Closed ThexXTURBOXx closed 2 years ago
Well, I hope you don't mind me continuing to report things. For me, your mod works well, it has never crashed my client or server and that's a big plus. So we're talking here about things that probably don't work as expected rather than game-breaking bugs.
Anyway, I managed to get a vanilla server going with my FTP pyramid map. On the plus side, I am able to use any forge version, so I used the last one available - 3.4.9.71. I was also able to update IC2 from 1.97 to 1.103 and a couple of the smaller mods to later versions. On the minus, Buildcraft took a drop to 2.2.14 because there was never a buildcraft 3 serverside mod done for vanilla. Forestry went down to 1.4.6.7 to accomodate BC 2 and I lost logistics pipes because a vanilla serverside mod was never done, but hey, this was more for testing than anything else.
Issues : Your mod still doesn't really impact upon performance, so that's good. One thing I've noticed, and this occurs on both bukkit and vanilla is the word 'Minecraft' which appears in blue in your info panel. I had assumed this was to indicate which mod the block was from that you were looking at, but no matter which block you look at from any mod, it always says 'Minecraft'. Not the end of the world, but it would help if it were possible to have this indicate the mod the block was from.
IC2 - whilst the machines are similar to bukkit with being a little 'off' on the amount of EU they have when fully charged, i.e. Electric Furnace 412EU / 421EU, extractor 800EU / 831EU. The power storage boxes, Batbox, MFE, were showing more, i.e. Batbox 4019EU / 4000EU, MFE 600005EU / 600000EU. Again, not really an issue because at least you can see they're charged or charging.
Buildcraft 2 - As anticipated, with an earlier version, if you look at a placed engine, it spams the server log with 'NoSuchMethodError: buildcraft.energy.Engine.getEnergyStored' and fails to display any energy. It also spams the client log. I've included a link below with the MultiMC log. Buildcraft pipes that have been placed in the world fail to show the block helper info panel at all, it's like you're looking at air.
Redpower (Vanilla + Bukkit) - Whilst many of the blocks display the correct block name, things like redpower pipes and wiring give an incorrect result, probably due to the rather high amount of metadata (damage) ID's used in the mod - i.e. . Magtube ID 128 with a damage value of 2816 (128:2816)
MultiMC log : https://www.dropbox.com/s/4ejvkvy7cuha4e4/blockhelpervanillaserver.zip?dl=1
At the end of the day, there are many mod versions out there, some of which will work without issue, some won't. Personally, I'd put my time into the block display, since primarily that's what this mod is all about. The energy displays are a perk, which, fix if you can, but don't worry about them if you can't. After the limited testing I've done, I can say your mod works SSP, SMP vanilla and SMP bukit with some tweaks needed to improve it. I'm looking at the fact you've ticked 'Entity Names', which I'm hoping means you are trying to change the current '/mob/spider.png' display to something like 'Spider' in a nice red colour its only an esthetic change, but it'd look so much nicer, still the mod works as is. I've not mentioned Thermal Expansion, so I assume that's something you have had mentioned elsewhere. I've only got a clientside version (1.0.4.3), I've been looking for the serverside bukkit and vanilla versions, but so far, only dead links, so I'll be unable to test that for you. Thanks for listening and taking the time to make this mod.
Hey, I don't mind at all, I am very thankful for that! :) I don't have much time right now, I will answer all of your questions and other stuff later :D Here are 2 short answers for now: If you want to test my current changes, I compiled them here (I sent the link to you on CurseForge as well :D ): https://femtopedia.de/BlockHelperPre/ Also, I did manage to find a version of Thermal Expansion for MCPC+ on 1.2.5 after 5 HOURS of searching using Wayback Machine. I rehosted it here for easier access for anyone searching for it as well: http://femtopedia.de/thermalexpansion-1.0.2.1_bc2-mcpc-r1.jar If you manage to find the matching clientside version, that would be awesome (I didn't manage to find that one yet)! I will answer the rest later :)
So, I am finally home from my job at the university, so here is a full answer :)
Vanilla - Yes, the blue "Minecraft" label should indicate the mod, however, this is broken right now... The problem is, that 1.2.5 has no creative tabs, which is, where I normally get this information from. Maybe I will change this to getting the package names and extracting out of this (could be very unsafe and need some hardcoding, but I will add this to the TODO list and try what can be done).
