Let me get this straight, ARE you going to add functionality for UE and other mods that add a power system? If so...I think my head will go boom. Ever since PC stopped updating his mods all of a sudden, I've been looking for something to replace PowerConverters and I think that this mod foots that bill precisely, I especially love the Computercraft integration. That will make it a LOT easier to control my power plant.
EDIT: Wait. You're adding things like Tesseracts!? *BOOOOOM* (There goes my head)
Let me get this straight, ARE you going to add functionality for UE and other mods that add a power system? If so...I think my head will go boom. Ever since PC stopped updating his mods all of a sudden, I've been looking for something to replace PowerConverters and I think that this mod foots that bill precisely, I especially love the Computercraft integration. That will make it a LOT easier to control my power plant.
EDIT: Wait. You're adding things like Tesseracts!? *BOOOOOM* (There goes my head)
I am going to plan on adding support for UE and other energy mods, yes.
Though, I got this idea when PC didn't update
HEY.....YOU........you get a crash report since i cannot connect an IC2 cable to the box of power!
Or anything else from IC2 for that matter...
---- Minecraft Crash Report ----
// Quite honestly, I wouldn't worry myself about that.
Time: 9/21/13 1:27 PM
Description: Exception in server tick loop
java.lang.AbstractMethodError: tile.TileEntityPowerBox.emitsEnergyTo(Lnet/minecraft/tileentity/TileEntity;Lic2/api/Direction;)Z
at ic2.core.EnergyNet.getValidReceivers(EnergyNet.java:818)
at ic2.core.EnergyNet.discover(EnergyNet.java:694)
at ic2.core.EnergyNet.addTileEntity(EnergyNet.java:222)
at ic2.core.EnergyNet$EventHandler.onEnergyTileLoad(EnergyNet.java:53)
at net.minecraftforge.event.ASMEventHandler_24_EventHandler_onEnergyTileLoad_EnergyTileLoadEvent.invoke(.dynamic)
at net.minecraftforge.event.ASMEventHandler.invoke(ASMEventHandler.java:39)
at net.minecraftforge.event.EventBus.post(EventBus.java:108)
at ic2.core.block.wiring.TileEntityCable.onLoaded(TileEntityCable.java:118)
at ic2.core.block.TileEntityBlock$1.tickCallback(TileEntityBlock.java:48)
at ic2.core.IC2.processTickCallbacks(IC2.java:1365)
at ic2.core.IC2.tickStart(IC2.java:1224)
at cpw.mods.fml.common.SingleIntervalHandler.tickStart(SingleIntervalHandler.java:28)
at cpw.mods.fml.common.FMLCommonHandler.tickStart(FMLCommonHandler.java:122)
at cpw.mods.fml.common.FMLCommonHandler.onPreWorldTick(FMLCommonHandler.java:295)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:650)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:585)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:129)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:482)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:582)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
HEY.....YOU........you get a crash report since i cannot connect an IC2 cable to the box of power!
Or anything else from IC2 for that matter...
---- Minecraft Crash Report ----
// Quite honestly, I wouldn't worry myself about that.
