I think that there should be a way to move the ship without the warping. I know what some of you are thinking, "we can just use one of the airship mods" to that i say, yes, but it would be great to add it in so that we dont need to take up more ram and space with a differnt mod. Or you may be the one who will say (in a whiny high pitch voice)" OHHH, BUT THAT WILL MAKE THE WARPING USELESS WHY WOULD WE WARP IF WE CAN JUST MOVE FROM POINT A TO B OHHH YOUR JUST TRYING TO RUIN MY EXPERIENCE WHAAAAAA" wow, you have issues. But i don't think it would cause it would be slower or the warp range would go up. And i don't know !@#$ about codeing so i won't complain if its not added. (this fourm is hard to use for us dislexics, it does not have spell check.)
I understand your desire to have both. The problem of not implementing this kind of possibility in Warp Drive (in addition to those that you have mentioned, i.e., other mods doing the same) is quite evident, really--lag. This mod allows for creating really huge ships which are able to move long distances without a problem.
Archimedes ships mod has a reason for 2048 block limitation. If you increase it, chances are, you'll just crash, as your PC won't be able to handle the resources required to turn such huge number of blocks into an entity.
As for your dyslexia, why don't you try using Google Chrome. It has a built-in spell-checker, which will underline any incorrectly spelled words in any form on any website.
OK so far so good,
So
i'm using a FTB launcher with Newworld , added the warpdrive mod, and does work.
so simply download the mod and drop the bits into the new world mod folder, you will have to edit the fttp to allow for downloads of scripts, look on google, but thats just a case of making the file into a not pad and change something from false to true, well easy. and yes it does throw up some errors when loading in. but still does work. your'll have a bunch of mods to play with as well.
Slight glitch is redstone conduits do disappear after warping, but limit that down and ur home free.
Only problem is i can't for the life of me find a script for the lasers, NOT the mining lasers but the death star ones.
Can someone please post the pastebin for the death star lasers <- new name lol
HELLO EVERYONE ! i am new to this post so please dont be harsh if i dont understand things.
i installed ComputerCraft 1.58 and IC2 Experemental and the warpcore and warpdrive mod. but i get this crash when i try ot start it. (btw i have no other mods installed) here is my crash log
---- Minecraft Crash Report ----
// Don't be sad. I'll do better next time, I promise!
Time: 06/03/14 14:57
Description: There was a severe problem during mod loading that has caused the game to fail
cpw.mods.fml.common.LoaderException: java.lang.NoClassDefFoundError: cr0s/WarpDrive/TileEntityMiningLaser
at cpw.mods.fml.common.LoadController.transition(LoadController.java:156)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:700)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:249)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:509)
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(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:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
Caused by: java.lang.NoClassDefFoundError: cr0s/WarpDrive/TileEntityMiningLaser
at cr0s.WarpDrive.WarpDrive.load(WarpDrive.java:216)
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:545)
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.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(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
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.initializeMods(Loader.java:699)
... 10 more
Caused by: java.lang.ClassNotFoundException: cr0s.WarpDrive.TileEntityMiningLaser
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:186)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 38 more
Caused by: java.lang.NoClassDefFoundError: appeng/api/me/tiles/IGridMachine
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClass(Unknown Source)
at java.security.SecureClassLoader.defineClass(Unknown Source)
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:178)
... 40 more
Caused by: java.lang.ClassNotFoundException: appeng.api.me.tiles.IGridMachine
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:186)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 44 more
Caused by: java.lang.NullPointerException
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:178)
... 46 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.6.4
Operating System: Windows 8 (amd64) version 6.2
Java Version: 1.7.0_40, Oracle Corporation
Java VM Version: Java HotSpotâ„¢ 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 255428728 bytes (243 MB) / 421003264 bytes (401 MB) up to 954728448 bytes (910 MB)
JVM Flags: 2 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v8.11 FML v6.4.49.965 Minecraft Forge 9.11.1.965 8 mods loaded, 8 mods active
mcp{8.09} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized
FML{6.4.49.965} [Forge Mod Loader] (minecraftforge-9.11.1.965.jar) Unloaded->Constructed->Pre-initialized->Initialized
Forge{9.11.1.965} [Minecraft Forge
Dear Hyperbird
You do realise that most people who come to this thread (or any forum threads for that matter) are not interested in scrolling through endless crash reports, each of which takes half a thread's page, to get to some interesting discussions, suggestions to the mod author, etc., do you?
I would kindly ask you to:
1) Read the installation instructions very carefully;
2) go back to your post, click the edit button, and put your crash log into spoilers.
Please note that the solution to your problem has been given a dozen of times on this thread. Also please realise that people do not have to help anyone who does not bother to search to the correct answer.
