Hey, Thanks! I feel really stupid since that is on the first page, haha oh well. Thanks again, and for not replying with a troll comment too. :smile.gif: EDIT: I spoke too soon, while I do thank you for trying to help me, that only explained how to use it as an elevator, not as a vertical castle gate, which now I am not sure you can even do, I did see that done on the first page of this topic so now I have 2 questions. 1: Can you place a platform on it's side and have it pulled up to make a gate, and 2: if you can do what I asked in question 1, how would you do so?
Hey, Thanks! I feel really stupid since that is on the first page, haha oh well. Thanks again, and for not replying with a troll comment too. :smile.gif: EDIT: I spoke too soon, while I do thank you for trying to help me, that only explained how to use it as an elevator, not as a vertical castle gate, which now I am not sure you can even do, I did see that done on the first page of this topic so now I have 2 questions. 1: Can you place a platform on it's side and have it pulled up to make a gate, and 2: if you can do what I asked in question 1, how would you do so?
A couple of questions that need answering first... do you intend to use one switch or two to raise/lower the gate? And how big is your gate?
one anchor/pulley can only pull up 5x5x5 platforms at a time around the anchor. If your gate is bigger then this you'll need more then one pulley. If your gate is more then 5 blocks high you're going to have trouble. It's still feasible it's just not going to look quite as clean and it's going to start to get complicated. for a 2 switch system you should research an XNOR gate. it will allow you to raise/lower your gate no matter which switch you use and no matter if it's already up or down. also, welcome to high end redstone wiring :tongue.gif:
Frankly, 1.7.3 would already be out if I hadn't wasted the last couple of hours arguing with trolls :smile.gif:
Then don't. I've spent the last two days playing with buildcraft and BTW, and I can honestly say it's the most fun I've ever had with this game. I've also been here since the end of last August.
Your mod is absolutely amazing. Do not, I beg you, waste even one second of your time on the haters. Although they will do their best to make it seem otherwise, the cause of their misery has absolutely nothing to do with you. A very large number of people have extremely miserable offline lives, and try and find virtually any target they can online, for externalising said misery, and trying to make themselves feel better, by making other people feel worse.
Also, for anyone who is going to accuse me of kissing Flower's ass here, think again. I am at 10% warn level on this forum, and I have been permanently banned twice from the World of Warcraft forums. Whether positive or negative, I say what I feel. Flower is doing some of the best work in this game's mod scene at the moment; so GTFO his case.
Hey, Thanks! I feel really stupid since that is on the first page, haha oh well. Thanks again, and for not replying with a troll comment too. :smile.gif: EDIT: I spoke too soon, while I do thank you for trying to help me, that only explained how to use it as an elevator, not as a vertical castle gate, which now I am not sure you can even do, I did see that done on the first page of this topic so now I have 2 questions. 1: Can you place a platform on it's side and have it pulled up to make a gate, and 2: if you can do what I asked in question 1, how would you do so?
Pullies are cool, Straightup; but if you want to do something truly awesome, line a double doorway with dispenser blocks on both sides, filled with Obsidian. :cool.gif:
One question, if anyone would be so kind. I lost my 1.7.2 jar. I've been able to get another one, but I'm not sure which specific version of ModLoader BTW needs, since Risu doesn't mark the current zip. Can anyone let me know?
hard to tell really since he doesnt marks his zips. i have modloader wich works with BTW. I could send it to you if you would like.
Yes, that would be wonderful, thank you! My public email address is [email protected]. I don't mind sharing that, since it's mostly a spam trap anywayz...but I will get the file. :biggrin.gif:
YES IT DOES! Does it not for you? Maybe you should check the title of the forum first, and then PM FlowerChild second. I hear that is the only expedient way to get him to update. Otherwise, find the official forums and ask there.
Intelligence test. INITIATED.
(and if the failure annoys FC, well, bonus points).
YES IT DOES! Does it not for you? Maybe you should check the title of the forum first, and then PM FlowerChild second. I hear that is the only expedient way to get him to update. Otherwise, find the official forums and ask there.
Intelligence test. INITIATED.
(and if the failure annoys FC, well, bonus points).
This will indeed be fun. Every tenth post appears to be something that isn't related to asking about 1.7.3
Hilariously, i have 1.7.3
Then i installed all my mods from 1.7.2 including this.
It works anyway.