IC² - I will look at this again, maybe I missed something there. It is already on my TODO list, so we will see :D
BuildCraft 2 & 3 - I am unsure, if there really was never a BC3 version for servers, because I found some very old forum posts indicating, that there was one, which was in beta, but still it existed somehow... However, if someone would want this integration, he would most likely ask me and I can ask for the jar file and even redistribute it for other users, which may want this as well. Also, I will take a look at the "getEnergyStored" method, which seems to be missing in your version. In my version, it works, but yeah... All versions seem to be different here... Also, the "java.lang.NoSuchFieldError: initialized" is from BuildCraft related issues as well, but I already fixed that one offline here, this relates to not seeing the panel at all then.
Redpower - I will take a look at this again. Normally, it should use the metadata to determine the block's name, but maybe, it needs a small workaround from my side like Immibis' Microblocks in 1.4.7. Noted :)
The tip with displaying "bad" mobs in a red power would be a pretty nice perk as well. I think, I know, how I could achieve this. I will see :)
The answer was always right in front of my eyes: https://mcarchive.net/mods/thermal-expansion 1.0.4.3-BC2 has all 3 versions available :)
I went there, I obviously missed it. Bad ! I did find this link which gave me Thermal Expansion 1.0.4.1 BC2 client / server. Worth a look if you are after some old mods. Some rare server-side modpacks available. http://www.madcock83.com/dns-backdates.html
Came acorss this https://snipboard.io/BQedT6.jpg I am looking at a fully grown pumpkin stem on my MC 125 bukkit server. I've tested, and the same thing happens if I look at a Melon Stem, and both stems give the same desc. when they are attached to their respective fruits. Tested on Vanilla server - gives the same result in the same cases.
Oh, you found this very intentional feature lol. Thanks for reporting this bug :D I noticed that as well and I think, I fixed it in one of the recent commits, but I will check again to make sure :)
0.9 fixed some of these issues. I will try to investigate the other ones in the 0.9.1 release.
I thought you'd moved on, anyway I'm glad you haven't. I've tested your new version on Vanilla server (1.2.5). So far, using Buildcraft 2.2.14, the issues I raised before seem to be largely fixed now. Placing engines now work with power being seen building up when powered, no more spam in the logs. The pipes are now 'seen' by Block Helper and you can see which pipe you are looking at. I notice the Red text for agressive mobs and white text for passive mobs - Nice ! Works well on client and server. IC2 power readings seem much more sync'd than they were before, so less discrepencies between max amount being stored in Electric machines.
Issues still present : Melon and Pumkin stems still show incorrect Some Redpower blocks still showing incorrect block - usually those that you cut with a saw to get parts of a block. The word 'Minecraft' in blue still appears instead of the mod name, but I remembr you saying that wasn't going to be an easy fix.
I shall have to install Thermal Expansion next to see how that responds. I notice that the Forestry Engines are not supported for energy display. Not sure if that was something you ever planned. Not really a problem, but I thought I'd mention it in case you have some time on your hands :)
Sometimes, my university needs to much attention (which is not too nice), but yeah, I haven't moved on with this mod at least :) That's very nice.
