2013-05-19 10:21:23 [SEVERE] [ForgeModLoader] A TileEntity type extrautils.tileentity.TileEntityRainMuffler has throw an exception trying to write state. It will not persist. Report this to the mod author
java.lang.RuntimeException: class extrautils.tileentity.TileEntityRainMuffler is missing a mapping! This is a bug!
at net.minecraft.tileentity.TileEntity.func_70310_b(TileEntity.java:105)
at net.minecraft.world.chunk.storage.AnvilChunkLoader.func_75820_a(AnvilChunkLoader.java:316)
at net.minecraft.world.chunk.storage.AnvilChunkLoader.func_75816_a(AnvilChunkLoader.java:127)
at net.minecraft.world.gen.ChunkProviderServer.func_73242_b(ChunkProviderServer.java:232)
at net.minecraft.world.gen.ChunkProviderServer.func_73151_a(ChunkProviderServer.java:284)
at net.minecraft.world.WorldServer.func_73044_a(WorldServer.java:906)
at net.minecraft.server.MinecraftServer.func_71267_a(MinecraftServer.java:345)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:577)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:469)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:573)
I'd love to add this mod to a private modpack I'm making (for the whitelist server @ http://www.promethea-ftb.com). I've got permissions for all other mods I'm adding already.
The search bar in not enough items doesn't work after installing your mod. It doesn't crash, but it doesnt filter items based on the text entered into NEI's searchbar.
The search bar in not enough items doesn't work after installing your mod. It doesn't crash, but it doesnt filter items based on the text entered into NEI's searchbar.
They should work, certainly working on my test worlds. Make sure that you're inserting from the top side and extracting from the bottom, barrels no longer accept side inputs.
If that's not the problem then I'm not sure, do the pipes visually connect? Can vanilla hoppers insert/extract things okay?
I have a set of four barrels with your transfer pipes connected to the top. Each of the four barrels already contains something specific (cobblestone in one, sand in another, gravel and dirt, etc). These barrels are on the end of a line of several chests with your Sorting Pipes connected to them. Just 'past' the barrels is a single chest with only a Transfer Pipe connecting to it..acting as a "Unsorted Items" destination chest. I made sure it was the farthest / last point on the chain.
Unfortunately.. everything that should be getting put into the barrels (cobblestone, dirt, etc) just goes past the barrels and ends up in the unsorted chest. I have tried this with Transfer Pipes connected to the top of the barrels.. Sorting Pipes connected to the top, Transfer Pipes to the top AND bottom.. etc etc. No combination of any of these seem to work.
Help?
ADDITION: Also is there a config file somewhere to speed up searching / increase the efficiency of searching networks by the Transfer Nodes? It gets a stack of cobble, takes half a minute searching the network of chests for a place to put it (a network with 5 chests on it), then gets another stack of cobble and restarts the whole endeavor. Any way to .. increase efficiency?
That's a very odd bug. I'm afraid I can't seem to replicate it on my end, NEI searching works completely fine for me, maybe try updating NEI and the chicken core? That's about all I can think off.
I fixed it. It was a different mod. Sorry to take up your time.
Can you send me a screenshot of the set-up? From what you describe, it really should be working.
I started tearing out the walls for a screenshot (so you could see ALL of the Transfer Pipes and how they connected). Lo and behold, I find two sections of pipe connected by a segment I must have mis-clicked and placed. It was basically shortcutting the distance, making the 'Unsorted Items' chest that was supposed to be the farthest point.. seem like the nearest point. So the barrels were getting bypassed completely.
Now that I have a sorting system up and fully functional, using your Transfer Pipes system, I must say that I really do love what you have done with them. I have to comment however.. I realize you have tried to keep it all fairly slow and simple in order to alleviate lag but the system is SO slow.
Since it is constantly redoing its searches when trying to find a delivery point for an item / stack of items it is holding, a Transfer Node spends more than 75% of its time hunting down a valid delivery point, even if it is delivery another stack of the same thing it just finished delivering (which would more than likely end up going to the same location).
Is there anything I can do to give the transfer pipes some more .. 'zip' ?
At the moment no, I do have plans to expand the system eventually. It's meant to be an early-game system that's about the equivalent of a wooden pipe with autarchic gate. If you want faster you can put multiple nodes on a chest but that's about it.
Now that I've ironed out all the kinks in my setup (in regards to errant pipes connecting bits that shouldn't be connected) I am happy to report that your transfer pipes connect to almost everything imaginable. I've tested them with Barrels, Deep Storage Units, Iron Chests.. the works. They even work with Thermal Expansion machines, IC2 machines, Forestry machines.
Not sure if its a fluke of the randomizing or what; but for some reason, the peaceful table isn't spawning Ender drops. I'm using the latest version 0.2.2a; and I haven't changed anything in my mod setup since upgrading to the current version. BTW, not getting any Thaumcraft drops either yet, though I have collected a half stack of slime balls and even a couple of iron ingots.
Could I be influencing the table's collection rate in any way with postion, biome selection, etc that's just not odvious?
