbc'>level.dat, and this location can be changed with NBT editing tools. When and where the Void exists, chunks will cease to generate.
Q: Will this affect terrain?
A: No. However, terrain generators will gain the ability to use infinite height.
Q: Will this affect ore generation?
A: No. Ore is a part of terrain generation. As stated above, terrain will not be changed.
Q: Won't all current terrain generators be incompatible with this system and need to be rewritten?
A: No. Terrain generators work independently of chunks. When a chunk is generated for the first time, it calls the terrain generator and receives a specific section of the resultant terrain to save inside itself. Because of this, some custom terrain generators can generate steep terrain all the way to Y256, where you can experience a large, flat cut-off. Since there are no chunks above Y256 to call the terrain generator for terrain, no terrain exists there.
Q: What would happen if there's a huge solid ceiling so far above you that it is unloaded? Wouldn't you just see the sky, just with everything being completely dark?
A: Yes. This already happens on the horizontal axis, and it is an issue with sky rendering, not this chunk system. As such, this has nothing to do with this suggestion. Please do not post about this.
Q: If you go deep underground, will your plants grow/ores smelt/animals grow?
A: No, because those chunks would be unloaded, just as if you had walked far away. This is a flaw with any chunk system, regardless of shape. It is a necessary evil that allows Minecraft to have infinite worlds. The only way to fix this would be to introduce a separate new system that works with chunks as they are loaded and unloaded. This suggestion deals with the chunk system itself, and not sister processes. Because of that, that is outside of the scope of this suggestion. Please do not post about this.[/spoiler]
[WIP] The Cubic Chunks Mod! (Tall Worlds Mod):
Cuchaz has taken it upon himself to bring us the glorious Cubic Chunks, since Mojang refuses to do so.
Cuchaz is using a API of his own creation to help assist in the making of this mod, and he's quite far along, as seen in these two tech demo videos:
[spoiler=T-Demo 1: Vertical chunk loading][/spoiler]
[spoiler=T-Demo 2: Broken height cap and no lag!][/spoiler]
With the basic functionality in place - a complete overhaul of the basic chunk system, and height limit removed - this whole concept can already be considered proven. What remains is making sure everything else functions correctly under the new chunk system. In any case, stay tuned for future updates if it interests you(If it doesn't, then you are the weakest link - goodbye!).
You can follow the mod's development in much more depth in its very own topic!
Gallery:
[spoiler=A mountainside with an experimental engine using Cubic Chunks designed by Nocte. 960 block view radius, and 30 FPS.][/spoiler]
[spoiler=A different view of the mountainside with the same engine by Nocte. This time, with 1600 block view radius and 15 FPS.][/spoiler]
[spoiler="A video demonstrating Nocte's engine."]
Support & Submission to Mojang:
If you support this, hit the rep button in the bottom-left corner of this post. It is the only good way of accurately measuring support here.
If you wish, you can put the following banner, courtesy of laz2727, into your signature. It helps to attract support from all parts of the forum!
[url=http://www.minecraftforum.net/topic/1707097-cubic-chunks-infinite-height-elimination-of-x-ray-and-more-60-supporters/page__st__0][img]http://img833.imageshack.us/img833/443/hov.png[/img][/url]
Please help us get word out of this suggestion! Share this with your friends, with Minecraft celebrities if you're familiar with them, or even with Mojangsters like Jeb or Dinnerbone! (Do not share this with Notch. Notch doesn't work with Minecraft anymore.)
The purpose of this suggestion is to have Cubic Chunks implemented in Vanilla. Being available as a modification does not fulfill that purpose. The modification featured in this suggestion is to act as a proof-of-concept only(Note: Its being featured here is to act as a proof-of-concept. The modification itself is on its way to becoming a fully fledged modification).
Special thanks:
Cuchaz, for taking Barteks' proof and running with it, to give us a truly functional Cubic Chunks mod.
Barteks2x, for updating the Cubic Chunks mod to 1.6.2, proving that it is possible.
Azraile, for posting the original suggestion and allowing me to take ownership of it.
Nocte, for helping resolve flaws and designing Hexahedra.
MineCrak, for a large amount of valuable insight and enthusiasm into the topic of Cubic Chunks.
aaronfranke, for helping resolve flaws.
PanJouda, for creating the original banner.
Flexico, for creating the predecessor to the current banner.
laz2727, for creating the current banner.
Robinton, for creating the original Cubic Chunks mod.
The_Watchman13, for answering all those stupid questions so I don't have to.
Note: Many calculations and information can be found among the many posts of this topic. There are too many for me to cite here, but if you wish, you can search for them yourself.
