Just tried out dragonapi and rotary craft in my instance and was meet with this: http://pastebin.com/WKrbvrdV Removed the bc api from dragonapi and saw voxel minimap and waila was still messed up and as soon as I looked at a mob I crashed: http://pastebin.com/eLeFMegp
First one: That's been answered several times in previous pages.
Second one: That looks like a bug with Waila (which was made by ProfMobius, not Reika).
Also, this whole "manually edit JAR files to get mods working" thing reminds me of the pre-Forge days. It's almost like a new LegacyCraft feature. ;D
Go into the configuration files for the mods you have installed, and there should be lists with all the IDs that those mods assign to blocks and items, as well as custom biomes, enchantments, and potion effects. If any mods use the same numbers, that's called an ID conflict and you're going to have a bad day unless you change them all so that they're different. If you have a lot of mods installed... well, good luck; that's the price you pay for still using 1.6.4 (Forge in 1.7.x assigns block and item IDs automatically).
If you all saw what I put before hand... ignore that. and I think i'll just reset the pack (Mindcrafters Icehenge) again and work slowly to modify it. i'm just going to walk away now and pretend none of this really happened.
Dude... i'm tired. it's mid-night over here and I don't want to deal with people assuming me to be some kind of complete idiot but at the same time I don't want to get uptight and make myself look like a fool. I know I can do that, search through all 180+ config files and maybe stumble across the problem but by the time I would find the issue I would need to leave for math950 tomorrow at 10:00AM. I have a new plan and this plan will rid you all of me for a long time. I will reset the (Mindcrafters Icehenge) modpack i'm working with and just avoid major issues. I thank those who helped me so far but at this point in time it's just to much to keep up with. cryptic codes and cryptic people. see you all in about a month when I forget my boundaries and come running back for more closed doors with tiny peep holes... I nearly forgot i'm using idfix mod. it never failed me 'till now so maybe this could be a new kind of issue entirely.
idFix is quite likely the cause of your broken id conflict error. Remove it and it should tell you what your id conflict is.
It would appear that ChromatiCraft is still having stack overflow issues when generating a world. Here's the crashlog. This is from trying to start a SSP world, however the crashlog was named XXXX-server.txt instead of the usual XXXX-client.txt
idFix is quite likely the cause of your broken id conflict error. Remove it and it should tell you what your id conflict is.
It would appear that ChromatiCraft is still having stack overflow issues when generating a world. Here's the crashlog. This is from trying to start a SSP world, however the crashlog was named XXXX-server.txt instead of the usual XXXX-client.txt
Oh god... I wasn't fast enough... oh well I guess, water under the bridge. also, I choose to simply reset and try again. i'll just back track when I run into issues. funny... if only Minecraft wasn't java based then maybe it would be easier to understand.
It would appear that ChromatiCraft is still having stack overflow issues when generating a world. Here's the crashlog. This is from trying to start a SSP world, however the crashlog was named XXXX-server.txt instead of the usual XXXX-client.txt
Fixed.
I really hate Mojang's -999 trees per chunk.
you... you can't be serious! idfix mod WAS the problem! it was the thing sitting between the system and the printer! note to world, if this kind of problem shows up, remove anything designed to fix problems for you.
you... you can't be serious! idfix mod WAS the problem! it was the thing sitting between the system and the printer! note to world, if this kind of problem shows up, remove anything designed to fix problems for you.
IDFix never seems to work properly.
Rollback Post to RevisionRollBack
I am the developer of many mods, most famously RotaryCraft and ChromatiCraft.
Feel free to support me and my mods via PayPal or Patreon
First one: That's been answered several times in previous pages.
Second one: That looks like a bug with Waila (which was made by ProfMobius, not Reika).
Also, this whole "manually edit JAR files to get mods working" thing reminds me of the pre-Forge days. It's almost like a new LegacyCraft feature. ;D
I would think that also but it only happens with dragon api. And I do realize the bc api been stated in the past, but wanted reika to know its still an ongoing issue. Removing the mods restores everything to normal.
To be fair, I don't think Reika ever claimed in any posts (and it certainly wasn't claimed in the changelogs on the website where you get the mods) that the Buildcraft API issue was fixed with version 1c.
Rollback Post to RevisionRollBack
What do you mean, "fox" isn't the sound foxes make? Didn't you learn anything from Pokémon?
There appears to no longer be a charged version of the Industrial Coil in NEI, however there are charged versions of the two varieties of springs. I assume this is just an oversight?
Edit: Bedrock pipes do not attach to pumps. Also, is the flamethrower is a work in progress item?
Because junctions are also smart enough to detect that.
Ok, let me ask this: Why is a junction smart enough?