Time: 9/21/13 1:27 PM
Description: Exception in server tick loop
java.lang.AbstractMethodError: tile.TileEntityPowerBox.emitsEnergyTo(Lnet/minecraft/tileentity/TileEntity;Lic2/api/Direction;)Z
at ic2.core.EnergyNet.getValidReceivers(EnergyNet.java:818)
at ic2.core.EnergyNet.discover(EnergyNet.java:694)
at ic2.core.EnergyNet.addTileEntity(EnergyNet.java:222)
at ic2.core.EnergyNet$EventHandler.onEnergyTileLoad(EnergyNet.java:53)
at net.minecraftforge.event.ASMEventHandler_24_EventHandler_onEnergyTileLoad_EnergyTileLoadEvent.invoke(.dynamic)
at net.minecraftforge.event.ASMEventHandler.invoke(ASMEventHandler.java:39)
at net.minecraftforge.event.EventBus.post(EventBus.java:108)
at ic2.core.block.wiring.TileEntityCable.onLoaded(TileEntityCable.java:118)
at ic2.core.block.TileEntityBlock$1.tickCallback(TileEntityBlock.java:48)
at ic2.core.IC2.processTickCallbacks(IC2.java:1365)
at ic2.core.IC2.tickStart(IC2.java:1224)
at cpw.mods.fml.common.SingleIntervalHandler.tickStart(SingleIntervalHandler.java:28)
at cpw.mods.fml.common.FMLCommonHandler.tickStart(FMLCommonHandler.java:122)
at cpw.mods.fml.common.FMLCommonHandler.onPreWorldTick(FMLCommonHandler.java:295)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:650)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:585)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:129)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:482)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:582)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
Well, actually, it is. KingLemming has announced he will update TE to 1.6.2 before handing it off to Myrathi.
However, that's of limited utility without redstone energy conduit to transport the power. Unless you know of a replacement for that...?
An excellent replacement for most of Thermal Expansion is the new Ender IO mod if you haven't seen it yet. Liquid Conduit, Redstone Conduit, and Energy Conduit are provided. And all his conduits can fit in the same block space, so you can have liquid, energy and redstone all running together. He has Capacitor Banks which are roughly equivalent to Redstone Energy Cells, and has recently added Dimensional Transceivers which are roughly equivalent to Tesseracts. Very well done, and he's very responsive and addressing issues, etc.
As for Power Boxes, a couple issues that I see when I try to use it. First, they currently don't remember the input/output settings after you pick them up. This actually makes retrofitting them into existing installations difficult. Having to click with bare hands to open the gui is a little annoying also.
Ender IO power conduits wouldn't connect to it. Not sure if that's an issue with Ender IO or Power Boxes, though. But interestingly, Ender IO capacitor boxes would connect.
2013-09-10 11:20:09 [SEVERE] [ForgeModLoader] Caught exception from PowerBoxes
java.lang.NoClassDefFoundError: tile/TileEntityPowerBox
at core.Main.createBlocks(Main.java:83)
at core.Main.init(Main.java:133)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:606)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:540)
at sun.reflect.GeneratedMethodAccessor1.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:606)
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(NativeMethodAccessorImpl.java:57)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:606)
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.initializeMods(Loader.java:697)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:231)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:506)
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(NativeMethodAccessorImpl.java:57)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:606)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:57)
at net.minecraft.launchwrapper.Launch.main(Launch.java:18)
Caused by: java.lang.ClassNotFoundException: tile.TileEntityPowerBox
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:179)
at java.lang.ClassLoader.loadClass(ClassLoader.java:424)
at java.lang.ClassLoader.loadClass(ClassLoader.java:357)
... 38 more
Caused by: java.lang.NoClassDefFoundError: dan200/computer/api/IPeripheral
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClass(ClassLoader.java:792)
at java.security.SecureClassLoader.defineClass(SecureClassLoader.java:142)
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:171)
... 40 more
Caused by: java.lang.ClassNotFoundException: dan200.computer.api.IPeripheral
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:94)
at java.lang.ClassLoader.loadClass(ClassLoader.java:424)
at java.lang.ClassLoader.loadClass(ClassLoader.java:357)
... 44 more
I'm going to crosspost this from the LogisticPipes thread:
I'm sure it's an api conflict but... This is crazy, why would NEI matter? I chose to add ComputerCraft API to LogisticPipes, it's the lesser evil.
Buildcraft and IndustrialCraft are hard dependencies of LogisticPipes. Shouldn't IC2 not be a dependency but something optional?
Let me guess, I shouldn't use Powerboxes with IC2-experimental. Is that the issue? It complains about ComputerCraft API so I'm guessing you aren't checking to see if ComputerCraft is loaded when NEI is found.
Any news in this? Mod shouldn't require ComputerCraft API when there is no ComputerCraft loaded.
