Issue confirmed, cause unknown. Investigating. But its not Forge's fault since I wrote all the code involved (even the code in forge). I have located a reason as to why Chestcarts and Steamcarts are broken, since I was registering their items wrong. But I'm stumped as to why it also affects the other carts. There must be another bug somewhere.
Unfortunately, Google translate has failed you. I can only guess at what you are trying to say.
I assume you mean that the game crashes when you put coal coke in the Bore.
You need to re-install Forge.
After talking to LexManos, he released a patched forge svn rev sourceforge, but the batch file isnt working good, So i need to wait till the offical 1.3.x update or ask LexManos for giving me the fixed EntiyMinecart.class :tongue.gif:
This looks very exciting! I'd like to install this mod on my vanilla Friends & Family server. I've only been playing MC for a few weeks, but am an experienced tech guy so I'm pretty confident I can get the server and the client installs done for the machines at the house. However, a small handful of users (kids) are remote and not really Level 1 Tech Support qualified if you know what I mean (and their parents aren't even Offshore Call Center Support material).
My question: What are the best practices for managing the client side install process for mods like this? My inclination is to just create a custom bundle and have them install it from a Dropbox share.
PS. I'm setting up a test server on a VM just to get comfortable with it, so I don't mind experimenting locally...
However, a small handful of users (kids) are remote and not really Level 1 Tech Support qualified if you know what I mean (and their parents aren't even Offshore Call Center Support material).
I like you already! Welcome to the forums.
Rollback Post to RevisionRollBack
"Don't know why you should feel that there's something to learn... it's just a game that you play."
Thanks! We're all having a great time with Minecraft. The big request is for a train station that leads from the central area to everyone's homes - where they're each building roller coasters, water slides, etc.
So far I've implemented TaviRider's Deluxe Pez Dispenser and Grizwold's Selector panel which are both awesome. The real sticking point for me is the switchyard - vanilla MC just doesn't have enough oomph and was leaving me frustrated. I was browsing the forums, saw Railcraft knew instantly this was what I needed. Now if only my ubuntu MC sandbox vm would finish installing so I can give it a test run! :smile.gif:
CovertJaguar, your mod has a very bad habit of adding .0s at the end of some of the config options whenever a game is run. This is only because of the buildcraft cross-addition pack.
This means that the next time someone restarts minecraft, even if they didn't modify it, it will cause a crash. It is easy enough to fix this for other folks who are having issues. See BEYOND the crashlog.
Here's the whole deal:
Mods loaded: 26
ModLoader 1.1
mod_TooManyItems 1.1 2012-01-12a
mod_ModLoaderMp 1.0.0
mod_BuildCraftCore 3.1.2
mod_BuildCraftBuilders 3.1.2
mod_BuildCraftEnergy 3.1.2
mod_BuildCraftFactory 3.1.2
mod_BuildCraftTransport 3.1.2
mod_BuildCraftSilicon 3.1.2
mod_CraftGuide 1.4.0
mod_QuickGuide 1.1
mod_RailcraftAutomation 3.0.0
mod_RailcraftBuildcraft 3.0.0
Railcraft Client 3.0.0
mod_RailcraftExtras 3.0.0
mod_RailcraftFactory 3.0.0
mod_RailcraftInfrastructure 3.0.0
mod_RailcraftRails 3.0.0
mod_RecipeBook 1.1
mod_RedPowerArray 2.0pr4d
mod_RedPowerCore 2.0pr4d
mod_RedPowerLighting 2.0pr4d
mod_RedPowerLogic 2.0pr4d
mod_RedPowerMachine 2.0pr4d
mod_RedPowerWiring 2.0pr4d
mod_RedPowerWorld 2.0pr4d
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 b0019538 --------
Generated 1/20/12 9:06 AM
Minecraft: Minecraft 1.1
OS: Windows 7 (amd64) version 6.1
Java: 1.7.0, Oracle Corporation
VM: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
LWJGL: 2.4.2
OpenGL: GeForce GT 240M/PCI/SSE2 version 3.3.0, NVIDIA Corporation
java.lang.NumberFormatException: For input string: "25.0"
at java.lang.NumberFormatException.forInputString(Unknown Source)
at java.lang.Integer.parseInt(Unknown Source)
at java.lang.Integer.valueOf(Unknown Source)
at railcraft.common.RailcraftConfig.checkInit(RailcraftConfig.java:108)
at railcraft.common.RailcraftConfig.getBlockId(RailcraftConfig.java:526)
at railcraft.common.RailcraftBlocks.registerBlockDetector(RailcraftBlocks.java:89)
at railcraft.common.modules.ModuleAutomation.initializeModule(ModuleAutomation.java:28)
at mod_RailcraftAutomation.ModsLoaded(mod_RailcraftAutomation.java:31)
at ModLoader.init(ModLoader.java:832)
at ModLoader.AddAllRenderers(ModLoader.java:189)
at afq.<init>(afq.java:80)
at afq.<clinit>(afq.java:9)
at net.minecraft.client.Minecraft.a(SourceFile:265)
at net.minecraft.client.Minecraft.run(SourceFile:648)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 8a3fc73c ----------
(Clients) To fix this:
