I am currently in the testing phase of my !PANIC pack, which is a 1.6.2 based modpack, and is including factorization. Thanks for all the awesome work on this mod Neptune!
Just informing you, as per the OP, that I wish to use Factorization in my Private Feed the Beast Mod Pack. I'm running the server for a somewhat small gaming community, which regulars about 8 or 9 people, but we have about 30 active members.
I just sasw from a recent comment that beta13 was out, which I hadn't realized, and updated. I'm now down to a MUCH, MUCH saner 20 or so barrel types instead of 122. Thank you NeptunePink.
I do wish I could talk you into retaining the Extradimensional Storage Upgrade capability though. I never used a LOT of them, but I used to have a bank of a dozen or so extradimensional barrels in my storeroom to cache cobblestone in between quarrying and filling the quarries back in with a filler. (One should not leave gaping empty holes in the landscape. It's both unsightly and impolite.) The Bigger Barrels are more expensive per unit storage than regular barrels, and don't offer nearly enough space savings to be worth the higher cost per unit. Even with Bigger Barrels, that cobblestone cache alone would have to be nearly a hundred barrels.
---- Minecraft Crash Report ----
// I feel sad now
Time: 22.09.13 00:37
Description: There was a severe problem during mod loading that has caused the game to fail
cpw.mods.fml.common.LoaderException: java.lang.NoSuchMethodError: net.minecraftforge.fluids.Fluid.setTemperature(I)Lnet/minecraftforge/fluids/Fluid;
at cpw.mods.fml.common.LoadController.transition(LoadController.java:149)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:522)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:182)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:470)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:796)
at net.minecraft.client.main.Main.main(SourceFile:101)
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:57)
at net.minecraft.launchwrapper.Launch.main(Launch.java:18)
Caused by: java.lang.NoSuchMethodError: net.minecraftforge.fluids.Fluid.setTemperature(I)Lnet/minecraftforge/fluids/Fluid;
at factorization.common.Registry.makeItems(Registry.java:286)
at factorization.common.Core.load(Core.java:97)
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:540)
at sun.reflect.GeneratedMethodAccessor1.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:194)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:174)
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.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:105)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:521)
... 10 more
A detailed walkthrough of the error, its code path and all known details is as follows:
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Is that intended that mirrors cannot be crafted any more? My NEI does not show a recipe for them. I have not found any silver ore yet to check if the old recipes still work
I'm using 8.04b13 together with TConstruct, Natura, Mekanism, Atomic Science, Project Red, BuildCraft, Forestry, Railcraft ans some private mods.
Okay, I found out the reason myself. It was an undetected ID conflict with Project Red that overwrote Factorization's items. It seems that Project Red is as uncooperative as Redpower but even worse it does not crash the game in case of conflicts but silently lets strage things happen.
So changing Factorization's item-IDs from 90** to 70** caused me to loose all my silver and lead ingots but brought the recipes back. I did not dare to change Project Red's IDs because I had more items from that in my chests as from Factorization.
So beware if you install Factorization togeher with Project Red without checking for ID conflicts!
Posting here to inform you I will be including your mod in a private mod pack I have created for a server I am co-owner of.
The server currently has 15-20 active players, with a server max of 45. It is also whitelisted and the FTB private pack code is only given out if an applicant is accepted.
The pack will contain a txt file with all the mods & permissions, as requested.
If you would like I can PM you the code if you want to see the pack for some reason.
Thank you for your time and effort put into your mod.
I'm baffled .... have I missed a change in how diamond shards are made? I'm unable to craft the craftpacket. I assemble all the components on a crafting table, but no packet.
I'm baffled .... have I missed a change in how diamond shards are made? I'm unable to craft the craftpacket. I assemble all the components on a crafting table, but no packet.
Uh-oh ...... I've just noticed something. I just realized that I have yet to hit a single block of lead ore. No lead means no Factorization power and no furnace heaters, which means no crystallizing, which means no logic matrices unless I'm lucky enough to get one as a world drop, which means no machine filters.
This world was generated with Factorization 0.8.04 beta2 in place. I'm now on beta17. Why would my world be lead-free? And is there any way I can make Factorization add lead to my world without regenerating the entire world?
Factorization doesn't add lead ore to world gen, only silver one. You can make lead by smelting silver ore in slug furnace, or processing it further with FZ.
I guess it must have been Thermal Expansion that added the lead ore I remember, then.
I ran into another issue though ... I started laying out a barrel-based storage system, and I'm seeing two problems with the new barrels (regular oak barrels, no real point using anything else) that never happened with the old legacy barrels. The first is that the barrel texture is constantly flickering or shimmering, for lack of a better description. The second is that if items are inserted into a barrel by a router, the barrel's face frequently does not update. The items contained in the barrel are tracked properly, and you can even right-click an empty-looking barrel and get '128 marble' (for example), but the face doesn't update until you add or remove an item by hand. Needless to say, this is a serious problem in a storage system. Teleport far, far away and then come back, and the barrel faces are updated properly when you return.
Never mind ... it appears to have been a server glitch causing it, and restarting the server both fixed it and cured horrible lag that had developed.
I am going to include this mod in my modpack. Here are the details:
Name: The Beast Fully Unleashed
Description: This pack is for a server named "The beast fully unleashed" at http://thebeastfully...shed.enjin.com/ and will get its own website soon. This pack is meant specifically for the server and for that only.
Permissions Spreadsheet: https://docs.google....MUE&usp=sharing
So is there any fix for the GregTech/Factorization bug where when you look up any recipe in NEI there is a very loud, annoying and repetitive hammering sound that has driven me to the point of insanity? I'm using latest version of all the mods involved.
Is anyone else having problems with electrical engines in beta 17?
