Hello Eloramm,
I am putting together a mod pack that will be available on the Feed The Beast launcher.
Per your instructions I am making a post on this forum to get your permissions before I add your mod.
My server (www.creaturecraft.us) is over 4 months old and I have just begun the switch over to a full forge version server. While my post count here is low I am and experienced minecraft server owner.
My server is open to anyone and I am more than happy to help other start a server with the mod pack that I am trying to create.
you'd think after last time she disappeared and everyone lost their mind, that this time she'd tweet something or anything to keep that from happening again. Stubborn girl, this one.
Rollback Post to RevisionRollBack
Give a man a fire and he'll be warm for the night. Set a man on fire and he'll be warm for the rest of his life.
@Eloraam I am wanting to make a mod pack for a server I help maintain. Link to the server info. The server is whitelist and will be a survival server. I am requesting permisson simply do to people trying to use established mod packs with custom config files. No money will be made off of the download of the pack and links to your site will be on the site. I can be contacted on IRC (#ccuniversity). Thank you for your time.
java.lang.IndexOutOfBoundsException
at com.eloraam.redpower.core.ItemExtended.d(ItemExtended.java:33)
at up.i(Item.java:458)
at up.l(Item.java:600)
at ur.r(SourceFile:334)
at atr.a(GuiIngame.java:406)
at ban.b(EntityRenderer.java:982)
at net.minecraft.client.Minecraft.J(Minecraft.java:884)
at net.minecraft.client.Minecraft.run(Minecraft.java:773)
at java.lang.Thread.run(Unknown Source)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at com.eloraam.redpower.core.ItemExtended.d(ItemExtended.java:33)
at up.i(Item.java:458)
at up.l(Item.java:600)
at ur.r(SourceFile:334)
at atr.a(GuiIngame.java:406)
Recreation of the bug
To recreate the bug make a setup that moves a frame over to a block breaker, then on the redstone signal that starts the framemotor, have a redstone set to .2 seconds delay going to a blockbreaker that will break the frame moved in front of it.
This should give you some blocks called Unknown with the id and damage value 762:1
With these in your inventory, its a matter of when your game will chrash. Trying to join / load a save with these in your inventory will cause your game to chrash.
Fix for this bug DISCLAIMER: I am not responsible for any loss of data that may result from this. Back up your player file before trying this.
Get hold of a NBT editor, NBTexplorer should be sorta cross platform.
Open your player file
On a server: [SERVERFOLDER]/[WORLD]/players/[PLAYERNAME].dat
On a ssp world: [MINECRAFTFOLDER]/saves/[WORLD]/players/[PLAYERNAME].dat*
[SERVERFOLDER] is the folder you have your minecraft server running in.
[WORLD] Is the world that is screwing up for you.
[PLAYERNAME] is the username that has the problem.
3. Click the plus sign next to Inventory
In you inventory will be a list of "entities" these are the items in your inventory. Expand these untill you find one with the id of 762 and the damage if 1
4. Click that block (the one that has count, slot, damage, and id in it) and delete it.
5. Save the .dat file and try and log into minecraft.
6. It should work now
I hope this can help people out there
*I have some difficulties fixing a save file, for some reason the .dat seems to be getting the 762:1 restored everytime i try to open the save. I have found a nei folder with some inventory details for creative, but it doesn't seem to matter what i do to that.
I am investigating...
UPDATE: I have fixed a singleplayer save succesfully. To fix a singleplayer save, you will also need to open the level.dat file located in the same folder as the players folder. (So that would be [SAVES]/[WORLD]/level.dat) When you open that, expand the node "data" then expand "Player" then "Inventory" There you should find an item with the id 762. Delete that item node and the one explained above, and it should work.
Yeah thats not really a bug... You broke an entity... There is really no way to keep a crash from happening when you do that.
