Anyone else having an issue with certain tools crashing the client?
Myself and another user had Alumite shovels, the inventory texture turned into some hippy tye-dyed rainbow texture and causes us to crash. It's happened with a couple other tools, can't recall exactly what they were though.
Good thing I know how to use NBTExplorer to remove them from inventories.
Edit: I think it MAY be related to the tools turning to wood bug, that turned out to be an MCPC+ issue.
Anyone else having an issue with certain tools crashing the client?
Myself and another user had Alumite shovels, the inventory texture turned into some hippy tye-dyed rainbow texture and causes us to crash. It's happened with a couple other tools, can't recall exactly what they were though.
Good thing I know how to use NBTExplorer to remove them from inventories.
Edit: I think it MAY be related to the tools turning to wood bug, that turned out to be an MCPC+ issue.
Can you tell me which version of MCPC+ are you using, I'M using MCPC+ and don't want to face that bug, currently running build #527 (just upgraded it yesterday from build #507)
I couldn't find a post about this via search, and since I'm not sure...
Hatchet durability is not going down when breaking leaves. Is this a bug or intended?
If it's important, I'm using a cobalt axe head with paper rod, 3 mossy and 101 lapis, and I noticed this while cutting down all the leaves from the Redwood tree by my spawn. The durability goes down/shows when breaking the logs, but it doesn't seem to add any wear and tear when it has damage when breaking leaves, and when I let it finish repairing itself, I still do not see damage applied (again, only breaking leaves).
I suppose it's very useful, but it seems to feel somewhat too powerful, especially if I had silk touch on this and needed to collect leaves.
It is intentional. No need to worry about having a bugged game. =) There is a possibility of durability damage from leaves in the future, but for now you have a powerful leaf blower!
I'd really like to see a separate mod put out by mDiyo for monster additions, with the ones in Natura and Tinker's Construct moved to it along with the addition of new creatures. That would make it much easier from a player's perspective to choose which features to use or not use and could offer bonuses to players who use two or all three (such as having access to blue slime equipment only if Tinker's Construct and the monster mod are installed, or having blue slime pools generate in the world if Natura and the monster mod are installed).
Only have blue slime tools if two mods are installed? Surely you aren't suggesting that.
TC has the option of disabling blue slimes in the config if you don't want them. (I'm not entirely adverse to slime spawn being replaced by the pool method if natura is also installed) I like having the mobs that are intended for the mod to be in the same mod. It is less maintenance everywhere around, and you get the default mod experience by...default.
Ok.. so I made a Shovel with Maniyln Head, and Paper stick. It has autorepair on it, but its apparently been broken. How can I repair it? Since trying to repair with paper and or Man ingots, together or separate do nothing. Or am I just completely screwed?
As someone else has replied, you should be using manyullyn ingots or chunks to repair your tool. Make sure you are trying to do so using the tool station. as the crafting grid won't work.
Only have blue slime tools if two mods are installed? Surely you aren't suggesting that.
TC has the option of disabling blue slimes in the config if you don't want them. (I'm not entirely adverse to slime spawn being replaced by the pool method if natura is also installed) I like having the mobs that are intended for the mod to be in the same mod. It is less maintenance everywhere around, and you get the default mod experience by...default.
It was obviously just an example of using what is currently in the mod, as we don't know what or how many monsters mDiyo plans on adding. If it's just a handful of monsters that are added, then yes, keeping it to the same mod it's used for is sensible, but if it's anything like the sheer number of combinations of material parts used in tools, then it could be much easier on players to be able to choose something they don't want or can't use in their game by restricting monster changes/additions to a separate mod. Many people don't run extra monster mods like Mo' Creatures because the vast amount of monsters it adds tends to slow the game down to a crawl (even with lowered custom spawn rates). Confining such features to a single mod that can be added or removed, rather than spreading them over two mods would be easier for a casual player than having to dig through configuration files to disable said features (you may be surprised how many people don't even know how to make simple config file changes).
Secondly, if mDiyo plans on changing the default monster mechanics in any way, it would interfere with any other mods that did the same, such as Zombie Awareness or the aforementioned Special Mobs, which some may prefer over any changes mDiyo makes to the default monster AI. This is a minor quibble that could easily be fixed through configuration options, but again, if someone isn't using the set of features at all, then why would they want to bog their game down with the loading of unused resources or changes that could cause mod conflicts?
Also, several of the more popular mod packs made for multiplayer (especially Feed the Beast) tend to restrict which mods they include in their packs based on how much server resources they use. Things that add numerous extra monster spawns to the overworld or a large amount of world generation tend to be dropped or denied from such packs as those features are much more resource intensive than just adding new items and player crafted blocks. If monster additions and changes were relegated to a separate mod, then mod pack creators could easily disable such features if they needed to by removing a single file rather than having to dig through the configuration files every time an update was released in order to disable any unwanted/problematic features.
It was obviously just an example of using what is currently in the mod, as we don't know what or how many monsters mDiyo plans on adding. If it's just a handful of monsters that are added, then yes, keeping it to the same mod it's used for is sensible, but if it's anything like the sheer number of combinations of material parts used in tools, then it could be much easier on players to be able to choose something they don't want or can't use in their game by restricting monster changes/additions to a separate mod. Many people don't run extra monster mods like Mo' Creatures because the vast amount of monsters it adds tends to slow the game down to a crawl (even with lowered custom spawn rates). Confining such features to a single mod that can be added or removed, rather than spreading them over two mods would be easier for a casual player than having to dig through configuration files to disable said features (you may be surprised how many people don't even know how to make simple config file changes).
Secondly, if mDiyo plans on changing the default monster mechanics in any way, it would interfere with any other mods that did the same, such as Zombie Awareness or the aforementioned Special Mobs, which some may prefer over any changes mDiyo makes to the default monster AI. This is a minor quibble that could easily be fixed through configuration options, but again, if someone isn't using the set of features at all, then why would they want to bog their game down with the loading of unused resources or changes that could cause mod conflicts?
