Quote from Inerflel_�
Info fragments. I'm fairly certain they only get programmed the first time you place them into your inventory. If they fail to get a recipe then, then they're garbage. No need to keep old blank fragments. You need new ones
Not true.
Quote from Inerflel_jumpThat means you're missing fragments. Go sacrifice a bunch of villagers to a pylon to get new fragments.
Exploring is better.
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I am the developer of many mods, most famously RotaryCraft and ChromatiCraft.
Feel free to support me and my mods via PayPal or Patreon
I found a conflicting mod, when I was creating a mod-pack for a private server, everything was running fine until I added DragonAPI (1.7.10 V4c), upon launching the game would crash.
I did some testing and isolated that the mod CustomMobSpawner (3.3.0) was causing it to crash.
Even installing the two mods alone (DragonAPI and CustomMobSpawner) in a clean forge install will cause it to crash.
I am using the latest version of forge.
I have read the Crash log, it does suggest the cause being of an ID Conflict, although the id conflicts refer to items that do not exist like bed_technical.
I cannot find a config to change any IDs within the two mods anyway.
I tested it without DragonAPI and it didn't crash
It was actually the config from CustomSpawner that got corrupted
I deleted Global.cfg and now it does not crash.
thanks for the fast response
I was confused by the ID conflicts mostly
TheCorvid, the blueprints you are looking for are the very LAST row of the lexicon, you will likely get blueprints you cant use yet but still.
Gamma, you can use the terraformer to convert and area to ocean then build an "ocean" in the area. Also most mods arent balanced around flatworlds because they are too hard to balance for and not enough ppl play survival in them, but you can do it with rotary.
I just have a quick question, do you have a board or some kind for eventual error or crash reports? I would love to have a structured list of already posted ones, so I can avoid to do the mistake to create a duplicated one.
Anyway... I'm even not 100% sure it is your mod which's causing it, because It seem to be a crash with NEI or MPM... maybe an issue combined with these.
This time I have linked the crash report in my post in hope it isn't a dupe.
thank you very much and I hope I wasn't to rude,
access_denied
This is fixed in v5.
I like your idea of a repository of crash reports, where I can flag it as "fixed in next version", "User error", or similar.
I was going to suggest we make one, but that is basically the GitHub error tracker.
I will consider reopening it.
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I am the developer of many mods, most famously RotaryCraft and ChromatiCraft.
Feel free to support me and my mods via PayPal or Patreon
Having an issue with ElectriCraft and the power draw from the batteries. My current setup:
Graphene Battery with an Industrial Coil (the bedrock variety with 16mw output)/Induction Generator charging it. I have about 8 machines powered off of this thing, all of them behind relays and resistors set for anything from 64 to 520 amps. No machine is setup to run full time, and everything has a resistor and should not draw full amperage from the battery. Any time I turn on any of the machines, even the very low powered ones, it appears to draw the full 16mw of power from the battery, regardless of resistor settings. If I flip on the coil set at 16mw output, the battery charge level remains constant, not going up or down, even if just a single machine behind a 64 amp resistor.
Anyway, short version. Battery > resistor > induction motor = constant max power drain from battery regardless of resistor settings. This is version 4c.
Having an issue with ElectriCraft and the power draw from the batteries. My current setup:
Graphene Battery with an Industrial Coil (the bedrock variety with 16mw output)/Induction Generator charging it. I have about 8 machines powered off of this thing, all of them behind relays and resistors set for anything from 64 to 520 amps. No machine is setup to run full time, and everything has a resistor and should not draw full amperage from the battery. Any time I turn on any of the machines, even the very low powered ones, it appears to draw the full 16mw of power from the battery, regardless of resistor settings. If I flip on the coil set at 16mw output, the battery charge level remains constant, not going up or down, even if just a single machine behind a 64 amp resistor.
Anyway, short version. Battery > resistor > induction motor = constant max power drain from battery regardless of resistor settings. This is version 4c.
Not a bug.
Rollback Post to RevisionRollBack
I am the developer of many mods, most famously RotaryCraft and ChromatiCraft.
