Hahaha. Makes me want to make new random videos with random creations. This is really nice XD. And woot woot! PC2! Will it be too much if I will expect a Blutricity converter too? =p
Bah you managed to quote before I was done editing that post like 10 times
RP2 conversion is unlikely since there's no official API and last I heard when somebody tried anyway eloraam was not happy about it.
As an addendum to my previous post -- my testing wasn't rigorous enough -- the boiler needs another adjacent to it, and an input of some sludge to start the cycle. At that point, it becomes a positive feedback loop.
As an addendum to my previous post -- my testing wasn't rigorous enough -- the boiler needs another adjacent to it, and an input of some sludge to start the cycle. At that point, it becomes a positive feedback loop.
Yeah, I figured out what went wrong. Thanks for the details though. And right on schedule, 2.0.2 is in the OP!
Changes:
Now uses PC Core for update notifications
Fixed NPE if an entity is missing egg info
Fixed NPE if BuildCraft is not installed
Made Pam's harvests slightly more reliable
Buckets are emptied instead of destroyed when used on e.g. BuildCraft tanks
Fixed "infinite sludge" glitch
Sewer produces less sewage more often for increased reliability
Conveyor does not cause fall damage if ridden downhill
Machines change to inactive state if they run out of power, and start up inactive
Machines are disabled if powered by redstone (ignored by unpowered machines, Sewer and ItemCollector)
MFR rubberwood can be converted to planks and charcoal like normal logs
IC2 rubberwood drops resin when cut if it has a wet resin nodule
MFR Fertilizer machine understands Forestry fertilizer item if Forestry is installed
Minor sprite updates, mostly inactive states for machines
I think I'm seeing the same issue with the sewers as reported for sludge.
That or I'm not sure what the sewers actually need to produce. I was still setting up, just had a few chickens in the breeding pen and the pipes all got full at some point. I had 4 sewers feeding into 1 composter from 2 different sides and I noticed that the composter was putting sewage out the other side. Also the GUI for the tank flipped out, it went off the top of the screen.
This was with 2.0.1 though.
You didn't mention it in the changes but I hope you didnt forget fixing the power consumption.
I think I'm seeing the same issue with the sewers as reported for sludge.
That or I'm not sure what the sewers actually need to produce. I was still setting up, just had a few chickens in the breeding pen and the pipes all got full at some point. I had 4 sewers feeding into 1 composter from 2 different sides and I noticed that the composter was putting sewage out the other side. Also the GUI for the tank flipped out, it went off the top of the screen.
This was with 2.0.1 though.
That bug affected every liquid-consuming machine, so the composter and autoenchanter too.
You didn't mention it in the changes but I hope you didnt forget fixing the power consumption.
I'm still having trouble replicating that one so it's still open. I wanted to get all this stuff out because they were all easy to fix, and now people can be notified when I have updates available.
That bug affected every liquid-consuming machine, so the composter and autoenchanter too.
I'm still having trouble replicating that one so it's still open. I wanted to get all this stuff out because they were all easy to fix, and now people can be notified when I have updates available.
The GUI is still off the top for the sewage in the composter with 2.0.2. So the brown line goes on to the top of the screen, about double what it would be if it were full. Scaling issue maybe?
No worries on the power, just wanted to make sure. Of course RP2 has me about ready to ragequit.
On a better note logistics pipe working happily with the breeder.
The GUI is still off the top for the sewage in the composter with 2.0.2. So the brown line goes on to the top of the screen, about double what it would be if it were full. Scaling issue maybe?
No worries on the power, just wanted to make sure. Of course RP2 has me about ready to ragequit.
On a better note logistics pipe working happily with the breeder.
Somehow you got it over 100% full. I need to handle that better in the GUI; in the meantime, can you screenshot your setup that's causing this? The machines, not the GUI. And if it's annoying you you can always break and re-place the composter.
