Hmm... Hammer isn't working. Last time I tried a pickaxe I couldn't find the panel... maybe I was blind. I'll try again.
Interesting. It simply worked using a pickaxe...
I made a solar panel model/texture that I think would fit with the mod, if you feel like putting it in the mod itself. I can do the other five textures, if you want me to.
I believe IC2 solar panels generate electricity if and only if light levels equal to sunlight are present overhead. Not attainable with glowstone. This is advantageous when using Aroma1997's Mining Dimension mod where the daylight is always equal to noon levels in the over-world.
When solar panels work independently of the sun, it's difficult to call them "solar" when in fact they appear to be generating RF by magic depending only upon the time within the dimension one is in.
I am having a NoClassDefFoundError crash but the class file is there. Plz help
---- Minecraft Crash Report ----
// Would you like a cupcake?
Time: 22/10/14 9:32 PM
Description: There was a severe problem during mod loading that has caused the game to fail
cpw.mods.fml.common.LoaderException: java.lang.NoClassDefFoundError: com/nauktis/solarflux/blocks/SolarPanelTileEntity
at cpw.mods.fml.common.LoadController.transition(LoadController.java:162)
at cpw.mods.fml.common.Loader.preinitializeMods(Loader.java:515)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:239)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:480)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:867)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
Caused by: java.lang.NoClassDefFoundError: com/nauktis/solarflux/blocks/SolarPanelTileEntity
at com.nauktis.solarflux.SolarFluxMod.preInit(SolarFluxMod.java:25)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:513)
at sun.reflect.GeneratedMethodAccessor3.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:208)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:187)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:118)
at cpw.mods.fml.common.Loader.preinitializeMods(Loader.java:513)
... 10 more
Caused by: java.lang.ClassNotFoundException: com.nauktis.solarflux.blocks.SolarPanelTileEntity
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:191)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 37 more
Caused by: java.lang.NoClassDefFoundError: cofh/api/energy/IEnergyHandler
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:182)
... 39 more
Caused by: java.lang.ClassNotFoundException: cofh.api.energy.IEnergyHandler
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:101)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 43 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
I am having a NoClassDefFoundError crash but the class file is there. Plz help
---- Minecraft Crash Report ----
// Would you like a cupcake?
Time: 22/10/14 9:32 PM
Description: There was a severe problem during mod loading that has caused the game to fail
cpw.mods.fml.common.LoaderException: java.lang.NoClassDefFoundError: com/nauktis/solarflux/blocks/SolarPanelTileEntity
at cpw.mods.fml.common.LoadController.transition(LoadController.java:162)
at cpw.mods.fml.common.Loader.preinitializeMods(Loader.java:515)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:239)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:480)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:867)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
Caused by: java.lang.NoClassDefFoundError: com/nauktis/solarflux/blocks/SolarPanelTileEntity
at com.nauktis.solarflux.SolarFluxMod.preInit(SolarFluxMod.java:25)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:513)
at sun.reflect.GeneratedMethodAccessor3.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:208)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:187)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:118)
at cpw.mods.fml.common.Loader.preinitializeMods(Loader.java:513)
... 10 more
Caused by: java.lang.ClassNotFoundException: com.nauktis.solarflux.blocks.SolarPanelTileEntity
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:191)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 37 more
Caused by: java.lang.NoClassDefFoundError: cofh/api/energy/IEnergyHandler
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:182)
... 39 more
Caused by: java.lang.ClassNotFoundException: cofh.api.energy.IEnergyHandler
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:101)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 43 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
I would assume to prevent people from just putting glowstone or whatever right on top of it to generate power.
Also, very cool mod, I'll definitely be checking this one out!
This can be fixed by having the mod check for the sunlight level, not the light level. Two different things.
Great mod though, @Nauktis. Only thing I feel is missing is, as others have said, is a GUI (IC2's solars and even ExtraUtil's solar generator had one). Waila information (although that may be on Waila's side) would be nice, as well as possible microblock support in the future. Will be keeping an eye on this mod's progress.
