Hello! I am compiling a mod pack called JXD ModPack. I do not have a url to it yet since I am gathering permissions to distribute the mods in it. if I release it without permissions that would be bad. The reason for this post is to get your permission to distribute in a public mod pack.
the mods I would like to include:
buildcraft
computercraft
industrial craft 2
ee3
ExtrabiomesXL
rei's minimap
Your mod (Factorization)
Jammy Furniture Mod
Iron Chest
Advanced Solar Panels
Modular Force Field System
Railcraft
Thermal Expansion
Too Many Plants
Advanced machines
NEI
RedPower2: (if I can get it to work right and the prmission to use it)
I, Forte, hereby request neptunepink's permission to use Factorization in a private FtB pack between 10-20 people in a custom pack dubbed 'Cloudline Pack'. This private pack will not be distributed publicly, and all credit to every mod author will be included in the video descriptions of our videos. We are a small team of Minecrafters dedicated to producing entertainment and educational Minecraft videos on YouTube.
neptunepink, please reply in writing either in this topic or a private message; which would be preferred.
Is there a way to heat the heater without using the mirrors? I have the feed the beast mod pack. Thanks.
Yes, batteries are fully charged when crafted. I'd only recommend that if you're using it for just a crystallizer though, they don't store all that much power. I normally do that to run a crystallizer to make a few logic matrices.
Hi. Im writing on behalf of the Bitlimit server. We're currently attempting to setup a private FTB server and we would like to use Factorization. Here is a list of the mods we are including. Thanks for your time. Xath
This is just a notice that there's a bug in the Factorization mod around storing certain types of items in Barrels. If you encounter this bug, your minecraft client crashes, and anyone else nearby the barrel will also crash. It's almost impossible to fix the problem, as trying to destroy the barrel causes the bug, and you crash.
Shortened stack trace:
Time: 2/3/13 1:12 PM
Description: Loading NBT data
java.io.EOFException
at java.io.DataInputStream.readFully(Unknown Source)
at java.io.DataInputStream.readUTF(Unknown Source)
at java.io.DataInputStream.readUTF(Unknown Source)
at cd.b(SourceFile:91)
at bq.a(SourceFile:34)
at by.a(SourceFile:38)
at cd.b(SourceFile:96)
at bq.a(SourceFile:34)
at cd.b(SourceFile:96)
at bq.a(SourceFile:34)
at cd.b(SourceFile:96)
at bq.a(SourceFile:34)
at by.a(SourceFile:38)
at cd.b(SourceFile:96)
at bq.a(SourceFile:34)
at cd.b(SourceFile:96)
at bq.a(SourceFile:34)
at cd.b(SourceFile:96)
at factorization.common.FactorizationHack.loadItemStackFromDataInput(FactorizationHack.java:42)
at factorization.common.TileEntityBarrel.handleMessageFromServer(TileEntityBarrel.java:522)
at factorization.common.NetworkFactorization.handleTE(NetworkFactorization.java:302)
at factorization.common.NetworkFactorization.handlePacketData(NetworkFactorization.java:225)
at factorization.common.NetworkFactorization.handle(NetworkFactorization.java:217)
at cpw.mods.fml.common.network.NetworkRegistry.handleTinyPacket(NetworkRegistry.java:342)
at cpw.mods.fml.common.network.FMLNetworkHandler.handlePacket131Packet(FMLNetworkHandler.java:408)
at ayh.a(NetClientHandler.java:1348)
at cz.a(SourceFile:41)
at cg.b(TcpConnection.java:458)
at ayh.d(NetClientHandler.java:240)
at ayp.b(WorldClient.java:92)
at net.minecraft.client.Minecraft.l(Minecraft.java:1872)
at net.minecraft.client.Minecraft.J(Minecraft.java:846)
at net.minecraft.client.Minecraft.run(Minecraft.java:771)
at java.lang.Thread.run(Unknown Source)
It's most commonly found when attempting to put Forestry bees within a barrel.
The underlying problem is that the developer of Factorization likely assumed that since a barrel could only contain 1 type of item, the # of bytes that would be used to describe the full contents of the barrel would be less than 64K. So, he used a particular Packet class (Packet131) which is limited to a data payload of 64K. It's a nice packet class since it's designed specifically to transmit stacks of items from the server to the client, so I understand why he chose it.
