A focus crystal will make a beam when placed correctly. Take a look at the first casting room blueprint and see if anyplace looks like it should have something placed there.
Hmm...any hint about how to use focus crystals? The lexicon says they're used to focus beams in order to increase casting speed, and you can use 8 per construct, so I tried to position them at various points on the paths the eight casting complex beams take from the corners/sides toward the casting table. I also tried to put them on the corner/side blocks. Result: either they obstructed the casting table in a way that damaged structure integrity (the sides of the casting table must remain free), they obstructed some lumen beams from the pylons, or they didn't have any discernible effect. Some positions were also aesthetically displeasing, which I don't think they would be in their working positions. I'm using eight regular, second-tier focus crystals - the refined and exquisite ones aren't unlocked yet (though unlike in their lexicon entries, their names appear in NEI in plain text, may that be a minor bug?) - and I'm in the pylon-casting stage.
So, what am I not getting?
@Silfryi:
Thanks for the info. I thought so, but it can't hurt to ask...
You will know when they are placed correctly, without having to craft anything as a test.
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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
Now this is really strange..... I got this when I tried to use the Fluid Radiator to supply my hydrokinetic engines with lubricant. Test setup had the radiator at the ceiling with a lubridant drum above, connected with a fluid translocator. I guess I'll have to use fluid link anchors for now.
Now this is really strange..... I got this when I tried to use the Fluid Radiator to supply my hydrokinetic engines with lubricant. Test setup had the radiator at the ceiling with a lubridant drum above, connected with a fluid translocator. I guess I'll have to use fluid link anchors for now.
Try it again and watch how the fluid level changes - does it instantly go negative or what?
Rollback Post to RevisionRollBack
I am the developer of many mods, most famously RotaryCraft and ChromatiCraft.
Feel free to support me and my mods via PayPal or Patreon
Try it again and watch how the fluid level changes - does it instantly go negative or what?
It goes negative within the one second it takes me to turn from switching the translocator on to watching the engine. This was also a simplified setup with just lubricant drum, the radiator and one engine, far away from anything else that could influence it.
It goes negative within the one second it takes me to turn from switching the translocator on to watching the engine. This was also a simplified setup with just lubricant drum, the radiator and one engine, far away from anything else that could influence it.
No, I mean, does it go negative "in one step", or does it trend downwards and eventually cross zero?
Rollback Post to RevisionRollBack
I am the developer of many mods, most famously RotaryCraft and ChromatiCraft.
Feel free to support me and my mods via PayPal or Patreon
No, I mean, does it go negative "in one step", or does it trend downwards and eventually cross zero?
Scenario 1: I put down an empty hydrokinetic engine, a fluid radiator a few blocks above it, next a lubricant drum, connect the radiator and the drum with liquid translocators and activate the receiving translocator. Result: the amount of lubricant in the engine immediately goes negative and continues to count down.
Scenario 2: I put down an empty hydrokinetic engine and fill it halfway with lubricant. I put down the rest of the setup like in scenario 1 and activate the receiving translocator. Result: the amount of lubricant in the engine counts down from the amount I had put in, eventually crosses zero and continues to count down.
Reika, if I may ask you to help me track down a crash? Since ChromatiCraft blocks are always involved, I thought you might have an idea for how to get rid of this.
The immediate function where things crash belong to ClimateControl, but the reports also involve ChromatiCraft and CaveControl, and circumstances make me suspect that ChromatiCraft has something to do with it. These crashes are not reproduceable by any fixed sequence of actions for me, but they very rarely occur while the crystal network is not active, and if there is heavy load on the network, they occur with drastically increasing frequency. I looked into the chunks involved and there is nothing special about them, there are no pylons in there and no other structures, from ChromatiCraft or otherwise. This is also not worldgen-related - I didn't worldgen at all while having this. This occurs as both a server and a client crash and removing client mods does nothing to fix it. Also the chunks involved in the report seem to be unrelated to where I am at the moment, they're also not always in render or load distance from my position.
For myself this is just annoying, but I was thinking of publishing this pack with some quests (and yes, I'll ask permission before I do so), and in that case I need this to go away.
For finding the reason, I decompiled mods I installed and found a potential cause from ChromatiCraft 1.7.10 V21b.
The function onAddArmor() in the ChromaticEventManager.class seems will disable the flying ability of a player if he or she isn't wearing Floatstone Boots or equips boots which are not Floatstone Boots. I tested it with ChromatiCraft 1.7.10 V21b, DragonAPI 1.7.10 V21c and extrautilities-1.2.12. Once I weared boots, had an angel ring and took damage, I couldn't fly again or landed by double jump.