The Meaning of Life, the Universe, and Everything.
Join Date:
1/4/2012
Posts:
111
Member Details
I've been using this mod for a while and I've wondered: What is with the crafting recipe for mirrors? "Glass mirrors are most often coated with silver[20][/sup] or aluminium". Why isn't it a silver ingot instead of iron? I'd make more sense. Anyhow, I hope you look into that, and have a good day.
PSN:
PSN, I'm assuming, stands for Psychic Super Narwhal.
Member Details
This may be a stretch, but I'd like to use this mod in my modpack, and I was wondering if you'd make the energy output configurable, as it gets pretty high for my purposes.
I've got a couple of questions about the solar panels.
First off, do they produce power at night? I assume they don't which is fine, but just curious since I'm in the process of setting up my power plant and the top tiers of these are on my list of additions (eventually)
Secondly, I assume there is no reason to hook up more than 8 in succession (of any tier) since that produces the maximum amount that each solar panel can transfer. I ask because I'm trying to figure out the best way to tile these.
Quote from JavaMatrix»This may be a stretch, but I'd like to use this mod in my modpack, and I was wondering if you'd make the energy output configurable, as it gets pretty OP.
As you seem like you don't know what you're talking about, let me go though some values with you.
I'm playing in Dark Trilogy with the TE Recipes.
Solar I:
5x Wood
1x Redstone
1.5x Iron
4.5x Glass
Seems okay right?
We'll jump to Solar 4.
Solar IV:
4x Leadstone Energy Cells
4x Basic Machine Frames
1x Hardened Energy Cell
1x Hardened Machine Frame
9x Clay
54x Lapis
640x Wood Planks
160x Redstone
217.5x Iron
697.5x Glass
16x Gold
And all that gets you is 256 RF/t
Thats beyond the cost of 6 Extra Utilities Furnace Generators
But wait, maybe you're referring to the Solar VI?
Well I've got the ingredients for that too.
64x Leadstone Energy Cells
64x Basic Machine Frames
16x Hardened Energy Cells
16x Hardened Machine Frames
4x Redstone Energy Cells
4x Reinforced Machine Frames
1x Resonant Energy Cell
1x Resonant Machine Frame
24x Nether Quartz
9x Blaze Rods
30x Obsidian
51x Glowstone
189x Clay
954 Lapis
10,240x Wood Planks
2,560x Redstone
3,517.5x Iron
11,362.5x Glass
256x Gold
27x Diamond
Thats well and truly more than the cost of 102.4 Extra Utilites Furnace Generators
And Big Reactors too.
So perhaps you should make them in survival instead of getting one from Creative for "testing"
Note: I deliberately didn't count the ingredients for the Machine Frames/Energy Cells because they change based on mods, and what type of gears you use.
If you're after a copy of the spreadsheet I used, feel free to PM me.
PSN:
PSN, I'm assuming, stands for Psychic Super Narwhal.
Member Details
Well, I do thank you for your time.
First off, I'd like to point out that it's rather bad form to accuse someone of not knowing what they're talking about, and to assume that they're only using Creative for testing.
My main issue with these generators is not that they are too cheap - indeed, from what you say, it seems very nicely balanced. My issue with these is actually twofold - firstly, I don't really want that much power production easily available. Secondly, I don't want that level of power generation to be available that simply. True, you have to craft them, but after that you have one block producing rather large amounts of energy.
Also please note that I made no attempt to accuse the author, but simply asked for a configuration option. Looking back, perhaps labeling the energy levels as "OP" was a misrepresentation of my position - I'll edit that now.
Rollback Post to RevisionRollBack
If I'm being mean, tell me. Chances are, I'm not trying to be.
I reject your reality and substitute Minecraft.
Java means Coffee and Coding. Matrix means Math and Programmers who Fight Robots. Together, they mean me.
Interesting. It simply worked using a pickaxe...
me stupid.