1. Go into your config file, called Railcraft.cfg.
2. Find "tweaks.minecarts.tank.capacity=##.0"
3. Remove the ".0" so it reads "tweaks.minecarts.tank.capacity=##" (no decimals).
4. Do the same with "tweaks.minecarts.tank.fillrate".
5. Make a copy of this config after saving, so that way you can replace the config easily without having to go through the config file again.
CovertJaguar, if you could check this bug out, it'd be greatly appreciated. It's more of an annoyance than a game stopper itself thanks to this small workaround.
This looks very exciting! I'd like to install this mod on my vanilla Friends & Family server. I've only been playing MC for a few weeks, but am an experienced tech guy so I'm pretty confident I can get the server and the client installs done for the machines at the house. However, a small handful of users (kids) are remote and not really Level 1 Tech Support qualified if you know what I mean (and their parents aren't even Offshore Call Center Support material).
My question: What are the best practices for managing the client side install process for mods like this? My inclination is to just create a custom bundle and have them install it from a Dropbox share.
PS. I'm setting up a test server on a VM just to get comfortable with it, so I don't mind experimenting locally...
Yep, that's the easiest if they arent tech inclined. People generally suck at following even simple directions.
Or if you wanted to get creative, you could try making the minecraft mod folder the dropbox share. That way you can automatically update everyone with no hassle.
Or if you wanted to get creative, you could try making the minecraft mod folder the dropbox share. That way you can automatically update everyone with no hassle.
That's an excellent idea, thanks! Then the only manual updates would be for new minecraft.jar versions...
Update: I'm an idiot - just saw that this doesn't work for SMP (yet). The good news is I've tested a bundle with all the dependencies and it seems to work client/server.
But I have a weired problem I installed the core and all modules except buildcraft but when I try to craft any of the rails they arent in the output but when in creative mode I can see all the new rails when I give myself items. Completly new install with just modloader, modloader mp,forge,and all railcraft modules except buildcraft.
Hey there all. I figured I'd give this mod a try, but I'm afraid I'm getting an error when I try to install it. I have looked through the error notes in the OP, searched the topic for keywords and run a search on the wiki to try and find an answer but it's turned up nothing, so I'm afraid I'll have to ask here in the topic.
Here's the relevant part of the Modloader.txt
FINER: Adding mods from C:\Users\*Username*\AppData\Roaming\.minecraft\mods\Railcraft_Client-2.2.1.zip
20-Jan-2012 20:57:51 ModLoader readFromModFolder
FINER: Zip found.
20-Jan-2012 20:57:51 ModLoader addMod
FINE: Failed to load mod from "mod_Railcraft.class"
20-Jan-2012 20:57:51 ModLoader addMod
FINER: THROW
java.lang.VerifyError: (class: mod_Railcraft, method: HandleGUI signature: (I)Lxe;) Wrong return type in function
at java.lang.Class.getDeclaredFields0(Native Method)
at java.lang.Class.privateGetDeclaredFields(Unknown Source)
at java.lang.Class.getDeclaredFields(Unknown Source)
at ModLoader.setupProperties(ModLoader.java:1728)
at ModLoader.addMod(ModLoader.java:268)
at ModLoader.readFromModFolder(ModLoader.java:1305)
at ModLoader.init(ModLoader.java:820)
at ModLoader.AddAllRenderers(ModLoader.java:189)
at afq.<init>(afq.java:80)
at afq.<clinit>(afq.java:9)
at net.minecraft.client.Minecraft.a(SourceFile:265)
at net.minecraft.client.Minecraft.run(SourceFile:648)
at java.lang.Thread.run(Unknown Source)
Fyi, I'm only loading one other mod at the same time as this one, Jimeowan's Inventory Tweaks. I have installed Modloader, Modloader MP and the Forge thing as the instructions dictate, and have deleted Meta-Inf.