Things even become worse when I tested with IC2. I equipped QuantumSuit Boots of IC2, had an angel ring and I couldn't fly or land anymore without taking damage.
After that, I compared the code with that one on GitHub, and I found a strange thing: the code on GitHub doesn't match with the code I decompiled.
the code "if (pre != null && ItemFloatstoneBoots.isFloatBoots(pre))" is missing:
I decompile your code by luyten-0.5.3 and jd-gui-1.4.0
I'm not sure what happened to it.
Additionally, the Draconic Chestplate of Draconic Evolution and Flügel Tiara of Botania aren't affected by this because they force player able to fly each tick if player satisfy the condition.
Is it possible to add items from other mods to the item fabricator?
Is it possible to add cross-mod dependencies to ChromatiCraft? There is a file for pack changes, but since casting recipes can't be modified, the only possible change is to delay entry by changing the manipulator and casting table recipes. I don't want that, but I would rather make some later stages dependent on progression in other mods.
Scenario 1: I put down an empty hydrokinetic engine, a fluid radiator a few blocks above it, next a lubricant drum, connect the radiator and the drum with liquid translocators and activate the receiving translocator. Result: the amount of lubricant in the engine immediately goes negative and continues to count down.
Scenario 2: I put down an empty hydrokinetic engine and fill it halfway with lubricant. I put down the rest of the setup like in scenario 1 and activate the receiving translocator. Result: the amount of lubricant in the engine counts down from the amount I had put in, eventually crosses zero and continues to count down.
Reika, if I may ask you to help me track down a crash? Since ChromatiCraft blocks are always involved, I thought you might have an idea for how to get rid of this.
The immediate function where things crash belong to ClimateControl, but the reports also involve ChromatiCraft and CaveControl, and circumstances make me suspect that ChromatiCraft has something to do with it. These crashes are not reproduceable by any fixed sequence of actions for me, but they very rarely occur while the crystal network is not active, and if there is heavy load on the network, they occur with drastically increasing frequency. I looked into the chunks involved and there is nothing special about them, there are no pylons in there and no other structures, from ChromatiCraft or otherwise. This is also not worldgen-related - I didn't worldgen at all while having this. This occurs as both a server and a client crash and removing client mods does nothing to fix it. Also the chunks involved in the report seem to be unrelated to where I am at the moment, they're also not always in render or load distance from my position.
For myself this is just annoying, but I was thinking of publishing this pack with some quests (and yes, I'll ask permission before I do so), and in that case I need this to go away.
No, these are issues in the ClimateControl worldgen system, of an unknown nature to me.
For finding the reason, I decompiled mods I installed and found a potential cause from ChromatiCraft 1.7.10 V21b.
The function onAddArmor() in the ChromaticEventManager.class seems will disable the flying ability of a player if he or she isn't wearing Floatstone Boots or equips boots which are not Floatstone Boots. I tested it with ChromatiCraft 1.7.10 V21b, DragonAPI 1.7.10 V21c and extrautilities-1.2.12. Once I weared boots, had an angel ring and took damage, I couldn't fly again or landed by double jump.
Things even become worse when I tested with IC2. I equipped QuantumSuit Boots of IC2, had an angel ring and I couldn't fly or land anymore without taking damage.
After that, I compared the code with that one on GitHub, and I found a strange thing: the code on GitHub doesn't match with the code I decompiled.
the code "if (pre != null && ItemFloatstoneBoots.isFloatBoots(pre))" is missing:
I decompile your code by luyten-0.5.3 and jd-gui-1.4.0
I'm not sure what happened to it.
Additionally, the Draconic Chestplate of Draconic Evolution and Flügel Tiara of Botania aren't affected by this because they force player able to fly each tick if player satisfy the condition.
Is it possible to add cross-mod dependencies to ChromatiCraft? There is a file for pack changes, but since casting recipes can't be modified, the only possible change is to delay entry by changing the manipulator and casting table recipes. I don't want that, but I would rather make some later stages dependent on progression in other mods.
That is both too dangerous and too complex (requiring many hooks in several places across the codebase) to be something that could be allowed through configs.
Rollback Post to RevisionRollBack
I am the developer of many mods, most famously RotaryCraft and ChromatiCraft.
Feel free to support me and my mods via PayPal or Patreon
I just updated to V22, and while my client seems to have started without issues so far, my server crashes with a really weird "Could not parse XML at relative to Reika.ChromatiCraft.ChromatiCraft", and this shows up for Rotarycraft and the other mods of yours. There's a double space in the message between "at" and "relative", like there's something missing and I can't figure out what this crash means.
