I was using Applied Energistics rv14-finale3 on FTB Monster a few days ago and then when I went to load up the world I was getting a error on the FTB console and it then went back to the Minecraft start-up screen and when i loaded the world again my Minecraft would freeze and give me no crash report.
I have extra cells installed also but when i removed extra cells it still gave me the error and when I removed Applied Energistics the world loaded normal.I really love this mod and thanks for any help or assistance
I've had an AE system running for quite a while now. MAC and everything and had it linked to several machines (furnaces, pulverizers, etc...) all to great success. My next project was to build the 5x ore processing facility from Mekanism. I built the facility with all Mekanism pipes and cables to no AE involvement at all. However, at the end of the process I hooked up an ME Chest to export the dusts into a furnace. At first I was having problems exporting at all. Then I got it to export but noticed that certain items I was interacting with at my normal crafting terminal was mysteriously appearing in the ME chest. Then things got really weird. I noticed that a bunch of my smelted iron that I had was gone, at first I thought I had somehow used it all but then a bunch of my gold when missing too (i'm talking stacks of each). Further more, my crafting terminal stopped working for certain items. I would click "craft" and nothing would show up in the crafting terminal. I tried crafting some simple things like sticks and pistons and that worked just fine. However, some of the more complicated stuff didn't work. Then I noticed again some of the components of the stuff I was trying to craft was mysteriously showing up in the ME chest.
Solutions I've tried:
I disconnected the ME chest from the network, reset the AE system by breaking cables, picked up the controller and put it back down, broke the MAC and put it back together, and picked up the crafting terminal and put it back down. I also restarted the server.
Still no sign of the missing iron or gold.
Please help get my system running again, at this point I don't care about all the resources that went missing.
I have wanted to use this mod for quite some time but when I attempted to add it to my game I received this error: [17/7/14 10:41:32 AM] [SEVERE] [ForgeModLoader] The mod AppliedEnergistics (Applied Energistics) requires mods [AppliedEnergistics-Core] to be available
Is their a separate core mod I'm missing or is something else wrong?
Any help would be greatly appreciated as I would really love to start using this mod.
I have wanted to use this mod for quite some time but when I attempted to add it to my game I received this error: [17/7/14 10:41:32 AM] [SEVERE] [ForgeModLoader] The mod AppliedEnergistics (Applied Energistics) requires mods [AppliedEnergistics-Core] to be available
Is their a separate core mod I'm missing or is something else wrong?
Any help would be greatly appreciated as I would really love to start using this mod.
You've probably installed it as a jar mod, ( or if your using magic launcher a mod ), should be installed as a normal mod ( or if your using magic launcher, an external mod )
I've used AE a fair bit on a variety of modpacks and versions and never had much of a problem. On my current modpack (The Yogscast complete pack) I've built a AE inventory system and it worked fine, due to rollbacks and such like I've had to start a new base. Except now my AE system is doing something strange.
I'm putting a lot of the same basic items (4 stacks of Leather, ghast tears, gunpowder, etc) and I can use the terminal to verify they have gone in. Then a minute later, they have vanished. There is tons of memory available, there was already a stack of each in a card, which is still there, only the newly input items are gone.
I have a magical crops farm producing the essence, which is what I'm making the items from, which is fine, it converts into the items happily. Things like gold, aluminium and iron are going into the system fine, but the rest is just vanishing.
Update: I have just put a stack of obsidian in, while displaying "obsidian", I can see it appear in the system but can't pick it up. If I close the terminal it vanishes. What the hell is going on!?
Make sure your not using Extra Cells "Blast Resistant" Drive I've seen lots of people complain that it deletes items as they enter it.
i know im doing something stupid but when i try to make a Spatial Containment Structure bigger than a single block (to capture not a single pylon) it refuses to work ive tryed creepers chests allkinds of stuff but i cant make it work
EDIT please hold while being stupid it needed more power than i was providing i thought that the creative energy cell would suffice but it didnt lol
I made a Feed The Beast modpack! Simply type "Experiment812390" without quotes into the 3rD party codes area and you can see the mods list and install!
Don't be a pedant, or take things out of context on purpose.
