hay PC nether ores maede my minecraft crash as I entered the nether
without nether ores but with PC core and flat bedrock it's working fine
here's the log
---- Minecraft Crash Report ----
// I let you down. Sorry
Time: 13.04.13 00:47
Description: Exception ticking world
java.lang.ArrayIndexOutOfBoundsException: 1440
at net.minecraft.block.BlockFire.func_72252_e(BlockFire.java:306)
at net.minecraft.block.BlockFire.func_72254_n(BlockFire.java:278)
at net.minecraft.block.BlockFire.func_71847_b(BlockFire.java:184)
at net.minecraft.world.WorldServer.func_72893_g(WorldServer.java:438)
at net.minecraft.world.WorldServer.func_72835_b(WorldServer.java:197)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:640)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:570)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:171)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:468)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:573)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at net.minecraft.block.BlockFire.func_72252_e(BlockFire.java:306)
at net.minecraft.block.BlockFire.func_72254_n(BlockFire.java:278)
at net.minecraft.block.BlockFire.func_71847_b(BlockFire.java:184)
at net.minecraft.world.WorldServer.func_72893_g(WorldServer.java:438)
at net.minecraft.world.WorldServer.func_72835_b(WorldServer.java:197)
-- Affected level --
Details:
Level name: Test
All players: 1 total; [EntityPlayerMP['BlackCrack589'/157, l='Test', x=-166,84, y=60,00, z=148,03]]
Chunk stats: ServerChunkCache: 484 Drop: 0
Level seed: -8879061900469037051
Level generator: ID 00 - default, ver 1. Features enabled: false
Level generator options:
Level spawn location: World: (0,0,0), Chunk: (at 0,0,0 in 0,0; contains blocks 0,0,0 to 15,255,15), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511)
Level time: 0 game time, 0 day time
Level dimension: 0
Level storage version: 0x00000 - Unknown?
Level weather: Rain time: 0 (now: false), thunder time: 0 (now: false)
Level game mode: ~~ERROR~~ NullPointerException: null
Stacktrace:
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:640)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:570)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:171)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:468)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:573)
-- System Details --
Details:
Minecraft Version: 1.5.1
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_17, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 1536629352 bytes (1465 MB) / 2040004608 bytes (1945 MB) up to 2040004608 bytes (1945 MB)
JVM Flags: 2 total; -Xms2048m -Xmx2048m
AABB Pool Size: 3190 (178640 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v7.44 FML v5.1.21.651 Minecraft Forge 7.7.1.651 Optifine OptiFine_1.5.1_HD_U_C1 39 mods loaded, 39 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
CodeChickenCore [CodeChicken Core] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
NotEnoughItems [Not Enough Items] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
PowerCrystalsCore [PowerCrystals Core] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
mod_Timber [Timber!] (Timber! (1.5.1).zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
mod_SmeltableGravel [mod_SmeltableGravel] (SmeltableGravel_FML_ML_1.5.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
lloverlay [Light Level Overlay] (lloverlay_v0.10-mc1_5_1-forge.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BetterAnvil [Better Anvils] (betterAnvil - 151 - 4.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
mod_ReiMinimap [mod_ReiMinimap] ([1.5.1]ReiMinimap_v3.3_04.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
mod_SmartMoving [Smart Moving] (MC 1.5.1 - Smart Moving 13.7.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
mod_SmartRender [Smart Render] (MC 1.5.1 - Smart Moving 13.7.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
mod_ChatBubbles [mod_ChatBubbles] (ChatBubbles151.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
DynamicLights [Dynamic Lights] (DynamicLights_1.5.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
DynamicLights_onFire [Dynamic Lights on burning] (DynamicLights_1.5.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
DynamicLights_creepers [Dynamic Lights on Creepers] (DynamicLights_1.5.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
DynamicLights_dropItems [Dynamic Lights on ItemEntities] (DynamicLights_1.5.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
DynamicLights_flameArrows [Dynamic Lights on Flame enchanted Arrows] (DynamicLights_1.5.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
DynamicLights_otherPlayers [Dynamic Lights Other Player Light] (DynamicLights_1.5.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
DynamicLights_thePlayer [Dynamic Lights Player Light] (DynamicLights_1.5.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
GuiAPI [GuiAPI] (GuiAPI-0.15.4-1.5.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Backpack [Backpack] (backpack-1.7.8-1.5.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BaMsDOUBLEDOOR [BaM's Doubledoor] (BaMsDoubledoor_v1.0_for_1.5.1_ForgeMod.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BaMsGRAVE [BaM's Grave] (BaMsGrave_v1.0_for_1.5.1_ForgeMod.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ChickenChunks [ChickenChunks] (ChickenChunks 1.3.2.3.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
CJBAPI [CJB Mods Rebirth] (CJB API.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
CJB|QuickCraft [CJB QuickCraft Mod] (CJB QuickCraft.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
kirsybuuDoubleDoorMod [Double Door Mod] (doubledoor-forge-v4.6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
eplus [Enchanting Plus] (EnchantingPlus-1.5.1-1.14.5.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
