This crash happens when i try to load up an existing world (server) with the new minefactory reloaded MineFactoryReloaded-2.7.0B2-999.
Description: Ticking tile entity
java.lang.NullPointerException
at org.bukkit.craftbukkit.v1_5_R3.event.CraftEventFactory.callEntityDeathEvent(CraftEventFactory.java:319)
at net.minecraft.entity.monster.EntityWitch.func_70628_a(EntityWitch.java:238)
at net.minecraft.entity.EntityLiving.func_70645_a(EntityLiving.java:1386)
at net.minecraft.entity.EntityLiving.func_70097_a(EntityLiving.java:1166)
at net.minecraft.entity.monster.EntityMob.func_70097_a(EntityMob.java:73)
at powercrystals.minefactoryreloaded.tile.machine.TileEntityGrinder.damageEntity(TileEntityGrinder.java:249)
at powercrystals.minefactoryreloaded.tile.machine.TileEntityGrinder.activateMachine(TileEntityGrinder.java:219)
at powercrystals.minefactoryreloaded.tile.base.TileEntityFactoryPowered.func_70316_g(TileEntityFactoryPowered.java:133)
at net.minecraft.world.World.func_72939_s(World.java:2351)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:786)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:825)
at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:320)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:721)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:605) at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:573)
The problem and crash goes away if i revert to the previous version I was using: MineFactoryReloaded-2.6.3B1-937.
I am using the most up to date MCPC Plus v mcpc-plus-1.5.2-R1.1-forge738-B560. It references grinders and pops on the first death of a entity using a grinder, sometimes it blazes, other times its witches.
I'm testing out some farm designs, and it seems using gold pipes with a constant stream of items from a tree farm will overload an item router and pop out the wood/saplings. Which is easily solved by using conveyors like a real man, but for vertical transport this could be a headache. Are item routers supposed to have a limited throughput?
I'm looking at reworking my engine control. Rather than switching on when any one Redstone Energy Cell is empty I would rather wait until more are empty. The easiest way to do this will be to count how many of the signals are set and feed that into an (analgue) greater than.
Eg. white, red and blue are non-zero, all the remainder are zero the result is 3.
But there doesn't seem to be any option to simple count "how many signals are on" option (to handle fewer than 16 inputs, just use constant-0 for remainder).
Any chance of getting such a circuit added?
(In the mean time, look up Lua's bitwise operations…)
Hey PC, spotted a minor issue (Not sure if its been reported previously before or not): Grinders don't pick up several mob drops added by mods - examples that I've seen so far are: Lead ingots from Wither Skeletons, Raw Lambchops from sheep, Miniature Red Hearts from well, everything. I'm using SoulShards to spawn the mobs being ground up, if that makes a difference, but wasn't sure where to report to, so I figured I'd try here first
Thanks!
All of those mods are bugged.
No, really.
But this is handled better in 2.7 anyway so their bug will no longer matter.
I have found the problem ! I updated Chicken_Bones NEI,Code-Chicken-Core-Translocators -> It's not working.
Then I downgraded them and it works fine,you should tell this Chicken_Bones
This crash happens when i try to load up an existing world (server) with the new minefactory reloaded MineFactoryReloaded-2.7.0B2-999.
Description: Ticking tile entity
java.lang.NullPointerException
at org.bukkit.craftbukkit.v1_5_R3.event.CraftEventFactory.callEntityDeathEvent(CraftEventFactory.java:319)
at net.minecraft.entity.monster.EntityWitch.func_70628_a(EntityWitch.java:238)
at net.minecraft.entity.EntityLiving.func_70645_a(EntityLiving.java:1386)
at net.minecraft.entity.EntityLiving.func_70097_a(EntityLiving.java:1166)
at net.minecraft.entity.monster.EntityMob.func_70097_a(EntityMob.java:73)
at powercrystals.minefactoryreloaded.tile.machine.TileEntityGrinder.damageEntity(TileEntityGrinder.java:249)
at powercrystals.minefactoryreloaded.tile.machine.TileEntityGrinder.activateMachine(TileEntityGrinder.java:219)
at powercrystals.minefactoryreloaded.tile.base.TileEntityFactoryPowered.func_70316_g(TileEntityFactoryPowered.java:133)
at net.minecraft.world.World.func_72939_s(World.java:2351)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:786)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:825)
at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:320)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:721)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:605) at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:573)
The problem and crash goes away if i revert to the previous version I was using: MineFactoryReloaded-2.6.3B1-937.