Also, several of the more popular mod packs made for multiplayer (especially Feed the Beast) tend to restrict which mods they include in their packs based on how much server resources they use. Things that add numerous extra monster spawns to the overworld or a large amount of world generation tend to be dropped or denied from such packs as those features are much more resource intensive than just adding new items and player crafted blocks. If monster additions and changes were relegated to a separate mod, then mod pack creators could easily disable such features if they needed to by removing a single file rather than having to dig through the configuration files every time an update was released in order to disable any unwanted/problematic features.
While it would frustrate me, I don't think I'd be surprised over the number of people who could not make sense of even simple config files. Each of your reasons in this paragraph are valid. I feel, however, that if the new mob additions and TC are meant to played together, then splitting them up into two mods would defeat the purpose of that.
Mod compatibility is important, yes. That is why there are config files. If part of a mod is disabled, it should not be running during the game and should not be taking up resources. Just about ever mod I have installed that adds content has stuff I don't like. It seems to me that, using your argument, all mods larger than adding a few blocks should be split up into several modular parts(with very large mods probably having many different parts), so that I don't have to download the part I don't like. This is, however, something like going down a slippery slope to splitting every change a mod makes into its own mod. Sometimes people don't like parts of mod. That's alright, just don't use it or just disable it. Sometimes mods conflict. That is unavoidable. However mDiyo chooses to deal with that will be the way mDiyo chooses.
I feel that if someone is taking the time to put together a ton of mods and distribute a modpack publicly, they need to be prepared to take the time to tweak config files to work well together. If you think that you can just put a bunch of mods in the game, step away, and not configure it, then you shouldn't be creating a modpack like FTB. Digging through config files is part of the territory of maintaining a modpack, and modmakers shouldn't have to cater to how modpack makers want things.
All that being said, if it ends up being two separate mods? mDiyo's choice, and I won't complain(much).
yes.. I did try and repair it with a Manillyn ingot in the Tinkers Construct repair bench. All it did was make the shovel dissapear from the far right box. Nothing happened.. which is why I can to post in the first place.
yes.. I did try and repair it with a Manillyn ingot in the Tinkers Construct repair bench. All it did was make the shovel dissapear from the far right box. Nothing happened.. which is why I can to post in the first place.
Could I get a picture of your attempt to repair please?
To everyone using MCPC+: Update to build 527 or later.
New dev version with the tools I've been making over the past few days. The Excavator and Breaker Blade aren't done, but the Scythe and Lumber Axe are. They also cost a ton of material compared to their lower tier counterparts. The Tool Forge isn't done either, but it's a start.
FinAndTonic: Durability not going down on leaves is intentional.
Jacster8: You have an item ID conflict.
drog92: Whenever the stable version is newer than the dev version, the dev version disappears.
Malifrax, Kraal: I'm planning on adding tons of mobs. You need something to test all the power I'm going to give you after all. ^^;;
InfiCraft was a ton of parts that you could pick and choose what you wanted. Most of the people I talked to just grabbed everything with no care on what did what. It was nearly impossible to create a cohesive experience between all of the different parts because you had to assume that people would use them separately.
Alright, so what we could come up with:
Make sure you actually used Manyullyn to make the head(it appears so, but just an obligatory debugging step)
If so, try downgrading to the rolled back version or upgrading to the newest dev version.
And if that doesn't work then, as per your original post, then I s'pose your shovel is just screwed...
I think your loot tables need to be nerffed a little . . . I just found a village with 3 TC houses, and the chests in each house were almost completly full. ><
For whatever reason, I can craft the items from the mod, but 1) the worldgen isn't working, and 2) I can't receive the books such as "Materials and You". It's definitely unfortunate, as it's a lot harder to play and I can't progress as far into the mod.
I feel this may be a contributing reason for it not working: I'm using Tekkit Lite on 1.4.7, (I made sure to download and implement the correct version of TC) and I manually installed TC into the mods folder, and that's all I did.
Along with worldgen not working, the items for worldgen do not appear in NEI or the creative menu. (aluminum ore, ardite ore..)
While it would frustrate me, I don't think I'd be surprised over the number of people who could not make sense of even simple config files. Each of your reasons in this paragraph are valid. I feel, however, that if the new mob additions and TC are meant to played together, then splitting them up into two mods would defeat the purpose of that.
Mod compatibility is important, yes. That is why there are config files. If part of a mod is disabled, it should not be running during the game and should not be taking up resources. Just about ever mod I have installed that adds content has stuff I don't like. It seems to me that, using your argument, all mods larger than adding a few blocks should be split up into several modular parts(with very large mods probably having many different parts), so that I don't have to download the part I don't like. This is, however, something like going down a slippery slope to splitting every change a mod makes into its own mod. Sometimes people don't like parts of mod. That's alright, just don't use it or just disable it. Sometimes mods conflict. That is unavoidable. However mDiyo chooses to deal with that will be the way mDiyo chooses.
I feel that if someone is taking the time to put together a ton of mods and distribute a modpack publicly, they need to be prepared to take the time to tweak config files to work well together. If you think that you can just put a bunch of mods in the game, step away, and not configure it, then you shouldn't be creating a modpack like FTB. Digging through config files is part of the territory of maintaining a modpack, and modmakers shouldn't have to cater to how modpack makers want things.
All that being said, if it ends up being two separate mods? mDiyo's choice, and I won't complain(much).
I agree, whatever mDiyo does regarding this issue it really won't affect me, as I always enjoy an increase in challenging gameplay and have a modicum of experience in editing a variety of files. It's common sense that mod pack makers don't just slap together mods to make their packs, but if a mod has hundreds of lines in one or more configuration files to go through for editing options (here's looking at you, GregTech), it quickly becomes a daunting task to change and update the mod, especially if new features with new settings are added every update, not to mention the occasional configuration file rearrangement that some mods go through, resulting in having to rebuild from the beginning.
As for the resource point, I have encountered many mods that still allow the usage of blocks that have been disabled from world generation via the config files without any additional options to disable them completely. Maybe it's sloppy coding or maybe it's just due to certain limitations or some other factor, but it can become annoying to see many things that have supposedly been disabled showing up in NEI, knowing that they are collectively taking up resources for no purpose.
