Updated to 1.1c when I saw it. No sugary peat in there??? Went back to the beta build. Spoiled on sugary peat now REALLY like it. Next: cactusy peat?
1.1c is literally 1.1b with the Forestry API ripped out and replaced with the one inside the current Forestry jar. I took the blunt approach to fixing that crash since I cannot fathom what the problem is as my API files are straight from Sengir.
The beta builds are their own thing due to not-release-quality things, for example try to fill a wax cast pointing any direction but down in water.
I rewrote the targeting system to more closely emulate bucket-like behavior afterwards, which will be in the next beta. Mostly because I made a water-only wooden bucket and the old targeting system did... less than intelligent things when used to dump water, like targeting the side of a block would make the water appear up and one block away from the intended space.
[PluginsForForestry]: pluginBuildcraft Loaded!
java.lang.NullPointerException
at denoflionsx.plugins.pluginBuildcraft.recipes(pluginBuildcraft.java:70
)
at denoflionsx.plugins.pluginBuildcraft.register(pluginBuildcraft.java:3
8)
at denoflionsx.plugins.pluginBuildcraft.<init>(pluginBuildcraft.java:30)
at denoflionsx.plugins.pluginCore.registerEarlyPlugins(pluginCore.java:8
5)
at denoflionsx.core.core.registerEarlyPlugins(core.java:34)
at mod_PluginsforForestry.modsLoaded(mod_PluginsforForestry.java:33)
at ModLoader.init(ModLoader.java:899)
at ModLoader.addAllRenderers(ModLoader.java:189)
at ahu.<init>(RenderManager.java:86)
at ahu.<clinit>(RenderManager.java:14)
at net.minecraft.client.Minecraft.a(Minecraft.java:394)
at net.minecraft.client.Minecraft.run(Minecraft.java:732)
at java.lang.Thread.run(Unknown Source)
[PluginsForForestry]: pluginAdvancedPowerSystems Loaded!
[PluginsForForestry]: mod_LCTrees not found!
Done.
Possibly hard to code, but awesome in every sense. A Jointed Apairy that holds 2 sets of bees. To account for biome differences, also add slots for holding items on each side that can emulate different biomes. Blaze powder could increase Temperature, Ice or Snow blocks could decrease it. Humidity could be Water or Lava buckets/cells/capsules. Placing a glowstone block inside would emulate daytime. The flowers could also be placed internally. This idea came from my messy beekeeping area that today reached maximum capacity due to each Apairy needed its own 3x3 space. Even if just the the slots for emulating biomes were added I would love it! I will also post this on the main Forestry thread if this is not possible using an addon/plugin.
[PluginsForForestry]: pluginBuildcraft Loaded!
java.lang.NullPointerException
at denoflionsx.plugins.pluginBuildcraft.recipes(pluginBuildcraft.java:70
)
at denoflionsx.plugins.pluginBuildcraft.register(pluginBuildcraft.java:3
8)
at denoflionsx.plugins.pluginBuildcraft.<init>(pluginBuildcraft.java:30)
at denoflionsx.plugins.pluginCore.registerEarlyPlugins(pluginCore.java:8
5)
at denoflionsx.core.core.registerEarlyPlugins(core.java:34)
at mod_PluginsforForestry.modsLoaded(mod_PluginsforForestry.java:33)
at ModLoader.init(ModLoader.java:899)
at ModLoader.addAllRenderers(ModLoader.java:189)
at ahu.<init>(RenderManager.java:86)
at ahu.<clinit>(RenderManager.java:14)
at net.minecraft.client.Minecraft.a(Minecraft.java:394)
at net.minecraft.client.Minecraft.run(Minecraft.java:732)
at java.lang.Thread.run(Unknown Source)
[PluginsForForestry]: pluginAdvancedPowerSystems Loaded!
[PluginsForForestry]: mod_LCTrees not found!
Done.
Ideas? Thanks.
That error is related to milk bottles, though I don't know why it would trigger on a new chunk.
Couple of questions to help track it down:
Are you running BetterFarming?
Are you running MineFactoryReloaded?
Do you have the pluginBuildcraft option for milk in tanks turned on or off?