I understand the idea of "These 4 engines are too much for this shaft". That's fine.
Is this now "junctions won't work if you have more power than X going through" (would make sense, you have limits for material types), in which case I can use diamond; or, is this "junctions now treat groups of hydros differently than anything else", which doesn't make sense to me.
===
Idea: Why not remove the lubricant requirement for wooden gears?
Historically, from what I understand, wooden gears were used at relatively low speeds and power; your limits enforce that. They were not lubricated -- lubrication only starts within about 100 years, as power levels in gears increased.
Letting wooden gears run without lubricant makes the bottom of the tech tree more flexible, without changing anything at the higher end.
Now, what could be done to give stone gears a place? If they have no lub requirements, no one will use wood -- yet wood is a more historically realistic gear/shaft than stone. So they would still need lub, but what could make them more attractive than steel for low-end work?
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Ok, let me ask this: Why is a junction smart enough?
I understand the idea of "These 4 engines are too much for this shaft". That's fine.
Is this now "junctions won't work if you have more power than X going through" (would make sense, you have limits for material types), in which case I can use diamond; or, is this "junctions now treat groups of hydros differently than anything else", which doesn't make sense to me.
Additionally, while junctions may be smart enough, induction motors/generators aren't.
Also, speaking of Hydrokinetics, when placing new ones in places where they might interfere with existing ones, eg. two blocks above an already placed one, or the middle one in a chain of Hydrokinetics, the client will freeze and simply stop responding. No crash log or info that I can find.
Quote from Keybounce�
Ok, let me ask this: Why is a junction smart enough?
I understand the idea of "These 4 engines are too much for this shaft". That's fine.
Is this now "junctions won't work if you have more power than X going through" (would make sense, you have limits for material types), in which case I can use diamond; or, is this "junctions now treat groups of hydros differently than anything else", which doesn't make sense to me.
Additionally, while junctions may be smart enough, induction motors/generators aren't.
V1c:
RotaryCraft: Added ability to upgrade hydrokinetic engines with bedrock
RotaryCraft: Fixed hydrokinetic handbook page crash
V1b:
RotaryCraft: Hydrokinetics can no longer be chained more than 4 deep without a bedrock upgrade
RotaryCraft: Doubled bedrock breaker torque and power
RotaryCraft: Shaft junction now detects engine spam and breaks
Hm, I haven't tested the new update but wait what? So shaft junction now have hard cap of 65536 Nm or does this "detect engine spam" only applies to Hydrokinetic in the shaft power network? So if you shaft many kinds of engine together other than Hydrokinetic you are given a pass? Is this the prelude to bedrock shaft junction?
Edit: This board has some really messed up javascript for quoting.
Hello Reika got two crashes for you, when creating or entering a world. The First one only happens when entering the world. The second one only when generating it.
---- Minecraft Crash Report ----
// You should try our sister game, Minceraft!
Time: 9/6/14 9:31 AM
Description: Unexpected error
java.lang.NullPointerException: Unexpected error
at Reika.ChromatiCraft.Block.BlockCrystalPylon.func_149668_a(BlockCrystalPylon.java:35)
at net.minecraft.world.World.func_147472_a(World.java:3289)
at net.minecraft.item.ItemBlock.func_150936_a(ItemBlock.java:159)
at net.minecraft.client.multiplayer.PlayerControllerMP.func_78760_a(PlayerControllerMP.java:333)
at net.minecraft.client.Minecraft.func_147121_ag(Minecraft.java:1436)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1942)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:962)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:887)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at org.multimc.onesix.OneSixLauncher.launch(OneSixLauncher.java:214)
at org.multimc.EntryPoint.listen(EntryPoint.java:165)
at org.multimc.EntryPoint.main(EntryPoint.java:54)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at Reika.ChromatiCraft.Block.BlockCrystalPylon.func_149668_a(BlockCrystalPylon.java:35)
at net.minecraft.world.World.func_147472_a(World.java:3289)
at net.minecraft.item.ItemBlock.func_150936_a(ItemBlock.java:159)
at net.minecraft.client.multiplayer.PlayerControllerMP.func_78760_a(PlayerControllerMP.java:333)
at net.minecraft.client.Minecraft.func_147121_ag(Minecraft.java:1436)
I'm getting a conflict between ReactorCraft and BiomesOPlenty (latest version of each):
ime: 9/6/14 8:42 AM
Description: Initializing game
Reika.DragonAPI.Exception.IDConflictException: The mods were not installed correctly:
CONFLICT: Potion IDs: biomesoplenty.common.potions.PotionParalysis@52f463d3 @ 31
Check your IDs and change them if possible.