Sorry I already moved everything, but I had placed it before the update. So it still is overfull I guess but I just got it power and it started putting out fertilizer slowly (at the proper rate that is) but I havent noticed the tank move yet. I will keep an eye on it when I go back over to that map.
I went into my lab map to figure out my RP2 power woes and also slapped down a full ranch and some planters and stuff. Sewage seems to be being produced at the proper rate now. I am not able to duplicate the bug with the composter (i have 3 liquidducts from 3 sewers running all into different directions and it isnt pumping anything out, I know because the sewer in the grinder room doesnt produce anything since mobs dont live there long enough).
So I would wager a guess that the issue was tied to the liquid bug from 2.0.1 and if I remove and replace that composter it will go away.
Everything seems to be working pretty well, even got an autoenchanter going.
So it seems 1 RP2 wind turbine will almost power a small ranch. It also seems 1 engine dumping to a redstone cell and grid from that is the best way to go. I tried a bunch of setups and it seems like no matter how many batboxes and engines you hook up you are going to get around 20 MJ/tick total. So yeah, power consumption is spendy. It is good to see your machines all stop drawing power when there is no work.
Sorry I tend to be long-winded. If I can duplicate the issue again I will be sure to get a screenshot.
Uh..I thought you could power a bluelectric engine too outputting from the windmill? Or you simply just want the windmills and don't want to have to build a bluelectric engine?
Yes, because if I wanted BC power, I could just used a Redstone Energy Cell. Besides, it's easier to hide wires than pipes or cables.
Sorry I already moved everything, but I had placed it before the update. So it still is overfull I guess but I just got it power and it started putting out fertilizer slowly (at the proper rate that is) but I havent noticed the tank move yet. I will keep an eye on it when I go back over to that map.
I went into my lab map to figure out my RP2 power woes and also slapped down a full ranch and some planters and stuff. Sewage seems to be being produced at the proper rate now. I am not able to duplicate the bug with the composter (i have 3 liquidducts from 3 sewers running all into different directions and it isnt pumping anything out, I know because the sewer in the grinder room doesnt produce anything since mobs dont live there long enough).
So I would wager a guess that the issue was tied to the liquid bug from 2.0.1 and if I remove and replace that composter it will go away.
Everything seems to be working pretty well, even got an autoenchanter going.
So it seems 1 RP2 wind turbine will almost power a small ranch. It also seems 1 engine dumping to a redstone cell and grid from that is the best way to go. I tried a bunch of setups and it seems like no matter how many batboxes and engines you hook up you are going to get around 20 MJ/tick total. So yeah, power consumption is spendy. It is good to see your machines all stop drawing power when there is no work.
Sorry I tend to be long-winded. If I can duplicate the issue again I will be sure to get a screenshot.
Fair enough. I had the liquid bar shoot off the screen on an auto-enchanter once but could never reproduce it, so I have no idea. And being long-winded is fine by me
Also, thinking about it, serious question - the way NetherOres is set up now there's no easy way for me to tell what a given ore macerates into, because a mod might register their ore with the ore dictionary before setting that up. What would you expect the macerator to do if you placed in things like lead or nikolite, disregarding what it used to do? Double surface ore blocks? Quadruple ore dust? First isn't too difficult, but if your heart is set on the second I'd like to hear your feedback.
Ok, after more rigorous testing flax does not grow back. I dont know if this is a bug or the way Elo intends it to be.
Playing with the mobgrinder I realized it is the perfect home defense if you have the power. Just set them around the perimeter every 5 meters or whatever other area you want to protect. Zombies banging on your door no more!
Yes, because if I wanted BC power, I could just used a Redstone Energy Cell. Besides, it's easier to hide wires than pipes or cables.
That is a good point. By the way does it still crash the game if you enclose IC2 wires in construction foam? I've been gun-shy of trying it again since it ruined a good world on me.