FlatBedrock [FlatBedrock] (FlatBedrock-1.1.0-30.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
inventorytweaks [Inventory Tweaks] (InventoryTweaks-1.53.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
mod_MAtmos [mod_MAtmos] (matmos_packaged.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Millenaire [Millénaire] (millenaire4.6.6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
mod_playerEnchantments [mod_playerEnchantments] (Mod_MorePlayerEnchantments.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
NetherOres [Nether Ores] (NetherOres-2.1.0-48.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
AS_UpdateCheck [AtomicStryker Update Check Mod] (UpdateCheckerMod_1.5.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
weaponmod [Balkon's WeaponMod] (WeaponMod.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
IDResolver [ID Resolver] (IDResolver-1.5.1.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Profiler Position: N/A (disabled)
Vec3 Pool Size: 314 (17584 bytes; 0 MB) allocated, 221 (12376 bytes; 0 MB) used
Player Count: 1 / 8; [EntityPlayerMP['BlackCrack589'/157, l='Test', x=-166,84, y=60,00, z=148,03]]
Type: Integrated Server (map_client.txt)
Is Modded: Definitely; Client brand changed to 'fml,forge'
hay PC nether ores maede my minecraft crash as I entered the nether
without nether ores but with PC core and flat bedrock it's working fine
here's the log
---- Minecraft Crash Report ----
// I let you down. Sorry
Time: 13.04.13 00:47
Description: Exception ticking world
java.lang.ArrayIndexOutOfBoundsException: 1440
at net.minecraft.block.BlockFire.func_72252_e(BlockFire.java:306)
at net.minecraft.block.BlockFire.func_72254_n(BlockFire.java:278)
at net.minecraft.block.BlockFire.func_71847_b(BlockFire.java:184)
at net.minecraft.world.WorldServer.func_72893_g(WorldServer.java:438)
at net.minecraft.world.WorldServer.func_72835_b(WorldServer.java:197)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:640)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:570)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:171)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:468)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:573)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at net.minecraft.block.BlockFire.func_72252_e(BlockFire.java:306)
at net.minecraft.block.BlockFire.func_72254_n(BlockFire.java:278)
at net.minecraft.block.BlockFire.func_71847_b(BlockFire.java:184)
at net.minecraft.world.WorldServer.func_72893_g(WorldServer.java:438)
at net.minecraft.world.WorldServer.func_72835_b(WorldServer.java:197)
-- Affected level --
Details:
Level name: Test
All players: 1 total; [EntityPlayerMP['BlackCrack589'/157, l='Test', x=-166,84, y=60,00, z=148,03]]
Chunk stats: ServerChunkCache: 484 Drop: 0
Level seed: -8879061900469037051
Level generator: ID 00 - default, ver 1. Features enabled: false
Level generator options:
Level spawn location: World: (0,0,0), Chunk: (at 0,0,0 in 0,0; contains blocks 0,0,0 to 15,255,15), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511)
Level time: 0 game time, 0 day time
Level dimension: 0
Level storage version: 0x00000 - Unknown?
Level weather: Rain time: 0 (now: false), thunder time: 0 (now: false)
Level game mode: ~~ERROR~~ NullPointerException: null
Stacktrace:
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:640)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:570)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:171)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:468)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:573)
-- System Details --
Details:
Minecraft Version: 1.5.1
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_17, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 1536629352 bytes (1465 MB) / 2040004608 bytes (1945 MB) up to 2040004608 bytes (1945 MB)
JVM Flags: 2 total; -Xms2048m -Xmx2048m
AABB Pool Size: 3190 (178640 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v7.44 FML v5.1.21.651 Minecraft Forge 7.7.1.651 Optifine OptiFine_1.5.1_HD_U_C1 39 mods loaded, 39 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
CodeChickenCore [CodeChicken Core] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
NotEnoughItems [Not Enough Items] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
PowerCrystalsCore [PowerCrystals Core] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
mod_Timber [Timber!] (Timber! (1.5.1).zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
mod_SmeltableGravel [mod_SmeltableGravel] (SmeltableGravel_FML_ML_1.5.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
lloverlay [Light Level Overlay] (lloverlay_v0.10-mc1_5_1-forge.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BetterAnvil [Better Anvils] (betterAnvil - 151 - 4.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
mod_ReiMinimap [mod_ReiMinimap] ([1.5.1]ReiMinimap_v3.3_04.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
mod_SmartMoving [Smart Moving] (MC 1.5.1 - Smart Moving 13.7.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
mod_SmartRender [Smart Render] (MC 1.5.1 - Smart Moving 13.7.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
mod_ChatBubbles [mod_ChatBubbles] (ChatBubbles151.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
DynamicLights [Dynamic Lights] (DynamicLights_1.5.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
DynamicLights_onFire [Dynamic Lights on burning] (DynamicLights_1.5.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
DynamicLights_creepers [Dynamic Lights on Creepers] (DynamicLights_1.5.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
DynamicLights_dropItems [Dynamic Lights on ItemEntities] (DynamicLights_1.5.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
