@VampSlayer2: I'm really slow at textures. I played around with texture packs just to get the hang of Minecraft 1.8 (half of modding is making a resourcepack now), but I don't really have the interest (or time) to do a full texture pack in the near future. But if I did do a texture pack, it would be a 3D resource pack that uses only a few basic materials for textures and uses the 3D models to make the blocks distinctive. Note that I deliberately made the machines in my mods not count as full blocks so that others can use their own models for the machines without accidentally creating X-ray blocks.
@Erian_7: I had an idea for a mod that used gears like LEGO technic sets have, but Electric Advantage was the mod that I've really wanted to make for the past 2 years. Wind-turbines, however, are on the TODO list for Electric Advantage.
@Gooby_Plays: I guess I could make an RF converter block, though I've noticed that NeoTech and Progressive Automation don't agree on how much power a RF unit is, so getting those mods to support Power Advantage is a cleaner solution (I already sent a pull request to Vanhal at Progressive Automation and Open Computers already supports Power Advantage).
Secretly (not any more, I guess) I want to take the throne from Thermal Expansion and become the new platform for making tech mods. The COFH team has ceded Minecraft 1.8 and they'll have to have something pretty spectacular ready when MC 1.9 comes out to justify the extended absence.
However, I'm a little disturbed that a 10 months after FML came out MC 1.8, people are still creating new mods for MC 1.7.10 and I worry that this will become like Python's 2.7 vs 3.3 split. That would break my heart.
Rollback Post to RevisionRollBack
My mods: Base Metals, Power Advantage, Steam Advantage, Electric Advantage, Minecraft Mineralogy, Dr. Cyano's Lootable Bodies, Dr. Cyano's Wonderful Wands & Wizarding Robes
Inter-mod support is nice, but shouldn't be the main focus of a mod author. In the case of "RF" in 1.8, Both Neotech and PA have their own generation and conduits for power. Flux Ducts work with both mods. Power Advantage has its own generation and conduits for power.
I use all 3 mods in my worlds and I stick with Flux ducts for NT and PA, and use Pow Ad conduits for those mods.
Inter-mod connection is nice, but I don't think its necessary.
Well, I'll certainly support your endeavors with testing and promotion to other tech-interested mods. Now I need to find someone that's got the skills to whip up those waterwheels and windmills!
The Meaning of Life, the Universe, and Everything.
Join Date:
7/20/2015
Posts:
75
Member Details
Playing more with the mods, having lots of fun. Had a funny thing happen. I've got Giacomos Foundry mod installed. If you're not familiar, It's sort of like an uncrafting table, but works like a furnace. You put items in, and if there's a crafting recipe for the item you put in, it gives you back the metal used to make it, the wood, etc. burns off.
I put in a bucket, and got 3 Adamantine ingots out. I checked in NEI and it looks like you added recipes for the bucket with each ingot, which is awfully nice of you. I guess with Foundry it just checked the recipe and Adamantine maybe was the first one alphabetically so it gave it to me. The only way I can think to get around it is to either add a bucket for each ingot (kinda crazy) or maybe just remove the recipies for other ingots to make a bucket? Personally I would have never thought to try another metal for buckets, but I can certainly see why you put that in as a convenience.
Just thought you might want to know, again, not really an issue with your mod. Mod-compatibility is a pain. If you do nothing about the issue, I will still be happy I won't cheat my melting down dozens of buckets.
I suppose it wouldn't be much trouble to make an option to disable the bucket recipes. but it would make much more sense for Giacomos Foundry to have a black-list of items that should not be de-constructed. Suppose there's an item that appears in treasure chests that has a debug recipe of something like 9 nether stars or there's an item that lets you craft it with either diamonds or glass. You'd want to exclude them completely.
Rollback Post to RevisionRollBack
My mods: Base Metals, Power Advantage, Steam Advantage, Electric Advantage, Minecraft Mineralogy, Dr. Cyano's Lootable Bodies, Dr. Cyano's Wonderful Wands & Wizarding Robes
I suppose it wouldn't be much trouble to make an option to disable the bucket recipes. but it would make much more sense for Giacomos Foundry to have a black-list of items that should not be de-constructed. Suppose there's an item that appears in treasure chests that has a debug recipe of something like 9 nether stars or there's an item that lets you craft it with either diamonds or glass. You'd want to exclude them completely.
You are a genius. I didn't even think to check the config for that mod, but he's done a great job. You can add/change/remove recipes as you please. I'll try to replace the bucket with 3 iron ingots specifically. He's even added recipes so you can melt down extra horse armour you get once you have way too many of them. Thanks
The Meaning of Life, the Universe, and Everything.