Possibly hard to code, but awesome in every sense. A Jointed Apairy that holds 2 sets of bees. To account for biome differences, also add slots for holding items on each side that can emulate different biomes. Blaze powder could increase Temperature, Ice or Snow blocks could decrease it. Humidity could be Water or Lava buckets/cells/capsules. Placing a glowstone block inside would emulate daytime. The flowers could also be placed internally. This idea came from my messy beekeeping area that today reached maximum capacity due to each Apairy needed its own 3x3 space. Even if just the the slots for emulating biomes were added I would love it! I will also post this on the main Forestry thread if this is not possible using an addon/plugin.
I really like the idea of using an item from the biome to override biome requirements. I have no idea if its possible but I will certainly be putting it on my list of things to figure out.
I admittedly haven't worked on it in a few days. Its still slated for 1.2.
I have the main chunk of the code written for the provider (when I wrote the provider for BetterFarming I made sure to make it as flexible as possible so I can reuse it for this purpose) but I still need to dig into Notch's code to make the growth fire off at the right time.
Plus, what did you think about seed oil in Fermenters?
Thanks for the help.
I'll try to reproduce it and see what I can figure out. In the meantime turning off milk in tanks will make the error stop. What is suppose to happen in that section of code is if BetterFarming is installed it piggybacks on its milk bottle item instead of creating another one.
I can make it an option. (clarity edit: the seed oil that is.)
I'll try to reproduce it and see what I can figure out. In the meantime turning off milk in tanks will make the error stop. What is suppose to happen in that section of code is if BetterFarming is installed it piggybacks on its milk bottle item instead of creating another one.
I can make it an option. (clarity edit: the seed oil that is.)
Oh NO! Way worse: insta-crash when I turned that off.
java.lang.NullPointerException
at buildcraft.factory.RenderTank.getDisplayLists(RenderTank.java:47)
at buildcraft.factory.RenderTank.a(RenderTank.java:83)
at ach.a(SourceFile:129)
at ach.a(SourceFile:122)
at l.a(RenderGlobal.java:440)
at lr.a(EntityRenderer.java:1094)
at lr.b(EntityRenderer.java:907)
at EntityRendererProxy.b(EntityRendererProxy.java:21)
at EntityRendererProxyWeather.b(EntityRendererProxyWeather.java:34)
at net.minecraft.client.Minecraft.x(Minecraft.java:869)
at net.minecraft.client.Minecraft.run(Minecraft.java:747)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT ac2d2aa8 ----------
Oh NO! Way worse: insta-crash when I turned that off.
java.lang.NullPointerException
at buildcraft.factory.RenderTank.getDisplayLists(RenderTank.java:47)
at buildcraft.factory.RenderTank.a(RenderTank.java:83)
at ach.a(SourceFile:129)
at ach.a(SourceFile:122)
at l.a(RenderGlobal.java:440)
at lr.a(EntityRenderer.java:1094)
at lr.b(EntityRenderer.java:907)
at EntityRendererProxy.b(EntityRendererProxy.java:21)
at EntityRendererProxyWeather.b(EntityRendererProxyWeather.java:34)
at net.minecraft.client.Minecraft.x(Minecraft.java:869)
at net.minecraft.client.Minecraft.run(Minecraft.java:747)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT ac2d2aa8 ----------
I'm assuming you already had milk in a tank somewhere. I probably should have said remove the milk first...
I'll try to get a new beta out tomorrow night with a bunch of bug fixes and maybe a new toy or two.
Dev Notes:
Fixed BC milk crash bug.
Milk should behave in the bottler with any known mod combination now.
Fixed Citrus Juice container bugs.
Fixed Sugary Peat container bugs.
Made Citrus Juice usable as fuel.
Made all Sugary Peat values configurable.
Mint can be used to make BC waterproofing.
Improved Wooden bucket behavior.
Improved Wax Cast behavior.
Made Wax casts fill-able in bottler.
Made config system capable of updating config files for missing values.
Fermenting plantballs and compressed plant balls works with Citrus Juice.
NOTICE: IF YOU USE MY OTHER MOD "customMachineRecipes" YOU NEED TO UPDATE IT. THE OLD VERSION WILL CAUSE ISSUES WITH THIS BETA BUILD. YOU HAVE BEEN WARNED.
Edit: I forgot to make Citrus Juice values configurable. 1 MJ/t, 10,000 ticks. Works ridiculously good as early game fuel. You can sustain at least 6 biogas engines (probably more) from one tree farm collecting fruit.