Unfortunately, every single bee holds quite alot of data (the chromosome, the climate, all the genetic data), so when you start packing hundreds + of bees in a single barrel, it's not just a large number of all the same item (ie. 100000 iron ingots can be described in just a few bytes (ie. IRON INGOT X 100000), whereas hundreds of bees are described as (Bee #1 - Meadows, Short-lived, etc. Bee #2 - Meadows, Long-lived, etc.))
However, he never checks to see if the data for the NBTTagCompound representing the ItemStack exceeds 64K. Then he pushes the data into the pipe. On the client side, it's truncated at 64K (because the length is represented as a short), so when it tries to process the packet, it's missing a bunch of stuff, so you get the EOFException (short for End-of-File Exception). It also then tries to read the next stuff (which is the rest of the bee data) as the next packet, but that's not really what it is, so you start getting Bad Packet id exceptions. And your client promptly crashes.
I've got a fix that works by injecting some code into the Factorization mod and 'trimming' the Barrel contents so that it doesn't exceed the 64K (which if you want is available at https://dl.dropbox.c...craft_Mods.html), but really the proper fix is for Factorization to be updated with an explicit size check, or better yet, to use a different Packet class that doesn't have the 64K limit.
Question about Factorization's barrels.. Do they hold 65,536 items (1024 x 64), or do they hold 1024 stacks regardless of stack size? Not everything stacks in bunches of 64 (such as ender pearls, which stacks into 16 items).
Rollback Post to RevisionRollBack
Now the whole world stands on the brink, staring down into bloody hell. All those liberals and intellectuals and smooth talkers - and all of a sudden, nobody can think of anything to say.
Question about Factorization's barrels.. Do they hold 65,536 items (1024 x 64), or do they hold 1024 stacks regardless of stack size? Not everything stacks in bunches of 64 (such as ender pearls, which stacks into 16 items).
Normal Barrels hold 4096 items (64*64) items. Upgraded barrels hold 65536 (1024*64) items.
I tested that by placing Ender pearls, and it held 256 stacks (of 16) without an upgrade. This was equivalent to 64 stacks of, say, cobble.
Minor Bug Report:
Putting scrap from IndustrialCraft into a barrel will not display the name when right-clicked. If you have 2000 scrap, the tooltip will come up with "2000 ", as opposed to "2000 Scrap". Not a major issue, as you can see what it is from the image, but just though I'd post this here for informational purposes.
I was using Factorization v0.7.10, and IndustrialCraft2 v1.112.170 on SMP (Dedicated Server) at the time of this report.
I'm sure this has been brought up before, but I really, really would love it if this could work. I have a ton of barrels in my storage room, and they are in a wall of like, 4 tall and 20 wide on each wall. I would love it if I could have a misc chest at the end of everything that would catch everything that didn't have a barrel. As is, even with thoroughness, the chest will still get stuff that has a barrel. I know that barrels get visited in an arbitrary order if they are positioned like this, however it would be impossible to keep them in a line.
Is there any way this could be fixed? I know my entire server would dump their laggy RP2 setups (which kill our server) for routers if they worked this way. I have no idea how difficult it would be to code, so if that's a sticking point, I totally understand.
Overall, barrels and routers are outstanding and I thank you for your work on this mod. I love it.
And does anyone have an answer to my question? How many mirrors does it take to recharge a battery?
honestly wish i could provide some worthwhile input on that after my own testing, but alas, everything about factorization's electricity, wires and power storage seems extremely tempermental, i've literally never seen a solar mirror array in factorization that will power two furnace heaters full time + the factorization ore processing without the battery either being constantly run dry or if you try to use multiple batteries, being quite random about actually accepting charge, or not.
in short, i doubt that it's possible to setup a useful mirror/solar battery charger.
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
Hello! I am compiling a mod pack called JXD ModPack. I do not have a url to it yet since I am gathering permissions to distribute the mods in it. if I release it without permissions that would be bad. The reason for this post is to get your permission to distribute in a public mod pack.
the mods I would like to include:
buildcraft
computercraft
industrial craft 2
ee3
ExtrabiomesXL
rei's minimap
Your mod (Factorization)
Jammy Furniture Mod
Iron Chest
Advanced Solar Panels
Modular Force Field System
Railcraft
Thermal Expansion
Too Many Plants
Advanced machines
NEI
RedPower2: (if I can get it to work right and the prmission to use it)
Thanks for your time!
I admit I was confused about approved ways to distribute it but if I am not mistaking on what you said about modpacks. All I have to do is provide you credit and link to your mod?
Anyways you can find my future modpack at http://jxd.4ourhosting.co/! If you have any questions or concerns I'll be responding ASAP!
@Warkittenz several buildcraft addons have at one point or another provided this functionality, currently this one does with it's Insertion Transport Pipe: http://www.minecraft...dcraft-objects/
This doesn't help my situation. The key here is that if my barrels were in a line, there would be no issue. If they are stacked, everything goes haywire with a catch-all chest. I would have to redo my base to use ABO. On our server we are trying to cut down on the number of pipes / tubes to keep the lag down. This would be an ideal way if Neptunepink could massage the code if it isn't too difficult.
I have several long rows of barrels lining the walls of my base with RP tubes between the rows. Length of tube in the floor, barrels on top of them on ground level, tubes on top, then barrels, etc. My dump chest has a filter right now set to a 5 sec timer pulse pulling item stacks out and depositing them in the barrel sorting system. For anything that doesn't have a barrel, I have a MultiPage Chest right next to the dump chest connected to the same pipe system, but with restriction tubes connecting it. That way, if there is an alternate logical path for items to take they go there first, and then if all else fails, MPC. I've yet to have any issues with it. I want to eventually write a program that yanks items out of the barrels as needed for things I want to make (hence the initial length of tube under the ground barrels). On my old world I made probably half a stack of managers and set the system up the same way - just set the managers to receive what their inventories require and the dump chest to output all stacks. Worked flawlessly on my old world.
the mods I would like to include:
Check it out, give me feedback.
neptunepink, please reply in writing either in this topic or a private message; which would be preferred.
Thank you.
Regards,
Forte
Yes, batteries are fully charged when crafted. I'd only recommend that if you're using it for just a crystallizer though, they don't store all that much power. I normally do that to run a crystallizer to make a few logic matrices.
Thanks for your time.
Xath
Shortened stack trace:
Description: Loading NBT data
java.io.EOFException
at java.io.DataInputStream.readFully(Unknown Source)
at java.io.DataInputStream.readUTF(Unknown Source)
at java.io.DataInputStream.readUTF(Unknown Source)
at cd.b(SourceFile:91)
at bq.a(SourceFile:34)
at by.a(SourceFile:38)
at cd.b(SourceFile:96)
at bq.a(SourceFile:34)
at cd.b(SourceFile:96)
at bq.a(SourceFile:34)
at cd.b(SourceFile:96)
at bq.a(SourceFile:34)
at by.a(SourceFile:38)
at cd.b(SourceFile:96)
at bq.a(SourceFile:34)
at cd.b(SourceFile:96)
at bq.a(SourceFile:34)
at cd.b(SourceFile:96)
at factorization.common.FactorizationHack.loadItemStackFromDataInput(FactorizationHack.java:42)
at factorization.common.TileEntityBarrel.handleMessageFromServer(TileEntityBarrel.java:522)
at factorization.common.NetworkFactorization.handleTE(NetworkFactorization.java:302)
at factorization.common.NetworkFactorization.handlePacketData(NetworkFactorization.java:225)
at factorization.common.NetworkFactorization.handle(NetworkFactorization.java:217)
at cpw.mods.fml.common.network.NetworkRegistry.handleTinyPacket(NetworkRegistry.java:342)
at cpw.mods.fml.common.network.FMLNetworkHandler.handlePacket131Packet(FMLNetworkHandler.java:408)
at ayh.a(NetClientHandler.java:1348)
at cz.a(SourceFile:41)
at cg.b(TcpConnection.java:458)
at ayh.d(NetClientHandler.java:240)
at ayp.b(WorldClient.java:92)
at net.minecraft.client.Minecraft.l(Minecraft.java:1872)
at net.minecraft.client.Minecraft.J(Minecraft.java:846)
at net.minecraft.client.Minecraft.run(Minecraft.java:771)
at java.lang.Thread.run(Unknown Source)
It's most commonly found when attempting to put Forestry bees within a barrel.
The underlying problem is that the developer of Factorization likely assumed that since a barrel could only contain 1 type of item, the # of bytes that would be used to describe the full contents of the barrel would be less than 64K. So, he used a particular Packet class (Packet131) which is limited to a data payload of 64K. It's a nice packet class since it's designed specifically to transmit stacks of items from the server to the client, so I understand why he chose it.
Unfortunately, every single bee holds quite alot of data (the chromosome, the climate, all the genetic data), so when you start packing hundreds + of bees in a single barrel, it's not just a large number of all the same item (ie. 100000 iron ingots can be described in just a few bytes (ie. IRON INGOT X 100000), whereas hundreds of bees are described as (Bee #1 - Meadows, Short-lived, etc. Bee #2 - Meadows, Long-lived, etc.))
However, he never checks to see if the data for the NBTTagCompound representing the ItemStack exceeds 64K. Then he pushes the data into the pipe. On the client side, it's truncated at 64K (because the length is represented as a short), so when it tries to process the packet, it's missing a bunch of stuff, so you get the EOFException (short for End-of-File Exception). It also then tries to read the next stuff (which is the rest of the bee data) as the next packet, but that's not really what it is, so you start getting Bad Packet id exceptions. And your client promptly crashes.
I've got a fix that works by injecting some code into the Factorization mod and 'trimming' the Barrel contents so that it doesn't exceed the 64K (which if you want is available at https://dl.dropbox.c...craft_Mods.html), but really the proper fix is for Factorization to be updated with an explicit size check, or better yet, to use a different Packet class that doesn't have the 64K limit.
Cheers.
Normal Barrels hold 4096 items (64*64) items. Upgraded barrels hold 65536 (1024*64) items.
I tested that by placing Ender pearls, and it held 256 stacks (of 16) without an upgrade. This was equivalent to 64 stacks of, say, cobble.
Putting scrap from IndustrialCraft into a barrel will not display the name when right-clicked. If you have 2000 scrap, the tooltip will come up with "2000 ", as opposed to "2000 Scrap". Not a major issue, as you can see what it is from the image, but just though I'd post this here for informational purposes.
I was using Factorization v0.7.10, and IndustrialCraft2 v1.112.170 on SMP (Dedicated Server) at the time of this report.
I have a ton of barrels in my storage room, and they are in a wall of like, 4 tall and 20 wide on each wall. I would love it if I could have a misc chest at the end of everything that would catch everything that didn't have a barrel. As is, even with thoroughness, the chest will still get stuff that has a barrel. I know that barrels get visited in an arbitrary order if they are positioned like this, however it would be impossible to keep them in a line.
Is there any way this could be fixed? I know my entire server would dump their laggy RP2 setups (which kill our server) for routers if they worked this way. I have no idea how difficult it would be to code, so if that's a sticking point, I totally understand.
Overall, barrels and routers are outstanding and I thank you for your work on this mod. I love it.
And does anyone have an answer to my question? How many mirrors does it take to recharge a battery?
honestly wish i could provide some worthwhile input on that after my own testing, but alas, everything about factorization's electricity, wires and power storage seems extremely tempermental, i've literally never seen a solar mirror array in factorization that will power two furnace heaters full time + the factorization ore processing without the battery either being constantly run dry or if you try to use multiple batteries, being quite random about actually accepting charge, or not.
in short, i doubt that it's possible to setup a useful mirror/solar battery charger.
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
I admit I was confused about approved ways to distribute it but if I am not mistaking on what you said about modpacks. All I have to do is provide you credit and link to your mod?
Anyways you can find my future modpack at http://jxd.4ourhosting.co/! If you have any questions or concerns I'll be responding ASAP!
This doesn't help my situation. The key here is that if my barrels were in a line, there would be no issue. If they are stacked, everything goes haywire with a catch-all chest. I would have to redo my base to use ABO. On our server we are trying to cut down on the number of pipes / tubes to keep the lag down. This would be an ideal way if Neptunepink could massage the code if it isn't too difficult.