Join Date:
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Posts:
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Really enjoying playing the mod properly now, I still haven't get into electric, having too much fun with steam. Found a bit of a bug.
Bug report: I believe when a drill is on a track it is meant to keep it's cardinal orientation? If I place a drill against a wall, and aim it at the wall with a wrench, then place track above, the drill turns the opposite way when it move up. Sometimes this means it eats part of the track/conveyor/chest setup. I've attached a couple images to better explain. In this example the drill eats a chest, loosing the items inside.
Small technical question, mostly out of curiosity. Could item conveyors be made to have corners like Steam Pipes, or is there a technical limitation that prevents it, too many states or something?
EDIT: Tiny thing for whenever you get on to tiny bug fixes. The UV map is not quite right on 2 sides of the Steam Drill. Hard to notice on the 64x versions, but quite on my 16x. Just one pixel is missing on the edge.
@Gooby_Plays: I'm not having any problems using the latest Power Advantage and Progressive Automation. That error suggests that there's another mod in your game that is redefining the Redstone Flux API without the connect method. Try testing with the bare minimum (using only Base Metals, Power Advantage, Electric Advantage, and Progressive Automation) and let me know if it still errors.
@Mr_Pike: I'll look into it. It may have something to do with the rotator wrench. Does the problem happen if you don't rotate the block?
Also, I'll fix the texture mapping on the next update. In the meantime, you can fix it yourself (if you are so motivated) by adding the block model file to your resourcepack.
The item conveyors don't curve simply because I didn't want to spend ages making lots of textures and models for them. If anyone really wants to make a resourcepack that has curving conveyors, I can add the necessary blockstates, but you'd be making at least as many models as I did for the pipes (12 separate models).
Rollback Post to RevisionRollBack
My mods: Base Metals, Power Advantage, Steam Advantage, Electric Advantage, Minecraft Mineralogy, Dr. Cyano's Lootable Bodies, Dr. Cyano's Wonderful Wands & Wizarding Robes
Tried out Electric Advantage today (yay!) seems to work fine. Will there be any doc on how much power something generates vs. how much power something consumes?
Also, can't seem to shut off the Arc Furnace with a redstone signal (e.g. a switch right next to it). That would be nice to have when my underpowered system causes the machine to make no forward progress (which I really really LIKE as an behavior - pushes people to expand their power systems).
Wondering also if there's going to be any loss in the transmission of power through the wires?
And when do I get my electric jetpack and a charging station?
Also, TIL that I can crush cobble into gravel and gravel into sand! Awesome
@Mr_Pike: I'll look into it. It may have something to do with the rotator wrench. Does the problem happen if you don't rotate the block?
Also, I'll fix the texture mapping on the next update. In the meantime, you can fix it yourself (if you are so motivated) by adding the block model file to your resourcepack.
The item conveyors don't curve simply because I didn't want to spend ages making lots of textures and models for them. If anyone really wants to make a resourcepack that has curving conveyors, I can add the necessary blockstates, but you'd be making at least as many models as I did for the pipes (12 separate models).
Steam Drill: The problem happens whether I use the wrench to rotate the block or not. It was tricky to test because whenever I place the Steam Drill by clicking on a block, it faces away from the block I clicked- I think this may have something to do with the issue. (The Electric Drill does not do this, and doesn't have the flipping problem, more below.) IF I have a block behind the drill and place it, it appears to face correctly, however when it moves up to the track, it still turn around backwards. Note that this is not a problem at all if the drill and Steam Track are at least 1 block from the wall.
Electric Drill: I did some testing with the Electric drill to see if it had the same issue (I assumed they'd share a lot of code, checked the source, and I guess are different, extending different classes.) and it does not have this issue. When it moves up onto it's electric track it continues facing the direction it was placed. And unlike the steam drills when I place the electric one on a block, it faces at the block I clicked, ready to mine it.
I did have a couple issues with the electric drill, and I tried to catch them in the video as well.
1. When in a certain position relative to the mining laser, and looking in a certain direction, the laser beams disappear.
2. The laser beam from the drill went a certain distance, but then seemed to just stop at a block of dirt near some water. I knew it wasn't at it's range because it hadn't moved up it's track yet, and when I broke the dirt, it went to the next dirt, where it stopped again.
3. This may be less important, or I might be doing it wrong. I have done electric advantage yet. I'm assuming electricity requires the battery arrays as a power buffer to keep machines running? Doing this test I used the creative unlimited electric power block, and 1 wouldn't power 1 laser drill, it just flashed on/off rapidly. I had to add 4 to get my two drills to run. Then when I disconnected the power cable to drill 1, it just kept running until I was done testing. Perhaps it just has a large internal power buffer?