Also make note the config file updater is a bit... messy. It puts things in the order that the code asks for the values, so they probably won't end up in order.
Edit2: Due to a misplaced parenthesis the carpenter recipe for sugary peat is producing way too many. I'm reuploading the beta in a few minutes to correct this.
Do anything with the seed oil? or waiting on that? See a few people using Better Farming. Wonder how that'd work with Tropicraft's citrus trees?
I haven't done anything with seed oil yet. Beta 2 was just for bug fixes. I'm trying to get everything that is already implemented 100% working before moving on.
Never used Tropicraft, so idk. Once I get my universal tree generator done it should be easy to make whatever tree based mod compatible.
Eloraam is a control freak and doesn't allow this.
I'm not sure I'd call her a control freak. She is perfectly within her rights. I can see why she would want to protect something she poured so much of her life into.
I'm far more liberal with my code as I really hate current IP law, so I try to avoid the situation entirely by making it a free-for-all.
Ok, cool idea incoming. Perhaps you could make the Forestry Centrifuge do all the functions of the IndustrialCraft2 extractor. Your custom Machines addon for IC2 allows the opposite.
Rollback Post to RevisionRollBack
Used to run game servers. Makes textures. AMA about running game servers.
Ok, cool idea incoming. Perhaps you could make the Forestry Centrifuge do all the functions of the IndustrialCraft2 extractor. Your custom Machines addon for IC2 allows the opposite.
Better yet, I could adapt customMachinesRecipe's system to pretty much any machine with an API interface.
I've also been working on a sort of spiritual successor to Power Crystal's liquid fabricator from his power converters mod. It works the exact same way, but instead of a machine for each liquid you just open up an interface and put a container with the target liquid.
Awesome! I would love to have have a custom recipe function for the still and fermenter along with the centrifuge. The liquid fabricator would probably be a bit unbalanced, unless different liquids would take different amounts of EU/MJ. BTW, what is on your to investigate/do list?
Rollback Post to RevisionRollBack
Used to run game servers. Makes textures. AMA about running game servers.
Awesome! I would love to have have a custom recipe function for the still and fermenter along with the centrifuge. The liquid fabricator would probably be a bit unbalanced, unless different liquids would take different amounts of EU/MJ. BTW, what is on your to investigate/do list?
The liquid fab is going to use the new interface I asked Sengir for in reverse. Only liquids with EU/t values can be fabbed, and they cost exactly what you would get out of it with the bio power generator. (configurable percent loss if you're into that.)
1.1c is literally 1.1b with the Forestry API ripped out and replaced with the one inside the current Forestry jar. I took the blunt approach to fixing that crash since I cannot fathom what the problem is as my API files are straight from Sengir.
The beta builds are their own thing due to not-release-quality things, for example try to fill a wax cast pointing any direction but down in water.
I rewrote the targeting system to more closely emulate bucket-like behavior afterwards, which will be in the next beta. Mostly because I made a water-only wooden bucket and the old targeting system did... less than intelligent things when used to dump water, like targeting the side of a block would make the water appear up and one block away from the intended space.
maybe the advantage might be <liquid honey, but >water
[PluginsForForestry]: pluginBuildcraft Loaded!
java.lang.NullPointerException
at denoflionsx.plugins.pluginBuildcraft.recipes(pluginBuildcraft.java:70
)
at denoflionsx.plugins.pluginBuildcraft.register(pluginBuildcraft.java:3
8)
at denoflionsx.plugins.pluginBuildcraft.<init>(pluginBuildcraft.java:30)
at denoflionsx.plugins.pluginCore.registerEarlyPlugins(pluginCore.java:8
5)
at denoflionsx.core.core.registerEarlyPlugins(core.java:34)
at mod_PluginsforForestry.modsLoaded(mod_PluginsforForestry.java:33)
at ModLoader.init(ModLoader.java:899)
at ModLoader.addAllRenderers(ModLoader.java:189)
at ahu.<init>(RenderManager.java:86)
at ahu.<clinit>(RenderManager.java:14)
at net.minecraft.client.Minecraft.a(Minecraft.java:394)
at net.minecraft.client.Minecraft.run(Minecraft.java:732)
at java.lang.Thread.run(Unknown Source)
[PluginsForForestry]: pluginAdvancedPowerSystems Loaded!
