• 0

    posted a message on [1.7.10][Beta][WIP]Colored Light - Progress and Discussion
    Quote from xeronut»

    I'm using Forge 1557 and no issues. CLC was built against 1291 (I think? maybe later) but still works just fine - in fact I think the only mods that had real issues with newer Forge versions were the ones that registered liquids.

    For whatever reason it does not appear to work in the development environment (using the deobf version). Do you have any thoughts on why that might be?
    Posted in: WIP Mods
  • 1

    posted a message on WarpDrive: custom ships, laser cannons and modular force fields!
    Quote from snakefangox»

    Ah thanks and this is a great mod i'm really enjoying playing with it :) my only problem with it is that the .jar killed my mother and burned my house down :( .


    We warned you.... ;)
    Posted in: Minecraft Mods
  • 0

    posted a message on WarpDrive: custom ships, laser cannons and modular force fields!
    Quote from PowerBowser»

    Well, I have a crash on startup.




    Description: There was a severe problem during mod loading that has caused the game to fail

    cpw.mods.fml.common.LoaderException: java.lang.NoClassDefFoundError: cr0s/warpdrive/item/ItemIC2reactorLaserFocus
    at cpw.mods.fml.common.LoadController.transition(LoadController.java:163)
    at cpw.mods.fml.common.Loader.loadMods(Loader.java:544)
    at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:208)
    at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:480)
    at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:878)
    at net.minecraft.client.main.Main.main(SourceFile:148)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
    at java.lang.reflect.Method.invoke(Method.java:483)
    at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
    at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
    Caused by: java.lang.NoClassDefFoundError: cr0s/warpdrive/item/ItemIC2reactorLaserFocus
    at java.lang.Class.forName0(Native Method)
    at java.lang.Class.forName(Class.java:344)
    at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:440)
    at sun.reflect.GeneratedMethodAccessor4.invoke(Unknown Source)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
    at java.lang.reflect.Method.invoke(Method.java:483)
    at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
    at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
    at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
    at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
    at com.google.common.eventbus.EventBus.post(EventBus.java:275)
    at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:212)
    at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:190)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
    at java.lang.reflect.Method.invoke(Method.java:483)
    at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
    at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
    at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
    at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
    at com.google.common.eventbus.EventBus.post(EventBus.java:275)
    at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:119)
    at cpw.mods.fml.common.Loader.loadMods(Loader.java:513)
    ... 10 more
    Caused by: java.lang.ClassNotFoundException: cr0s.warpdrive.item.ItemIC2reactorLaserFocus
    at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:191)
    at java.lang.ClassLoader.loadClass(ClassLoader.java:424)
    at java.lang.ClassLoader.loadClass(ClassLoader.java:357)
    ... 34 more
    Caused by: java.lang.NoClassDefFoundError: ic2/api/reactor/IReactorComponent
    at java.lang.ClassLoader.defineClass1(Native Method)
    at java.lang.ClassLoader.defineClass(ClassLoader.java:760)
    at java.security.SecureClassLoader.defineClass(SecureClassLoader.java:142)
    at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:182)
    ... 36 more
    Caused by: java.lang.ClassNotFoundException: ic2.api.reactor.IReactorComponent
    at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:101)
    at java.lang.ClassLoader.loadClass(ClassLoader.java:424)
    at java.lang.ClassLoader.loadClass(ClassLoader.java:357)
    ... 40 more




    I don't and never have had IC2 installed, but I do have CoFH Core 3.0.3 - 303.


    What version of WarpDrive do you have? I seem to remember this already being fixed.
    Posted in: Minecraft Mods
  • 0

    posted a message on WarpDrive: custom ships, laser cannons and modular force fields!

    Could you make it so you don't have to edit the config to set transition planes to go to other dimensions, and is there a way to make the warp jumps faster instead of having to wait like 30 seconds to go like 200 blocks if not please add a way to . Also how do you make a laser and a camera guided laser work?


    What way would you prefer?



    You can change the delay in the config, just take a look in config/WarpDrive/WarpDrive.cfg


    Take a look at the wiki on github, it explains lasers there.

