The issue is caused by a mod shipping outdated IC2 API. Deleting the "ic2" folder from inside of the conflicting mod's jar fixes it.
I was having an issue with this and RemoteIO so thank you for making this known. Sadly removing the ic2 api causes rio to crash. Interestingly, the older version which does not include any api source files, does not crash.
I was having an issue with this and RemoteIO so thank you for making this known. Sadly removing the ic2 api causes rio to crash. Interestingly the older version, which does not include any api source files, does not crash.
rio may, now, be crashing because it loads before IC2 or any mods that uses the IC2 API.
You can tgry to change the load order by changing the filename of a mod that has the API,
so that it begins with the number 1, such as 1_IndustrialCraft.jar.
As a last resort, you can copy IC2's API from 1 mods jar to rio's jar, just keep the same folder layout.
rio may, now, be crashing because it loads before IC2 or any mods that uses the IC2 API.
You can tgry to change the load order by changing the filename of a mod that has the API,
so that it begins with the number 1, such as 1_IndustrialCraft.jar.
As a last resort, you can copy IC2's API from 1 mods jar to rio's jar, just keep the same folder layout.
Changing filenames resulted in the same error. I already tried changing out the api files to no avail.
Rollback Post to RevisionRollBack
Mojang, please prioritize bug fixes before content.
EnderIO, Redstone Arsenal, Binnies Mods, all work happily unless Mekanism is put in the mix. I realize this is known but I just did a ton of testing with and without the ic2 api folders. Removing the folder in Redstone Arsenal allows it to work, however...EnderIO and Binnies still have issues if you remove that folder.
What I don't understand is why do they all run perfectly happily unless mekanism is added.
Dynamic Factories I just expanded my idea of multiblock factories idea, figured I might just as well share it. If there is an official forum/place for suggestions that I missed, please do tell.
Basically the factories work the same way as they do now, but are instead multiblock structures, similar to big reactors or mekanisms dynamic tanks. This mean that if you intend to upgrade to large and more effective machines you have to build machine-halls and factories for real. The blocks them selves would work somewhat similar to multiblock tanks in that they intelligently form them selves when correctly built. The big machines should be very very effective (and expensive).
Lvl 1 Machine: Requires only the machine itself, for example a crusher.
Lvl 2 Factory: Requires main block, a control block, an input block and an output block. Place them in a multiblock and you end up with a machine capable of crushing many thing at once.
Lvl 3 Factory: Requires main block in the middle, an input block, an output block and several factory machine block as a frame. (in this machine you can choose where to put the input, output and control-block (similar to big reactors)
Lvl 4 Factory: Just keep adding size.
Lvl 5 Factory?. Perhaps different configurations create more or less effect? Could you add upgrade-blocks to add speed or slots?
Check the attached image for a mock up suggestion.
What do you guys think? Do you prefer the minimal size of the current factories? I like building big!
Changing filenames resulted in the same error. I already tried changing out the api files to no avail.
I owe you an apology, I didn't read your crash report, I just based my reply off of an earlier reply.
I had the same error, also, with REdstone Arsenal and Mekanism, many other have post the same basic
error in the last 2 pages, some are not using Redstone Arsenal.
This implies the problem is with Mekanism, and a fix is supposed to be coming out with the next build.
Any chance of Mekanism getting a filler of some sort? Maybe base it on the Digital Miner, or add it as a feature of the Digital Miner where it takes an input, and fills any air or fluid spots with the provided input blocks.
Yeah, I know mod-X-over-there already has one, but I don't have mod-X-over-there on my server and I'm not going to add it for one simple function
Any chance of Mekanism getting a filler of some sort? Maybe base it on the Digital Miner, or add it as a feature of the Digital Miner where it takes an input, and fills any air or fluid spots with the provided input blocks.
Yeah, I know mod-X-over-there already has one, but I don't have mod-X-over-there on my server and I'm not going to add it for one simple function
if you fill the digital miner's filter with all of the normal blocks, and oak planks, fences and rails, then turn inverse on,
it will destroy all liquid blocks (source and non-source), including lava, oil, and MFR's waste & sewege.
Setting the replacement block and setting Pull on, and it will replace liquids with blocks.
No Air Block replacement yet, tho'
Well, i have a big problem... first, the Electromagnetic Contractor crash map so placed beside any machine or the chest... I use the v5, and when I tried to upgrade to v6 (still in MC1.6.4), the game does not start =/
Getting a crash on start, line 7 mentions TileEntityChanceMachine. I'm not using IC2 and I checked through all the mods to see if there's any using the IC2 api. None were found to have the api. I'm not using RemoteIO nor RedArsenal.
