• 0

    posted a message on Powerconverters (originally by PowerCrystals)
    Quote from AyapaRama4

    A long time ago when the PowerConverter worked fine,
    I used to connect the Biogenerator directly to the MJ Consumer and then the Bridge worked fine.
    Now i get the message No Link. (For example steamconsumer doesn't say No Link but also doesn't work^^)

    With energy pipes it works but i want to connect the generator directly to the consumer, like i always did.


    Unfortunately, you'll just have to adjust. The issue is with the biofuel generator, in that it produces BOTH MJ and RF. In previous versions of MFR, it only used MJ because there was no RF back then. Since the consumer can't figure out which to use, you'll have to stick a cable/conduit/pipe between. Its just how the cookie crumbles.

    Quote from morsmage
    I have the same issue but with Extra Utilities. I would like to charge Redstone Arsenal tools using Extra Utilities but this is the only way I've noticed that doesn't add worldgen. However, without TE, I don't get the RF Producers and Consumers. Thanks for all of your time and effort updating this mod. I think that the modding community would be very strange without folks that took over mods.


    That would be because mods require the API which is provided in the TE package (or any other mod package) to work with powertypes provided by that API. Install TE, disable its ore-gen, profit.

    A note to the last bit: This is only true of mods that sanely follow proper development style. Some mods which will not be named, tend to stuff other mods' APIs in their package. This causes an issue when you update the mod whose API they wrongly packaged.
    Many mods now use the proper method of a proxy which looks for specific mods to enable compatibility instead of stuffing the APIs.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.2/1.5.2][Forge] denoflions Mods! (Threads condensed)
    Quote from denoflions

    Q++ will have gui settable quarry sizes, or should I say it already has it written in.



    Also, concerning the markers -- Are they interchangeable for general use? Sometimes I grab the wrong ones :(
    And is it possible that a 'filler+' could be introduced?
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.2/1.5.2][Forge] denoflions Mods! (Threads condensed)
    Quote from denoflions

    That... is a really good idea. File that under "figure out if it is possible".


    Erm... damn someone must read this stuff. Right after the player sticks the sign up in the 'suggestion box' area, and I suggest it... and bam. Next day I see this: http://www.reddit.com/r/feedthebeast/comments/1xoi8b/ender_quarry/

    Creepy. Makes me wonder if one of my players is actually a dev that I don't know about, and keeps quiet about it...

    So I guess it's 'doable', just a matter of how to best implement it, without having to rebase too much code. Even if he releases that soonish, I think it would still benefit all of the quarry- and pump- type items regardless of mod.
    Posted in: Minecraft Mods
  • 0

    posted a message on Immibis's Mods - Now with 85.7% less version numbers in this title!
    Hey Immibis. Thanks for checking out that chunk-loading issue from before on IRC. It still seems that once the chunk has been loaded, it has around a 50% chance of staying that way once the world has been visited (but sometimes they don't), but when a player logs out, and back in, the chunk loaders don't immediately load, which is something that is easy to deal with for the most part, by visiting the area the loader is in a few times, but I recall you said that they should load on their own without this step.

    I've noticed that BC quarries do this as well, but the endothermic pump seems to work fine -- but I don't think the pump unloads on logout.

    Anyhow, thanks for keeping up the work. It has to be frustrating with the way you get treated at times (esp by other modders!)

    Thanks again, and hopefully these bugs can be squished with a vengeance :D

    If it is of any use, the main dimension having the "staying chunkloaded" issue is a pocket dimension, and occasionally the overworld. I'm not 100% sure, but I'm starting to wonder if this may also be an issue with memory. The host we're using only has 1.6GB -- but in 1.5x we did not have this issue.
    Posted in: Minecraft Mods
  • 2

    posted a message on [1.6.2/1.5.2][Forge] denoflions Mods! (Threads condensed)
    Hey denoflionsx one of my players suggested this, and I think it might make sense. It would surely reduce server memory.
    He suggested that if possible (I'm not sure if you're hooking into BC code for this, but if so maybe an upstream PR would be in order), could the QuarryPlus only load the controller block, and then load/mine one chunk at a time?
    For example, the player places the markers, and its a full size 256-chunk quarry. The quarry would initially only load the chunk that the quarry is in, and mine that till it hits bedrock. Then the quarry keeps itself loaded, but also loads the next chunk in the area, mines it out, takes the chunkload ticket down, puts one in the next chunk, mines that, and so-on. This would limit the quarry to loading just 2 chunks at a time, and would reduce server memory load a considerable amount when the player-base expands and more people are putting up quarries.

