Hello Reika. I am trying to make a local server for my private modpack, but I keep getting a registration error from ChromatiCraft whenever I boot up the server. From looking at it, it isn't an API issue as it doesn't mention DragonAPI or any other libraries.
Description: Exception in server tick loop
Reika.DragonAPI.Exception.RegistrationException: CHROMATICRAFT has a registration error:
Failed to load REPEATERLAMP due to a missing class: java.lang.NoClassDefFoundError: Reika/ChromatiCraft/TileEntity/Transport/TileEntityRift
Contact Reika immediately!
Include the following information:
at Reika.DragonAPI.Libraries.Java.ReikaReflectionHelper.createBlockInstance(ReikaReflectionHelper.java:72)
at Reika.DragonAPI.Libraries.ReikaRegistryHelper.registerBlock(ReikaRegistryHelper.java:84)
at Reika.DragonAPI.Libraries.ReikaRegistryHelper.instantiateAndRegisterBlocks(ReikaRegistryHelper.java:77)
at Reika.ChromatiCraft.ChromatiCraft.setupClassFiles(ChromatiCraft.java:868)
at Reika.ChromatiCraft.ChromatiCraft.preload(ChromatiCraft.java:398)
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 cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:532)
at sun.reflect.GeneratedMethodAccessor4.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:212)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:190)
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.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:119)
at cpw.mods.fml.common.Loader.preinitializeMods(Loader.java:556)
at cpw.mods.fml.server.FMLServerHandler.beginServerLoading(FMLServerHandler.java:88)
at cpw.mods.fml.common.FMLCommonHandler.onServerStart(FMLCommonHandler.java:314)
at net.minecraft.server.dedicated.DedicatedServer.func_71197_b(DedicatedServer.java:117)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:387)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)
I'm having an odd issue in my pack, and while there's no crash log or log to refer to, I consider it likely that one of your mods is involved....
The symptom: when entering a certain roughly-defined area in my world, worldgen hangs infinitely (I walked up to the border where the world ends and waited up to 15 minutes, several times) and if I try to exit the game, it hangs on "shutting down internal server". This happens only in this area, an island of about 1000x800 blocks. It doesn't always happen at the exact same place, but it always happens eventually before I have explored this area fully. It did not happen in any other area of this 6000x4000-sized world. Also, with time that elapses after the problem starts appearing there is increasing lag. After 15 minutes it's hardly possible to do anything at all
There is no log entry that indicates anything is wrong. The last server log enties are usually from a few minutes before this happens. I removed all mods that add worldgen except for your mods, ExtraBiomesXL and Thaumcraft (the latter two would change biome distribution and with that, the generated chunks), which are only a handful since all ore generation is done by CondensedOres, ReactorCraft and ChromatiCraft. The problem persists.
Considering the oddly random but still localized nature of the problem, can it be that ChromatiCraft's artefact generation goes into an infinite recursion somehow? Is there a way I can test if ChromatiCraft is responsible?
Edit:
Nevermind, it was another mod, which I had apparently forgotten to remove in my first test because it had spawned so many structures successfully.
For some reason, I seem to be missing some item textures in Rotarycraft and Reactorcraft as seen in attached image. I'm playing AT Launcher's Bevo's tech pack with Rotarycraft (and other Reika mods bar Chromaticraft) manually included. The textures are for various items such as magnetostatic upgrades and jetpacks. Any thoughts? Thanks in advance Xx.
I've had the same problem for several years now. I thought it was a resource pack issue, but this happens even if you deactivate all resource packs. I really wish I knew what this is. I can ignore it most of the time, since with one exception - the HSLA steel jetpack - it only affects items you don't see in the world, but it is somewhat annoying.
Hey all. Just a fair forewarning, this may be a bit lengthy.
I'm running into a weird issue involving ChromatiCraft. Not sure what's causing it, but I've started putting together a modpack and I'm testing mod by mod for compatibility issues. I think I got through about 1/10th of the list when I enabled ChromatiCraft, Dragon API, and GeoStrata.
I launched the game, got about 40 crashes (as I suspected) with biome confliction errors, and went through and edited all of the conflicting biome IDs. I launch the game and it goes through. I generate the world and it generates successfully. I spawn in a rainbow forest and notice the really awesome new particle effects coming out of the ground. I start flying around to make sure everything generated okay, and then I start seeing these particle effects (white this time) in a plains biome. I thought it was odd at first, but just assumed it was because I was near CC pylons.
Turns out it wasn't. It was supposed to be an Ender Forest, but somehow, the "Ender Forest" part of the Ender Forest was being turned into Plains, and being called "Dungeons". After messing around with the configs, I bumped up the Ender Forest biome weight to a ridiculous number, and sure enough, surrounded by plains called "Dungeons".
