The Meaning of Life, the Universe, and Everything.
Join Date:
10/29/2010
Posts:
137
Minecraft:
thijs
Member Details
the retrievulator that you have now made the act2 clogging up history it seems and to show how simple it now is to have a automated production of anything with your mod and rp2 here is a pic
With the retrievulator, I assume that slot on the right in the GUI is so you can supply your own retriever jamming item? Will you consider adding a config option that prohibits the retrievulator from spawning anything, so that you have to use an actual physical item for this task. The reason is that these retriever jammers could probably be recycled to scrap with industrialcraft, and used to unbalance the game...
But I'm so stoked to see it in the game. I can't wait to use these bad boys in SMP!
With the retrievulator, I assume that slot on the right in the GUI is so you can supply your own retriever jamming item? Will you consider adding a config option that prohibits the retrievulator from spawning anything, so that you have to use an actual physical item for this task. The reason is that these retriever jammers could probably be recycled to scrap with industrialcraft, and used to unbalance the game...
But I'm so stoked to see it in the game. I can't wait to use these bad boys in SMP!
The retriever puts items in the right slot of the retrievulator, then the retrievulator moves them into the actual inventory - that slot's only in the GUI in case you get an item stuck in it somehow.
Couldn't you just use a cobble generator for scrap? Especially as cobble is stackable and retriever jammers are not.
Couldn't you just use a cobble generator for scrap? Especially as cobble is stackable and retriever jammers are not.
Non stackable? Sure, that's fine. Honestly, the only thing that bugs me about the jammer is that the retrievulator magicly spawns it. Cobble generators are banned where I play.
Do you need to be OP to configure the dimensional anchor? Users on my server can't seem to do it even if they are the owner.
No, but the default limit is 3 chunks per player (set in the config), which won't allow them to use anything bigger than 1x1 (although they can use 3 of them). You might want to change it.
Immibis : I want to say that the retrievulator is brilliant. The fact that it also works with target chests is an amazing feature, as well as the way it goes behind the retrievers in question. Neither feature was one that I thought of.
What is especially great about the target chests feature is it solves a problem the retrievulator creates. See, with this handy retrievulator it is entirely practical to set up an auto-crafting system to auto-craft more than 100 different products. You just craft some retrievulators, some retrievers, ACTs, and just hold the right mouse button and run in a line. DRAMATICALLY simpler than it used to be. But, now that you have so many chests of auto-crafted products, it is hard to find anything. Ta-da, set the retrievulator to stock a single chest with up to 1 stack of 9 different items! Add more retrievulators for more cowbell! Now everything you want to find is located conveniently close by in handy chests!
You mention in your change-log that the ACT output slot is removed if it is empty. Instead of doing that, how about you switch the mapping to a different inventory slot, say the bottom right one in the gui. Pros : no more graphical bug where it looks like a tube does not connect. Cons : items will get stuck in that one slot.
The Meaning of Life, the Universe, and Everything.
Join Date:
8/8/2011
Posts:
51
Member Details
I'm having issues with dimensional anchors not loading, it crashes the client, I can't get the error message because the client logs then closes itself, but I do have the capture from FML.
java.lang.NoClassDefFoundError: immibis/core/net/IPacketMap
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:1763)
at ModLoader.addMod(ModLoader.java:293)
at ModLoader.readFromModFolder(ModLoader.java:1276)
at ModLoader.init(ModLoader.java:887)
at ModLoader.addAllRenderers(ModLoader.java:189)
at ahu.<init>(RenderManager.java:86)
at ahu.<clinit>(RenderManager.java:14)
at net.minecraft.client.Minecraft.a(Minecraft.java:394)
at net.minecraft.client.Minecraft.run(Minecraft.java:732)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: immibis.core.net.IPacketMap
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 org.spoutcraft.launcher.MinecraftClassLoader.findClass(MinecraftClassLoader.java:64)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 13 more
Any clue what's causing this and how I can fix it??
