immibis, are you planning anything special for your PStone Recipes Mod? Personally, I'ld like to see a Config File option, so I can select Mod Blocks supported by EE2, like RedPower's Marble and Basalt.
Sorry to tell you immibis but tubestuff_49.0.7 for 1.2.5 doesnt work for some reason but the tubestuff_49.0.5 does work. I use the same core version with tubestuff.
If you update TubeStuff, update Immibis Core too, or there will be dupe bugs.
48.1.0 changes copied from the OP:
* The ACT2 uses fake items for the recipe
* The ACT2 will pretend its output slot doesn't exist if it is empty. This prevents tubes from inserting items into it, but also causes a visual bug where tubes sometimes won't connect to the top of the ACT2.
* Shift-right-clicking won't open the GUI of any block
* Fixed a dupe bug
* Fixed ACT2s not working correctly after destroying a drawplate/handsaw, by creating a fake player
* Added retrievulators
If you update TubeStuff, update Immibis Core too, or there will be dupe bugs.
48.1.0 changes copied from the OP:
* The ACT2 uses fake items for the recipe
* The ACT2 will pretend its output slot doesn't exist if it is empty. This prevents tubes from inserting items into it, but also causes a visual bug where tubes sometimes won't connect to the top of the ACT2.
* Shift-right-clicking won't open the GUI of any block
* Fixed a dupe bug
* Fixed ACT2s not working correctly after destroying a drawplate/handsaw, by creating a fake player
* Added retrievulators
Thank you very much! Did have a Dimensional Anchor question or two though. If there's no recipe (from the OP), how do you use it? and if there is one, is it stable enough to use yet? Thanks again.
Oh! and I didn't see your RP auto craft table.
And there is a recipe now, it's a gold block surrounded by 4 gold ingots at the sides (it was supposed to be an iron block, but IDK if I'll leave it as gold since gold's actually quite useless)
And there is a recipe now, it's a gold block surrounded by 4 gold ingots at the sides (it was supposed to be an iron block, but IDK if I'll leave it as gold since gold's actually quite useless)
Cool, thanks! I'll give it a shot when I get there. Just started a new build. Lots of Betas. Yeah, living on the edge
This bug occurs in the non Bukkit version as well : it would happen routinely on a vanilla server I had running. So don't assume this is a bukkit-only problem.
Can not believe I haven'yt seen your mods before! o.O
Been looking for your Dimensional Anchor for a long time. It's F9 display looks infinitly more usefull than others I've seen! Any chance of a bukkit version in the near future?
Buggy teleport tethers are gone in my base! Let me get this straight, a single chunk loader block from this mod can load as many chunks as you want, as long as your in SSP and your computer can handle it? Is there any known bugs, even the most minor? I have to double check because my entire auto crafting system lays in your hands.
Rollback Post to RevisionRollBack
Used to run game servers. Makes textures. AMA about running game servers.
Buggy teleport tethers are gone in my base! Let me get this straight, a single chunk loader block from this mod can load as many chunks as you want, as long as your in SSP and your computer can handle it? Is there any known bugs, even the most minor? I have to double check because my entire auto crafting system lays in your hands.
Not quite, it always loads a square odd-numbered area of chunks - so all chunks in a 1x1 chunk area (just a single chunk) or 3x3 or 5x5 or 7x7 or 9x9. The max is 9x9 to stop people going crazy and lagging themselves to death in singleplayer, but you can easily use more than one loader.
Mod update time... (Bukkit ports coming soon, as always)
Added logging. There are options in immibis.cfg (under the "logging" section) to log creation/removal/loading/unloading of chunk loaders to a file, or to keep a file updated with a list of active loaders (or both, or neither). Intended for server admins but you could also use it to find loaders you've lost in SSP.
Changed recipe to iron block, as intended
Changed texture to an iron block with gold edges, to reflect the recipe.