After this, I removed some mods to see if it would resolve the issue, and now I'm surrounded by Deep Ocean. I'm not sure what's going on, but if anyone has any suggestions as to how I can troubleshoot, I'd be grateful. I'm sure it's another mod causing the issue, but without a crash log, I'm not sure how to even begin figuring it out.
The odd thing is that the rainbow forest is still generating normally, and I have no idea what this "Dungeons" biome is. I've never seen it before, and I tried looking it up and found Runic Dungeons (which is a mod I have in the modpack). I tested them together in a new profile, and had no issues, and even went into the Ender Forest and saw those same particle effects. I disabled it in the modpack and nothing changed.
I could probably just make a new profile with the same mods, and enable each mod one by one starting with chromaticraft, but I'm really interested in figuring out why this is happening, not just what's causing it.
As I wait for a reply, I'm going to continue going through each of my mods individually to try to figure out what's happening.
P.S.: It's not BoP or AE2 sadly I checked those before anything else.
TL;DR: Something's messing with my Ender Forest Biome generation, labeling, and possibly IDing, and I'd appreciate suggestions on how to figure out what's causing it.
Hey all. Just a fair forewarning, this may be a bit lengthy.
I'm running into a weird issue involving ChromatiCraft. Not sure what's causing it, but I've started putting together a modpack and I'm testing mod by mod for compatibility issues. I think I got through about 1/10th of the list when I enabled ChromatiCraft, Dragon API, and GeoStrata.
I launched the game, got about 40 crashes (as I suspected) with biome confliction errors, and went through and edited all of the conflicting biome IDs. I launch the game and it goes through. I generate the world and it generates successfully. I spawn in a rainbow forest and notice the really awesome new particle effects coming out of the ground. I start flying around to make sure everything generated okay, and then I start seeing these particle effects (white this time) in a plains biome. I thought it was odd at first, but just assumed it was because I was near CC pylons.
Turns out it wasn't. It was supposed to be an Ender Forest, but somehow, the "Ender Forest" part of the Ender Forest was being turned into Plains, and being called "Dungeons". After messing around with the configs, I bumped up the Ender Forest biome weight to a ridiculous number, and sure enough, surrounded by plains called "Dungeons".
After this, I removed some mods to see if it would resolve the issue, and now I'm surrounded by Deep Ocean. I'm not sure what's going on, but if anyone has any suggestions as to how I can troubleshoot, I'd be grateful. I'm sure it's another mod causing the issue, but without a crash log, I'm not sure how to even begin figuring it out.
The odd thing is that the rainbow forest is still generating normally, and I have no idea what this "Dungeons" biome is. I've never seen it before, and I tried looking it up and found Runic Dungeons (which is a mod I have in the modpack). I tested them together in a new profile, and had no issues, and even went into the Ender Forest and saw those same particle effects. I disabled it in the modpack and nothing changed.
I could probably just make a new profile with the same mods, and enable each mod one by one starting with chromaticraft, but I'm really interested in figuring out why this is happening, not just what's causing it.
As I wait for a reply, I'm going to continue going through each of my mods individually to try to figure out what's happening.
P.S.: It's not BoP or AE2 sadly I checked those before anything else.
TL;DR: Something's messing with my Ender Forest Biome generation, labeling, and possibly IDing, and I'd appreciate suggestions on how to figure out what's causing it.
I recall there is a mod that uses dynamic biome ID allocation, which doesn't always work as intended. You can disable that feature in the mod config. I don't recall which mod it was exactly (might've been Runic Dungeons, actually), that might be worth looking for. Also, as far as I know ID conflicts don't always result in crashes. I've been using the mod "Anti ID Conflict" to track the various IDs and make sure there is always a crash if there is a conflict. It detects about 99% of all conflicts, but can't detect conflicts caused by dynamic ID allocation.
If this problem is not related to biome IDs, then I don't know what it might be.
I recall there is a mod that uses dynamic biome ID allocation, which doesn't always work as intended. You can disable that feature in the mod config. I don't recall which mod it was exactly (might've been Runic Dungeons, actually), that might be worth looking for. Also, as far as I know ID conflicts don't always result in crashes. I've been using the mod "Anti ID Conflict" to track the various IDs and make sure there is always a crash if there is a conflict. It detects about 99% of all conflicts, but can't detect conflicts caused by dynamic ID allocation.
If this problem is not related to biome IDs, then I don't know what it might be.