Sorry again for having to bring this up, but any assistance would be greatuly appreciated, thank you.
Hmm...only way that could happen is if you are using the wrong version of ModLoader. That or a new ModLoader version has been released, which I doubt. But of course since you didn't post the entire modloader.txt I can't tell for sure.
But I have a weired problem I installed the core and all modules except buildcraft but when I try to craft any of the rails they arent in the output but when in creative mode I can see all the new rails when I give myself items. Completly new install with just modloader, modloader mp,forge,and all railcraft modules except buildcraft.
Thank You in Advance.
Be aware that I haven't updated all rail recipes on the wiki yet. There are new rail items you need use instead of ingots.
Hmm...only way that could happen is if you are using the wrong version of ModLoader. That or a new ModLoader version has been released, which I doubt. But of course since you didn't post the entire modloader.txt I can't tell for sure.
Be aware that I haven't updated all rail recipes on the wiki yet. There are new rail items you need use instead of ingots.
The rolling machine as a bug. When i use its as a automatic standard rail the iron get in normaly and the item is made normaly but if i approch the machine it give me some of the iron back... but the iron is still in there. I use the buildcraft pipe with it.
This mod looks freaking amazing, but there is a minor problem that prevents me from fully enjoying and experiencing the mod: Railcaft somehow cancels out Risugami's Recipe Book (no errors, the recipe book just ceases to exist). I would be very happy if you could fix this for the next version. Thanks! :-)
OK, I will try to explain it better.
Your version of Froge 1.30 has an error that was not fixed before it released.
You can get the needed fix from the Forge thread, HERE.
I hope this is clearer for you.
Rollback Post to RevisionRollBack
"Don't know why you should feel that there's something to learn... it's just a game that you play."
The rolling machine as a bug. When i use its as a automatic standard rail the iron get in normaly and the item is made normaly but if i approch the machine it give me some of the iron back... but the iron is still in there. I use the buildcraft pipe with it.
i made a video of it
Hilarious, I guess I must have implemented ISpecialInventory incorrectly.
This mod looks freaking amazing, but there is a minor problem that prevents me from fully enjoying and experiencing the mod: Railcaft somehow cancels out Risugami's Recipe Book (no errors, the recipe book just ceases to exist). I would be very happy if you could fix this for the next version. Thanks! :-)
OK, I will try to explain it better.
Your version of Froge 1.30 has an error that was not fixed before it released.
You can get the needed fix from the Forge thread, HERE.
I hope this is clearer for you.
Actually, his problem isn't a Forge bug, but that he probably overwrote the file with something else from another mod or installed Forge wrong.
Thanks very much for the response Jag^^ I'll recreate the error next chance I get and post up the full report for your perusal, however in the meantime I can say that I'm using Risugami's Modloader for 1.1 and Jamioflan's ModloaderMP Version 2, also for 1.1. Does that help at all?
Full error report will be posted asap.
I'd suggest starting with a fresh jar and re-installing everything. Something somewhere is installed incorrectly.
Do you have any advice on allowing chunks to load? I have a 2 way track system going from my unloader to my loader (with quarry attachment) and every time the cart is lost in between the 2 stations. It's a pretty good distance, however I have the 'teleport pipes mod chunkloader' blocks every 4-10 blocks and many on turns (just in case the corner pokes out of a loaded chunk).
I'm officially out of ideas, I'd like this to be automated without me riding back and forth. Can anyone help with that?
Do you have any advice on allowing chunks to load? I have a 2 way track system going from my unloader to my loader (with quarry attachment) and every time the cart is lost in between the 2 stations. It's a pretty good distance, however I have the 'teleport pipes mod chunkloader' blocks every 4-10 blocks and many on turns (just in case the corner pokes out of a loaded chunk).
I'm officially out of ideas, I'd like this to be automated without me riding back and forth. Can anyone help with that?
The chunk loader blocks wont help since they don't prevent the chunks from being unloaded. They just reload them once they have been unloaded. The game basically unloads the chunk one tick, and then reloads it the next tick and repeats this cycle indefinitely. Its very much a hack, and very much unstable and resource intensive.
The problem is that if a minecart hits the edge of an unloaded chunk it will come to complete stop. Even if the chunk reloads, the cart will still have no momentum. Unfortunately, the only real work around for this would be to use control rails and I imagine the cart would move quite a bit slower than normal.
