Also, slight change of plans. The next update is V19b, and it will be ready as soon as mediafire lets me upload them (right now it keeps failing).
You're not going to be able to 'fix' being able to delete waste. There are a million and one ways to get rid of it other than storing it in spent fuel containers. This is what happens when people are able to load 180+ mods on a server at once.
Instead, time would be spent better trying to find ways to give some value to keeping the waste. there have been a number of suggestions i'm sure in this thread already.
You're not going to be able to 'fix' being able to delete waste. There are a million and one ways to get rid of it other than storing it in spent fuel containers. This is what happens when people are able to load 180+ mods on a server at once.
Instead, time would be spent better trying to find ways to give some value to keeping the waste. there have been a number of suggestions i'm sure in this thread already.
Well, there was your power idea, which should in fact currently be possible (if dangerous), but the whole point of waste is that it is mostly useless and really good to get rid of.
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
Well, there was your power idea, which should in fact currently be possible (if dangerous), but the whole point of waste is that it is mostly useless and really good to get rid of.
Yeah, there's typically a risk/reward scenario in game development that gives players some reason for doing stuff, but 'yeah, lets stockpile radioactive waste' is not a typical scenario, so I'm not saying it would be easy.
on a side note, I had to MCEdit my world because i had thousands of neutron entities that had gotten 'stuck' in an unloaded chunk. is there a way to give these neutrons some (really large) lifetime value that would allow RtC to perform some cleanup without affecting the realism? I understand a neutron in real life is going to travel pretty much indefinitely in a vacuum, and really really really far in air, the problem is that being entities they enter the unloaded chunk and just stick, if that chunk isn't loaded for hours or days (or more), it crashes clients when they try and load it.
Yeah, there's typically a risk/reward scenario in game development that gives players some reason for doing stuff, but 'yeah, lets stockpile radioactive waste' is not a typical scenario, so I'm not saying it would be easy.
on a side note, I had to MCEdit my world because i had thousands of neutron entities that had gotten 'stuck' in an unloaded chunk. is there a way to give these neutrons some (really large) lifetime value that would allow RtC to perform some cleanup without affecting the realism? I understand a neutron in real life is going to travel pretty much indefinitely in a vacuum, and really really really far in air, the problem is that being entities they enter the unloaded chunk and just stick, if that chunk isn't loaded for hours or days (or more), it crashes clients when they try and load it.
Even if it did not crash, it would immediately melt down, so either way it sucks.
They do have a finite lifetime, but it cannot be both small enough to solve this issue and large enough to allow a full-size fusion reactor.
EDIT:
Oh, it appears I was forcibly logged out of my mediafire account. It has been four years since I had to log in, so I have completely lost not only my password, but which email I registered with (and I went through something like 20 emails in the last 6 years).
Does the exploding temperature for the Performance Engine change depending on your fuel additives? Someone's engine exploded at 250 C while using blaze powder.
Does the exploding temperature for the Performance Engine change depending on your fuel additives? Someone's engine exploded at 250 C while using blaze powder.
No, it explodes at 1000C no matter 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
I just tested it out and mine exploded at 240 C. I think there's a wrong number somewhere. The thermometer in the GUI even filled up to full around that point. Tested both with blaze powder and without any additives.
I just tested it out and mine exploded at 240 C. I think there's a wrong number somewhere. The thermometer in the GUI even filled up to full around that point. Tested both with blaze powder and without any additives.
Maybe I changed it. It used to be 1000C.
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
It may have been faster to transport my items to my new base via ender chests, but I'll be damned if it doesn't feel a lot cooler to launch it all with an item cannon. The repeated explosion sound makes for a nice effect.
Congratulations on these truly epic mods, Reika, and particularly for bringing more real world education applications to Minecraft. I have 3 kids myself and have been looking for ways to get real educational value out of Minecraft without controlling the experience or ruining the fun (which sadly rules out Minecraft.edu but as far as I can tell, that's still stuck in MC 1.5.1 anyway). To this end, do you (or does anyone) know of anyone out there who might be already using your mods in this way? I'm thinking (ideally) in terms of map packs here but even an example of RotaryCraft, ReactorCraft and/or Electricraft being used by teachers would be great.
