The Meaning of Life, the Universe, and Everything.
Join Date:
5/22/2012
Posts:
59
Member Details
I'm back. FTB Monster 1.6.4
I've updated Magical Crops to the latest available 1.6.4 version (3.2.0_BETA_23) to hopefully fix issues with bugged seeds and gain some of the updated features. Now I'm getting an NEI crash that appears to be related to RoteryCraft. http://pastebin.com/vVWndhJE
I was doing a recipe search on Thaumcraft's Amber Ore when this happened.
I searched "at Reika.RotaryCraft.ModInterface.NEI.LavaMakerHandler.loadUsageRecipes(LavaMakerHandler.java:107)" and found this on page 502.
To all having the rock melter/NEI crash:
This is caused by an accidental MagicCrops dependency. I will release v25c of RotaryCraft and DragonAPI later today. I am just working on an improvement to the sync packet system, as it seems to be causing random kicks.
Since I'm running v25z of Reika's mods and these are listed as "Last" for 1.6.4 I'm going to guess this is an issue that will only be fixed by either rolling back Magical Crops or removing RoteryCraft?
I got a head scratcher. Today a user broke his guardian stone but the protection stayed behind and other users could not break blocks in the area. So I just told him to add those players to his whitelist with /guardstone add (player) now the server says you do not have permission to that command. I did not think geostrata had permissions. Does it? or is some other plugin conflicting with guardian stones.
I got a head scratcher. Today a user broke his guardian stone but the protection stayed behind and other users could not break blocks in the area. So I just told him to add those players to his whitelist with /guardstone add (player) now the server says you do not have permission to that command. I did not think geostrata had permissions. Does it? or is some other plugin conflicting with guardian stones.
The command should be set to work for everyone. Also, restart the server to clear errored areas.
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 kept the mod list to just those mods and it was just the presence of those two (TC & EC) together threw up the issue.. remove either and HEE doesn't initiate a crash and moan. Now I've put all mods back and left electricaft out its all still working so no other influences in this.
I just fired up my pack with TC and EC and no errors. It's highly likely the HEE is the problem.
i'm getting an odd issue in minecraft. when i load my world and look at NEI if Geostrata is installed all Geostrata blocks will be repeated exactly 51 times each adding about 100 extra pages to my NEI. They may all be in a row or cycle through several different ones depending on meta data. also it seems the images for some of the blocks are screwed up and either show the wrong block or have render errors like see through spots depending on the pattern. like i said it's a really odd issue and only seems to affect Geostrata. Has anyone else had issues with this? here's a couple pictures to give you an idea of what i mean.
The texture issue is from liteloader usually. Once I removed that all of my textures went back to normal. The item repeating thing is due to how NEI forces items to render. I've already sent chicken_bones a bug report on his github about it.
The Meaning of Life, the Universe, and Everything.
Location:
Montpelier
Join Date:
9/18/2014
Posts:
51
Minecraft:
valaraukador
Member Details
I'm noticing a glitch in the Bedrock Scythe. If you use it to mine dirt or leaves (as opposed to crops), it leaves a massive hole in the ground, destroying all blocks within a 13x13 square around 6 blocks deep. I accidentally mined a dirt block with the scythe near my fission reactor and it took half of it with it.
I'm noticing a glitch in the Bedrock Scythe. If you use it to mine dirt or leaves (as opposed to crops), it leaves a massive hole in the ground, destroying all blocks within a 13x13 square around 6 blocks deep. I accidentally mined a dirt block with the scythe near my fission reactor and it took half of it with it.
I've set up freeze guns, laser guns and rail guns but they just won't shoot. The freeze and railguns seem to have the biggest problem with the laser shooting from time to time. I am running this on a FTB Monster v1.1.1 server which i believe has Rotarycraft v19. I have made sure that the freeze guns and railguns have ammo in them and the power bars on all guns are full. Am I missing something?
EDIT: I am server admin and also have placed the gun, does this affect anything (won't attack its owner)? Also, is it possible that I am over-powering the freeze gun (I have 2 magnetostatic engines feeding into a power merger then a bevel gear feeding into the gun)?
EDIT 2: My friend came on the server and he's getting shot. Problem is that it's once every few minutes. Is that normal? Doesn't "operational time 1 second" mean that it should shoot every second or two?