Putting long bodies of text into spoilers is a sign of respect on any forum in any country, IMO.
ok look. i set my shi 15 blocks long and 7 blocks wide left and right. 5 up and 2 down
so i set it like that. but some of the ship dose not come. THIS MOD NEEDS TO AUTO DETECT THE SIZE OF THE SHIP!
How do you expect it does that? It does not work the way Archimedes ships work. It just moves around the number of blocks you define. I find it quite OK having to define the dimensions of my ship before I get to exploring in space.
Imagine some kind of a sophisticated auto-detection process. It detects your ship when it is built in the air. Then you decide to land on the surface, say the overworld dimension or a moon. The instance you decide to move your ship again, it will have to recalibrate and move the ship with the moon or the whole damn minecraft dimension =)). I can't tell you how many times I was in trouble with Archimedes ships, landing them on wrong blocks, effectively being unable to fly them after that, and having to mine around them.
Regarding the ship dimensions. You define them once. And then you are free to move it wherever you want and land on any surface you want to. If you are having hard time identifying the size through the F3 function, you can always use mods like Bibliocraft, which has a tapemeasure item.
Btw, no need for upper-case letters (I bet the mod author can read the lower-case letters just fine), and you still did not edit your post with the crash log.
Edit: @ Anton99: Are you sure the log you are posting is your crash log? It looks like the forgemodloader log or something to me.
So I've been trying to install this mod into Tekkit and it has been all kinds of hell. I finally got both the server and client to start and run without crashing but the gravity in space is still normal. I have Core and the Zip installed. Why doesn't the zero gravity work?
I got it to work on my mac but I used the same process on my main computer and the gravity is not working.
So I've been trying to install this mod into Tekkit and it has been all kinds of hell. I finally got both the server and client to start and run without crashing but the gravity in space is still normal. I have Core and the Zip installed. Why doesn't the zero gravity work?
I got it to work on my mac but I used the same process on my main computer and the gravity is not working.
Try re-downloading the core. Btw, if you really want to see a fancy take on gravity, try the starminer mod.
Have you tried installing it? It dosent seems very firendly to non-japanese users.
Yes I did, I am absolutely fine with it. Use google chrome to translate the page, and install it as usual. The 0.9.6 version has the core gui translated into English and has an English readme added.
Yes I did, I am absolutely fine with it. Use google chrome to translate the page, and install it as usual. The 0.9.6 version has the core gui translated into English and has an English readme added.
I play with that mod too. Although I do have questions on what some of the stuff does or how some stuff works. The only incompatibility sort of is that is you go to the sky using a warp then you and up in warpdrive space if you just fly up like in creative mode you end up in starminer space and eventually die due to issues.
I play with that mod too. Although I do have questions on what some of the stuff does or how some stuff works. The only incompatibility sort of is that is you go to the sky using a warp then you and up in warpdrive space if you just fly up like in creative mode you end up in starminer space and eventually die due to issues.
No, the mod author changed that 0.9.6. now you need to have your gravity controller in the red arrow position to get to the starminer dimension. So, no problem with warping, for me at least.
No, the mod author changed that 0.9.6. now you need to have your gravity controller in the red arrow position to get to the starminer dimension. So, no problem with warping, for me at least.
Sorry for being off-topic, everyone =)
Let's go back to all things Warp Drive.
Nice although I said if you fly up like in creative mode.
I can't get this to work in Tekkit. It's very unstable and space doesn't work right and server I installed it to keeps coming back with end of stream only when this mod is installed. Am I doing something wrong? I've tried reinstalling it several times. Is there a mod in Tekkit that conflicts with this one?
I have IC2 Experimental installed and Tekkit comes with Applied Energistics and Computer Craft.
I can't get this to work in Tekkit. It's very unstable and space doesn't work right and server I installed it to keeps coming back with end of stream only when this mod is installed. Am I doing something wrong? I've tried reinstalling it several times. Is there a mod in Tekkit that conflicts with this one?
I have IC2 Experimental installed and Tekkit comes with Applied Energistics and Computer Craft.
397? If so then yes. I've got everything installed properly, I even got that "anus" zip file from the kubach.tk pack. I got it to launch without crashing, and now when i try to connect to my server it says "Please remove this files: Minecraft.jar" Also, when I try to play single player it lets me play for like two seconds then says "disconnected by server: Sasaj" Very unique errors.
Fixed it, I guess you need "anus" file in client but can't have it on server. Have got everything working but anti-grav in space. I don't know how to get that to work.
397? If so then yes. I've got everything installed properly, I even got that "anus" zip file from the kubach.tk pack. I got it to launch without crashing, and now when i try to connect to my server it says "Please remove this files: Minecraft.jar" Also, when I try to play single player it lets me play for like two seconds then says "disconnected by server: Sasaj" Very unique errors.