I am using the most up to date MCPC Plus v mcpc-plus-1.5.2-R1.1-forge738-B560. It references grinders and pops on the first death of a entity using a grinder, sometimes it blazes, other times its witches.
Thanks!
Moke
I'm not even going to claim that the betas work with MCPC yet. We're doing a lot of weird stuff to make the new grinder work and I'll probably need to work with blood on it at some point.
I'm testing out some farm designs, and it seems using gold pipes with a constant stream of items from a tree farm will overload an item router and pop out the wood/saplings. Which is easily solved by using conveyors like a real man, but for vertical transport this could be a headache. Are item routers supposed to have a limited throughput?
They have three internal 'hidden' buffer slots, how the hell did you overload that? Are you producing multiple stacks per tick? e: I guess if by 'tree farm' you mean multiple kinds of trees that would do it.
Until I get around to making them sort instantly on insertion, your best bet will be to use multiple item routers to distribute the load.
I posted a little while back about MFR preventing BuildCraft pumps from pumping oil, and interfering with GregTech advanced pumps, but I did some more testing and I never could determine that those problems were related to MFR. Sorry for wasting your time.
Some MFR suggestions:
- Please add a way to customize which faces a rednet cable will connect to, on a per-block basis. Shift-right-clicking on the cable to cycle through all possible face combinations would be fine. Rednet cables almost always need to be covered up because the faces sticking out everywhere spoil the aesthetics.
- Give ejectors and collectors single-stack inventories. This would make them much easier to use with mods like Thermal Expansion and GregTech which have machines that work seamlessly with any inventory.
- Ejectors shouldn't require a redstone pulse. These changes have probably already been suggested, but a constant signal should eject every second or so, a pulse should work like it does now, and there should be an inverted ejector that ejects when not receiving a signal.
- Insertion and removal conveyor tiles, which would work similarly to ejectors and collectors but only for the block they're connected to. This is mostly for cosmetic reasons; as much as I'd like to use conveyors for all item transport, ejectors and collectors immediately double/triple the size of any production chain.
- Vertical conveyors, which would look something like this. The scoop part could be added to sloped conveyors as well.
- Speaking of sloped convenyors, it would be nice if items on them didn't bounce around crazily.
- "Supported" conveyors, with an open scaffold/mesh face on the top, bottom, and sides. These would function as solid blocks to allow conveyors to be placed on top of each other or against the ceiling, and to allow levers to be placed on the sides. There should also be a cosmetic version of the scaffolding, to place under the first conveyor in a stack.
- Something to take up the space under a sloped conveyor, like the supports under this thing. Man, you've got me nerding out over conveyor belts.
Thanks so much for this mod, and thanks for reading.
More messing with item routers has me hitting a wall with full inventories. Setting a router to output the same output to two sides with two different chests doesn't work well when one chest becomes full. Instead of defaulting to the other valid output it pops items into the world half the time. This makes maintaining a bio reactor with full efficiency difficult when the overflow from one needs to route over to the next in the chain.
I posted a little while back about MFR preventing BuildCraft pumps from pumping oil, and interfering with GregTech advanced pumps, but I did some more testing and I never could determine that those problems were related to MFR. Sorry for wasting your time.
Some MFR suggestions:
- Please add a way to customize which faces a rednet cable will connect to, on a per-block basis. Shift-right-clicking on the cable to cycle through all possible face combinations would be fine. Rednet cables almost always need to be covered up because the faces sticking out everywhere spoil the aesthetics.
- Give ejectors and collectors single-stack inventories. This would make them much easier to use with mods like Thermal Expansion and GregTech which have machines that work seamlessly with any inventory.
- Ejectors shouldn't require a redstone pulse. These changes have probably already been suggested, but a constant signal should eject every second or so, a pulse should work like it does now, and there should be an inverted ejector that ejects when not receiving a signal.