I really don't think grouping mods by theme (such as equipment, fauna, and flora) is a "slippery slope," if you don't mind my borrowing of your psittacism, and I don't really appreciate your use of a red herring along with a veiled attempt at a false dichotemy, but since mDiyo has just stated that most people just downloaded the complete set of InfiCraft and it was more difficult to keep up the interoperability between multiple mods, the matter is settled. I'm a big fan of modularity (hence why I find Tinker's Construct to my liking), but admittedly it can be taken too far (the earlier versions of Pam's HarvestCraft come to mind) and there is no reason to for a mod author to do so if it is too inconvenient to maintain with little reward in doing so.
Changing the subject, I'm very much looking forward to trying out the preliminary tier 2 tools in my next hardcore playthrough when I have the time to do such, though I'm willing to admit that they may be finalised before I have the chance. I anticipate the new additions will greatly aid me in my future, but relatively brief adventures.
I found a bug in the latest dev build where repairing tools crashes your game. Here is the error log:
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem; Updating screen events
A full error report has been saved to C:\Users\caiden\Desktop\minecraft\152wgt\minecraft\crash-reports\crash-2013-06-11_21.31.18-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 56e1042 --------
Full report at:
C:\Users\caiden\Desktop\minecraft\152wgt\minecraft\crash-reports\crash-2013-06-11_21.31.18-client.txt
Please show that file to Mojang, NOT just this screen!
Generated 6/11/13 9:31 PM
-- Head --
Stacktrace:
at mods.tinker.tconstruct.modifiers.ModRepair.modify(ModRepair.java:83)
at mods.tinker.tconstruct.library.crafting.ToolBuilder.modifyTool(ToolBuilder.java:335)
at mods.tinker.tconstruct.library.crafting.ToolBuilder.buildTool(ToolBuilder.java:114)
at mods.tinker.tconstruct.library.crafting.ToolBuilder.buildTool(ToolBuilder.java:108)
at mods.tinker.tconstruct.blocks.logic.ToolStationLogic.buildTool(ToolStationLogic.java:66)
at mods.tinker.tconstruct.blocks.logic.ToolStationLogic.func_70296_d(ToolStationLogic.java:55)
at net.minecraft.inventory.Slot.func_75218_e(Slot.java:113)
at net.minecraft.inventory.Slot.func_75215_d(Slot.java:105)
at net.minecraft.inventory.Container.func_75144_a(SourceFile:222)
at net.minecraft.client.multiplayer.PlayerControllerMP.func_78753_a(PlayerControllerMP.java:468)
at mods.tinker.tconstruct.client.gui.NewContainerGui.handleMouseClick(NewContainerGui.java:823)
at mods.tinker.tconstruct.client.gui.NewContainerGui.func_73879_b(NewContainerGui.java:778)
at net.minecraft.client.gui.GuiScreen.func_73867_d(SourceFile:131)
at net.minecraft.client.gui.GuiScreen.func_73862_m(SourceFile:111)
java.lang.ArithmeticException: / by zero
at mods.tinker.tconstruct.modifiers.ModRepair.modify(ModRepair.java:83)
at mods.tinker.tconstruct.library.crafting.ToolBuilder.modifyTool(ToolBuilder.java:335)
at mods.tinker.tconstruct.library.crafting.ToolBuilder.buildTool(ToolBuilder.java:114)
at mods.tinker.tconstruct.library.crafting.ToolBuilder.buildTool(ToolBuilder.java:108)
at mods.tinker.tconstruct.blocks.logic.ToolStationLogic.buildTool(ToolStationLogic.java:66)
at mods.tinker.tconstruct.blocks.logic.ToolStationLogic.func_70296_d(ToolStationLogic.java:55)
at net.minecraft.inventory.Slot.func_75218_e(Slot.java:113)
at net.minecraft.inventory.Slot.func_75215_d(Slot.java:105)
at net.minecraft.inventory.Container.func_75144_a(SourceFile:222)
at net.minecraft.client.multiplayer.PlayerControllerMP.func_78753_a(PlayerControllerMP.java:468)
at mods.tinker.tconstruct.client.gui.NewContainerGui.handleMouseClick(NewContainerGui.java:823)
at mods.tinker.tconstruct.client.gui.NewContainerGui.func_73879_b(NewContainerGui.java:778)
at net.minecraft.client.gui.GuiScreen.func_73867_d(SourceFile:131)
at net.minecraft.client.gui.GuiScreen.func_73862_m(SourceFile:111)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1500)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:835)
at net.minecraft.client.Minecraft.run(Minecraft.java:760)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT b1c857e1 ----------
After playing around in survival, I found a bug with chisels where upon using it once, it stops working, and becomes completely useless. Did you happen to just include the base item ID for chisels, and not include it with metadata? Also the damage bar does not appear. (This is only the crafting, using the chisel in the world works fine.)
(Dev 54)
When crafting a scythe(or any tier 2 tool), you do not use up the bottom thick tool rod.
If you already know this, then this is what you get for not posting all the known bugs.
You use up more 1 durability than normal every time you break a block with tier 2 tools.
Lapis doesn't work properly on scythes as you get fortune 3 instead of looting 3. You should get both instead.
I'm having trouble creating items in the part builder. Smeltery is working fine as is pattern creation but when placing patterns on the part table with materials the parts are not created. I have tried different patterns with several different materials (eg. iron), but the parts cannot be created. I have watched several videos on the mod to make sure i'm doing things correctly.
Here is the report -any help would be much appreciated
(Dev 54)
When crafting a scythe, you do not use up the bottom thick tool rod.
If you already know this, then this is what you get for not posting all the known bugs.
In addition to this, you do not gain the bottom material's extra effect (spiny, reinforced, stonebound, etc)
EDIT: Just tested, reinforced III seems to do nothing on the scythe (Manyullyn head, obsidian and manyullyn rods, paper binding)
Myself and another user had Alumite shovels, the inventory texture turned into some hippy tye-dyed rainbow texture and causes us to crash. It's happened with a couple other tools, can't recall exactly what they were though.