I just wanted to point out a bug that I found, and the fix that I found for it. (Running FTBDirewolf20 pack with RP2 prerelease 6) First off here is the entire chrash report:
Recreation of the bug To recreate the bug make a setup that moves a frame over to a block breaker, then on the redstone signal that starts the framemotor, have a redstone set to .2 seconds delay going to a blockbreaker that will break the frame moved in front of it. This should give you some blocks called Unknown with the id and damage value 762:1 With these in your inventory, its a matter of when your game will chrash. Trying to join / load a save with these in your inventory will cause your game to chrash. Fix for this bug DISCLAIMER: I am not responsible for any loss of data that may result from this. Back up your player file before trying this.
Get hold of a NBT editor, NBTexplorer should be sorta cross platform.
Open your player file
On a server: [SERVERFOLDER]/[WORLD]/players/[PLAYERNAME].dat
On a ssp world: [MINECRAFTFOLDER]/saves/[WORLD]/players/[PLAYERNAME].dat*
[SERVERFOLDER] is the folder you have your minecraft server running in.
[WORLD] Is the world that is screwing up for you.
[PLAYERNAME] is the username that has the problem.
3. Click the plus sign next to Inventory
In you inventory will be a list of "entities" these are the items in your inventory. Expand these untill you find one with the id of 762 and the damage if 1
4. Click that block (the one that has count, slot, damage, and id in it) and delete it. 5. Save the .dat file and try and log into minecraft. 6. It should work now I hope this can help people out there *I have some difficulties fixing a save file, for some reason the .dat seems to be getting the 762:1 restored everytime i try to open the save. I have found a nei folder with some inventory details for creative, but it doesn't seem to matter what i do to that. I am investigating... UPDATE: I have fixed a singleplayer save succesfully. To fix a singleplayer save, you will also need to open the level.dat file located in the same folder as the players folder. (So that would be [SAVES]/[WORLD]/level.dat) When you open that, expand the node "data" then expand "Player" then "Inventory" There you should find an item with the id 762. Delete that item node and the one explained above, and it should work.
Eloraam, I need to tell you I have found a bug with RP2PR6. I use the Direwolf20 modpack. I have found a dupe bug with canvas bags. If you have one on you hotbar and open it, go to an item in the bag and hit the number key in which the bag is on, it gives you the item and puts the bag in another slot. If you open the bag then, the item is still in it.
I cannot be the only one with that bug i found, at least i hope. I would be verry pleased if someone can give me a hint.
At first, sorry in case of bad english, not my mother tounge.
At second: I came across Redpower and i loved it. Desperatly. In SSP it worked just perfectly. So i wanted to create a server with it
Normal .jar File Server,
Version: 1.4.6. Redpower Version: Pr6, downloaded from Eloraams blog
Other Mods: Balkons Weapon mod, Immibis core, Tubestuff
At the Beginning everything is fine. Until the first one dies or leaves the game for a short break (Sometimes even after sleeping!). he logs back in and: BAM!
Random Blocks flying in the sky or replacing buildings and Terrain. Some Terrain is leveld down several Blocks.
I came across the trigger for that error, and its Red Power Core. This Error occurs as told:
1. When a Red Power Mod item is build on the world
2. Someone re-enters the game.
Even a single Panel is cappable of creating this effect. And its even spreading. Another Re-Login doesnt make it better, only different (Other Areas Occupied by the error, original areas sometimes restored) But if you try to harvest the blocks in creative, or build something on them they vanish, or are replaced by the blocks that were there normally.
I think this has something to do with the client, as other players that were not logging back in or spawning cant see the error and travel through the area without problems
I currently have a recycler with 10 overclocker upgrades running, it is connected to a rather large cobblestone generator.
Between the recycler and generator is a Barrel, Then a transposer.
The problem I have is this:
I cannot get cobblestone into my recycler fast enough.
The transposer can work at most every 0.2 seconds when connected to a timer - I need something that can transport a piece of cobblestone every tick -IE: 20 cobblestone a second.
Does anyone here know of a way to get those really large quantities of cobblestone into my recycler?
As well as a way to get scrap out of it just as fast.
Eloraam, I need to tell you I have found a bug with RP2PR6. I use the Direwolf20 modpack. I have found a dupe bug with canvas bags. If you have one on you hotbar and open it, go to an item in the bag and hit the number key in which the bag is on, it gives you the item and puts the bag in another slot. If you open the bag then, the item is still in it.