Also, thinking about it, serious question - the way NetherOres is set up now there's no easy way for me to tell what a given ore macerates into, because a mod might register their ore with the ore dictionary before setting that up. What would you expect the macerator to do if you placed in things like lead or nikolite, disregarding what it used to do? Double surface ore blocks? Quadruple ore dust? First isn't too difficult, but if your heart is set on the second I'd like to hear your feedback.
Wow, that is a good question. Even with the old version there was the fact that IC2 handled them 1 way and TE another (does anyone even use the POS RC crusher?).
Quad pulverized ore (liking TE more and IC2 less these days ) 8 redstone/lapis, 4 coal. I guess KL hardcoded TE though, since with the new version it is still 2 per ingot, 8 red/lapis and then coal and diamond are a total ripoff. I guess double blocks work for me since I tend to favor the induction furnace (rich slag FTW). Also nice to have blocks when you've got a Fortune III pick.
Then there is the fact that I have to convert my dust into pulverized by hand (ore lexicon) since I'm just anal about stacking issues. These days I really only use the macerator for things that it has a better yield on or things that give the same end product no matter which mod does them (coal dust for example)
Yeah, the more I think about it, I would rather have double surface blocks.
Sorry for double-post, I saw this after my last.
BTW, planter not planting watermelon or pumpkin. Yeah, I realized that would be pretty pointless since you only need to plant once. Sugarcane too for that matter, but it does work if you put water blocks where needed.
Other random harvester stuff, needs to go about 10 blocks higher for cutting big jungle trees (yes, it otherwise handles them)
I know you said the energy requirements are about 5x higher than you intended, but even bearing that in mind composter is using a ridiculous amount of energy. Over 105 MJ to make a half a stack of fertilizer.
It has a dependency on a new Power Crystals Core mod, which exists because I had too much duplicated code. Everything I release from now on will require that. More of a pain to download, I know, but hey at least I don't use adfly. And update notifications!
Can't blame you for making a core. Pretty much every modder with a plethora of mods should have one, otherwise you end up with tons of boiler plate code in every mod.
Playing with the mobgrinder I realized it is the perfect home defense if you have the power. Just set them around the perimeter every 5 meters or whatever other area you want to protect. Zombies banging on your door no more!
Yeah I realized this might happen. I think the grinder might actually be too cheap power-wise unlike everything else for what it does, I'm not sure.
BTW, planter not planting watermelon or pumpkin. Yeah, I realized that would be pretty pointless since you only need to plant once. Sugarcane too for that matter, but it does work if you put water blocks where needed.
Huh, that's actually supposed to work. And sugarcane can only be planted if there's water so that's not even a bug Also I'm fine with doubleposts if it keeps this thread actiive!
I'm getting some strange power problems with this new update. The forestry fertilizer works great but the machines all stopped drawing power from the solar panel I was using. I've tested with IC2's EU reader and the copper wires weren't drawing power, even though I had set up plenty of batboxes around so I knew it wasn't down to energy loss. Replacing wires seemed to fix it sometimes, but I'm guessing it might of been an issue with the fertilizers running out of power and then locking up the wire network? I'll try replacing it with gold/glass-fibre wiring and seeing if that helps (Or see if I get the issue using BC power)
I can take some screenshots of my setup if that'll help.
EDIT: They're working fine now that I went back ingame, which is pretty damn typical heh. I did stick an extra generator underneath the wiring though so maybe it's an issue if they run out of power or something, I'm not 100% sure.
I've seen the IC2 energy net do weird things, but not reproducibly - if you can get that to happen again take a screenshot, but breaking and re-placing some part of the system should reset it.
New version of flatbedrock gives me this crash (old version worked fine, also the core works fine)
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:\Games\MultiMC\instances\1.4.6\minecraft\crash-reports\crash-2013-01-06_09.18.29-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 6520fba5 --------
Full report at:
C:\Games\MultiMC\instances\1.4.6\minecraft\crash-reports\crash-2013-01-06_09.18.29-client.txt
Please show that file to Mojang, NOT just this screen!