Good thing I know how to use NBTExplorer to remove them from inventories.
Edit: I think it MAY be related to the tools turning to wood bug, that turned out to be an MCPC+ issue.
Can you tell me which version of MCPC+ are you using, I'M using MCPC+ and don't want to face that bug, currently running build #527 (just upgraded it yesterday from build #507)
Hardened walls? Try the Seared brick, that stuff is pretty tough. Also, the seared glass is harder than normal glass.
It is intentional. No need to worry about having a bugged game. =) There is a possibility of durability damage from leaves in the future, but for now you have a powerful leaf blower!
Only have blue slime tools if two mods are installed? Surely you aren't suggesting that.
TC has the option of disabling blue slimes in the config if you don't want them. (I'm not entirely adverse to slime spawn being replaced by the pool method if natura is also installed) I like having the mobs that are intended for the mod to be in the same mod. It is less maintenance everywhere around, and you get the default mod experience by...default.
No there is not, and it is also not planned to have a way to deconstruct tools.
As someone else has replied, you should be using manyullyn ingots or chunks to repair your tool. Make sure you are trying to do so using the tool station. as the crafting grid won't work.
Mine is a Pickaxe with
- Writable
- Haste
- Luck
- 500 + Durability
Mines Obsidian faster than Gold 539 Durability and best part, repairs with Cobblestone
It was obviously just an example of using what is currently in the mod, as we don't know what or how many monsters mDiyo plans on adding. If it's just a handful of monsters that are added, then yes, keeping it to the same mod it's used for is sensible, but if it's anything like the sheer number of combinations of material parts used in tools, then it could be much easier on players to be able to choose something they don't want or can't use in their game by restricting monster changes/additions to a separate mod. Many people don't run extra monster mods like Mo' Creatures because the vast amount of monsters it adds tends to slow the game down to a crawl (even with lowered custom spawn rates). Confining such features to a single mod that can be added or removed, rather than spreading them over two mods would be easier for a casual player than having to dig through configuration files to disable said features (you may be surprised how many people don't even know how to make simple config file changes).
Secondly, if mDiyo plans on changing the default monster mechanics in any way, it would interfere with any other mods that did the same, such as Zombie Awareness or the aforementioned Special Mobs, which some may prefer over any changes mDiyo makes to the default monster AI. This is a minor quibble that could easily be fixed through configuration options, but again, if someone isn't using the set of features at all, then why would they want to bog their game down with the loading of unused resources or changes that could cause mod conflicts?
Also, several of the more popular mod packs made for multiplayer (especially Feed the Beast) tend to restrict which mods they include in their packs based on how much server resources they use. Things that add numerous extra monster spawns to the overworld or a large amount of world generation tend to be dropped or denied from such packs as those features are much more resource intensive than just adding new items and player crafted blocks. If monster additions and changes were relegated to a separate mod, then mod pack creators could easily disable such features if they needed to by removing a single file rather than having to dig through the configuration files every time an update was released in order to disable any unwanted/problematic features.
While it would frustrate me, I don't think I'd be surprised over the number of people who could not make sense of even simple config files. Each of your reasons in this paragraph are valid. I feel, however, that if the new mob additions and TC are meant to played together, then splitting them up into two mods would defeat the purpose of that.
Mod compatibility is important, yes. That is why there are config files. If part of a mod is disabled, it should not be running during the game and should not be taking up resources. Just about ever mod I have installed that adds content has stuff I don't like. It seems to me that, using your argument, all mods larger than adding a few blocks should be split up into several modular parts(with very large mods probably having many different parts), so that I don't have to download the part I don't like. This is, however, something like going down a slippery slope to splitting every change a mod makes into its own mod. Sometimes people don't like parts of mod. That's alright, just don't use it or just disable it. Sometimes mods conflict. That is unavoidable. However mDiyo chooses to deal with that will be the way mDiyo chooses.
I feel that if someone is taking the time to put together a ton of mods and distribute a modpack publicly, they need to be prepared to take the time to tweak config files to work well together. If you think that you can just put a bunch of mods in the game, step away, and not configure it, then you shouldn't be creating a modpack like FTB. Digging through config files is part of the territory of maintaining a modpack, and modmakers shouldn't have to cater to how modpack makers want things.
All that being said, if it ends up being two separate mods? mDiyo's choice, and I won't complain(much).
Could I get a picture of your attempt to repair please?
New dev version with the tools I've been making over the past few days. The Excavator and Breaker Blade aren't done, but the Scythe and Lumber Axe are. They also cost a ton of material compared to their lower tier counterparts. The Tool Forge isn't done either, but it's a start.
FinAndTonic: Durability not going down on leaves is intentional.
Jacster8: You have an item ID conflict.
drog92: Whenever the stable version is newer than the dev version, the dev version disappears.
Malifrax, Kraal: I'm planning on adding tons of mobs. You need something to test all the power I'm going to give you after all. ^^;;
InfiCraft was a ton of parts that you could pick and choose what you wanted. Most of the people I talked to just grabbed everything with no care on what did what. It was nearly impossible to create a cohesive experience between all of the different parts because you had to assume that people would use them separately.
sure here ya go.. http://i.imgur.com/Tr8ZZJ2.png
I can't quite see what the problem is from that. Just to check and make sure, when you hover over the item, it says 'Broken' on it?
Also, what version of TC are you running?
Looks like version 1.3.4.6
Alright, so what we could come up with:
Make sure you actually used Manyullyn to make the head(it appears so, but just an obligatory debugging step)
If so, try downgrading to the rolled back version or upgrading to the newest dev version.
And if that doesn't work then, as per your original post, then I s'pose your shovel is just screwed...
I feel this may be a contributing reason for it not working: I'm using Tekkit Lite on 1.4.7, (I made sure to download and implement the correct version of TC) and I manually installed TC into the mods folder, and that's all I did.
Along with worldgen not working, the items for worldgen do not appear in NEI or the creative menu. (aluminum ore, ardite ore..)