The log is too large to be posted into pastebin entirely, so I'll include what is hopefully the relevant section, and a link to the log on google drive.
No, these are issues in the ClimateControl worldgen system, of an unknown nature to me.
Yes, I believe I found the problem. Just in case anyone else has it, the mod AntiIdConflict actually does not find all biome Id conflicts, so I had a conflict that went undetected because one of the pair was never used in any world I had so far explored, but when some function went to check a coordinate's biome, some other function returned an out-of-range ID (negative or above 255), which caused ClimateControl to throw an exception. If I had to make a wild guess, it probably returned an array that was interpreted as a scalar, with completely unpredictable results. I can't be 100% sure it's gone, but I haven't had it for some time.
I am not sure, but I am not against adding that if not.
How would I go about to find out?
That is both too dangerous and too complex (requiring many hooks in several places across the codebase) to be something that could be allowed through configs.
Hmm...what about scripts? I was thinking about scripts being able to define crafting recipes for some knowledge fragments - IIRC, you can use NBT tags in Minetweaker scripts - and then have ChromatiCraft code remove them from the list of fragments that can be generated when you take undefined fragments into your inventory, if a crafting recipe is present. CrC progression depends on having a full set of fragments for each research level, and this way you couldn't get it without using a tweaked crafting recipe.
Hmm...what about scripts? I was thinking about scripts being able to define crafting recipes for some knowledge fragments - IIRC, you can use NBT tags in Minetweaker scripts - and then have ChromatiCraft code remove them from the list of fragments that can be generated when you take undefined fragments into your inventory, if a crafting recipe is present. CrC progression depends on having a full set of fragments for each research level, and this way you couldn't get it without using a tweaked crafting recipe.
No, the progression system is far too complex to allow that.
Rollback Post to RevisionRollBack
I am the developer of many mods, most famously RotaryCraft and ChromatiCraft.
Feel free to support me and my mods via PayPal or Patreon
Trying to create a new personal server and I am getting a crash while ticking screen while connecting. I have tested these mods in single player with no issues and the server runs fine and does not have any errors when the client crashes except the normal connection reset one. Just wanting to see if this is a Chromaticraft issue or if it is something else.
There are null pointer errors starting at 24734 with chromaticraft and reliquary listed in the stack trace. The crash report is here but even less informative.
A focus crystal will make a beam when placed correctly. Take a look at the first casting room blueprint and see if anyplace looks like it should have something placed there.
You will know when they are placed correctly, without having to craft anything as a test.
Now this is really strange..... I got this when I tried to use the Fluid Radiator to supply my hydrokinetic engines with lubricant. Test setup had the radiator at the ceiling with a lubridant drum above, connected with a fluid translocator. I guess I'll have to use fluid link anchors for now.
Try it again and watch how the fluid level changes - does it instantly go negative or what?
It goes negative within the one second it takes me to turn from switching the translocator on to watching the engine. This was also a simplified setup with just lubricant drum, the radiator and one engine, far away from anything else that could influence it.
No, I mean, does it go negative "in one step", or does it trend downwards and eventually cross zero?
Scenario 1: I put down an empty hydrokinetic engine, a fluid radiator a few blocks above it, next a lubricant drum, connect the radiator and the drum with liquid translocators and activate the receiving translocator. Result: the amount of lubricant in the engine immediately goes negative and continues to count down.
Scenario 2: I put down an empty hydrokinetic engine and fill it halfway with lubricant. I put down the rest of the setup like in scenario 1 and activate the receiving translocator. Result: the amount of lubricant in the engine counts down from the amount I had put in, eventually crosses zero and continues to count down.
Reika, if I may ask you to help me track down a crash? Since ChromatiCraft blocks are always involved, I thought you might have an idea for how to get rid of this.
Here are two relevant crash reports:
https://pastebin.com/kfv666yi
https://pastebin.com/wrxhid9V
The immediate function where things crash belong to ClimateControl, but the reports also involve ChromatiCraft and CaveControl, and circumstances make me suspect that ChromatiCraft has something to do with it. These crashes are not reproduceable by any fixed sequence of actions for me, but they very rarely occur while the crystal network is not active, and if there is heavy load on the network, they occur with drastically increasing frequency. I looked into the chunks involved and there is nothing special about them, there are no pylons in there and no other structures, from ChromatiCraft or otherwise. This is also not worldgen-related - I didn't worldgen at all while having this. This occurs as both a server and a client crash and removing client mods does nothing to fix it. Also the chunks involved in the report seem to be unrelated to where I am at the moment, they're also not always in render or load distance from my position.