For the still present issues: Check out the newest pre-release here: https://femtopedia.de/BlockHelperPre/ (the 0.9.1pre1 version) It should have everything fixed, that I checked in the first post here (the checklist). And YES: I fixed the blue "Minecraft" and it should now show the correct mod in most cases :D (In many cases however, it can't show the correct mod, because the modders are stupid. So, expect it to break if they are :) ) Also, if NEI is installed, I added this normal WAILA-tooltip, where it shows the mod also when hovering over an item ;) The Melon and Pumpkin stems should be correct now The RedPower ones are WIP Forestry is also WIP After I fixed RedPower, Forestry and GregTech support, I will release 0.9.1 on CurseForge, Modrinth and MCArchive :)
In any case: Thanks for replying! :D
I have a problem with the 0.9.1pre1 version, no matter what I look at, minecraft or modded block, I get whats in the attaced picture. I tried removing NEI, still the same issue. Blockhelper-error.zip
That's interesting. Thanks for pointing that out. Seems like I changed my IDE's encoding settings accidentally 🤔
I have found an issue with a couple of Nether entities i.e. Zombiepigman and Lavaslime - maybe others, haven't checked all mobs yet. Their health isn't showing up in the panel. Here's a couple of pics. Entityissue.zip
Thanks for reporting. I can't reproduce it with my local build. I uploaded the current state of this mod here again: https://femtopedia.de/BlockHelperPre/ (this time the 0.9.1pre2 version). It should in particular address the issue from last time next to some other changes and improvements. If the issue also exists there: Could you maybe provide me a screenshot of your mods
folder such that I can maybe identify a mod that could cause a conflict or something here? :)
Apologies, I'm usually a little more forthcoming with my setup. I've tried your 0.9.1pre2, and great ....... the modname works when looking at blocks ..... well, all the blocks I've looked at so far ........ and that's many of those in the Retro Pyramid setup. I'll let you know if there is any issues. What I meant was, my MC125 setup is usually playing the Retro Pyramid, and because I've updated the map to make it true multiplayer, thats the map I keep testing. This means that I'm connecting to a bukkit server and playing SMP. Now, when I've tried the mobs in singleplayer, even the nether mobs have the correct display with health. However, when connecting to my bukkit server, they don't have any health in the panel, as per the pics. I've just tried with your 0.9.1pre2 and the problem is still the same, singleplayer, fine, SMP not working. The overworld mobs (at least those I've seen so far) are working properly on bukkit, but the Nethermobs are not. Just for curiosity, I tried vanilla server with the same results. Overworld mobs ok, Nethermobs not ok.
No problem, thanks for reporting back :)
I now see what is happening. It only affects mobs that are in the Nether, not originate from the Nether. If I manually spawn a (e.g.) Ocelote or something in the Nether, it also doesn't show its health. I would have prophesied that also machine's energy and so on won't be shown in the Nether as well. But that's not the case. Seems like there is some discrepancy that needs manual fixing in Minecraft's core again lol
The next update fixes the mobs' health not being shown in the Nether: https://femtopedia.de/BlockHelperPre/ (this time the 0.9.1pre3 version)
It was just a stupid mistake that I made when porting the mod back to 1.2.5. This update also addresses performance when many mobs are loaded in a world (in very extreme cases, this mod's performance is doubled).
As far as performance issues go, I've never had any with this mod, but perhaps that's because very little mobs can spawn in a void world. Anyway, the thing I have noticed is your helper tips in NEI. This is Great !! ...... there were a couple of blocks I've been trying to work out which mod they came from, but with your mod, it showed me straight away - Fantastic, and thanks very much. Now the bad news. Whilst for me, all the mobs in the nether and the overworld on version pre3 are showing correctly with their health in SMP (Great!), in single player, none of the mobs either Overworld or Nether are showing Health. Almost a reversal of the pre2 version, but with the extra loss on the overworld mobs.
Okay, that's very good to hear :) Yes, the performance should only really be affected when there are many mobs around. All the other stuff is as performant as one could write it with the data Minecraft provides ^^
Yes, the helper tooltips were a nice suggestion I read on CurseForge :) Thank you! Please note, that some blocks/items may not show the correct mod (or some stupid mod name) as their modder fucked some things up in coding their stuff lol
Here is a (hopefully) final try on the mobs' health: https://femtopedia.de/BlockHelperPre/ (this time the 0.9.1pre4 version)
There seems to exist some discrepancy between the client methods and server methods in Forge 1.2.5. Whilst the DimensionManager
on servers correctly returns the World
corresponding to the given dimension ID, the client seems to always return null
. This is bullshit, but okay, it is still legacy modding, so I expected nothing less :)
I tried on FTB Retro SSP and SMP myself and it seemed to work for me now flawlessly ^^
Yes, tested today and both SSP and SMP, the mobs are now showing health. I've tried SSP, bukkit and vanilla, all mobs I've seen so far (admittedly its not all) have been showing their health ok. If I'm nit-picking, then for some reason redpowers flax doesn't show when planted, or at any stage of its development. Its as though its not there. However, the pumpkin and melon stems are now working ok. I like the fact that you can now see the various growth stages of vanilla crops - really good to see that. I think you've made it very much like Waila now, hard to see the difference. I'm not sure how far you wish testing of the power output stuff. I haven't done any of that recently. Last I tried, IC2 and Buildcraft seemed to be working ok. Forestry wasn't ( but at the time you weren't supporting that anyway so, no problem ). I think you said Thermal Expansion machines should be showing power, so I'll have to fire up my vanilla server to try that out. Unfortunately, out of all the versions that were done, they never ported a bukkit version of Thermal Expansion for Buildcraft 3, only for Buildcraft 2 for some reason. .. by the way, if you ever come across the bukkit port for Morepistons ver 1.0 please let me know. I've got ver .0.9.9 and although it works for blocks, it also works for moving mobs in SSP, but with the bukkit port the mobs hardly get moved, making a mob farm a little difficult.