Hopefully fixed load order problems (Edit: Nope)
TubeStuff 49.1.1:
* Incinerators have a new texture by Olaf464
* Fixed retrievulators being placed backwards (with the output facing you)
* Fixed real items being destroyed if they were in the first slot of a retriever connected to a retrievulator and the first target slot was empty.
* Black hole chest is less buggy in SMP, but still too buggy to officially enable it.
Keep TEs Loaded rev2:
* Allowed entities to update in force-loaded chunks. Might or might not fix the extreme number of entities some people have reported.
Will this work with tekkit servers?
I know that one of your mods is included in the Tekkit pack (not sure which one) I really want to use the force field system on my server (I've had some of my players asking for it)
That's what I did when my server had a major derp (hard drive had epic fail) and forced me to re-install EVERYTHING the other night.... Its a good thing I had a spare hard drive otherwise my server would be dead. Two hours later I found that my Linux distro had a major problem with Java of any flavor.. So a two hour re-install took all night instead...
laters
Will this work with tekkit servers?
I know that one of your mods is included in the Tekkit pack (not sure which one) I really want to use the force field system on my server (I've had some of my players asking for it)
Thanks
Hopefully. I don't use Tekkit so I haven't tried it though. The mod they already use is TubeStuff.
Hey Immibis, still keeping up the good work I see.
Decided to get back into some mc, but I have a few roadblocks to clear first.
Using 4.9.1.1 branch of core and tubestuff and rev2.1 of the anchor with forge 3.3.8.152.
Seemed to work fine before I added an array of various mods in the mix, but I would still like to know whats up.
Client
2012-07-06 09:30:55 [SEVERE] A problem has occured during mod loading. Likely a corrupt jar is located in your mods directory
2012-07-06 09:31:05 [SEVERE] A critical error has occurred.
cpw.mods.fml.common.LoaderException: cpw.mods.fml.common.LoaderException: java.lang.NoClassDefFoundError: immibis/core/CompatibleBaseMod
at cpw.mods.fml.common.Loader.load(Loader.java:436)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:592)
at cpw.mods.fml.client.FMLClientHandler.onPreLoad(FMLClientHandler.java:193)
at net.minecraft.client.Minecraft.a(Minecraft.java:383)
at net.minecraft.client.Minecraft.run(Minecraft.java:735)
at java.lang.Thread.run(Unknown Source)
Caused by: cpw.mods.fml.common.LoaderException: java.lang.NoClassDefFoundError: immibis/core/CompatibleBaseMod
at cpw.mods.fml.common.Loader.loadModClass(Loader.java:527)
at cpw.mods.fml.common.Loader.attemptFileLoad(Loader.java:561)
at cpw.mods.fml.common.Loader.load(Loader.java:419)
... 5 more
Caused by: java.lang.NoClassDefFoundError: immibis/core/CompatibleBaseMod
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClass(Unknown Source)
at java.security.SecureClassLoader.defineClass(Unknown Source)
at java.net.URLClassLoader.defineClass(Unknown Source)
at java.net.URLClassLoader.access$100(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClass(Unknown Source)
at java.security.SecureClassLoader.defineClass(Unknown Source)
at java.net.URLClassLoader.defineClass(Unknown Source)
at java.net.URLClassLoader.access$100(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at cpw.mods.fml.common.Loader.loadModClass(Loader.java:494)
... 7 more
Caused by: java.lang.ClassNotFoundException: immibis.core.CompatibleBaseMod
at java.net.URLClassLoader$1.run(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 33 more
any ideas?
EDIT:
dimensional-anchor_rev2.1_for_1.2.5-client.jar seems to be the cause of the issues, which would also explain why tubestuff and core worked before. I didn't have the anchor installed.
If I found some hard evidence that God exists, i would change my lifestyle completely to follow his demands, ensuring the opportunity to go to heaven and meet God himself. Then, I would finally give a well deserved kick in his bag. Man, i hate trolls.
immibis, are you planning anything special for your PStone Recipes Mod? Personally, I'ld like to see a Config File option, so I can select Mod Blocks supported by EE2, like RedPower's Marble and Basalt.