Generated 1/6/13 9:18 AM
-- System Details --
Details:
Minecraft Version: 1.4.6
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_01, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 426416736 bytes (406 MB) / 648740864 bytes (618 MB) up to 954466304 bytes (910 MB)
JVM Flags: 2 total; -Xms512m -Xmx1024m
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v7.25 FML v4.6.17.515 Minecraft Forge 6.5.0.489 Optifine OptiFine_1.4.6_HD_U_A3 96 mods loaded, 96 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed
FML [Forge Mod Loader] (coremods) Unloaded->Constructed
Forge [Minecraft Forge] (coremods) Unloaded->Constructed
mod_CodeChickenCore [CodeChicken Core] (coremods) Unloaded->Constructed
mod_NotEnoughItems [Not Enough Items] (coremods) Unloaded->Constructed
mod_UseCount [mod_UseCount] (minecraft.jar) Unloaded->Constructed
TreeCapitator [TreeCapitator] ([1.4.6]TreeCapitator.Forge.1.4.6.r01.Uni.CoreMod.jar) Unloaded->Constructed
mod_MouseTweaks [Mouse Tweaks] ([1.4.6] Mouse Tweaks BETA 4.zip) Unloaded->Constructed
mod_ArmorStatusHUD [ArmorStatusHUD] ([1.4.6]ArmorStatusHUDv1.4.zip) Unloaded->Constructed
mod_DirectionHUD [DirectionHUD] ([1.4.6]DirectionHUDv1.8.zip) Unloaded->Constructed
BuildCraft|Core [BuildCraft] (buildcraft-A-3.3.0.jar) Unloaded->Constructed
BuildCraft|Energy [BC Energy] (buildcraft-A-3.3.0.jar) Unloaded->Constructed
Forestry [Forestry for Minecraft] (forestry-A-1.6.4.2(8).jar) Unloaded->Constructed
IC2 [IndustrialCraft 2] (industrialcraft-2_1.112.170-lf.jar) Unloaded->Constructed
drceph.petrogen [Petroleum Generator] ([1.4.6]PetroGen-1.1.zip) Unloaded->Constructed
mod_ReiMinimap [mod_ReiMinimap] ([1.4.6]ReiMinimap_v3.2_06.zip) Unloaded->Constructed
mod_StatusEffectHUD [StatusEffectHUD] ([1.4.6]StatusEffectHUDv1.7.zip) Unloaded->Constructed
BuildCraft|Factory [BC Factory] (buildcraft-A-3.3.0.jar) Unloaded->Constructed
BuildCraft|Transport [BC Transport] (buildcraft-A-3.3.0.jar) Unloaded->Constructed
BuildCraft|Silicon [BC Silicon] (buildcraft-A-3.3.0.jar) Unloaded->Constructed
APUnofficial [Additional Pipes Unofficial] (AdditionalPipes-2.1.3u36b2-1.4.6.jar) Unloaded->Constructed
AdvancedMachines [IC2 Advanced Machines Addon] (AdvancedMachines_1.4.6.zip) Unloaded->Constructed
AdvancedPowerManagement [Advanced Power Management] (AdvancedPowerManagement-1.1.55-IC2_1.112.jar) Unloaded->Constructed
BuildCraft|Builders [BC Builders] (buildcraft-A-3.3.0.jar) Unloaded->Constructed
Additional-Buildcraft-Objects [Additional Buildcraft Objects] (buildcraft-Z-additional-buildcraft-objects-0.9.6.73.jar) Unloaded->Constructed
ValvePipe [Valve Pipe] (BuildCraft-Z-ValvePipeAM-1.4.6.jar) Unloaded->Constructed
ChickenChunks [ChickenChunks] (ChickenChunks 1.2.1.1.jar) Unloaded->Constructed
CompactSolars [Compact Solar Arrays] (compactsolars-universal-1.4.6-3.2.0.21.zip) Unloaded->Constructed
ComputerCraft [ComputerCraft] (ComputerCraft1.481.zip) Unloaded->Constructed
CCTurtle [ComputerCraft Turtles] (ComputerCraft1.481.zip) Unloaded->Constructed
craftguide [CraftGuide] (CraftGuide-1.6.5.12.zip) Unloaded->Constructed
DamageIndicatorsMod [Damage Indicators] (DamageIndicators[1.4.6]2.3.2.zip) Unloaded->Constructed
eplus [Enchanting Plus] (EnchantingPlus-1.12.3.jar) Unloaded->Constructed