Hello Reika, I'm playing around with the Dew Point Aggregator (DPA). Did you intend for the block to have an upper limit for water production? I had a test rig setup on a beach biome and the numbers were all in agreement with int max(2,torque^2*biomeHumidity) until after 128 Nm@65536 ω. I used a pipe pump to clear the pipe but this also allowed me to measure the amount of fluid being dump by the DPA. Reading your code, there isn't any obvious coded maximum until a little innocent line here
IFluidHandler ifl = (IFluidHandler)te;
int added = ifl.fill(dir.getOpposite(), tank.getFluid(), true);
if (added > 0) {
tank.removeLiquid(added);
if (tank.isEmpty())
return;
Some further testing with the pipe pump showed that the Forge fluid handler has a maximum output of 16000 mB/tick. I've reached this by setting ω=64000 for pipe pump. Any value higher than this does not change the fill state of the pipe. Is there anything you can do about this?
Edit: Test rig had a state cell set to 9.95s powered by a pulse former. This allowed me to power the DPA for exactly 200 ticks or 10s. Here are numbers for the higher end torque/speed
I thought about this some more. Even if you could go around the Forge fluid handler, the upper limit would still be 64000 mB/tick (tau=253) since that is the capacity of the tank. To go beyond this would require a larger internal tank.
Hello Reika, I saw in this post you were using a command block to do some testing. Could you share the command? I want to set temperature on some boilers to 100+ Celsius for them to produce steam to do some ammonia loop testing.
Hardcore Ender Expansion Crashes when ChromaticCraft is also installed:
java.lang.RuntimeException: End world provider class mismatch, Hardcore Ender Expansion cannot proceed! Provider class: Reika.ChromatiCraft.World.CustomEndProvider
at chylex.hee.world.DimensionOverride.postInit(DimensionOverride.java:42)
at chylex.hee.HardcoreEnderExpansion.onPostInit(HardcoreEnderExpansion.java:264)
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:513)
at sun.reflect.GeneratedMethodAccessor5.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:208)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:187)
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:118)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:694)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:288)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:541)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:867)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
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 org.multimc.onesix.OneSixLauncher.launchWithMainClass(OneSixLauncher.java:286)
at org.multimc.onesix.OneSixLauncher.launch(OneSixLauncher.java:376)
at org.multimc.EntryPoint.listen(EntryPoint.java:165)
at org.multimc.EntryPoint.main(EntryPoint.java:54)
I reported it to the author and he said:
Is there any possibility of making the 2 mods compatible or will I just have to choose one over the other?
Thanks.
[quote=ChromoTrigger;/members/ChromoTrigger;/forums/mapping-and-modding/minecraft-mods/1291655-reikas-mods-tech-worldgen-civilization-and-more?comment=12290]Interestingly, the 1.6.2 version of HEE works fine with ChromatiCraft, but the newest 1.6.3 version does not. But I would also like to be able to update, the biome generation in the old version looks broken.
As of v2, ChromatiCraft ASMs in the changes to the End, via the ChunkProviderEnd (the actual noise map generator), so this problem should be fixed.
Quote from MoreMuffins»Hello Reika, I'm playing around with the Dew Point Aggregator (DPA). Did you intend for the block to have an upper limit for water production? I had a test rig setup on a beach biome and the numbers were all in agreement with int max(2,torque^2*biomeHumidity) until after 128 Nm@65536 ω. I used a pipe pump to clear the pipe but this also allowed me to measure the amount of fluid being dump by the DPA. Reading your code, there isn't any obvious coded maximum until a little innocent line here
IFluidHandler ifl = (IFluidHandler)te;
int added = ifl.fill(dir.getOpposite(), tank.getFluid(), true);
if (added > 0) {
tank.removeLiquid(added);
if (tank.isEmpty())
return;
Some further testing with the pipe pump showed that the Forge fluid handler has a maximum output of 16000 mB/tick. I've reached this by setting ω=64000 for pipe pump. Any value higher than this does not change the fill state of the pipe. Is there anything you can do about this?
Edit: Test rig had a state cell set to 9.95s powered by a pulse former. This allowed me to power the DPA for exactly 200 ticks or 10s. Here are numbers for the higher end torque/speed
I thought about this some more. Even if you could go around the Forge fluid handler, the upper limit would still be 64000 mB/tick (tau=253) since that is the capacity of the tank. To go beyond this would require a larger internal tank.
I've set up freeze guns, laser guns and rail guns but they just won't shoot. The freeze and railguns seem to have the biggest problem with the laser shooting from time to time. I am running this on a FTB Monster v1.1.1 server which i believe has Rotarycraft v19. I have made sure that the freeze guns and railguns have ammo in them and the power bars on all guns are full. Am I missing something?
EDIT: I am server admin and also have placed the gun, does this affect anything (won't attack its owner)? Also, is it possible that I am over-powering the freeze gun (I have 2 magnetostatic engines feeding into a power merger then a bevel gear feeding into the gun)?