Rollback Post to RevisionRollBack
Quote from zaph0d »
I've incorporated a hashing function which is sometimes disrupted by a family of bees which have taken residence in the third megabyte.
For me 1.7.3 doesnt work...
Coders pack for 1.7.3 is updated...
I hope there will be update soon before the saturday! :biggrin.gif:
Cause then i need update :sad.gif:
I'm trying to get finite liquid working with this mod as finite has just been updated and a few nedw blocks have been added. The merger failed despite me trying to re-assign block id's that where in conflict.
The last block i had was id'ed 256 and i have this errro
Caused by: java.lang.ArrayIndexOutOfBoundsException: 256
Is the problem you can only have so many block ID's in this game and you cannot exceed 256 thus any merger of teh two mods is impossible ?
FINER: THROW
java.lang.ExceptionInInitializerError
at mod_Cheats.<init>(mod_Cheats.java:18)
at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
at sun.reflect.NativeConstructorAccessorImpl.newInstance(Unknown Source)
at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(Unknown Source)
at java.lang.reflect.Constructor.newInstance(Unknown Source)
at java.lang.Class.newInstance0(Unknown Source)
at java.lang.Class.newInstance(Unknown Source)
at ModLoader.addMod(ModLoader.java:272)
at ModLoader.readFromClassPath(ModLoader.java:1104)
at ModLoader.init(ModLoader.java:812)
at ModLoader.AddAllRenderers(ModLoader.java:183)
at th.<init>(th.java:60)
at th.<clinit>(th.java:9)
at net.minecraft.client.Minecraft.a(SourceFile:318)
at net.minecraft.client.Minecraft.run(SourceFile:716)
at java.lang.Thread.run(Unknown Source) Caused by: java.lang.ArrayIndexOutOfBoundsException: 256
at uu.<init>(SourceFile:243)
at uu.<init>(SourceFile:265)
at BlockNWater_Pressure.<init>(BlockNWater_Pressure.java:14)
at mod_NWater.<clinit>(mod_NWater.java:1242)
... 16 more
Jul 11, 2011 5:20:37 AM ModLoader addMod
FINE: Failed to load mod from "mod_NWater.class"
Jul 11, 2011 5:20:37 AM ModLoader addMod
FINER: THROW
java.lang.NoClassDefFoundError: Could not initialize class mod_NWater
at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
at sun.reflect.NativeConstructorAccessorImpl.newInstance(Unknown Source)
at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(Unknown Source)
at java.lang.reflect.Constructor.newInstance(Unknown Source)
at java.lang.Class.newInstance0(Unknown Source)
at java.lang.Class.newInstance(Unknown Source)
at ModLoader.addMod(ModLoader.java:272)
at ModLoader.readFromClassPath(ModLoader.java:1104)
at ModLoader.init(ModLoader.java:812)
at ModLoader.AddAllRenderers(ModLoader.java:183)
at th.<init>(th.java:60)
at th.<clinit>(th.java:9)
at net.minecraft.client.Minecraft.a(SourceFile:318)
at net.minecraft.client.Minecraft.run(SourceFile:716)
at java.lang.Thread.run(Unknown Source)
Jul 11, 2011 5:20:37 AM ModLoader addOverride
FINER: addOverride(/terrain.png,/btwmodtex/fcgearbox.png,156). 59 left.
Minecraft accept only 255 block. 256 and more make this exception. For resolve that, you must assign a ID < 256. Good day
Thanks. I found this http://www.minecraftwiki.net/wiki/Data_values which list data values for minecraft blocks. They appear to terminate at 96 which means there is some room there however as ThomasAuri pointed out yq.class seems to overlap. I didn't notice this other conflict :sad.gif:
hey bro its not working for me i have put installed it properly but after i start the game it gose to a black screen after i loaded my world and says saving chunks please help
ok... so this is what happened when i installed this mod
Mods loaded: 5
ModLoader Beta 1.7.3
mod_mocreatures v2.11.1 (MC 1.7_3)
mod_MoreCreepsAndWeirdos MoreCreepsAndWeirdos
mod_PigGrinder 1.7.3v1
mod_PortalGun 1.7.3v2
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem.
If you wish to report this, please copy this entire text and email it to [email protected].
Please include a description of what you did when the error occured.