EnderStorage [EnderStorage] (EnderStorage 1.3.1.1.jar) Unloaded->Constructed
FlatBedrock [FlatBedrock] (FlatBedrock_1.0.1.zip) Unloaded->Errored
NoteSelGui [NoteSelectionGui] (Forge_NoteSelectionGuiv1.4.6.0.zip) Unloaded->Constructed
PaintingSelGui [PaintingSelectionGui] (Forge_PaintingSelectionGuiv1.4.6.0.zip) Unloaded->Constructed
GregsLighting [Greg's Lighting] (GregsLighting-1.7-mc1.4.6.jar) Unloaded->Constructed
IC2NuclearControl [Nuclear Control] (IC2NuclearControl-1.4.5.zip) Unloaded->Constructed
vz_modlist [Mod List Mod] (Ingame Mod List 1.4.6.zip) Unloaded->Constructed
InGameInfoXML [InGame Info XML] (InGameInfoXML.jar) Unloaded->Constructed
mod_InvTweaks [Inventory Tweaks] (InventoryTweaks_1.46.zip) Unloaded->Constructed
IronChest [Iron Chest] (ironchest-universal-1.4.7-4.5.2.213.zip) Unloaded->Constructed
lloverlay [Light Level Overlay] (lloverlay_v0.9-mc1_4_6-forge.zip) Unloaded->Constructed
LogisticsPipes|Main [Logistics Pipes] (LogisticsPipes-MC1.4.6-0.6.9.73.jar) Unloaded->Constructed
minechem [MineChem] (MineChem-2.0.0pr5.1.zip) Unloaded->Constructed
PowerCrystalsCore [PowerCrystals Core] (PowerCrystalsCore_1.0.0.zip) Unloaded->Errored
MFReloaded [MineFactory Reloaded] (MineFactoryReloaded_2.0.2.zip) Unloaded->Errored
MFReloaded|CompatExtraBiomes [MFR Compat: ExtraBiomes] (MineFactoryReloaded_2.0.2.zip) Unloaded->Errored
MFReloaded|CompatForestry [MFR Compat: Forestry] (MineFactoryReloaded_2.0.2.zip) Unloaded->Errored
MFReloaded|CompatIC2 [MFR Compat: IC2] (MineFactoryReloaded_2.0.2.zip) Unloaded->Errored
MFReloaded|CompatPamsHarvestCraft [MFR Compat: HarvestCraft] (MineFactoryReloaded_2.0.2.zip) Unloaded->Errored
RedPowerCore [RedPower] (RedPowerCore-2.0pr6.zip) Unloaded->Constructed
RedPowerBase [RP Base] (RedPowerCore-2.0pr6.zip) Unloaded->Constructed
RedPowerWorld [RP World] (RedPowerMechanical-2.0pr6.zip) Unloaded->Constructed
MFReloaded|CompatRP2 [MFR Compat: RP2] (MineFactoryReloaded_2.0.2.zip) Unloaded->Errored
MiscPeripherals [MiscPeripherals] (miscperipherals-2.3.zip) Unloaded->Constructed
GraviSuite [Gravitation Suite] (mod_zGraviSuite_1_6.zip) Unloaded->Constructed
ModularForceFieldSystem [Modular ForceField System V2] (ModularForceFieldSystemV2.2.8.2.16.zip) Unloaded->Constructed
Mystcraft [Mystcraft] (mystcraft-uni-1.4.6-0.9.5.00.zip) Unloaded->Constructed
NEIPlugins [NEI Plugins] (NEIPlugins-1.0.4.1.jar) Unloaded->Constructed
NetherOres [Nether Ores] (NetherOres_2.0.0.zip) Unloaded->Errored
ObsidiPlates [Obsidian Pressure Plates] (obsidiplates-universal-1.2.0.3.zip) Unloaded->Constructed
OmniTools [OmniTools] (OmniTools-2.2.5.zip) Unloaded->Constructed
ClaySpawn [Pam's Clay Spawn] (Pam's Clay Spawn 1.3 (MC 1.4.6).zip) Unloaded->Constructed
GetAllTheSeeds [Pam's Get all the Seeds!] (Pam's Get all the Seeds 1.5 (MC 1.4.6).zip) Unloaded->Constructed
MushroomSpawn [Pam's Huge Mushroom Spawn] (Pam's Huge Mushroom Spawn 1.2 (MC 1.4.6).zip) Unloaded->Constructed
MelonSpawn [Pam's Melon Spawn] (Pam's Melon Spawn 1.3 (MC 1.4.6).zip) Unloaded->Constructed
PortalGun [Portal Gun] (portalgun1.4.6v2.zip) Unloaded->Constructed
PowerConverters [Power Converters] (PowerConverters_1.4.6.zip) Unloaded->Constructed