Based off of what I've done so far, it seems to be Aquatic Abyss causing everything to turn into ocean (ironically, I might add). I'm currently adding it to my profile with just ChromatiCraft in it to see if it is indeed what's causing that. Still no idea what's forcing it to be named "Dungeons"
Edit: Just confirmed, it was indeed Aquatic Abyss. Not sure why it's conflicting with ChromatiCraft. I'm just glad it's Aquatic Abyss and not one of my other magic mods.
Okay, so the "Dungeons" issue along with the biome not generating correctly just came back up. After a length of testing, it seems to be a mod called "The Aether II." After digging through configs, I realized that when I set the Ender Forest Biome ID as 200 (I set everything in CC within the 200s), 200 is the same ID as the "Dungeons" biome for Aether 2. Not sure why it wasn't picked up by Reika's API, but I'm glad I found it.
I'm going to try adding Aquatic Abyss back in now that this issue is resolved (for science), but I care about it a lot less than ChromatiCraft or Aether II.
Edit: Just added Aquatic Abyss back in and everything's still working great. There's no support for 1.7.10 for Aether anymore, so there's no point in making an issue report for them, but hopefully anyone that runs across this issue finds my post.
I've had the same problem for several years now. I thought it was a resource pack issue, but this happens even if you deactivate all resource packs. I really wish I knew what this is. I can ignore it most of the time, since with one exception - the HSLA steel jetpack - it only affects items you don't see in the world, but it is somewhat annoying.
It is a resource pack issue, though a few not-yet-finished items might have that as their texture at all times.
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I am the developer of many mods, most famously RotaryCraft and ChromatiCraft.
Feel free to support me and my mods via PayPal or Patreon
So I looked around and couldn't find anything about this, what should i do?
The game crashed whilst there was a severe problem during mod loading that has caused the game to fail
The game crashed whilst there was a severe problem during mod loading that has caused the game to fail
Error: cpw.mods.fml.common.LoaderException: java.lang.NoClassDefFoundError: Reika/RotaryCraft/Items/Tools/Charged/ItemNightVisionGoggles
After nobody answered on the FTB forum, maybe I'll have more luck here. I have two problems with ChromatiCraft:
(1) I read you can use one "Glowing Tower" to find the others by some visual indicator. I found one of these structures and interacted with it, but all special effects I get are particle effects with no particular direction if I approach the structure - and after the interaction, I got an image with geometric patterns that appeared for too short a time to even take a screenshot, which was indicated to be irrelevant. So what am I missing?
(2) I recall having once used item distribution nodes, but I can't replicate it. I tested this with two chests. I put down an item distribution node somewhere between the two chests, linked an extraction node to the distribution node and placed it on chest #1, linked an insertion node to the distribution node and placed it on chest #2. I don't know if a filter is required but I set the filters on all three nodes just to make sure that "not set" doesn't mean "don't transport anything". Now I expected items that match the filters to be transported from chest #1 to chest #2, but that did not happen. I tried the same with a third chest under the distribution node, again to no effect. Again, what am I missing?
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This question is for mere curiosity but there is the possibility of an implementation of "Reika's Mods" for version 1.12.2 of Minecraft? They are already falling far behind, is not it? And that comes the 1.13 and the 1.14 of Minecraft. Do not you think it's time to update the base version? A greeting and thanks for reading this comment
This is a good one with many options and a progress indicator. Note that you have to install a patch for ChickenChunks, as listed in the "known issues" section of the overview page. As for ChromatiCraft compatibility, I didn't systematically check structure generation but I did get pylons.
Reika doesn't provide old versions, to prevent bug reports based on the use of old versions. Unfortunately, I don't have any v18 versions lying around either. I've got 15, 16, and 19, but not any others.
I am open to doing more, but I do not think the community would appreciate them on a frequent basis; it would probably be viewed as seeking attention.
ok thank you, i will looking forward to it.
where can i find out when you do it?
Well, I always do them in the same place, and the threads usually get a 24h sticky...
Hello Reika. I am trying to make a local server for my private modpack, but I keep getting a registration error from ChromatiCraft whenever I boot up the server. From looking at it, it isn't an API issue as it doesn't mention DragonAPI or any other libraries.
Description: Exception in server tick loop
Reika.DragonAPI.Exception.RegistrationException: CHROMATICRAFT has a registration error:
Failed to load REPEATERLAMP due to a missing class: java.lang.NoClassDefFoundError: Reika/ChromatiCraft/TileEntity/Transport/TileEntityRift
Contact Reika immediately!