EDIT 2: My friend came on the server and he's getting shot. Problem is that it's once every few minutes. Is that normal? Doesn't "operational time 1 second" mean that it should shoot every second or two?
Update.
Quote from xXMiS3RyXx»Hi, how do I automate the Fermenter with AE 2 in 1.7.10? They won't accept items from an export bus.
Is the redstone set correctly?
Quote from Inerflel_»The Centrifuge's NEI handler displays the input item as having the quantity of the current stack, instead of quantity 1.
I will fix this.
Quote from MoreMuffins»Hello Reika, I saw in this post you were using a command block to do some testing. Could you share the command? I want to set temperature on some boilers to 100+ Celsius for them to produce steam to do some ammonia loop testing.
/debugtest.
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 dan200 had mentioned the following on the Computercraft beta forums, and I'm not sure if he's contacted you about this yet.
"This is the same problem as ProjectRed; DragonAPI is shipping a beta version of the ComputerCraft API. I'll ask him to update it." See Project Red's issue on this.
Apologies if this is something you are already aware of.
So dan200 had mentioned the following on the Computercraft beta forums, and I'm not sure if he's contacted you about this yet.
"This is the same problem as ProjectRed; DragonAPI is shipping a beta version of the ComputerCraft API. I'll ask him to update it." See Project Red's issue on this.
Apologies if this is something you are already aware of.
This is already fixed for v2.
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've updated Magical Crops to the latest available 1.6.4 version (3.2.0_BETA_23) to hopefully fix issues with bugged seeds and gain some of the updated features. Now I'm getting an NEI crash that appears to be related to RoteryCraft. http://pastebin.com/vVWndhJE
I was doing a recipe search on Thaumcraft's Amber Ore when this happened.
I searched "at Reika.RotaryCraft.ModInterface.NEI.LavaMakerHandler.loadUsageRecipes(LavaMakerHandler.java:107)" and found this on page 502.
Since I'm running v25z of Reika's mods and these are listed as "Last" for 1.6.4 I'm going to guess this is an issue that will only be fixed by either rolling back Magical Crops or removing RoteryCraft?
The command should be set to work for everyone. Also, restart the server to clear errored areas.
I just fired up my pack with TC and EC and no errors. It's highly likely the HEE is the problem.
My modpacks:
Brave New Worlds (exploration-based, FTB Launcher, pack code: BraveNewWorlds)
Song of the Earth (JamPacked 2, in development)
Example damage seen here after mining Oak Leaves off of a tree. http://sta.sh/01mn5vy9fjuj
Already fixed in v2.
I've set up freeze guns, laser guns and rail guns but they just won't shoot. The freeze and railguns seem to have the biggest problem with the laser shooting from time to time. I am running this on a FTB Monster v1.1.1 server which i believe has Rotarycraft v19. I have made sure that the freeze guns and railguns have ammo in them and the power bars on all guns are full. Am I missing something?
EDIT: I am server admin and also have placed the gun, does this affect anything (won't attack its owner)? Also, is it possible that I am over-powering the freeze gun (I have 2 magnetostatic engines feeding into a power merger then a bevel gear feeding into the gun)?
EDIT 2: My friend came on the server and he's getting shot. Problem is that it's once every few minutes. Is that normal? Doesn't "operational time 1 second" mean that it should shoot every second or two?
Some further testing with the pipe pump showed that the Forge fluid handler has a maximum output of 16000 mB/tick. I've reached this by setting ω=64000 for pipe pump. Any value higher than this does not change the fill state of the pipe. Is there anything you can do about this?
Edit: Test rig had a state cell set to 9.95s powered by a pulse former. This allowed me to power the DPA for exactly 200 ticks or 10s. Here are numbers for the higher end torque/speed
tau#mB/10s###mB/s#####mB/tick
128#3112800##311280###15564
160#3230780##323078###16153.9
256#3247564##324756.4#16237.82
512#3248000##324800###16240
I thought about this some more. Even if you could go around the Forge fluid handler, the upper limit would still be 64000 mB/tick (tau=253) since that is the capacity of the tank. To go beyond this would require a larger internal tank.
As of v2, ChromatiCraft ASMs in the changes to the End, via the ChunkProviderEnd (the actual noise map generator), so this problem should be fixed.
I am not sure how to fix this.
Update.
Is the redstone set correctly?
I will fix this.
/debugtest.
"This is the same problem as ProjectRed; DragonAPI is shipping a beta version of the ComputerCraft API. I'll ask him to update it."
See Project Red's issue on this.
Apologies if this is something you are already aware of.
This is already fixed for v2.
Excellent. How close is that to being ready?