- Insertion and removal conveyor tiles, which would work similarly to ejectors and collectors but only for the block they're connected to. This is mostly for cosmetic reasons; as much as I'd like to use conveyors for all item transport, ejectors and collectors immediately double/triple the size of any production chain.
- Vertical conveyors, which would look something like this. The scoop part could be added to sloped conveyors as well.
- Speaking of sloped convenyors, it would be nice if items on them didn't bounce around crazily.
- "Supported" conveyors, with an open scaffold/mesh face on the top, bottom, and sides. These would function as solid blocks to allow conveyors to be placed on top of each other or against the ceiling, and to allow levers to be placed on the sides. There should also be a cosmetic version of the scaffolding, to place under the first conveyor in a stack.
- Something to take up the space under a sloped conveyor, like the supports under this thing. Man, you've got me nerding out over conveyor belts.
Thanks so much for this mod, and thanks for reading.
Per-side rednet connectivity is on my list but I don't yet have an idea for how to do it that doesn't suck to set up as the user. Pretty much all of the rest of that is stuff I've either considered or are already planning, but conveyor updates tend to be lower priority as they aren't as commonly used
More messing with item routers has me hitting a wall with full inventories. Setting a router to output the same output to two sides with two different chests doesn't work well when one chest becomes full. Instead of defaulting to the other valid output it pops items into the world half the time. This makes maintaining a bio reactor with full efficiency difficult when the overflow from one needs to route over to the next in the chain.
Do VARS in the Rednet control block work the same whey as the color outputs? They seam to do. Now I relay hope that you will make one RNC block that works differently. It will open up many possibilities.
Adding onto item routers. I haven't wanted to say anything because I have been bugging you alot. I have my item routers set up so they have the same thing outputting to two sides. I am finding that it is mostly outputting to one side while sometimes not even outputting to the other.
I thought that if two items entered the router it would output one to one side then one to the other. This isn't happening and I am finding that some of my planters are running dry because it is constantly outputting to the bio-reactor side. This ends up with me having to break the pipe every hour to get all the unused stuff and manually reload the planters that are missing it.
I tried setting up a distribution pipe but so far I haven't found a setup that works.
I am sorry if I am missing something obvious. I am trying to use a conveyor system and I know ejectors need a pulse. I there anything that could regularly emit pulse for me or do I need buttons, levers, something manual like that...
Is there a problem with the auto-anvil and enchantment from other mods? I ask because it don't combine enchanted books from thaumcraft like in an anvil.
Is it known that bug or a feature?
Thanks for answer
I'm not even sure that works with vanilla enchantments. I didn't even know you COULD do that until very recently.
Adding onto item routers. I haven't wanted to say anything because I have been bugging you alot. I have my item routers set up so they have the same thing outputting to two sides. I am finding that it is mostly outputting to one side while sometimes not even outputting to the other.
I thought that if two items entered the router it would output one to one side then one to the other. This isn't happening and I am finding that some of my planters are running dry because it is constantly outputting to the bio-reactor side. This ends up with me having to break the pipe every hour to get all the unused stuff and manually reload the planters that are missing it.
I tried setting up a distribution pipe but so far I haven't found a setup that works.
It's proportional but still random. As to why it's favoring one side, I couldn't tell you.
Somehow, it failed to extract the language files from the jar. I have no idea why. You could try doing it manually, copy everything in the jar's pc/mfr/lang folder to config/pc/mfr.
I am sorry if I am missing something obvious. I am trying to use a conveyor system and I know ejectors need a pulse. I there anything that could regularly emit pulse for me or do I need buttons, levers, something manual like that...
The rednet controller can do that, but it might be easier to just build a standard redstone clock.
Managed to make a pretty nice farm/slaughterhouse/meatpacking facility/grill:
Steam boiler powered by Aqueous Accumulator and Too Damn many coke coal blocks
steam is pumped into tank
Steam from tank powers engine
Engine powers all the machinery + a battery backup
The pigs are bred by the breeder.
Chronotyper separates out piglets.
Vet injects them with growth syringe (with added cyclical manufacturer from TE to restock constantly)
Slaughterhouse does what it does.
Liquid router separates pink slime and liquid meat
Meat is packed by meat... packer. Thing.
Packed meat is sent through ender chest to steam cooker.
