I can't seem to get the lights with the glow effect around them (makes them look like they're actually shining rather than just the color getting lighter). I'm using FTB unleashed and the most recent 1.5.2 version of Redlogic. there are no ID conflicts and I've disabled forge multipart.
Was this 'glow effect' not added until later versions (MC1.6.2)? or is there something I can do to get it, these were my favorite lights in RP!
I can't seem to get the lights with the glow effect around them (makes them look like they're actually shining rather than just the color getting lighter). I'm using FTB unleashed and the most recent 1.5.2 version of Redlogic. there are no ID conflicts and I've disabled forge multipart.
Was this 'glow effect' not added until later versions (MC1.6.2)? or is there something I can do to get it, these were my favorite lights in RP!
The lamps didn't glow in the 1.5.2 versions of redlogic, that was added in the 1.6.2 versions.
The Meaning of Life, the Universe, and Everything.
Join Date:
1/4/2012
Posts:
43
Minecraft:
whizzball1
Member Details
Does Immibis Peripherals have a Peripheral that works with Bundled Cables from this mod? I'm trying to make a monitor that changes colour depending on which bundled cable you attach.
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I'd like to note that my actual username should be whizzball1. A name change would be useful right about now.
I was doing a build using the Extended Drawbridge (It was a vertical doorbridge design), I placed some Red Alloy Wire from Project Red and when I placed a NOT Gate from RedLogic my server crashed.
Crash Log 1:http://pastebin.com/mxsDuGwm
Crash Log 2:http://pastebin.com/Mh4T0cjw
In SMP the client gets kicked back to main screen on placing a RedLogic gate where it would connect to red alloy wire already in place. Logging back in after the 'crash' I find myself in possession of a new AND gate (regardless of the gate placed), plus a big grey box where I'd put the actual gate - breaking that returns the original gate to me. If I break any wire connections (including vanilla redstone) surrounding the block face before I place the gate and put the connection in after, it works fine.
Also, looks like the timer and state cell interfaces are broken again - even in default, I see black and pink.
Please, Immibis. Update 1.5.2 version of ur mod.
(Lamps and fixtures). 1.5.2 version needs ur new fixtures and caged lamps.
Good Luck, I don't know any modders that would even think to take a look at any bugs that are on an earlier version of Minecraft than the current moddable version (which currently is the 1.6.4 since Forge will take a real long time to work with 1.7.X of Minecraft if it ever release before Mojang release a 1.8), and even if millions of users are stuck with theses bugged versions because of for exemple FTB modpacks right now... Main reason for this, is that the modding API isn't the same, Forge update and change a lot of stuff so having to test and work on the earlier version of Minecraft would be a real challenge for a modder...
I'm talking not about bugs. I'm talking about adding some lamps and fixtures to earlier version of mod...
You're dreaming in that case, don't expect anything unless a 737 just crashed in your backyard with all the passengers surviving it and the plane able to take off from your backyard again without damage to anything...
You're dreaming in that case, don't expect anything unless a 737 just crashed in your backyard with all the passengers surviving it and the plane able to take off from your backyard again without damage to anything...
Ok, but it's not compatible with Direwolf20, 1.1.6
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
java.lang.RuntimeException: One or more errors were thrown while loading RedLogic
at mods.immibis.cobaltite.ModBase._preinit(ModBase.java:254)
at mods.immibis.redlogic.RedLogicMod.preinit(RedLogicMod.java:93)
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:494)
at sun.reflect.GeneratedMethodAccessor3.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:314)
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:192)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:172)
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:314)
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:103)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:515)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:163)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:411)
at net.minecraft.client.MinecraftAppletImpl.func_71384_a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:733)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.NoClassDefFoundError: mods/immibis/redlogic/gates/GateTile
at java.lang.Class.getDeclaredConstructors0(Native Method)
at java.lang.Class.privateGetDeclaredConstructors(Unknown Source)
at java.lang.Class.getConstructors(Unknown Source)
at mods.immibis.cobaltite.ModBase._preinit(ModBase.java:167)
... 32 more
Caused by: java.lang.ClassNotFoundException: mods.immibis.redlogic.gates.GateTile
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:139)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 36 more
--- END ERROR REPORT 6f903459 ----------
Yes it is, simply there's a lot of ID conflicts there, there's too many for a specific crash about it so that's why you got this one, change all the ID's and make sure none of them conflict with the ones FTB use... And make sure to respect the ID's limit, some needs to be under 4096 to work, some needs to be under 255, but I think its not important for RedLogic since I don't think it add any blocks in the world gen...