    I hope this is something that is 'doable' and could be included. Anyhow, thanks for taking over QuarryPlus, and for your time!
    Posted in: Minecraft Mods
  • 0

    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Hey there Reika,
    Found out what is causing this error:
    2014-01-24 23:18:18 [INFO] [STDOUT] Tile Entity Hydrokinetic Engine @ 63, 64, -36 is throwing class java.lang.NullPointerException on update: null
     2014-01-24 23:18:18 [INFO] [STDERR] java.lang.NullPointerException
     2014-01-24 23:18:18 [INFO] [STDOUT] 


    The issue is if the water is blocked somewhere from falling to the hydrokinetic engine. I use a setup that engages pistons to turn off the water flow to the engines when not in use to save on lubricant -- this often starts the console spam, and requires a break of the engines to get them working again.

    Is there a way to check to see if there is a non-air/flowing water block between the engine and the source block, so that engine control is usable?
    Posted in: Minecraft Mods
  • 5

    posted a message on Tinkers Construct
    Quote from l3lackCalamity

    With all due respect, as that message currently stands it is simply a smear campaign forced on all users every time they want to play their game. We get it, you hate Greg, but for our communities sake just stop. :(


    Honestly dude, I SUPPORT mDiyo for using this method for communicating that Gregtech cannot be supported or compatible. Quite frankly other authors including gregorious take a different approach (for history, forestry, other mods bickering and crashing/corrupting worlds, etc).

    At least he isn't wasting his coding time putting in retarded code, or wasting his user's time by making their worlds disappear or worse. I like the fact that he is pointing out GT's incorrect usage of the Ore Dictionary, that GT forcibly crashes people's games, etc. If anything I don't see why you're griping at mDiyo for a generally constructive and non-destructive approach to the matter, instead of losing (imho) his professional coding integrity by making the game act in a way that the user doesn't like.

    Kodos to you, mDiyo, for stepping above the poor coding practices that I've seen commonly occur in the modding dev community.
    Posted in: Minecraft Mods
  • 0

    posted a message on Difference between FTB and Tekkit?
    A page or two back someone stated that they don't ever hear of anyone going from Technic to FtB, and then back to Technic. I just wanted to say that I for one did exactly that. I initially used Technic because FtB didn't exist. The packs worked, and were generally stable.

    Then came the lameness of Forestry deciding to blow up people's worlds, just because they used a pack instead of manually and tediously putting together a pack and maintaining it. I'd actually thought it was Technic's fault, and bought into the hype at the time, and went to FtB. Well, that didn't work out too well. My players wanted certain mods, I wanted other mods, and since FtB still doesn't have a freely usable package distribution, I switched to using MultiMC.

    Unfortunately players aren't administrators, nor are all of them even relatively computer savvy at all. Maintaining the modpack was taking so much time that I never actually got to play the game myself. So I ended up going to a model of "learn to update a mod or get over it" and ended up with just a few players that had some working knowledge of how a computer filesystem works, and that knew how to read a crashlog and resolve issues themselves.

    Then one of my friends (a mod developer) had me look at Technic again. It actually has a publicly available, easy to use modpack distribution system. I could actually keep the pack updated, and still play the game instead of help people to get theirs running, for once. So I switched back to Technic, and haven't looked back. Administrators' best friend. And screw all the FtB<!=>Technic crap. I don't give a rats' *** about that. I - like most others - just want to be able to have my cake, and eat it too... even if cake is a lie. :)

    Side-note: GT almost stayed in my pack, but the dude pulled a dumb stunt. Just cause of a path, it blew up even when I was using FtB (I kept the directory structure so the path still had "technic" in it). I found the stupid BS code and modified it to run with the pack (without having to change the path and rewrite tons of scripts) for a while, but got tired of having to mess with it. So now we play GT-free, and soon IC2-free considering no public 'stable' release in ages. And when they get that part right, they break the API (yet again) so other mods throw garbage all over.
    Posted in: Mods Discussion
  • 0

    posted a message on [1.5.1][Forge][UE]Complex Machines
    While this mod looks neat, and is recommended by many in #universalelectricity, it has an issue when used in a client/server situation. Even with identical configs, no ID conflicts seen anywhere, the server/client mismatch error is reported when attempting to connect.

    2013-06-17 15:29:57 [FINE] [fml.ItemTracker] The difference set is not equal: only on left={14244=Item 14244, Type basiccomponents.common.item.ItemBase, owned by ComplexMachines, ordinal 1, name null, claimedModId null}: value differences={14229=(Item 14229, Type basiccomponents.common.item.ItemBase, owned by ComplexMachines, ordinal 5, name null, claimedModId null, Item 14229, Type basiccomponents.common.item.ItemBase, owned by ComplexMachines, ordinal 4, name null, claimedModId null), 14231=(Item 14231, Type basiccomponents.common.item.ItemBase, owned by ComplexMachines, ordinal 3, name null, claimedModId null, Item 14231, Type basiccomponents.common.item.ItemBase, owned by ComplexMachines, ordinal 2, name null, claimedModId null), 14230=(Item 14230, Type basiccomponents.common.item.ItemBase, owned by ComplexMachines, ordinal 2, name null, claimedModId null, Item 14230, Type basiccomponents.common.item.ItemBase, owned by ComplexMachines, ordinal 1, name null, claimedModId null), 14232=(Item 14232, Type basiccomponents.common.item.ItemBase, owned by ComplexMachines, ordinal 4, name null, claimedModId null, Item 14232, Type basiccomponents.common.item.ItemBase, owned by ComplexMachines, ordinal 3, name null, claimedModId null)}