Steam cooker pukes out into another cyclical assembler to make Cooked meat blocks.
Also, i made an extra dimension to do this.
Rollback Post to RevisionRollBack
What makes you think I was ever being reasonable? I'm sitting here with a pile of guns while wearing a flamethrower, and you thought that, at some point, I was being reasonable?
Damn right the updates never stop! I don't even know what the dupe glitch you're talking about is! *sigh* lol
I don't actually mind though; keep up the good work. =)
Idea for block: Adv. Breeder (or something) that lets you pop in two safari nets (the permanent ones, I guess,) breeding materials, and periodically pops out a baby animal. Would help further compress farms n' junk.
Rollback Post to RevisionRollBack
What makes you think I was ever being reasonable? I'm sitting here with a pile of guns while wearing a flamethrower, and you thought that, at some point, I was being reasonable?
Found a bug in the 1.4.7 version of MFR, yes I *know* it won't get fixed in the 1.4.7 version, this is just FYI so it *might* get fixed in future 1.5 / 1.6 versions. The Planter won't plant wheat onto Xychorium Soil. I was able to manually plant it and replacing the Xychorium Soil with dirt it worked fine. So the Xychorium Soil and the Planter aren't working well together. Hopefully when the FTB mod packs are updated to 1.5 or 1.6 this'll be fixed. >.< Beyond that, cool mod.
Adding onto item routers. I haven't wanted to say anything because I have been bugging you alot. I have my item routers set up so they have the same thing outputting to two sides. I am finding that it is mostly outputting to one side while sometimes not even outputting to the other.
I thought that if two items entered the router it would output one to one side then one to the other. This isn't happening and I am finding that some of my planters are running dry because it is constantly outputting to the bio-reactor side. This ends up with me having to break the pipe every hour to get all the unused stuff and manually reload the planters that are missing it.
I tried setting up a distribution pipe but so far I haven't found a setup that works.
Something a lot easier for you overflow-goes-to-reactor enthusiasts is a floor of hoppers or better, an obsidian transport pipe to grab the planter outflow. For thaumcraft-Wood golems are the easiest to use, and for vanilla MFR you could... wait... I don't see a-many people using MFR only :/
Description: Ticking tile entity
java.lang.NullPointerException
at org.bukkit.craftbukkit.v1_5_R3.event.CraftEventFactory.callEntityDeathEvent(CraftEventFactory.java:319)
at net.minecraft.entity.monster.EntityWitch.func_70628_a(EntityWitch.java:238)
at net.minecraft.entity.EntityLiving.func_70645_a(EntityLiving.java:1386)
at net.minecraft.entity.EntityLiving.func_70097_a(EntityLiving.java:1166)
at net.minecraft.entity.monster.EntityMob.func_70097_a(EntityMob.java:73)
at powercrystals.minefactoryreloaded.tile.machine.TileEntityGrinder.damageEntity(TileEntityGrinder.java:249)
at powercrystals.minefactoryreloaded.tile.machine.TileEntityGrinder.activateMachine(TileEntityGrinder.java:219)
at powercrystals.minefactoryreloaded.tile.base.TileEntityFactoryPowered.func_70316_g(TileEntityFactoryPowered.java:133)
at net.minecraft.world.World.func_72939_s(World.java:2351)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:786)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:825)
at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:320)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:721)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:605)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:573)
The problem and crash goes away if i revert to the previous version I was using: MineFactoryReloaded-2.6.3B1-937.
I am using the most up to date MCPC Plus v mcpc-plus-1.5.2-R1.1-forge738-B560. It references grinders and pops on the first death of a entity using a grinder, sometimes it blazes, other times its witches.
Thanks!
Moke
I'll make a note to do this.
All of those mods are bugged.
No, really.
But this is handled better in 2.7 anyway so their bug will no longer matter.
Alblaka's been MIA for ages and it's limping along with no real direction.
CB's mods have issues occasionally.
I'm not even going to claim that the betas work with MCPC yet. We're doing a lot of weird stuff to make the new grinder work and I'll probably need to work with blood on it at some point.
They have three internal 'hidden' buffer slots, how the hell did you overload that? Are you producing multiple stacks per tick? e: I guess if by 'tree farm' you mean multiple kinds of trees that would do it.