When I have a PowerBox placed it will start filling up with energy from my various power sources just fine. Then suddenly the PowerBox will start rapidly DRAINING power very sharply, even if I have no machines draining power from it. I cannot find out what causes this and it seems to come and go and random points. Very odd.
Any news in this? Mod shouldn't require ComputerCraft API when there is no ComputerCraft loaded.
I have to think about how to do it so it doesn't take CC if needed.
Or I'll just upload a non-CC version, I'll see.
However, I will have a look into it asap. Pretty busy with school and stuff at the moment.
When I have a PowerBox placed it will start filling up with energy from my various power sources just fine. Then suddenly the PowerBox will start rapidly DRAINING power very sharply, even if I have no machines draining power from it. I cannot find out what causes this and it seems to come and go and random points. Very odd.
You got BC Kinesis Pipes connected to one of the outputs?
The Power Box tries to output energy to them, no matter if there is energy requested in the BC network or not.
I heard the BC Power Network got an update, I will have a closer look into that.
I am going to plan on adding support for UE and other energy mods, yes.
Though, I got this idea when PC didn't update
Any more suggestions? - Shout them out
~ Greets.
Great. Now I'm as giddy as a schoolchild. Can't wait.
As for a suggestion, as Sibmer said above, I also believe Ender IO is a decent TE replacement and if there was a way to make the two more compatible with each other, that would be fantastic!
conduict ender io mod work with power boxes , (power boxes mod) at the moment I use combo capacitor bank (ender io) with conduict (ender io ) with power boxes (power boxes) , i convert all energy on build craft energy and store in capcitor bank , and when i have ic2 energy i convert again buildcraft energy on ic2 energy Here screen
Interesting... I can get ender IO to connect to Power Box output, but not to Power Box input. So I can convert from IC2 to Buildcraft, but not the other way very easily. What version of Ender IO are you running? I'm running the latest -- 0.2.1.37, and the latest Power Boxes 1.03 (as well as a LOT of other mods). Tetkris, does both input and output work for you?
This combination makes PowerBoxes throw that error. Add ComputerCraft Api to LogisticPipes. It fixes the issue but... eh, it's a bad thing to do.
Interesting, exactly that combination doesn't let ~15 players on the server I play on crash.
Could you check if the PowerBoxes version you got has the CC api implemented?
I am pretty curious...
Though, the version I uploaded got it...
Lordmau5, what exactly does the "Speed Upgrade" do for a Power Box? I realize that it should somehow upgrade the 'speed' that energy is sent out at but.. how exactly does this impact MJ/t or EU/t ? I am having a hard time actually seeing any impact from putting in some of those upgrades.
Interesting, exactly that combination doesn't let ~15 players on the server I play on crash.
Could you check if the PowerBoxes version you got has the CC api implemented?
I am pretty curious...
Though, the version I uploaded got it...
Yes, it's an unmodified download from the first post. It has the computercraft API.
The thing is, you shouldn't pack the API in the release zip, it's a soft dependency. You should check for isLoaded("Computercraft") before using the API because it's supposed that Computercraft brings the API when found.
The combination is explosive when there is no computercraft. You probably have computercraft in your pack.
Yes, it's an unmodified download from the first post. It has the computercraft API.
The thing is, you shouldn't pack the API in the release zip, it's a soft dependency. You should check for isLoaded("Computercraft") before using the API because it's supposed that Computercraft brings the API when found.
The combination is explosive when there is no computercraft. You probably have computercraft in your pack.
Even by removing ComputerCraft from my pack it works like a charme.
However, it is not that easy to make a tile entity actually compatible with this.
I either have to make 2 tile entites and load whichever is needed. It's a bit messy... But I'll have a look into it.
Would you consider a version for non experimental builds as they currently are useless the addons aren't updated they are filled with bugs there's is no uu recipies and the new machine mechanics are still wip progress so i don't want to upgrade but I really want this mod because it looks awesome.
Nope sorry.
Due to the IC2 Energy Net changes it would be useless work (in my opinion).