(Sorry for the music in the video)
Re: UVs and Conveyors. Thanks, I was able to correct the UV issue. Now I understand a little more clearly the UVs in the JSON (I used an app that did the UVs before.)
I may make models for the conveyors to curve if I have time. Your models and textures for the conveyors look great already, I think it's just let down a bit by then open ends around a bend. I understand everything is in early going so far and you're working on more important things at this time as well. Don't let these questions detract from what you've done so far. I can see how this mod may turn into one of the top tech mods as you said in an earlier post.
I am using a mac and with all base metal versions I get. I also have Java 8 Update 60
---- Minecraft Crash Report ----
*** ATTENTION: detected classes with unsupported format ***
*** DO NOT SUBMIT THIS CRASH REPORT TO FORGE ***
Contact authors of the following mods:
basemetals
// Hey, that tickles! Hehehe!
Time: 9/26/15 10:03 PM
Description: There was a severe problem during mod loading that has caused the game to fail
net.minecraftforge.fml.common.LoaderException: java.lang.ClassNotFoundException: cyano.basemetals.BaseMetals
at net.minecraftforge.fml.common.LoadController.transition(LoadController.java:163)
at net.minecraftforge.fml.common.Loader.loadMods(Loader.java:538)
at net.minecraftforge.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:213)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:412)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:325)
at net.minecraft.client.main.Main.main(SourceFile:120)
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:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
Caused by: java.lang.ClassNotFoundException: cyano.basemetals.BaseMetals
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:191)
at java.lang.ClassLoader.loadClass(ClassLoader.java:306)
at java.lang.ClassLoader.loadClass(ClassLoader.java:247)
at net.minecraftforge.fml.common.ModClassLoader.loadClass(ModClassLoader.java:60)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Class.java:249)
at net.minecraftforge.fml.common.FMLModContainer.constructMod(FMLModContainer.java:445)
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.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 net.minecraftforge.fml.common.LoadController.sendEventToModContainer(LoadController.java:212)
at net.minecraftforge.fml.common.LoadController.propogateStateMessage(LoadController.java:190)
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.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 net.minecraftforge.fml.common.LoadController.distributeStateMessage(LoadController.java:119)
at net.minecraftforge.fml.common.Loader.loadMods(Loader.java:507)
... 10 more
Caused by: java.lang.UnsupportedClassVersionError: cyano/basemetals/BaseMetals : Unsupported major.minor version 51.0
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:182)
... 38 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.8
Operating System: Mac OS X (x86_64) version 10.9.5
Java Version: 1.6.0_65, Apple Inc.
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Apple Inc.
Memory: 144601768 bytes (137 MB) / 262053888 bytes (249 MB) up to 4281597952 bytes (4083 MB)
JVM Flags: 5 total; -Xmx4G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v9.10 FML v8.0.99.99 Minecraft Forge 11.14.3.1450 7 mods loaded, 7 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
UC mcp{9.05} [Minecraft Coder Pack] (minecraft.jar)
UC FML{8.0.99.99} [Forge Mod Loader] (forge-1.8-11.14.3.1450.jar)
UC Forge{11.14.3.1450} [Minecraft Forge] (forge-1.8-11.14.3.1450.jar)
UE basemetals{1.3.0} [Base Metals] (basemetals-1.3.0.jar)
UE poweradvantage{1.3.0} [Power Advantage] (PowerAdvantage-1.3.0.jar)
UE electricadvantage{1.0.0} [Electric Advantage] (ElectricAdvantage-1.0.0.jar)
UE steamadvantage{1.3.3} [Steam Advantage] (SteamAdvantage-1.3.3.jar)
Loaded coremods (and transformers):
GL info: ' Vendor: 'Intel Inc.' Version: '2.1 INTEL-8.28.32' Renderer: 'Intel HD Graphics 4000 OpenGL Engine'
I am using a mac and with all base metal versions I get. I also have Java 8 Update 60
---- Minecraft Crash Report ----
*** ATTENTION: detected classes with unsupported format ***
*** DO NOT SUBMIT THIS CRASH REPORT TO FORGE ***
Contact authors of the following mods:
basemetals
// Hey, that tickles! Hehehe!
