The tree crashes are StackOverflow errors. You had an AbstractMethodError, likely from using one version of DragonAPI and one of RC.
Hey, I just had a look and I appear to be running the latest version of all of your mods, so Dye Tree's v19, RCv19b, DragonAPI v19b etc
Also looked at the latest crashlog and it doesn't mention the Abstract Error like the other.
java.lang.StackOverflowError
at net.minecraft.crash.CrashReport.func_85055_a(CrashReport.java:306)
at net.minecraft.world.World.func_72798_a(World.java:684)
at Reika.DragonAPI.Instantiable.Data.TreeReader.addModTree(TreeReader.java:197)
at Reika.DragonAPI.Instantiable.Data.TreeReader.addModTree(TreeReader.java:217)
at Reika.DragonAPI.Instantiable.Data.TreeReader.addModTree(TreeReader.java:217)
at Reika.DragonAPI.Instantiable.Data.TreeReader.addModTree(TreeReader.java:217)
This one above was 100% caused by the use of a bedrock axe.
Well I'll be damned. Decided to try removing the GalactiCraft API from DragonAPI and the null fluid crash on startup is gone. Might be because the pack I'm using is on version 2.0.8 and the most up to date version is 2.0.11. Looks like I can finally add RotaryCraft, ReactorCraft, and ElectriCraft to my GalactiCraft pack.
EDIT: Got an ID conflict between RotaryCraft and GeoStrata (somehow).
492: classReika.RotaryCraft.Blocks.BlockDMIMachine from RotaryCraft - SmoothRock from GeoStrata
Changed the SmoothRock ID and now my console is spammed with:
There was an error: ID 492 and metadata 12 are not a valid machine identification pair!
That just seems brutally unnecessary. XD
It's like... "What do I want to do today... Oh I know! I'll carve an infinitely long swath of destruction through the world, cleaving it in twain."
That just seems brutally unnecessary. XD
It's like... "What do I want to do today... Oh I know! I'll carve an infinitely long swath of destruction through the world, cleaving it in twain."
Or get 2000 bedrock, over 20000 ore, and 1M stone per hour.
Hey, I just had a look and I appear to be running the latest version of all of your mods, so Dye Tree's v19, RCv19b, DragonAPI v19b etc
Also looked at the latest crashlog and it doesn't mention the Abstract Error like the other.
java.lang.StackOverflowError
at net.minecraft.crash.CrashReport.func_85055_a(CrashReport.java:306)
at net.minecraft.world.World.func_72798_a(World.java:684)
at Reika.DragonAPI.Instantiable.Data.TreeReader.addModTree(TreeReader.java:197)
at Reika.DragonAPI.Instantiable.Data.TreeReader.addModTree(TreeReader.java:217)
at Reika.DragonAPI.Instantiable.Data.TreeReader.addModTree(TreeReader.java:217)
at Reika.DragonAPI.Instantiable.Data.TreeReader.addModTree(TreeReader.java:217)
This one above was 100% caused by the use of a bedrock axe.
That one is. It is also fixed in v20.
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
hey Reika, i love your mods, they are some of the coolest mods i have ever seen. but they seem to have an annoying tendancy to cause memory leaks. unfortunatly, i have no crash logs to give, because the game never crashes, but my fps drops to zero for long periods of time. i use multiMC, so i can see the console. it says "out of memory". after some testing, i traced the leaks back to rotarycraft, and possibly reactorcraft. i would appreciate some resolution to this problem. (PS: a tip: to make reactorcraft slightly easier, you might want to include some diagrams of the correct configuration of the various multiblock structures, so people dont have to spend days of trial and error trying to figure out how to place torroidal magnets correctly. just a suggestion =) )
What ultimatelly is the point of playing MineCraft? One gathers resources to build stuff. And with tech mods it is often fun just to build stuff in order to gather even more resources. The fun is in the building itself and being able to do things like that. Even if the amount of resources you get is not actualy useful.
Just IMHO
Rollback Post to RevisionRollBack
Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
hey Reika, i love your mods, they are some of the coolest mods i have ever seen. but they seem to have an annoying tendancy to cause memory leaks. unfortunatly, i have no crash logs to give, because the game never crashes, but my fps drops to zero for long periods of time. i use multiMC, so i can see the console. it says "out of memory". after some testing, i traced the leaks back to rotarycraft, and possibly reactorcraft. i would appreciate some resolution to this problem.