Perfect, thranks :)
Hmm okay, that sounds like an internal crash with redpower's stuff. I will see what is going on there
Forestry compatibility is still on my TODO list, as well as RedPower. Thermal Expansion should work (it is internally just like BuildCraft)
I searched through my archives but only found the client version of More Pistons 1.0 :/
I uploaded it to the MCArchive: https://mcarchive.net/mods/more-pistons :)
Wow, really, thanks very much. I've been searching around the net for that mod for nearly a month now. I managed to get the client and vanilla server version, but not bukkit. I am really grateful for that one. I've already tested it. I'd read that they made improvements on mob interaction. My tests so far indicate its still not perfect, but much better than the 0.9.9 version that I was using. I shall be setting up a mob farm soon to see how it goes, so Great !! . and thanks again. I shall be testing out your power displays in vanilla and bukkit to see how things are going so far. Hope you find out that Flax issue. It's only a minor thing but it'll help.
No problem, glad I could help :) Is there any possibility that you could send me the vanilla server version of 1.0.0? Then I will see how many other versions can be found of this mod and I will re-upload as many as possible onto the MCArchive.
I will definetly investigate the Flax soft crash ^^
Here you go More Pistons Server v1.0.zip
Thank you very much :)
Current status: I fixed the RedPower Flax locally (didn't upload to GitHub yet) and am trying to get RedPower Microblocks support working. It works for the "real" Microblocks, but the Red Alloy Wires (I think that's how they are called?) show "Cobblestone Cover".
What I want to do: The next version won't be 0.9.1 or even 0.10. It will already be 1.0. Reasons:
I know, this sounds like a final "good bye" message or something, but it's supposed to be the start of a new era of this mod, something great is coming imo ^^
Just one thing to note: This will all need some time to accomplish. I want to fix the existing issues first and after that I will try to create pre-releases for a Block Helper 1.0 releases for all versions I want to support. So, sadly no ETA given (University and so on...)
It was never your mod to make and just mine to use, there are hopefully many retro minecraft players which will take full advantage of your mod when its complete. Having a 1.0 and 1.1 version, as well as a possible MC beta version, well, that's just icing on the cake. If its ok with you, I'll keep reporting on my experiences with the power displays. Currently I'm trying my bukkit server. so I'll leave the odd message whether good or bad on how things are getting on.
Thank you! There are not many downloads of my mod, but it was never my intention to get many downloads. I just hope that my mod reaches some people who may profit from it.
Of course! Report as much as you like or can! It definetly helps me and other people :)
I just uploaded a new pre-release for the upcoming 1.0.0 and you can find it as 1.0.0-pre6
here: https://femtopedia.de/BlockHelperPre/
I restructured major parts of the mod and hope I didn't break anything. It would be very nice if you could test this version. The new features should be
I am pretty confident that most things should still be working. If you don't find any new errors, I will release the 1.0.0 version. After that, I will focus on supporting more and more versions of Minecraft and updating them independently (until now, I updated every version at the same time as most fixes are relevant for all versions). This is only possible because of the new Update Checker (which is also MUCH faster now, doesn't leak resources anymore, and fixes Java 6 TLS errors).
I shall be pleased to try things out for you ....... I have a little trepidation about the update checker part of the mod. Mods like Buildcraft and Forestry, to name but 2, also had an update checker built in to their mod. Unfortunately, it was hard-coded into the mod itself, with no way to stop this update check from happening by turning it off in the config. The consequence today is that many of the old versions of these mods cause long pauses and lots of red text in the MultiMC logs due to the fact that the update part is now pointing at dead dropbox links. I'm not sure how you coded yours, but I hope it isn't a similar scenario.