What addons do you mean that are not updated yet :P?
You got BC Kinesis Pipes connected to one of the outputs?
The Power Box tries to output energy to them, no matter if there is energy requested in the BC network or not.
I heard the BC Power Network got an update, I will have a closer look into that.
~ Greets.
Yes, the BuildCraft Power API had a fairly severe overhaul in BC4 (which is for MC1.6.2+). One of the unfortunate side effects of that change is that Thermal Expansion is going to have to see an almost complete overhaul, most likely with its own power system being implemented before it gets released again. Another side effect of this change is that TE's Redstone Energy Conduits are not around for 1.6.2 players anymore.
That means that for users of the all mighty MJ, our options are as follows:
Kinesis Pipes from BuildCraft
Power Conduit from Ender IO (which won't connect to your Power Boxes directly)
Transfer Pipes & Nodes from Extra Utilities (work fine, but their power delivery is more 'jerky')
UniversalWire's power cabling (These will sometimes drain / deliver power.. then suddenly stop for no apparent reason)
I've been trying to stick with the Transfer Pipes from EXTRA UTILITIES, mostly because they can also be used to deliver multiple items across the same length of pipe (power, items, liquids, etc). I would much rather employ conduits from ENDER IO however, but those don't interface with your machines at present and I am unsure if that is on your end.. or CrazyPants' end (the creator of ENDER IO).
EDIT: Wait. You're adding things like Tesseracts!? *BOOOOOM* (There goes my head)
Though, I got this idea when PC didn't update
Any more suggestions? - Shout them out
~ Greets.
Or anything else from IC2 for that matter...
// Quite honestly, I wouldn't worry myself about that.
Time: 9/21/13 1:27 PM
Description: Exception in server tick loop
java.lang.AbstractMethodError: tile.TileEntityPowerBox.emitsEnergyTo(Lnet/minecraft/tileentity/TileEntity;Lic2/api/Direction;)Z
at ic2.core.EnergyNet.getValidReceivers(EnergyNet.java:818)
at ic2.core.EnergyNet.discover(EnergyNet.java:694)
at ic2.core.EnergyNet.addTileEntity(EnergyNet.java:222)
at ic2.core.EnergyNet$EventHandler.onEnergyTileLoad(EnergyNet.java:53)
at net.minecraftforge.event.ASMEventHandler_24_EventHandler_onEnergyTileLoad_EnergyTileLoadEvent.invoke(.dynamic)
at net.minecraftforge.event.ASMEventHandler.invoke(ASMEventHandler.java:39)
at net.minecraftforge.event.EventBus.post(EventBus.java:108)
at ic2.core.block.wiring.TileEntityCable.onLoaded(TileEntityCable.java:118)
at ic2.core.block.TileEntityBlock$1.tickCallback(TileEntityBlock.java:48)
at ic2.core.IC2.processTickCallbacks(IC2.java:1365)
at ic2.core.IC2.tickStart(IC2.java:1224)
at cpw.mods.fml.common.SingleIntervalHandler.tickStart(SingleIntervalHandler.java:28)
at cpw.mods.fml.common.FMLCommonHandler.tickStart(FMLCommonHandler.java:122)
at cpw.mods.fml.common.FMLCommonHandler.onPreWorldTick(FMLCommonHandler.java:295)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:650)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:585)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:129)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:482)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:582)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.6.2
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_25, Oracle Corporation
Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 1090341528 bytes (1039 MB) / 1621360640 bytes (1546 MB) up to 6681067520 bytes (6371 MB)
JVM Flags: 2 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx7G
AABB Pool Size: 1242 (69552 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v8.04 FML v6.2.55.842 Minecraft Forge 9.10.0.842 38 mods loaded, 38 mods active
mcp{8.04} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
FML{6.2.55.842} [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Forge{9.10.0.842} [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
CodeChickenCore{0.9.0.5} [CodeChicken Core] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
NotEnoughItems{1.6.1.3} [Not Enough Items] (NotEnoughItems 1.6.1.3.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
mod_bspkrsCore{v3.04(1.6.2)} [bspkrsCore] ([1.6.2]bspkrsCorev3.04.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
