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[1.6+] Steve's Carts 2 (v2.0.0.a123)


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#3121

Vswe
    Vswe

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Posted 03 December 2012 - 07:57 PM

View Postwassupyo123, on 03 December 2012 - 07:46 PM, said:

Minecraft has crashed!    
      ----------------------    

Minecraft has stopped running because it encountered a problem; Unexpected error
This error has been saved to C:\Users\Josh\AppData\Roaming\.minecraft\crash-reports\crash-2012-11-14_03.38.17-client.txt for your convenience. Please include a copy of this file if you report this crash to anyone.



--- BEGIN ERROR REPORT 94c1140c --------
Generated 11/14/12 3:38 AM

- Minecraft Version: 1.4.2
- Operating System: Windows 7 (amd64) version 6.1
- Java Version: 1.6.0_24, Sun Microsystems Inc.
- Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Sun Microsystems Inc.
- Memory: 196665424 bytes (187 MB) / 523763712 bytes (499 MB) up to 954466304 bytes (910 MB)
- JVM Flags: 2 total; -Xms512m -Xmx1024m
- AABB Pool Size: 98 (5488 bytes; 0 MB) allocated, 95 (5320 bytes; 0 MB) used
- FML: MCP v7.19 FML v4.2.6.422 Minecraft Forge 6.0.1.341 5 mods loaded, 5 mods active
            mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
            FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
            Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
            mod_TooManyItems [mod_TooManyItems] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
            StevesCarts [Steve's Carts] (StevesCarts2.0.0.a23.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
- LWJGL: 2.4.2
- OpenGL: Intel® HD Graphics Family GL version 3.0.0 - Build 8.15.10.2253, Intel
- Is Modded: Definitely; 'forge,fml'
- Type: Client
- Texture Pack: Default
- Profiler Position: N/A (disabled)
- Vec3 Pool Size: 93 (5208 bytes; 0 MB) allocated, 47 (2632 bytes; 0 MB) used
- World MpServer Entities: 6 total; [axc['Player'/35, l='MpServer', x=-2.68, y=238.62, z=40.35], on['Pig'/13, l='MpServer', x=-28.28, y=237.00, z=62.56], oj['Cow'/7, l='MpServer', x=-54.97, y=237.00, z=59.13], on['Pig'/11, l='MpServer', x=-27.81, y=237.00, z=-35.19], oj['Cow'/5, l='MpServer', x=-59.69, y=237.00, z=51.31], on['Pig'/12, l='MpServer', x=-17.25, y=237.00, z=24.20]]
- World MpServer Players: 1 total; [axc['Player'/35, l='MpServer', x=-2.68, y=238.62, z=40.35]]
- World MpServer Chunk Stats: MultiplayerChunkCache: 441
- Forced Entities: 6 total; [axc['Player'/35, l='MpServer', x=-2.68, y=238.62, z=40.35], oj['Cow'/5, l='MpServer', x=-59.69, y=237.00, z=51.31], oj['Cow'/7, l='MpServer', x=-54.97, y=237.00, z=59.13], on['Pig'/11, l='MpServer', x=-27.81, y=237.00, z=-35.19], on['Pig'/12, l='MpServer', x=-17.25, y=237.00, z=24.20], on['Pig'/13, l='MpServer', x=-28.28, y=237.00, z=62.56]]
- Retry Entities: 0 total; []

java.lang.NoSuchFieldError: randomMobsInfo
            at com.pclewis.mcpatcher.mod.MobRandomizer$ExtraInfo.getInfo(MobRandomizer.java:109)
            at com.pclewis.mcpatcher.mod.MobRandomizer.randomTexture(MobRandomizer.java:30)
            at com.pclewis.mcpatcher.mod.MobRandomizer.randomTexture(MobRandomizer.java:23)
            at bal.a(SourceFile:190)
            at bal.a(SourceFile:76)
            at bap.a(SourceFile:20)
            at bap.a(SourceFile:6)
            at azw.a(RenderManager.java:196)
            at azw.a(RenderManager.java:183)
            at ayy.a(RenderGlobal.java:445)
            at ayt.a(EntityRenderer.java:1093)
            at ayt.b(EntityRenderer.java:945)
            at net.minecraft.client.Minecraft.J(Minecraft.java:884)
            at net.minecraft.client.Minecraft.run(Minecraft.java:779)
            at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 36b48c8b ----------

what do you mean with all this? Why are you even posting it here? This is not a Steve's Carts 2 crash.
Do you want to know what's happening behind the sceens? Follow me on twitter @Steves_Carts
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#3122

GoldenMonkey99

Posted 04 December 2012 - 01:08 AM

Hi!