"don't quote yourself in your signature it makes you look silly" ~ Oden_The_Fish
#Baum4God
my profile picture is the A-10 thunderbolt II the successor of the first thunderbolt used in WWII by the USAF both excel in air support and ground attacks
the A-10 also sports the GAU-8 Avenger a 30MM hydraulic gatling type autocannon
i know im doing something stupid but when i try to make a Spatial Containment Structure bigger than a single block (to capture not a single pylon) it refuses to work ive tryed creepers chests allkinds of stuff but i cant make it work
EDIT please hold while being stupid it needed more power than i was providing i thought that the creative energy cell would suffice but it didnt lol
This is because AE can't access the contents of other mods energy cells directly it needs access to its energy internally.
This may not be the right forum for this....if so, I apologize.
I'm working on creating a bukkit/cauldron plugin for my server that will split everyone into classes and disable crafting/usage/placement of blocks/items. I'm trying to block the crafting of items in the ME Terminal using the CraftItemEvent but it is not disabling the crafting for the access terminal. I'm new to coding in bukkit so this issue may be from that.
Any help would be appreciated. Thank You.
@SuppressWarnings("deprecation")
@EventHandler
public void onCraft(CraftItemEvent event){
BLItem crafted = new BLItem(event.getRecipe().getResult().getTypeId(), event.getRecipe().getResult().getData().getData());
Player player = null;
if(event.getWhoClicked() == null){
if((boolean)event.getInventory().getViewers().equals(Player.class)){
player = (Player) event.getInventory().getViewers();
}
This may not be the right forum for this....if so, I apologize.
I'm working on creating a bukkit/cauldron plugin for my server that will split everyone into classes and disable crafting/usage/placement of blocks/items. I'm trying to block the crafting of items in the ME Terminal using the CraftItemEvent but it is not disabling the crafting for the access terminal. I'm new to coding in bukkit so this issue may be from that.
Well I know absolutely nothing about bukkit, and AE has no official support for it either
So I've recently started exploring Applied Energistics and I am absolutely loving it. It's so versatile and flexible, and crafting is bloody awesome. You've done a great job with it and I hope to enjoy AE2 when there are more 1.7.2 mod packs.
I am having a bit of a hiccup though. Whenever I try and access either my Crafting Terminal or my ME Assembler my client freezes for 3-4 seconds and the following is printed in the console:
2014-07-19 23:27:49 [WARNING] [Minecraft-Server] Can't keep up! Did the system time change, or is the server overloaded?
2014-07-19 23:27:56 [WARNING] [Minecraft-Client] Memory connection overburdened; after processing 2500 packets, we still have 480 to go!
the number of packets left to be processed seems to vary anywhere between 300 and just under 2000. I should mention that I am on the Direwolf FTB pack, running rv14.finale3 of AE. As far as I'm aware there shouldn't be anything conflicting with AE. The freeze time seems to get longer the more often that I use either interface. Restarting my client seems to fix the issue for a short time, but after 2-3 more uses it starts again. This does not happen when using other items (Pattern Encoder, ME Drive, ME Partition Editor, etc.). My best guess is that interacting with the AE interface overloads my server. I am running a quarry and several other automated processes so it's likely that they're contributing to the server load.
This isn't a too big of a deal, it's just a minor nuisance and I can avoid it mostly by using my Remote Order Pipe but I just wanted to see if you have any insight of if you've heard of anyone having a similar issue.
This isn't a too big of a deal, it's just a minor nuisance and I can avoid it mostly by using my Remote Order Pipe but I just wanted to see if you have any insight of if you've heard of anyone having a similar issue.
I'm sorry to say I don't know of anything, I can kinda understand the terminal to a degree if lots of things are being sent to keep the view updated, but i'm not really sure why you would have any issues with the MAC its pretty much just a big chest.
Okay thanks anyways. One thing that I forgot to add was that after I get into the interface it works like clockwork. It only happens when I enter it or when I initiate a craft request.
Update: Reinstalled as mod folder and worked great, but now the only problem is that when I teleport to my base, the ME cables seperate from each other and the controller wont communicate with the blocks around it unless broke and replaced.
Update: Reinstalled as mod folder and worked great, but now the only problem is that when I teleport to my base, the ME cables seperate from each other and the controller wont communicate with the blocks around it unless broke and replaced.