I have been waiting for a mod like this for awhile now, and I'm glad I found this. Keep up the amazing work
I would assume to prevent people from just putting glowstone or whatever right on top of it to generate power.
Also, very cool mod, I'll definitely be checking this one out!
When solar panels work independently of the sun, it's difficult to call them "solar" when in fact they appear to be generating RF by magic depending only upon the time within the dimension one is in.
---- Minecraft Crash Report ----
// Would you like a cupcake?
Time: 22/10/14 9:32 PM
Description: There was a severe problem during mod loading that has caused the game to fail
cpw.mods.fml.common.LoaderException: java.lang.NoClassDefFoundError: com/nauktis/solarflux/blocks/SolarPanelTileEntity
at cpw.mods.fml.common.LoadController.transition(LoadController.java:162)
at cpw.mods.fml.common.Loader.preinitializeMods(Loader.java:515)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:239)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:480)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:867)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
Caused by: java.lang.NoClassDefFoundError: com/nauktis/solarflux/blocks/SolarPanelTileEntity
at com.nauktis.solarflux.SolarFluxMod.preInit(SolarFluxMod.java:25)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:513)
at sun.reflect.GeneratedMethodAccessor3.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:208)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:187)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:118)
at cpw.mods.fml.common.Loader.preinitializeMods(Loader.java:513)
... 10 more
Caused by: java.lang.ClassNotFoundException: com.nauktis.solarflux.blocks.SolarPanelTileEntity
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:191)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 37 more
Caused by: java.lang.NoClassDefFoundError: cofh/api/energy/IEnergyHandler
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:182)
... 39 more
Caused by: java.lang.ClassNotFoundException: cofh.api.energy.IEnergyHandler
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:101)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 43 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.7.10
Operating System: Windows 8 (amd64) version 6.2
Java Version: 1.7.0_55, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 123304816 bytes (117 MB) / 381706240 bytes (364 MB) up to 1060372480 bytes (1011 MB)
JVM Flags: 6 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v9.05 FML v7.10.85.1230 Minecraft Forge 10.13.2.1230 Optifine OptiFine_1.7.10_HD_U_A4 43 mods loaded, 43 mods active
mcp{9.05} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized
FML{7.10.85.1230} [Forge Mod Loader] (forge-1.7.10-10.13.2.1230.jar) Unloaded->Constructed->Pre-initialized
Forge{10.13.2.1230} [Minecraft Forge] (forge-1.7.10-10.13.2.1230.jar) Unloaded->Constructed->Pre-initialized
appliedenergistics2-core{rv1-stable-1} [AppliedEnergistics2 Core] (minecraft.jar) Unloaded->Constructed->Pre-initialized
CodeChickenCore{1.0.4.29} [CodeChicken Core] (minecraft.jar) Unloaded->Constructed->Pre-initialized
NotEnoughItems{1.0.3.62} [Not Enough Items] (NotEnoughItems-1.7.10-1.0.3.62-universal.jar) Unloaded->Constructed->Pre-initialized
ThaumicTinkerer-preloader{0.1} [Thaumic Tinkerer Core] (minecraft.jar) Unloaded->Constructed->Pre-initialized
FamiliarsAPI{1.7.10} [Familiars API] (FamiliarsAPI-1.7.10.jar) Unloaded->Constructed->Pre-initialized