In the mean time, I'm hoping to use those 3 mods on a private, whitelisted server for up to 10 people. I've read the rules on the main post and I think I meet the definition of a semi-private pack. I'm just running the server from home. No income involved. No changes to your mods made at all. I have no problem with any of the rules and agree to abide by them.
The extra heat drives in internal steam engine?
I dont mind that the extractor is hard to run. But the not automatically accessable intermediate goods are ...
... not realistic
... prefend a optimised automation at all (if you do not dump regenerative energy to achieve unrealistic high speed)
Ingame information about the by-products
They are not mentioend in NEI afaik and this is not a good style to force players to look into some wikis or memorise all the details of a single mod. This reduces the fun of a mod.
They are mentioned very clearly, and it is not exactly hard to memorize "50% per stage".
Copy tool for machine setups
I thought about something like the gate copier from BuildCraft. It keeps the setup of a single gate to paste the exact setup to another gate, if the gate types are the same.
For example by showing an addiatinal icon / symbol on the sides of the gearboxes. Or to place a colored ghost image over the gear box depending on the mode.
Scattered information about the machines
... I want to play Minecraft and do not want to play a kind of concentration game. If every mod make would expect this from the players ... there would be no mod packs.
RotaryCraft is one of the most intellectual mods in existence. This is part of it.
Sound of the DC engine
Okay ... quiz show time
1) "Engine Running Sounds" > disables all machines
2) Minecraft sounds > disables all sounds of MC
3) Computer sounds > disables all sounds
4) Do not plug in headset / speakers > disables all sounds
5) Use sound muffler from Extra Utilities > not working well, DC engine sound is enforcing its noise
6) Place the DC engines far away !
I was not thinking of 3, 4, and 6 - you can also put a wool arch on the engine. Also, the engine running sound config does not affect other machines. The volume control does.
Energy loss at open ending of power section
There I was very unclear One of my first extractor machinery setups had a gasoline engine > shaft juction (split mode) > two parallel clutches > two parallel 16:1 gearboxes > shaft junction (combine mode) > extractor. One clutch was connected while the other was disconnected. But I had a 50% energy loss due to the open clutch. It was like having a brake / not used flywheel instead of the open clutch ... not very realistic.
An engine whose shaft is disconnected still generates and wastes power. And again, intelligent power routing is not how RC power works.
Max speed / torque of machines
Duh? All or at least most of the values of your machines have been freely choosen by ... you. But if you do not limit a few more machines it conflicts with your endeavor to be as realistic as possible. E.g. have you tried to run a extractor at 32678 rad / t ? In stage 1 and 4 the calculated process time is negative.
I need a bit of help. So I set up the Tokamak reactor correctly, but I appear to have undersupplied water. My tanks are draining a bit faster than they are filling. I have cut off the plasma supply, how do I get the reactions to stop? Do I just let it run until the plasma dissipates?
The Meaning of Life, the Universe, and Everything.
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Posts:
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Member Details
The reaction will eventually stop on their own. my own rather over the top solution to my cooling problem was 1 dew aggregator to every single steam boiler
the turbines are spazzing out because of the number of block updates the steam is causing, shove a condenser above where the steam exits the turbine to catch it, destroying the steam blocks rather than letting them hit the block ceiling
Do you suppose you could add an Ore Dictionary equivalency between Electri Craft's Quartz Dust and AE's Nether Quartz Dust? Or whatever that's called that allows you to use either for the same recipe.
EDIT: Speaking of, I just tried sending Certus Quartz through a Grinder to take advantage of that new quartz -> dust feature and got... quartz.
---- Minecraft Crash Report ----
// This doesn't make any sense!