[PluginsForForestry]: mod_LCTrees not found!
Done.
Ideas? Thanks.
That error is related to milk bottles, though I don't know why it would trigger on a new chunk.
Couple of questions to help track it down:
Are you running BetterFarming?
Are you running MineFactoryReloaded?
Do you have the pluginBuildcraft option for milk in tanks turned on or off?
I really like the idea of using an item from the biome to override biome requirements. I have no idea if its possible but I will certainly be putting it on my list of things to figure out.
I admittedly haven't worked on it in a few days. Its still slated for 1.2.
I have the main chunk of the code written for the provider (when I wrote the provider for BetterFarming I made sure to make it as flexible as possible so I can reuse it for this purpose) but I still need to dig into Notch's code to make the growth fire off at the right time.
Farming, no. MF, no. Milk in tanks =true.
Plus, what did you think about seed oil in Fermenters?
Thanks for the help.
I'll try to reproduce it and see what I can figure out. In the meantime turning off milk in tanks will make the error stop. What is suppose to happen in that section of code is if BetterFarming is installed it piggybacks on its milk bottle item instead of creating another one.
I can make it an option. (clarity edit: the seed oil that is.)
Oh NO! Way worse: insta-crash when I turned that off.
java.lang.NullPointerException
at buildcraft.factory.RenderTank.getDisplayLists(RenderTank.java:47)
at buildcraft.factory.RenderTank.a(RenderTank.java:83)
at ach.a(SourceFile:129)
at ach.a(SourceFile:122)
at l.a(RenderGlobal.java:440)
at lr.a(EntityRenderer.java:1094)
at lr.b(EntityRenderer.java:907)
at EntityRendererProxy.b(EntityRendererProxy.java:21)
at EntityRendererProxyWeather.b(EntityRendererProxyWeather.java:34)
at net.minecraft.client.Minecraft.x(Minecraft.java:869)
at net.minecraft.client.Minecraft.run(Minecraft.java:747)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT ac2d2aa8 ----------
I'm assuming you already had milk in a tank somewhere. I probably should have said remove the milk first...
I'll try to get a new beta out tomorrow night with a bunch of bug fixes and maybe a new toy or two.
Oh yes, I did actually. I'll try it again with the revamped 'fix'. Thanks.
NOTICE: IF YOU USE MY OTHER MOD "customMachineRecipes" YOU NEED TO UPDATE IT. THE OLD VERSION WILL CAUSE ISSUES WITH THIS BETA BUILD. YOU HAVE BEEN WARNED.
Edit: I forgot to make Citrus Juice values configurable. 1 MJ/t, 10,000 ticks. Works ridiculously good as early game fuel. You can sustain at least 6 biogas engines (probably more) from one tree farm collecting fruit.
Also make note the config file updater is a bit... messy. It puts things in the order that the code asks for the values, so they probably won't end up in order.
Edit2: Due to a misplaced parenthesis the carpenter recipe for sugary peat is producing way too many. I'm reuploading the beta in a few minutes to correct this.
Edit3: Done.
I haven't done anything with seed oil yet. Beta 2 was just for bug fixes. I'm trying to get everything that is already implemented 100% working before moving on.
Never used Tropicraft, so idk. Once I get my universal tree generator done it should be easy to make whatever tree based mod compatible.
Eloraam is a control freak and doesn't allow this.
I've had a redpower plugin semi-written for a while, but I know how particular Elo is about others interacting with her code and I'll respect that.
Once I get to a point where 1.2 is nearing release quality I'll approach Elo about getting her permission.
I'm not sure I'd call her a control freak. She is perfectly within her rights. I can see why she would want to protect something she poured so much of her life into.
I'm far more liberal with my code as I really hate current IP law, so I try to avoid the situation entirely by making it a free-for-all.
Better yet, I could adapt customMachinesRecipe's system to pretty much any machine with an API interface.
I've also been working on a sort of spiritual successor to Power Crystal's liquid fabricator from his power converters mod. It works the exact same way, but instead of a machine for each liquid you just open up an interface and put a container with the target liquid.
The liquid fab is going to use the new interface I asked Sengir for in reverse. Only liquids with EU/t values can be fabbed, and they cost exactly what you would get out of it with the bio power generator. (configurable percent loss if you're into that.)
You can see my lists here.