I can do nothing without knowing where the problem is. I am not going to read 40000 lines of code in search of something I do not experience.
(PS: a tip: to make reactorcraft slightly easier, you might want to include some diagrams of the correct configuration of the various multiblock structures, so people dont have to spend days of trial and error trying to figure out how to place torroidal magnets correctly. just a suggestion =) )
-ish
Or you can watch one of the multiple tutorial videos, including my own.
Also, the new magnetostatic tiers:
2kW (default)
32kW (ethanol upgrade)
131kW (magnetizer upgrade)
1MW (pulse jet upgrade)
8MW (tungsten upgrade)
67MW (bedrock upgrade)
The names of the upgrade refer to what goes into making it (as a result of my tiering and gating system), not its ingame name or function.
Tungsten is going to be a special Extractor metal whose flakes can only be smelted in a vanilla furnace that is over 1800C. I may make more use of this later-game, in turbines and similar.
Also, I think all the ElectriCraft errors were caused by the networks not updating when the motors or generators were rotated with the screwdriver. This has been fixed.
That is caused by the ID change. Search for a 492:12 and break it.
Well they all disappeared when I re-enabled, since there was no mod loaded anymore using ID 492. I'm restarting anyways because I was trying to figure out how much energy the new tiers were in RF and managed to blow up my base and leave a sizeable crater. Ah well, I was only a couple hours in anyways.
The names of the upgrade refer to what goes into making it (as a result of my tiering and gating system), not its ingame name or function.
Tungsten is going to be a special Extractor metal whose flakes can only be smelted in a vanilla furnace that is over 1800C. I may make more use of this later-game, in turbines and similar.
I really like these. Do they all have an unchangeable torque that increases as the tiers go, or are you going to remove the static torque since there's the new tiers for limiting output? And for that furnace temperature, do we have to use one of the two heater blocks? Can't think of any other way to heat up a vanilla furnace that high.
I really like these. Do they all have an unchangeable torque that increases as the tiers go, or are you going to remove the static torque since there's the new tiers for limiting output? And for that furnace temperature, do we have to use one of the two heater blocks? Can't think of any other way to heat up a vanilla furnace that high.
Reading code again...
misc.alingot, misc.agingot, misc.wingot...
Nice. Chemical symbol-prefixed in-code ingot names. I've probably said this before, but I'll reiterate it anyway - I like your style, Reika.
Also, tiered magnetostatics sounds like an absolutely brilliant idea. However, the info you have provided so far seems just as intriguing, if not more so, as it is informative. That said, here are some questions that come to mind:
What will happen to existing magnetostatics in-world? As items?
How will the new base unit be crafted, and how will it be upgraded?
How will tungsten be obtained? Or have you not decided on that yet? And before you ask, yes, I did try looking at the Wikipedia article on tungsten for some hints. In fact, I even skimmed some code to see what ore(s) might give tungsten flakes as bonus. All I see is placeholders and indications that you changed your mind on the upgrades, going with the style of your own mod instead of using the existing TE tech tree. Kudos to you for that, though.
Speaking of a heated furnace being the only way to smelt tungsten, how much power will a friction heater need to get that hot? Come to think of it, it seems different from most of the other machines, I.E. torque, not speed, has a greater effect on the temperature. Care to explain exactly how temperature is calculated from torque/power/speed?
Moving on: what exactly will these upgrade items be? Magnetized shaft cores? If so, how strongly magnetized? And a new item that must be made in the pulse jet furnace? That sounds exciting too. Details, please! That is, as soon as you make up your mind on them if you haven't already.
I also can't help but notice that 2 kW is less than 0.5 RF/t. Is the RF/t -> watts conversion going to change at all? I'm not expecting it to, but it would certainly make the lowest tier magnetostatic pretty inefficient. Of course, maybe that's the point?
Then again, if it doesn't, it does pose a problem: the TE energy system caps out at 10000 RF/t. But the final tier 67MW engine would require 11924 RF/t to run at that maximum power output. So is that a "higher tier = greater efficiency" mechanic I sense coming on?
Besides that, as someone previously mentioned, Thermal Expansion is not the only mod that uses the RF power system. Taking that in consideration, would it not be advisable to use only RotaryCraft items in the crafting of the magnetostatic engine so that it could be made even in a non-TE environment? Of course, to use them, you'd need EnderIO or some other power transfer system. Speaking of which, could you please work with RWTema to figure out why his energy transfer nodes and pipes won't work with your engines? I know you both say it should just work and you can't see why it doesn't, but the very annoying fact is, well, it doesn't.