This is NOT a mod bug. Do not post it to the mod website.
at Reika.DragonAPI.Auxiliary.PotionCollisionTracker.onConflict(PotionCollisionTracker.java:89)
at Reika.DragonAPI.Auxiliary.PotionCollisionTracker.addPotionID(PotionCollisionTracker.java:58)
at Reika.ReactorCraft.ReactorCraft.preload(ReactorCraft.java:229)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
Yeah, yeah, I know it says the mod wasn't installed properly and not to post the crash, but they were installed properly, so I'm ignoring that.
Im crashing when trying to use dragon api 1.7.10v1c
I tried it with only dragon api and it still crashed.
---- Minecraft Crash Report ----
// You're mean.
Time: 9/6/14 7:52 AM
Description: There was a severe problem during mod loading that has caused the game to fail
cpw.mods.fml.common.LoaderException: java.lang.IllegalAccessError: tried to access field net.minecraft.client.Minecraft.field_110451_am from class Reika.DragonAPI.APIProxyClient
at cpw.mods.fml.common.LoadController.transition(LoadController.java:162)
at cpw.mods.fml.common.Loader.preinitializeMods(Loader.java:515)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:239)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:480)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:867)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:134)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
Caused by: java.lang.IllegalAccessError: tried to access field net.minecraft.client.Minecraft.field_110451_am from class Reika.DragonAPI.APIProxyClient
at Reika.DragonAPI.APIProxyClient.registerSidedHandlers(APIProxyClient.java:32)
at Reika.DragonAPI.DragonAPIInit.preload(DragonAPIInit.java:135)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:513)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:208)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:187)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:118)
at cpw.mods.fml.common.Loader.preinitializeMods(Loader.java:513)
... 10 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.7.10
Operating System: Windows 8 (amd64) version 6.2
Java Version: 1.7.0_51, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 83017856 bytes (79 MB) / 421003264 bytes (401 MB) up to 1908932608 bytes (1820 MB)
JVM Flags: 2 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx2G
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v9.05 FML v7.10.18.1180 Minecraft Forge 10.13.0.1180 4 mods loaded, 4 mods active
mcp{9.05} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized
FML{7.10.18.1180} [Forge Mod Loader] (forge-1.7.10-10.13.0.1180.jar) Unloaded->Constructed->Pre-initialized
Forge{10.13.0.1180} [Minecraft Forge] (forge-1.7.10-10.13.0.1180.jar) Unloaded->Constructed->Pre-initialized
DragonAPI{release} [DragonAPI] (DragonAPI 1.7.10 V1c.jar(1).zip) Unloaded->Constructed->Errored
CONFLICT: Potion IDs: biomesoplenty.common.potions.PotionParalysis@52f463d3 @ 31
Check your IDs and change them if possible.
This line indicates that it wasn't installed properly. Change your potion Ids.
EDIT:
Still getting a crash on world generation with biomesoplently- http://pastebin.com/rjAGQ9nJ
There appears to no longer be a charged version of the Industrial Coil in NEI, however there are charged versions of the two varieties of springs. I assume this is just an oversight?
We are aware of this it is to do with how NEI no longer lists everything in a mods creative tab, if you really want the charged versions just go to RotaryCraft creative mode tab and grab it from there
Im crashing when trying to use dragon api 1.7.10v1c
I tried it with only dragon api and it still crashed.
---- Minecraft Crash Report ----
// You're mean.
Time: 9/6/14 7:52 AM
Description: There was a severe problem during mod loading that has caused the game to fail
cpw.mods.fml.common.LoaderException: java.lang.IllegalAccessError: tried to access field net.minecraft.client.Minecraft.field_110451_am from class Reika.DragonAPI.APIProxyClient
at cpw.mods.fml.common.LoadController.transition(LoadController.java:162)
at cpw.mods.fml.common.Loader.preinitializeMods(Loader.java:515)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:239)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:480)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:867)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:134)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
Caused by: java.lang.IllegalAccessError: tried to access field net.minecraft.client.Minecraft.field_110451_am from class Reika.DragonAPI.APIProxyClient
at Reika.DragonAPI.APIProxyClient.registerSidedHandlers(APIProxyClient.java:32)
at Reika.DragonAPI.DragonAPIInit.preload(DragonAPIInit.java:135)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:513)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:208)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:187)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:118)
at cpw.mods.fml.common.Loader.preinitializeMods(Loader.java:513)
... 10 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.7.10
Operating System: Windows 8 (amd64) version 6.2
Java Version: 1.7.0_51, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 83017856 bytes (79 MB) / 421003264 bytes (401 MB) up to 1908932608 bytes (1820 MB)
JVM Flags: 2 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx2G
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v9.05 FML v7.10.18.1180 Minecraft Forge 10.13.0.1180 4 mods loaded, 4 mods active
mcp{9.05} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized
FML{7.10.18.1180} [Forge Mod Loader] (forge-1.7.10-10.13.0.1180.jar) Unloaded->Constructed->Pre-initialized
Forge{10.13.0.1180} [Minecraft Forge] (forge-1.7.10-10.13.0.1180.jar) Unloaded->Constructed->Pre-initialized
DragonAPI{release} [DragonAPI] (DragonAPI 1.7.10 V1c.jar(1).zip) Unloaded->Constructed->Errored
change the DragonAPI 1.7.10 V1c.jar(1).zip to DragonAPI 1.7.10 V1c.jar
First one: That's been answered several times in previous pages.
