There appears to be an error with the thermosonic bonder when you try to run it on a server using version 0.4.
---- Minecraft Crash Report ----
// You should try our sister game, Minceraft!
Time: 1/14/14 5:55 PM
Description: Ticking tile entity
java.lang.NoSuchMethodError: madscience.tileentities.thermosonicbonder.ThermosonicBonderEntity.getHeatLevelTimeScaled(I)I
at madscience.tileentities.thermosonicbonder.ThermosonicBonderEntity.updateAnimation(ThermosonicBonderEntity.java:678)
at madscience.tileentities.thermosonicbonder.ThermosonicBonderEntity.func_70316_g(ThermosonicBonderEntity.java:728)
at net.minecraft.world.World.func_72939_s(World.java:2209)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:550)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:668)
at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:276)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:587)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:484)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:583)
The Meaning of Life, the Universe, and Everything.
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The machines use rendered icons on both the client-server and clients connected to dedicated servers. It sounds like you are using an old version of Forge.
We are currently using Forge 9.11.1.965. There is no guarantee anything below that version will work correctly. If you are using the latest version of Forge for 1.6.4 then it has to another mod you have installed that is messing with the render loop which is entirely possible for it to break other mods if that is the case.
The only way to check this would be run our mod by itself to make sure you can render the blocks properly so you know it is indeed not us and another mod. Any more information that you can give or maybe there is something in the log about textures not being found, etc. Seriously anything would be helpful!
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@DrummingFish: Downloading all of your mods now to test, but taking a glance I did notice that you are using Universal Electricity 3.0. Right now we only support up to UE 2.3.0.197. We do have plans to upgrade to 3.0 of the API in the near future but this might be the cause of the problem.
@ChipsandSalsa2450: Thank you very much! If you got any ideas or suggestions don't hesitate to let us know! Always looking for more ideas for the mod
The Meaning of Life, the Universe, and Everything.
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Aye I can confirm having UE 3.x doesn't make it break rendering. Works fine here still. Only way to figure this out will be brute-force. Adding one of your mods, load and test, confirm working, add another, rinse repeat. Will let you know how it goes!
I seem to be having an inter compatability issue, that I'd like to request some help with. I'm running Project Red and Mad Science, along with about 80+ mods. So far everyone has played very nicely, recipes updated and loaded just fine etc. How ever, with the introduction of Mad Science, I can't see any component parts, or recipes, because they call on item 31995, which is also used as an id for draw plates and draw plate meta data in project red. I have looked in the configs of both mods, and seen nothing changeable involving 31995, The only thing I can see it being is hard coded in one of them, and I don't really want to decompile either of them to fix this, any hints or ideas?
I would say use IDFixMinus but then you would end up with mismatched ids. Unless you're not bothered about starting again?
Ill give it a shot, i don't mind regenerating my world again, im building a private mod pack so not a whole lot of time invested yet. Thanks for the tip
hum,it's me or the game totally don't care of id's I put in config?
the original id for freezer is 505,the game crashed and said that the freezer and another block use the same id,the other block id were something like 2078,it's weird,as far I know 2078 and 505 aren't the same number,but I may be really bad in math...
a new weird thing : I changed freezer id to 1999 and now,the freezer and another block use the same id,the other block id is... 505...
so,or my game change the id when it start to make me a joke,or there is a serious problem here
too bad,I really wanted to try this mod,looked really interesting
I'd recommend getting NEi's id dump files, both one for used id's and one for unused id's that's what helped with with a few of those. But I'm thinking there are several hard code ids that don't like to be changed. i'd start off with a unused dump and set all the MS ids to a group like 1501-1515 9doesn't have to be those exact roups, just throwing a random set of numbers) or something, and start from there with other mods, that might help
The Meaning of Life, the Universe, and Everything.
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We are looking into all these compatibility issues, yesterday I tested Mad Science with popular mods on single-player and on dedicated-server and things were going just fine. However, more testing is required it seems will get to the bottom of this
@anicet74: We only have the meat cube and ability to create pigzombies right now using our machines but this is just the start. We need to get these compatibility problems sorted out before we add more content.
The Meaning of Life, the Universe, and Everything.
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I can confirm now that our config files are being generated in 0.5 and below but not being used, even more odd is when the game starts up it re-configures my config file and overwrites my changes back to the defaults. We will be releasing 0.6 later tonight to fix this mistake!
Really neat mod but I cant seem to combine anything in the computer mainframe to make a new genome except for pig + zombie Or is this still a work in progress and none of these genomes are meant to combine yet?
I can confirm now that our config files are being generated in 0.5 and below but not being used, even more odd is when the game starts up it re-configures my config file and overwrites my changes back to the defaults. We will be releasing 0.6 later tonight to fix this mistake!
Okay that sounds wonderful, I can't wait. I can start sending screenshots of errors and log files when they arise if that will make things easier. I want this mod to be included in all my minecraft sessions!
Quick questions, are endermen acceptable to be made into spawn eggs? I Haven't had the chance to fully test everything out jut yet
The Meaning of Life, the Universe, and Everything.
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Version 0.6 is out and fixes yet another major problem! Thanks to our players we have been able to quickly identify these issues and get them fixed. A big shout out to TheTechnician, DrummingFish and anicet74 for helping us fix this quicker rather than later!
Overhauled the mod config and corrected a major problem where changes to config files would be overwritten before they could be read!
Fixed a problem with the meatcube dividing by zero when randomly choosing a time to update it's animation. This time will now never be zero and any saved worlds with this value will auto-fix on load.