For myself this is just annoying, but I was thinking of publishing this pack with some quests (and yes, I'll ask permission before I do so), and in that case I need this to go away.
Hi Reika,
I have an issue similar to #30277.
For finding the reason, I decompiled mods I installed and found a potential cause from ChromatiCraft 1.7.10 V21b.
The function onAddArmor() in the ChromaticEventManager.class seems will disable the flying ability of a player if he or she isn't wearing Floatstone Boots or equips boots which are not Floatstone Boots. I tested it with ChromatiCraft 1.7.10 V21b, DragonAPI 1.7.10 V21c and extrautilities-1.2.12. Once I weared boots, had an angel ring and took damage, I couldn't fly again or landed by double jump.
Things even become worse when I tested with IC2. I equipped QuantumSuit Boots of IC2, had an angel ring and I couldn't fly or land anymore without taking damage.
After that, I compared the code with that one on GitHub, and I found a strange thing: the code on GitHub doesn't match with the code I decompiled.
the code "if (pre != null && ItemFloatstoneBoots.isFloatBoots(pre))" is missing:
I decompile your code by luyten-0.5.3 and jd-gui-1.4.0
I'm not sure what happened to it.
Additionally, the Draconic Chestplate of Draconic Evolution and Flügel Tiara of Botania aren't affected by this because they force player able to fly each tick if player satisfy the condition.
I have two questions about ChromatiCraft:
Is it possible to add items from other mods to the item fabricator?
Is it possible to add cross-mod dependencies to ChromatiCraft? There is a file for pack changes, but since casting recipes can't be modified, the only possible change is to delay entry by changing the manipulator and casting table recipes. I don't want that, but I would rather make some later stages dependent on progression in other mods.
Report this on the issue tracker.
No, these are issues in the ClimateControl worldgen system, of an unknown nature to me.
This is already fixed for the next release.
I am not sure, but I am not against adding that if not.
That is both too dangerous and too complex (requiring many hooks in several places across the codebase) to be something that could be allowed through configs.
v22 has been released, along with a new mod!
https://minecraft.curseforge.com/projects/loottweaks
Page not found Edit: Works now
I'm guessing it allows tweaking of loot tables?
Super pumped for V22!
[See edit below]
=====
I just updated to V22, and while my client seems to have started without issues so far, my server crashes with a really weird "Could not parse XML at relative to Reika.ChromatiCraft.ChromatiCraft", and this shows up for Rotarycraft and the other mods of yours. There's a double space in the message between "at" and "relative", like there's something missing and I can't figure out what this crash means.
The log is too large to be posted into pastebin entirely, so I'll include what is hopefully the relevant section, and a link to the log on google drive.
Pastebin of partial log file: https://pastebin.com/jncGLLR2
Log file: fml-server-latest.log
=====
[Edit] This issue was fixed with V22c update.
Done.
Yes, I believe I found the problem. Just in case anyone else has it, the mod AntiIdConflict actually does not find all biome Id conflicts, so I had a conflict that went undetected because one of the pair was never used in any world I had so far explored, but when some function went to check a coordinate's biome, some other function returned an out-of-range ID (negative or above 255), which caused ClimateControl to throw an exception. If I had to make a wild guess, it probably returned an array that was interpreted as a scalar, with completely unpredictable results. I can't be 100% sure it's gone, but I haven't had it for some time.
How would I go about to find out?
Hmm...what about scripts? I was thinking about scripts being able to define crafting recipes for some knowledge fragments - IIRC, you can use NBT tags in Minetweaker scripts - and then have ChromatiCraft code remove them from the list of fragments that can be generated when you take undefined fragments into your inventory, if a crafting recipe is present. CrC progression depends on having a full set of fragments for each research level, and this way you couldn't get it without using a tweaked crafting recipe.
Testing.
No, the progression system is far too complex to allow that.
Thank you very much Reika for the prompt update which fixed the crash I was having <3
Trying to create a new personal server and I am getting a crash while ticking screen while connecting. I have tested these mods in single player with no issues and the server runs fine and does not have any errors when the client crashes except the normal connection reset one. Just wanting to see if this is a Chromaticraft issue or if it is something else.
Here is the client log.
https://pastebin.com/h4S6Zqrn
Thanks for the update from me, too! Also for the in-game Christmas greeting and merry Christmas to you and everyone else here!
@icedown74512:
The log does not mention anything related to ChromatiCraft as far as I can see. Is there a crash report?
There are null pointer errors starting at 24734 with chromaticraft and reliquary listed in the stack trace. The crash report is here but even less informative.
https://pastebin.com/eJMiabKm