Hey Guys, I need a little bit of help with my design: I currently have a recycler with 10 overclocker upgrades running, it is connected to a rather large cobblestone generator. Between the recycler and generator is a Barrel, Then a transposer. The problem I have is this: I cannot get cobblestone into my recycler fast enough. The transposer can work at most every 0.2 seconds when connected to a timer - I need something that can transport a piece of cobblestone every tick -IE: 20 cobblestone a second. Does anyone here know of a way to get those really large quantities of cobblestone into my recycler? As well as a way to get scrap out of it just as fast. Thanks for any help.
You can use a filter. It pulls a stack of any item when pulsed (Same as transposer, 1 stack instead of 1 item). You can set what to pull, and in what amount in its GUI. So if you place 20 cobble in the Filter GUI, it will pull out exactly 20(not upto 20) cobble when pulsed.
But from what I understand, you are generating cobble, and smelting it into stone, and want to keep the furnace supplied. You can use managers for that purpose as well, but they need blutricity, but are better in that they can keep the furnace stocked with exactly the amount you specified.
You can use a filter. It pulls a stack of any item when pulsed (Same as transposer, 1 stack instead of 1 item). You can set what to pull, and in what amount in its GUI. So if you place 20 cobble in the Filter GUI, it will pull out exactly 20(not upto 20) cobble when pulsed.
But from what I understand, you are generating cobble, and smelting it into stone, and want to keep the furnace supplied. You can use managers for that purpose as well, but they need blutricity, but are better in that they can keep the furnace stocked with exactly the amount you specified.
manager? how does this work? I can't find anything about it on the wiki yet.
I've got a field of 192 coke ovens to keep supplied and couldn't use the sorters to do what I want, they kept glitching on being backstuffed and never UNbackstuffing, even when the destination chest was completely empty
I'd love some way of easily keeping the coal evenly distributed in the ovens instead of just shoving it in to random ones and it not distibuting evenly. This is a creative map btw.
what would also be nice is a machine that would set the color of what it pulled based on what color was used in the bundled cable to send the signal to it.
manager? how does this work? I can't find anything about it on the wiki yet.
I've got a field of 192 coke ovens to keep supplied and couldn't use the sorters to do what I want, they kept glitching on being backstuffed and never UNbackstuffing, even when the destination chest was completely empty
I'd love some way of easily keeping the coal evenly distributed in the ovens instead of just shoving it in to random ones and it not distibuting evenly. This is a creative map btw.
what would also be nice is a machine that would set the color of what it pulled based on what color was used in the bundled cable to send the signal to it.
The best way to get an idea of the mod is to watch Direwolf's spotlights for it.
Now, the manager. It manager the inventory it is placed beside. Placing it inline with tubes shouldn't work, and visually doesn't connect, but still leads to a crash.
You place the manager so that the the smaller hole is facing away from the inventory it is to manage. In other words, placing it is similar to placing a transposer or filter by the inventory. You need a manager for each inventory you need to manage. So you place one by the chest that has the coal, and one by the coke oven you want to supply with coal.
Now on to the GUI for the manager. I would have used images, but for some reason, imgur doesn't work for me. Any suggestions for a good site to put images to?
It has an inventory. You place the thing you want stocked in the inventory. In this case you will place coal there.
On its left there is an indicator for power level. On the right there are three buttons.
The top slot has two options.One is a PLUS sign between a red square and a yellow rectangle. The other is a green loop with a yellow square.
The first will ensure that exactly the amount you placed in the GUI inventory is kept in the adjacent inventory. So, if you place 32 coal in the GUI, and assuming everything else is set up, the manager will always ensure that there are 32 coal in the inventory. If you place a stack of coal, it will pull it out 32, leaving the specific amount in there. Also, if you place a wood block in the oven, it will be also thrown out.
The latter will ensure an indefinite amount of the item placed in the GUI.
So you place 1 coal in the manager by the source chest, while setting it to the indefinite mode. You also place, say, 32 coal in the manager by the coke oven. Even if you provide it with power, nothing happens. This is because both managers are at the same priority level.