    (from complexmachines.cfg)
    # Configuration file

    ####################
    # general
    ####################

    general {
    I:BlockStartingID=2770
    D:"Focal Point Output"=3000.0
    D:"Grinder Output"=5000.0
    I:ItemStartingID=11670
    D:"Ocean Generator Output"=0.5
    D:"Single Point Generator Output"=500000.0
    I:"Single Point Generator Radius"=5000
    I:"Spawn Protection Radius"=0
    B:"Vanilla (Easy) Recipies Enabled"=false
    }

    (from basiccomponents.cfg)
    # Configuration file

    ####################
    # block
    ####################

    block {
    I:"Basic Machine"=3973
    }


    ####################
    # item
    ####################

    item {
    I:battery=13970
    I:circuitAdvanced=13975
    I:circuitBasic=13974
    I:circuitElite=13976
    I:copperWire=13972
    I:dustBronze=13988
    I:dustSteel=13987
    I:infiniteBattery=13971
    I:ingotSteel=13985
    I:motor=13973
    I:plateBronze=13979
    I:plateCopper=13977
    I:plateGold=13982
    I:plateIron=13981
    I:plateSteel=13980
    I:plateTin=13978
    }


    Both are identical between client and server.
    Posted in: Minecraft Mods
  • 0

    posted a message on DaftPVF's Mods (Treecapitator, CrystalWing, StartingInv, FloatingRuins)
    Trying to get some mods going, and keep hitting a crash after I install bspkrsCore.
    I've downloaded and re-downloaded the mod, I'm not sure what I'm doing wrong.

    Forum won't let me post log, which is retarded since I've seen some in here longer than mine...
    paste.ubuntu.org to the rescue
    Posted in: Minecraft Mods
  • 0

    posted a message on [Jul.08] Rei's Minimap v3.4_01
    Is this mod still being developed? I haven't seen an update in a very long time.

    Im curious, because lately there has been a bug where waypoints are no longer being correctly read (but they are correctly written).

    I'm not sure if this is due to forge, or perhaps Mystcraft, as I've seen a few posts about that.
    Posted in: Minecraft Mods
  • 0

    posted a message on MultiMC 5 [Windows / Linux / Mac]
    Please offer alternates to ad.fly.

    The requested URL could not be retrieved

    While trying to retrieve the URL: http://adf.ly/606771/mmc4win
    The following error was encountered:
    Connection to 69.39.236.36 Failed
    The system returned:
    (61) Connection refused
    The remote host or network may be down. Please try the request again.
    ad.fly blows if you use it as the sole method.
    Posted in: Minecraft Tools
  • 0

    posted a message on Mod Installer?
    Quote from MinecraftToGo

    Here's a pro tip:

    Learn to install them manually.


    While I understand that yes, you can always install MODs yourself, I have two problems with this statement:

    1 - I'm going to refrain from saying what is actually on my mind, but basically if you have nothing nice to say... yeah. The OP asked if there was an actual mod installer, not for a comment on how to do it manually.

    2 - Something like this would be extremely beneficial to the MOD users and developers. If you read any post for a MOD there are a million "didn't work" posts that are generally related to the manual install. There are orders of installation, various requirements to get them to work properly, etc. If there was a "MOD Manager" type of software available, Developers and Users of MODs would have to deal with much less grief. Less responding (and more coding) for devs, and less issues with mods from users. A few things that would help whoever has the coding skills for this: 7zip is open source, and its libraries could be used. Detection of different mods replacing a single file would be helpful to avoid conflicts. For devs of mods, having a standardized, single program used would eliminate many issues with conflicts, and such. Also, it could be designed to backup and restore any replaced files, should the user need to remove a mod.

    I'd love to see a MOD manager. It would enable easier installation of mods, without having to sort through readme files, and compare directories to figure out if there are conflicts. I've been surprised that there hasn't been a program that does this yet, actually.
    Posted in: Minecraft Tools
  • 0

    posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)
    [edited/removed]
    Ugh... adfly.

    Well nevermind, see the poster above me has that fixed.
    Adfly sucks.
    Posted in: Minecraft Mods
  • 0

    posted a message on MINECARTS Mk. II *Latest Update: 9/1/2011*
    I love this idea, and would like to see one more thing implemented into it as a whole, and fleshed out here: Minecart linking to make 'trains'!

    I came across a few posts on getsatisfaction that somewhat flesh this idea out, and I believe that it would improve the system (and get both ideas on the board in one place).

    This one seems to be one of the better-thought-out ones: http://getsatisfaction.com/mojang/topics/minecart_trains_linking_minecarts
    Posted in: Suggestions
  • To post a comment, please .