DynamicLights_flameArrows [Dynamic Lights on Flame enchanted Arrows] (DynamicLights_1.5.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
DynamicLights_otherPlayers [Dynamic Lights Other Player Light] (DynamicLights_1.5.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
DynamicLights_thePlayer [Dynamic Lights Player Light] (DynamicLights_1.5.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
GuiAPI [GuiAPI] (GuiAPI-0.15.4-1.5.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Backpack [Backpack] (backpack-1.7.8-1.5.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BaMsDOUBLEDOOR [BaM's Doubledoor] (BaMsDoubledoor_v1.0_for_1.5.1_ForgeMod.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BaMsGRAVE [BaM's Grave] (BaMsGrave_v1.0_for_1.5.1_ForgeMod.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ChickenChunks [ChickenChunks] (ChickenChunks 1.3.2.3.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
CJBAPI [CJB Mods Rebirth] (CJB API.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
CJB|QuickCraft [CJB QuickCraft Mod] (CJB QuickCraft.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
kirsybuuDoubleDoorMod [Double Door Mod] (doubledoor-forge-v4.6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
eplus [Enchanting Plus] (EnchantingPlus-1.5.1-1.14.5.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
FlatBedrock [FlatBedrock] (FlatBedrock-1.1.0-30.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
inventorytweaks [Inventory Tweaks] (InventoryTweaks-1.53.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
mod_MAtmos [mod_MAtmos] (matmos_packaged.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Millenaire [Millénaire] (millenaire4.6.6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
mod_playerEnchantments [mod_playerEnchantments] (Mod_MorePlayerEnchantments.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
NetherOres [Nether Ores] (NetherOres-2.1.0-48.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
AS_UpdateCheck [AtomicStryker Update Check Mod] (UpdateCheckerMod_1.5.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
weaponmod [Balkon's WeaponMod] (WeaponMod.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
IDResolver [ID Resolver] (IDResolver-1.5.1.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Profiler Position: N/A (disabled)
Vec3 Pool Size: 314 (17584 bytes; 0 MB) allocated, 221 (12376 bytes; 0 MB) used
Player Count: 1 / 8; [EntityPlayerMP['BlackCrack589'/157, l='Test', x=-166,84, y=60,00, z=148,03]]
Type: Integrated Server (map_client.txt)
Is Modded: Definitely; Client brand changed to 'fml,forge'
That is weird. Can you do me a favor? Back up your world and try using forge 624. Your stack trace doesn't match my development environment and I wonder if Forge changed something.
Have you considered some kind of rednet debugger? I was envisioning something like a handheld device that when right clicked on a piece of rednet cable would show a UI indicating the signal strength for each of the colors, perhaps as a signal graph or just as 16 boxes with numbers (colored signal graphs are cooler and of course include visible history, so they're cooler, heh). Of if clicked on a rednet logic controller it'd let me view the input and output values of the various circuits in some way (or does the UI for the logic controller let me see values anyway?)
Will logic controllers retain their configuration and upgrades if picked up, or will they revert to their default state? If they retain their configuration and provide a way for me to view input and output colors and levels then I can just program one in a way that suits my debugging purposes and use that instead. I think. Still wrapping my head around the possibilities of these things.
Wow. Eloraam must have gone and started Greenpower, because she's so envious of the extreme awesomeness of Rednet.
That really wasn't called for, Eloraam has done so much for the MC community, and takes so much heat because she goes into isolation while working on her mod. I don't see the BC team or IC2 taking heat because they haven't released a 1.5 port yet. I realize that many don't like the fact that she doesn't communicate with the public, but then again, if you were in her boots neither would you, shes been threatened, has had information about here made public, been attacked by various members of the community with some pretty foul language.
Shes done alot for the community including writing parts of the forge that made it so that many of the mods can work together and share common resources like tin, copper, and liquids.
Now don't take this the wrong way, but this mod is still very early, and will take a good long time to catch up to anything that RP is, in fact as Powercrystals says that he has no intentions of doing certain aspects that are included in RP as they already exist in other mods. This includes Microblocks, and I agree that they do exists in other mods, but they don't 'integrate' with the mod like RP microblocks integrate with RP. Meaning I can place wires and what not and then place a cover in that same block, sorta stacking if you will. Can also very tightly pack circuits this way because covers can separate where otherwise wires would cross.
Anyhow your comment just rubbed me the wrong way, and I apologize for interrupting the thread. Please carry on.
Not sure how feasible either of these are for the logic system but I have two suggestions.
Would it be possible to have an interface to read conditionals directly from machines (like BC gates can do)? That would be really useful in cases where you aren't using pipes.
The second is: would it be possible to have a way so that the panels can output a strong signal without using a repeater. This would be handy if you wanted to hide a wire in a wall and, say, power a light directly by powering the block it is touching.
