Why move? Just buy a new disk, install whatever OS on this disk (make sure the bios picks it up as the first one connecting to IDE0 or SATA0), add the old disk to the system... done! All your files accessible on the second device. It's always a good idea to keep a separate data partition.
For bonus points:
- Delete the old OS folders and files.
- Clear the MBR on the old disk. CAUTION: make sure you select the correct disk or your computer won't boot no more!
In case the bios picks up the old OS first, most come with a boot selection menu (F10 usually, see manual) which allows you to pick which device to try and boot first.
I just encountered this issue myself... Im not entirely sure what the root cause is but I guess it is due to corrupted mod and/or config files. Personally, I am using the FTB launcher in order to obtain the Direwolf20 mod pack. Initially I tried a force update using the launcher after deleting the mod folder... However this was not enough as the error remained.
The solution was to backup my saves folder (and options.txt) and delete the entire minecraft folder (except launcher). I then forced update once more and obtained a 100% clean installation. I then placed back my saves folder and options.txt.
Just to be sure, I also deleted the NEI.dat and NEI folder that reside in the saves folder. I am not entirely sure, but I think these two items may be the root problem.
After this your world should load fine once again, with NEI functioning properly. You will have to reset your quarrys (break them, place landmarks, place quarry) as their state seems corrupted.
The inverted lamps are not a major feature, they are probably just a single class derived from the standard lamps with inverted logic which would take less than 5 minutes to make. The major reason Elo resisted adding inverted lamps to redpower is because she had to use 2 additional block IDs. And as you can see here, a large number have already been used/reserved. However, I can tell you as a programmer myself that it is foolish to make actual real extensions based on existing code when the current code is known to be in a volatile state (ie. upgrading, refactoring, bugs) as this will increase the amount of required work exponentially.
i think mattabase was messing around with them a few days ago on his stream? heck i think there might even be a link buried a few pages back, but from dire's videos, yup nothing so far.
yeah that's one thing i'm positive of too, if tube frames are happening, they've yet to make an on camera appearance.
Hmm.... I usually I just lurk these forums but I do want to comment about this... I've been going through many of the direwolf20 videos lately and what I see for redpower content are the usual worldgen blocks (basalt, trees, etc), wires (bluetricity, alloy) generators (mostly solar), occasional bt furnace, timers (and logic gates extremely rarely), pipes, sorters, filters and the other components that go with it...
I haven't seen a redpower computer in any recent episode after Eloraam was messing around with the sorter.
Frames and motors?.... Last I saw those was the previous server lets play season. Forgot whom it was... Think it was Pahimar that build a huge redpower quarry device with them. I get the feeling they are broken at this time.
Most ISPs have only a small IPv4 pool that they distribute via DHCP to all their customers. Often, the DHCP server is set to a very short lease time (few hours) so the IP pool will not be exhausted too quickly. Some ISPs go a step further and use a handful of gateways that everyone passes through via NAT. This means that several thousands of subscribers will share 4 or 5 IP addresses. There are only two ways to solve this problem:
1) Buy a static IP address. Some providers allow this, most reserve this for business users only.
2) Use a DDNS service. This allows you to map your changing WAN IP to a static hostname and.
3) Use Hamachi. This program basically creates a small bridge between your local network and whoever is connect to your Hamachi network.
Rubber can be gathered using the extractor (click on log where there's a light patch). Rubber trees should only be 7-8 ish blocks high and 5-7 wide... 40 blocks (2.5 chunks) sounds very excessive! Are you sure something didnt go wrong during installation of the various mods?
Have you tried installing the binary driver from AMD? I also use Ubuntu and have little to no problems running Minecraft. As far as sound goes... try reinstalling pulse audio. And make sure you have the java libs for pulse installed as well.
Another update in... 3 weeks? Sorry, busy life :smile.gif:
Ive changed the implementation a bit... Ive made it multithreaded. It now uses 3 threads (Listener, Writer, Processor) to make sure user code will never block. Its also completely devoid of locks (no synchronize keyword). Performance numbers while profiling on this Intel E5300 at work max out at 260.000 1-byte packets per second. Or around 170.000 1400-byte packets... which is almost 2 gb/s! The profiling trace below shows it spends most of the time either blocked waiting (good thing) or in native Java code (also good thing).
After some experimenting, Ive found a workaround (not a full solution) for people with poor connections. With poor connections I mean people experiencing packet loss and/or having high ping.
