• 1

    posted a message on [1.6.4] Team CoFH Mods - Thermal Expansion 3.0.0.0
    Quote from Galadh

    Hey there :)

    My wife and me, we're having terrible problems with aligning the Thermal Expansion items' IDs to Ars Magica mod's IDs.

    Basically, first mishap came when AM's pure essence overwrote all copper ingots in recipes. When we finally handled it by switching
    AM pure essence's ID to different digit (hell, having 45 mods gets into a habit of tweaking IDs :D ) different AM's essences started to disappear from Creative Mode inventory + recipes...

    I honestly do not know whether it should be posted here - in TE's thread, but it was TE's installation which started problems in the first place, so...

    I just hope some of you guys can figure it out, cause we are at a loss trying to re-fit the IDs over and over again... You get one item back - two other go missing - you get those back - three more disappear... ID mismatches pop up everywhere...

    Best regards,

    Galadh

    As a server operator with about 70 mods, and having gone through several major updates, your best bet is making a spreadsheet or at the very least text file with the block and ID ranges of the IDs you have assigned to the mods. Blocks can go up to 4096, and I think Items up to 32000. Plenty of room in there if you start out with a plan. Finding free numbers in a world that has already been generated is a little rougher when you are not trying to corrupt an existing world. I would suggest using NEI's ID function to give you a list of free IDs.

    Asking mod authors to fix your ID conflicts is considered bad form, because the problem doesn't lie with the mod, but your ability to configure it properly. If you still need help, PM me and I'd be happy to go through your config files and help sort the mess out.
    Posted in: Minecraft Mods
  • 1

    posted a message on Metallurgy - Putting the "Mine" back in "Minecraft"!
    Quote from Amedinno

    Cant u just gave us the .minecraft.rar PWEASEEEE
    What you are asking for is illegal. Please don't ask for it again. There are many tutorial vids on how to mod your .jar file.
    Posted in: Minecraft Mods
  • 2

    posted a message on Brotherhood of the Commissioned (BotC)
    The Brotherhood of the Commissioned is a group of people from all over the world, with a common interest: Games
    We started as a mostly PS3 clan, but over the years have added sections for the 360, and PC. We have a small, but growing Minecraft following, including our own SMP server run by me. Speaking as a member, this is the best group of friends I have ever had, and I am sure you can find a home here as well.

    Our home website can be found here: feel free to check it out, sign up and stay a while. Our only requirements are that you post at least twice a week and participate in events once in a while, but above all be nice.

    As for our SMP server, we have about 20 members, with varying levels of activity. We are a modded server, using several of the popular technical mods, and strive to encourage peaceful cooperation in building in a survival environment. New members will be accepted on an individual basis. Membership in the parent clan isn't mandatory, but encouraged.

    Info about our server can be found at the server website at http://botcserver.no-ip.org

    Currently installed mods are always changing, but the full list, Server rules, and credits can be found at the above site.

    Installation of the mods will be required to log on. Per the requirements for some of the mods, I will no longer provide a link to the modpack here. Interested parties may apply in this thread or on the clan site using the following application, and if accepted, will be PM'ed the server address and the download link.


    If you are interested please post the following info:

    Name:
    Location:
    Past Creations:
    Previous Bans:
    Why you want to assist:
    Notes:
    Posted in: Clans
  • 1

    posted a message on BuildCraft - Blueprints, Pipes, Quarries, Autocrafting, Logic Gates and more! Updated 09.01.13 [3.4.0]
    Quote from Fuzzzie

    Thanks for the update Sengir!

    Ditto, cheers to one of the hardest working modders in the MCverse.
    Posted in: Minecraft Mods
  • 1

    posted a message on ExtrabiomesXL Universal 3.16.3 for MC 1.7.10
    Quote from Hov

    Minecraft has crashed. How can I resolve this? thanks

    Edit: Just updated forge to "minecraftforge-universal-1.4.5-6.4.1.407" if it matters.



    Minecraft has crashed!
    ----------------------

    Minecraft has stopped running because it encountered a problem; Failed to start game

    A full error report has been saved to C:\Users\Minecraft\Documents\MultiMc\instances\BuildCraft 1.4.5 - 3.2.0\minecraft\crash-reports\crash-2012-12-01_05.10.59-client.txt - Please include a copy of that file (Not this screen!) if you report this crash to anyone; without it, they will not be able to help fix the crash :(



    --- BEGIN ERROR REPORT 97b1483 --------
    Full report at:
    C:\Users\Minecraft\Documents\MultiMc\instances\BuildCraft 1.4.5 - 3.2.0\minecraft\crash-reports\crash-2012-12-01_05.10.59-client.txt
    Please show that file to Mojang, NOT just this screen!