Again, you may not have made up your mind on all this stuff, but I'd appreciate it a lot if you could shed some light on it. Please and thank you!
Can't think of any other way to heat up a vanilla furnace that high.
Lava as a fuel source?
Use the historical vanilla mechanic of "the more you use it, the hotter it gets, until it explodes"?
(Yes, that was in vanilla, for about 2 days, but still ... (last year's april fools release of 2.0))
Temperature as a concept for a vanilla furnace? Interesting. Implies a need to automate the supply of fuel and consumables to keep it going, perhaps with "hotter and hotter" items along the way. Burning wood doesn't go much higher than 500, but melting iron does ... looks like an interesting mechanism to play with.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Meanwhile, I found out what's going on with the twilight forest "unbreakables":
Towerwood is intended to be breakable. I'd recommend a diamond axe when dealing with it as it breaks slowly. The shield however, is only intended to be broken from the inside. This makes it so you can break out, but you can't break in. I guess the trophy requirement to enter the stronghold can be thrown out the window if Rotarycraft is installed.
Slowly, on tower wood: even an efficiency 5 diamond axe takes time. New record for slowest to break. (I've never even seen a break line, but I didn't use an e5 axe.)
Shield: It is supposed to be invulnerable from the outside, and breakable from the inside. (I haven't played with this one yet)
Tower doors/anti-builder puzzles: Not yet answered. Some are a PITA to get through, and why I learned to work around some traps :-).
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
As a budding Engineer, I like that I now have an excuse to play Minecraft at college, so thank you for that Reika
Secondly, I've found way to use Applied Energistics to automate your crafting (a complex system involving chests, translocators, Buildcraft Gates and a lot of space), but because of the way your work tables work, they're VERY resource intensive to automate, in that they don't balance their own inventories (a good example of inventory balancing is RailCraft's Rolling Machine).
Would it be plausible for you to add that sort of system to the Worktable or an upgraded version of the Worktable to allow for better automation?
There is a config option to allow normal crafting tables to craft the stuff so you can use the normal AE method of automation. I have all the rotary/reactor craft stuff in my auto crafting system.
Shield: It is supposed to be invulnerable from the outside, and breakable from the inside. (I haven't played with this one yet)
That would be the use of special handler code that the Borer cannot meaningfully use. The good news is that it requires very high torque and as such is not an issue.
How will the new base unit be crafted, and how will it be upgraded?
Crafting is the same as before; upgrading is done by either right-clicking with an upgrade item or placing it in an inventory (latter allows modularity, but may not be very realistic).
How will tungsten be obtained? Or have you not decided on that yet? And before you ask, yes, I did try looking at the Wikipedia article on tungsten for some hints. In fact, I even skimmed some code to see what ore(s) might give tungsten flakes as bonus. All I see is placeholders and indications that you changed your mind on the upgrades, going with the style of your own mod instead of using the existing TE tech tree. Kudos to you for that, though.
It is a bonus from redstone ore. Seeing as redstone is likely somewhat iron-related, this is realistic enough.
Speaking of a heated furnace being the only way to smelt tungsten, how much power will a friction heater need to get that hot? Come to think of it, it seems different from most of the other machines, I.E. torque, not speed, has a greater effect on the temperature. Care to explain exactly how temperature is calculated from torque/power/speed?
Temperature gain is proportional to the product of log2(torque) and log2(omega).
Moving on: what exactly will these upgrade items be? Magnetized shaft cores? If so, how strongly magnetized? And a new item that must be made in the pulse jet furnace? That sounds exciting too. Details, please! That is, as soon as you make up your mind on them if you haven't already.
I also can't help but notice that 2 kW is less than 0.5 RF/t. Is the RF/t -> watts conversion going to change at all? I'm not expecting it to, but it would certainly make the lowest tier magnetostatic pretty inefficient. Of course, maybe that's the point?
Then again, if it doesn't, it does pose a problem: the TE energy system caps out at 10000 RF/t. But the final tier 67MW engine would require 11924 RF/t to run at that maximum power output. So is that a "higher tier = greater efficiency" mechanic I sense coming on?
No, you will have to use tesseracts in "vanilla" TE or things like universal cables.