I'd say make sure you forgeChunkLoading.cfg's dormantChunkCacheSize is set to zero theres a known issues with it, aside from that maybe chunk load it if its not.
How am I going to deal with identical ores/ingots, but from different mods? I was trying to use the ME Interface, but it has no options for any dictionary/fuzzy logic, so it will only process the ore/ingots from one mod only, the one uses to create the pattern. Yes, I could set up something else that solves the issue, but it makes the machine a lot bigger. Is there any elegant solution for this? I Googled for like half an hour, but couldn't find anything. Thanks.
How am I going to deal with identical ores/ingots, but from different mods? I was trying to use the ME Interface, but it has no options for any dictionary/fuzzy logic, so it will only process the ore/ingots from one mod only, the one uses to create the pattern. Yes, I could set up something else that solves the issue, but it makes the machine a lot bigger. Is there any elegant solution for this? I Googled for like half an hour, but couldn't find anything. Thanks.
Generally the most elegant solution is to use a unifying tool to convert all your ingots into one type, or alter the configs so your game will not have these duplicates. ( also i'm not sure how your processing setup works, but most of the ones I have setup generally only produce 1 output not multiple. )
I'm setting up and testing my own (tech) modpack, so that's one of the reasons why I get a lot of different ores (for now), so yes, I expect it to be a lot less of an issue in the long run when I've balanced my modpack and how I use it. I think I'm going for your first suggestion and use the Unifier block in Minefactory Reloaded. Thanks!
Btw, what do you mean by "alter the configs so your game will not have these duplicates". Let say that one copper block has ID 15 and another one ID 2300, but a change of ID 2300 into ID 15 in the config file of that specific mod would result in an ID conflict, so I'm assuming that you're talking about something different.
I have extra cells installed also but when i removed extra cells it still gave me the error and when I removed Applied Energistics the world loaded normal.I really love this mod and thanks for any help or assistance
FTB Console Log := http://pastebin.com/F4LqkK5u
sounds like you tinkered around with the configs, just redownload the pack, that should fix it
.
Applied Energistics 2 Developer
AE2:Intelligent Energistics Developer
I did but that did not fix it
I've had an AE system running for quite a while now. MAC and everything and had it linked to several machines (furnaces, pulverizers, etc...) all to great success. My next project was to build the 5x ore processing facility from Mekanism. I built the facility with all Mekanism pipes and cables to no AE involvement at all. However, at the end of the process I hooked up an ME Chest to export the dusts into a furnace. At first I was having problems exporting at all. Then I got it to export but noticed that certain items I was interacting with at my normal crafting terminal was mysteriously appearing in the ME chest. Then things got really weird. I noticed that a bunch of my smelted iron that I had was gone, at first I thought I had somehow used it all but then a bunch of my gold when missing too (i'm talking stacks of each). Further more, my crafting terminal stopped working for certain items. I would click "craft" and nothing would show up in the crafting terminal. I tried crafting some simple things like sticks and pistons and that worked just fine. However, some of the more complicated stuff didn't work. Then I noticed again some of the components of the stuff I was trying to craft was mysteriously showing up in the ME chest.
Solutions I've tried:
I disconnected the ME chest from the network, reset the AE system by breaking cables, picked up the controller and put it back down, broke the MAC and put it back together, and picked up the crafting terminal and put it back down. I also restarted the server.
Still no sign of the missing iron or gold.
Please help get my system running again, at this point I don't care about all the resources that went missing.
Is their a separate core mod I'm missing or is something else wrong?
Any help would be greatly appreciated as I would really love to start using this mod.
You've probably installed it as a jar mod, ( or if your using magic launcher a mod ), should be installed as a normal mod ( or if your using magic launcher, an external mod )
Make sure your not using Extra Cells "Blast Resistant" Drive I've seen lots of people complain that it deletes items as they enter it.
EDIT please hold while being stupid it needed more power than i was providing i thought that the creative energy cell would suffice but it didnt lol
I made a Feed The Beast modpack! Simply type "Experiment812390" without quotes into the 3rD party codes area and you can see the mods list and install!
Don't be a pedant, or take things out of context on purpose.
http://en.wikipedia.org/wiki/Oden so what I'm soup? Fish soup?