Added support for viewing Cryotube GUI from any of the 3 blocks that make up the total structure. Likewise if any of these 'ghost' blocks are broken the entire machine will give you the item as you would expect. You can only hook cables and wires up to the bottom block, this is by design.
@SupremoPete: This mod is still in very active development. We released just about a week ago but have been working on this for about three months.
@TheTechnician: Yes you can sequence enderman genome and use that in the incubator to create his spawn-egg. Just make sure you have at least a stack of DNA samples from them before you try to sequence the genome!
Version 0.6 is out and fixes yet another major problem! Thanks to our players we have been able to quickly identify these issues and get them fixed. A big shout out to TheTechnician, DrummingFish and anicet74 for helping us fix this quicker rather than later!
Overhauled the mod config and corrected a major problem where changes to config files would be overwritten before they could be read!
Fixed a problem with the meatcube dividing by zero when randomly choosing a time to update it's animation. This time will now never be zero and any saved worlds with this value will auto-fix on load.
Added support for viewing Cryotube GUI from any of the 3 blocks that make up the total structure. Likewise if any of these 'ghost' blocks are broken the entire machine will give you the item as you would expect. You can only hook cables and wires up to the bottom block, this is by design.
@SupremoPete: This mod is still in very active development. We released just about a week ago but have been working on this for about three months.
@TheTechnician: Yes you can sequence enderman genome and use that in the incubator to create his spawn-egg. Just make sure you have at least a stack of DNA samples from them before you try to sequence the genome!
Thank you so much! Ill keep you posted when more errors arise Downloading now!
So far, version 0.6 shows two Cryogenic tubes using id's 508 and 509 respectivly, I haven't changed anything, just tossed it into my mods folder. Not a big issue as they use the same recipe however block 509, if cheated in, will not render in the world, like 508 variant.
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@TheTechnician: You should not be seeing two of the same cryotubes, what you should see is CRYOTUBE and CRYOTUBEGHOST respectively. This is apart of the multi-block structure that is the cryotube since it is 3 blocks tall we have to use 'ghost' objects to keep collision in Minecraft working properly. Breaking one of these objects or the base one will break the block all the same.
The CRYOTUBEGHOST object is not spawn-able in the world normally, and is only used internally and by the config files.
Alright I have done a mod video on this mod now. I did this on version 0.5 though as 0.6 was released after I recorded it. Overall enjoyable mod and look forward to where it is going!
The Meaning of Life, the Universe, and Everything.
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@SupremoPete: Our first mod spotlight, thank you so much! This is so awesome! Would you mind if we posted this on our main site? Will make a section for spotlights so I can showcase them.
@DrummingFish: I fixed the problem with the rendering, it was related to the config files not being read correctly. I did a complete write up on it in the notes for 0.6 on the mad science site. I will look into the flowing versions of liquid not showing up, we don't directly manipulate water or even use lava in our mod so not sure how we could be doing that.
The Meaning of Life, the Universe, and Everything.
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If anyone has any suggestions for new mobs we have this web-form where you can select the two mobs that will combine and give it a name and a description. Make sure you tell us who you are so we can give you credit if we decide to implement the mob idea!
We are currently using Forge 9.11.1.965. There is no guarantee anything below that version will work correctly. If you are using the latest version of Forge for 1.6.4 then it has to another mod you have installed that is messing with the render loop which is entirely possible for it to break other mods if that is the case.
The only way to check this would be run our mod by itself to make sure you can render the blocks properly so you know it is indeed not us and another mod. Any more information that you can give or maybe there is something in the log about textures not being found, etc. Seriously anything would be helpful!
@ChipsandSalsa2450: Thank you very much! If you got any ideas or suggestions don't hesitate to let us know! Always looking for more ideas for the mod
Ill give it a shot, i don't mind regenerating my world again, im building a private mod pack so not a whole lot of time invested yet. Thanks for the tip
I'd recommend getting NEi's id dump files, both one for used id's and one for unused id's that's what helped with with a few of those. But I'm thinking there are several hard code ids that don't like to be changed. i'd start off with a unused dump and set all the MS ids to a group like 1501-1515 9doesn't have to be those exact roups, just throwing a random set of numbers) or something, and start from there with other mods, that might help
@anicet74: We only have the meat cube and ability to create pigzombies right now using our machines but this is just the start. We need to get these compatibility problems sorted out before we add more content.
Okay that sounds wonderful, I can't wait. I can start sending screenshots of errors and log files when they arise if that will make things easier. I want this mod to be included in all my minecraft sessions!
Quick questions, are endermen acceptable to be made into spawn eggs? I Haven't had the chance to fully test everything out jut yet
Forge: 9.11.1.965+
Minecraft Compatibility: 1.6.4
Dependencies: Universal Electricity 2.3.0.197
Changelog
@TheTechnician: Yes you can sequence enderman genome and use that in the incubator to create his spawn-egg. Just make sure you have at least a stack of DNA samples from them before you try to sequence the genome!
Thank you so much! Ill keep you posted when more errors arise Downloading now!
So far, version 0.6 shows two Cryogenic tubes using id's 508 and 509 respectivly, I haven't changed anything, just tossed it into my mods folder. Not a big issue as they use the same recipe however block 509, if cheated in, will not render in the world, like 508 variant.
The CRYOTUBEGHOST object is not spawn-able in the world normally, and is only used internally and by the config files.
@DrummingFish: I fixed the problem with the rendering, it was related to the config files not being read correctly. I did a complete write up on it in the notes for 0.6 on the mad science site. I will look into the flowing versions of liquid not showing up, we don't directly manipulate water or even use lava in our mod so not sure how we could be doing that.