Time: 9/26/15 10:03 PM
Description: There was a severe problem during mod loading that has caused the game to fail
net.minecraftforge.fml.common.LoaderException: java.lang.ClassNotFoundException: cyano.basemetals.BaseMetals
at net.minecraftforge.fml.common.LoadController.transition(LoadController.java:163)
at net.minecraftforge.fml.common.Loader.loadMods(Loader.java:538)
at net.minecraftforge.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:213)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:412)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:325)
at net.minecraft.client.main.Main.main(SourceFile:120)
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:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
Caused by: java.lang.ClassNotFoundException: cyano.basemetals.BaseMetals
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:191)
at java.lang.ClassLoader.loadClass(ClassLoader.java:306)
at java.lang.ClassLoader.loadClass(ClassLoader.java:247)
at net.minecraftforge.fml.common.ModClassLoader.loadClass(ModClassLoader.java:60)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Class.java:249)
at net.minecraftforge.fml.common.FMLModContainer.constructMod(FMLModContainer.java:445)
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.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 net.minecraftforge.fml.common.LoadController.sendEventToModContainer(LoadController.java:212)
at net.minecraftforge.fml.common.LoadController.propogateStateMessage(LoadController.java:190)
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.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 net.minecraftforge.fml.common.LoadController.distributeStateMessage(LoadController.java:119)
at net.minecraftforge.fml.common.Loader.loadMods(Loader.java:507)
... 10 more
Caused by: java.lang.UnsupportedClassVersionError: cyano/basemetals/BaseMetals : Unsupported major.minor version 51.0
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:182)
... 38 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.8
Operating System: Mac OS X (x86_64) version 10.9.5
Java Version: 1.6.0_65, Apple Inc.
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Apple Inc.
Memory: 144601768 bytes (137 MB) / 262053888 bytes (249 MB) up to 4281597952 bytes (4083 MB)
JVM Flags: 5 total; -Xmx4G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v9.10 FML v8.0.99.99 Minecraft Forge 11.14.3.1450 7 mods loaded, 7 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
UC mcp{9.05} [Minecraft Coder Pack] (minecraft.jar)
UC FML{8.0.99.99} [Forge Mod Loader] (forge-1.8-11.14.3.1450.jar)
UC Forge{11.14.3.1450} [Minecraft Forge] (forge-1.8-11.14.3.1450.jar)
UE basemetals{1.3.0} [Base Metals] (basemetals-1.3.0.jar)
UE poweradvantage{1.3.0} [Power Advantage] (PowerAdvantage-1.3.0.jar)
UE electricadvantage{1.0.0} [Electric Advantage] (ElectricAdvantage-1.0.0.jar)
UE steamadvantage{1.3.3} [Steam Advantage] (SteamAdvantage-1.3.3.jar)
Loaded coremods (and transformers):
GL info: ' Vendor: 'Intel Inc.' Version: '2.1 INTEL-8.28.32' Renderer: 'Intel HD Graphics 4000 OpenGL Engine'
Hi bnugget,
As mention in post #264 of this thread, it's a Minecraft for Mac issue where Minecraft tries to use an Apple installed version of Java instead of your updated one. You can see in your crash log it says "Java Version: 1.6.0_65, Apple Inc."
My understanding is that Minecraft has released a new version of the launcher that automatically incorporates and updates it's own internal version of Java seperate from what your system has installed. But the old version launcher doesn't automatically upgrade itself. You'd have to go to Minecraft.net and download the new one. If you still have issues this page has an alternative fix that may help:http://www.cgwerks.com/make-minecraft-work-mac-osx-yosemite-latest-java-8/
I just updated minecraft and it worked, plus I should of included this (Version of Mac)
Awesome! Thanks for the report back. Updating Minecraft will hopefully be the fix for everyone with this issue now that Mojang has updated the launcher.
Thanks for the detailed testing, Mr_Pike, and I'm sorry I forgot about this bug when it was first reported CroftyRaider. I'll try to fix those bugs tomorrow.
The Unlimited Electricity block is a little under-powered, so I'll increase that next time I update Power Advantage.
All machines are supposed to pause or stop when given a redstone signal, so any that don't have a bug in them.
The disappearing laser is a rendering issue that I don't know how to fix (and also applies to the laser turret). Basically, the laser is rendered by a TileEntity renderer. Such a renderer only renders if the block it is associated with is visible on your screen (entity renderers are the same way, so looking at a Lottable Body from a certain angle makes them disappear as well). One work-around would be to replace the laser beam with a line of particles, but the laser looks so cool that I'd rather find a solution that forces it to always render.
Let me think about the jetpack idea. I'm not sure yet how complicated that would be to implement. If I did implement it, I would probably make the controls be jump for full thrust and sneak for hovering.