Include the following information:
at Reika.DragonAPI.Libraries.Java.ReikaReflectionHelper.createBlockInstance(ReikaReflectionHelper.java:72)
at Reika.DragonAPI.Libraries.ReikaRegistryHelper.registerBlock(ReikaRegistryHelper.java:84)
at Reika.DragonAPI.Libraries.ReikaRegistryHelper.instantiateAndRegisterBlocks(ReikaRegistryHelper.java:77)
at Reika.ChromatiCraft.ChromatiCraft.setupClassFiles(ChromatiCraft.java:868)
at Reika.ChromatiCraft.ChromatiCraft.preload(ChromatiCraft.java:398)
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 cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:532)
at sun.reflect.GeneratedMethodAccessor4.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:212)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:190)
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.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:119)
at cpw.mods.fml.common.Loader.preinitializeMods(Loader.java:556)
at cpw.mods.fml.server.FMLServerHandler.beginServerLoading(FMLServerHandler.java:88)
at cpw.mods.fml.common.FMLCommonHandler.onServerStart(FMLCommonHandler.java:314)
at net.minecraft.server.dedicated.DedicatedServer.func_71197_b(DedicatedServer.java:117)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:387)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)
Hi Reika,
I'm having an odd issue in my pack, and while there's no crash log or log to refer to, I consider it likely that one of your mods is involved....
The symptom: when entering a certain roughly-defined area in my world, worldgen hangs infinitely (I walked up to the border where the world ends and waited up to 15 minutes, several times) and if I try to exit the game, it hangs on "shutting down internal server". This happens only in this area, an island of about 1000x800 blocks. It doesn't always happen at the exact same place, but it always happens eventually before I have explored this area fully. It did not happen in any other area of this 6000x4000-sized world. Also, with time that elapses after the problem starts appearing there is increasing lag. After 15 minutes it's hardly possible to do anything at all
There is no log entry that indicates anything is wrong. The last server log enties are usually from a few minutes before this happens. I removed all mods that add worldgen except for your mods, ExtraBiomesXL and Thaumcraft (the latter two would change biome distribution and with that, the generated chunks), which are only a handful since all ore generation is done by CondensedOres, ReactorCraft and ChromatiCraft. The problem persists.
Considering the oddly random but still localized nature of the problem, can it be that ChromatiCraft's artefact generation goes into an infinite recursion somehow? Is there a way I can test if ChromatiCraft is responsible?
Edit:
Nevermind, it was another mod, which I had apparently forgotten to remove in my first test because it had spawned so many structures successfully.
I've had the same problem for several years now. I thought it was a resource pack issue, but this happens even if you deactivate all resource packs. I really wish I knew what this is. I can ignore it most of the time, since with one exception - the HSLA steel jetpack - it only affects items you don't see in the world, but it is somewhat annoying.
Hey all. Just a fair forewarning, this may be a bit lengthy.
I'm running into a weird issue involving ChromatiCraft. Not sure what's causing it, but I've started putting together a modpack and I'm testing mod by mod for compatibility issues. I think I got through about 1/10th of the list when I enabled ChromatiCraft, Dragon API, and GeoStrata.
I launched the game, got about 40 crashes (as I suspected) with biome confliction errors, and went through and edited all of the conflicting biome IDs. I launch the game and it goes through. I generate the world and it generates successfully. I spawn in a rainbow forest and notice the really awesome new particle effects coming out of the ground. I start flying around to make sure everything generated okay, and then I start seeing these particle effects (white this time) in a plains biome. I thought it was odd at first, but just assumed it was because I was near CC pylons.
Turns out it wasn't. It was supposed to be an Ender Forest, but somehow, the "Ender Forest" part of the Ender Forest was being turned into Plains, and being called "Dungeons". After messing around with the configs, I bumped up the Ender Forest biome weight to a ridiculous number, and sure enough, surrounded by plains called "Dungeons".
After this, I removed some mods to see if it would resolve the issue, and now I'm surrounded by Deep Ocean. I'm not sure what's going on, but if anyone has any suggestions as to how I can troubleshoot, I'd be grateful. I'm sure it's another mod causing the issue, but without a crash log, I'm not sure how to even begin figuring it out.
The odd thing is that the rainbow forest is still generating normally, and I have no idea what this "Dungeons" biome is. I've never seen it before, and I tried looking it up and found Runic Dungeons (which is a mod I have in the modpack). I tested them together in a new profile, and had no issues, and even went into the Ender Forest and saw those same particle effects. I disabled it in the modpack and nothing changed.
I could probably just make a new profile with the same mods, and enable each mod one by one starting with chromaticraft, but I'm really interested in figuring out why this is happening, not just what's causing it.