Fixed it, I guess you need "anus" file in client but can't have it on server. Have got everything working but anti-grav in space. I don't know how to get that to work.
It is supposed to be allowed in the warp drive core but it doesn't work for me either. So in a nutshell be sure to bring a jetpack to space. Also i don't know what version you should use but I am using 344.
I understand your desire to have both. The problem of not implementing this kind of possibility in Warp Drive (in addition to those that you have mentioned, i.e., other mods doing the same) is quite evident, really--lag. This mod allows for creating really huge ships which are able to move long distances without a problem.
Archimedes ships mod has a reason for 2048 block limitation. If you increase it, chances are, you'll just crash, as your PC won't be able to handle the resources required to turn such huge number of blocks into an entity.
As for your dyslexia, why don't you try using Google Chrome. It has a built-in spell-checker, which will underline any incorrectly spelled words in any form on any website.
So
i'm using a FTB launcher with Newworld , added the warpdrive mod, and does work.
so simply download the mod and drop the bits into the new world mod folder, you will have to edit the fttp to allow for downloads of scripts, look on google, but thats just a case of making the file into a not pad and change something from false to true, well easy. and yes it does throw up some errors when loading in. but still does work. your'll have a bunch of mods to play with as well.
Slight glitch is redstone conduits do disappear after warping, but limit that down and ur home free.
Only problem is i can't for the life of me find a script for the lasers, NOT the mining lasers but the death star ones.
Can someone please post the pastebin for the death star lasers <- new name lol
Dear Hyperbird
You do realise that most people who come to this thread (or any forum threads for that matter) are not interested in scrolling through endless crash reports, each of which takes half a thread's page, to get to some interesting discussions, suggestions to the mod author, etc., do you?
I would kindly ask you to:
1) Read the installation instructions very carefully;
2) go back to your post, click the edit button, and put your crash log into spoilers.
Please note that the solution to your problem has been given a dozen of times on this thread. Also please realise that people do not have to help anyone who does not bother to search to the correct answer.
Putting long bodies of text into spoilers is a sign of respect on any forum in any country, IMO.
Link Removed
How do you expect it does that? It does not work the way Archimedes ships work. It just moves around the number of blocks you define. I find it quite OK having to define the dimensions of my ship before I get to exploring in space.
Imagine some kind of a sophisticated auto-detection process. It detects your ship when it is built in the air. Then you decide to land on the surface, say the overworld dimension or a moon. The instance you decide to move your ship again, it will have to recalibrate and move the ship with the moon or the whole damn minecraft dimension =)). I can't tell you how many times I was in trouble with Archimedes ships, landing them on wrong blocks, effectively being unable to fly them after that, and having to mine around them.
Regarding the ship dimensions. You define them once. And then you are free to move it wherever you want and land on any surface you want to. If you are having hard time identifying the size through the F3 function, you can always use mods like Bibliocraft, which has a tapemeasure item.
Btw, no need for upper-case letters (I bet the mod author can read the lower-case letters just fine), and you still did not edit your post with the crash log.
Edit: @ Anton99: Are you sure the log you are posting is your crash log? It looks like the forgemodloader log or something to me.
You are welcome =)
@ anton99: I think I know what the problem might be. Can it be so that the latest IC2 experimental versions are for 1.7.2? Try to use the 397 build.
If this is the case, we should ask Anon1644 to update the OP with the #397 build link.
anton99, you need all of the following mods installed for it to work; Industrial Craft 2, Computer Craft 2, and Applied Energistics.
I got it to work on my mac but I used the same process on my main computer and the gravity is not working.
Try re-downloading the core. Btw, if you really want to see a fancy take on gravity, try the starminer mod.
Yes I did, I am absolutely fine with it. Use google chrome to translate the page, and install it as usual. The 0.9.6 version has the core gui translated into English and has an English readme added.
I play with that mod too. Although I do have questions on what some of the stuff does or how some stuff works. The only incompatibility sort of is that is you go to the sky using a warp then you and up in warpdrive space if you just fly up like in creative mode you end up in starminer space and eventually die due to issues.
No, the mod author changed that 0.9.6. now you need to have your gravity controller in the red arrow position to get to the starminer dimension. So, no problem with warping, for me at least.
Sorry for being off-topic, everyone =)
Let's go back to all things Warp Drive.
Nice although I said if you fly up like in creative mode.
I have IC2 Experimental installed and Tekkit comes with Applied Energistics and Computer Craft.
Is it the right version of experimental?
Fixed it, I guess you need "anus" file in client but can't have it on server. Have got everything working but anti-grav in space. I don't know how to get that to work.
It is supposed to be allowed in the warp drive core but it doesn't work for me either. So in a nutshell be sure to bring a jetpack to space. Also i don't know what version you should use but I am using 344.