In addition, when I try to put Core, TubeStuff and MFFS on the server I get this:
2012-07-16 10:44:55 [SEVERE] java.lang.NullPointerException: texfile
2012-07-16 10:44:55 [SEVERE] at immibis.core.BlockCombined.<init>(BlockCombined.java:39)
2012-07-16 10:44:55 [SEVERE] at immibis.tubestuff.BlockTubestuff.<init>(BlockTubestuff.java:19)
2012-07-16 10:44:55 [SEVERE] at net.minecraft.server.mod_TubeStuff$1.registerBlock(mod_TubeStuff.java:43)
2012-07-16 10:44:55 [SEVERE] at immibis.core.CoreProxy.RegisterBlockID(CoreProxy.java:28)
2012-07-16 10:44:55 [SEVERE] at net.minecraft.server.mod_TubeStuff.load(mod_TubeStuff.java:39)
2012-07-16 10:44:55 [SEVERE] at cpw.mods.fml.server.ModLoaderModContainer.init(ModLoaderModContainer.java:271)
2012-07-16 10:44:55 [SEVERE] at cpw.mods.fml.common.Loader.modInit(Loader.java:220)
2012-07-16 10:44:55 [SEVERE] at cpw.mods.fml.common.Loader.initializeMods(Loader.java:539)
2012-07-16 10:44:55 [SEVERE] at cpw.mods.fml.server.FMLBukkitHandler.onLoadComplete(FMLBukkitHandler.java:121)
2012-07-16 10:44:55 [SEVERE] at net.minecraft.server.MinecraftServer.init(MinecraftServer.java:159)
2012-07-16 10:44:55 [SEVERE] at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:426)
2012-07-16 10:44:55 [SEVERE] at net.minecraft.server.ThreadServerApplication.run(SourceFile:492)
2012-07-16 10:44:55 [SEVERE] Unexpected exception
java.lang.NullPointerException: texfile
at immibis.core.BlockCombined.<init>(BlockCombined.java:39)
at immibis.tubestuff.BlockTubestuff.<init>(BlockTubestuff.java:19)
at net.minecraft.server.mod_TubeStuff$1.registerBlock(mod_TubeStuff.java:43)
at immibis.core.CoreProxy.RegisterBlockID(CoreProxy.java:28)
at net.minecraft.server.mod_TubeStuff.load(mod_TubeStuff.java:39)
at cpw.mods.fml.server.ModLoaderModContainer.init(ModLoaderModContainer.java:271)
at cpw.mods.fml.common.Loader.modInit(Loader.java:220)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:539)
at cpw.mods.fml.server.FMLBukkitHandler.onLoadComplete(FMLBukkitHandler.java:121)
at net.minecraft.server.MinecraftServer.init(MinecraftServer.java:159)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:426)
at net.minecraft.server.ThreadServerApplication.run(SourceFile:492)
But TubeStuff seems to run OK without the core file...
Dimensional Anchors rev3 (no Bukkit yet) adds a "set owner to server" button for ops in the GUI, which makes that loader count towards nobody's limit (and then only ops can change its settings)
I ran into a bug in my single player world. I'm using your automatic crafting table together with a logistics pipe network. When I request certain items the materials to make them just sit in the inventory but nothing gets made. I've noticed it with making sticks and chests so far. If I pick the stack of materials up and set them back down it starts working again.
DA rev3.2:
* Fixed worlds in Bukkit getting confused if they had the same dimension number. It now uses world names instead of dimension numbers to identify worlds.
* Added permission dimanchor.op in Bukkit, should let you edit other players' loaders and set the owner to (server). Untested!
* On Bukkit servers, any existing chunk loaders will NOT activate on startup! A player must go near them to "refresh" them and then they should work normally. (Related to world confusion fix)
Ok, my first Mod Spotlight video, one for TubeStuff. So feel free to put it on the main page if you like it, or, if I need to fix something, let me know so I can rerecord it.
Though I am curious as to why the odd behavior in the Autocrafting Table Mk2. A standard machine, like IC2, would input from the top and fill the entire inventory, and stuff gets extracted from the sides. It's pretty standard, no matter if it's a macerator, an electric furnace, compressor, extractor, etc. O.o
Hey immibis, the retrievulator defaults to an upward facing (with the big hole facing up) if you place one and then log off the server and relog.
Also, while testing this, your retrievulator did this to my world.
WTF?
There was no tile entities in that chunk besides some retrievulators, redpower tubes, and vanilla chests.