Railcraft [Railcraft] (Railcraft_1.4.6-6.13.1.0.zip) Unloaded->Constructed
RedPowerMachine [RP Machine] (RedPowerMechanical-2.0pr6.zip) Unloaded->Constructed
RedPowerCompat [RP Compat] (RedPowerCompat-2.0pr6.zip) Unloaded->Constructed
RedPowerWiring [RP Wiring] (RedPowerDigital-2.0pr6.zip) Unloaded->Constructed
RedPowerLogic [RP Logic] (RedPowerDigital-2.0pr6.zip) Unloaded->Constructed
RedPowerLighting [RP Lighting] (RedPowerDigital-2.0pr6.zip) Unloaded->Constructed
RedPowerControl [RP Control] (RedPowerMechanical-2.0pr6.zip) Unloaded->Constructed
modRFL [Rotten Flesh to Leather] (Rotten Flesh to Leather - Forge 1.4.6.zip) Unloaded->Constructed
SoulShards [SoulShards] (SoulShards-v1.26-universal.zip) Unloaded->Constructed
mod_SpawnerGUI [mod_SpawnerGUI] (Spawner GUI.zip) Unloaded->Constructed
Steamship [Steamship] (Steamship.v1.2-1.4.6.zip) Unloaded->Constructed
StevesCarts [Steve's Carts] (StevesCarts2.0.0.a42.zip) Unloaded->Constructed
teleportation [Teleportation Stones] (teleportationStones.zip) Unloaded->Constructed
Thaumcraft [Thaumcraft] (Thaumcraft3.0.1c.zip) Unloaded->Constructed
ThermalExpansion [Thermal Expansion] (ThermalExpansion-2.1.6.zip) Unloaded->Constructed
ThermalExpansion|Factory [Factory] (ThermalExpansion-2.1.6.zip) Unloaded->Constructed
ThermalExpansion|Energy [Energy] (ThermalExpansion-2.1.6.zip) Unloaded->Constructed
ThermalExpansion|Transport [Transport] (ThermalExpansion-2.1.6.zip) Unloaded->Constructed
ThermalExpansion|NEI [NEI] (ThermalExpansion-NEI-2.1.6.zip) Unloaded->Constructed
snyke7_Transformers [Transformers] (Transformers v1.7b.zip) Unloaded->Constructed
TwilightForest [The Twilight Forest] (twilightforest-1.14.0.zip) Unloaded->Constructed
WR-CBE|Core [WR-CBE Core] (WR-CBE Core 1.3.2.4.jar) Unloaded->Constructed
WR-CBE|Addons [WR-CBE Addons] (WR-CBE Addons 1.3.2.4.jar) Unloaded->Constructed
WR-CBE|RedPower [WR-CBE RedPower] (WR-CBE RedPower 1.3.2.4.jar) Unloaded->Constructed
EE3 [Equivalent Exchange 3] (zee3-universal-pre1e.jar) Unloaded->Constructed
MSC [Mob Spawn Controls] (Forge_MobSpawnControlsv1.4.6.0.zip) Unloaded->Constructed
LWJGL: 2.4.2
OpenGL: GeForce GTX 580/PCIe/SSE2 GL version 4.2.0, NVIDIA Corporation
Is Modded: Definitely; Client brand changed to 'forge,fml'
Type: Client (map_client.txt)
Texture Pack: Faithful 32x32.zip
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
cpw.mods.fml.common.LoaderException: java.lang.ClassNotFoundException: powercrystals.flatbedrock.FlatBedrockCore
at cpw.mods.fml.common.LoadController.transition(LoadController.java:117)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:484)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:161)
at net.minecraft.client.Minecraft.a(Minecraft.java:410)
at asq.a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:744)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: powercrystals.flatbedrock.FlatBedrockCore
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:179)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at cpw.mods.fml.common.ModClassLoader.loadClass(ModClassLoader.java:57)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:414)
at sun.reflect.GeneratedMethodAccessor5.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:140)