In SMP the client gets kicked back to main screen on placing a RedLogic gate where it would connect to red alloy wire already in place. Logging back in after the 'crash' I find myself in possession of a new AND gate (regardless of the gate placed), plus a big grey box where I'd put the actual gate - breaking that returns the original gate to me. If I break any wire connections (including vanilla redstone) surrounding the block face before I place the gate and put the connection in after, it works fine.
Also, looks like the timer and state cell interfaces are broken again - even in default, I see black and pink.
Not an actual crash. That was there so I could see where something was being called from - and I forgot to remove it before release. It will be gone in the next version of Immibis Core - I don't consider this serious enough to release a new version.
I was doing a build using the Extended Drawbridge (It was a vertical doorbridge design), I placed some Red Alloy Wire from Project Red and when I placed a NOT Gate from RedLogic my server crashed.
Crash Log 1:http://pastebin.com/mxsDuGwm
Crash Log 2:http://pastebin.com/Mh4T0cjw
That bug again! I still don't know exactly what causes it. It seems that some blocks (notably drawbridges) prevent gates from initializing properly (technical detail: they end up the "gate type" field set to null). The crash log doesn't have any information that helps me to find the cause.
57.2.2 will hopefully fix the crashing, and when it doesn't crash it might be easier to investigate.
In SMP the client gets kicked back to main screen on placing a RedLogic gate where it would connect to red alloy wire already in place. Logging back in after the 'crash' I find myself in possession of a new AND gate (regardless of the gate placed), plus a big grey box where I'd put the actual gate - breaking that returns the original gate to me. If I break any wire connections (including vanilla redstone) surrounding the block face before I place the gate and put the connection in after, it works fine.
Good Luck, I don't know any modders that would even think to take a look at any bugs that are on an earlier version of Minecraft than the current moddable version (which currently is the 1.6.4 since Forge will take a real long time to work with 1.7.X of Minecraft if it ever release before Mojang release a 1.8), and even if millions of users are stuck with theses bugged versions because of for exemple FTB modpacks right now... Main reason for this, is that the modding API isn't the same, Forge update and change a lot of stuff so having to test and work on the earlier version of Minecraft would be a real challenge for a modder...
Actually, I used to do that. Writing mods for 1.2.5 and 1.4.2 at the same time wasn't too bad. The main problem was that compiling took forever - partially because Eclipse doesn't support this so I had to compile everything every time I wanted to test something (Eclipse normally only compiles the parts of the program that changed).
Ok, but it's not compatible with Direwolf20, 1.1.6
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
java.lang.RuntimeException: One or more errors were thrown while loading RedLogic
at mods.immibis.cobaltite.ModBase._preinit(ModBase.java:254)
at mods.immibis.redlogic.RedLogicMod.preinit(RedLogicMod.java:93)
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:494)
at sun.reflect.GeneratedMethodAccessor3.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:314)
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:192)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:172)
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:314)
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:103)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:515)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:163)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:411)
at net.minecraft.client.MinecraftAppletImpl.func_71384_a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:733)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.NoClassDefFoundError: mods/immibis/redlogic/gates/GateTile
at java.lang.Class.getDeclaredConstructors0(Native Method)
at java.lang.Class.privateGetDeclaredConstructors(Unknown Source)
at java.lang.Class.getConstructors(Unknown Source)
at mods.immibis.cobaltite.ModBase._preinit(ModBase.java:167)
... 32 more
Caused by: java.lang.ClassNotFoundException: mods.immibis.redlogic.gates.GateTile
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:139)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 36 more
--- END ERROR REPORT 6f903459 ----------
1.5.2 versions required Immibis's Microblocks to be installed (coremods folder).
Also the self latching button is not able to be turned off? Please add in descriptions in what the self latching etc, buttons do.
Self latching buttons turn off when they receive a redstone signal. You'll also notice their redstone output is inverted.
Added this information to the first post, next to the recipes.
Hi, thanks for awesome mode.
I've noticed a few bugs with integrated circuit building:
1) Freestanding cables don't work in integrated circuit. They work perfect in the cleanroom, but when I assemble it to a circuit - it doesn't work.
2) I can't use a circuit inside a circuit. WHY ?