Here is the log
java.lang.NullPointerException
at immibis.tubestuff.TileInfiniteChest.updateMaxPages(TileInfiniteChest.java:15)
at immibis.tubestuff.TileInfiniteChest.a(TileInfiniteChest.java:71)
at qj.c(TileEntity.java:110)
at vr.a(AnvilChunkLoader.java:364)
at vr.a(AnvilChunkLoader.java:82)
at vr.a(AnvilChunkLoader.java:65)
at mp.e(ChunkProviderServer.java:150)
at mp.c(ChunkProviderServer.java:101)
at ar.<init>(SourceFile:28)
at zf.a(SourceFile:177)
at zf.a(SourceFile:243)
at jg.c(ServerConfigurationManager.java:155)
at forge.PacketHandlerServer.finishLogin(PacketHandlerServer.java:155)
at forge.PacketHandlerServer.onModListResponse(PacketHandlerServer.java:101)
at forge.PacketHandlerServer.onPacketData(PacketHandlerServer.java:36)
at forge.MessageManager.dispatchIncomingMessage(MessageManager.java:420)
at mm.a(NetServerHandler.java:1057)
at gl.a(SourceFile:46)
at qq.b(NetworkManager.java:353)
at mm.a(NetServerHandler.java:73)
at fk.a(SourceFile:107)
at net.minecraft.server.MinecraftServer.w(MinecraftServer.java:573)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:450)
at dn.run(SourceFile:492)
Really looked forward to using tubestuff but I think I'll be uninstalling it after seeing that, don't want my world to suddenly explode one day.
the client version of keep tes loaded isnt working. it has the same exact code as the server... i know because the source is in the jar.... isnt there a client version?
Retrievulator bug : it you put more than one of the same type of item into the retrievulator slots, it will ignore the extra instances of the same item. This means that you cannot retrieve enough coolant cells to make an overclocker using just 1 retrievulator and one retriever, or craft any other recipe that needs multiple non-stackable items of the same type.
This also prevents you from using a retrievulator to keep a chest stock with, say, 2 stacks cobblestone and 1 stack dirt or some other combination.
http://i.imgur.com/s5Xsq5k.png (MCF hates big images and text )
But I'm so stoked to see it in the game. I can't wait to use these bad boys in SMP!
The retriever puts items in the right slot of the retrievulator, then the retrievulator moves them into the actual inventory - that slot's only in the GUI in case you get an item stuck in it somehow.
Couldn't you just use a cobble generator for scrap? Especially as cobble is stackable and retriever jammers are not.
Couldn't you just
Non stackable? Sure, that's fine. Honestly, the only thing that bugs me about the jammer is that the retrievulator magicly spawns it. Cobble generators are banned where I play.
No, but the default limit is 3 chunks per player (set in the config), which won't allow them to use anything bigger than 1x1 (although they can use 3 of them). You might want to change it.
Will do. Damn you mspaint.
What is especially great about the target chests feature is it solves a problem the retrievulator creates. See, with this handy retrievulator it is entirely practical to set up an auto-crafting system to auto-craft more than 100 different products. You just craft some retrievulators, some retrievers, ACTs, and just hold the right mouse button and run in a line. DRAMATICALLY simpler than it used to be. But, now that you have so many chests of auto-crafted products, it is hard to find anything. Ta-da, set the retrievulator to stock a single chest with up to 1 stack of 9 different items! Add more retrievulators for more cowbell! Now everything you want to find is located conveniently close by in handy chests!
You mention in your change-log that the ACT output slot is removed if it is empty. Instead of doing that, how about you switch the mapping to a different inventory slot, say the bottom right one in the gui. Pros : no more graphical bug where it looks like a tube does not connect. Cons : items will get stuck in that one slot.
Any clue what's causing this and how I can fix it??
In addition, when I try to put Core, TubeStuff and MFFS on the server I get this:
But TubeStuff seems to run OK without the core file...
Help would be extremely appreciated!
* Fixed (server) in GUI in Bukkit.
DA rev3.2:
* Fixed worlds in Bukkit getting confused if they had the same dimension number. It now uses world names instead of dimension numbers to identify worlds.
* Added permission dimanchor.op in Bukkit, should let you edit other players' loaders and set the owner to (server). Untested!
* On Bukkit servers, any existing chunk loaders will NOT activate on startup! A player must go near them to "refresh" them and then they should work normally. (Related to world confusion fix)
Though I am curious as to why the odd behavior in the Autocrafting Table Mk2. A standard machine, like IC2, would input from the top and fill the entire inventory, and stuff gets extracted from the sides. It's pretty standard, no matter if it's a macerator, an electric furnace, compressor, extractor, etc. O.o
Also, while testing this, your retrievulator did this to my world.
WTF?
There was no tile entities in that chunk besides some retrievulators, redpower tubes, and vanilla chests.
Here is the log
Really looked forward to using tubestuff but I think I'll be uninstalling it after seeing that, don't want my world to suddenly explode one day.
This also prevents you from using a retrievulator to keep a chest stock with, say, 2 stacks cobblestone and 1 stack dirt or some other combination.