Time: 3/23/14 8:04 AM
Description: There was a severe problem during mod loading that has caused the game to fail
cpw.mods.fml.common.LoaderException: java.lang.NoClassDefFoundError: Reika/MeteorCraft/Blocks/TileEntityMeteorGun
at cpw.mods.fml.common.LoadController.transition(LoadController.java:156)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:523)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:183)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:473)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:808)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
Caused by: java.lang.NoClassDefFoundError: Reika/MeteorCraft/Blocks/TileEntityMeteorGun
at Reika.MeteorCraft.MeteorCraft.preload(MeteorCraft.java:73)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:545)
at sun.reflect.GeneratedMethodAccessor1.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:201)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:181)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:112)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:522)
... 10 more
Caused by: java.lang.ClassNotFoundException: Reika.MeteorCraft.Blocks.TileEntityMeteorGun
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:186)
at java.lang.ClassLoader.loadClass(ClassLoader.java:306)
at java.lang.ClassLoader.loadClass(ClassLoader.java:247)
... 37 more
Caused by: java.lang.NoClassDefFoundError: Reika/MeteorCraft/Blocks/TileEntityMeteorBase
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClassCond(ClassLoader.java:637)
at java.lang.ClassLoader.defineClass(ClassLoader.java:621)
at java.security.SecureClassLoader.defineClass(SecureClassLoader.java:141)
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:178)
... 39 more
Caused by: java.lang.ClassNotFoundException: Reika.MeteorCraft.Blocks.TileEntityMeteorBase
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:97)
at java.lang.ClassLoader.loadClass(ClassLoader.java:306)
at java.lang.ClassLoader.loadClass(ClassLoader.java:247)
... 44 more
I'm using the default MC launcher, however, not MultiMC
And in case you need the FMLClient log, here it is.
---- Minecraft Crash Report ----
// This doesn't make any sense!
Time: 3/23/14 8:04 AM
Description: There was a severe problem during mod loading that has caused the game to fail
cpw.mods.fml.common.LoaderException: java.lang.NoClassDefFoundError: Reika/MeteorCraft/Blocks/TileEntityMeteorGun
at cpw.mods.fml.common.LoadController.transition(LoadController.java:156)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:523)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:183)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:473)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:808)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
Caused by: java.lang.NoClassDefFoundError: Reika/MeteorCraft/Blocks/TileEntityMeteorGun
at Reika.MeteorCraft.MeteorCraft.preload(MeteorCraft.java:73)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:545)
at sun.reflect.GeneratedMethodAccessor1.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:201)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:181)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:112)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:522)
... 10 more
Caused by: java.lang.ClassNotFoundException: Reika.MeteorCraft.Blocks.TileEntityMeteorGun
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:186)
at java.lang.ClassLoader.loadClass(ClassLoader.java:306)
at java.lang.ClassLoader.loadClass(ClassLoader.java:247)
... 37 more
Caused by: java.lang.NoClassDefFoundError: Reika/MeteorCraft/Blocks/TileEntityMeteorBase
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClassCond(ClassLoader.java:637)
at java.lang.ClassLoader.defineClass(ClassLoader.java:621)
at java.security.SecureClassLoader.defineClass(SecureClassLoader.java:141)
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:178)
... 39 more
Caused by: java.lang.ClassNotFoundException: Reika.MeteorCraft.Blocks.TileEntityMeteorBase
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:97)
at java.lang.ClassLoader.loadClass(ClassLoader.java:306)
at java.lang.ClassLoader.loadClass(ClassLoader.java:247)
... 44 more
I'm using the default MC launcher, however, not MultiMC
And in case you need the FMLClient log, here it is.
Do you suppose you could add an Ore Dictionary equivalency between Electri Craft's Quartz Dust and AE's Nether Quartz Dust? Or whatever that's called that allows you to use either for the same recipe.
You're not going to be able to 'fix' being able to delete waste. There are a million and one ways to get rid of it other than storing it in spent fuel containers. This is what happens when people are able to load 180+ mods on a server at once.
Instead, time would be spent better trying to find ways to give some value to keeping the waste. there have been a number of suggestions i'm sure in this thread already.
Well, there was your power idea, which should in fact currently be possible (if dangerous), but the whole point of waste is that it is mostly useless and really good to get rid of.
Yeah, there's typically a risk/reward scenario in game development that gives players some reason for doing stuff, but 'yeah, lets stockpile radioactive waste' is not a typical scenario, so I'm not saying it would be easy.
on a side note, I had to MCEdit my world because i had thousands of neutron entities that had gotten 'stuck' in an unloaded chunk. is there a way to give these neutrons some (really large) lifetime value that would allow RtC to perform some cleanup without affecting the realism? I understand a neutron in real life is going to travel pretty much indefinitely in a vacuum, and really really really far in air, the problem is that being entities they enter the unloaded chunk and just stick, if that chunk isn't loaded for hours or days (or more), it crashes clients when they try and load it.