...... anyway, I'm looking forward to trying out the fixes - sounds really good !
Thank you very much for testing! :)
About the update checker: I understand your fears about it and that's why I coded it the following way:
I hope that this helps overcoming some of the fears of my Update Checker! I just find it very important that users keep my mod up to date as I don't want bugs being reported multiple times as users don't get Bugfixes in time.
I am looking forward to your results! Apart from the missing checkboxes in the first post in this issue, everything that is checked, should work and does at least in my test environment :)
P.S. I already set up all workspaces and testing environments for all versions of Minecraft ranging from b1.7.3 to 1.5.2. I will most likely be able to support all versions between these two. I don't want to support versions newer than 1.5.2, because the already existing versions of Waila than that are already good enough. Versions older than b1.7.3 might be possible, but I will need to move away from Forge for these, so I can't promise anything yet :)
One thing I keep forgetting to mention. It's the size of the panel display when looking at a block or item, etc. I have found it too big, taking up too much real estate space at the top of the screen. I have set each pack that I'm using it with (currently a 1.4.7 and 1.2.5 pack) with the gui size set to 'Normal' rather than leaving it on auto. This size is more acceptable. I have heard you mention before about the difficulties in making an in-game resize option, but what is the possibility of making the default size the one you get using the 'normal' gui size rather than the larger size you get using the auto option ? Granted using the gui small option would make it probably unusable, but who does that ? Anyway, just my thoughts. Just to let you know, the 147 pack is direwolf20's with Ars Magica added, and even the Ars Magica entities work fine showing their health hearts.
Playing my Retro pyramid 1.2.5 today, noticed that redpower logic gates (i.e. timer. Counter, etc,) are all showing the same item name when placed in the world. Client ver - BlockHelper-1.0.0-pre6-1.2.5-client Server ver - BlockHelper-1.0.0-pre6-1.2.5-mcpc
Actually, I got a custom size setting working at some point. You can adjust the size in the configuration file under config/BlockHelper.cfg
:)
It is very difficult for me to see if I support every RedPower block, so thank you very much for letting me know that! RedPower 2 is written very very poorly and doesn't expose an API whatsoever I could use for identifying Microblocks. The only thing I do is hardcoding those implementations in my mod as well in order to identify the part of the Microblock. It's really a shame if I have to think about it... :/
I will try to fix them today and will upload a new release soon.
It seems like, I could fix the problem again by reverse-engineering RedPower 2. I uploaded the new version here again as 1.0.0-pre7
: https://femtopedia.de/BlockHelperPre/
I also rewrote minor parts of my code such that this version should be compatible with 1.2.4. I tested the standard functionalities and they seem to really work. I am not sure about mod compatibility, however. This is because mods may have had a completely different structure or API in 1.2.4 than they had in 1.2.5 (major changes were very common back then, see Forge for example). This also means that this version should support more Forge versions than before (I am talking about this issue). I tested it back until 3.0.0.69 (the very first Forge version for 1.2.5) and it still worked!
I haven't tried 1.2.4, but I've been using my 1.2.5 pack tonight. Both SSP and bukkit SMP, the logic gates are being shown with the correct name now, and certainly, the blocks that make up the retro pyramid are also showing correct, although they have been since at least your last version. Really helpful this since I am always putting down gates then forgetting which ones I'm using when I want to do the same again. Up until you fixed this, I was forever having to break my contraptions to see what it was I've been using. :) Those mods which are supported for power readouts, i.e. Buildcraft / IC2, are showing correct readings on what I've used so far. It is getting difficult to find anything else amiss with this version (although I've still to try out Thermal Expansion, but that will have to be on my vanilla server because of the absence of a BC3 version for bukkit - the vanilla server is going to be a problem for me because there isn't a good teleporter mod for it in 1.2.5 and I need one. The only teleporters I've come across is the TF2 (Team Fortress) teleporter, which is ModloaderMP only, so no forge, but this would have done the job..... and the teleporter block in IC2 which is not ideal, but failing anything else .......... ). I did give the 1.4.7 version a quick try in SSP, and the problems with redpower logic gates and other redpower blocks (those that you cut with a saw) are not showing correct as of yet, so I presume your current efforts are centered on the 1.2.5 version. I'm also very pleased with the re-sizing option, which I didn't know you had done, although returning my client to gui 'auto' has made all the other gui's look much bigger. I guess I have been using normal for so long, I'd forgotten how much of a size change it is, but I've left it like that because that's the way I would normally play - and its all good. I re-sized to 0.5 and the readout is still readable, with a nice panel size. I tried this 'Font fixer' that you advertise for 1.2.5 although I couldn't see which fonts it changes, everything looks the same.