"don't quote yourself in your signature it makes you look silly" ~ Oden_The_Fish
my profile picture is the A-10 thunderbolt II the successor of the first thunderbolt used in WWII by the USAF both excel in air support and ground attacks
the A-10 also sports the GAU-8 Avenger a 30MM hydraulic gatling type autocannon
OHHH U FELL FOR IT! OOOOOHHH
This is because AE can't access the contents of other mods energy cells directly it needs access to its energy internally.
I'm working on creating a bukkit/cauldron plugin for my server that will split everyone into classes and disable crafting/usage/placement of blocks/items. I'm trying to block the crafting of items in the ME Terminal using the CraftItemEvent but it is not disabling the crafting for the access terminal. I'm new to coding in bukkit so this issue may be from that.
Any help would be appreciated. Thank You.
@SuppressWarnings("deprecation")
@EventHandler
public void onCraft(CraftItemEvent event){
BLItem crafted = new BLItem(event.getRecipe().getResult().getTypeId(), event.getRecipe().getResult().getData().getData());
Player player = null;
if(event.getWhoClicked() == null){
if((boolean)event.getInventory().getViewers().equals(Player.class)){
player = (Player) event.getInventory().getViewers();
}
}else{
player = (Player) event.getWhoClicked();
}
checkCraftPerm(FarmerCList, "ga.class.farmer", player, event, crafted, "Farmers");
checkCraftPerm(EngineerCList, "ga.class.engineer", player, event, crafted, "Engineers");
checkCraftPerm(WarriorCList, "ga.class.warrior", player, event, crafted, "Warriors");
checkCraftPerm(MagicianCList, "ga.class.magician", player, event, crafted, "Magicians");
warningMessage(crafted,player);
}
private void checkCraftPerm(ArrayList<BLItem> array, String perm, Player player, CraftItemEvent event, BLItem crafted, String pClass){
if (player.hasPermission(perm)) {
for(int i = 0; i < array.size(); i++){
if(crafted.isEqual(array.get(i), player)){
player.sendMessage(pClass + " can not craft this item: " + crafted.getID() + ":" + crafted.getMeta());
event.setCancelled(true);
event.setResult(Result.DENY);
}
}
} else {
//Do something else
}
}
Well I know absolutely nothing about bukkit, and AE has no official support for it either
I am having a bit of a hiccup though. Whenever I try and access either my Crafting Terminal or my ME Assembler my client freezes for 3-4 seconds and the following is printed in the console:
the number of packets left to be processed seems to vary anywhere between 300 and just under 2000. I should mention that I am on the Direwolf FTB pack, running rv14.finale3 of AE. As far as I'm aware there shouldn't be anything conflicting with AE. The freeze time seems to get longer the more often that I use either interface. Restarting my client seems to fix the issue for a short time, but after 2-3 more uses it starts again. This does not happen when using other items (Pattern Encoder, ME Drive, ME Partition Editor, etc.). My best guess is that interacting with the AE interface overloads my server. I am running a quarry and several other automated processes so it's likely that they're contributing to the server load.
This isn't a too big of a deal, it's just a minor nuisance and I can avoid it mostly by using my Remote Order Pipe but I just wanted to see if you have any insight of if you've heard of anyone having a similar issue.
I'm sorry to say I don't know of anything, I can kinda understand the terminal to a degree if lots of things are being sent to keep the view updated, but i'm not really sure why you would have any issues with the MAC its pretty much just a big chest.
I don't really have any ideas.
Nope.
I'd say make sure you forgeChunkLoading.cfg's dormantChunkCacheSize is set to zero theres a known issues with it, aside from that maybe chunk load it if its not.
I have no plans nor desire to add that, its been requested a number of times, but I'm not fond of the idea of converting power between other systems.
Generally the most elegant solution is to use a unifying tool to convert all your ingots into one type, or alter the configs so your game will not have these duplicates. ( also i'm not sure how your processing setup works, but most of the ones I have setup generally only produce 1 output not multiple. )
Btw, what do you mean by "alter the configs so your game will not have these duplicates". Let say that one copper block has ID 15 and another one ID 2300, but a change of ID 2300 into ID 15 in the config file of that specific mod would result in an ID conflict, so I'm assuming that you're talking about something different.