Like I said. Not sure how easy or feasible these are but I figured I'd suggest then anyway
Minecraft is a game about breaking and placing blocks. At first, people built structures to protect against nocturnal monsters, but as the game grew players worked together to create wonderful, imaginative things.
I don't see the BC team or IC2 taking heat because they haven't released a 1.5 port yet.
Might have something to do with both of them showing some actual progress towards a 1.5 release, with publicly available builds of various levels of readiness. And not going MIA for months every time a new patch hits. Look at all the flak that IC2 team got like half a year ago
Edit: TBH at this point the only thing that RP2 has that doesn't have a viable alternative in some better maintained and/or open source mod is frames (which no one wants to touch due to how ill suited the minecraft engine is for that)
Edit2: And this is totaly offtopic fot this thread, sory :\
The Meaning of Life, the Universe, and Everything.
Join Date:
10/29/2011
Posts:
1,660
Minecraft:
Qwertygiy
Member Details
I apologize if my tongue-in-cheek comment offended anyone. It wasn't my intention to insult Eloraam. She's a great coder who has worked very hard on a great mod. It's just that she either doesn't have the time or inclination to keep that mod updated at the rapid-fire pace that every other major mod does. We've had, what, one RP2 update in the past 6 months? And one of the strictest licenses known to modkind?
And, actually, IC2 has updated to 1.5. It's not an official beta last I checked but you can download a fully functional development build. And BC has updated enough that I'm always seeing other mods' updates being screwed around by "updates to the BC API". ThaumCraft 3 is the only other major mod, besides RP2, that I'm not aware of much progress on updating to 1.5, and we know that's because Azanor is very busy being the detailificating genius he is.
Again, sorry if I upset anyone. I was praising Power Crystals, not demeaning Eloraam. Now back to talk about MFR2
Have you considered some kind of rednet debugger? I was envisioning something like a handheld device that when right clicked on a piece of rednet cable would show a UI indicating the signal strength for each of the colors, perhaps as a signal graph or just as 16 boxes with numbers (colored signal graphs are cooler and of course include visible history, so they're cooler, heh). Of if clicked on a rednet logic controller it'd let me view the input and output values of the various circuits in some way (or does the UI for the logic controller let me see values anyway?)
Will logic controllers retain their configuration and upgrades if picked up, or will they revert to their default state? If they retain their configuration and provide a way for me to view input and output colors and levels then I can just program one in a way that suits my debugging purposes and use that instead. I think. Still wrapping my head around the possibilities of these things.
Debugger will probably be a block, actually, so you can drive signals too. But yeah, I want to do one.
PRC will retain its data when broken (granted that doesn't work yet). You will also be able to use memory card-looking items to copy programs from one to another eventually.
I think I would prefer an, uh, a microblock way of placing the rednet-redstone adaptor plates
(That you would make them separately and then attach)
But that is simply caused by the fact that I like Eloraam's approach to balance and being realistic.
Good work, anyway. I think that PC's ways fit IC/BC style and being-realistic-factor better.
The plate is purely a visual thing, because for example levers attaching to the cable look very silly. I will get support for immibis' microblocks in so you can use those, though.
Not sure how feasible either of these are for the logic system but I have two suggestions.
Would it be possible to have an interface to read conditionals directly from machines (like BC gates can do)? That would be really useful in cases where you aren't using pipes.
The second is: would it be possible to have a way so that the panels can output a strong signal without using a repeater. This would be handy if you wanted to hide a wire in a wall and, say, power a light directly by powering the block it is touching.
Like I said. Not sure how easy or feasible these are but I figured I'd suggest then anyway
Keep up the awesome work!
1: Eventually, yeah. Not sure how I want to do that yet and there's a lot to do first.
2: Uh. It already provides strong power? Not sure what you mean here.
I apologize if my tongue-in-cheek comment offended anyone. It wasn't my intention to insult Eloraam. She's a great coder who has worked very hard on a great mod. It's just that she either doesn't have the time or inclination to keep that mod updated at the rapid-fire pace that every other major mod does. We've had, what, one RP2 update in the past 6 months? And one of the strictest licenses known to modkind?
And, actually, IC2 has updated to 1.5. It's not an official beta last I checked but you can download a fully functional development build. And BC has updated enough that I'm always seeing other mods' updates being screwed around by "updates to the BC API". ThaumCraft 3 is the only other major mod, besides RP2, that I'm not aware of much progress on updating to 1.5, and we know that's because Azanor is very busy being the detailificating genius he is.
Again, sorry if I upset anyone. I was praising Power Crystals, not demeaning Eloraam. Now back to talk about MFR2
Yeah, please don't have this discussion here (not aimed at you specifically, I just grabbed your post). I've seen a lot of threads get derailed by this and I will start reporting it to the mods if I have to.
Debugger will probably be a block, actually, so you can drive signals too. But yeah, I want to do one.
PRC will retain its data when broken (granted that doesn't work yet). You will also be able to use memory card-looking items to copy programs from one to another eventually.