Rollback Post to RevisionRollBack
My mods: Base Metals, Power Advantage, Steam Advantage, Electric Advantage, Minecraft Mineralogy, Dr. Cyano's Lootable Bodies, Dr. Cyano's Wonderful Wands & Wizarding Robes
Thanks for the detailed testing, Mr_Pike, and I'm sorry I forgot about this bug when it was first reported CroftyRaider. I'll try to fix those bugs tomorrow.
The Unlimited Electricity block is a little under-powered, so I'll increase that next time I update Power Advantage.
All machines are supposed to pause or stop when given a redstone signal, so any that don't have a bug in them.
The disappearing laser is a rendering issue that I don't know how to fix (and also applies to the laser turret). Basically, the laser is rendered by a TileEntity renderer. Such a renderer only renders if the block it is associated with is visible on your screen (entity renderers are the same way, so looking at a Lottable Body from a certain angle makes them disappear as well). One work-around would be to replace the laser beam with a line of particles, but the laser looks so cool that I'd rather find a solution that forces it to always render.
Let me think about the jetpack idea. I'm not sure yet how complicated that would be to implement. If I did implement it, I would probably make the controls be jump for full thrust and sneak for hovering.
My Pleasure.
I wonder how the vanilla beacons are rendered? They seem to work well, but don't extend the way the drill does of course. Build craft is on github, but it's 1.7.10 still, not sure their quarry bit rendering would help. Edit: The steam drill bit works fine, do it the same way?
Flaxbeard's Steam Power has a steam jetpack in their exosuit. It's 1.7.10 and also has source code up. This mod is actually pretty sweet, but the best part probably is managing the boilers and pipes. The boilers/tanks can get over pressurized and explode if not managed with rupture vavles or some kind of redstone pressure release. They have a warning steam whistle as well.
The steam tools feel under powered. They need steam to run, don't break, but run at iron level. It'd be nice to be at diamond level.
(PS. Got the rock crusher, steam drill and bit, steel frames, steam tracks, and pipes in the 16x texture pack.)
For the disappearing laser, you could just replace the air blocks along the laser's path with a laser beam block, then render it block by block instead.
The Meaning of Life, the Universe, and Everything.
Join Date:
7/20/2015
Posts:
75
Member Details
In my opinion, some probably will, or will be very close. If the version changes I think the mod might have to be recompiled though, because the obfuscation would change? According to this article one of the Minecraft devs said updating would be 'easier' but I still think something would have to be done.
@VampSlayer2: I'm really slow at textures. I played around with texture packs just to get the hang of Minecraft 1.8 (half of modding is making a resourcepack now), but I don't really have the interest (or time) to do a full texture pack in the near future. But if I did do a texture pack, it would be a 3D resource pack that uses only a few basic materials for textures and uses the 3D models to make the blocks distinctive. Note that I deliberately made the machines in my mods not count as full blocks so that others can use their own models for the machines without accidentally creating X-ray blocks.
@Erian_7: I had an idea for a mod that used gears like LEGO technic sets have, but Electric Advantage was the mod that I've really wanted to make for the past 2 years. Wind-turbines, however, are on the TODO list for Electric Advantage.
@Gooby_Plays: I guess I could make an RF converter block, though I've noticed that NeoTech and Progressive Automation don't agree on how much power a RF unit is, so getting those mods to support Power Advantage is a cleaner solution (I already sent a pull request to Vanhal at Progressive Automation and Open Computers already supports Power Advantage).
Secretly (not any more, I guess) I want to take the throne from Thermal Expansion and become the new platform for making tech mods. The COFH team has ceded Minecraft 1.8 and they'll have to have something pretty spectacular ready when MC 1.9 comes out to justify the extended absence.
However, I'm a little disturbed that a 10 months after FML came out MC 1.8, people are still creating new mods for MC 1.7.10 and I worry that this will become like Python's 2.7 vs 3.3 split. That would break my heart.
My mods:
Base Metals, Power Advantage, Steam Advantage, Electric Advantage, Minecraft Mineralogy, Dr. Cyano's Lootable Bodies, Dr. Cyano's Wonderful Wands & Wizarding Robes
My 2 cents:
Inter-mod support is nice, but shouldn't be the main focus of a mod author. In the case of "RF" in 1.8, Both Neotech and PA have their own generation and conduits for power. Flux Ducts work with both mods. Power Advantage has its own generation and conduits for power.
I use all 3 mods in my worlds and I stick with Flux ducts for NT and PA, and use Pow Ad conduits for those mods.
Inter-mod connection is nice, but I don't think its necessary.