-
1
Flash_Chimera posted a message on ChickenBones ModsJust dropping by to say thanks for not enough items. I wont play MC anymore without it.Posted in: Minecraft Mods -
1
dariusc93 posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)People just need to be patient. She has a life too and cant focus on just an hobby as if its a full time job. Whenever she release it, she will release it. Whether if its on 1.4.2 or on 1.5 youll just have to wait or design your own mod to do something similar.Posted in: Minecraft Mods -
1
ali4z posted a message on [1.4.7]Wireless Redstone v1.6.1Posted in: Minecraft ModsQuote from rckymtnrfc
Can't figure out why but this isn't working for me. I delete my .minecraft folder and let it download everything fresh.
I run the Wireless Redstone installer and only pick Modloader, ModloaderMP, Wireless Redstone and Wireless Remote. The pulldown does have 1.5 for 1.0.0 selected. The installer runs fine, no errors. I install no other mods....
Unfortunately, when I run Minecraft, it crashes. I've also tried manually installing the 4 mods listed above and have the same problem.
Any ideas?
Modloader.txt
Dec 19, 2011 6:08:22 PM ModLoader init
FINE: ModLoader 1.0.0 Initializing...
Dec 19, 2011 6:08:22 PM ModLoader readFromClassPath
FINER: Adding mods from C:\Users\Ryan Clayton\AppData\Roaming\.minecraft\bin\minecraft.jar
Dec 19, 2011 6:08:22 PM ModLoader readFromClassPath
FINER: Zip found.
Dec 19, 2011 6:08:22 PM ModLoader addMod
FINE: Mod Initialized: "mod_ModLoaderMp 1.0.0" from mod_ModLoaderMp.class
Dec 19, 2011 6:08:22 PM ModLoader addMod
FINE: Failed to load mod from "mod_WirelessRedstone.class"
Dec 19, 2011 6:08:22 PM ModLoader addMod
FINER: THROW
java.lang.ExceptionInInitializerError
at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
at sun.reflect.NativeConstructorAccessorImpl.newInstance(Unknown Source)
at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(Unknown Source)
at java.lang.reflect.Constructor.newInstance(Unknown Source)
at java.lang.Class.newInstance0(Unknown Source)
at java.lang.Class.newInstance(Unknown Source)
at ModLoader.addMod(ModLoader.java:265)
at ModLoader.readFromClassPath(ModLoader.java:1194)
at ModLoader.init(ModLoader.java:735)
at ModLoader.AddAllRenderers(ModLoader.java:162)
at wb.<init>(wb.java:76)
at wb.<clinit>(wb.java:9)
at net.minecraft.client.Minecraft.a(SourceFile:265)
at net.minecraft.client.Minecraft.run(SourceFile:644)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.NullPointerException
at LoggerRedstoneWireless$LoggerRedstoneWirelessWriter.write(LoggerRedstoneWireless.java:129)
at LoggerRedstoneWireless.write(LoggerRedstoneWireless.java:92)
at ConfigStoreRedstoneWireless.loadProperties(ConfigStoreRedstoneWireless.java:101)
at ConfigStoreRedstoneWireless.<init>(ConfigStoreRedstoneWireless.java:43)
at ConfigStoreRedstoneWireless.getInstance(ConfigStoreRedstoneWireless.java:51)
at mod_WirelessRedstone.loadConfig(mod_WirelessRedstone.java:108)
at mod_WirelessRedstone.<clinit>(mod_WirelessRedstone.java:113)
... 15 more
Dec 19, 2011 6:08:32 PM ModLoader addMod
FINE: Failed to load mod from "mod_WirelessRemote.class"
Dec 19, 2011 6:08:32 PM ModLoader addMod
FINER: THROW
java.lang.ExceptionInInitializerError
at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
at sun.reflect.NativeConstructorAccessorImpl.newInstance(Unknown Source)
at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(Unknown Source)
at java.lang.reflect.Constructor.newInstance(Unknown Source)
at java.lang.Class.newInstance0(Unknown Source)
at java.lang.Class.newInstance(Unknown Source)
at ModLoader.addMod(ModLoader.java:265)
at ModLoader.readFromClassPath(ModLoader.java:1194)
at ModLoader.init(ModLoader.java:735)
at ModLoader.AddAllRenderers(ModLoader.java:162)
at wb.<init>(wb.java:76)
at wb.<clinit>(wb.java:9)
at net.minecraft.client.Minecraft.a(SourceFile:265)
at net.minecraft.client.Minecraft.run(SourceFile:644)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.NullPointerException
at LoggerRedstoneWireless$LoggerRedstoneWirelessWriter.write(LoggerRedstoneWireless.java:129)
at LoggerRedstoneWireless.write(LoggerRedstoneWireless.java:92)
at ConfigStoreRedstoneWireless.loadProperties(ConfigStoreRedstoneWireless.java:101)
at ConfigStoreRedstoneWireless.<init>(ConfigStoreRedstoneWireless.java:43)
at ConfigStoreRedstoneWireless.getInstance(ConfigStoreRedstoneWireless.java:51)
at mod_WirelessRemote.loadConfig(mod_WirelessRemote.java:75)
at mod_WirelessRemote.<clinit>(mod_WirelessRemote.java:83)
... 15 more
Dec 19, 2011 6:08:32 PM ModLoader init
FINE: Mod Loaded: "mod_ModLoaderMp 1.0.0"
Dec 19, 2011 6:08:32 PM ModLoaderMp Log
FINE: ModLoaderMP 1.0.0 Initialized
Dec 19, 2011 6:08:32 PM ModLoader AddAllRenderers
FINE: Initialized
It's probably the logger writing to a folder where the running user doesn't have write permissions.