Even if it did not crash, it would immediately melt down, so either way it sucks.
They do have a finite lifetime, but it cannot be both small enough to solve this issue and large enough to allow a full-size fusion reactor.
EDIT:
Oh, it appears I was forcibly logged out of my mediafire account. It has been four years since I had to log in, so I have completely lost not only my password, but which email I registered with (and I went through something like 20 emails in the last 6 years).
Time for a new account.
No, it explodes at 1000C no matter what.
I can see how it went undetected, since when people are told "Keep this cooled or it will explode and wreck your base" they're not going to ignore it.
I get this error when trying to load the game, with only Forge, Dragon API V19b, and MeteorCraft 1.6 V19b
cpw.mods.fml.common.LoaderException: java.lang.NoClassDefFoundError: Reika/MeteorCraft/Blocks/TileEntityMeteorGun
In the mean time, I'm hoping to use those 3 mods on a private, whitelisted server for up to 10 people. I've read the rules on the main post and I think I meet the definition of a semi-private pack. I'm just running the server from home. No income involved. No changes to your mods made at all. I have no problem with any of the rules and agree to abide by them.
With thanks
I need the full log.
??
They are mentioned very clearly, and it is not exactly hard to memorize "50% per stage".
This is not possible with RC machines.
I can do this.
That "?" button is there as a convenience, not a way to get the book without crafting it. Also, rudeness earns you no consideration.
RotaryCraft is one of the most intellectual mods in existence. This is part of it.
I was not thinking of 3, 4, and 6 - you can also put a wool arch on the engine. Also, the engine running sound config does not affect other machines. The volume control does.
An engine whose shaft is disconnected still generates and wastes power. And again, intelligent power routing is not how RC power works.
Many would, and it is just going to confuse people. And it makes the rendering far more difficult.
???
This is automatically generated by code.
Then your copy is broken.
the turbines are spazzing out because of the number of block updates the steam is causing, shove a condenser above where the steam exits the turbine to catch it, destroying the steam blocks rather than letting them hit the block ceiling
EDIT: Speaking of, I just tried sending Certus Quartz through a Grinder to take advantage of that new quartz -> dust feature and got... quartz.
Can confirm, aaand log!
---- Minecraft Crash Report ----
// This doesn't make any sense!
Time: 3/23/14 8:04 AM
Description: There was a severe problem during mod loading that has caused the game to fail
cpw.mods.fml.common.LoaderException: java.lang.NoClassDefFoundError: Reika/MeteorCraft/Blocks/TileEntityMeteorGun
at cpw.mods.fml.common.LoadController.transition(LoadController.java:156)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:523)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:183)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:473)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:808)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
Caused by: java.lang.NoClassDefFoundError: Reika/MeteorCraft/Blocks/TileEntityMeteorGun
at Reika.MeteorCraft.MeteorCraft.preload(MeteorCraft.java:73)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:545)
at sun.reflect.GeneratedMethodAccessor1.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:201)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:181)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:112)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:522)
... 10 more
Caused by: java.lang.ClassNotFoundException: Reika.MeteorCraft.Blocks.TileEntityMeteorGun
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:186)
at java.lang.ClassLoader.loadClass(ClassLoader.java:306)
at java.lang.ClassLoader.loadClass(ClassLoader.java:247)
... 37 more
Caused by: java.lang.NoClassDefFoundError: Reika/MeteorCraft/Blocks/TileEntityMeteorBase
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClassCond(ClassLoader.java:637)
at java.lang.ClassLoader.defineClass(ClassLoader.java:621)
at java.security.SecureClassLoader.defineClass(SecureClassLoader.java:141)
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:178)
... 39 more
Caused by: java.lang.ClassNotFoundException: Reika.MeteorCraft.Blocks.TileEntityMeteorBase
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:97)
at java.lang.ClassLoader.loadClass(ClassLoader.java:306)
at java.lang.ClassLoader.loadClass(ClassLoader.java:247)
... 44 more
And in case you need the FMLClient log, here it is.
For the Now:
Does the class exist?
It already is.
EDIT: Typo.