"We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far."
Well, I'll certainly support your endeavors with testing and promotion to other tech-interested mods. Now I need to find someone that's got the skills to whip up those waterwheels and windmills!
Playing more with the mods, having lots of fun. Had a funny thing happen. I've got Giacomos Foundry mod installed. If you're not familiar, It's sort of like an uncrafting table, but works like a furnace. You put items in, and if there's a crafting recipe for the item you put in, it gives you back the metal used to make it, the wood, etc. burns off.
I put in a bucket, and got 3 Adamantine ingots out. I checked in NEI and it looks like you added recipes for the bucket with each ingot, which is awfully nice of you. I guess with Foundry it just checked the recipe and Adamantine maybe was the first one alphabetically so it gave it to me. The only way I can think to get around it is to either add a bucket for each ingot (kinda crazy) or maybe just remove the recipies for other ingots to make a bucket? Personally I would have never thought to try another metal for buckets, but I can certainly see why you put that in as a convenience.
Just thought you might want to know, again, not really an issue with your mod. Mod-compatibility is a pain. If you do nothing about the issue, I will still be happy
I won't cheat my melting down dozens of buckets.
Thanks,
Mr_Pike
That's hilarious!
I suppose it wouldn't be much trouble to make an option to disable the bucket recipes. but it would make much more sense for Giacomos Foundry to have a black-list of items that should not be de-constructed. Suppose there's an item that appears in treasure chests that has a debug recipe of something like 9 nether stars or there's an item that lets you craft it with either diamonds or glass. You'd want to exclude them completely.
My mods:
Base Metals, Power Advantage, Steam Advantage, Electric Advantage, Minecraft Mineralogy, Dr. Cyano's Lootable Bodies, Dr. Cyano's Wonderful Wands & Wizarding Robes
You are a genius. I didn't even think to check the config for that mod, but he's done a great job. You can add/change/remove recipes as you please. I'll try to replace the bucket with 3 iron ingots specifically. He's even added recipes so you can melt down extra horse armour you get once you have way too many of them. Thanks
I updated to the newest Power Advantage and I tried it with Progressive Automation, It crashed as soon as i connected a powered cable to it
crashlog
Really enjoying playing the mod properly now, I still haven't get into electric, having too much fun with steam. Found a bit of a bug.
Bug report: I believe when a drill is on a track it is meant to keep it's cardinal orientation? If I place a drill against a wall, and aim it at the wall with a wrench, then place track above, the drill turns the opposite way when it move up. Sometimes this means it eats part of the track/conveyor/chest setup. I've attached a couple images to better explain. In this example the drill eats a chest, loosing the items inside.
Small technical question, mostly out of curiosity. Could item conveyors be made to have corners like Steam Pipes, or is there a technical limitation that prevents it, too many states or something?
EDIT: Tiny thing for whenever you get on to tiny bug fixes. The UV map is not quite right on 2 sides of the Steam Drill. Hard to notice on the 64x versions, but quite on my 16x. Just one pixel is missing on the edge.
Thanks!
Mr_Pike
@Gooby_Plays: I'm not having any problems using the latest Power Advantage and Progressive Automation. That error suggests that there's another mod in your game that is redefining the Redstone Flux API without the connect method. Try testing with the bare minimum (using only Base Metals, Power Advantage, Electric Advantage, and Progressive Automation) and let me know if it still errors.
@Mr_Pike: I'll look into it. It may have something to do with the rotator wrench. Does the problem happen if you don't rotate the block?
Also, I'll fix the texture mapping on the next update. In the meantime, you can fix it yourself (if you are so motivated) by adding the block model file to your resourcepack.
The item conveyors don't curve simply because I didn't want to spend ages making lots of textures and models for them. If anyone really wants to make a resourcepack that has curving conveyors, I can add the necessary blockstates, but you'd be making at least as many models as I did for the pipes (12 separate models).
My mods:
Base Metals, Power Advantage, Steam Advantage, Electric Advantage, Minecraft Mineralogy, Dr. Cyano's Lootable Bodies, Dr. Cyano's Wonderful Wands & Wizarding Robes
The bug with the drill flipping was reported here DrCyano, just to tickle your memory: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2428782-power-advantage-power-systems-mod-and-api-for?comment=257
Tried out Electric Advantage today (yay!) seems to work fine. Will there be any doc on how much power something generates vs. how much power something consumes?
Also, can't seem to shut off the Arc Furnace with a redstone signal (e.g. a switch right next to it). That would be nice to have when my underpowered system causes the machine to make no forward progress (which I really really LIKE as an behavior - pushes people to expand their power systems).