mod_SPC{4.9} [Single Player Commands] (SinglePlayerCommands-MC1.6.2_V4.9.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
TreeCapitator{Forge 1.6.2.r05} [Treecapitator] ([1.6.2]TreeCapitator.Forge.1.6.2.r05.Universal.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
cfm{3.1} [§4MrCrayfish's Furniture Mod] ([Forge]FurnitureModv3.1.1(1.6.2).zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ArchimedesShipsMod{1.6.2 v1.3.5} [Archimedes' Ships] (ArchimedesShips.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Backpack{1.18.17} [Backpack] (backpack-1.18.17-1.6.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
barrels{2.3} [The Barrels Mod] (Barrels 1.6.2+ 2.3.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BuildCraft|Core{4.0.2} [BuildCraft] (buildcraft-A-4.0.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BuildCraft|Builders{4.0.2} [BC Builders] (buildcraft-A-4.0.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BuildCraft|Energy{4.0.2} [BC Energy] (buildcraft-A-4.0.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BuildCraft|Factory{4.0.2} [BC Factory] (buildcraft-A-4.0.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BuildCraft|Transport{4.0.2} [BC Transport] (buildcraft-A-4.0.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BuildCraft|Silicon{4.0.2} [BC Silicon] (buildcraft-A-4.0.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
IC2{1.118.401-lf} [IndustrialCraft 2] (industrialcraft-2_1.118.401-lf.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
CompactSolars{4.3.0.79} [Compact Solar Arrays] (compactsolars-universal-1.6.2-4.3.0.79.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ComputerCraft{1.56} [ComputerCraft] (ComputerCraft1.56.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
CCTurtle{1.56} [ComputerCraft Turtles] (ComputerCraft1.56.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
IC2NuclearControl{1.6.2} [Nuclear Control] (IC2NuclearControl-1.6.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
IronChest{5.3.14.512} [Iron Chest] (ironchest-universal-1.6.2-5.3.14.512.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MapWriter{2.0} [MapWriter] (mapwriter-2.0.8.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MoreExplosives{Release 3.7 for Minecraft 1.6.2} [More Explosives] (MoreExplosivesModRelease3.7forMinecraft1.6.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
PowerBoxes{1.03} [Power Boxes] (PowerBoxes_1.03.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ForgeMultipart{1.0.0.161} [Forge Multipart] (ForgeMultipart-universal-1.6.2-1.0.0.161.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ProjRed|Core{4.0.0.2} [Project: Red-Core] (ProjectRedBase-1.6.2-4.0.0.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ProjRed|Integration{4.0.0.2} [ProjectRed-Integration] (ProjectRedIntegration-1.6.2-4.0.0.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ProjRed|Transmission{4.0.0.2} [ProjectRed-Transmission] (ProjectRedIntegration-1.6.2-4.0.0.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ProjRed|Exploration{4.0.0.2} [ProjectRed-Exploration] (ProjectRedWorld-1.6.2-4.0.0.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ProjRed|Illumination{4.0.0.2} [ProjectRed-Illumination] (ProjectRedWorld-1.6.2-4.0.0.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
SolarApoc{V4R4} [Solar Apocalypse] (SolarApocalypse.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
TConstruct{1.6.2_1.4.5d4} [Tinkers' Construct] (TConstruct_1.6.2_1.4.5d5.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
TConstruct|CompatMineFactoryReloaded{0.1} [TConstruct Compat: MFR] (TConstruct_1.6.2_1.4.5d5.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
McMultipart{1.0.0.161} [Minecraft Multipart Plugin] (ForgeMultipart-universal-1.6.2-1.0.0.161.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ForgeMicroblock{1.0.0.161} [Forge Microblocks] (ForgeMultipart-universal-1.6.2-1.0.0.161.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Profiler Position: N/A (disabled)
Vec3 Pool Size: 170 (9520 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Player Count: 1 / 8; [EntityPlayerMP['codebender'/57, l='Test World', x=983.56, y=4.00, z=-323.53]]
Type: Integrated Server (map_client.txt)
Is Modded: Definitely; Client brand changed to 'fml,forge'
AND YOU SHOULD TOO!