At the moment no, I do have plans to expand the system eventually. It's meant to be an early-game system that's about the equivalent of a wooden pipe with autarchic gate. If you want faster you can put multiple nodes on a chest but that's about it.
I hope you don't mind me mentioning another mod here, but what you just said is exactly what I thought when I first started playing with it. It is a fantastic early system and (as a server owner) I love the thought you put into lag reduction.
When I first started playing with it my thinking was, use it until I could afford Applied Energistics. AE is also quite good about lag and works much the same way. The two are a pretty natural combination for game progression. Super cool.
I've had to alter the code slightly to account for non-vanilla mobs and it now takes mob rarity into account, and because enderman are a much rarer spawn you're going to get less ender pearls. However they're not that rare and you're probably just having bad luck.
Incidentally the peaceful table does take biomes into account, but that shouldn't affect enderman spawning.
Thanks; I finally got an Ender Pearl, so that seems to be okay actually. But still no Thaumcraft-related drops, even though I nearly have a double-chest full of overworld drops, including 2 and half stacks of rotten flesh. I think maybe I'll try placing a Peaceful Table in a ThaumCraft Dungeon, one of those hill-like mounds with the iron bars on the doorway. If I get nothing ThaumCraft related there, I will let you know, since every one of these dungeons have a special Node that spawns whisps like crazy, and have at least 2 other spawners....
Oh, I'm afraid the peaceful table doesn't work on wisps, since those are spawned directly by aura nodes and not by the standard mob generation code. You should be getting zombie brains though.
Peaceful Table refuses to deal with Thaumcraft; I even tried a creative world that was a bedrock flat world, put a Spawner for Brainy Zombies next to it, with a Looting 5 Diamond Sword in the chest..... nothing but rotten flesh even after almost an hour. Wanted you to know I have a possible alternative to get the zombie brain; but its not going to be completely painless.
Discovered a possible dupe-bug in the testing process I was able to easily repeat: placing 2 or more chests around a Peaceful Table, with an identical sword in each chest, causes the Peaceful Table to put the same generated drop in each chest. Not sure if its intended; but I thought I would let you know about it. Since its only usable on Peaceful Difficulty, given you need 4 emerald to make it, I personally don't see it as an unbalancing trait...
Thanks, I've found the bug and It'll be fixed in the next update. As for why Thaumcraft zombies aren't showing up, I'm not sure, check to make sure you have the latest version? Do other custom mob drops from other mods (like minium shards, etc.) show up?
Minium Shards are no problems; I have almost as many of those as I have rotten flesh. I know it recognizes spawners, because I seem to get way more blaze rods when I leave a table near a Blaze Spawner in a nether fortress. I have no idea if Thaumcraft zombies are spawned differently than regular zombies; but it does remind me of a similar issue that plagued Soul Shards for a while. Seems that if you took a regular skeleton shard into the nether, and then set it up in a nether fort, it would spawn Wither Skeletons instead of normal ones. I can't remember now how that Modder fixed the problem; but it was some value that told Minecraft which kind of Skeleton it was. Maybe the Peaceful Table is getting confused which zombie is which?
I'm no programmer; so I'm just pitching out what I think might help....
Later .... Peace ....
EDIT:
Not sure if its related, but I sometimes have trouble getting Ghast drops unless I leave the Table outside of a Nether Fortress, regardless of how much elbow-room I give it.....
2013-05-19 10:21:23 [SEVERE] [ForgeModLoader] A TileEntity type extrautils.tileentity.TileEntityRainMuffler has throw an exception trying to write state. It will not persist. Report this to the mod author
java.lang.RuntimeException: class extrautils.tileentity.TileEntityRainMuffler is missing a mapping! This is a bug!
at net.minecraft.tileentity.TileEntity.func_70310_b(TileEntity.java:105)
at net.minecraft.world.chunk.storage.AnvilChunkLoader.func_75820_a(AnvilChunkLoader.java:316)
at net.minecraft.world.chunk.storage.AnvilChunkLoader.func_75816_a(AnvilChunkLoader.java:127)
at net.minecraft.world.gen.ChunkProviderServer.func_73242_b(ChunkProviderServer.java:232)
at net.minecraft.world.gen.ChunkProviderServer.func_73151_a(ChunkProviderServer.java:284)
at net.minecraft.world.WorldServer.func_73044_a(WorldServer.java:906)
at net.minecraft.server.MinecraftServer.func_71267_a(MinecraftServer.java:345)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:577)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:469)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:573)
I'd love to add this mod to a private modpack I'm making (for the whitelist server @ http://www.promethea-ftb.com). I've got permissions for all other mods I'm adding already.
Odd, mine works fine.
Would be nice :). I was to ask the same question but ill wait till you update the post
I have a set of four barrels with your transfer pipes connected to the top. Each of the four barrels already contains something specific (cobblestone in one, sand in another, gravel and dirt, etc). These barrels are on the end of a line of several chests with your Sorting Pipes connected to them. Just 'past' the barrels is a single chest with only a Transfer Pipe connecting to it..acting as a "Unsorted Items" destination chest. I made sure it was the farthest / last point on the chain.