    Posted in: Minecraft Mods
  • 0

    posted a message on WarpDrive: custom ships, laser cannons and modular force fields!
    Quote from jjjworley»

    # Maximum ship mass (in blocks) to jump on earth
    I:volume_max_on_planet_surface=3000


    # Minimum ship mass (in blocks) to enter or exit hyperspace without a jumpgate
    I:volume_min_for_hyperspace=1200


    This is my default config setting. Max ship mass should be 1200 and minimum ship mass should be 3000, right?


    This is not a bug. It is, in fact, intentional. You don't go to space until you go above the Max height of the world, so you may need to do two jumps. If you want to be able to do it in one, you will need to increase the Max jump distance in the configs.


    To get back, jump down until you get back.

    Posted in: Minecraft Mods
  • 0

    posted a message on WarpDrive: custom ships, laser cannons and modular force fields!
    Quote from ryancstl23»

    Is computercraft required to play with this mod?


    Or OpenComputers

    Posted in: Minecraft Mods
  • 0

    posted a message on WarpDrive: custom ships, laser cannons and modular force fields!
    Quote from VoidCairnir»

    This says 1.7.10, but i dont see a 1.7.10 download anywhere, ?


    Check my post, second down from the original.

    Posted in: Minecraft Mods
  • 0

    posted a message on WarpDrive: custom ships, laser cannons and modular force fields!

    Why does the main picture of a ship include, as a building material, emerald ore?

    Posted in: Minecraft Mods
  • 0

    posted a message on WarpDrive: custom ships, laser cannons and modular force fields!
    Quote from Spector171»

    How does the beacon mode on the Warpcore controller work? Also will you be adding some sort of Matter/Antimatter reactor? I know you already have a reactor, but this is something i would really like to see implemented.


    Yes, a potential actual "WarpCore" is under consideration for V2

    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.4] WarpDrive mod: ships, space, lasers!
    Quote from hiyikfko»

    Thank You LemADEC for the info and I look forward to the possible implementation to disable later on :)


    Already available in version 1.3.3

    Posted in: WIP Mods
  • 0

    posted a message on [1.6.4] WarpDrive mod: ships, space, lasers!
    Quote from LemADEC»

    Thanks for the reports, keep them coming!


    The mod is compiled against

    - industrialcraft-2-2.2.758-experimental,

    - ComputerCraft-1.74,

    - CoFHCore-[1.7.10]3.0.3-303,

    - and OpenComputers-MC1.7.10-1.5.14.30.


    Looks like I forgot a few cases, can you provide a Crash log for the other cases of mod dependency?

    This one is asking you to have OpenComputers.


    1/ see above, we'll need the crash report for each case.


    2/ nice catch. The mod tried to generate a derelict but couldn't find the IC2 solarPanel, probably a name change on their side or you've no IC2 in your mods. Restarting your game should work until it tries to spawn another one.


    3/ small ship can come back to another gate at the same coordinates as in space, even if you don't see it. Mainframe should give you the closest jumpgate coordinates. It's fairly difficult to precisely position your ship in hyperspace, so you prefer to jump straight from one jumpgate to another. Either way, we'll need more testing on that one.


    4/ you need to setup the transitions planes in the configuration file of the mod. You enter/exit like the overworld.


    I am currently working on worldgen, configs, and all that mess. Should fix the issues with derelicts

    Posted in: WIP Mods
  • 0

    posted a message on [1.6.4] WarpDrive mod: ships, space, lasers!

    "I have not crashed yet."


    Glory glory hallelujah

    Posted in: WIP Mods
  • 0

    posted a message on [1.6.4] WarpDrive mod: ships, space, lasers!

    Go to minecraft folder, then /config/ComputerCraft.cfg


    one of the values lower down should be "B:enableAPI_http=false" change it to true

    Posted in: WIP Mods
  • 0

    posted a message on [1.6.4] WarpDrive mod: ships, space, lasers!

    Using CC 1.6.3 and WDBeta 19, upon warping into space the game instantaneously crashes most times, or if it doesn't, after about a minute. It also crashes instantaneously most times when trying to reload the world after a crash. Does anyone have any suggestions for a fix?

    Posted in: WIP Mods
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