Hopefully Forge will eventually implement a real system to tell the game that a chunk should remain loaded until told otherwise. While this is trivially easy to implement in SSP, it very difficult to port this feature to SMP due to the way the server handles chunks. This is the main reason it hasn't already been implemented. Or at least that was what Eloraam told me when I asked about it a couple months ago. She did say it was something she would need for Redpower in the future, so I have hope that it will happen one day.
I think more info on what's causing that is needed to reproduce the issue.
After talking to LexManos, he released a patched forge svn rev sourceforge, but the batch file isnt working good, So i need to wait till the offical 1.3.x update or ask LexManos for giving me the fixed EntiyMinecart.class :tongue.gif:
My question: What are the best practices for managing the client side install process for mods like this? My inclination is to just create a custom bundle and have them install it from a Dropbox share.
PS. I'm setting up a test server on a VM just to get comfortable with it, so I don't mind experimenting locally...
I like you already! Welcome to the forums.
Thanks! We're all having a great time with Minecraft. The big request is for a train station that leads from the central area to everyone's homes - where they're each building roller coasters, water slides, etc.
So far I've implemented TaviRider's Deluxe Pez Dispenser and Grizwold's Selector panel which are both awesome. The real sticking point for me is the switchyard - vanilla MC just doesn't have enough oomph and was leaving me frustrated. I was browsing the forums, saw Railcraft knew instantly this was what I needed. Now if only my ubuntu MC sandbox vm would finish installing so I can give it a test run! :smile.gif:
Yeah, it only happens if you change the default tank cart capacity. I've found the problem and fixed it.
Yep, that's the easiest if they arent tech inclined. People generally suck at following even simple directions.
Or if you wanted to get creative, you could try making the minecraft mod folder the dropbox share. That way you can automatically update everyone with no hassle.
That's an excellent idea, thanks! Then the only manual updates would be for new minecraft.jar versions...
Update: I'm an idiot - just saw that this doesn't work for SMP (yet). The good news is I've tested a bundle with all the dependencies and it seems to work client/server.
But I have a weired problem I installed the core and all modules except buildcraft but when I try to craft any of the rails they arent in the output but when in creative mode I can see all the new rails when I give myself items. Completly new install with just modloader, modloader mp,forge,and all railcraft modules except buildcraft.
Thank You in Advance.
Hmm...only way that could happen is if you are using the wrong version of ModLoader. That or a new ModLoader version has been released, which I doubt. But of course since you didn't post the entire modloader.txt I can't tell for sure.
Be aware that I haven't updated all rail recipes on the wiki yet. There are new rail items you need use instead of ingots.
Oh ok sorry about that.
Thanks for the reply.
Sounds like you either didn't install the Rails module or you set the block id for advanced rails to 0 in the railcraft.cfg.
i made a video of it
Hopefully someone else can confirm, but if I recall, adf.class is the one that was broken in the recent Forge release, pertaining to furnaces.
Go to the Forge thread and there is a fix for Forge 1.30 that should rectify this.
Your version of Froge 1.30 has an error that was not fixed before it released.
You can get the needed fix from the Forge thread, HERE.
I hope this is clearer for you.
Hilarious, I guess I must have implemented ISpecialInventory incorrectly.
Perhaps its an item id conflict?
Actually, his problem isn't a Forge bug, but that he probably overwrote the file with something else from another mod or installed Forge wrong.
I'd suggest starting with a fresh jar and re-installing everything. Something somewhere is installed incorrectly.
I'm officially out of ideas, I'd like this to be automated without me riding back and forth. Can anyone help with that?
The chunk loader blocks wont help since they don't prevent the chunks from being unloaded. They just reload them once they have been unloaded. The game basically unloads the chunk one tick, and then reloads it the next tick and repeats this cycle indefinitely. Its very much a hack, and very much unstable and resource intensive.
The problem is that if a minecart hits the edge of an unloaded chunk it will come to complete stop. Even if the chunk reloads, the cart will still have no momentum. Unfortunately, the only real work around for this would be to use control rails and I imagine the cart would move quite a bit slower than normal.
Hopefully Forge will eventually implement a real system to tell the game that a chunk should remain loaded until told otherwise. While this is trivially easy to implement in SSP, it very difficult to port this feature to SMP due to the way the server handles chunks. This is the main reason it hasn't already been implemented. Or at least that was what Eloraam told me when I asked about it a couple months ago. She did say it was something she would need for Redpower in the future, so I have hope that it will happen one day.