This brings us to the second button. It is a 0. When you left click it, it increases by 1. You can do so upto 9.
When you right click, it decreases by 1.
This is the priority of the manager's request in the network of managers. In our example, there are 2 managers in the network.Both managers are requesting coal. If you set the coke oven's manager to priority 1, its request for 32 coal will be more important than that of the other manager. So the coal will go from the chest manager to the Coke oven manager.
The last is the colour, similar to the sorting machine or the filter's. I am not sure if it has other functions, but if a manager is set to a colour, it creates a separate network shared by managers that have no colour.
For example, you have 4 managers. 2 are Red, 1 is green and one is no colour. So the 2 reds will interact with each other, but not with the green. The colourless one will interact with all the other 3 managers (regardless of the colour).
As for the last one, there is another block called the Sortron, which is a computer controlled sorting machine, which might be able to do that. I am not sure if it can be done or not, but I think I am going to give it a shot.
EDIT:
I saw how long the post had become, and so put it into a spoiler!
what would also be nice is a machine that would set the color of what it pulled based on what color was used in the bundled cable to send the signal to it.
You need a Sortron! I control mine with a Wireless Remote linked up to a bank of Wireless Receivers into Bundled Cable. http://forum.feed-th...ocessing.14055/
The main reason that there isn't a built in machine or function for that is that there are only 16 colours, but 16 wires have 65,536 different on/off combinations. What should it do if both red and green wires are active?
You need a Sortron! I control mine with a Wireless Remote linked up to a bank of Wireless Receivers into Bundled Cable. http://forum.feed-th...ocessing.14055/
The main reason that there isn't a built in machine or function for that is that there are only 16 colours, but 16 wires have 65,536 different on/off combinations. What should it do if both red and green wires are active?
simple, one stack green one stack red!
I don't feel like coding...
it'd also be nice to have bundled cable pipes. as well as mag tube versions of redstone pipe and the desired bundled cable pipe
simple, one stack green one stack red!
I don't feel like coding...
it'd also be nice to have bundled cable pipes. as well as mag tube versions of redstone pipe and the desired bundled cable pipe
Bundled cable tubes would have no use. I don't think there is any block that interacts with both, the bundled cable and tubes at the same time.
Same goes for Redstone mag tubes. Mag tube won't connect with any block apart from the accelerator. So there is no point in them carrying redstone.
Bundled cable tubes would have no use. I don't think there is any block that interacts with both, the bundled cable and tubes at the same time.
Bundled Cable Tubes would be useful, the way I'd expect that to work is that the Sortron attached to the BCT would act like an IO Expander and would send the bundled cable signals to the CPU which would decide what to do and then instruct the Sortron accordingly. What I really want are Jacketed Ribbon Cable so I can have a CPU on the floor and a Sortron on the ceiling without having to run the cable around the walls or to build a big pillar. But I think the microblock limit won't allow a complete set of new jacketed cable. Ribbon Cable Tubes would be even equally awesome and would only be one item.
Bundled Cable Tubes would be useful, the way I'd expect that to work is that the Sortron attached to the BCT would act like an IO Expander and would send the bundled cable signals to the CPU which would decide what to do and then instruct the Sortron accordingly. What I really want are Jacketed Ribbon Cable so I can have a CPU on the floor and a Sortron on the ceiling without having to run the cable around the walls or to build a big pillar. But I think the microblock limit won't allow a complete set of new jacketed cable. Ribbon Cable Tubes would be even equally awesome and would only be one item.
I agree that jacketed ribbon cable would be very useful. As for Bundled cable tubes, IO Expander is for that purpose exactly. It might make designs a bit more compact, but nothing else.
Bundled cable tubes would have no use. I don't think there is any block that interacts with both, the bundled cable and tubes at the same time.