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:83)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:478)
... 5 more
Caused by: java.lang.NoClassDefFoundError: powercrystals/core/updater/IUpdateableMod
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClass(Unknown Source)
at java.security.SecureClassLoader.defineClass(Unknown Source)
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:172)
... 31 more
Caused by: java.lang.ClassNotFoundException: powercrystals.core.updater.IUpdateableMod
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:179)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 35 more
Caused by: java.lang.NullPointerException
at org.objectweb.asm.ClassReader.<init>(Unknown Source)
at net.minecraftforge.transformers.EventTransformer.transform(EventTransformer.java:29)
at cpw.mods.fml.relauncher.RelaunchClassLoader.runTransformers(RelaunchClassLoader.java:222)
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:171)
... 37 more
--- END ERROR REPORT b85dc195 ----------
Uh. I'm a moron and didn't actually set FBR to depend on core, so it loaded first and then exploded. I'll get a fix for that out shortly. Kinda curious why it loaded in the correct order for me but not you, but oh well, FML is strange.
Bah you managed to quote before I was done editing that post like 10 times
RP2 conversion is unlikely since there's no official API and last I heard when somebody tried anyway eloraam was not happy about it.
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Yeah, I figured out what went wrong. Thanks for the details though. And right on schedule, 2.0.2 is in the OP!
Changes:
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That or I'm not sure what the sewers actually need to produce. I was still setting up, just had a few chickens in the breeding pen and the pipes all got full at some point. I had 4 sewers feeding into 1 composter from 2 different sides and I noticed that the composter was putting sewage out the other side. Also the GUI for the tank flipped out, it went off the top of the screen.
This was with 2.0.1 though.
You didn't mention it in the changes but I hope you didnt forget fixing the power consumption.
That bug affected every liquid-consuming machine, so the composter and autoenchanter too.
I'm still having trouble replicating that one so it's still open. I wanted to get all this stuff out because they were all easy to fix, and now people can be notified when I have updates available.
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Because maybe I want a Windmill powered farm?
I'll wait until it's back in.
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The GUI is still off the top for the sewage in the composter with 2.0.2. So the brown line goes on to the top of the screen, about double what it would be if it were full. Scaling issue maybe?
No worries on the power, just wanted to make sure. Of course RP2 has me about ready to ragequit.
On a better note logistics pipe working happily with the breeder.
Somehow you got it over 100% full. I need to handle that better in the GUI; in the meantime, can you screenshot your setup that's causing this? The machines, not the GUI. And if it's annoying you you can always break and re-place the composter.