I agree, whatever mDiyo does regarding this issue it really won't affect me, as I always enjoy an increase in challenging gameplay and have a modicum of experience in editing a variety of files. It's common sense that mod pack makers don't just slap together mods to make their packs, but if a mod has hundreds of lines in one or more configuration files to go through for editing options (here's looking at you, GregTech), it quickly becomes a daunting task to change and update the mod, especially if new features with new settings are added every update, not to mention the occasional configuration file rearrangement that some mods go through, resulting in having to rebuild from the beginning.
As for the resource point, I have encountered many mods that still allow the usage of blocks that have been disabled from world generation via the config files without any additional options to disable them completely. Maybe it's sloppy coding or maybe it's just due to certain limitations or some other factor, but it can become annoying to see many things that have supposedly been disabled showing up in NEI, knowing that they are collectively taking up resources for no purpose.
I really don't think grouping mods by theme (such as equipment, fauna, and flora) is a "slippery slope," if you don't mind my borrowing of your psittacism, and I don't really appreciate your use of a red herring along with a veiled attempt at a false dichotemy, but since mDiyo has just stated that most people just downloaded the complete set of InfiCraft and it was more difficult to keep up the interoperability between multiple mods, the matter is settled. I'm a big fan of modularity (hence why I find Tinker's Construct to my liking), but admittedly it can be taken too far (the earlier versions of Pam's HarvestCraft come to mind) and there is no reason to for a mod author to do so if it is too inconvenient to maintain with little reward in doing so.
Changing the subject, I'm very much looking forward to trying out the preliminary tier 2 tools in my next hardcore playthrough when I have the time to do such, though I'm willing to admit that they may be finalised before I have the chance. I anticipate the new additions will greatly aid me in my future, but relatively brief adventures.
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem; Updating screen events
A full error report has been saved to C:\Users\caiden\Desktop\minecraft\152wgt\minecraft\crash-reports\crash-2013-06-11_21.31.18-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 56e1042 --------
Full report at:
C:\Users\caiden\Desktop\minecraft\152wgt\minecraft\crash-reports\crash-2013-06-11_21.31.18-client.txt
Please show that file to Mojang, NOT just this screen!
Generated 6/11/13 9:31 PM
-- Head --
Stacktrace:
at mods.tinker.tconstruct.modifiers.ModRepair.modify(ModRepair.java:83)
at mods.tinker.tconstruct.library.crafting.ToolBuilder.modifyTool(ToolBuilder.java:335)
at mods.tinker.tconstruct.library.crafting.ToolBuilder.buildTool(ToolBuilder.java:114)
at mods.tinker.tconstruct.library.crafting.ToolBuilder.buildTool(ToolBuilder.java:108)
at mods.tinker.tconstruct.blocks.logic.ToolStationLogic.buildTool(ToolStationLogic.java:66)
at mods.tinker.tconstruct.blocks.logic.ToolStationLogic.func_70296_d(ToolStationLogic.java:55)
at net.minecraft.inventory.Slot.func_75218_e(Slot.java:113)
at net.minecraft.inventory.Slot.func_75215_d(Slot.java:105)
at net.minecraft.inventory.Container.func_75144_a(SourceFile:222)
at net.minecraft.client.multiplayer.PlayerControllerMP.func_78753_a(PlayerControllerMP.java:468)
at mods.tinker.tconstruct.client.gui.NewContainerGui.handleMouseClick(NewContainerGui.java:823)
at mods.tinker.tconstruct.client.gui.NewContainerGui.func_73879_b(NewContainerGui.java:778)
at net.minecraft.client.gui.GuiScreen.func_73867_d(SourceFile:131)
at net.minecraft.client.gui.GuiScreen.func_73862_m(SourceFile:111)
-- Affected screen --
Details:
Screen name: mods.tinker.tconstruct.client.gui.ToolStationGui
-- Affected level --
Details:
Level name: MpServer
All players: 1 total; [EntityClientPlayerMP['cman100'/188, l='MpServer', x=-195.78, y=12.62, z=26.52]]
Chunk stats: MultiplayerChunkCache: 441
Level seed: 0
Level generator: ID 00 - default, ver 1. Features enabled: false
Level generator options:
Level spawn location: World: (-220,64,256), Chunk: (at 4,4,0 in -14,16; contains blocks -224,0,256 to -209,255,271), Region: (-1,0; contains chunks -32,0 to -1,31, blocks -512,0,0 to -1,255,511)
Level time: 1937157 game time, 2049535 day time
Level dimension: 0
Level storage version: 0x00000 - Unknown?
