What universal electricity mods are required to get the missiles to launch? I can't seem to get EE to work with the secret rooms mod even if I mess with the config files. And I am trying mekanism right now but can't get it to work either. I'm a complete noob at universal electricity mods though.
or you an use Buildcraft though Makenism should be working...
Ugh... and now in my actual world the machines (centrifuge/boiler/etc) don't want to take in BC power, they connect to the conduits but just sit there and do nothing. The same setup worked in a test world with the same exact configs.
Also is there a way to get BC power out of the turbines?
Is the Uraninite ore supposed to poison you with radiation? I see the green animation coming off the blocks, but even when I hold the block, I get no potion effect. I then looked up potion IDs and saw that ID:20, which is the default for this mod, is "wither". I never get wither, so I changed it to ID:19 in the config for "poison" and now I get a debuff of "radiation" which looks like a poison, so it seems to be working properly for me now.
Is there a reason that it was set to wither by default?
Doc needs 1.21 jiggawatts, so you'd better try harder.
Ahhh thanks for finding this bug! I'll fix it ASAP.
I can go through the force-fields just fine, but my Interdiction matrix always kills me, even if I have no anti-player or shock module installed. How can I make the matrix target anything but me?
If I use more than 42-44 distant modules on both side in progector GUI, generating ForceField started, but field is broken! I have a lot of fortron energy and full prodector energy indicator. If distant module less than 42-40 - all OK.
Example on screen http://i.imgur.com/wrmnVn2.jpg
This is due to your config by fealty setting a max allowed blocks to be created by a field to prevent lag. Bump that up of you want.
I'm using atomic science without the other UE components, to generate power for IC2. In 1.4.7 this worked well enough, but in 1.5.1 nothing in AS seems to connect to IC2 cables.
I'm running AS 0.5.1.19 and IC2 304
Any ideas?
Also, tried to register on UE forums but i don't get the activation email.
Edit: So the machines don't connect to IC2 power, but they work with BC power, good enough... Now the turbine does connect to IC2 but produces only 1 eu/t... huh?
Amazing mod... looks amazing .... Just how do you make the mffs projector to work? I've layed it down and gave it power but I don't know what to do next except to flick the switch... but when i do it doesn't work.... Its on the v3 pre-release
You need scale modules. Some people are working on the wiki right now...
You're right, and I understand that Electrical Expansion is undergoing a lot of work. I get that Atomic Science is Turbine Reactors/Fission/Fusion/Particle Accelerators and Radiation and they all work amazing, but without some form of cabling, or storage... unless you consider BasicComponent BatteryBox/CopperWire, the issue still remains, I feel they draw more power then they create.
[center]i know this is the wrong place, but i havent been sent the conformation email to post this in the right place, and i think your the person that this info would go to [center]Calclavia. there is a problem with the steel blocks in universal electricity, not a single one of the machines needing it can be built. i noticed there are 2 different steel ingots one in basic components and another in mekanism, both can be crafted into a steel blocks but i cant make anything with them no mater what steel i make the blocks out of [/center]
Also I should say I'm loving the new Multi-Threaded nukes, they're actually working for me now, good job! ^^
EDIT: Reply from Aidancbrady:
"As crazy as it sounds, this actually is Calclavia's fault. He needs to properly register his recipes with the Ore Dictionary."
Yeh I'll investigate then. This is most likely due to ICBM loading before Mekanism...
Speaking for myself, the reason I didn't post a crash log here is because the error was happening in Electric Expansion, which AFAIK someone other than Calclavia is maintaining. At any rate, I posted mine in the EE thread.
The download links for three different modules all pointing to the same one, on the other hand, is definitely an ICBM thing, and I was otherwise at a loss as to where to mention the issue with the calclavia.com forums.
Have a crashlog for the latest build of ICBM with latest forge build, as follows:
---- Minecraft Crash Report ----
// Don't do that.
Time: 27/04/13 02:22
Description: Failed to start game
cpw.mods.fml.common.LoaderException: java.lang.NoSuchFieldException: proxy
at cpw.mods.fml.common.ProxyInjector.inject(ProxyInjector.java:67)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:471)
at sun.reflect.GeneratedMethodAccessor4.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:314)
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.propogateStateMessage(LoadController.java:165)
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:314)
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:98)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:503)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:160)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:410)
at net.minecraft.client.MinecraftAppletImpl.func_71384_a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:732)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.NoSuchFieldException: proxy
at java.lang.Class.getDeclaredField(Unknown Source)
at cpw.mods.fml.common.ProxyInjector.inject(ProxyInjector.java:41)
... 26 more
I really love this mod, it's fantastic.
