I had that, and got it fixed. Turned out I had installed buildcraft wrong.
A clean install where things went where they should, and I could load my game no problemo.
Ah, you were right. Careless mistake on my part. Still having problems with chunkloaders though.
my question is. what the hell is the chunkloader and where do i find it?
chunk loader is method i think its the best way to describe it
if u know how the game load its loads chunks and when u log in in ssp the game only loads the chunks near u
and if u have somethink like quarry far away or pumps until you go there the quarry wont work because the chunk is not loaded so the game dont know that something should happen there
chunkloader fource the chunks near it to load so when u log in to the game it will load the chunks u put chunk bloke
so u wont need to go to the quarry to load the chunk
i know my explantion is not the best cause english is not my mother tounge but i think i explaiend it good eghouth so u could understand
its in the mode in rev29 u put four iron ingots
like this
i= ingot
x= noghing
iix
xxx
xxx
i think before rev27 or something near it
the chunkloader is used in the tp pipe
and u get this chunkloader bloke
I earlier requested that the teleport pipes require power to function. That's complicated to add, though, and possibly not worth the effort. Instead, I'd like a simple feature that would take you 15 minutes to add. (and 3 hours for me since I don't have your development environment set up, and buildcraft is a PITA to build)
I'd like a variable in the config file, LOST_IN_TRANSIT, that has a range of 0 to 100. At the places in the code where the teleport pipes actually receive an item, there would be a couple of lines of code where a random number from 1 to 100 is generated. If the number is less than or equal to LOST_IN_TRANSIT, the teleport pipe at the receiving end never creates the received item/energy pack/volume of fluid.
This would make the teleport pipes much easier to balance. On my SMP world, I'd make it to where LOST_IN_TRANSIT equals about ~20-40%. So teleport pipes would make sense in places where you need them, but they would not be a convenient shortcut that you could use anywhere you feel like because you don't feel like laying a little pipe or placing a wire.
An even better way would be to make Lost_In_transit also have a multiplier. For every 1000 blocks of distance between the sender and receiver, Lost_In_Transit gets multiplied by a factor. So long range teleports would cost a lot more than short range.
To forestall everyone else about to say they hate the idea : the variable would default to 0, so the pipes would function like they do now.
Thanks now the server is loaded)) but not know how it will work .. check needed)) is not it possible that the author forgot to add buildcraft \ transport .....
when i installed theres no pic in TMI and when i make by recipe also when i place the block its inviable but i can use them and see the text on them plz help
evey time i place a Zadditional pipe on my bukkit server the client crashes with this error
the server has the bukkit version of this mod
java.lang.NoSuchMethodError: buildcraft.transport.BlockGenericPipe.createPipe(La
dg;IIII)Lbuildcraft/transport/Pipe;
at buildcraft.transport.ItemPipe.a(ItemPipe.java:73)
at ul.a(SourceFile:87)
at np.a(PlayerControllerMP.java:236)
at net.minecraft.client.Minecraft.a(SourceFile:1056)
at net.minecraft.client.Minecraft.k(SourceFile:1342)
at net.minecraft.client.Minecraft.run(SourceFile:666)
at java.lang.Thread.run(Unknown Source)
hey zeldo, just updated to rev29 from rev27 and at startup, crash, modloader complained about conflicting block id 254 that I already had for another mod. rev27 never asked for this and when I look at the config file there isn't a block id used there. What am I missing on this new conflict?
also, just updated the BC 2.2.5, will this work with that update?
i install zadditionalpipes and minecraft wont load.. it complains about slot 254 being in use but i look in all my configs files i can find for minecraft and the mods that i use and i do not fine mention of that id number anywhere.
i install zadditionalpipes and minecraft wont load.. it complains about slot 254 being in use but i look in all my configs files i can find for minecraft and the mods that i use and i do not fine mention of that id number anywhere.
i am pretty stumped not sure whats going on
the chunk loader is whats complaining
just look at your modloader.txt in .minecraft, it will also tell you the conflicting block id name along with the number.