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I went into my lab map to figure out my RP2 power woes and also slapped down a full ranch and some planters and stuff. Sewage seems to be being produced at the proper rate now. I am not able to duplicate the bug with the composter (i have 3 liquidducts from 3 sewers running all into different directions and it isnt pumping anything out, I know because the sewer in the grinder room doesnt produce anything since mobs dont live there long enough).
So I would wager a guess that the issue was tied to the liquid bug from 2.0.1 and if I remove and replace that composter it will go away.
Everything seems to be working pretty well, even got an autoenchanter going.
So it seems 1 RP2 wind turbine will almost power a small ranch. It also seems 1 engine dumping to a redstone cell and grid from that is the best way to go. I tried a bunch of setups and it seems like no matter how many batboxes and engines you hook up you are going to get around 20 MJ/tick total. So yeah, power consumption is spendy. It is good to see your machines all stop drawing power when there is no work.
Sorry I tend to be long-winded. If I can duplicate the issue again I will be sure to get a screenshot.
Yes, because if I wanted BC power, I could just used a Redstone Energy Cell. Besides, it's easier to hide wires than pipes or cables.
Fair enough. I had the liquid bar shoot off the screen on an auto-enchanter once but could never reproduce it, so I have no idea. And being long-winded is fine by me
Also, thinking about it, serious question - the way NetherOres is set up now there's no easy way for me to tell what a given ore macerates into, because a mod might register their ore with the ore dictionary before setting that up. What would you expect the macerator to do if you placed in things like lead or nikolite, disregarding what it used to do? Double surface ore blocks? Quadruple ore dust? First isn't too difficult, but if your heart is set on the second I'd like to hear your feedback.
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Playing with the mobgrinder I realized it is the perfect home defense if you have the power. Just set them around the perimeter every 5 meters or whatever other area you want to protect. Zombies banging on your door no more!
That is a good point. By the way does it still crash the game if you enclose IC2 wires in construction foam? I've been gun-shy of trying it again since it ruined a good world on me.
Wow, that is a good question. Even with the old version there was the fact that IC2 handled them 1 way and TE another (does anyone even use the POS RC crusher?).
Quad pulverized ore (liking TE more and IC2 less these days
Then there is the fact that I have to convert my dust into pulverized by hand (ore lexicon) since I'm just anal about stacking issues. These days I really only use the macerator for things that it has a better yield on or things that give the same end product no matter which mod does them (coal dust for example)
Yeah, the more I think about it, I would rather have double surface blocks.
Sorry for double-post, I saw this after my last.
BTW, planter not planting watermelon or pumpkin.Yeah, I realized that would be pretty pointless since you only need to plant once. Sugarcane too for that matter, but it does work if you put water blocks where needed.Other random harvester stuff, needs to go about 10 blocks higher for cutting big jungle trees (yes, it otherwise handles them)
I know you said the energy requirements are about 5x higher than you intended, but even bearing that in mind composter is using a ridiculous amount of energy. Over 105 MJ to make a half a stack of fertilizer.
Can't blame you for making a core. Pretty much every modder with a plethora of mods should have one, otherwise you end up with tons of boiler plate code in every mod.
On a side note, I managed to run the overfull composter we were talking about empty, it produced 13 fertilizer. Seems to be behaving now.
Ugh, did that change recently or something? I can make it break the whole plant instead, that's not terribly hard, but that's weird.
Yeah I realized this might happen. I think the grinder might actually be too cheap power-wise unlike everything else for what it does, I'm not sure.
Huh, that's actually supposed to work. And sugarcane can only be planted if there's water so that's not even a bug
Also I'm fine with doubleposts if it keeps this thread actiive!
I've seen the IC2 energy net do weird things, but not reproducibly - if you can get that to happen again take a screenshot, but breaking and re-placing some part of the system should reset it.
Uh. I'm a moron and didn't actually set FBR to depend on core, so it loaded first and then exploded. I'll get a fix for that out shortly. Kinda curious why it loaded in the correct order for me but not you, but oh well, FML is strange.
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