But I have a question, not sure if I'm doing something wrong but... here are my findings, using the multimeter.
With Mekanism 5.5.4.33 and Atomic Science 0.5.1.15 installed, MC 1.5.1
1xGeothermal Generator produces 100Watts.
1xHydrogen Generator produces 600Watts.
That's not a problem, I use that stuff to power what I need...
My Question is.
After exhausting 10KiloWatts on a Centrifuge, 16KiloWatts on Nuclear Boiler, 10KiloWatts on a Chemical Extractor I can produce fission fuel, and with a BigTurbine, setup to sticky piston a control rod at 1900 degrees my Nuclear Reactor can output 1.1KiloWatts... Now that's more then the other forms of power generation thus far, but it takes a lot of power to get it to work, so I feel like I'm losing Watts to just generate that.
Now my biggest issue,
With a SingleCore Fusion reactor setup, with 1 BigTurbine, and 15 Reactor Turbines it consumes 199.99 KiloWatts to power just 1 core. Only to have it produce 2 KiloWatts... Again more then a reactor, but why would I make 200 Nuclear Reactors to power 1 Fusion reactor to only have it produce 2 KilWatts? Or... do I have this wrong?
With a QuadCore Fusion reactor setup, 15 Big Reactor Turbines it consumes 799.99 KiloWatts and produces 17.98KiloWatts.
Now the icing on the cake, 1xCoal Generator, after consuming ~8 Coal can produce 10KiloWatts.... so 2xCoal Generators can produce more power then a QuadCore Fusion reactor.... doesn't seem right, please correct me if I'm wrong.
Minecraft then seems to crash upon loadout and it seems to be BasicComponents and UE which are creating the error as they have errored to load.. something to do with furnace recipes that is shown in the crash log at bottom of this post.
Although this seems to happen to builds #73, #74 and #75.
Here's the relevant section of the crash log.. also I am using Forge v7.7.1.652 if it helps.
cpw.mods.fml.common.LoaderException: java.lang.NoSuchMethodError: net.minecraft.item.crafting.FurnaceRecipes.smelting()Lnet/minecraft/item/crafting/FurnaceRecipes;
at cpw.mods.fml.common.LoadController.transition(LoadController.java:142)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:691)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:206)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:444)
at net.minecraft.client.MinecraftAppletImpl.func_71384_a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:729)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.NoSuchMethodError: net.minecraft.item.crafting.FurnaceRecipes.smelting()Lnet/minecraft/item/crafting/FurnaceRecipes;
at universalelectricity.components.common.BasicComponents.register(BasicComponents.java:139)
at universalelectricity.components.common.BCLoader.load(BCLoader.java:68)
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:515)
at sun.reflect.GeneratedMethodAccessor5.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:314)
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.propogateStateMessage(LoadController.java:165)
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:314)
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:98)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:690)
... 5 more
--- END ERROR REPORT b63cb595 ----------
Thanks.
Electric Expansion's fault. I think he fixed it in the latest build.
I get this annoying little visual bug when I use the scope on a gun from Flan's Mod, or have the Portal Gun equipped, it's caused by the power meter that's displayed in the top left corner of the screen which flickers on and off and sometimes glitches down the screen, is there any way to fix it? Perhaps add an option to turn it off?
Here's some screenshots of the bug.
Before
After:
It does this constantly when using a scope or Portal Gun.
Found an interesting bug (one that a server patron pointed out to me)...
If you create a rather large MFFS field around your estate, the forcefield is actually in all 3 realms simultaneously (The End, Overworld, and The Nether) at the appropriate coordinates. This is taking into effect the coordinate offsets that The End and The Nether have in relation to the Overworld.
I'm currently using your mod with the FTB Ultimate pack, having removed wireless redstone CBE, Twilight Forest, Mystcraft, chicken chunks, and the Portal Gun.
So, any idea as to why?
Lol Quantum force field? Wait so you mean it projects in all dimensions at the same time from just one projector?
your version is really a lot of more fun than the old mffs (or that classic thingy) I really like the new models and that power>Liquid Energy storage system :X
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Smash atoms.
or you an use Buildcraft though Makenism should be working...
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