Wondering also if there's going to be any loss in the transmission of power through the wires?
And when do I get my electric jetpack and a charging station?

Also, TIL that I can crush cobble into gravel and gravel into sand! Awesome
Steam Drill: The problem happens whether I use the wrench to rotate the block or not. It was tricky to test because whenever I place the Steam Drill by clicking on a block, it faces away from the block I clicked- I think this may have something to do with the issue. (The Electric Drill does not do this, and doesn't have the flipping problem, more below.) IF I have a block behind the drill and place it, it appears to face correctly, however when it moves up to the track, it still turn around backwards. Note that this is not a problem at all if the drill and Steam Track are at least 1 block from the wall.
Electric Drill: I did some testing with the Electric drill to see if it had the same issue (I assumed they'd share a lot of code, checked the source, and I guess are different, extending different classes.) and it does not have this issue. When it moves up onto it's electric track it continues facing the direction it was placed. And unlike the steam drills when I place the electric one on a block, it faces at the block I clicked, ready to mine it.
I did have a couple issues with the electric drill, and I tried to catch them in the video as well.
1. When in a certain position relative to the mining laser, and looking in a certain direction, the laser beams disappear.
2. The laser beam from the drill went a certain distance, but then seemed to just stop at a block of dirt near some water. I knew it wasn't at it's range because it hadn't moved up it's track yet, and when I broke the dirt, it went to the next dirt, where it stopped again.
3. This may be less important, or I might be doing it wrong. I have done electric advantage yet. I'm assuming electricity requires the battery arrays as a power buffer to keep machines running? Doing this test I used the creative unlimited electric power block, and 1 wouldn't power 1 laser drill, it just flashed on/off rapidly. I had to add 4 to get my two drills to run. Then when I disconnected the power cable to drill 1, it just kept running until I was done testing. Perhaps it just has a large internal power buffer?
(Sorry for the music in the video)
Re: UVs and Conveyors. Thanks, I was able to correct the UV issue. Now I understand a little more clearly the UVs in the JSON (I used an app that did the UVs before.)
I may make models for the conveyors to curve if I have time. Your models and textures for the conveyors look great already, I think it's just let down a bit by then open ends around a bend. I understand everything is in early going so far and you're working on more important things at this time as well. Don't let these questions detract from what you've done so far. I can see how this mod may turn into one of the top tech mods as you said in an earlier post.
I am using a mac and with all base metal versions I get. I also have Java 8 Update 60
---- Minecraft Crash Report ----
*** ATTENTION: detected classes with unsupported format ***
*** DO NOT SUBMIT THIS CRASH REPORT TO FORGE ***
Contact authors of the following mods:
basemetals
// Hey, that tickles! Hehehe!
Time: 9/26/15 10:03 PM
Description: There was a severe problem during mod loading that has caused the game to fail
net.minecraftforge.fml.common.LoaderException: java.lang.ClassNotFoundException: cyano.basemetals.BaseMetals
at net.minecraftforge.fml.common.LoadController.transition(LoadController.java:163)
at net.minecraftforge.fml.common.Loader.loadMods(Loader.java:538)
at net.minecraftforge.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:213)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:412)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:325)
at net.minecraft.client.main.Main.main(SourceFile:120)
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:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
Caused by: java.lang.ClassNotFoundException: cyano.basemetals.BaseMetals
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:191)
at java.lang.ClassLoader.loadClass(ClassLoader.java:306)
at java.lang.ClassLoader.loadClass(ClassLoader.java:247)
at net.minecraftforge.fml.common.ModClassLoader.loadClass(ModClassLoader.java:60)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Class.java:249)
at net.minecraftforge.fml.common.FMLModContainer.constructMod(FMLModContainer.java:445)
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.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 net.minecraftforge.fml.common.LoadController.sendEventToModContainer(LoadController.java:212)
at net.minecraftforge.fml.common.LoadController.propogateStateMessage(LoadController.java:190)
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.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 net.minecraftforge.fml.common.LoadController.distributeStateMessage(LoadController.java:119)
at net.minecraftforge.fml.common.Loader.loadMods(Loader.java:507)
... 10 more
Caused by: java.lang.UnsupportedClassVersionError: cyano/basemetals/BaseMetals : Unsupported major.minor version 51.0
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:182)
... 38 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.8
Operating System: Mac OS X (x86_64) version 10.9.5
Java Version: 1.6.0_65, Apple Inc.
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Apple Inc.