Also, using rev29 item transport pipe w/ BC 2.2.5 w/o any complaints
hey zeldo, just updated to rev29 from rev27 and at startup, crash, modloader complained about conflicting block id 254 that I already had for another mod. rev27 never asked for this and when I look at the config file there isn't a block id used there. What am I missing on this new conflict?
also, just updated the BC 2.2.5, will this work with that update?
thanks!
its the chunk loader and the crops from red power assuming you have that mod
It's unfortunate I have to use R27 because I am NOT giving up RP2 to use that damned chunk loader, the way Zeldo is assigning the ID must be nonstandard, because a. it doesn't show up in any config, and b. Eloraam's gorgeous auto assigner for her mod doesn't recognize it needs to change an ID. Yet, this is the only mod that it can't change it's ID to be compatible with...Zeldo, are you assigning ID's anything like ID Resolver does? Could we please have either the exact name of the block so I can add it manually to the config, or could you change the config so the block is in there? Or is there something with it that requires it to be that specific ID?
Ah, you were right. Careless mistake on my part. Still having problems with chunkloaders though.
chunk loader is method i think its the best way to describe it
if u know how the game load its loads chunks and when u log in in ssp the game only loads the chunks near u
and if u have somethink like quarry far away or pumps until you go there the quarry wont work because the chunk is not loaded so the game dont know that something should happen there
chunkloader fource the chunks near it to load so when u log in to the game it will load the chunks u put chunk bloke
so u wont need to go to the quarry to load the chunk
i know my explantion is not the best cause english is not my mother tounge but i think i explaiend it good eghouth so u could understand
like this
i= ingot
x= noghing
iix
xxx
xxx
i think before rev27 or something near it
the chunkloader is used in the tp pipe
and u get this chunkloader bloke
I earlier requested that the teleport pipes require power to function. That's complicated to add, though, and possibly not worth the effort. Instead, I'd like a simple feature that would take you 15 minutes to add. (and 3 hours for me since I don't have your development environment set up, and buildcraft is a PITA to build)
I'd like a variable in the config file, LOST_IN_TRANSIT, that has a range of 0 to 100. At the places in the code where the teleport pipes actually receive an item, there would be a couple of lines of code where a random number from 1 to 100 is generated. If the number is less than or equal to LOST_IN_TRANSIT, the teleport pipe at the receiving end never creates the received item/energy pack/volume of fluid.
This would make the teleport pipes much easier to balance. On my SMP world, I'd make it to where LOST_IN_TRANSIT equals about ~20-40%. So teleport pipes would make sense in places where you need them, but they would not be a convenient shortcut that you could use anywhere you feel like because you don't feel like laying a little pipe or placing a wire.
An even better way would be to make Lost_In_transit also have a multiplier. For every 1000 blocks of distance between the sender and receiver, Lost_In_Transit gets multiplied by a factor. So long range teleports would cost a lot more than short range.
To forestall everyone else about to say they hate the idea : the variable would default to 0, so the pipes would function like they do now.
could u plize tell me what u changed
cause i have the same problem and i would like to understand better why its not working
i was goind mad why it doesnt work
Thanks now the server is loaded)) but not know how it will work .. check needed)) is not it possible that the author forgot to add buildcraft \ transport .....
Sorry for bad English
the server has the bukkit version of this mod
could some one please help
also, just updated the BC 2.2.5, will this work with that update?
thanks!
i am pretty stumped not sure whats going on
the chunk loader is whats complaining
just look at your modloader.txt in .minecraft, it will also tell you the conflicting block id name along with the number.
Also, using rev29 item transport pipe w/ BC 2.2.5 w/o any complaints
In the 'can receive' part at the bottom left, they're both probably either set to true or both to false. Need to have one of each. Hope this helps.
its the chunk loader and the crops from red power assuming you have that mod