Thanks for reporting back! Very nice to hear that my work is going in the right direction :)
Since Thermal Expansion is just built on top of BuildCraft, it should work as well as BuildCraft, but you can surely go ahead and test that :)
Also, I think that I will work on more Mod Integration after the release of 1.0.0. I think that the mod is feature-complete as-is right now and I will just be doing bugfixes until the 1.0.0 release.
I totally forgot that 1.4.6/1.4.7 had a RedPower 2 release... Sorry for being stupid :) I just tried to copy paste my code from the 1.2.5 version into the 1.4.7 version and most blocks work correctly then. I will still have to fix some new blocks, though... Like for example the fixtures and lamps... Maybe I will release a new pre-release featuring these soon.
Yeah, sorry for forgetting to remind you about the new resize option, my bad 😅
The "Font Fixer" fixes various bugs with the Font Renderer in older versions of Minecraft. In 1.3.2 and 1.2.5 it only changes the correct calculation of a text's width. Take a look at this example:
As you can see, there is plenty of place after the "IC2" and the harvestability thing and thus the text is not centered correctly. With the Font Fixer installed, it looks like this:
Here, the text is correctly centered. This is because some older versions have problems calculating the width of the checkmark and cross characters as they are unicode and may be counted twice or even more times. Also, the §9§o
which change the formatting of the "IC2" are counted as characters. To fix this, I just backported the 1.5.2 font renderer into older versions of Minecraft. I don't know exactly which versions are affected by this, but 1.4.7 works fine as 1.3.2 doesn't. So, at any version between these two, it breaks. I know that this is just a minor bug, just a design thing, but I want people to know :)
Also, the Font Fixer will get even more important in old releases of Minecraft like 1.1 where formatting codes like §o
or §r
didn't exist. So, in 1.1 the Font Fixer also adds the "missing" (better said: back then not implemented) formatting codes. In 1.0 and older it also adds complete Unicode support. That's why it is so important back then :)
I would probably not noticed that text change for a long time - if ever. But since I've seen it, I get why you added it. Well, I finally managed to get my vanilla server map at least ready for use (Teleporters proved difficult, but finally got there). Still need one more thing, so I thought I'd ask a favour. If a jukebox has a record (from a mod or vanilla) already in it, when a redstone signal is applied to the jukebox, I need it to start playing the record. Needs to work on MC125 vanilla server - client would be a bonus, but not necessary. Is this something you could assist with please ? Not to worry if you are too busy. I've been everywhere on the net and there is nothing I can find for vanilla SMP. I thought a deployer from redpower might work, no such luck. Anyway, I will continue my testing now on my MC125 vanilla setup and include Thermal Expansion. I'll let you know how things go.
Yes, the fix is purely optional in 1.2.5, but I still prefer my mod with it installed :)
Very nice! I also looked for some Redstone Jukebox mods and found several ones (on Reddit, MinecraftForum etc.), but yes, they seem to only work in SSP (ModLoader only). Right now, I don't have very much time next to university. That's why I also needed to delay the fix for RedPower on 1.4.6/7. As soon as I have enough time (hopefully I will have some spare time in a few weeks), I can have a look again.
I will also try to mod your suggestion for SMP then :)
So far, things are going well, I am a short way off from being able to afford machines + power, but your Block helper is doing what it should and giving good results, just as it did with the bukkit server. The jukebox mod is something I'd be very grateful of. It's odd that there is a couple of SSP mods, but nothing for vanilla SMP, so if you get the time, many thanks in advance.