--- BEGIN ERROR REPORT bbcd5a99 --------
Generated 7/11/11 10:14 PM
Minecraft: Minecraft Beta 1.7.3
OS: Mac OS X (i386) version 10.6.7
Java: 1.6.0_24, Apple Inc.
VM: Java HotSpot(TM) Client VM (mixed mode), Apple Inc.
LWJGL: 2.4.2
OpenGL: NVIDIA GeForce 320M OpenGL Engine version 2.1 NVIDIA-1.6.26, NVIDIA Corporation
java.lang.IllegalArgumentException: Can not set bu field dq.a to [Luu;
at sun.reflect.UnsafeFieldAccessorImpl.throwSetIllegalArgumentException(UnsafeFieldAccessorImpl.java:146)
at sun.reflect.UnsafeFieldAccessorImpl.throwSetIllegalArgumentException(UnsafeFieldAccessorImpl.java:150)
at sun.reflect.UnsafeObjectFieldAccessorImpl.set(UnsafeObjectFieldAccessorImpl.java:63)
at java.lang.reflect.Field.set(Field.java:657)
at mod_FCBetterThanWolves.SetAxeToBeEffectiveVsBlock(mod_FCBetterThanWolves.java:204)
at mod_FCBetterThanWolves.SetupCustomAxeProperties(mod_FCBetterThanWolves.java:95)
at mod_FCBetterThanWolves.<init>(mod_FCBetterThanWolves.java:35)
at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
at sun.reflect.NativeConstructorAccessorImpl.newInstance(NativeConstructorAccessorImpl.java:39)
at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(DelegatingConstructorAccessorImpl.java:27)
at java.lang.reflect.Constructor.newInstance(Constructor.java:513)
at java.lang.Class.newInstance0(Class.java:355)
at java.lang.Class.newInstance(Class.java:308)
at ModLoader.addMod(ModLoader.java:272)
at ModLoader.readFromClassPath(ModLoader.java:1104)
at ModLoader.init(ModLoader.java:812)
at ModLoader.AddAllRenderers(ModLoader.java:183)
at th.<init>(th.java:60)
at th.<clinit>(th.java:9)
at net.minecraft.client.Minecraft.a(SourceFile:318)
at net.minecraft.client.Minecraft.run(SourceFile:716)
at java.lang.Thread.run(Thread.java:680)
--- END ERROR REPORT a7537f64 ----------
I just want to say your mod is awesome :smile.gif: haters gonna hate but you made something spectacular and that is fine by me as long as you keep your great work up! and yes take your time, I bet your mod will be more awesome in the future and this guys that say that they quit will just regret they did or possibly play behind your back (hypocrites, that is what I hate the most of people who declare they "quit" something)
Hey, Thanks! I feel really stupid since that is on the first page, haha oh well. Thanks again, and for not replying with a troll comment too. :smile.gif:EDIT: I spoke too soon, while I do thank you for trying to help me, that only explained how to use it as an elevator, not as a vertical castle gate, which now I am not sure you can even do, I did see that done on the first page of this topic so now I have 2 questions. 1: Can you place a platform on it's side and have it pulled up to make a gate, and 2: if you can do what I asked in question 1, how would you do so?
Here is the video from flowerchild on using pullys and platforms, skip to 4:11 for the gates
A couple of questions that need answering first... do you intend to use one switch or two to raise/lower the gate? And how big is your gate?
one anchor/pulley can only pull up 5x5x5 platforms at a time around the anchor. If your gate is bigger then this you'll need more then one pulley. If your gate is more then 5 blocks high you're going to have trouble. It's still feasible it's just not going to look quite as clean and it's going to start to get complicated. for a 2 switch system you should research an XNOR gate. it will allow you to raise/lower your gate no matter which switch you use and no matter if it's already up or down. also, welcome to high end redstone wiring :tongue.gif:
unfortunately no, pulleys turn mechanical energy into vertical motion.
Then don't. I've spent the last two days playing with buildcraft and BTW, and I can honestly say it's the most fun I've ever had with this game. I've also been here since the end of last August.
Your mod is absolutely amazing. Do not, I beg you, waste even one second of your time on the haters. Although they will do their best to make it seem otherwise, the cause of their misery has absolutely nothing to do with you. A very large number of people have extremely miserable offline lives, and try and find virtually any target they can online, for externalising said misery, and trying to make themselves feel better, by making other people feel worse.