Besides that, as someone previously mentioned, Thermal Expansion is not the only mod that uses the RF power system. Taking that in consideration, would it not be advisable to use only RotaryCraft items in the crafting of the magnetostatic engine so that it could be made even in a non-TE environment?
Speaking of which, could you please work with RWTema to figure out why his energy transfer nodes and pipes won't work with your engines? I know you both say it should just work and you can't see why it doesn't, but the very annoying fact is, well, it doesn't.
How do I contact them? I am no longer willing to go on IRC due to IP privacy issues.
I really like these. Do they all have an unchangeable torque that increases as the tiers go, or are you going to remove the static torque since there's the new tiers for limiting output?
The torques are fixed:
8Nm
32Nm
128Nm
256Nm
1024Nm
8192Nm
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
So the ingame manual for Rotarycraft mentions that the Laser Gun targets mobs and 'non-whitelisted' players. What is this whitelist it speaks of? I can find no way to tell the gun which players not to target... Thoughts?
So the ingame manual for Rotarycraft mentions that the Laser Gun targets mobs and 'non-whitelisted' players. What is this whitelist it speaks of? I can find no way to tell the gun which players not to target... Thoughts?
Use the Cannon Key. If you own the turret (which automatically and irrevocably whitelists you), using it on the turret opens the GUI. If you are not, using it adds you to the whitelist so long as the key was created by the turret's owner.
Also, v20 may be ready soon.
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
Hey, I just had a look and I appear to be running the latest version of all of your mods, so Dye Tree's v19, RCv19b, DragonAPI v19b etc
Also looked at the latest crashlog and it doesn't mention the Abstract Error like the other.
This one above was 100% caused by the use of a bedrock axe.
EDIT: Got an ID conflict between RotaryCraft and GeoStrata (somehow).
492: classReika.RotaryCraft.Blocks.BlockDMIMachine from RotaryCraft - SmoothRock from GeoStrata
Changed the SmoothRock ID and now my console is spammed with:
There was an error: ID 492 and metadata 12 are not a valid machine identification pair!
It's also taking me down to 1 FPS.
Disabled for now, FPS is back to normal.
It's like... "What do I want to do today... Oh I know! I'll carve an infinitely long swath of destruction through the world, cleaving it in twain."
Or get 2000 bedrock, over 20000 ore, and 1M stone per hour.
That is caused by the ID change. Search for a 492:12 and break it.
That one is. It is also fixed in v20.
-ish
My first mod =D
But what does one DO with that much stuff? D:
What ultimatelly is the point of playing MineCraft? One gathers resources to build stuff. And with tech mods it is often fun just to build stuff in order to gather even more resources. The fun is in the building itself and being able to do things like that. Even if the amount of resources you get is not actualy useful.
Just IMHO
Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
YouTube Channel: https://www.youtube.com/channel/UCYMg1JQw3syJBgPeW6m68lA?view_as=subscriber
Support me at my Patreon page (http://www.patreon.com/McJty) or directly on my Paypal account ([email protected]). Thanks
I am toying with something similar to Forestry's table.
I can do nothing without knowing where the problem is. I am not going to read 40000 lines of code in search of something I do not experience.
Or you can watch one of the multiple tutorial videos, including my own.
Also, the new magnetostatic tiers:
Tungsten is going to be a special Extractor metal whose flakes can only be smelted in a vanilla furnace that is over 1800C. I may make more use of this later-game, in turbines and similar.
Also, I think all the ElectriCraft errors were caused by the networks not updating when the motors or generators were rotated with the screwdriver. This has been fixed.
Well they all disappeared when I re-enabled, since there was no mod loaded anymore using ID 492. I'm restarting anyways because I was trying to figure out how much energy the new tiers were in RF and managed to blow up my base and leave a sizeable crater. Ah well, I was only a couple hours in anyways.
I really like these. Do they all have an unchangeable torque that increases as the tiers go, or are you going to remove the static torque since there's the new tiers for limiting output? And for that furnace temperature, do we have to use one of the two heater blocks? Can't think of any other way to heat up a vanilla furnace that high.
I think the friction heater can do it
misc.alingot, misc.agingot, misc.wingot...
Nice. Chemical symbol-prefixed in-code ingot names. I've probably said this before, but I'll reiterate it anyway - I like your style, Reika.
Also, tiered magnetostatics sounds like an absolutely brilliant idea. However, the info you have provided so far seems just as intriguing, if not more so, as it is informative. That said, here are some questions that come to mind:
What will happen to existing magnetostatics in-world? As items?