Level weather: Rain time: 0 (now: false), thunder time: 0 (now: false)
Level game mode: Game mode: survival (ID 0). Hardcore: false. Cheats: false
Forced entities: 64 total; [EntityZombie['Zombie'/1219, l='MpServer', x=-260.50, y=15.00, z=59.50], BlueSlime['Blue Slime'/12, l='MpServer', x=-241.94, y=73.00, z=72.06], BlueSlime['Blue Slime'/13, l='MpServer', x=-250.63, y=69.00, z=68.16], EntitySlime['Slime'/14, l='MpServer', x=-248.38, y=16.00, z=105.38], EntityWaypoint['unknown'/259, l='MpServer', x=-184.00, y=12.00, z=20.00], EntityCreeper['Creeper'/1238, l='MpServer', x=-172.50, y=27.00, z=-28.50], EntityBlock['unknown'/565, l='MpServer', x=-185.75, y=8.00, z=25.25], EntitySkeleton['Skeleton'/1239, l='MpServer', x=-173.50, y=27.00, z=-28.50], EntityBat['Bat'/257, l='MpServer', x=-140.72, y=54.79, z=38.84], EntityWaypoint['unknown'/260, l='MpServer', x=-198.00, y=12.00, z=34.00], EntityWaypoint['unknown'/261, l='MpServer', x=-271.00, y=9.00, z=60.00], EntitySpider['Spider'/1245, l='MpServer', x=-139.97, y=55.62, z=45.82], EntitySkeleton['Skeleton'/1240, l='MpServer', x=-172.84, y=26.00, z=-26.91], EntityCow['Cow'/271, l='MpServer', x=-118.78, y=62.00, z=54.50], EntityCow['Cow'/269, l='MpServer', x=-120.81, y=64.00, z=46.91], EntityZombie['Zombie'/1151, l='MpServer', x=-127.50, y=44.00, z=26.09], EntityZombie['Zombie'/1150, l='MpServer', x=-128.50, y=44.00, z=21.50], EntityCreeper['Creeper'/58, l='MpServer', x=-176.50, y=41.00, z=85.50], EntityBat['Bat'/1275, l='MpServer', x=-139.32, y=57.88, z=24.98], EntityCreeper['Creeper'/1153, l='MpServer', x=-139.50, y=43.00, z=18.15], EntityCreeper['Creeper'/1154, l='MpServer', x=-131.50, y=44.00, z=21.50], EntityZombie['Zombie'/206, l='MpServer', x=-221.50, y=31.00, z=-22.50], EntitySlime['Slime'/201, l='MpServer', x=-232.22, y=13.00, z=59.22], EntityCreeper['Creeper'/200, l='MpServer', x=-250.50, y=47.00, z=57.50], EntityClientPlayerMP['cman100'/188, l='MpServer', x=-195.78, y=12.62, z=26.52], EntityEnderman['Enderman'/77, l='MpServer', x=-145.50, y=52.00, z=74.50], EntityCow['Cow'/78, l='MpServer', x=-151.84, y=65.00, z=104.47], EntityPig['Pig'/199, l='MpServer', x=-244.53, y=68.00, z=-47.47], EntityBat['Bat'/198, l='MpServer', x=-260.06, y=51.00, z=-39.63], EntityCreeper['Creeper'/220, l='MpServer', x=-170.41, y=27.00, z=-19.00], EntityCreeper['Creeper'/221, l='MpServer', x=-175.50, y=19.00, z=-0.50], EntityCreeper['Creeper'/222, l='MpServer', x=-173.50, y=19.00, z=-0.50], EntityCreeper['Creeper'/223, l='MpServer', x=-175.22, y=47.00, z=55.84], EntityPig['Pig'/217, l='MpServer', x=-187.13, y=70.00, z=-39.94], EntityZombie['Zombie'/218, l='MpServer', x=-187.25, y=18.00, z=-20.91], EntityItem['item.item.tconstruct.strangefood.edibleslime'/219, l='MpServer', x=-163.81, y=70.13, z=-36.22], EntityZombie['Zombie'/212, l='MpServer', x=-177.50, y=20.00, z=-43.22], EntityPig['Pig'/92, l='MpServer', x=-133.69, y=40.00, z=82.50], EntityPig['Pig'/209, l='MpServer', x=-195.75, y=72.00, z=-18.69], EntitySkeleton['Skeleton'/91, l='MpServer', x=-133.50, y=27.00, z=83.50], EntityPig['Pig'/210, l='MpServer', x=-192.97, y=72.00, z=-15.06], EntityPig['Pig'/90, l='MpServer', x=-137.25, y=53.00, z=73.50], EntityCreeper['Creeper'/239, l='MpServer', x=-148.50, y=34.00, z=18.50], EntityCow['Cow'/103, l='MpServer', x=-124.47, y=65.00, z=88.25], EntityBat['Bat'/238, l='MpServer', x=-126.47, y=28.18, z=-6.91], EntitySkeleton['Skeleton'/237, l='MpServer', x=-145.94, y=28.00, z=4.56], EntitySkeleton['Skeleton'/101, l='MpServer', x=-127.66, y=53.00, z=72.34], EntityZombie['Zombie'/236, l='MpServer', x=-159.09, y=25.00, z=-6.50], EntityZombie['Zombie'/235, l='MpServer', x=-154.50, y=20.00, z=-14.31], EntityZombie['Zombie'/234, l='MpServer', x=-154.44, y=12.00, z=-47.97], EntityZombie['Zombie'/233, l='MpServer', x=-155.78, y=12.00, z=-49.69], EntityZombie['Zombie'/232, l='MpServer', x=-156.69, y=12.00, z=-49.06], EntityItem['item.item.tconstruct.strangefood.edibleslime'/584, l='MpServer', x=-210.25, y=65.13, z=25.13], EntityZombie['Zombie'/227, l='MpServer', x=-170.50, y=50.00, z=52.50], EntitySkeleton['Skeleton'/104, l='MpServer', x=-117.09, y=25.00, z=97.50], EntityZombie['Zombie'/225, l='MpServer', x=-164.50, y=53.00, z=53.50], EntityCreeper['Creeper'/105, l='MpServer', x=-126.41, y=29.00, z=96.00], EntityZombie['Zombie'/224, l='MpServer', x=-174.09, y=42.00, z=70.47], EntityZombie['Zombie'/254, l='MpServer', x=-140.50, y=35.00, z=33.50], EntityCreeper['Creeper'/255, l='MpServer', x=-136.50, y=30.00, z=52.50], EntityBat['Bat'/251, l='MpServer', x=-133.53, y=28.10, z=0.75], EntitySkeleton['Skeleton'/242, l='MpServer', x=-143.75, y=56.00, z=24.69], EntityCreeper['Creeper'/240, l='MpServer', x=-147.50, y=55.00, z=30.50], EntityZombie['Zombie'/241, l='MpServer', x=-148.50, y=58.00, z=27.50]]
Retry entities: 0 total; []
Stacktrace:
at net.minecraft.client.multiplayer.WorldClient.func_72914_a(WorldClient.java:441)
at net.minecraft.client.Minecraft.func_71396_d(Minecraft.java:2414)
at net.minecraft.client.Minecraft.run(Minecraft.java:776)
at java.lang.Thread.run(Unknown Source)
-- System Details --
Details:
Minecraft Version: 1.5.2
Operating System: Windows 8 (x86) version 6.2
Java Version: 1.7.0_21, Oracle Corporation
Java VM Version: Java HotSpot™ Client VM (mixed mode), Oracle Corporation
Memory: 222205080 bytes (211 MB) / 693399552 bytes (661 MB) up to 778502144 bytes (742 MB)
JVM Flags: 7 total; -Xms256M -Xmx768M -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:+AggressiveOpts -XX:+CMSClassUnloadingEnabled -XX:MaxPermSize=128m
AABB Pool Size: 1726 (96656 bytes; 0 MB) allocated, 2 (112 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 6, tallocated: 62
FML: MCP v7.51 FML v5.2.17.716 Minecraft Forge 7.8.0.716 Feed The Beast Mod Pack 86 mods loaded, 86 mods active
mcp{7.44} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
FML{5.2.17.716} [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Forge{7.8.0.716} [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
CodeChickenCore{0.8.6.15} [CodeChicken Core] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
CoFHCore{1.5.2.2} [CoFH Core] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
NotEnoughItems{1.5.2.25} [Not Enough Items] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