Also, for anyone who is going to accuse me of kissing Flower's ass here, think again. I am at 10% warn level on this forum, and I have been permanently banned twice from the World of Warcraft forums. Whether positive or negative, I say what I feel. Flower is doing some of the best work in this game's mod scene at the moment; so GTFO his case.
Pullies are cool, Straightup; but if you want to do something truly awesome, line a double doorway with dispenser blocks on both sides, filled with Obsidian. :cool.gif:
Yes, that would be wonderful, thank you! My public email address is [email protected]. I don't mind sharing that, since it's mostly a spam trap anywayz...but I will get the file. :biggrin.gif:
It's pretty obvious after the 1.7 update, i will wait if you can guess about what was the update mainly :dry.gif:
YES IT DOES! Does it not for you? Maybe you should check the title of the forum first, and then PM FlowerChild second. I hear that is the only expedient way to get him to update. Otherwise, find the official forums and ask there.
Intelligence test. INITIATED.
(and if the failure annoys FC, well, bonus points).
This will indeed be fun. Every tenth post appears to be something that isn't related to asking about 1.7.3
Hilariously, i have 1.7.3
Then i installed all my mods from 1.7.2 including this.
It works anyway.
Coders pack for 1.7.3 is updated...
I hope there will be update soon before the saturday! :biggrin.gif:
Cause then i need update :sad.gif:
The last block i had was id'ed 256 and i have this errro
Caused by: java.lang.ArrayIndexOutOfBoundsException: 256
Is the problem you can only have so many block ID's in this game and you cannot exceed 256 thus any merger of teh two mods is impossible ?
FINER: THROW
java.lang.ExceptionInInitializerError
at mod_Cheats.<init>(mod_Cheats.java:18)
at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
at sun.reflect.NativeConstructorAccessorImpl.newInstance(Unknown Source)
at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(Unknown Source)
at java.lang.reflect.Constructor.newInstance(Unknown Source)
at java.lang.Class.newInstance0(Unknown Source)
at java.lang.Class.newInstance(Unknown Source)
at ModLoader.addMod(ModLoader.java:272)
at ModLoader.readFromClassPath(ModLoader.java:1104)
at ModLoader.init(ModLoader.java:812)
at ModLoader.AddAllRenderers(ModLoader.java:183)
at th.<init>(th.java:60)
at th.<clinit>(th.java:9)
at net.minecraft.client.Minecraft.a(SourceFile:318)
at net.minecraft.client.Minecraft.run(SourceFile:716)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ArrayIndexOutOfBoundsException: 256
at uu.<init>(SourceFile:243)
at uu.<init>(SourceFile:265)
at BlockNWater_Pressure.<init>(BlockNWater_Pressure.java:14)
at mod_NWater.<clinit>(mod_NWater.java:1242)
... 16 more
Jul 11, 2011 5:20:37 AM ModLoader addMod
FINE: Failed to load mod from "mod_NWater.class"
Jul 11, 2011 5:20:37 AM ModLoader addMod
FINER: THROW
java.lang.NoClassDefFoundError: Could not initialize class mod_NWater
at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
at sun.reflect.NativeConstructorAccessorImpl.newInstance(Unknown Source)
at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(Unknown Source)
at java.lang.reflect.Constructor.newInstance(Unknown Source)
at java.lang.Class.newInstance0(Unknown Source)
at java.lang.Class.newInstance(Unknown Source)
at ModLoader.addMod(ModLoader.java:272)
at ModLoader.readFromClassPath(ModLoader.java:1104)
at ModLoader.init(ModLoader.java:812)
at ModLoader.AddAllRenderers(ModLoader.java:183)
at th.<init>(th.java:60)
at th.<clinit>(th.java:9)
at net.minecraft.client.Minecraft.a(SourceFile:318)
at net.minecraft.client.Minecraft.run(SourceFile:716)
at java.lang.Thread.run(Unknown Source)
Jul 11, 2011 5:20:37 AM ModLoader addOverride
FINER: addOverride(/terrain.png,/btwmodtex/fcgearbox.png,156). 59 left.
Thanks. I found this http://www.minecraftwiki.net/wiki/Data_values which list data values for minecraft blocks. They appear to terminate at 96 which means there is some room there however as ThomasAuri pointed out yq.class seems to overlap. I didn't notice this other conflict :sad.gif: