I've noticed if you break a heater while it has a charge from wiring it just disappears. Also I've been having difficulty with the crystallizer not functioning at all. Tried disabling all other mods and still nothing. After watching spotlights I'm fairly sure I have it connected correctly (ie next to a heater and no other requirements?) and sulfuric acid in the bottom slot with reduced chunks in the others. Is there some other requirement or are crystallizers currently not functioning? Any help would be appreciated thanks in advance.
this mod looks awesome! i'm downloading it right now via adfly... hey is there any way you could approve this post neptune? I only need 3 more approved post to have no restriction... think your a great modder! totaly using this mod!
Can anyone help me? I keep getting this error every time I add factorization to my MultiMC instance
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem; Failed to start game
A full error report has been saved to C:\Users\Francis\Downloads\instances\Testing Instance\minecraft\crash-reports\crash-2013-05-02_13.46.21-client.txt - Please include a copy of that file (Not this screen!) if you report this crash to anyone; without it, they will not be able to help fix the crash
--- BEGIN ERROR REPORT f5e8f322 --------
Full report at:
C:\Users\Francis\Downloads\instances\Testing Instance\minecraft\crash-reports\crash-2013-05-02_13.46.21-client.txt
Please show that file to Mojang, NOT just this screen!
java.lang.NullPointerException
at com.eloraam.redpower.RedPowerControl.setupBlocks(RedPowerControl.java:117)
at com.eloraam.redpower.RedPowerControl.load(RedPowerControl.java:50)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:487)
at sun.reflect.GeneratedMethodAccessor4.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:153)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:86)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:676)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:207)
at net.minecraft.client.Minecraft.a(Minecraft.java:458)
at asq.a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:746)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 255d1925 ----------
I've tried lots of different things. Like 4-5 different forge versions, and both 1.4.6 versions. I know the error log shows that it's redpower, but I only ever get this error when I add factorization.
Change the ITEM IDs in the factorization config from 9000 range to something else, like 10000s. That's it. The error is because the Item IDs in both the mods are conflicting, and RP doesn't like that.
I guess I didn't recognize it because it didn't look like your average ID conflict to me.
It isn't an average ID conflict. If it were a block ID conflict, you would get the common error. Otherwise, in most cases, and Item ID conflict will give no crash, but a error mentioning the conflict in the Forge Log, with you getting the item one of the items that conflicted when you make the recipe for another (like, if screwdriver was conflicting with, say mirrors, then it could lead to either giving mirrors on both recipes or screwdriver for both of them, One won't be available at all).
I'm going to be starting up a private mod pack. This post is to meet the requirement laid out by NeptunePink with regard to usage of the Factorization mod in that modpack.
The modpack will be distributed by the Feed The Beast private pack distribution system, provided that the appropriate permissions are secured. No relation to the Technic / Tekkit team will be established. The server is a private whitelist-required server with zero advertisement, meant only for friends and family employment, and is PvE oriented with an intended maximum of perhaps 15 players on at any time.
The modpack will include a text file listing for each public mod as part of the distribution practice. The line for Factorization will read as seen here:
I've noticed if you break a heater while it has a charge from wiring it just disappears. Also I've been having difficulty with the crystallizer not functioning at all. Tried disabling all other mods and still nothing. After watching spotlights I'm fairly sure I have it connected correctly (ie next to a heater and no other requirements?) and sulfuric acid in the bottom slot with reduced chunks in the others. Is there some other requirement or are crystallizers currently not functioning? Any help would be appreciated thanks in advance.
1. i am also having same problem with heater and mixer to dissapearing.
2. To crystallizer u must use Aqua Regia, not sulfuric acid.
3. There is broken recipe for solar turbine, it's unable to craft. And Solar boiler + steam turbine is actually same energy source as solar turbine.
Is there a way to prevent a router from responding to a redstone signal? I like the fact that I can turn it off with the signal, but it's problematic when I have a device right next to the router which gets a redstone signal applied to it and the router turns off as well. I'd like the router to keep working while the machine next to it is off.
If there is no way to do so, could it be possible to add something that could allow the router to ignore an applied redstone signal? (similar to items like Tesseracts or MFSUs) If not from within the device itself, perhaps an upgrade that uses a redstone torch as part of it's construction?
I did a video to showcase the changes on Factorization from version 0.6.7 to 0.7.21.
Find it here:
More importantly, I'm not able to make the layden jar charge. I've tried the setup recommended in the change log (3 solar boilers with the maximum amount of mirrors each); I've also verified that the charge level on the leyden jar is 152 (Says I need more than 150 for it to fill). The storage number is not going up at all.
2013-05-09 11:30:13 [WARNING] [Minecraft-Client] TextureManager.createTexture called for file mods/factorization/textures/blocks/ceramic/rawglaze.png, but that file does not exist. Ignoring.
2013-05-09 11:30:20 [WARNING] [Minecraft-Client] TextureManager.createTexture called for file mods/factorization/textures/blocks/ceramic/rawglaze.png, but that file does not exist. Ignoring.
Hello would like to point out that as far as i know factorization on my server caused massive client side tick lag. i have no idea why and i really don't know how i can help solve this issue but if theres anything i can do to help get this fixed that would be great. was using latest forge, with a few other mods...ars magica, custom mob spawner, mo creatures, extra biomes, iron chests, myscraft, natura, smart moving, t construct, thaumcraft, twilghtforest, player api. all of which i updated to the leatest versions. (it was doing this b4)
this tick lag would only happen in some parts of my server world but on single player it was just fine( as far as i tested i flew around for 10 mins at 400% speed seeing if my game would drop to 0 fps which is what would happen on the server but it didnt, maybe it was luck who knows)
if anyone can tell me whats happening then please say something.
k, something very weird is happening related to the genepool and routers, and I am guessing it's on extra bees end.
I set up 3 genepools next to eachother, with a diamond chest next to them filled with bees.
below them I set up 2 factorization routers, one to pull from the chest, and eject to the second router, and the second router set to insert the bees into the genepools. everything is fine with the first stack of bees, but when all 1st slots in the genepools are full, the routers keep pulling from the chest and inserting bees into the genepools, but they don't end up anywhere in the genepool, they just simple disappear...
what is even more weird, I tried testing it with 1 router and 1 genepool and manually putting in 2 bees from different species. the first bee ofcourse goes into the first slot when I put it in the router, but when I put the second bee in the router, the species somehow got changed to the bee in the first slot and I have 2 of that species of bees...
I eventually solved the problem by placing hoppers ontop of the genepools, and have the second router insert the bees into the hoppers instead of the genepools, and the problem of the bees disappearing is fixed.
but there's still the problem that their species get changed to the species that's inside the genepool. I have searched this topic with the word "bees" and it seems this problem has been there for quite a while now, and it's only getting worse...
More testing, I feed a solar turbine with the output of 7 solar boilers with the maximum amount of mirrors each.
Still, it doesn't seem to generate enough charge to start filling a leyden jar.
*pic snip*
The problem here is that you're trying to stack mirrors on top of each other. In your image, only the top row of mirrors is recieving light. Also, you can only fill leyden jars from the top, just like real life leyden jars .
For those interested, here's what I've done in a test world to get the maximum number of mirrors on one turbine:
There is a total of 239 mirrors here. 56 on the bottom layer, then 40, 36, 32, 28, 24, 16, and 7 going up. Requires 8 solar boilers.
The top layer could have 8 mirrors on it instead of 7 in theory, but since you have to run cable down someplace you've got to take at least 1 mirror out (unless you want to build your entire ore processing system as one big vertical column! a challenge I may take one day )
But yeah, basically you just lay out the foundation for the ol' max-mirror setup on the bottom and just keep stacking and filling in all the empty space. Pretty simple to make minus resource acquisition, hehe. Looks like this from above:
Naturally, you could build this "solar cone" or what have you in any configuration including my fat-side-down cone shape here as long as it covers all spaces from the max-mirrors ring to the center. Building it up was just easier this way; plus you can live inside it!
(inside)
(dat rpm)
(some leyden jars + running cable out horizontally)
(concave design; a bit more realistic)
I'm very excited to play with these updates in survival! A wonderful change from the old system, I feel. I'm not yet playing on 1.5 due to my waiting out for Redpower, but new FZ has me itching to maybe move on without it.
Last, many thanks to neptunepink for making Factorization (my favorite mod!) <3 love
Change the ITEM IDs in the factorization config from 9000 range to something else, like 10000s. That's it. The error is because the Item IDs in both the mods are conflicting, and RP doesn't like that.
It isn't an average ID conflict. If it were a block ID conflict, you would get the common error. Otherwise, in most cases, and Item ID conflict will give no crash, but a error mentioning the conflict in the Forge Log, with you getting the item one of the items that conflicted when you make the recipe for another (like, if screwdriver was conflicting with, say mirrors, then it could lead to either giving mirrors on both recipes or screwdriver for both of them, One won't be available at all).
I'm going to be starting up a private mod pack. This post is to meet the requirement laid out by NeptunePink with regard to usage of the Factorization mod in that modpack.
The modpack will be distributed by the Feed The Beast private pack distribution system, provided that the appropriate permissions are secured. No relation to the Technic / Tekkit team will be established. The server is a private whitelist-required server with zero advertisement, meant only for friends and family employment, and is PvE oriented with an intended maximum of perhaps 15 players on at any time.
The modpack will include a text file listing for each public mod as part of the distribution practice. The line for Factorization will read as seen here:
***
Factorization: Automated Ore Processing, Wrath Forges, and Explosively-Formed-Diamond-Shards!
Created by Neptune Pink
Discover Factorization at http://www.minecraftforum.net/topic/1351802-151-factorization-0737/
***
If there are any questions, please contact me via PM. Thanks.
Yes becuase somehow even though it's still 1.5.1 I got it to load on my 1.5.2 instance and it's running fine in game.
E-Mail - Google+ - Twitter
1. i am also having same problem with heater and mixer to dissapearing.
2. To crystallizer u must use Aqua Regia, not sulfuric acid.
3. There is broken recipe for solar turbine, it's unable to craft. And Solar boiler + steam turbine is actually same energy source as solar turbine.
Thx for help, regards.
Is there a way to prevent a router from responding to a redstone signal? I like the fact that I can turn it off with the signal, but it's problematic when I have a device right next to the router which gets a redstone signal applied to it and the router turns off as well. I'd like the router to keep working while the machine next to it is off.
If there is no way to do so, could it be possible to add something that could allow the router to ignore an applied redstone signal? (similar to items like Tesseracts or MFSUs) If not from within the device itself, perhaps an upgrade that uses a redstone torch as part of it's construction?
Thanks in advance,
Kzorith
I did a video to showcase the changes on Factorization from version 0.6.7 to 0.7.21.
Find it here:
More importantly, I'm not able to make the layden jar charge. I've tried the setup recommended in the change log (3 solar boilers with the maximum amount of mirrors each); I've also verified that the charge level on the leyden jar is 152 (Says I need more than 150 for it to fill). The storage number is not going up at all.
I'm using Factorization 0.7.37.
2013-05-09 11:30:13 [WARNING] [Minecraft-Client] TextureManager.createTexture called for file mods/factorization/textures/blocks/ceramic/rawglaze.png, but that file does not exist. Ignoring.
2013-05-09 11:30:20 [WARNING] [Minecraft-Client] TextureManager.createTexture called for file mods/factorization/textures/blocks/ceramic/rawglaze.png, but that file does not exist. Ignoring.
says both every time i start the game.
this tick lag would only happen in some parts of my server world but on single player it was just fine( as far as i tested i flew around for 10 mins at 400% speed seeing if my game would drop to 0 fps which is what would happen on the server but it didnt, maybe it was luck who knows)
if anyone can tell me whats happening then please say something.
Still, it doesn't seem to generate enough charge to start filling a leyden jar.
I set up 3 genepools next to eachother, with a diamond chest next to them filled with bees.
below them I set up 2 factorization routers, one to pull from the chest, and eject to the second router, and the second router set to insert the bees into the genepools. everything is fine with the first stack of bees, but when all 1st slots in the genepools are full, the routers keep pulling from the chest and inserting bees into the genepools, but they don't end up anywhere in the genepool, they just simple disappear...
what is even more weird, I tried testing it with 1 router and 1 genepool and manually putting in 2 bees from different species. the first bee ofcourse goes into the first slot when I put it in the router, but when I put the second bee in the router, the species somehow got changed to the bee in the first slot and I have 2 of that species of bees...
I eventually solved the problem by placing hoppers ontop of the genepools, and have the second router insert the bees into the hoppers instead of the genepools, and the problem of the bees disappearing is fixed.
but there's still the problem that their species get changed to the species that's inside the genepool. I have searched this topic with the word "bees" and it seems this problem has been there for quite a while now, and it's only getting worse...
The problem here is that you're trying to stack mirrors on top of each other. In your image, only the top row of mirrors is recieving light. Also, you can only fill leyden jars from the top, just like real life leyden jars .
For those interested, here's what I've done in a test world to get the maximum number of mirrors on one turbine:
There is a total of 239 mirrors here. 56 on the bottom layer, then 40, 36, 32, 28, 24, 16, and 7 going up. Requires 8 solar boilers.
The top layer could have 8 mirrors on it instead of 7 in theory, but since you have to run cable down someplace you've got to take at least 1 mirror out (unless you want to build your entire ore processing system as one big vertical column! a challenge I may take one day )
But yeah, basically you just lay out the foundation for the ol' max-mirror setup on the bottom and just keep stacking and filling in all the empty space. Pretty simple to make minus resource acquisition, hehe. Looks like this from above:
Naturally, you could build this "solar cone" or what have you in any configuration including my fat-side-down cone shape here as long as it covers all spaces from the max-mirrors ring to the center. Building it up was just easier this way; plus you can live inside it!
(inside)
(dat rpm)
(some leyden jars + running cable out horizontally)
(concave design; a bit more realistic)
I'm very excited to play with these updates in survival! A wonderful change from the old system, I feel. I'm not yet playing on 1.5 due to my waiting out for Redpower, but new FZ has me itching to maybe move on without it.
Last, many thanks to neptunepink for making Factorization (my favorite mod!) <3 love