Aha. That'll work out nicely, and being able to emit signals would be really helpful for testing. Thanks!
That is weird. Can you do me a favor? Back up your world and try using forge 624. Your stack trace doesn't match my development environment and I wonder if Forge changed something.
I tried it with Forge 624 but same error
---- Minecraft Crash Report ----
// Quite honestly, I wouldn't worry myself about that.
Time: 13.04.13 17:10
Description: Exception while ticking a block
java.lang.ArrayIndexOutOfBoundsException: 1440
at net.minecraft.block.BlockFire.func_72252_e(BlockFire.java:306)
at net.minecraft.block.BlockFire.func_72254_n(BlockFire.java:278)
at net.minecraft.block.BlockFire.func_71847_b(BlockFire.java:184)
at net.minecraft.world.WorldServer.func_72955_a(WorldServer.java:610)
at net.minecraft.world.WorldServer.func_72835_b(WorldServer.java:192)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:640)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:570)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:171)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:468)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:573)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at net.minecraft.block.BlockFire.func_72252_e(BlockFire.java:306)
at net.minecraft.block.BlockFire.func_72254_n(BlockFire.java:278)
at net.minecraft.block.BlockFire.func_71847_b(BlockFire.java:184)
-- Block being ticked --
Details:
Block type: ID #51 (tile.fire // net.minecraft.block.BlockFire)
Block data value: 0 / 0x0 / 0b0000
Block location: World: (-254,88,172), Chunk: (at 2,5,12 in -16,10; contains blocks -256,0,160 to -241,255,175), Region: (-1,0; contains chunks -32,0 to -1,31, blocks -512,0,0 to -1,255,511)
Stacktrace:
at net.minecraft.world.WorldServer.func_72955_a(WorldServer.java:610)
at net.minecraft.world.WorldServer.func_72835_b(WorldServer.java:192)
-- Affected level --
Details:
Level name: Test
All players: 1 total; [EntityPlayerMP['BlackCrack589'/45, l='Test', x=-167,21, y=60,00, z=148,50]]
Chunk stats: ServerChunkCache: 484 Drop: 0
Level seed: -8879061900469037051
Level generator: ID 00 - default, ver 1. Features enabled: false
Level generator options:
Level spawn location: World: (0,0,0), Chunk: (at 0,0,0 in 0,0; contains blocks 0,0,0 to 15,255,15), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511)
Level time: 0 game time, 0 day time
Level dimension: 0
Level storage version: 0x00000 - Unknown?
Level weather: Rain time: 0 (now: false), thunder time: 0 (now: false)
Level game mode: ~~ERROR~~ NullPointerException: null
Stacktrace:
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:640)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:570)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:171)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:468)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:573)
-- System Details --
Details:
Minecraft Version: 1.5.1
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_17, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 1483225336 bytes (1414 MB) / 1977679872 bytes (1886 MB) up to 1977679872 bytes (1886 MB)
JVM Flags: 2 total; -Xms2048m -Xmx2048m
AABB Pool Size: 1518 (85008 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v7.44 FML v5.1.13.624 Minecraft Forge 7.7.1.624 Optifine OptiFine_1.5.1_HD_U_C1 39 mods loaded, 39 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
CodeChickenCore [CodeChicken Core] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
NotEnoughItems [Not Enough Items] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
PowerCrystalsCore [PowerCrystals Core] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
mod_Timber [Timber!] (Timber! (1.5.1).zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
mod_SmeltableGravel [mod_SmeltableGravel] (SmeltableGravel_FML_ML_1.5.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
lloverlay [Light Level Overlay] (lloverlay_v0.10-mc1_5_1-forge.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BetterAnvil [Better Anvils] (betterAnvil - 151 - 4.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
mod_ReiMinimap [mod_ReiMinimap] ([1.5.1]ReiMinimap_v3.3_04.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
mod_SmartMoving [Smart Moving] (MC 1.5.1 - Smart Moving 13.7.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
mod_SmartRender [Smart Render] (MC 1.5.1 - Smart Moving 13.7.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
mod_ChatBubbles [mod_ChatBubbles] (ChatBubbles151.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
DynamicLights [Dynamic Lights] (DynamicLights_1.5.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
DynamicLights_onFire [Dynamic Lights on burning] (DynamicLights_1.5.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
DynamicLights_creepers [Dynamic Lights on Creepers] (DynamicLights_1.5.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
DynamicLights_dropItems [Dynamic Lights on ItemEntities] (DynamicLights_1.5.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
DynamicLights_flameArrows [Dynamic Lights on Flame enchanted Arrows] (DynamicLights_1.5.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