I don't support older versions (e.g. 1.118LF).
Thanks
~ Greets.
An excellent replacement for most of Thermal Expansion is the new Ender IO mod if you haven't seen it yet. Liquid Conduit, Redstone Conduit, and Energy Conduit are provided. And all his conduits can fit in the same block space, so you can have liquid, energy and redstone all running together. He has Capacitor Banks which are roughly equivalent to Redstone Energy Cells, and has recently added Dimensional Transceivers which are roughly equivalent to Tesseracts. Very well done, and he's very responsive and addressing issues, etc.
As for Power Boxes, a couple issues that I see when I try to use it. First, they currently don't remember the input/output settings after you pick them up. This actually makes retrofitting them into existing installations difficult. Having to click with bare hands to open the gui is a little annoying also.
Ender IO power conduits wouldn't connect to it. Not sure if that's an issue with Ender IO or Power Boxes, though. But interestingly, Ender IO capacitor boxes would connect.
Any news in this? Mod shouldn't require ComputerCraft API when there is no ComputerCraft loaded.
Or I'll just upload a non-CC version, I'll see.
However, I will have a look into it asap. Pretty busy with school and stuff at the moment.
You got BC Kinesis Pipes connected to one of the outputs?
The Power Box tries to output energy to them, no matter if there is energy requested in the BC network or not.
I heard the BC Power Network got an update, I will have a closer look into that.
~ Greets.
Great. Now I'm as giddy as a schoolchild. Can't wait.
As for a suggestion, as Sibmer said above, I also believe Ender IO is a decent TE replacement and if there was a way to make the two more compatible with each other, that would be fantastic!
- Forge Version (exact)
- Mod + version (every single mod if possible)
I still couldn't reproduce it...
//EDIT:
Neither can about 15 players of the server that I'm playing on reproduce it.
And we got a modpack with 146 mods... on 1.6.2
~ Greets.
Same error as me:
You fix it by adding computercraft api to the mods folder but it shouldn't be the case.
This combination makes PowerBoxes throw that error. Add ComputerCraft Api to LogisticPipes. It fixes the issue but... eh, it's a bad thing to do.
Interesting... I can get ender IO to connect to Power Box output, but not to Power Box input. So I can convert from IC2 to Buildcraft, but not the other way very easily. What version of Ender IO are you running? I'm running the latest -- 0.2.1.37, and the latest Power Boxes 1.03 (as well as a LOT of other mods). Tetkris, does both input and output work for you?
Could you check if the PowerBoxes version you got has the CC api implemented?
I am pretty curious...
Though, the version I uploaded got it...
Yes, it's an unmodified download from the first post. It has the computercraft API.
The thing is, you shouldn't pack the API in the release zip, it's a soft dependency. You should check for isLoaded("Computercraft") before using the API because it's supposed that Computercraft brings the API when found.
The combination is explosive when there is no computercraft. You probably have computercraft in your pack.
However, it is not that easy to make a tile entity actually compatible with this.
I either have to make 2 tile entites and load whichever is needed. It's a bit messy... But I'll have a look into it.
~ Greets.
Due to the IC2 Energy Net changes it would be useless work (in my opinion).
What addons do you mean that are not updated yet :P?
Yes, the BuildCraft Power API had a fairly severe overhaul in BC4 (which is for MC1.6.2+). One of the unfortunate side effects of that change is that Thermal Expansion is going to have to see an almost complete overhaul, most likely with its own power system being implemented before it gets released again. Another side effect of this change is that TE's Redstone Energy Conduits are not around for 1.6.2 players anymore.
That means that for users of the all mighty MJ, our options are as follows: