Mhykol is having trouble with this mod because it keeps on spawning him inside of a Big Reactor's Control Rods he's making in the Obsidian sized room. Are you planning on adding spawn point setting options for inside of the room, because otherwise this is a big problem, his fans don't want a radioactive Mhykol on the CrackPack server.
Are you planning on adding spawn point setting options for inside of the room.
That feature already exists. Shift+right-click the personal shrinking device inside the CM to set the spawn point. (Edit: This requires at least version 1.8 of the mod.)
This would be the base resizing cube, with some unlit lights and a blank space around the middle ring.
When the resizing cube is crafted with a material, the CM would look like this (maybe with a border change) and the material used would fill in the grey ring. If a portable upgrade is applied to it, the green ring would light up to signify that.
If a shrinking module was added to one side, the orange lights on that side would light up. The blue would light up with an enlargement module and both with the resizing one. If this option was disabled the orange and blue lights would be lit upon crafting. Does that make any sense?
I get how people can say this is silly because it hides the most awesome thing in MC : contraption !
BUT, I still find that it is a neat idea to base a game or a modpack on, especially if you a re restricted in terms of space !
As the idea is building very personalized machines that process things for potentially every mod, what about automating their making ?
First all the machines looks the same, whether i made a BM blood generating or a tree farm, what about being able to somewhat custom the look ? or at least the names ? like WAILA saying "BM blood thingy" for exemple.
You could go even further by adding 2 machines :
The first one would take a compact machine and add tag to it and then make a pattern out of it
the second would take a pattern from the previous machine, and if provided the right sized empty compact machine and all the blocks and items in the pattern, and duplicate that same compact machine
thus, if you make a tree farm compact machine and need, say more coal or leaves, instead of manually doing it you could provided all the block and I guess a lot of energy ( haven't thought of the cost or limits) just multiply that tree farm or BM blood maker and place in the world
Idk if this is very clear but I'm just sharing my crazy thought
One request for me is perhaps having the Compact Machine worlds have some sort of passive draw based on size (or power loss)? Or perhaps just necessitating power to function? I'd like it. Even if there was just a config option for the power draw/loss. It could be based upon which size Compact Machine and configurable.
That was mildy confusing. Are you saying you want to turn CMs into templates that can be copied to other CMs?
Given the complexity of the blocks inside and having to supply each type (unless you're implying duplication), it may not be feasible to have such a thing in the first place.
Cool. Gonna try when I update from 1.6.4. Anyways, do you plan to make one single 1.6.4 version? Some packs will not update for a long.
No certainly not. 1.6.4 should have died a few months ago. And I will drop 1.7 as soon as 1.8 is viable. Not a fan of sticking with old versions. Certainly not going to maintain two versions of a mod.
Do you know this mod is incompatible with Asie's port of Statues?
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No certainly not. 1.6.4 should have died a few months ago. And I will drop 1.7 as soon as 1.8 is viable. Not a fan of sticking with old versions. Certainly not going to maintain two versions of a mod.
Because of your amazing mod, I updated for 1.7.10 ( not really hard, there are no ID incompatibilities anymore, just had some bugfixing ). Well, seems like we have to spot the bugs in this mod ASAP as you will not maintain two versions.
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I am a prehistoric histories and manga / anime fan.
I get a bug when using this mod and Aroma Backup. What happens is that I get the below output in the console and then the server continues to run. But players are unable to connect and the server stops responding to input. So no using the stop command, etc. Those are not the only two mods that are used however, these are a part of the modsauce modpack that the server is using.
Aroma1997Core-1.7.10-1.0.2.9
AromaBackup-1.7.10-0.0.0.5
compactmachines-1.7.10-1.9
[16:13:10] [AromaBackup/INFO]: [§1AromaBackup§r] Starting Backup. Server may lag for a bit!
[16:13:10] [AromaBackup/ERROR]: Couldn't process command: 'save-all'
java.util.ConcurrentModificationException
at java.util.LinkedList$ListItr.checkForComodification(Unknown Source) ~[?:1.7.0_45]
at java.util.LinkedList$ListItr.next(Unknown Source) ~[?:1.7.0_45]
at org.dave.CompactMachines.handler.SharedStorageHandler.save(SharedStorageHandler.java:173) ~[SharedStorageHandler.class:?]
at org.dave.CompactMachines.handler.SharedStorageHandler.access$000(SharedStorageHandler.java:32) ~[SharedStorageHandler.class:?]
at org.dave.CompactMachines.handler.SharedStorageHandler$SharedStorageSaveHandler.onWorldSave(SharedStorageHandler.java:212) ~[SharedStorageHandler$SharedStorageSaveHandler.class:?]
at cpw.mods.fml.common.eventhandler.ASMEventHandler_123_SharedStorageSaveHandler_onWorldSave_Save.invoke(.dynamic) ~[?:?]
at cpw.mods.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:51) ~[ASMEventHandler.class:?]
at cpw.mods.fml.common.eventhandler.EventBus.post(EventBus.java:122) ~[EventBus.class:?]
at net.minecraft.world.WorldServer.func_73044_a(WorldServer.java:809) ~[mt.class:?]
at net.minecraft.command.server.CommandSaveAll.func_71515_b(SourceFile:36) ~[bh.class:?]
at net.minecraft.command.CommandHandler.func_71556_a(CommandHandler.java:94) [z.class:?]
at aroma1997.backup.ThreadBackup.run(ThreadBackup.java:34) [ThreadBackup.class:?]
[16:13:10] [AromaBackup/INFO]: [AromaBackup: Turned off world auto-saving]
[16:13:31] [AromaBackup/INFO]: [§1AromaBackup§r] Server Backup Done!
[16:13:31] [AromaBackup/INFO]: [AromaBackup: Turned on world auto-saving]
[16:13:31] [AromaBackup/INFO]: [§1AromaBackup§r] Next scheduled backup in 30 minutes.
But I cannot connect any applied energistics cable to the outside or I crash. I haven't tried connecting one to the inside yet, for fear... I'm wondering if having Forge 1232 makes a difference. Needed to update for Stargatetech 2.
I needed to remove the cables using Mcedit or the game wouldn't start. But after I started the game, both times, the compact machines were gone. The first was a maximum, and the second was a large (obsidian).
I found this interesting in the server log: Encountered an unexpected exception java.lang.AbstractMethodError
at org.dave.CompactMachines.integration.appeng.AESharedStorage.getMachineNode(AESharedStorage.java:71) ~[AESharedStorage.class:?]
I am getting a crash when adding any kinesis pipe to a diamond compact machine. The crash seems to have something to do with Mekanism, but I am running version 1.12.
Installing mekanism seems to make the error go away, but I don't want to load mekanism on to my server, is there any other way to use kinesis pipes with compact machines without the crash?
Mhykol is having trouble with this mod because it keeps on spawning him inside of a Big Reactor's Control Rods he's making in the Obsidian sized room. Are you planning on adding spawn point setting options for inside of the room, because otherwise this is a big problem, his fans don't want a radioactive Mhykol on the CrackPack server.
Cheers ...
BrickVoid
http://big.gfycat.com/ExemplaryPreciousBackswimmer
That feature already exists. Shift+right-click the personal shrinking device inside the CM to set the spawn point. (Edit: This requires at least version 1.8 of the mod.)
http://puu.sh/cxDdN/d8ea75d338.png
This would be the base resizing cube, with some unlit lights and a blank space around the middle ring.
When the resizing cube is crafted with a material, the CM would look like this (maybe with a border change) and the material used would fill in the grey ring. If a portable upgrade is applied to it, the green ring would light up to signify that.
If a shrinking module was added to one side, the orange lights on that side would light up. The blue would light up with an enlargement module and both with the resizing one. If this option was disabled the orange and blue lights would be lit upon crafting. Does that make any sense?
if entirely lit up it would look like this http://puu.sh/cxDys/c6a4d62c2a.png
BUT, I still find that it is a neat idea to base a game or a modpack on, especially if you a re restricted in terms of space !
As the idea is building very personalized machines that process things for potentially every mod, what about automating their making ?
First all the machines looks the same, whether i made a BM blood generating or a tree farm, what about being able to somewhat custom the look ? or at least the names ? like WAILA saying "BM blood thingy" for exemple.
You could go even further by adding 2 machines :
The first one would take a compact machine and add tag to it and then make a pattern out of it
the second would take a pattern from the previous machine, and if provided the right sized empty compact machine and all the blocks and items in the pattern, and duplicate that same compact machine
thus, if you make a tree farm compact machine and need, say more coal or leaves, instead of manually doing it you could provided all the block and I guess a lot of energy ( haven't thought of the cost or limits) just multiply that tree farm or BM blood maker and place in the world
Idk if this is very clear but I'm just sharing my crazy thought
nic work
Given the complexity of the blocks inside and having to supply each type (unless you're implying duplication), it may not be feasible to have such a thing in the first place.
I am a prehistoric histories and manga / anime fan.
No certainly not. 1.6.4 should have died a few months ago. And I will drop 1.7 as soon as 1.8 is viable. Not a fan of sticking with old versions. Certainly not going to maintain two versions of a mod.
Click on this spoiler to see mods and ideas that I support!
Because of your amazing mod, I updated for 1.7.10 ( not really hard, there are no ID incompatibilities anymore, just had some bugfixing ). Well, seems like we have to spot the bugs in this mod ASAP as you will not maintain two versions.
I am a prehistoric histories and manga / anime fan.
Aroma1997Core-1.7.10-1.0.2.9
AromaBackup-1.7.10-0.0.0.5
compactmachines-1.7.10-1.9
[16:13:10] [AromaBackup/INFO]: [§1AromaBackup§r] Starting Backup. Server may lag for a bit!
[16:13:10] [AromaBackup/ERROR]: Couldn't process command: 'save-all'
java.util.ConcurrentModificationException
at java.util.LinkedList$ListItr.checkForComodification(Unknown Source) ~[?:1.7.0_45]
at java.util.LinkedList$ListItr.next(Unknown Source) ~[?:1.7.0_45]
at org.dave.CompactMachines.handler.SharedStorageHandler.save(SharedStorageHandler.java:173) ~[SharedStorageHandler.class:?]
at org.dave.CompactMachines.handler.SharedStorageHandler.access$000(SharedStorageHandler.java:32) ~[SharedStorageHandler.class:?]
at org.dave.CompactMachines.handler.SharedStorageHandler$SharedStorageSaveHandler.onWorldSave(SharedStorageHandler.java:212) ~[SharedStorageHandler$SharedStorageSaveHandler.class:?]
at cpw.mods.fml.common.eventhandler.ASMEventHandler_123_SharedStorageSaveHandler_onWorldSave_Save.invoke(.dynamic) ~[?:?]
at cpw.mods.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:51) ~[ASMEventHandler.class:?]
at cpw.mods.fml.common.eventhandler.EventBus.post(EventBus.java:122) ~[EventBus.class:?]
at net.minecraft.world.WorldServer.func_73044_a(WorldServer.java:809) ~[mt.class:?]
at net.minecraft.command.server.CommandSaveAll.func_71515_b(SourceFile:36) ~[bh.class:?]
at net.minecraft.command.CommandHandler.func_71556_a(CommandHandler.java:94) [z.class:?]
at aroma1997.backup.ThreadBackup.run(ThreadBackup.java:34) [ThreadBackup.class:?]
[16:13:10] [AromaBackup/INFO]: [AromaBackup: Turned off world auto-saving]
[16:13:31] [AromaBackup/INFO]: [§1AromaBackup§r] Server Backup Done!
[16:13:31] [AromaBackup/INFO]: [AromaBackup: Turned on world auto-saving]
[16:13:31] [AromaBackup/INFO]: [§1AromaBackup§r] Next scheduled backup in 30 minutes.
But I cannot connect any applied energistics cable to the outside or I crash. I haven't tried connecting one to the inside yet, for fear... I'm wondering if having Forge 1232 makes a difference. Needed to update for Stargatetech 2.
I needed to remove the cables using Mcedit or the game wouldn't start. But after I started the game, both times, the compact machines were gone. The first was a maximum, and the second was a large (obsidian).
I found this interesting in the server log: Encountered an unexpected exception java.lang.AbstractMethodError
at org.dave.CompactMachines.integration.appeng.AESharedStorage.getMachineNode(AESharedStorage.java:71) ~[AESharedStorage.class:?]
v1.10 does not work with AE rv2 yet, the upcoming v1.11 should work though.
Will it be incompatible with rv1 then?
Anyway, it's a good idea to make a config to deactivate modules of the mods to avoid problems on servers, etc.
I am a prehistoric histories and manga / anime fan.
Alright, I will definitely look forward to it! I have a 9x9x8 railcraft tank inside one block. This is amazing!!
Edit: Updated to v1.12
Minor update - you only really need this if you are not running Mekanism.
Installing mekanism seems to make the error go away, but I don't want to load mekanism on to my server, is there any other way to use kinesis pipes with compact machines without the crash?
Thanks,
Taz
This is mostly a bug fix release.
MEConduits do not crash when changing the cable settings anymore
- Interface Data is being copied when entangling a machine, preventing bundled cables from updating properly