DynamicLights_otherPlayers [Dynamic Lights Other Player Light] (DynamicLights_1.5.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
DynamicLights_thePlayer [Dynamic Lights Player Light] (DynamicLights_1.5.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
GuiAPI [GuiAPI] (GuiAPI-0.15.4-1.5.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Backpack [Backpack] (backpack-1.7.8-1.5.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BaMsDOUBLEDOOR [BaM's Doubledoor] (BaMsDoubledoor_v1.0_for_1.5.1_ForgeMod.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BaMsGRAVE [BaM's Grave] (BaMsGrave_v1.0_for_1.5.1_ForgeMod.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ChickenChunks [ChickenChunks] (ChickenChunks 1.3.2.3.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
CJBAPI [CJB Mods Rebirth] (CJB API.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
CJB|QuickCraft [CJB QuickCraft Mod] (CJB QuickCraft.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
kirsybuuDoubleDoorMod [Double Door Mod] (doubledoor-forge-v4.6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
eplus [Enchanting Plus] (EnchantingPlus-1.5.1-1.14.5.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
FlatBedrock [FlatBedrock] (FlatBedrock-1.1.0-30.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
inventorytweaks [Inventory Tweaks] (InventoryTweaks-1.53.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
mod_MAtmos [mod_MAtmos] (matmos_packaged.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Millenaire [Millénaire] (millenaire4.6.6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
mod_playerEnchantments [mod_playerEnchantments] (Mod_MorePlayerEnchantments.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
NetherOres [Nether Ores] (NetherOres-2.1.0-48.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
AS_UpdateCheck [AtomicStryker Update Check Mod] (UpdateCheckerMod_1.5.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
weaponmod [Balkon's WeaponMod] (WeaponMod.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
IDResolver [ID Resolver] (IDResolver-1.5.1.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Profiler Position: N/A (disabled)
Vec3 Pool Size: 82 (4592 bytes; 0 MB) allocated, 19 (1064 bytes; 0 MB) used
Player Count: 1 / 8; [EntityPlayerMP['BlackCrack589'/45, l='Test', x=-167,21, y=60,00, z=148,50]]
Type: Integrated Server (map_client.txt)
Is Modded: Definitely; Client brand changed to 'fml,forge'
Found a little bug with the auto-spawner and Wither Skeletons... Using the "spawn exact copy" mode it spawns black-colored skeletons but with bows that shoot fire arrows (huh?) and with no wither effect. They seem to drop (enchanted) bows and armor, bones and coal when killed by a grinder, no skulls so far after ~100 kills (but maybe i'm just unlucky)
I realize that's a bug, but it's kinda cool. PC created a cool new skelly to play with. Maybe we could keep them, but also have withers properly spawn in their spawners as well.
Some of the best features have come about by unintended code interactions. One of the things I like most about programming is how they can almost seem to take on a life (and mood) of their own.
---- Minecraft Crash Report ----
// Quite honestly, I wouldn't worry myself about that.
Time: 13.04.13 17:10
Description: Exception while ticking a block
java.lang.ArrayIndexOutOfBoundsException: 1440
at net.minecraft.block.BlockFire.func_72252_e(BlockFire.java:306)
at net.minecraft.block.BlockFire.func_72254_n(BlockFire.java:278)
at net.minecraft.block.BlockFire.func_71847_b(BlockFire.java:184)
at net.minecraft.world.WorldServer.func_72955_a(WorldServer.java:610)
at net.minecraft.world.WorldServer.func_72835_b(WorldServer.java:192)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:640)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:570)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:171)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:468)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:573)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at net.minecraft.block.BlockFire.func_72252_e(BlockFire.java:306)
at net.minecraft.block.BlockFire.func_72254_n(BlockFire.java:278)
at net.minecraft.block.BlockFire.func_71847_b(BlockFire.java:184)
-- Block being ticked --
Details:
Block type: ID #51 (tile.fire // net.minecraft.block.BlockFire)
Block data value: 0 / 0x0 / 0b0000
Block location: World: (-254,88,172), Chunk: (at 2,5,12 in -16,10; contains blocks -256,0,160 to -241,255,175), Region: (-1,0; contains chunks -32,0 to -1,31, blocks -512,0,0 to -1,255,511)
Stacktrace:
at net.minecraft.world.WorldServer.func_72955_a(WorldServer.java:610)
at net.minecraft.world.WorldServer.func_72835_b(WorldServer.java:192)
-- Affected level --
Details:
Level name: Test
All players: 1 total; [EntityPlayerMP['BlackCrack589'/45, l='Test', x=-167,21, y=60,00, z=148,50]]
Chunk stats: ServerChunkCache: 484 Drop: 0
Level seed: -8879061900469037051
Level generator: ID 00 - default, ver 1. Features enabled: false
Level generator options:
Level spawn location: World: (0,0,0), Chunk: (at 0,0,0 in 0,0; contains blocks 0,0,0 to 15,255,15), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511)
Level time: 0 game time, 0 day time
Level dimension: 0
Level storage version: 0x00000 - Unknown?