As I wait for a reply, I'm going to continue going through each of my mods individually to try to figure out what's happening.
P.S.: It's not BoP or AE2 sadly I checked those before anything else.
TL;DR: Something's messing with my Ender Forest Biome generation, labeling, and possibly IDing, and I'd appreciate suggestions on how to figure out what's causing it.
I recall there is a mod that uses dynamic biome ID allocation, which doesn't always work as intended. You can disable that feature in the mod config. I don't recall which mod it was exactly (might've been Runic Dungeons, actually), that might be worth looking for. Also, as far as I know ID conflicts don't always result in crashes. I've been using the mod "Anti ID Conflict" to track the various IDs and make sure there is always a crash if there is a conflict. It detects about 99% of all conflicts, but can't detect conflicts caused by dynamic ID allocation.
If this problem is not related to biome IDs, then I don't know what it might be.
Based off of what I've done so far, it seems to be Aquatic Abyss causing everything to turn into ocean (ironically, I might add). I'm currently adding it to my profile with just ChromatiCraft in it to see if it is indeed what's causing that. Still no idea what's forcing it to be named "Dungeons"
Edit: Just confirmed, it was indeed Aquatic Abyss. Not sure why it's conflicting with ChromatiCraft. I'm just glad it's Aquatic Abyss and not one of my other magic mods.
Still not sure why, though. Aquatic Abyss doesn't even have anything to do with biomes to my knowledge.
Okay, so the "Dungeons" issue along with the biome not generating correctly just came back up. After a length of testing, it seems to be a mod called "The Aether II." After digging through configs, I realized that when I set the Ender Forest Biome ID as 200 (I set everything in CC within the 200s), 200 is the same ID as the "Dungeons" biome for Aether 2. Not sure why it wasn't picked up by Reika's API, but I'm glad I found it.
I'm going to try adding Aquatic Abyss back in now that this issue is resolved (for science), but I care about it a lot less than ChromatiCraft or Aether II.
Edit: Just added Aquatic Abyss back in and everything's still working great. There's no support for 1.7.10 for Aether anymore, so there's no point in making an issue report for them, but hopefully anyone that runs across this issue finds my post.
It is a resource pack issue, though a few not-yet-finished items might have that as their texture at all times.
So I looked around and couldn't find anything about this, what should i do?
The game crashed whilst there was a severe problem during mod loading that has caused the game to fail
The game crashed whilst there was a severe problem during mod loading that has caused the game to fail
Error: cpw.mods.fml.common.LoaderException: java.lang.NoClassDefFoundError: Reika/RotaryCraft/Items/Tools/Charged/ItemNightVisionGoggles
Full log please? Copy it into something like pastebin or gist, then post the link either here or open an issue at Reika's bug tracker.
After nobody answered on the FTB forum, maybe I'll have more luck here. I have two problems with ChromatiCraft:
(1) I read you can use one "Glowing Tower" to find the others by some visual indicator. I found one of these structures and interacted with it, but all special effects I get are particle effects with no particular direction if I approach the structure - and after the interaction, I got an image with geometric patterns that appeared for too short a time to even take a screenshot, which was indicated to be irrelevant. So what am I missing?
(2) I recall having once used item distribution nodes, but I can't replicate it. I tested this with two chests. I put down an item distribution node somewhere between the two chests, linked an extraction node to the distribution node and placed it on chest #1, linked an insertion node to the distribution node and placed it on chest #2. I don't know if a filter is required but I set the filters on all three nodes just to make sure that "not set" doesn't mean "don't transport anything". Now I expected items that match the filters to be transported from chest #1 to chest #2, but that did not happen. I tried the same with a third chest under the distribution node, again to no effect. Again, what am I missing?
Does anyone have a reliable chunk pre-generator that works with chromaticraft. Awesome mods reika!
YMMV, but on the last large world I made, the pregen command from Admin Commands Toolbox worked fine.
This question is for mere curiosity but there is the possibility of an implementation of "Reika's Mods" for version 1.12.2 of Minecraft? They are already falling far behind, is not it? And that comes the 1.13 and the 1.14 of Minecraft. Do not you think it's time to update the base version? A greeting and thanks for reading this comment
https://minecraft.curseforge.com/projects/chunkpregenerator
This is a good one with many options and a progress indicator. Note that you have to install a patch for ChickenChunks, as listed in the "known issues" section of the overview page. As for ChromatiCraft compatibility, I didn't systematically check structure generation but I did get pylons.
Reika doesn't provide old versions, to prevent bug reports based on the use of old versions. Unfortunately, I don't have any v18 versions lying around either. I've got 15, 16, and 19, but not any others.