Feel free to support me and my mods via PayPal or Patreon
Are you sure this is my doing? I see none of my code referenced, and I do not have any issues.
the first log was no mod: 22_MorePotionsMod-1.7.10-1.0.4.jar I just left the library: 22_BrewingAPI-1.7.10-3.0.1.jar 22_ClashsoftLib-1.7.10-2.6.0.zhar and it all together:
the first log was no mod: 22_MorePotionsMod-1.7.10-1.0.4.zhar I just left the library: 22_BrewingAPI-1.7.10-3.0.1.jar 22_ClashsoftLib-1.7.10-2.6.0.zhar and it all together:
Thank you very much for your effort to keep everything alive and working. I like your mods very much...
If I can say it so myself, I'm pretty surprised that you get so much criticism...
Additionally... May I ask you if you do a SSP World tour on your Youtube this time, too? I liked the past SSP tours very much and also inspired me a bit.
Sorry if this sounds a bit to "slimy",
access_denied
It is an SMP world, but there will be another tour, yes.
Rollback Post to RevisionRollBack
I am the developer of many mods, most famously RotaryCraft and ChromatiCraft.
Feel free to support me and my mods via PayPal or Patreon
So, I've been plugging away at a new SMP session after taking a break from MC for the last little while. I'm having a blast with this mod once again and seeing lots of great improvements! I can't wait to get around to building the high-end reactors and turbines!
I'm attempting to power my extractor via eight hydrokinetics as I a.) don't require the processing speed just yet (still mining by hand) but want the ore multiplication and, b.) don't yet have the infrastructure built to create and supply a microturbine with jet fuel. Drawing on past experiences, I rigged my engine room as before but have found that I'm now blowing out junction boxes, which I've discovered through reading the change log is a function of attempting to chain too many engines together through the shaft junction box.
I presume that that this is where Reika intends for me to use shaft power buses, correct? Further reading of the change logs revealed a couple more points of interest for me:
1.) V25: Slowed Shaft Power Bus lubricant consumption
2.) V25: Shaft Power Bus lubricant consumption now a function of size
3.) V23b: Material types now matter in the shaft power bus
Regarding items 1&2, is there a baseline rate of lubricant consumption that I can use to determine what my rate of consumption over time will be as the size of my operation grows? Regarding material types, what happens if/when power in the shaft power bus exceeds the limitations for the materials used? Are they damaged over time? Do they explode and ruin the gear/shaft item or do they explode catastrophically and take out the whole bus block?
Not true.
Exploring is better.
I found a conflicting mod, when I was creating a mod-pack for a private server, everything was running fine until I added DragonAPI (1.7.10 V4c), upon launching the game would crash.
I did some testing and isolated that the mod CustomMobSpawner (3.3.0) was causing it to crash.
Even installing the two mods alone (DragonAPI and CustomMobSpawner) in a clean forge install will cause it to crash.
I am using the latest version of forge.
Here is the crash log:
http://pastebin.com/yDkruMMP
I have read the Crash log, it does suggest the cause being of an ID Conflict, although the id conflicts refer to items that do not exist like bed_technical.
I cannot find a config to change any IDs within the two mods anyway.
It was actually the config from CustomSpawner that got corrupted
I deleted Global.cfg and now it does not crash.
thanks for the fast response
I was confused by the ID conflicts mostly
EDIT: also MoCSettings.cfg got corrupted
Gamma, you can use the terraformer to convert and area to ocean then build an "ocean" in the area. Also most mods arent balanced around flatworlds because they are too hard to balance for and not enough ppl play survival in them, but you can do it with rotary.
This is fixed in v5.
I like your idea of a repository of crash reports, where I can flag it as "fixed in next version", "User error", or similar.
I was going to suggest we make one, but that is basically the GitHub error tracker.
I will consider reopening it.
Good to know. I guess that means I've wasted a bunch of potentially useful blank fragments. Oh well.
Graphene Battery with an Industrial Coil (the bedrock variety with 16mw output)/Induction Generator charging it. I have about 8 machines powered off of this thing, all of them behind relays and resistors set for anything from 64 to 520 amps. No machine is setup to run full time, and everything has a resistor and should not draw full amperage from the battery. Any time I turn on any of the machines, even the very low powered ones, it appears to draw the full 16mw of power from the battery, regardless of resistor settings. If I flip on the coil set at 16mw output, the battery charge level remains constant, not going up or down, even if just a single machine behind a 64 amp resistor.