Level weather: Rain time: 0 (now: false), thunder time: 0 (now: false)
Level game mode: ~~ERROR~~ NullPointerException: null
Stacktrace:
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:640)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:570)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:171)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:468)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:573)
-- System Details --
Details:
Minecraft Version: 1.5.1
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_17, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 1483225336 bytes (1414 MB) / 1977679872 bytes (1886 MB) up to 1977679872 bytes (1886 MB)
JVM Flags: 2 total; -Xms2048m -Xmx2048m
AABB Pool Size: 1518 (85008 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v7.44 FML v5.1.13.624 Minecraft Forge 7.7.1.624 Optifine OptiFine_1.5.1_HD_U_C1 39 mods loaded, 39 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
CodeChickenCore [CodeChicken Core] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
NotEnoughItems [Not Enough Items] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
PowerCrystalsCore [PowerCrystals Core] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
mod_Timber [Timber!] (Timber! (1.5.1).zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
mod_SmeltableGravel [mod_SmeltableGravel] (SmeltableGravel_FML_ML_1.5.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
lloverlay [Light Level Overlay] (lloverlay_v0.10-mc1_5_1-forge.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BetterAnvil [Better Anvils] (betterAnvil - 151 - 4.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
mod_ReiMinimap [mod_ReiMinimap] ([1.5.1]ReiMinimap_v3.3_04.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
mod_SmartMoving [Smart Moving] (MC 1.5.1 - Smart Moving 13.7.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
mod_SmartRender [Smart Render] (MC 1.5.1 - Smart Moving 13.7.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
mod_ChatBubbles [mod_ChatBubbles] (ChatBubbles151.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
DynamicLights [Dynamic Lights] (DynamicLights_1.5.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
DynamicLights_onFire [Dynamic Lights on burning] (DynamicLights_1.5.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
DynamicLights_creepers [Dynamic Lights on Creepers] (DynamicLights_1.5.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
DynamicLights_dropItems [Dynamic Lights on ItemEntities] (DynamicLights_1.5.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
DynamicLights_flameArrows [Dynamic Lights on Flame enchanted Arrows] (DynamicLights_1.5.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
DynamicLights_otherPlayers [Dynamic Lights Other Player Light] (DynamicLights_1.5.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
DynamicLights_thePlayer [Dynamic Lights Player Light] (DynamicLights_1.5.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
GuiAPI [GuiAPI] (GuiAPI-0.15.4-1.5.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Backpack [Backpack] (backpack-1.7.8-1.5.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BaMsDOUBLEDOOR [BaM's Doubledoor] (BaMsDoubledoor_v1.0_for_1.5.1_ForgeMod.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BaMsGRAVE [BaM's Grave] (BaMsGrave_v1.0_for_1.5.1_ForgeMod.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ChickenChunks [ChickenChunks] (ChickenChunks 1.3.2.3.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
CJBAPI [CJB Mods Rebirth] (CJB API.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
CJB|QuickCraft [CJB QuickCraft Mod] (CJB QuickCraft.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
kirsybuuDoubleDoorMod [Double Door Mod] (doubledoor-forge-v4.6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
eplus [Enchanting Plus] (EnchantingPlus-1.5.1-1.14.5.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
FlatBedrock [FlatBedrock] (FlatBedrock-1.1.0-30.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
inventorytweaks [Inventory Tweaks] (InventoryTweaks-1.53.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
mod_MAtmos [mod_MAtmos] (matmos_packaged.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Millenaire [Millénaire] (millenaire4.6.6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
mod_playerEnchantments [mod_playerEnchantments] (Mod_MorePlayerEnchantments.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
NetherOres [Nether Ores] (NetherOres-2.1.0-48.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
AS_UpdateCheck [AtomicStryker Update Check Mod] (UpdateCheckerMod_1.5.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
weaponmod [Balkon's WeaponMod] (WeaponMod.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
IDResolver [ID Resolver] (IDResolver-1.5.1.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Profiler Position: N/A (disabled)
Vec3 Pool Size: 82 (4592 bytes; 0 MB) allocated, 19 (1064 bytes; 0 MB) used
Player Count: 1 / 8; [EntityPlayerMP['BlackCrack589'/45, l='Test', x=-167,21, y=60,00, z=148,50]]
Type: Integrated Server (map_client.txt)
Is Modded: Definitely; Client brand changed to 'fml,forge'
I'm assuming that that's dynamic lights or something screwing things up - that is nothing I've ever seen before, and since your BlockFire doesn't match mine I can't even debug it. Sorry.
Found a little bug with the auto-spawner and Wither Skeletons... Using the "spawn exact copy" mode it spawns black-colored skeletons but with bows that shoot fire arrows (huh?) and with no wither effect. They seem to drop (enchanted) bows and armor, bones and coal when killed by a grinder, no skulls so far after ~100 kills (but maybe i'm just unlucky)
without nether ores but with PC core and flat bedrock it's working fine
here's the log
That sounds great. Hope the artists pull through xD
That is weird. Can you do me a favor? Back up your world and try using forge 624. Your stack trace doesn't match my development environment and I wonder if Forge changed something.
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edit: Turns out I forgot Core, but it's in the OP now anyway.