battlegear2{1.0.6.1} [Mine & Blade Battlegear 2 - Bullseye] (1.7.10-MB_Battlegear2-Bullseye-1.0.6.1.jar) Unloaded->Constructed->Pre-initialized
appliedenergistics2{rv1-stable-1} [Applied Energistics 2] (appliedenergistics2-rv1-stable-1.jar) Unloaded->Constructed->Pre-initialized
Backpack{2.0.0} [Backpack] (backpack-2.0.0-1.7.x.jar) Unloaded->Constructed->Pre-initialized
BiblioCraft{1.8.2} [BiblioCraft] (BiblioCraft[v1.8.2][MC1.7.10].jar) Unloaded->Constructed->Pre-initialized
Baubles{1.0.1.8} [Baubles] (Baubles-1.7.10-1.0.1.8.jar) Unloaded->Constructed->Pre-initialized
Thaumcraft{4.2.1.4} [Thaumcraft] (Thaumcraft-1.7.10-4.2.1.4.jar) Unloaded->Constructed->Pre-initialized
Botania{r1.2-128} [Botania] (Botania r1.2-128.jar) Unloaded->Constructed->Pre-initialized
ChickenChunks{1.3.4.13} [ChickenChunks] (ChickenChunks-1.7.10-1.3.4.13-universal.jar) Unloaded->Constructed->Pre-initialized
DefaultMobPack{1.7.10} [DefaultMobPack] (FamiliarsDefaultMobPack-1.7.10.jar) Unloaded->Constructed->Pre-initialized
ExtendedFamPack{1.7.10} [ExtendedFamPack] (FamiliarsExtendedFamPack-1.7.10.jar) Unloaded->Constructed->Pre-initialized
HerobrineFamPack{1.7.10} [HerobrineFamPack] (FamiliarsHerobrineFamPack-1.7.10.jar) Unloaded->Constructed->Pre-initialized
Waila{1.5.5} [Waila] (Waila-1.5.5_1.7.10.jar) Unloaded->Constructed->Pre-initialized
ForgeMultipart{1.1.0.307} [Forge Multipart] (ForgeMultipart-1.7.10-1.1.0.307-universal.jar) Unloaded->Constructed->Pre-initialized
ThaumicTinkerer{2.5-1.7.10-158} [Thaumic Tinkerer] (ThaumicTinkerer-2.5-1.7.10-158.jar) Unloaded->Constructed->Pre-initialized
ForbiddenMagic{1.7.10-0.52} [Forbidden Magic] (Forbidden Magic-1.7.10-0.52.jar) Unloaded->Constructed->Pre-initialized
foxlib{1.7.10-0.5.0} [FoxLib] (FoxLib-1.7.10-0.5.0.jar) Unloaded->Constructed->Pre-initialized
GraveStone{2.9.7} [GraveStone] (GraveStone 2.9.7.jar) Unloaded->Constructed->Pre-initialized
MapWriter{2.1.2} [MapWriter] (MapWriter-1.7.10-2.1.2.jar) Unloaded->Constructed->Pre-initialized
NodalMechanics{1.7.10R1.0} [NodalMechanics] (NodalMechanics-1.7-1.0-7.jar) Unloaded->Constructed->Pre-initialized
pandorasbox{2.0.1} [Pandora's Box] (PandorasBox-2.0.1.jar) Unloaded->Constructed->Pre-initialized
PetBat{1.3.6} [Pet Bat] (PetBat-1.7.10.jar) Unloaded->Constructed->Pre-initialized
ProjectE{Alpha 0.2c} [ProjectE] (ProjectE-Alpha 0.2c.jar) Unloaded->Constructed->Pre-initialized
Roguelike{1.3.5} [Roguelike Dungeons] (roguelike-1.7.10-1.3.5.jar) Unloaded->Constructed->Pre-initialized
SlimeCarnage{1.0.4} [Slime Carnage] (SlimeCarnage-1.0.4.jar) Unloaded->Constructed->Pre-initialized
SolarFlux{1.7.10-0.4b} [Solar Flux] (SolarFlux-1.7.10-0.4b.jar) Unloaded->Constructed->Errored
symcalc{0.13.5} [Symcalc] (symcalc-0.13.5.jar) Unloaded->Constructed->Pre-initialized
Tails{1.7.10-1.1.1} [Tails] (Tails-1.7.10-1.1.1.jar) Unloaded->Constructed->Pre-initialized
ThaumcraftMobAspects{1.7.2-2A} [Thaumcraft Mob Aspects] (ThaumcraftMobAspects-1.7.2-2A.jar) Unloaded->Constructed->Pre-initialized
thaumcraftneiplugin{1.7.10-1.3b} [Thaumcraft NEI Plugin] (thaumcraftneiplugin-1.7.10-1.3b.jar) Unloaded->Constructed->Pre-initialized
thaumicenergistics{0.7.1b} [Thaumic Energistics] (thaumicenergistics-0.7.1b.jar) Unloaded->Constructed->Pre-initialized
ThaumicExploration{0.6.0} [Thaumic Exploration] (ThaumicExploration-1.7.10-1.1-17 (1).jar) Unloaded->Constructed->Pre-initialized
TwilightForest{2.3.2} [The Twilight Forest] (twilightforest-1.7.10-2.3.2.jar) Unloaded->Constructed->Pre-initialized
WailaHarvestability{1.1.0} [Waila Harvestability] (WailaHarvestability-mc1.7.x-1.1.0.jar) Unloaded->Constructed->Pre-initialized
McMultipart{1.1.0.307} [Minecraft Multipart Plugin] (ForgeMultipart-1.7.10-1.1.0.307-universal.jar) Unloaded->Constructed->Pre-initialized
ForgeMicroblock{1.1.0.307} [Forge Microblocks] (ForgeMultipart-1.7.10-1.1.0.307-universal.jar) Unloaded->Constructed->Pre-initialized
AE2 Version: stable rv1-stable-1 for Forge 10.13.0.1187
You're missing CoFHCore...
InB4 Water wheels and many other forms of natural power get added and the mod gets named to "Natural Flux" *Cough*
I'm totally not suggesting anything
This can be fixed by having the mod check for the sunlight level, not the light level. Two different things.
Great mod though, @Nauktis. Only thing I feel is missing is, as others have said, is a GUI (IC2's solars and even ExtraUtil's solar generator had one). Waila information (although that may be on Waila's side) would be nice, as well as possible microblock support in the future. Will be keeping an eye on this mod's progress.
edit: ..whoops this mod is only for 1.7! I thought it was for 1.6+ my mistake! (I will not be using this after all.)
You should try making a pack for 1.7x. What's keeping you back in 1.6, might I ask?
Also, it's not like you couldn't have packs for both versions of MC.
First off, do they produce power at night? I assume they don't which is fine, but just curious since I'm in the process of setting up my power plant and the top tiers of these are on my list of additions (eventually)
Secondly, I assume there is no reason to hook up more than 8 in succession (of any tier) since that produces the maximum amount that each solar panel can transfer. I ask because I'm trying to figure out the best way to tile these.
As you seem like you don't know what you're talking about, let me go though some values with you.
I'm playing in Dark Trilogy with the TE Recipes.
Solar I:
We'll jump to Solar 4.
Solar IV:
Thats beyond the cost of 6 Extra Utilities Furnace Generators
But wait, maybe you're referring to the Solar VI?
Well I've got the ingredients for that too.
Thats well and truly more than the cost of 102.4 Extra Utilites Furnace Generators
And Big Reactors too.
So perhaps you should make them in survival instead of getting one from Creative for "testing"
Note: I deliberately didn't count the ingredients for the Machine Frames/Energy Cells because they change based on mods, and what type of gears you use.
If you're after a copy of the spreadsheet I used, feel free to PM me.
First off, I'd like to point out that it's rather bad form to accuse someone of not knowing what they're talking about, and to assume that they're only using Creative for testing.
My main issue with these generators is not that they are too cheap - indeed, from what you say, it seems very nicely balanced. My issue with these is actually twofold - firstly, I don't really want that much power production easily available. Secondly, I don't want that level of power generation to be available that simply. True, you have to craft them, but after that you have one block producing rather large amounts of energy.
Also please note that I made no attempt to accuse the author, but simply asked for a configuration option. Looking back, perhaps labeling the energy levels as "OP" was a misrepresentation of my position - I'll edit that now.