PowerCrystalsCore{1.1.6} [PowerCrystals Core] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
CoFHNetwork{1.5.2.2} [CoFHNetwork] (CoFHCore.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
CoFHWorld{1.5.2.2} [CoFHWorld] (CoFHCore.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
denLib{3.0.14} [denLib] (denLib.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
inventorytweaks{1.55-dev} [Inventory Tweaks] (InventoryTweaks.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ThermalExpansion{2.4.3.0} [Thermal Expansion] (ThermalExpansion.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
IC2{1.115.314-lf} [IndustrialCraft 2] (IndustrialCraft2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
AdvancedSolarPanel{3.3.7} [Advanced Solar Panels] (AdvancedSolarPanels.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BuildCraft|Core{3.6.0} [BuildCraft] (BuildCraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BuildCraft|Transport{3.6.0} [BC Transport] (BuildCraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BuildCraft|Silicon{3.6.0} [BC Silicon] (BuildCraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BuildCraft|Builders{3.6.0} [BC Builders] (BuildCraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BuildCraft|Energy{3.6.0} [BC Energy] (BuildCraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BuildCraft|Factory{3.6.0} [BC Factory] (BuildCraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MineFactoryReloaded{1.5.1R2.6.2B1} [MineFactory Reloaded] (MineFactoryReloaded.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
AppliedEnergistics{rv.10.n} [Applied Energistics] (AppliedEnergistics.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BiblioCraft{1.3.1} [BiblioCraft] (BiblioCraft.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ChickenChunks{1.3.2.11} [ChickenChunks] (ChickenChunks.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
CompactSolars{4.1.6.37} [Compact Solar Arrays] (CompactSolars.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ComputerCraft{1.53} [ComputerCraft] (ComputerCraft.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
CCTurtle{1.53} [ComputerCraft Turtles] (ComputerCraft.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
EE3{pre1h (build 16)} [Equivalent Exchange 3] (EE3.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
EnderStorage{1.4.2.11} [EnderStorage] (EnderStorage.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ExtraUtilities{0.2.2a} [Extra Utilities] (ExtraUtils.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
factorization{0.7.37} [Factorization] (Factorization.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
factorization.misc{0.7.37} [Factorization Miscellaneous Nonsense] (Factorization.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
factorization.dimensionalSlice{0.7.37} [Factorization Dimensional Slices] (Factorization.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MineFactoryReloaded|CompatForestryPre{1.5.1R2.6.2B1} [MFR Compat: Forestry (2)] (MineFactoryReloaded.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Forestry{2.2.6.3} [Forestry for Minecraft] (Forestry.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
iChunUtil{1.0.1} [iChunUtil] (IChunUtil.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
GraviGun{1.5.1} [GraviGun] (GravityGun.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Railcraft{7.1.0.0} [Railcraft] (RailCraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
TwilightForest{1.18.1} [The Twilight Forest] (TwilightForest.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
GregTech_Addon{MC151} [GregTech-Addon] (GregTech.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
IronChest{5.2.6.430} [Iron Chest] (IronChest.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Thaumcraft{3.0.5e} [Thaumcraft] (ThaumCraft.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MagicBees{2.0.0 (build 22)} [Magic Bees] (MagicBees.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MineFactoryReloaded|CompatAppliedEnergistics{1.5.1R2.6.2B1} [MFR Compat: Applied Energistics] (MineFactoryReloaded.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MineFactoryReloaded|CompatAtum{1.5.1R2.6.2B1} [MFR Compat: Atum] (MineFactoryReloaded.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MineFactoryReloaded|CompatBackTools{1.5.1R2.6.2B1} [MFR Compat: BackTools] (MineFactoryReloaded.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MineFactoryReloaded|CompatBiomesOPlenty{1.5.1R2.6.2B1} [MFR Compat: Biomes O' Plenty] (MineFactoryReloaded.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MineFactoryReloaded|CompatChococraft{1.5.1R2.6.2B1} [MFR Compat: Chococraft] (MineFactoryReloaded.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MineFactoryReloaded|CompatExtraBiomes{1.5.1R2.6.2B1} [MFR Compat: ExtraBiomes] (MineFactoryReloaded.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MineFactoryReloaded|CompatForestry{1.5.1R2.6.2B1} [MFR Compat: Forestry] (MineFactoryReloaded.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MineFactoryReloaded|CompatIC2{1.5.1R2.6.2B1} [MFR Compat: IC2] (MineFactoryReloaded.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MineFactoryReloaded|CompatMagicalCrops{1.5.1R2.6.2B1} [MFR Compat: Magical Crops] (MineFactoryReloaded.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Mystcraft{0.10.4.00} [Mystcraft] (Mystcraft.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MineFactoryReloaded|CompatMystcraft{1.5.1R2.6.2B1} [MFR Compat: Mystcraft] (MineFactoryReloaded.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MineFactoryReloaded|CompatPams{1.5.1R2.6.2B1} [MFR Compat: Pam's Mods] (MineFactoryReloaded.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MineFactoryReloaded|CompatRP2{1.5.1R2.6.2B1} [MFR Compat: RP2] (MineFactoryReloaded.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