Later .... Peace ....
If you update TubeStuff, update Immibis Core too, or there will be dupe bugs.
48.1.0 changes copied from the OP:
* The ACT2 uses fake items for the recipe
* The ACT2 will pretend its output slot doesn't exist if it is empty. This prevents tubes from inserting items into it, but also causes a visual bug where tubes sometimes won't connect to the top of the ACT2.
* Shift-right-clicking won't open the GUI of any block
* Fixed a dupe bug
* Fixed ACT2s not working correctly after destroying a drawplate/handsaw, by creating a fake player
* Added retrievulators
Thank you very much! Did have a Dimensional Anchor question or two though. If there's no recipe (from the OP), how do you use it? and if there is one, is it stable enough to use yet? Thanks again.
Oh! and I didn't see your RP auto craft table.
That's what i was afraid of. I don't use either. :/
And there is a recipe now, it's a gold block surrounded by 4 gold ingots at the sides (it was supposed to be an iron block, but IDK if I'll leave it as gold since gold's actually quite useless)
Cool, thanks! I'll give it a shot when I get there. Just started a new build. Lots of Betas. Yeah, living on the edge
Been looking for your Dimensional Anchor for a long time. It's F9 display looks infinitly more usefull than others I've seen! Any chance of a bukkit version in the near future?
I Solve practical problems
Get a crash log.
Not quite, it always loads a square odd-numbered area of chunks - so all chunks in a 1x1 chunk area (just a single chunk) or 3x3 or 5x5 or 7x7 or 9x9. The max is 9x9 to stop people going crazy and lagging themselves to death in singleplayer, but you can easily use more than one loader.
Mod update time... (Bukkit ports coming soon, as always)
Dimensional Anchors rev2: (Requires Immibis Core 49.1.1)
* Incinerators have a new texture by Olaf464
Keep TEs Loaded rev2:* Fixed retrievulators being placed backwards (with the output facing you)
* Fixed real items being destroyed if they were in the first slot of a retriever connected to a retrievulator and the first target slot was empty.
* Black hole chest is less buggy in SMP, but still too buggy to officially enable it.
* Allowed entities to update in force-loaded chunks. Might or might not fix the extreme number of entities some people have reported.
I know that one of your mods is included in the Tekkit pack (not sure which one) I really want to use the force field system on my server (I've had some of my players asking for it)
Thanks
Facedesk*
SAVING CHUNKS ERROR
I cant get a log from that T_T
I Solve practical problems
That's what I did when my server had a major derp (hard drive had epic fail) and forced me to re-install EVERYTHING the other night.... Its a good thing I had a spare hard drive otherwise my server would be dead. Two hours later I found that my Linux distro had a major problem with Java of any flavor.. So a two hour re-install took all night instead...
laters
Hopefully. I don't use Tekkit so I haven't tried it though. The mod they already use is TubeStuff.
Facedesk. That just means it saved the world before it crashed so you wouldn't lose stuff you built.
Yes you can T_T
Edit: Dimensional Anchors rev2.1 fixes a crash when creating or loading a world if no list file is set.
Decided to get back into some mc, but I have a few roadblocks to clear first.
Using 4.9.1.1 branch of core and tubestuff and rev2.1 of the anchor with forge 3.3.8.152.
Seemed to work fine before I added an array of various mods in the mix, but I would still like to know whats up.
Client
any ideas?
EDIT:
dimensional-anchor_rev2.1_for_1.2.5-client.jar seems to be the cause of the issues, which would also explain why tubestuff and core worked before. I didn't have the anchor installed.
you just help me a lot with the automated bench. I already got too many issues with buildcraft. I am avoiding it at all coasts.
But the fact that you have any screenshot of the table make me angry.
a cake for you:
http://img215.imageshack.us/img215/1455/automatedbench.jpg