I've patched it up just now so the logger should write to the .minecraft folder instead. Re-install the base mod and try again. ^-^
I haven't really tested it yet, I uploaded the hotfix like 5 seconds ago. I'll edit this post once I have.
Sorry for the inconvenience.
EDIT: Did a quick test, seems to be working as intended. Please tell me if you have more issues with it and I'll look into it. Thanks. :smile.gif: - To post a comment, please login.
1
If anyone is interested, I created a little mod that adds in a GPS item. It's just an item to use as the required hotbar item for Xaero's Minimap. I wanted something a little more 'techie' than a compass. Full disclosure, when I say I created it, I used MCCreator (don't judge me, can't code). But I did make the graphic file. If anyone wants to use it, you can grab it from https://drive.google.com/open?id=0Bx3Y_-bo0ApCb1VzejFRamdQRVk.
The line to add into the config is - minimapItemId:gpsitem:GPS
I did put in a basic vanilla recipe for the GPS but I plan to actually make it harder to acquire by using some mod items If you want to change the recipe, use something like CraftTweaker.
1
Loving this mod. Originally I was using your Craftable Waypoints mod as I like the minimap and waypoints to be something you have to earn/craft vs just have when the world loads. The only thing missing was a minimap and the fact I can't toggle the Craftable Waypoints from displaying.
Then I discovered this mod. I've used MCCreator (ya I know) to create a mod with a single item, the GPS, which I've made to be required in the hotbar for the minimap to work. (I really love that feature)
This makes the minimap and waypoints something you have to work towards. All good except for the teleport feature. This is on a server and I have a few people who have OP status, which means they have unlimited use of the teleport feature....something which I do not want. I was wondering if you'd consider a config option to disable this?
Edit: Just realized I can change the TP command in the server's config file. This should break the ability for people to use the TP function....and I can live with the command error in chat.
One other little thing, I'm not sure if intended. I can still access the waypoints menu when I'm not holding the required item in the hotbar. Not a huge deal, as they don't display until you have the item. It just allows adding waypoints before crafting the item. A tiny bit cheaty in my eyes. Just thought I'd let you know.
Thanks again for such a great mod!
1
That chunk flicker sounds like an issue with Optifine and Multi-thread chuck loading. When I turn that on (and don't adjust the video cards settings as described here) I get chunks that flicker in and out.
1
Can I suggest again that those who appreciate Ted's mods, perhaps support him via Patreon? Every little bit adds up, so don't feel bad if you can only give a small amount. If we all band together, we'd get him some decent money, I think.
Of course that comes with no guarantee or promises for releases of RWG or his other mods. I donate to Ted because I love his mod. It's one of my favorite mods and I hope that with a little support from myself and others, he might continue. Even if he never does, I am still using the most current release daily when I play, so supporting one of the people that made that play possible seems like a fair trade.
I also don't mean to guilt anyone for not donating. If you can't for whatever reason, then don't. If and when you do want to donate, his Patreon is https://www.patreon.com/ted80.
1
No
3
Although that is sometimes the case. Patreon does allow creators to give 'rewards' for certainly levels of support. In Ted's case, there are no rewards offered. Therefore, attempting to withhold money to push Ted into do his bidding is not in the spirit of the word support. I am supporting Ted and his modding efforts, he doesn't work for me, I don't get to dictate what he does, and I don't get special benefits. I just offer a little money to let him know I like what he does and I hope he continues.
Granted, if mvincent17781 doesn't want to continue supporting Ted, for whatever reason, he is free to stop at any time. I just didn't particularly agree with the way he worded his comment as if he was dangling a carrot in front of a pig.
3
Using your donation/support as a bargaining chip is just wrong. If you like what Ted does, support him. If you can afford $10, give $10. Don't hold back money because you think you deserve something.
I support Ted because I want him to continue making his mods....HIS mods, HIS way, HIS timeline. I'm just happy he shares it with the rest of us.
Thanks Ted!
3
Thanks for your mods Ted! I know we can all be a little annoying in here, posting bugs, asking for features, etc. Just wanted to let you know your hard work on something you give away for free is greatly appreciated!
2
Because RWG has such huge biomes and since BoP has so many. It can make finding a specific biomes a little harder. All the more reason to explore your world. =)
1
I am keeping the Gravestone mod. I like when I'm climbing a huge RWG mountain and I find gravestones along the way. I imagine others trying to ascend to the peak but dying in the process. =)