Memory: 144601768 bytes (137 MB) / 262053888 bytes (249 MB) up to 4281597952 bytes (4083 MB)
JVM Flags: 5 total; -Xmx4G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v9.10 FML v8.0.99.99 Minecraft Forge 11.14.3.1450 7 mods loaded, 7 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
UC mcp{9.05} [Minecraft Coder Pack] (minecraft.jar)
UC FML{8.0.99.99} [Forge Mod Loader] (forge-1.8-11.14.3.1450.jar)
UC Forge{11.14.3.1450} [Minecraft Forge] (forge-1.8-11.14.3.1450.jar)
UE basemetals{1.3.0} [Base Metals] (basemetals-1.3.0.jar)
UE poweradvantage{1.3.0} [Power Advantage] (PowerAdvantage-1.3.0.jar)
UE electricadvantage{1.0.0} [Electric Advantage] (ElectricAdvantage-1.0.0.jar)
UE steamadvantage{1.3.3} [Steam Advantage] (SteamAdvantage-1.3.3.jar)
Loaded coremods (and transformers):
GL info: ' Vendor: 'Intel Inc.' Version: '2.1 INTEL-8.28.32' Renderer: 'Intel HD Graphics 4000 OpenGL Engine'
Hi bnugget,
As mention in post #264 of this thread, it's a Minecraft for Mac issue where Minecraft tries to use an Apple installed version of Java instead of your updated one. You can see in your crash log it says "Java Version: 1.6.0_65, Apple Inc."
My understanding is that Minecraft has released a new version of the launcher that automatically incorporates and updates it's own internal version of Java seperate from what your system has installed. But the old version launcher doesn't automatically upgrade itself. You'd have to go to Minecraft.net and download the new one. If you still have issues this page has an alternative fix that may help:http://www.cgwerks.com/make-minecraft-work-mac-osx-yosemite-latest-java-8/
Hope it helps,
Mr_Pike
I just updated minecraft and it worked, plus I should of included this (Version of Mac)
Awesome! Thanks for the report back. Updating Minecraft will hopefully be the fix for everyone with this issue now that Mojang has updated the launcher.
Thanks,
Mr_Pike
Thanks for the detailed testing, Mr_Pike, and I'm sorry I forgot about this bug when it was first reported CroftyRaider. I'll try to fix those bugs tomorrow.
The Unlimited Electricity block is a little under-powered, so I'll increase that next time I update Power Advantage.
All machines are supposed to pause or stop when given a redstone signal, so any that don't have a bug in them.
The disappearing laser is a rendering issue that I don't know how to fix (and also applies to the laser turret). Basically, the laser is rendered by a TileEntity renderer. Such a renderer only renders if the block it is associated with is visible on your screen (entity renderers are the same way, so looking at a Lottable Body from a certain angle makes them disappear as well). One work-around would be to replace the laser beam with a line of particles, but the laser looks so cool that I'd rather find a solution that forces it to always render.
Let me think about the jetpack idea. I'm not sure yet how complicated that would be to implement. If I did implement it, I would probably make the controls be jump for full thrust and sneak for hovering.
My mods:
Base Metals, Power Advantage, Steam Advantage, Electric Advantage, Minecraft Mineralogy, Dr. Cyano's Lootable Bodies, Dr. Cyano's Wonderful Wands & Wizarding Robes
My Pleasure.
I wonder how the vanilla beacons are rendered? They seem to work well, but don't extend the way the drill does of course. Build craft is on github, but it's 1.7.10 still, not sure their quarry bit rendering would help. Edit: The steam drill bit works fine, do it the same way?
Flaxbeard's Steam Power has a steam jetpack in their exosuit. It's 1.7.10 and also has source code up. This mod is actually pretty sweet, but the best part probably is managing the boilers and pipes. The boilers/tanks can get over pressurized and explode if not managed with rupture vavles or some kind of redstone pressure release. They have a warning steam whistle as well.
The steam tools feel under powered. They need steam to run, don't break, but run at iron level. It'd be nice to be at diamond level.
(PS. Got the rock crusher, steam drill and bit, steel frames, steam tracks, and pipes in the 16x texture pack.)
For the disappearing laser, you could just replace the air blocks along the laser's path with a laser beam block, then render it block by block instead.
A bit off-topic, but I wanted the Doc's opinion:
I've read MC 1.9 will be compatible with 1.8 mods? Have you checked this out yet, Doc?
"We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far."
In my opinion, some probably will, or will be very close. If the version changes I think the mod might have to be recompiled though, because the obfuscation would change? According to this article one of the Minecraft devs said updating would be 'easier' but I still think something would have to be done.