I can't get liquids to go through tesseracts.... I have tried redstone and no redstone both are on the same signal one set to recive and one send but I can't get them to accept anything Ive even tried the fluiducts... please help
Would it be feasible to add liquiduct upgrades, say to resonant, that would allow much greater (640 steam) throughput? Storing steam in a tank for later use is easy, getting it to a remote engine block in sufficient quantity is the problem. I'd prefer that each duct not take a full ingot, say 4 ducts per ingot for the transparent and 2 for the opaque since the latter is cheaper.
So I've been getting this cryptic crash lately and it took me absolutely forever to find (At least I'm pretty sure) the offending mod. And it's one I'd least expect, no less. So it was like the last one I removed from my stack before the problem went away.
Anyhow, I occasionally get this crash, which then causes the world to become un-loadable... At least until I removed Thermal Expansion
java.lang.NullPointerException
at net.minecraft.client.multiplayer.NetClientHandler.func_72519_a(NetClientHandler.java:956)
at net.minecraft.network.packet.Packet24MobSpawn.func_73279_a(SourceFile:87)
at net.minecraft.network.MemoryConnection.func_74428_b(MemoryConnection.java:89)
at net.minecraft.client.multiplayer.NetClientHandler.func_72551_d(NetClientHandler.java:281)
at net.minecraft.client.multiplayer.WorldClient.func_72835_b(WorldClient.java:99)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1930)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:910)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:838)
at net.minecraft.client.main.Main.main(SourceFile:101)
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 net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
Is this caused by an id conflict with blizzs? I've noticed since reintroducing TE that I do get the crash near snow biomes. And I haven't seen any blizzs in a long time.
I am using ATG, which does weird things to biomes and mobs that spawn in specific biomes. Specifically, it'll potentially create loads of little 1 square biomes jumbled in some places. Especially around snowy biomes. Presumably to 'feather' the transition between snow and non-snow.
However, I could swear I had blizzs spawning with no problem in an ATG world at one time, which is why I wonder if it's an id conflict.
Is it possible for an Itemduct w/ Pneumatic to pull only items that aren't at full charge/quality?
What I'm doing is setting up a Enderchest to a Energetic Infuser that hopefully will pull any item out of the Chest that isn't full charged, and then put it back into the Enderchest when their charged.
Is this possible? Not to sound like a sheep but I remember Direwolf20 doing something like this.
Is it possible for an Itemduct w/ Pneumatic to pull only items that aren't at full charge/quality?
What I'm doing is setting up a Enderchest to a Energetic Infuser that hopefully will pull any item out of the Chest that isn't full charged, and then put it back into the Enderchest when their charged.
Is this possible? Not to sound like a sheep but I remember Direwolf20 doing something like this.
Use metadata/nbt, and blacklist the fully charged one, it will pull one out with one less then full, but any full tools will not be touched.
Any chance for /cofh killall command to also include a radius parameter to specify the area if used by a player logged onto the server? Like you might just want to do /cofh killall 16 horse to kill 7000 horses in a corrupted chunk but not kill all the horses in peoples stables with saddles/armor/nametag
So I've been getting this cryptic crash lately and it took me absolutely forever to find (At least I'm pretty sure) the offending mod. And it's one I'd least expect, no less. So it was like the last one I removed from my stack before the problem went away.
Anyhow, I occasionally get this crash, which then causes the world to become un-loadable... At least until I removed Thermal Expansion
java.lang.NullPointerException
at net.minecraft.client.multiplayer.NetClientHandler.func_72519_a(NetClientHandler.java:956)
at net.minecraft.network.packet.Packet24MobSpawn.func_73279_a(SourceFile:87)
at net.minecraft.network.MemoryConnection.func_74428_b(MemoryConnection.java:89)
at net.minecraft.client.multiplayer.NetClientHandler.func_72551_d(NetClientHandler.java:281)
at net.minecraft.client.multiplayer.WorldClient.func_72835_b(WorldClient.java:99)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1930)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:910)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:838)
at net.minecraft.client.main.Main.main(SourceFile:101)
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 net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
Is this caused by an id conflict with blizzs? I've noticed since reintroducing TE that I do get the crash near snow biomes. And I haven't seen any blizzs in a long time.
I am using ATG, which does weird things to biomes and mobs that spawn in specific biomes. Specifically, it'll potentially create loads of little 1 square biomes jumbled in some places. Especially around snowy biomes. Presumably to 'feather' the transition between snow and non-snow.
However, I could swear I had blizzs spawning with no problem in an ATG world at one time, which is why I wonder if it's an id conflict.
Fixed. I'd run out of global entity ids. Setting Custom NPCs not to use global ids in the config fixed the problem. No idea why modders insist on using global ids if there are only 256 of them. I don't mind playing ID config shuffle if it means its at least possible to have the mods work together. But no one uses more than one mod ever. Noooo.
Fixed. I'd run out of global entity ids. Setting Custom NPCs not to use global ids in the config fixed the problem. No idea why modders insist on using global ids if there are only 256 of them. I don't mind playing ID config shuffle if it means its at least possible to have the mods work together. But no one uses more than one mod ever. Noooo.
OK, I'm a tad confused - I also have the same problem you did with no blizzes spawning and getting random crashes. Pardon my slowness, but where exactly is this setting for custom NPCs not using global IDs at? I didn't see anything about that in the CoFH configs, so I must be missing something. I'd greatly appreciate any elaboration you can spare. Thanks!
I'm Having a problem with crafting. I can't craft the gears(possibly more, havent tried) but the items show up in the creative mode window. How do I fix this?
So just got into the Direwolf20 pack on 1.6 and it's beautiful. I'm already contemplating bonemeal production machines and lapis production machines by pairing blue sheep with MFR's Rancher. This is gonna be fun....
Rollback Post to RevisionRollBack
If you are satisfied and do what you feel you must do, no matter what that is... then you have reached perfection. -Metamoq, Corwid of the Free
OK, I'm a tad confused - I also have the same problem you did with no blizzes spawning and getting random crashes. Pardon my slowness, but where exactly is this setting for custom NPCs not using global IDs at? I didn't see anything about that in the CoFH configs, so I must be missing something. I'd greatly appreciate any elaboration you can spare. Thanks!
No, you're just out of IDs in general. You either need to remove a mod that uses global entity IDs or if one of them can be set to use regular IDs, like in the case of Noppes Custom NPCs, you can do that.
No, you're just out of IDs in general. You either need to remove a mod that uses global entity IDs or if one of them can be set to use regular IDs, like in the case of Noppes Custom NPCs, you can do that.
-edit- What is the entity ID for blizzes, as it doesn't seem to be listed anywhere? I don't know of a way to dump lists of entityIDs a la NEi data dumps, or I'd figure this out for myself. Oddly enough blizz spawners and eggs work perfectly fine, they just don't spawn naturally. Thanks for your help.
Is there a reason why the Terrain Smasher doesnt face up or down no matter where or how many times I whack it or where I place it? Using 3.0.0.2 of TE.
Not entirely sure whose end this is on, but I found a dupe bug with Tinker's Construct and Thermal Expansion. When I charged my flux infused chisel in the Energetic Infuser it yielded two chisels- one in the input slot with 399892 RF and one in the output slot with the full 400000. Taking out and replacing the input chisel creates another copy indefinitely. So far it hasn't worked on any other tools I've tried. Running TE v. 3.0.0.2 and TiC v. 480.e876c73.
I found a bug, I am playing the FTB Direwolf Modpack on a server (play.empyreangaming.com) and i (and others) figured out that tesseracts will not output to fluiducts (even if they have a servo, whitelisted), but they do output to wooden waterproof piping, then THAT goes into fluiduct. Please fix
So basically, I know what my crash entails for the most part, but its still a huge problem.
Blizz's. They're ed. Anytime a Blizz spawns or attempts to spawn I crash. This only happens when I have Thaumcraft 4 installed, If I remove it, everything if fine, and likewise, if I remove TE, TC works fine. However, player the game with both installed means I will crash, with 100% certainty, anytime I go near a snowy biome in any difficulty other than peaceful. I've tested this over the course of a week, and narrowed it down to these two, and gotten to the point where I know exactly how to trigger a crash, and exactly what caused it, but no idea how to prevent it from crashing, outside of peaceful mode or removing TC or TE.
Are both Tesseracts chunk-loaded?
Anyhow, I occasionally get this crash, which then causes the world to become un-loadable... At least until I removed Thermal Expansion
java.lang.NullPointerException
at net.minecraft.client.multiplayer.NetClientHandler.func_72519_a(NetClientHandler.java:956)
at net.minecraft.network.packet.Packet24MobSpawn.func_73279_a(SourceFile:87)
at net.minecraft.network.MemoryConnection.func_74428_b(MemoryConnection.java:89)
at net.minecraft.client.multiplayer.NetClientHandler.func_72551_d(NetClientHandler.java:281)
at net.minecraft.client.multiplayer.WorldClient.func_72835_b(WorldClient.java:99)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1930)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:910)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:838)
at net.minecraft.client.main.Main.main(SourceFile:101)
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 net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
I am using ATG, which does weird things to biomes and mobs that spawn in specific biomes. Specifically, it'll potentially create loads of little 1 square biomes jumbled in some places. Especially around snowy biomes. Presumably to 'feather' the transition between snow and non-snow.
However, I could swear I had blizzs spawning with no problem in an ATG world at one time, which is why I wonder if it's an id conflict.
What I'm doing is setting up a Enderchest to a Energetic Infuser that hopefully will pull any item out of the Chest that isn't full charged, and then put it back into the Enderchest when their charged.
Is this possible? Not to sound like a sheep but I remember Direwolf20 doing something like this.
Use metadata/nbt, and blacklist the fully charged one, it will pull one out with one less then full, but any full tools will not be touched.
Thanks a ton
I don't know why I never thought about switching it to Blacklist XD.
Fixed. I'd run out of global entity ids. Setting Custom NPCs not to use global ids in the config fixed the problem. No idea why modders insist on using global ids if there are only 256 of them. I don't mind playing ID config shuffle if it means its at least possible to have the mods work together. But no one uses more than one mod ever. Noooo.
OK, I'm a tad confused - I also have the same problem you did with no blizzes spawning and getting random crashes. Pardon my slowness, but where exactly is this setting for custom NPCs not using global IDs at? I didn't see anything about that in the CoFH configs, so I must be missing something. I'd greatly appreciate any elaboration you can spare. Thanks!
No, you're just out of IDs in general. You either need to remove a mod that uses global entity IDs or if one of them can be set to use regular IDs, like in the case of Noppes Custom NPCs, you can do that.
Blizz's. They're ed. Anytime a Blizz spawns or attempts to spawn I crash. This only happens when I have Thaumcraft 4 installed, If I remove it, everything if fine, and likewise, if I remove TE, TC works fine. However, player the game with both installed means I will crash, with 100% certainty, anytime I go near a snowy biome in any difficulty other than peaceful. I've tested this over the course of a week, and narrowed it down to these two, and gotten to the point where I know exactly how to trigger a crash, and exactly what caused it, but no idea how to prevent it from crashing, outside of peaceful mode or removing TC or TE.
http://pastebin.com/UVbE9Y75