Thank you for your nice mod, I find it very enjoyable Posted Image
Mining with drills is really fun.

I have found that Railer doesnt understand and accept wooden rails from Railcraft.
And I found no way to dissasemble the cart. When I destroy it, I can pick it up as assembled cart. I know, there is a setting in Railcraft that does it (doesnt dissamble cart when destroying it), but perhaps you could add some disassembling device, or allow Cart Assembler to disassemble as well.

Sincerely,
Max.

#3123

Cobra1117

Posted 04 December 2012 - 01:21 AM

Quick bug report: The wood cutter doesn't accept saplings from Thaumcraft 3 (silverwood and greatwood)

#3124

WTFFFS
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Posted 04 December 2012 - 04:45 AM

View PostGoldenMonkey99, on 04 December 2012 - 01:08 AM, said:

Hi!

Thank you for your nice mod, I find it very enjoyable Posted Image
Mining with drills is really fun.

I have found that Railer doesnt understand and accept wooden rails from Railcraft.
And I found no way to dissasemble the cart. When I destroy it, I can pick it up as assembled cart. I know, there is a setting in Railcraft that does it (doesnt dissamble cart when destroying it), but perhaps you could add some disassembling device, or allow Cart Assembler to disassemble as well.

Sincerely,
Max.
A disassembly method is in the planned features for a later version.

View PostCobra1117, on 04 December 2012 - 01:21 AM, said:

Quick bug report: The wood cutter doesn't accept saplings from Thaumcraft 3 (silverwood and greatwood)
Not a bug, no mod trees\crops are supported as yet. And Silverwood\Greatwood would have to be blacklisted anyway even if they were possible since one is too large and the other has effects beyond being a mere tree.

#3125

Gory Moon
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Posted 04 December 2012 - 06:01 PM

View PostGoldenMonkey99, on 04 December 2012 - 01:08 AM, said:

Hi!

Thank you for your nice mod, I find it very enjoyable Posted Image
Mining with drills is really fun.

I have found that Railer doesnt understand and accept wooden rails from Railcraft.
And I found no way to dissasemble the cart. When I destroy it, I can pick it up as assembled cart. I know, there is a setting in Railcraft that does it (doesnt dissamble cart when destroying it), but perhaps you could add some disassembling device, or allow Cart Assembler to disassemble as well.

Sincerely,
Max.
Have a look at this: http://stevescarts2....atures#feature0
Check out the Steve's Carts 2 Wiki for information.
Posted Image

#3126

darkrage000

Posted 04 December 2012 - 11:09 PM

View PostGoldenMonkey99, on 04 December 2012 - 01:08 AM, said:

Hi!

Thank you for your nice mod, I find it very enjoyable Posted Image
Mining with drills is really fun.

I found no way to dissasemble the cart. When I destroy it, I can pick it up as assembled cart. I know, there is a setting in Railcraft that does it (doesnt dissamble cart when destroying it), but perhaps you could add some disassembling device, or allow Cart Assembler to disassemble as well.


cart dis-assembly is already planned in a future (down the road) update/feature addition. its been stated a few times already in this forum

Cart assembler dis-assembly? it comes back off the ground as a cart assembly block/item.
You want it broken down into its recipe components?
that's like saying 'i made too many chests. i want to break the extras back into planks' or then the planks back into a log....

old saying.. you cant unbreak an egg
Posted Image

#3127

xKillerbees
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Posted 05 December 2012 - 12:57 AM

Or least just able to increase the cost of the drills. (the fuel used) I want to allow them on a server but they just don't cost enough to operate. When one can refuel itself with no player input indefinitely, it seems a bit off.