How will the new base unit be crafted, and how will it be upgraded?
How will tungsten be obtained? Or have you not decided on that yet? And before you ask, yes, I did try looking at the Wikipedia article on tungsten for some hints. In fact, I even skimmed some code to see what ore(s) might give tungsten flakes as bonus. All I see is placeholders and indications that you changed your mind on the upgrades, going with the style of your own mod instead of using the existing TE tech tree. Kudos to you for that, though.
Speaking of a heated furnace being the only way to smelt tungsten, how much power will a friction heater need to get that hot? Come to think of it, it seems different from most of the other machines, I.E. torque, not speed, has a greater effect on the temperature. Care to explain exactly how temperature is calculated from torque/power/speed?
Moving on: what exactly will these upgrade items be? Magnetized shaft cores? If so, how strongly magnetized? And a new item that must be made in the pulse jet furnace? That sounds exciting too. Details, please! That is, as soon as you make up your mind on them if you haven't already.
I also can't help but notice that 2 kW is less than 0.5 RF/t. Is the RF/t -> watts conversion going to change at all? I'm not expecting it to, but it would certainly make the lowest tier magnetostatic pretty inefficient. Of course, maybe that's the point?
Then again, if it doesn't, it does pose a problem: the TE energy system caps out at 10000 RF/t. But the final tier 67MW engine would require 11924 RF/t to run at that maximum power output. So is that a "higher tier = greater efficiency" mechanic I sense coming on?
Besides that, as someone previously mentioned, Thermal Expansion is not the only mod that uses the RF power system. Taking that in consideration, would it not be advisable to use only RotaryCraft items in the crafting of the magnetostatic engine so that it could be made even in a non-TE environment? Of course, to use them, you'd need EnderIO or some other power transfer system. Speaking of which, could you please work with RWTema to figure out why his energy transfer nodes and pipes won't work with your engines? I know you both say it should just work and you can't see why it doesn't, but the very annoying fact is, well, it doesn't.
Again, you may not have made up your mind on all this stuff, but I'd appreciate it a lot if you could shed some light on it. Please and thank you!
Lava as a fuel source?
Use the historical vanilla mechanic of "the more you use it, the hotter it gets, until it explodes"?
(Yes, that was in vanilla, for about 2 days, but still ... (last year's april fools release of 2.0))
Temperature as a concept for a vanilla furnace? Interesting. Implies a need to automate the supply of fuel and consumables to keep it going, perhaps with "hotter and hotter" items along the way. Burning wood doesn't go much higher than 500, but melting iron does ... looks like an interesting mechanism to play with.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Slowly, on tower wood: even an efficiency 5 diamond axe takes time. New record for slowest to break. (I've never even seen a break line, but I didn't use an e5 axe.)
Shield: It is supposed to be invulnerable from the outside, and breakable from the inside. (I haven't played with this one yet)
Tower doors/anti-builder puzzles: Not yet answered. Some are a PITA to get through, and why I learned to work around some traps :-).
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
There is a config option to allow normal crafting tables to craft the stuff so you can use the normal AE method of automation. I have all the rotary/reactor craft stuff in my auto crafting system.
That would be the use of special handler code that the Borer cannot meaningfully use. The good news is that it requires very high torque and as such is not an issue.
All existing magnetostatics, placed or otherwise, will become tier 0. Same with pneumatics.
Crafting is the same as before; upgrading is done by either right-clicking with an upgrade item or placing it in an inventory (latter allows modularity, but may not be very realistic).
It is a bonus from redstone ore. Seeing as redstone is likely somewhat iron-related, this is realistic enough.
Temperature gain is proportional to the product of log2(torque) and log2(omega).
Just items you craft.
That is indeed going to be the case.
No, you will have to use tesseracts in "vanilla" TE or things like universal cables.
The magnetostatic is a TE-dependent machine.
How do I contact them? I am no longer willing to go on IRC due to IP privacy issues.
The torques are fixed:
You could try creating an issue on his GitHub, which is really just an issue tracker. I tried already, but maybe he will listen to you better.
Use the Cannon Key. If you own the turret (which automatically and irrevocably whitelists you), using it on the turret opens the GUI. If you are not, using it adds you to the whitelist so long as the key was created by the turret's owner.
Also, v20 may be ready soon.
This version contains major code changes to cause the major FPS gain, so I strongly recommend backing up.