Okay, very nice to hear, thanks! :)
Yea, it's pretty odd, but back then, it was common practice to only support SSP as it is much easier to mod that way. Well, as soon as I have time, I will let you know again :)
If you mange it, I will very much appreciate it, and at long last, I'll be able to complete my map (still would have liked a better transporter solution though). For today, I've had a quick try (SSP only) with powercrystals powerconvertors mod. For my vanilla setup, I'm using BC3-3.1.6, IC2-1.103, powerconvertors-BC3-1.3.4. Interesting to see that you have already incorporated power readout support for powercrystals mod - working well ............ and Yes, you were right, there is a vanilla server-side BC3 for MC125, which I managed to find - its unofficial, but as long as it works, so I'm going to give that a go as well.
Oh, that's very nice to hear! :) Actually, I didn't incorporate support for it intentionally. So, that's just a sign of the PowerConverters mod being coded well. Very nice, thanks!
@ThexXTURBOXx Thank you for your mod. I've talked to you a few times before on the MC Archive discord, it's great to see you've continued to develop this mod! I'm using it on my modpack and it has helped tremendously some of my friends who had never really played on modded 1.2.5.
Edit: Seeing as it's been quite some time since your last update to your pre-releases, how about linking them to your CurseForge page of the mod? Most people won't come here, so they might keep bugging you about issues which have long been fixed.
@IceT2 Hi, could you send me your BC3.1.6 vanilla server mod? I've been looking for one for the longest time. Also, did you ever complete your FTB-styled map? I find the concept truly interesting and would greatly enjoy to test it, if you ever decide to share it around the internet.
@IceT2 Hi, could you send me your BC3.1.6 vanilla server mod? I've been looking for one for the longest time. Also, did you ever complete your FTB-styled map? I find the concept truly interesting and would greatly enjoy to test it, if you ever decide to share it around the internet.
Hi there @tolearoid In reply to your request regarding the BC3.1.6 mod for MC125, You will need both the client and server versions as its a different version to that included in the original FTB retro pack. You will find the links in this post. As long as you keep the original BC config files, it should work ok with the pyramid. It did for me.
As regards my fully SMP map. I am currently making 2 versions of the map. One for Bukkit, and one for Vanilla. The bukkit one is finished and I'm testing that one at the moment. Here is a video which I made a couple of years ago now, its just a fly-through to show how it'll work. You start at the middle spawn point (nearly 2 mins into the video before you see it), pick a coloured portal, right-click the bed when you've gone through to set your re-spawn point, and it has a progress board for all teams to see. https://www.youtube.com/watch?v=noJxDN-0KFQ At the time, I considered the map finished, but then I read about someone smashing their way through the walls of the pyramid (not my map, the SSP version), just to cheat, so I decided to add protection to the pyramid. Not a huge problem on bukkit, but it has been a challenge on vanilla. The bukkit map is nearly ready for release, the vanilla one needs more testing as I've had to add a couple of different mods to achieve the pyramid protection and make the portals work - and hopefully some additional assistance from @ThexXTURBOXx buildcraft-client+server-3.1.6.51_MC125.zip
Apologies to @ThexXTURBOXx for hi-jacking his thread.
@tolearoid Sadly, the university and my job there is taking most of my free time. That's why there hasn't been an update for quite a while. I have another exam on the 7th October and hope to be able to push the next pre-release update after that at some point.
Also, some BuildCraft releases can be found here: https://mcarchive.net/mods/buildcraft?gvsn= Although, the one @IceT2 sent is not yet archived there. Maybe I will upload it there later today :) So, thanks @IceT2 for sharing that one!
Edit: There seem to exist even newer versions: http://www.computercraft.info/forums2/index.php?/topic/3869-error-message/ It will be just absurdly hard to find them
Edit 2: I asked one guy and he still had the 102 version. It can be found here: buildcraft-client+server-3.1.6.102.zip Please note that they changed the internals of BuildCraft at some point between 51 and 102. That's why release 102 won't be compatible with BlockHelper yet (let's see how hard fixing this will be...)
@IceT2
Hi there @tolearoid In reply to your request regarding the BC3.1.6 mod for MC125, You will need both the client and server versions as its a different version to that included in the original FTB retro pack. You will find the links in this post. As long as you keep the original BC config files, it should work ok with the pyramid. It did for me.