My ISP (Bezeq Israel) has major infrastructure problems and as usual, is unwilling to fix it. Personally I am getting around 20-80% packet loss on high-frequency or high-load traffic. Minecraft itself is not helping by sending packets with a 1402 byte payload.
This usually results in connection timeouts, connection resets, falling into the void, block modifications being undone, other entities (players, mobs) appearing as statues, flying and/or moving erratically.
The workaround I found unfortunately does not remove the packet loss I experience, but does mitigate the effect. Basically what I do is reduce my MTU to around 300. Its a pretty insane value, but it does allow me to play online without too many problems!
The linux command to achieve this is the following (change eth0 to whatever interface you use):
Ive generated well over 50 worlds but keep spawning either on an island in the middle of a massive ocean with a single tree... Or smack dab in the middle of a very, very dense pine forest. I have yet to see a village, stronghold or even a canyon and 1.9 is already just around the corner :sad.gif:
Somehow I am extremely unlucky... Reminds me of how before 1.8 I always, always, always spawned on the edge of a desert near water, or in the middle of a marsh. Minecraft's terrain generator is causing even more grief... despite having a quad-core machine, due to Minecraft being tied into the renderer it takes several minutes for "far" viewing range to generate on my crappy integrated Intel chip (I end up walking into the void if I dont stop and wait all the time).
Could anyone be so kind to give me a seed & location of a map with a village and/or other 1.8 features? It would be really helpful, thanks!
Its been.. what... 2-3 weeks? Figure an update would be nice.
No, this mod isnt dead. Had some really hard problems to solve and doing this in very limited free time.
Ive made quite a bit of progress. Currently I have a test client and server able to communicate with each other without problems. Will soon be doing stability and performance testing! It is very hard to make this mod as efficient as possible.
To accomplish this goal, it only uses a single static buffer for transmission (no creation of millions of buffers!). Receive buffers are pooled, created on-demand, reused and discarded when memory drops low (SoftReference'd).
Client and server code is considerably more shared than vanilla code, making code maintenance much easier.
A plug-in architecture has been put in place to allow other mods to hook in their own custom networking packets. Basically all a thats required is to implement a single interface containing a single method and register the implementation upon initialization. No more hacking base classes :smile.gif:
Reading and writing data is extremely easy. It exposes an interface similar as DataInputStream and DataOutputStream. All the complexities are completely hidden from user code. In fact, all networking code is completely self-contained which is a big change from the original Minecraft.
All the Packet* classes have been dropped in favor of simple class methods. Might not be very Object Oriented, but it will prevent a lot of instances with extremely limited use and lifetime from being created.
One thing that is bothering me is the DataWatcher ... its a hack really to synchronize state changes for entities (sheep color, creeper detonation and so forth) between the server and clients. It has no place in single-player code and state changes should really be packaged separately and transmitted like everything else. However, it touches a LOT of base classes and will break most if not all other mods if I were to mess with it. Your thoughts?
Other thing... absolutely hate-hate-hate the fact that java has no unsigned integers! It makes writing low-level networking code very tedious and error-prone. Have considered going native and just doing it in C... but that wouldnt make this mod very portable now would it?
Heh :smile.gif: Glad I made a few people smile. Oh yea I remember seeing that skelly spawner :smile.gif: Didnt investigate that seed further cause I was looking for a specific spawn.
0
For bonus points:
- Delete the old OS folders and files.
- Clear the MBR on the old disk. CAUTION: make sure you select the correct disk or your computer won't boot no more!
In case the bios picks up the old OS first, most come with a boot selection menu (F10 usually, see manual) which allows you to pick which device to try and boot first.
0
The solution was to backup my saves folder (and options.txt) and delete the entire minecraft folder (except launcher). I then forced update once more and obtained a 100% clean installation. I then placed back my saves folder and options.txt.
Just to be sure, I also deleted the NEI.dat and NEI folder that reside in the saves folder. I am not entirely sure, but I think these two items may be the root problem.
After this your world should load fine once again, with NEI functioning properly. You will have to reset your quarrys (break them, place landmarks, place quarry) as their state seems corrupted.
0
0
I wrote that before dire uploaded the video You can see a whole bank of memory modules on the video's thumbnail.
Also, seems frames were actually broken. Dire is talking about it around the 6:20 mark on part 47.
0
Really? I'll check it out, thanks!