Here's what I'm seeing:
— Any electrical engine, on placement, prefers to face another electrical engine rather than the wooden kinesis pipe you put there for it to drive, even if you used the pipe as your placement target when placing the engine
— If you have to rotate an engine with a wrench after placing it, it will no longer work
— If any electrical engine has ever not-worked in a certain block location, no electrical engine placed in that block will ever work
— Glass fiber cable seems to "remember" where the engine was, and will keep trying to connect to the "ghost engine" until you place and break a piece of glass fiber where the engine was
I suspect all of these stem from the server somehow "remembering" the engine forever in its initial as-placed position and orientation, even after it is rotated or even broken. (Which reminds me, didn't electrical engines used to be breakable with a wrench?)
Also,
— You can't make any upgrades for electrical engines because no matter what you do and which board you try to make, the carpenter insists there are insufficient "resources", but won't tell you what it thinks is missing. Does this indicate it's not getting sufficient power?
(And on this subject, why in the name of little green fishes does one use a carpenter machine to make circuit boards and the soldering iron? I could understand it, if they were made from wood... but they're not.)
I am currently developing a large mod pack, called... THE LIGHTNING PACK!
http://www.minecraftforum.net/topic/1924197-the-lightning-config-pack-now-downloadable/
I will be including your mod in it.
I am currently collecting permissions, and will publish those, along with credits and forum links, when I release it.
Thank you!
You can check out the community itself here: http://scatteredspace.com/forum/index.php?topic=2576.0
I do wish I could talk you into retaining the Extradimensional Storage Upgrade capability though. I never used a LOT of them, but I used to have a bank of a dozen or so extradimensional barrels in my storeroom to cache cobblestone in between quarrying and filling the quarries back in with a filler. (One should not leave gaping empty holes in the landscape. It's both unsightly and impolite.) The Bigger Barrels are more expensive per unit storage than regular barrels, and don't offer nearly enough space savings to be worth the higher cost per unit. Even with Bigger Barrels, that cobblestone cache alone would have to be nearly a hundred barrels.
Youre using a very old version of forge. Update to 871 (latest for 1.6.2)
He's a mad man with a box
Okay, I found out the reason myself. It was an undetected ID conflict with Project Red that overwrote Factorization's items. It seems that Project Red is as uncooperative as Redpower but even worse it does not crash the game in case of conflicts but silently lets strage things happen.
So changing Factorization's item-IDs from 90** to 70** caused me to loose all my silver and lead ingots but brought the recipes back. I did not dare to change Project Red's IDs because I had more items from that in my chests as from Factorization.
So beware if you install Factorization togeher with Project Red without checking for ID conflicts!
Private FTB Modpack
List of the current mods can be found here: https://www.dropbox.com/s/vlpjdzlo69yxifb/Info.txt
Posting here to inform you I will be including your mod in a private mod pack I have created for a server I am co-owner of.
The server currently has 15-20 active players, with a server max of 45. It is also whitelisted and the FTB private pack code is only given out if an applicant is accepted.
The pack will contain a txt file with all the mods & permissions, as requested.
If you would like I can PM you the code if you want to see the pack for some reason.
Thank you for your time and effort put into your mod.
Running 0.8.04beta17.
This world was generated with Factorization 0.8.04 beta2 in place. I'm now on beta17. Why would my world be lead-free? And is there any way I can make Factorization add lead to my world without regenerating the entire world?
I guess it must have been Thermal Expansion that added the lead ore I remember, then.
I ran into another issue though ... I started laying out a barrel-based storage system, and I'm seeing two problems with the new barrels (regular oak barrels, no real point using anything else) that never happened with the old legacy barrels. The first is that the barrel texture is constantly flickering or shimmering, for lack of a better description. The second is that if items are inserted into a barrel by a router, the barrel's face frequently does not update. The items contained in the barrel are tracked properly, and you can even right-click an empty-looking barrel and get '128 marble' (for example), but the face doesn't update until you add or remove an item by hand. Needless to say, this is a serious problem in a storage system. Teleport far, far away and then come back, and the barrel faces are updated properly when you return.Never mind ... it appears to have been a server glitch causing it, and restarting the server both fixed it and cured horrible lag that had developed.
Name: The Beast Fully Unleashed
Description: This pack is for a server named "The beast fully unleashed" at http://thebeastfully...shed.enjin.com/ and will get its own website soon. This pack is meant specifically for the server and for that only.
Permissions Spreadsheet: https://docs.google....MUE&usp=sharing
Thanks for making this mod and keep up the good work!
Is anyone else having problems with electrical engines in beta 17?
Here's what I'm seeing:
— Any electrical engine, on placement, prefers to face another electrical engine rather than the wooden kinesis pipe you put there for it to drive, even if you used the pipe as your placement target when placing the engine
— If you have to rotate an engine with a wrench after placing it, it will no longer work
— If any electrical engine has ever not-worked in a certain block location, no electrical engine placed in that block will ever work
— Glass fiber cable seems to "remember" where the engine was, and will keep trying to connect to the "ghost engine" until you place and break a piece of glass fiber where the engine was
I suspect all of these stem from the server somehow "remembering" the engine forever in its initial as-placed position and orientation, even after it is rotated or even broken. (Which reminds me, didn't electrical engines used to be breakable with a wrench?)
Also,
— You can't make any upgrades for electrical engines because no matter what you do and which board you try to make, the carpenter insists there are insufficient "resources", but won't tell you what it thinks is missing. Does this indicate it's not getting sufficient power?
(And on this subject, why in the name of little green fishes does one use a carpenter machine to make circuit boards and the soldering iron? I could understand it, if they were made from wood... but they're not.)