Thank you for your reply! I actually had already found that exact same 3.1.6.51 server file nearly a year ago when I was actively looking for it. I even sent it towards the MC Archive staff when I found old copies of the DNS Techpack (the MCA staff eventually stored these mods and put them in a pack linked below), along with a few other builds I had found on a reddit thread. I found that 3.1.6.51 server jar in a Technic modpack called "Tekkit Classic Updated". What was bothering me was that it was compiled in May 2020, so I was skeptical of running an "unofficial" version of the build. I tried many times to compile 3.1.6.51 from source, but it was rather challenging and I don't have any java skills to fix whatever was going wrong. Good to know that that exact jar file is in fact genuine and hasn't been tampered with. Once again, I'm sorry for hijacking @ThexXTURBOXx's thread, but in case anyone is interested in these legacy and hard to find mods, Nora's archive should be really helpful.
Last year I also managed to contact some of the "old guard" developers. I was able to retrieve one of the forestry betas (1.4.9.13), but that only has the client. The reddit thread I had linked before will also net you access to one of the latest Logistics Pipes versions compiled with 3.1.6.102 in mind -- all of the official Jenkins LP builds (found here or, more specifically, here were compiled with 3.1.6.25~51). The problem is that I haven't found the forestry 1.4.9.13 server, and seeing that 3.1.6.52+ broke compatibility with a lot of other mods which interface with BC, 3.1.6.102 wasn't really all that useful for SMP, though it's really fun to play with in SSP, alongside the beta versions of RailCraft (6.0.0pre32). All of that you can find in the MCA pack I had linked before, in case you're interested. I was able to retrieve even the long gone NEI plugins compatible with these beta builds. I had to take a break from this archiving stuff because it was driving me nuts. To those who might read this at a later date, in case this archive ever dies or moves, I'd highly recommend either
As regards my fully SMP map. I am currently making 2 versions of the map. One for Bukkit, and one for Vanilla. The bukkit one is finished and I'm testing that one at the moment. Here is a video which I made a couple of years ago now, its just a fly-through to show how it'll work. You start at the middle spawn point (nearly 2 mins into the video before you see it), pick a coloured portal, right-click the bed when you've gone through to set your re-spawn point, and it has a progress board for all teams to see. https://www.youtube.com/watch?v=noJxDN-0KFQ
That's great, it's exactly how I'd thought it would be! Please, keep me updated if you ever decide to release it. The biggest gripe I have with FTB Retro Co-op at the moment is the lack of Logistics Pipes, since that modpack runs on a very specific version of Forestry (due to the Omega Bee quest) which is incompatible with BC 3.1.6.25 (Bukkit).
@ThexXTURBOXx
Thank you for your response as well! I truly appreciate the help. I know how hard it is to manage one's free time, especially in your case, so don't worry about it. I didn't mean to rush or anything, I just thought it would be a good idea to link your current 1.0.0-prereleases to Curse since they have received vast improvements over 0.9. Curse is where most users will find your mod in the first place, so I believe it would be helpful for more people to find out about the "beta" versions of the mod. In all honesty, even if you aren't able to continue development of the mod for a long time, 1.0.0pre7 is already pretty great.
As for BC 3.1.6.102, I don't think you should focus on that for now. There are some nice features in .102, but it's so largely incompatible with other mods that it's not even worth it to use in a serious SSP pack. Whan I was testing .102 last year, I remember that the only IC2 version that was 100% compatible with it was 1.103, which is an unplayable mess of a version; .51 is still superior in that regard.
Keep up the good work and good luck!
@tolearoid No problem for hijacking this thread! Always nice to see more members of the legacy Minecraft community :)
Regarding Block Helper: I decided to just upload the newest local changes now. Not very much has changed since the last version. From what I can remember, the following things changed:
Even though there are some more things I want changed, I think that it might really be good to upload this (pre-)release to Modrinth and CurseForge. For this reason, some feedback on this release would be very nice! Please keep in mind that I didn't fix everything on the list above (in the first post here in this issue). All the unchecked points are still not properly adressed.
If your feedback is positive, I will upload the current version in around 20-24 hours :)
Small addendum: I still have a copy BlockHelper compiled for every (by Forge supported) version between b1.7.3 and 1.5.2. So, after 1.0.0 is finished, I should be able to quickly push BlockHelper versions for all these versions as well!
@ThexXTURBOXx great to hear! I can't test the latest pre-release this week, unfortunately, but I'll give you a heads up as soon as possible!
Release Block Helper for more Minecraft versions
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