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Will logic controllers retain their configuration and upgrades if picked up, or will they revert to their default state? If they retain their configuration and provide a way for me to view input and output colors and levels then I can just program one in a way that suits my debugging purposes and use that instead. I think. Still wrapping my head around the possibilities of these things.
That really wasn't called for, Eloraam has done so much for the MC community, and takes so much heat because she goes into isolation while working on her mod. I don't see the BC team or IC2 taking heat because they haven't released a 1.5 port yet. I realize that many don't like the fact that she doesn't communicate with the public, but then again, if you were in her boots neither would you, shes been threatened, has had information about here made public, been attacked by various members of the community with some pretty foul language.
Shes done alot for the community including writing parts of the forge that made it so that many of the mods can work together and share common resources like tin, copper, and liquids.
Now don't take this the wrong way, but this mod is still very early, and will take a good long time to catch up to anything that RP is, in fact as Powercrystals says that he has no intentions of doing certain aspects that are included in RP as they already exist in other mods. This includes Microblocks, and I agree that they do exists in other mods, but they don't 'integrate' with the mod like RP microblocks integrate with RP. Meaning I can place wires and what not and then place a cover in that same block, sorta stacking if you will. Can also very tightly pack circuits this way because covers can separate where otherwise wires would cross.
Anyhow your comment just rubbed me the wrong way, and I apologize for interrupting the thread. Please carry on.
http://www.minecraftforum.net/topic/782646-151-bigtrees-151/
I presume that this is the mod that several people have been mentioning anyway. It is the first one that came to my mind.
@PowerCrystals: Positively Awesome Mods!!! These are among my most favorite mods of all time.
Would it be possible to have an interface to read conditionals directly from machines (like BC gates can do)? That would be really useful in cases where you aren't using pipes.
The second is: would it be possible to have a way so that the panels can output a strong signal without using a repeater. This would be handy if you wanted to hide a wire in a wall and, say, power a light directly by powering the block it is touching.
Like I said. Not sure how easy or feasible these are but I figured I'd suggest then anyway
Keep up the awesome work!
Might have something to do with both of them showing some actual progress towards a 1.5 release, with publicly available builds of various levels of readiness. And not going MIA for months every time a new patch hits. Look at all the flak that IC2 team got like half a year ago
Edit: TBH at this point the only thing that RP2 has that doesn't have a viable alternative in some better maintained and/or open source mod is frames (which no one wants to touch due to how ill suited the minecraft engine is for that)
Edit2: And this is totaly offtopic fot this thread, sory :\
Check out my mods: NEI Addons, Gendustry, Pressure Pipes, Advanced Generators, AE2 Stuff | Support me on Patreon!
And, actually, IC2 has updated to 1.5. It's not an official beta last I checked but you can download a fully functional development build. And BC has updated enough that I'm always seeing other mods' updates being screwed around by "updates to the BC API". ThaumCraft 3 is the only other major mod, besides RP2, that I'm not aware of much progress on updating to 1.5, and we know that's because Azanor is very busy being the detailificating genius he is.
Again, sorry if I upset anyone. I was praising Power Crystals, not demeaning Eloraam. Now back to talk about MFR2
KBI Enriched Gravel Mod -- sift out nuggets and chunks and make gravel useful! (Outdated)
Tinker's Construct Recovery Addon -- get back some of your half-used tool materials! (Outdated)
Debugger will probably be a block, actually, so you can drive signals too. But yeah, I want to do one.
PRC will retain its data when broken (granted that doesn't work yet). You will also be able to use memory card-looking items to copy programs from one to another eventually.
Thanks!
The plate is purely a visual thing, because for example levers attaching to the cable look very silly. I will get support for immibis' microblocks in so you can use those, though.
1: Eventually, yeah. Not sure how I want to do that yet and there's a lot to do first.
2: Uh. It already provides strong power? Not sure what you mean here.
Install forge into your jar, put pc core in coremods and the rest in mods.
Yeah, please don't have this discussion here (not aimed at you specifically, I just grabbed your post). I've seen a lot of threads get derailed by this and I will start reporting it to the mods if I have to.
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Thanks
edit: To answer your question, it looks like it should be compatible, because it uses only vanilla block types. I'll check to make sure though.
Yeah, looks like it. Just be sure to increase your harvester search area in the config if you want to cut the big stuff down.
edit some more: it's a jarmod, so your mileage may vary.
Aha. That'll work out nicely, and being able to emit signals would be really helpful for testing. Thanks!
I tried it with Forge 624 but same error
Check out my mods: NEI Addons, Gendustry, Pressure Pipes, Advanced Generators, AE2 Stuff | Support me on Patreon!
Some of the best features have come about by unintended code interactions. One of the things I like most about programming is how they can almost seem to take on a life (and mood) of their own.
I'm assuming that that's dynamic lights or something screwing things up - that is nothing I've ever seen before, and since your BlockFire doesn't match mine I can't even debug it. Sorry.
Well.. that's new.
Ah. Not sure if we'll do that or not, but your interest is noted.
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