0
Hmm.... I usually I just lurk these forums but I do want to comment about this... I've been going through many of the direwolf20 videos lately and what I see for redpower content are the usual worldgen blocks (basalt, trees, etc), wires (bluetricity, alloy) generators (mostly solar), occasional bt furnace, timers (and logic gates extremely rarely), pipes, sorters, filters and the other components that go with it...
I haven't seen a redpower computer in any recent episode after Eloraam was messing around with the sorter.
Frames and motors?.... Last I saw those was the previous server lets play season. Forgot whom it was... Think it was Pahimar that build a huge redpower quarry device with them. I get the feeling they are broken at this time.
0
0
1) Buy a static IP address. Some providers allow this, most reserve this for business users only.
2) Use a DDNS service. This allows you to map your changing WAN IP to a static hostname and.
3) Use Hamachi. This program basically creates a small bridge between your local network and whoever is connect to your Hamachi network.
0
0
0
Ive changed the implementation a bit... Ive made it multithreaded. It now uses 3 threads (Listener, Writer, Processor) to make sure user code will never block. Its also completely devoid of locks (no synchronize keyword). Performance numbers while profiling on this Intel E5300 at work max out at 260.000 1-byte packets per second. Or around 170.000 1400-byte packets... which is almost 2 gb/s! The profiling trace below shows it spends most of the time either blocked waiting (good thing) or in native Java code (also good thing).
0
My ISP (Bezeq Israel) has major infrastructure problems and as usual, is unwilling to fix it. Personally I am getting around 20-80% packet loss on high-frequency or high-load traffic. Minecraft itself is not helping by sending packets with a 1402 byte payload.
This usually results in connection timeouts, connection resets, falling into the void, block modifications being undone, other entities (players, mobs) appearing as statues, flying and/or moving erratically.
The workaround I found unfortunately does not remove the packet loss I experience, but does mitigate the effect. Basically what I do is reduce my MTU to around 300. Its a pretty insane value, but it does allow me to play online without too many problems!
The linux command to achieve this is the following (change eth0 to whatever interface you use):
This KB article implies the same can be done in Windows as well: http://support.microsoft.com/kb/826159
I hope this post is helpful to others as well!
Ps. Dont forget to change your MTU back to its original value as this change makes your connection far, far from ideal :smile.gif:
0
Somehow I am extremely unlucky... Reminds me of how before 1.8 I always, always, always spawned on the edge of a desert near water, or in the middle of a marsh. Minecraft's terrain generator is causing even more grief... despite having a quad-core machine, due to Minecraft being tied into the renderer it takes several minutes for "far" viewing range to generate on my crappy integrated Intel chip (I end up walking into the void if I dont stop and wait all the time).
Could anyone be so kind to give me a seed & location of a map with a village and/or other 1.8 features? It would be really helpful, thanks!
0
No, this mod isnt dead. Had some really hard problems to solve and doing this in very limited free time.
Ive made quite a bit of progress. Currently I have a test client and server able to communicate with each other without problems. Will soon be doing stability and performance testing! It is very hard to make this mod as efficient as possible.
To accomplish this goal, it only uses a single static buffer for transmission (no creation of millions of buffers!). Receive buffers are pooled, created on-demand, reused and discarded when memory drops low (SoftReference'd).
Client and server code is considerably more shared than vanilla code, making code maintenance much easier.
A plug-in architecture has been put in place to allow other mods to hook in their own custom networking packets. Basically all a thats required is to implement a single interface containing a single method and register the implementation upon initialization. No more hacking base classes :smile.gif:
Reading and writing data is extremely easy. It exposes an interface similar as DataInputStream and DataOutputStream. All the complexities are completely hidden from user code. In fact, all networking code is completely self-contained which is a big change from the original Minecraft.
All the Packet* classes have been dropped in favor of simple class methods. Might not be very Object Oriented, but it will prevent a lot of instances with extremely limited use and lifetime from being created.
One thing that is bothering me is the DataWatcher ... its a hack really to synchronize state changes for entities (sheep color, creeper detonation and so forth) between the server and clients. It has no place in single-player code and state changes should really be packaged separately and transmitted like everything else. However, it touches a LOT of base classes and will break most if not all other mods if I were to mess with it. Your thoughts?
Other thing... absolutely hate-hate-hate the fact that java has no unsigned integers! It makes writing low-level networking code very tedious and error-prone. Have considered going native and just doing it in C... but that wouldnt make this mod very portable now would it?
0