Same goes for Redstone mag tubes. Mag tube won't connect with any block apart from the accelerator. So there is no point in them carrying redstone.
uh, so what if nothing can direclty interact with both...it was ment to compact a deisgn by not having to do both bundled cable and a tube.
you'd pull the bundled cable off the tube to interact with whatever you want
yes there is a point to mag tubes carying a RS/bundled cable, pneumatic tubes are #()*$(*$#& slow, and losing the ability to send an RS/bundled cable across mag tubes is annoying. and so what if the accelerator can't send a signal, you just use a jacketed wire/cable to get around the accelerator
uh, so what if nothing can direclty interact with both...it was ment to compact a deisgn by not having to do both bundled cable and a tube. you'd pull the bundled cable off the tube to interact with whatever you want yes there is a point to mag tubes carying a RS/bundled cable, pneumatic tubes are #()*$(*$#& slow, and losing the ability to send an RS/bundled cable across mag tubes is annoying. and so what if the accelerator can't send a signal, you just use a jacketed wire/cable to get around the accelerator
I must agree that Redstone Magtubes would make sense in the case (which I hadn't thought up of).
As for the speed of tubes, you need to use BC cobble/stone pipes to understand that Tubes are actually fast! You only feel the lack of speed when they have to go, say 40 blocks or so.
ROFL, try comparing them to gold pipes, pneumatic tubes can't keep up. heck you don't even need pure gold, just a few to accel them, then stone tubes with a gold pipe every so often to speed them back up
I am putting together a mod pack that will be available on the Feed The Beast launcher.
Per your instructions I am making a post on this forum to get your permissions before I add your mod.
My server (www.creaturecraft.us) is over 4 months old and I have just begun the switch over to a full forge version server. While my post count here is low I am and experienced minecraft server owner.
My server is open to anyone and I am more than happy to help other start a server with the mod pack that I am trying to create.
Thank you for your time,
scgamer_99
Yeah thats not really a bug... You broke an entity... There is really no way to keep a crash from happening when you do that.
Another solution, a rather simpler one, is to turn off held item tool tips. The bug is that you are getting the Unknown item.
You could be using the wrong version of forge.
I need a little bit of help with my design:
I currently have a recycler with 10 overclocker upgrades running, it is connected to a rather large cobblestone generator.
Between the recycler and generator is a Barrel, Then a transposer.
The problem I have is this:
I cannot get cobblestone into my recycler fast enough.
The transposer can work at most every 0.2 seconds when connected to a timer - I need something that can transport a piece of cobblestone every tick -IE: 20 cobblestone a second.
Does anyone here know of a way to get those really large quantities of cobblestone into my recycler?
As well as a way to get scrap out of it just as fast.
Thanks for any help.
Known bug.
You can use a filter. It pulls a stack of any item when pulsed (Same as transposer, 1 stack instead of 1 item). You can set what to pull, and in what amount in its GUI. So if you place 20 cobble in the Filter GUI, it will pull out exactly 20(not upto 20) cobble when pulsed.
But from what I understand, you are generating cobble, and smelting it into stone, and want to keep the furnace supplied. You can use managers for that purpose as well, but they need blutricity, but are better in that they can keep the furnace stocked with exactly the amount you specified.
manager? how does this work? I can't find anything about it on the wiki yet.
I've got a field of 192 coke ovens to keep supplied and couldn't use the sorters to do what I want, they kept glitching on being backstuffed and never UNbackstuffing, even when the destination chest was completely empty
I'd love some way of easily keeping the coal evenly distributed in the ovens instead of just shoving it in to random ones and it not distibuting evenly. This is a creative map btw.
what would also be nice is a machine that would set the color of what it pulled based on what color was used in the bundled cable to send the signal to it.
The best way to get an idea of the mod is to watch Direwolf's spotlights for it.
Now, the manager. It manager the inventory it is placed beside. Placing it inline with tubes shouldn't work, and visually doesn't connect, but still leads to a crash.
You place the manager so that the the smaller hole is facing away from the inventory it is to manage. In other words, placing it is similar to placing a transposer or filter by the inventory. You need a manager for each inventory you need to manage. So you place one by the chest that has the coal, and one by the coke oven you want to supply with coal.
Now on to the GUI for the manager. I would have used images, but for some reason, imgur doesn't work for me. Any suggestions for a good site to put images to?