Second one: That looks like a bug with Waila (which was made by ProfMobius, not Reika).
Also, this whole "manually edit JAR files to get mods working" thing reminds me of the pre-Forge days. It's almost like a new LegacyCraft feature. ;D
If you all saw what I put before hand... ignore that. and I think i'll just reset the pack (Mindcrafters Icehenge) again and work slowly to modify it. i'm just going to walk away now and pretend none of this really happened.
idFix is quite likely the cause of your broken id conflict error. Remove it and it should tell you what your id conflict is.
It would appear that ChromatiCraft is still having stack overflow issues when generating a world. Here's the crashlog. This is from trying to start a SSP world, however the crashlog was named XXXX-server.txt instead of the usual XXXX-client.txt
Oh god... I wasn't fast enough... oh well I guess, water under the bridge. also, I choose to simply reset and try again. i'll just back track when I run into issues. funny... if only Minecraft wasn't java based then maybe it would be easier to understand.
Fixed.
I really hate Mojang's -999 trees per chunk.
... I still feel like an idiot though.
IDFix never seems to work properly.
I would think that also but it only happens with dragon api. And I do realize the bc api been stated in the past, but wanted reika to know its still an ongoing issue. Removing the mods restores everything to normal.
Edit: Bedrock pipes do not attach to pumps. Also, is the flamethrower is a work in progress item?
Ok, let me ask this: Why is a junction smart enough?
I understand the idea of "These 4 engines are too much for this shaft". That's fine.
Is this now "junctions won't work if you have more power than X going through" (would make sense, you have limits for material types), in which case I can use diamond; or, is this "junctions now treat groups of hydros differently than anything else", which doesn't make sense to me.
===
Idea: Why not remove the lubricant requirement for wooden gears?
Historically, from what I understand, wooden gears were used at relatively low speeds and power; your limits enforce that. They were not lubricated -- lubrication only starts within about 100 years, as power levels in gears increased.
Letting wooden gears run without lubricant makes the bottom of the tech tree more flexible, without changing anything at the higher end.
Now, what could be done to give stone gears a place? If they have no lub requirements, no one will use wood -- yet wood is a more historically realistic gear/shaft than stone. So they would still need lub, but what could make them more attractive than steel for low-end work?
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Additionally, while junctions may be smart enough, induction motors/generators aren't.
Also, speaking of Hydrokinetics, when placing new ones in places where they might interfere with existing ones, eg. two blocks above an already placed one, or the middle one in a chain of Hydrokinetics, the client will freeze and simply stop responding. No crash log or info that I can find.
Hm, I haven't tested the new update but wait what? So shaft junction now have hard cap of 65536 Nm or does this "detect engine spam" only applies to Hydrokinetic in the shaft power network? So if you shaft many kinds of engine together other than Hydrokinetic you are given a pass? Is this the prelude to bedrock shaft junction?
Edit: This board has some really messed up javascript for quoting.
1: http://pastebin.com/GHM9LDiL
2: http://pastebin.com/fKutTcQB
And V1c didn´t fixed the NEI issue same crash http://pastebin.com/BJtFtXKC
the pylon is a world gen structure. you'll know it when you see it. you'll also know when it sees you
Yeah, yeah, I know it says the mod wasn't installed properly and not to post the crash, but they were installed properly, so I'm ignoring that.
I tried it with only dragon api and it still crashed.
Check your IDs and change them if possible.
This line indicates that it wasn't installed properly. Change your potion Ids.
EDIT:
Still getting a crash on world generation with biomesoplently- http://pastebin.com/rjAGQ9nJ
We are aware of this it is to do with how NEI no longer lists everything in a mods creative tab, if you really want the charged versions just go to RotaryCraft creative mode tab and grab it from there
change the DragonAPI 1.7.10 V1c.jar(1).zip to DragonAPI 1.7.10 V1c.jar