Anyway, short version. Battery > resistor > induction motor = constant max power drain from battery regardless of resistor settings. This is version 4c.
Not a bug.
found a conflict with this library
https://github.com/MinestrapTeam/Clashsoft-Lib/releases
http://pastebin.com/pr37WRrc
it can be corrected as anything?
there really is a conflict. without it all started.
Sorry for bad English
Add the WAILA API to DragonAPI.
Are you sure this is my doing? I see none of my code referenced, and I do not have any issues.
the first log was no mod: 22_MorePotionsMod-1.7.10-1.0.4.jar I just left the library: 22_BrewingAPI-1.7.10-3.0.1.jar 22_ClashsoftLib-1.7.10-2.6.0.zhar and it all together:
I'm sorry, maybe something wrong did. that's true crash, log.
http://pastebin.com/LC0jJKLy
http://pastebin.com/6yVzXhqD I do not know whose fault is it. but separately, these modes operate. together do not want
may have some settings that you can change and everything will be fine ...
Sorry for bad English
Dragon API is a .jar though. and what waila API? where do we get that?
I'm a Webcomic lover. Have some banners of my favorites:
GENERATION 25: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.
Open it with WinRAR, and take the WAILA API from WAILA.
I have never heard of these mods - nor a .zhar file - but they sound like core mods. Ask them about it.
It is an SMP world, but there will be another tour, yes.
Three cheers for Reika. For he is the best mod dev around.
I'm a Webcomic lover. Have some banners of my favorites:
GENERATION 25: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.
Hello, I'm getting a lot of crashes lately:
---- Minecraft Crash Report ---
Description: Ticking block entity
scala.MatchError: (11589393-4aaa-4a08-bf49-b33ca5769b49,Node(11589393-4aaa-4a08-bf49-b33ca5769b49, Tile Entity Shaft Junction @ DIM0: 47, 60, -136)@ShaftJunction [2]) (of class scala.Tuple2)
I'm using EthosLPPack, I updated to the newest DragonAPI/Rotatycraft and it's still crashing. Like every half an hour.
Crash log
Update OpenComputers.
Greetings again!
So, I've been plugging away at a new SMP session after taking a break from MC for the last little while. I'm having a blast with this mod once again and seeing lots of great improvements! I can't wait to get around to building the high-end reactors and turbines!
I'm attempting to power my extractor via eight hydrokinetics as I a.) don't require the processing speed just yet (still mining by hand) but want the ore multiplication and, b.) don't yet have the infrastructure built to create and supply a microturbine with jet fuel. Drawing on past experiences, I rigged my engine room as before but have found that I'm now blowing out junction boxes, which I've discovered through reading the change log is a function of attempting to chain too many engines together through the shaft junction box.
I presume that that this is where Reika intends for me to use shaft power buses, correct? Further reading of the change logs revealed a couple more points of interest for me:
Regarding items 1&2, is there a baseline rate of lubricant consumption that I can use to determine what my rate of consumption over time will be as the size of my operation grows? Regarding material types, what happens if/when power in the shaft power bus exceeds the limitations for the materials used? Are they damaged over time? Do they explode and ruin the gear/shaft item or do they explode catastrophically and take out the whole bus block?
Cheers!
Hello Reika,
I would like to ask for permission to include your mods in a public (intended as semi-private) modpack I am making.
Specifically:
-DragonAPI
-Chromaticraft
-Rotarycraft
-Electricraft
-Expanded Redstone
-Void Monster
(Just a note, the name is temporary, I haven't been able to think of anything better yet)
Here is the current modlist and related permissions, in case you are curious:
https://docs.google.com/spreadsheets/d/1ohv7HmTts34A_WBeWig0CQDiHrtv03r4DNYRva4XH8Y/edit?usp=sharing
I noticed something that is probably unintended with GeoStrata. All smooth stones craft into the cobble variant slabs instead of the smooth variant.
ClashsoftLib-1.7.10-2.6.0.jar
... oh .. sorry ... wrong with copying the file names.
usual file extensions. jar
and he other mod here
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1286992-more-potions-mod-for-minecraft-1-7-10?page=12
I asked ... but silent. may be a solution. I will wait. if you do not know ((
Sorry for bad English