Galacticraft: Current known issues in 1.12.2 version [rendering and other minor]

Created on 10 Jan 2018  Â·  60Comments  Â·  Source: micdoodle8/Galacticraft

KNOWN MINOR ISSUES

  • rockets and AstroMiner item models are not animated in inventory GUIs

  • sneak offset for armor (including vanilla helm and GC thermal armor) is not correct when sneak is used on Space Stations

  • Thermal Armor chestpiece left arm issue #2600 is back

  • NASA workbench does not update crafting matrix visually client-side when items are shift-clicked into it

  • Flag issue reported on the forum

see also #2480 for a bunch of older rendering issues and details

minor 1.12

Most helpful comment

Shoutout for help

I'm super-grateful for the PRs which provide working solutions for issues. Special thanks to @SteveKunG and @MJRLegends and to @EzerArch for their constant support and multiple contributions.

As you guys can see by the pace of developments in commits, I'm finding it hard to find enough time to progress the game forwards, because a big part of my time is spent investigating issues. Galacticraft would really benefit from having 1 more person on the team, this could increase the pace of development of new features hugely.

Being realistic, adding one new feature to the standard we all desire - for example the new Hydraulic Platform - takes me a week of real time.

It's not only coding. The 3D modelling and texture creation takes probably half the time - at least it does for me because those are not really my skill set.

So if anybody is interested in joining the team, it's not only coding skills we need - if you are good with Blender or another 3D package, or with GIMP or another 2D texture editor, or interested in learning more about these tools, please do get in touch, and maybe your creations will be the next thing seen in the game ... :)

All 60 comments

One Issue I've found So far: [NOW FIXED]

  • When going back to Overworld, after leaving the Orbit Screen It'll remain stuck flickering between a minecraft loading screen and the orbit screen

PR Status: #3091 & #3092

Crash Reports:

Additional log from above comment :

[17:47:19] [Server thread/INFO] [Galacticraft]: Failed to find matching world for 'Overworld'
[17:47:19] [Server thread/ERROR] [Galacticraft]: Error occurred when attempting to transfer entity to dimension: Overworld
[17:47:19] [Server thread/INFO] [STDERR]: [micdoodle8.mods.galacticraft.core.tick.TickHandlerServer:onServerTick:275]: java.lang.NullPointerException
[17:47:19] [Server thread/INFO] [STDERR]: [micdoodle8.mods.galacticraft.core.tick.TickHandlerServer:onServerTick:275]: at micdoodle8.mods.galacticraft.core.util.GCCoreUtil.getDimensionID(GCCoreUtil.java:311)
[17:47:19] [Server thread/INFO] [STDERR]: [micdoodle8.mods.galacticraft.core.tick.TickHandlerServer:onServerTick:275]: at micdoodle8.mods.galacticraft.core.tick.TickHandlerServer.onServerTick(TickHandlerServer.java:259)
[17:47:19] [Server thread/INFO] [STDERR]: [micdoodle8.mods.galacticraft.core.tick.TickHandlerServer:onServerTick:275]: at net.minecraftforge.fml.common.eventhandler.ASMEventHandler_179_TickHandlerServer_onServerTick_ServerTickEvent.invoke(.dynamic)
[17:47:19] [Server thread/INFO] [STDERR]: [micdoodle8.mods.galacticraft.core.tick.TickHandlerServer:onServerTick:275]: at net.minecraftforge.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:90)
[17:47:19] [Server thread/INFO] [STDERR]: [micdoodle8.mods.galacticraft.core.tick.TickHandlerServer:onServerTick:275]: at net.minecraftforge.fml.common.eventhandler.EventBus.post(EventBus.java:179)
[17:47:19] [Server thread/INFO] [STDERR]: [micdoodle8.mods.galacticraft.core.tick.TickHandlerServer:onServerTick:275]: at net.minecraftforge.fml.common.FMLCommonHandler.onPreServerTick(FMLCommonHandler.java:277)
[17:47:19] [Server thread/INFO] [STDERR]: [micdoodle8.mods.galacticraft.core.tick.TickHandlerServer:onServerTick:275]: at net.minecraft.server.MinecraftServer.tick(MinecraftServer.java:730)
[17:47:19] [Server thread/INFO] [STDERR]: [micdoodle8.mods.galacticraft.core.tick.TickHandlerServer:onServerTick:275]: at net.minecraft.server.integrated.IntegratedServer.tick(IntegratedServer.java:192)
[17:47:19] [Server thread/INFO] [STDERR]: [micdoodle8.mods.galacticraft.core.tick.TickHandlerServer:onServerTick:275]: at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:590)
[17:47:19] [Server thread/INFO] [STDERR]: [micdoodle8.mods.galacticraft.core.tick.TickHandlerServer:onServerTick:275]: at java.lang.Thread.run(Unknown Source)

Thanks @SteveKunG @CDAGaming - that dimension change error should be fixed by https://github.com/micdoodle8/Galacticraft/commit/83b8435b8b4d5eeaa30f8b43bed4d62fc839354e and https://github.com/micdoodle8/Galacticraft/commit/4127082a0936aca0c1ff0e14d1a1d061ea2a2557.

(Actually only one of these commits was needed, but it seems more future-proof to have both.)

@CDAGaming the crash report you posted is a duplicate (in 1.12) of #3077

Also you need to add drawDefaultBackground() and renderHoveredToolTip(mouseX, mouseY) into GuiContainer. This will solve the problem with background GUI and item tooltip rendering.

https://github.com/SteveKunG/MorePlanets/blob/1.12.2/src/main/java/stevekung/mods/moreplanets/util/client/gui/GuiContainerMP.java#L34-L36

Thanks @radfast , will Test this later today and report if fixed

Also you need to add drawDefaultBackground() and renderHoveredToolTip(mouseX, mouseY) into GuiContainer. This will solve the problem with background GUI and item tooltip rendering.

Thanks for this, now done.

Rebasing both my PRs at this time.

@radfast Seems the oil detection system for checking if a oil is already registered seems bugged in 1.12.2, seems when used with https://minecraft.curseforge.com/projects/immersive-petroleum that adds a oil it still registered GC's oil too. Could be a load order problem

Yes, I've also noticed with no other mods that the Forge bucket for oil is named fluid.oil, which suggests there's a problem. I'll take a look.

@radfast thank you :D, probably just a load order issue and since the registry events are now a thing for MC 1.12

Seeing same issue as MJR with the fluid.Oil when I tested a few days earlier

Server side crash on start up: https://pastebin.com/bQU5tG3R

This oil thing maybe partially a problem in the Forge Universal Bucket for oil, as radfast said. Thanks for taking a look, I'd like it so Imm Pet oil is the only one that generates if that mod is loaded alongside GC.

The server side crash is because Biome.getBiomeName() is client-side code only 😮
I've found a workaround but to avoid compile errors you will now have to re-build your 1.12 workspace using a new micdoodlecore_at.cfg which I will post in the MicdoodleCore repo.

@radfast rip, i need to fix mine then in ExtraPlanets, i had no idea it was a client side thing only too

ok the commits here and at MicdoodleCore should fix this, dedicated server now launches OK in my tests.

Longer term I might make changes to the whole biome registration system.

Question for you: what is the maximum number of biome types used on any single dimension in ExtraPlanets? (example, in Galacticraft standard the answer is 3: Venus has three biome types, Venus Flat, Venus Mountain and Venus Valley).

@radfast I have 8 biomes for one of my planets, but i cant say that i wont add more to that 8 in the future though, also i currently dont use the CelestialBody#setBiomeInfo or CelestialBody#addMobInfo methods when registering my planets/moons due to i dont see any purpose for me to use them over having mob spawn list in my biome class. Even more so that some of my biomes have certain spawns compared to others

@radfast any idea to why i would be getting Caused by: java.lang.IllegalAccessError: tried to access field net.minecraft.world.biome.Biome$BiomeProperties.biomeName from class micdoodle8.mods.galacticraft.api.world.BiomeGenBaseGC when using Galacticraft as compiled version, seems to work in dev workspace for Galacticraft tho

Please re-base MicdoodleCore to the latest from github (you won't see a change in the commit list, but there is a small change because I made a typo yesterday)

Then run your Galacticraft build script again, and make sure to place the newly build MicdoodleCore......jar in your mods folder.

@radfast Thank you, didnt realise you made that edit :P

Will be Rebasing my PR later for those Commits (Working on a modpack which is eating up a large portion of my time)

(For @radfast ) Link to https://github.com/micdoodle8/Galacticraft/issues/3105


UPDATE from radfast: that AE2 meteor spawning issue is not an issue caused by Galacticraft

Might want to check the AE2 worldgen to see if they implement it different
than vanilla.

On Fri, Jan 19, 2018 at 10:21 PM, MJRLegends notifications@github.com
wrote:

Was doing some testing of the MC 1.12.2 version of Galacticraft and
noticed that the AE2 Meteorite World Gen at https://github.com/micdoodle8/
Galacticraft/blob/MC1.10/src/main/java/micdoodle8/mods/galacticraft/core/
TransformerHooks.java#L260 doesnt seem to be working.

I added -29 (Mars) to the meteoriteDimensionWhitelist list in the AE2
config see

I:meteoriteDimensionWhitelist <
    -29
    0
 >

But they didnt seem to spawn/generate on Mars

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@darthvader45 you think I don't know what I'm doing?

Sorry, just a suggestion.

On Sat, Jan 20, 2018 at 5:24 PM, Galacticraft developer <
[email protected]> wrote:

@darthvader45 https://github.com/darthvader45 you think I don't know
what I'm doing?

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@radfast Seems the oil detection system for checking if a oil is already registered seems bugged in 1.12.2, seems when used with https://minecraft.curseforge.com/projects/immersive-petroleum that adds a oil it still registered GC's oil too. Could be a load order problem

Please report issues accurately. I think what is happening is there is only one fluid "Oil" - check the Forge buckets. But ImmersivePetroleum has a bug where it is registering a second liquid block for the same liquid, so there are two blocks named oil. See also this line in the log:

 [FML/immersivepetroleum]: A mod has attempted to assign Block Block{null} to the Fluid 'oil' but this Fluid has already been linked to the Block Block{null}. You may have duplicate Fluid Blocks as a result. It *may* be possible to configure your mods to avoid this.

That is a bug in Immersive Petroleum, nothing to do with us - we just registered our oil first, because 'G' comes before 'I'.


The other issue where fluid.oil is seen in the Forge bucket name turns out to be an issue in all GC versions, it's only because our language strings forgot to include any string for fluid.oil. Easily fixed.

@radfast No problem i will pass that message on to the ImmersivePetroleum dev.

Also any chance you could please transfer https://github.com/micdoodle8/Galacticraft/blob/MC1.12/src/main/java/micdoodle8/mods/galacticraft/core/GalacticraftCore.java#L427

in the Registration event RegistryEvent.Register

public static void registerRecipes(RegistryEvent.Register<IRecipe> event) {}

as crafttweaker loads before this code is processed making anything that is being done in this method uneditable by crafttweaker?

Edit: from my tests of moving it to this event it does not cause any initial issues that i can see

Edit 2: Also could you do the same for
https://github.com/micdoodle8/Galacticraft/blob/MC1.12/src/main/java/micdoodle8/mods/galacticraft/core/GalacticraftCore.java#L483 Its mainly the RecipeManagerGC.addUniversalRecipes(); for the adding of the compressor recipes from the loadRecipes method im looking for to have run in the event

I don't understand the reason for your change request. Those methods are setting internal recipes for Galacticraft's custom machines, and I wasn't aware that CraftTweaker has the ability to change our internal recipes at all.

If you want to change the internal recipes, you can access them from your mod surely?

For a mod im making, i need to be able to have the Circuit Fabricator and Compressor recipes that Galacticraft are adding registered before CraftTweaker runs, as i need to access the current recipes which galacticraft is adding. It would be so amazing if you could, otherwise i cant do this mod idea and i may of wasted about 2 hours work :P

As always we appreciate your work for this project :)

@MJRLegends check the latest.

Any chance we as the mod lover we are, can have a go on the new 1.12 builds ? :)

@HideAwayDk You can RIGHT NOW, if you know how to compile it (Or if you have Discord, you could Message me and I might give you a copy at CDAGaming#3162)

The 1.12.2 release is out right now on Jenkins

Yayyy, Yep ExtraPlanets is too

@CDAGaming was kind enough to send me an copy! <3 loving it so far!
Very polished build!

I'm still having issues with Player API
Any way to get a build of it? I've tried to build from code but I'm definetly doing it wrong as Forge says the jar is not a mod 🤔

@dedo1911 I can't release an unofficial 1.12.2 PlayerAPI, sorry. I'm sure the PlayerAPI devs will do it some time soon, it's a very small update from 1.12.1.

@radfast im sure about that. Any quick hint on how to build it correctly? Or any tutorials I might have missed? (Do we have a Discord?)
I'm really interested in trying out to help here as I'm working on some other 1.12.2 stuff too

@dedo1911 We don't have a Discord. To build PlayerAPI you'd need to compile it, obfuscate the classes, and pack into a .jar like any other mod. I'm currently running it in a dev-deobf environment so I didn't actually try to pack it into a .jar.

Anyhow, this is getting off topic...

@radfast Btw the https://ci.micdoodle8.com/job/Galacticraft-1.12-dev/ builds on jenkins are all labeled as 1.11.2, im not sure if they are the MC 1.11.2 versions though as im still manually building dev versions to complie my mod with

Also they are missing from the main download page ( https://www.micdoodle8.com/mods/galacticraft/downloads/dev )

I'll test the new version I downloaded and see which MC version it is actually for, then report back here.

@darthvader45 its not needed, its only the dev builds so nothing major atm

Just wanted to double check though, but that's fine.

currently the 1.12-dev build is an exact copy of the 1.11-dev build, I can probably fix that

@radfast thanks :D

Good to hear. Cannot wait to test the new build.

@MJRLegends actually I can't seem to fix the 1.12-dev build setup on Jenkins from this PC. Both micdoodle8 and I have been having problems with Jenkins the last week (believed to be a bugged Jenkins plugin but we don't know which one). This was the root cause of the download page crash. I may be able to fix it from a different PC.

@darthvader45 unless you are an add-on author you do not need the 1.12-dev build. You should be using the 1.12 build from the main Galacticraft download page, currently that's build 128.

@radfast No problem, if you do need help with it let me know i have my own jenkins server so i know the backend settings/admin panel for it. I do know that the latest updates of jenkins and plugins needed for the basic forge mod build seem to work great for me :D

We know how to work Jenkins thank you, from 4 years+ experience :) The problem is that if a plugin bugs out, there is a grey "page loading" overlay covering all buttons. It's a known issue with Jenkins, reported many times. The solution is to find the bugged plugin but I don't have root access to the Jenkins server and so I don't want to uninstall plugins in case I can't put them back... Am discussing with micdoodle8

@radfast no problem i have no doubt you do know. Just offering help if you wanted it

MFR, what about Industrial Foregoing? Does it have features that was used in MFR? If so, IF can take the place of MFR.

That could work, and I believe it does.

Hm, Maybe I could try to port it to 1.12.2, though the mod isn't abandoned (Still is worked on by author, but no 1.12 branch in sight)

Huh, that's odd. But yeah, try porting. You'd have to ask the author
first though, to see if you can have permission to port. If yes, then go
right on ahead.

Edit: Nvm, just checked the CurseForge page, it has a 1.12.2 release: https://minecraft.curseforge.com/projects/industrial-foregoing/files/2528942

On Wed, Feb 7, 2018 at 9:32 PM, CDAGaming notifications@github.com wrote:

Hm, Maybe I could try to port it to 1.12.2, though the mod isn't abandoned
(Still is worked on by author, but no 1.12 branch in sight)

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I meant MFR lol, if we need to still use it xD

The "compatibility" with MFR is minor, actually it is only to handle our Slimelings in the AutoSpawner. (Otherwise all items in the game can be duped infinitely, by using the AutoSpawner to spawn "exact" copies of a Slimeling with an inventory bag containing items). Instead of blacklisting them completely, we were using the MFR API to add a custom spawner class, similar to what MFR offers for the vanilla Donkey.

On GC's side, what is needed is a similar solution for every other mod which offers "exact" spawning of mobs, including Industrial Foregoing.

I'm not sure that Industrial Foregoing has the same API feature - I couldn't see it - but instead we can control things our side so that any newly-spawned Slimeling has its inventory bag removed. It's already on my TODO list.

Just one of the many ways that keeping a complex, detailed mod like ours working properly with all the other mods needs constant attention...

Shoutout for help

I'm super-grateful for the PRs which provide working solutions for issues. Special thanks to @SteveKunG and @MJRLegends and to @EzerArch for their constant support and multiple contributions.

As you guys can see by the pace of developments in commits, I'm finding it hard to find enough time to progress the game forwards, because a big part of my time is spent investigating issues. Galacticraft would really benefit from having 1 more person on the team, this could increase the pace of development of new features hugely.

Being realistic, adding one new feature to the standard we all desire - for example the new Hydraulic Platform - takes me a week of real time.

It's not only coding. The 3D modelling and texture creation takes probably half the time - at least it does for me because those are not really my skill set.

So if anybody is interested in joining the team, it's not only coding skills we need - if you are good with Blender or another 3D package, or with GIMP or another 2D texture editor, or interested in learning more about these tools, please do get in touch, and maybe your creations will be the next thing seen in the game ... :)

NASA workbench issue is fixed by ddb3f30

The flag issue is not reproducible in latest version.

Closing now as I think all issues in discussion here are fixed. Any remaining issues will need new reports :)

Awesome. Gonna be using the newest version to see if everything is ready.

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