It has an inventory. You place the thing you want stocked in the inventory. In this case you will place coal there.
On its left there is an indicator for power level. On the right there are three buttons.
The top slot has two options.One is a PLUS sign between a red square and a yellow rectangle. The other is a green loop with a yellow square.
The first will ensure that exactly the amount you placed in the GUI inventory is kept in the adjacent inventory. So, if you place 32 coal in the GUI, and assuming everything else is set up, the manager will always ensure that there are 32 coal in the inventory. If you place a stack of coal, it will pull it out 32, leaving the specific amount in there. Also, if you place a wood block in the oven, it will be also thrown out.
The latter will ensure an indefinite amount of the item placed in the GUI.
So you place 1 coal in the manager by the source chest, while setting it to the indefinite mode. You also place, say, 32 coal in the manager by the coke oven. Even if you provide it with power, nothing happens. This is because both managers are at the same priority level.
This brings us to the second button. It is a 0. When you left click it, it increases by 1. You can do so upto 9.
When you right click, it decreases by 1.
This is the priority of the manager's request in the network of managers. In our example, there are 2 managers in the network.Both managers are requesting coal. If you set the coke oven's manager to priority 1, its request for 32 coal will be more important than that of the other manager. So the coal will go from the chest manager to the Coke oven manager.
The last is the colour, similar to the sorting machine or the filter's. I am not sure if it has other functions, but if a manager is set to a colour, it creates a separate network shared by managers that have no colour.
For example, you have 4 managers. 2 are Red, 1 is green and one is no colour. So the 2 reds will interact with each other, but not with the green. The colourless one will interact with all the other 3 managers (regardless of the colour).
As for the last one, there is another block called the Sortron, which is a computer controlled sorting machine, which might be able to do that. I am not sure if it can be done or not, but I think I am going to give it a shot.
I saw how long the post had become, and so put it into a spoiler!
You need a Sortron! I control mine with a Wireless Remote linked up to a bank of Wireless Receivers into Bundled Cable.
http://forum.feed-th...ocessing.14055/
The main reason that there isn't a built in machine or function for that is that there are only 16 colours, but 16 wires have 65,536 different on/off combinations. What should it do if both red and green wires are active?
simple, one stack green one stack red!
I don't feel like coding...
it'd also be nice to have bundled cable pipes. as well as mag tube versions of redstone pipe and the desired bundled cable pipe
Bundled cable tubes would have no use. I don't think there is any block that interacts with both, the bundled cable and tubes at the same time.
Same goes for Redstone mag tubes. Mag tube won't connect with any block apart from the accelerator. So there is no point in them carrying redstone.
Bundled Cable Tubes would be useful, the way I'd expect that to work is that the Sortron attached to the BCT would act like an IO Expander and would send the bundled cable signals to the CPU which would decide what to do and then instruct the Sortron accordingly. What I really want are Jacketed Ribbon Cable so I can have a CPU on the floor and a Sortron on the ceiling without having to run the cable around the walls or to build a big pillar. But I think the microblock limit won't allow a complete set of new jacketed cable. Ribbon Cable Tubes would be even equally awesome and would only be one item.
I agree that jacketed ribbon cable would be very useful. As for Bundled cable tubes, IO Expander is for that purpose exactly. It might make designs a bit more compact, but nothing else.
uh, so what if nothing can direclty interact with both...it was ment to compact a deisgn by not having to do both bundled cable and a tube.
you'd pull the bundled cable off the tube to interact with whatever you want
yes there is a point to mag tubes carying a RS/bundled cable, pneumatic tubes are #()*$(*$#& slow, and losing the ability to send an RS/bundled cable across mag tubes is annoying. and so what if the accelerator can't send a signal, you just use a jacketed wire/cable to get around the accelerator
I must agree that Redstone Magtubes would make sense in the case (which I hadn't thought up of).
As for the speed of tubes, you need to use BC cobble/stone pipes to understand that Tubes are actually fast! You only feel the lack of speed when they have to go, say 40 blocks or so.
she doesn't frequent this board. however, private mod packs are FINE, it is when you make it public you have to get permission from some authors.