I'm using the latest build of Mekanism - 7.1.0.92
I have posted to the Mekanism GitHub and here are links to the crash report as well as the FML client log
Update - I just removed the Railcraft mod and it loaded fine. Will do some digging to find out why
Update II - I'm rebuilding my pack, and so far I'm half way to the number of mods I had before and both Mekanism and Railcraft are installed. I'll post back if I find out it's another conflict or if I somehow solved it.
I was having an issue with this and RemoteIO so thank you for making this known. Sadly removing the ic2 api causes rio to crash. Interestingly, the older version which does not include any api source files, does not crash.
crash log: http://paste.ee/p/g1yXZ
rio may, now, be crashing because it loads before IC2 or any mods that uses the IC2 API.
You can tgry to change the load order by changing the filename of a mod that has the API,
so that it begins with the number 1, such as 1_IndustrialCraft.jar.
As a last resort, you can copy IC2's API from 1 mods jar to rio's jar, just keep the same folder layout.
Changing filenames resulted in the same error. I already tried changing out the api files to no avail.
This has worked for several others: https://github.com/aidancbrady/Mekanism/issues/1695
What I don't understand is why do they all run perfectly happily unless mekanism is added.
No dice. Though it will hopefully be fixed shortly: https://github.com/aidancbrady/Mekanism/issues/1750
I just expanded my idea of multiblock factories idea, figured I might just as well share it. If there is an official forum/place for suggestions that I missed, please do tell.
Basically the factories work the same way as they do now, but are instead multiblock structures, similar to big reactors or mekanisms dynamic tanks. This mean that if you intend to upgrade to large and more effective machines you have to build machine-halls and factories for real. The blocks them selves would work somewhat similar to multiblock tanks in that they intelligently form them selves when correctly built. The big machines should be very very effective (and expensive).
Lvl 1 Machine: Requires only the machine itself, for example a crusher.
Lvl 2 Factory: Requires main block, a control block, an input block and an output block. Place them in a multiblock and you end up with a machine capable of crushing many thing at once.
Lvl 3 Factory: Requires main block in the middle, an input block, an output block and several factory machine block as a frame. (in this machine you can choose where to put the input, output and control-block (similar to big reactors)
Lvl 4 Factory: Just keep adding size.
Lvl 5 Factory?. Perhaps different configurations create more or less effect? Could you add upgrade-blocks to add speed or slots?
Check the attached image for a mock up suggestion.
What do you guys think? Do you prefer the minimal size of the current factories? I like building big!
I owe you an apology, I didn't read your crash report, I just based my reply off of an earlier reply.
I had the same error, also, with REdstone Arsenal and Mekanism, many other have post the same basic
error in the last 2 pages, some are not using Redstone Arsenal.
This implies the problem is with Mekanism, and a fix is supposed to be coming out with the next build.
Yeah, I know mod-X-over-there already has one, but I don't have mod-X-over-there on my server and I'm not going to add it for one simple function
if you fill the digital miner's filter with all of the normal blocks, and oak planks, fences and rails, then turn inverse on,
it will destroy all liquid blocks (source and non-source), including lava, oil, and MFR's waste & sewege.
Setting the replacement block and setting Pull on, and it will replace liquids with blocks.
No Air Block replacement yet, tho'
Well, i have a big problem... first, the Electromagnetic Contractor crash map so placed beside any machine or the chest... I use the v5, and when I tried to upgrade to v6 (still in MC1.6.4), the game does not start =/
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Use spoiler tags.
Previous page in the thread has a fix, which I had to look for 'cuz I had the same issue.
The "fix" listed here did work for this build.
I'm using the latest build of Mekanism - 7.1.0.92
I have posted to the Mekanism GitHub and here are links to the crash report as well as the FML client log
Crash report - https://gist.github.com/ChaosXten/b1ec2a58a76bd50a4d8b
FML client log - https://gist.github.com/ChaosXten/4c8f9bcd1340982546b8
Thanks
Update - I just removed the Railcraft mod and it loaded fine. Will do some digging to find out why
Update II - I'm rebuilding my pack, and so far I'm half way to the number of mods I had before and both Mekanism and Railcraft are installed. I'll post back if I find out it's another conflict or if I somehow solved it.