SoulShards{1.28.33} [Soul Shards] (SoulShards.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MineFactoryReloaded|CompatSoulShards{1.5.1R2.6.2B1} [MFR Compat: SoulShards] (MineFactoryReloaded.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MineFactoryReloaded|CompatSufficientBiomes{1.5.1R2.6.2B1} [MFR Compat: Sufficient Biomes] (MineFactoryReloaded.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MFReloaded|CompatThaumcraft{1.5.1R2.6.2B1} [MFR Compat: Thaumcraft] (MineFactoryReloaded.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MineFactoryReloaded|CompatThermalExpansion{1.5.1R2.6.2B1} [MFR Compat: ThermalExpansion] (MineFactoryReloaded.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MineFactoryReloaded|CompatTwilightForest{1.5.1R2.6.2B1} [MFR Compat: TwilightForest] (MineFactoryReloaded.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MineFactoryReloaded|CompatVanilla{1.5.1R2.6.2B1} [MFR Compat: Vanilla] (MineFactoryReloaded.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MineFactoryReloaded|CompatXyCraft{1.5.1R2.6.2B1} [MFR Compat: XyCraft] (MineFactoryReloaded.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MiscPeripherals{3.3} [MiscPeripherals] (MiscPeripherals.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ModularForceFieldSystem{2.3.0.1.0} [Modular ForceField System V2] (ModularForcefieldSystem.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
mmmPowersuits{0.7.0-531} [MachineMuse's Modular Powersuits] (ModularPowerSuits.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Natura{1.5.1_2.1.RC1} [Natura] (Natura.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Natura|CompatMineFactoryReloaded{0.1} [Natura compat: MFR] (Natura.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
NEIAddons{1.7.1.r20} [NEI Addons] (NEIAddons.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
NEIAddons|AE{1.7.1.r20} [NEI Addons: Applied Energistics] (NEIAddons.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
NEIAddons|CraftingTables{1.7.1.r20} [NEI Addons: Crafting Tables] (NEIAddons.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
NEIAddons|ExtraBees{1.7.1.r20} [NEI Addons: Extra Bees] (NEIAddons.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
NEIAddons|Forestry{1.7.1.r20} [NEI Addons: Forestry] (NEIAddons.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
NEIAddons|MiscPeripherals{1.7.1.r20} [NEI Addons: Misc Peripherals] (NEIAddons.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
NEIPlugins{1.0.9.2} [NEI Plugins] (NEIPlugins.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ObsidiPlates{1.5.0} [Obsidian Pressure Plates] (ObsidiPlates.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
OCS{1.5.2.0} [OpenCCSensors] (OpenCCSensors.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
PluginsforForestry{3.0.16} [PluginsforForestry] (PluginsForForestry.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
PortalGun{1.5.2} [PortalGun] (PortalGun.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
StevesCarts{2.0.0.a118} [Steve's Carts] (StevesCarts.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
TConstruct{1.5.1_1.3.dev.52} [Tinkers' Construct] (TConstruct_1.3.dev.52.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
TConstruct|CompatMineFactoryReloaded{0.1} [TConstruct Compat: MFR] (TConstruct_1.3.dev.52.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ThaumicTinkerer{1.0.5} [Thaumic Tinkerer] (ThaumicTinkerer.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
mod_ZanMinimap{0.9.4} [mod_ZanMinimap] (VoxelMap.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
OmniTools{3.1.4.0} [OmniTools] (OmniTools.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
LWJGL: 2.4.2
OpenGL: Intel® HD Graphics 4000 GL version 4.0.0 - Build 9.17.10.2849, Intel
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Texture Pack: Default
Profiler Position: N/A (disabled)
Vec3 Pool Size: 1714 (95984 bytes; 0 MB) allocated, 17 (952 bytes; 0 MB) used
java.lang.ArithmeticException: / by zero
at mods.tinker.tconstruct.modifiers.ModRepair.modify(ModRepair.java:83)
at mods.tinker.tconstruct.library.crafting.ToolBuilder.modifyTool(ToolBuilder.java:335)
at mods.tinker.tconstruct.library.crafting.ToolBuilder.buildTool(ToolBuilder.java:114)
at mods.tinker.tconstruct.library.crafting.ToolBuilder.buildTool(ToolBuilder.java:108)
at mods.tinker.tconstruct.blocks.logic.ToolStationLogic.buildTool(ToolStationLogic.java:66)
at mods.tinker.tconstruct.blocks.logic.ToolStationLogic.func_70296_d(ToolStationLogic.java:55)
at net.minecraft.inventory.Slot.func_75218_e(Slot.java:113)
at net.minecraft.inventory.Slot.func_75215_d(Slot.java:105)
at net.minecraft.inventory.Container.func_75144_a(SourceFile:222)
at net.minecraft.client.multiplayer.PlayerControllerMP.func_78753_a(PlayerControllerMP.java:468)
at mods.tinker.tconstruct.client.gui.NewContainerGui.handleMouseClick(NewContainerGui.java:823)
at mods.tinker.tconstruct.client.gui.NewContainerGui.func_73879_b(NewContainerGui.java:778)
at net.minecraft.client.gui.GuiScreen.func_73867_d(SourceFile:131)
at net.minecraft.client.gui.GuiScreen.func_73862_m(SourceFile:111)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1500)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:835)
at net.minecraft.client.Minecraft.run(Minecraft.java:760)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT b1c857e1 ----------
After playing around in survival, I found a bug with chisels where upon using it once, it stops working, and becomes completely useless. Did you happen to just include the base item ID for chisels, and not include it with metadata? Also the damage bar does not appear. (This is only the crafting, using the chisel in the world works fine.)
When crafting a scythe(or any tier 2 tool), you do not use up the bottom thick tool rod.
If you already know this, then this is what you get for not posting all the known bugs.
You use up more 1 durability than normal every time you break a block with tier 2 tools.
Lapis doesn't work properly on scythes as you get fortune 3 instead of looting 3. You should get both instead.
Here is the report -any help would be much appreciated
<script src="" rel="noopener nofollow" target="_blank">http://pastebin.com/embed_js.php?i=tdCzv3ZE"></script>
In addition to this, you do not gain the bottom material's extra effect (spiny, reinforced, stonebound, etc)
EDIT: Just tested, reinforced III seems to do nothing on the scythe (Manyullyn head, obsidian and manyullyn rods, paper binding)