Unfortunately.. everything that should be getting put into the barrels (cobblestone, dirt, etc) just goes past the barrels and ends up in the unsorted chest. I have tried this with Transfer Pipes connected to the top of the barrels.. Sorting Pipes connected to the top, Transfer Pipes to the top AND bottom.. etc etc. No combination of any of these seem to work.
Help?
ADDITION: Also is there a config file somewhere to speed up searching / increase the efficiency of searching networks by the Transfer Nodes? It gets a stack of cobble, takes half a minute searching the network of chests for a place to put it (a network with 5 chests on it), then gets another stack of cobble and restarts the whole endeavor. Any way to .. increase efficiency?
I fixed it. It was a different mod. Sorry to take up your time.
I started tearing out the walls for a screenshot (so you could see ALL of the Transfer Pipes and how they connected). Lo and behold, I find two sections of pipe connected by a segment I must have mis-clicked and placed. It was basically shortcutting the distance, making the 'Unsorted Items' chest that was supposed to be the farthest point.. seem like the nearest point. So the barrels were getting bypassed completely.
WORKS GREAT NOW!
Since it is constantly redoing its searches when trying to find a delivery point for an item / stack of items it is holding, a Transfer Node spends more than 75% of its time hunting down a valid delivery point, even if it is delivery another stack of the same thing it just finished delivering (which would more than likely end up going to the same location).
Is there anything I can do to give the transfer pipes some more .. 'zip' ?
Now that I've ironed out all the kinks in my setup (in regards to errant pipes connecting bits that shouldn't be connected) I am happy to report that your transfer pipes connect to almost everything imaginable. I've tested them with Barrels, Deep Storage Units, Iron Chests.. the works. They even work with Thermal Expansion machines, IC2 machines, Forestry machines.
GREAT STUFF!
Since I haven't found a GitHub or anything like that to post up an Issue, I will do it here.
* ExtraUtilities 0.2.2a
* GraviSuite 1.9.2
Upon destroying an AngelBlock with an Advanced Drill, my game crashed. Here is my PasteBin
http://pastebin.com/xgLfK7XH
Applied Energistics 2 Developer
AE2:Intelligent Energistics Developer
Not sure if its a fluke of the randomizing or what; but for some reason, the peaceful table isn't spawning Ender drops. I'm using the latest version 0.2.2a; and I haven't changed anything in my mod setup since upgrading to the current version. BTW, not getting any Thaumcraft drops either yet, though I have collected a half stack of slime balls and even a couple of iron ingots.
Could I be influencing the table's collection rate in any way with postion, biome selection, etc that's just not odvious?
Thanks in advance .... Later .... Peace ....
When I first started playing with it my thinking was, use it until I could afford Applied Energistics. AE is also quite good about lag and works much the same way. The two are a pretty natural combination for game progression. Super cool.
Thanks; I finally got an Ender Pearl, so that seems to be okay actually. But still no Thaumcraft-related drops, even though I nearly have a double-chest full of overworld drops, including 2 and half stacks of rotten flesh. I think maybe I'll try placing a Peaceful Table in a ThaumCraft Dungeon, one of those hill-like mounds with the iron bars on the doorway. If I get nothing ThaumCraft related there, I will let you know, since every one of these dungeons have a special Node that spawns whisps like crazy, and have at least 2 other spawners....
Later .... Peace ....
Peaceful Table refuses to deal with Thaumcraft; I even tried a creative world that was a bedrock flat world, put a Spawner for Brainy Zombies next to it, with a Looting 5 Diamond Sword in the chest..... nothing but rotten flesh even after almost an hour. Wanted you to know I have a possible alternative to get the zombie brain; but its not going to be completely painless.
Discovered a possible dupe-bug in the testing process I was able to easily repeat: placing 2 or more chests around a Peaceful Table, with an identical sword in each chest, causes the Peaceful Table to put the same generated drop in each chest. Not sure if its intended; but I thought I would let you know about it. Since its only usable on Peaceful Difficulty, given you need 4 emerald to make it, I personally don't see it as an unbalancing trait...
Later .... Peace ....
Minium Shards are no problems; I have almost as many of those as I have rotten flesh. I know it recognizes spawners, because I seem to get way more blaze rods when I leave a table near a Blaze Spawner in a nether fortress. I have no idea if Thaumcraft zombies are spawned differently than regular zombies; but it does remind me of a similar issue that plagued Soul Shards for a while. Seems that if you took a regular skeleton shard into the nether, and then set it up in a nether fort, it would spawn Wither Skeletons instead of normal ones. I can't remember now how that Modder fixed the problem; but it was some value that told Minecraft which kind of Skeleton it was. Maybe the Peaceful Table is getting confused which zombie is which?
I'm no programmer; so I'm just pitching out what I think might help....
Later .... Peace ....
EDIT:
Not sure if its related, but I sometimes have trouble getting Ghast drops unless I leave the Table outside of a Nether Fortress, regardless of how much elbow-room I give it.....