Posted Image


#3128

korsanclan
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Posted 05 December 2012 - 01:18 AM

I can not CHANGE the ITEM-CONFLICT 31999 and 31998 is the Same whit Morepipes for Buildcraft. Is not in Configfile??????????!!!!!!!!!!

I have test it whit ID resolver and its Changing but on the Server i have big problem What can i do to Change that.


Thanks
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#3129

Vswe
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Posted 05 December 2012 - 08:53 AM

View Postkorsanclan, on 05 December 2012 - 01:18 AM, said:

I can not CHANGE the ITEM-CONFLICT 31999 and 31998 is the Same whit Morepipes for Buildcraft. Is not in Configfile??????????!!!!!!!!!!

I have test it whit ID resolver and its Changing but on the Server i have big problem What can i do to Change that.


Thanks

They are very much in the config, thanks for all the caps and exclamation/question marks.
Do you want to know what's happening behind the sceens? Follow me on twitter @Steves_Carts
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#3130

Vswe
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Posted 05 December 2012 - 09:15 AM

Alpha 33 is here, I hope you haven't missed it. Happy Holidays.


Do you want to know what's happening behind the sceens? Follow me on twitter @Steves_Carts
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#3131

ozBillo
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Posted 05 December 2012 - 01:22 PM

Great stuff, VSWE.
The holiday themed extras are a fantastic addition to your mod :)
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#3132

Ireee
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Posted 05 December 2012 - 10:04 PM

1) I like the Freezer module. Will it stay after the holiday, or end like the bat detector module?

2) tweak/feature request:
cart stays put until I open it's GUI /while/ it would be capable of moving
(So looking in it when it's standing on the adv detector rail won't count)
That's fine, it doesn't know which direction to go.

But when I place it on a sloped track, could it, please, remember that direction and use it without user interaction as soon as the cargo manager stuffs in a piece of coal and lets it go?
I am currently using cheated-in disposable carts as a mean of getting rid of cobble&dirt.
(until RP2 comes out that is)

RELATED:
The items from a cart that slid into lava end up quite far from the incinerator, even though there are solid blocks around
Three iron ingots and two stick don't make a pickaxe.
Three iron ingots, two sticks and craftsman's effort do!

#3133

Vswe
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Posted 06 December 2012 - 04:25 PM

View PostIreee, on 05 December 2012 - 10:04 PM, said:

1) I like the Freezer module. Will it stay after the holiday, or end like the bat detector module?

2) tweak/feature request:
cart stays put until I open it's GUI /while/ it would be capable of moving
(So looking in it when it's standing on the adv detector rail won't count)
That's fine, it doesn't know which direction to go.

But when I place it on a sloped track, could it, please, remember that direction and use it without user interaction as soon as the cargo manager stuffs in a piece of coal and lets it go?
I am currently using cheated-in disposable carts as a mean of getting rid of cobble&dirt.
(until RP2 comes out that is)

RELATED:
The items from a cart that slid into lava end up quite far from the incinerator, even though there are solid blocks around

1. It will be removed like the other ones. Modules already crafted will however still be in the game.

2. Seems like a pretty weird reason to ask for something like that.
Do you want to know what's happening behind the sceens? Follow me on twitter @Steves_Carts
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#3134

Ireee
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Posted 06 December 2012 - 05:33 PM

View PostVswe, on 06 December 2012 - 04:25 PM, said:

2. Seems like a pretty weird reason to ask for something like that.
Yes, that reason is weird.  How weird is the feature itself, though?
It feels natural to me, that pushing the cart in a direction makes up it's mind.

If the cart can be placed automatically...
(the carts don't "work" with dispenser, but I am sure the deployer from RP2 will work)
...having a way how to start the placed cart automatically would be really nice thing.

But that might be something you don't want.
Three iron ingots and two stick don't make a pickaxe.
Three iron ingots, two sticks and craftsman's effort do!

#3135

Riptiduh
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Posted 06 December 2012 - 06:21 PM

Hey Vswe,

I just got the latest Alpha 33 and when in creative mode with a farm cart (Modules: Farmer, Solar Engine, Compact Solar Engine, 4 Internal Storage), when I go to break it with my hand, Minecraft crashes.  Here is the report

Spoiler:

I also tried it in survival and had the same error.
Report just in case:
Spoiler:


#3136

Vswe
    Vswe

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Posted 06 December 2012 - 07:13 PM

View PostIreee, on 06 December 2012 - 05:33 PM, said:


Yes, that reason is weird.  How weird is the feature itself, though?
It feels natural to me, that pushing the cart in a direction makes up it's mind.