Until I get around to making them sort instantly on insertion, your best bet will be to use multiple item routers to distribute the load.
INFORMATION WANTS TO BE WRONG
Some MFR suggestions:
- Please add a way to customize which faces a rednet cable will connect to, on a per-block basis. Shift-right-clicking on the cable to cycle through all possible face combinations would be fine. Rednet cables almost always need to be covered up because the faces sticking out everywhere spoil the aesthetics.
- Give ejectors and collectors single-stack inventories. This would make them much easier to use with mods like Thermal Expansion and GregTech which have machines that work seamlessly with any inventory.
- Ejectors shouldn't require a redstone pulse. These changes have probably already been suggested, but a constant signal should eject every second or so, a pulse should work like it does now, and there should be an inverted ejector that ejects when not receiving a signal.
- Insertion and removal conveyor tiles, which would work similarly to ejectors and collectors but only for the block they're connected to. This is mostly for cosmetic reasons; as much as I'd like to use conveyors for all item transport, ejectors and collectors immediately double/triple the size of any production chain.
- Vertical conveyors, which would look something like this. The scoop part could be added to sloped conveyors as well.
- Speaking of sloped convenyors, it would be nice if items on them didn't bounce around crazily.
- "Supported" conveyors, with an open scaffold/mesh face on the top, bottom, and sides. These would function as solid blocks to allow conveyors to be placed on top of each other or against the ceiling, and to allow levers to be placed on the sides. There should also be a cosmetic version of the scaffolding, to place under the first conveyor in a stack.
- Something to take up the space under a sloped conveyor, like the supports under this thing. Man, you've got me nerding out over conveyor belts.
Thanks so much for this mod, and thanks for reading.
Per-side rednet connectivity is on my list but I don't yet have an idea for how to do it that doesn't suck to set up as the user. Pretty much all of the rest of that is stuff I've either considered or are already planning, but conveyor updates tend to be lower priority as they aren't as commonly used
Well that's not supposed to happen.
INFORMATION WANTS TO BE WRONG
Adding onto item routers. I haven't wanted to say anything because I have been bugging you alot. I have my item routers set up so they have the same thing outputting to two sides. I am finding that it is mostly outputting to one side while sometimes not even outputting to the other.
I thought that if two items entered the router it would output one to one side then one to the other. This isn't happening and I am finding that some of my planters are running dry because it is constantly outputting to the bio-reactor side. This ends up with me having to break the pipe every hour to get all the unused stuff and manually reload the planters that are missing it.
I tried setting up a distribution pipe but so far I haven't found a setup that works.
http://pastebin.com/raw.php?i=vy0MCHQ1
I'm not even sure that works with vanilla enchantments. I didn't even know you COULD do that until very recently.
It's proportional but still random. As to why it's favoring one side, I couldn't tell you.
Somehow, it failed to extract the language files from the jar. I have no idea why. You could try doing it manually, copy everything in the jar's pc/mfr/lang folder to config/pc/mfr.
The rednet controller can do that, but it might be easier to just build a standard redstone clock.
Nice!
INFORMATION WANTS TO BE WRONG
...How about recipes of Universal Electricity not working ( I can see the Battery Box here... ).
Additional Info: I've almost every mod of UE installed, including Mekanism, does this is one problem?
I am a prehistoric histories and manga / anime fan.
steam is pumped into tank
Steam from tank powers engine
Engine powers all the machinery + a battery backup
The pigs are bred by the breeder.
Chronotyper separates out piglets.
Vet injects them with growth syringe (with added cyclical manufacturer from TE to restock constantly)
Slaughterhouse does what it does.
Liquid router separates pink slime and liquid meat
Meat is packed by meat... packer. Thing.
Packed meat is sent through ender chest to steam cooker.
Steam cooker pukes out into another cyclical assembler to make Cooked meat blocks.
Also, i made an extra dimension to do this.
I don't actually mind though; keep up the good work. =)
Something a lot easier for you overflow-goes-to-reactor enthusiasts is a floor of hoppers or better, an obsidian transport pipe to grab the planter outflow. For thaumcraft-Wood golems are the easiest to use, and for vanilla MFR you could... wait... I don't see a-many people using MFR only :/