I wanted to build a 8-bit 256-byte CPU using OISC architecture (BitBitJump/Subleq), that's why I need to place a circuit inside another one.
So, please tell me, if it possible to fix these bugs.
Thank you for your awesome mods!
Is there any way I could know which blocks? and where do I find redlogic's config file?
Was this 'glow effect' not added until later versions (MC1.6.2)? or is there something I can do to get it, these were my favorite lights in RP!
The lamps didn't glow in the 1.5.2 versions of redlogic, that was added in the 1.6.2 versions.
Crash Log 1:http://pastebin.com/mxsDuGwm
Crash Log 2:http://pastebin.com/Mh4T0cjw
Also playing:Pokemon Black 2 - AA series (For the 3rd time) - Team Fortress 2 - HL1(Frozen) - Dota2
Steam ID:http://steamcommunit...m/id/matpower64
Check Resonant Rise Mod Pack:https://plus.google.com/communities/109856948017213754039
forge build 738 (for mc 152, placed in instmods folder)
immibis core 55.1.6 (for mc152, placed in coremods folder)
immibis multiblocks 55.0.7 (for mc152, placed in coremods folder)
red logic 55.4.1 (for mc152, placed in mods folder)
.... this is what i get... http://pastebin.com/A2xZJYa4
i can only assume it's a mod version issue... anyone know a combination of mod versions to get red logic working with mc152 and forge 738 ?
Also, looks like the timer and state cell interfaces are broken again - even in default, I see black and pink.
RedLogic 57.2.1, Immibis Core 57.1.4, Minecraft 1.6.4, Forge 1.6.4-9.11.1.953, bunch'a other mods
don't click this link...
Good Luck, I don't know any modders that would even think to take a look at any bugs that are on an earlier version of Minecraft than the current moddable version (which currently is the 1.6.4 since Forge will take a real long time to work with 1.7.X of Minecraft if it ever release before Mojang release a 1.8), and even if millions of users are stuck with theses bugged versions because of for exemple FTB modpacks right now... Main reason for this, is that the modding API isn't the same, Forge update and change a lot of stuff so having to test and work on the earlier version of Minecraft would be a real challenge for a modder...
Make recipes more logical - add in craft of logical elements a stone. Also as in craft of the vanilla repeater.
In advance, thanks.
You're dreaming in that case, don't expect anything unless a 737 just crashed in your backyard with all the passengers surviving it and the plane able to take off from your backyard again without damage to anything...
Yes it is, simply there's a lot of ID conflicts there, there's too many for a specific crash about it so that's why you got this one, change all the ID's and make sure none of them conflict with the ones FTB use... And make sure to respect the ID's limit, some needs to be under 4096 to work, some needs to be under 255, but I think its not important for RedLogic since I don't think it add any blocks in the world gen...
I can confirm this happening on my server as well.
Not an actual crash. That was there so I could see where something was being called from - and I forgot to remove it before release. It will be gone in the next version of Immibis Core - I don't consider this serious enough to release a new version.
That bug again! I still don't know exactly what causes it. It seems that some blocks (notably drawbridges) prevent gates from initializing properly (technical detail: they end up the "gate type" field set to null). The crash log doesn't have any information that helps me to find the cause.
57.2.2 will hopefully fix the crashing, and when it doesn't crash it might be easier to investigate.
Is there an error log in the server console?
Fixed.
Actually, I used to do that. Writing mods for 1.2.5 and 1.4.2 at the same time wasn't too bad. The main problem was that compiling took forever - partially because Eclipse doesn't support this so I had to compile everything every time I wanted to test something (Eclipse normally only compiles the parts of the program that changed).
1.5.2 versions required Immibis's Microblocks to be installed (coremods folder).
Fixed, thanks for reporting.
Self latching buttons turn off when they receive a redstone signal. You'll also notice their redstone output is inverted.
Added this information to the first post, next to the recipes.
I've noticed a few bugs with integrated circuit building:
1) Freestanding cables don't work in integrated circuit. They work perfect in the cleanroom, but when I assemble it to a circuit - it doesn't work.
2) I can't use a circuit inside a circuit. WHY ?
I wanted to build a 8-bit 256-byte CPU using OISC architecture (BitBitJump/Subleq), that's why I need to place a circuit inside another one.
So, please tell me, if it possible to fix these bugs.
Thank you for your awesome mods!
And sorry for bad English.