If the cart can be placed automatically...
(the carts don't "work" with dispenser, but I am sure the deployer from RP2 will work)
...having a way how to start the placed cart automatically would be really nice thing.

But that might be something you don't want.

I don't really have anything against that, it's just that making it set its direction depending on movement in just special cases would be a bit weird. A way of setting there direction automatically would be needed however.

View PostRiptiduh, on 06 December 2012 - 06:21 PM, said:

Hey Vswe,

I just got the latest Alpha 33 and when in creative mode with a farm cart (Modules: Farmer, Solar Engine, Compact Solar Engine, 4 Internal Storage), when I go to break it with my hand, Minecraft crashes.  Here is the report

Spoiler:

I also tried it in survival and had the same error.
Report just in case:
Spoiler:

That's not my fault, try break a vanilla minecart, I'm pretty sure that will crash as well. Some mod is assuming that everything you hit is a living entity, even though there are boats, minecarts, paintings ender crystals, etc. in vanilla. My best guess would be mod_playerEnchantments, but I just took a quick glance on your mod list so I could be wrong.

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#3137

Ireee
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Posted 06 December 2012 - 07:45 PM

View PostVswe, on 06 December 2012 - 07:13 PM, said:

I don't really have anything against that, it's just that making it set its direction depending on movement in just special cases would be a bit weird. A way of setting there direction automatically would be needed however.
Does the last sentence mean "such feature is needed (in the future) anyway" OR "There is no easy way of actually implementing that" ?

Hmm..
I wonder how would it work / look like if the direction was set when the cart reaches a certain velocity.

I am trying to be tolerant to situations where someone touches his cart and the cart runs away
But... I am not sure whether the cart wouldn't run away as soon as it's opened anyway, making such considerations pointless.
Three iron ingots and two stick don't make a pickaxe.
Three iron ingots, two sticks and craftsman's effort do!

#3138

Vswe
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Posted 06 December 2012 - 09:52 PM

View PostIreee, on 06 December 2012 - 07:45 PM, said:


Does the last sentence mean "such feature is needed (in the future) anyway" OR "There is no easy way of actually implementing that" ?

Hmm..
I wonder how would it work / look like if the direction was set when the cart reaches a certain velocity.

I am trying to be tolerant to situations where someone touches his cart and the cart runs away
But... I am not sure whether the cart wouldn't run away as soon as it's opened anyway, making such considerations pointless.

Let me rephrase: "Automatically starting of cart would be a nice feature to have." At the moment it's not a big concern since you can't automatically create the carts yet.

The cart wouldn't really reach a high velocity without using the engine, therefore it wouldn't detect that it was actually going anywhere. The two best solutions would probably be: 1. A cart placed on a certain rail starts its engine in a pre-defined direction or 2. If a cart has been pushed far enough it will change the engine to that direction.

The downsides would be 1. One would need an extra type of rail that also could be rotated. 2. Mobs would be able to control carts by moving into them.
Do you want to know what's happening behind the sceens? Follow me on twitter @Steves_Carts
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#3139

harley9699

Posted 06 December 2012 - 10:30 PM

View PostVswe, on 05 December 2012 - 09:15 AM, said:

Alpha 33 is here, I hope you haven't missed it. Happy Holidays.

[media][media]
Cool! (literally) :)
Never realized you were so holiday-ey.
Great job as always.


Posted Image


#3140

Vswe
    Vswe

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Posted 06 December 2012 - 10:35 PM

View Postharley9699, on 06 December 2012 - 10:30 PM, said:


Cool! (literally) :)
Never realized you were so holiday-ey.
Great job as always.

I'm not, really. I just think it's nice to give out seasonal stuff, I think it's fun when games do that. So a few weeks ago I sat down, brainstormed some ideas with some friends, coded and made the video during an afternoon or two. Then they have just been waiting to be released. :D
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