    Generated 12/1/12 5:10 AM

    -- System Details --
    Details:
    Minecraft Version: 1.4.5
    Operating System: Windows 7 (amd64) version 6.1
    Java Version: 1.7.0_09, Oracle Corporation
    Java VM Version: Java HotSpotâ„¢ 64-Bit Server VM (mixed mode), Oracle Corporation
    Memory: 321089968 bytes (306 MB) / 514523136 bytes (490 MB) up to 954466304 bytes (910 MB)
    JVM Flags: 2 total; -Xms512m -Xmx1024m
    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 v7.23 FML v4.5.0.457 Minecraft Forge 6.4.0.394 Optifine OptiFine_1.4.5_HD_D3 22 mods loaded, 22 mods active
    mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized
    FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized
    Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized
    mod_CodeChickenCore [CodeChicken Core] (coremods) Unloaded->Constructed->Pre-initialized
    mod_NotEnoughItems [Not Enough Items] (coremods) Unloaded->Constructed->Pre-initialized
    ExtrabiomesXL [ExtrabiomesXL] (minecraft.jar) Unloaded->Constructed->Pre-initialized
    IC2 [IndustrialCraft 2] (minecraft.jar) Unloaded->Constructed->Errored
    AdvancedPowerManagement [Advanced Power Management] (minecraft.jar) Unloaded->Constructed->Pre-initialized
    Forestry [Forestry] (minecraft.jar) Unloaded->Constructed->Pre-initialized
    BuildCraft|Core [BuildCraft] (minecraft.jar) Unloaded->Constructed->Pre-initialized
    BuildCraft|Builders [BuildCraft Builders] (minecraft.jar) Unloaded->Constructed->Pre-initialized
    BuildCraft|Energy [BuildCraft Energy] (minecraft.jar) Unloaded->Constructed->Pre-initialized
    BuildCraft|Factory [BuildCraft Factory] (minecraft.jar) Unloaded->Constructed->Pre-initialized
    BuildCraft|Transport [Buildcraft Transport] (minecraft.jar) Unloaded->Constructed->Pre-initialized
    BuildCraft|Silicon [BuildCraft Silicon] (minecraft.jar) Unloaded->Constructed->Pre-initialized
    mod_ReiMinimap [mod_ReiMinimap] ([1.4.5]ReiMinimap_v3.2_05.zip) Unloaded->Constructed->Pre-initialized
    AdvancedMachines [IC2 Advanced Machines Addon] (AdvancedMachines_4.5_1.4.5.zip) Unloaded->Constructed->Pre-initialized
    mod_CraftGuide [mod_CraftGuide] (CraftGuide-1.6.4.9-modloader.zip) Unloaded->Constructed->Pre-initialized
    GraviGun [GraviGun] (GravityGun1.4.5v1.zip) Unloaded->Constructed->Pre-initialized
    NEIPlugins [NEI Plugins] (NEIPlugins-1.0.1.1.jar) Unloaded->Constructed->Pre-initialized
    Railcraft [Railcraft] (Railcraft_6.8.0.0.zip) Unloaded->Constructed->Pre-initialized
    StevesCarts [Steve's Carts] (StevesCarts2.0.0.a28.zip) Unloaded->Constructed->Pre-initialized
    LWJGL: 2.4.2
    OpenGL: ATI Mobility Radeon HD 3400 Series GL version 2.1.8787, ATI Technologies Inc.
    Is Modded: Definitely; Client brand changed to 'forge,fml'
    Type: Client (map_client.txt)
    Texture Pack: Default
    Profiler Position: N/A (disabled)
    Vec3 Pool Size: ~~ERROR~~ NullPointerException: null

    java.lang.IllegalArgumentException: Slot 222 is already occupied by [email protected] when adding [email protected]
    at amj.<init>(Block.java:292)
    at amj.<init>(Block.java:325)
    at ic2.common.BlockTex.<init>(BlockTex.java:25)
    at ic2.common.BlockFoam.<init>(BlockFoam.java:28)
    at ic2.common.IC2.load(IC2.java:291)
    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:440)
    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.EventHandler.handleEvent(EventHandler.java:69)
    at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
    at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
    at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
    at com.google.common.eventbus.EventBus.post(EventBus.java:268)
    at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:140)
    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:69)
    at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
    at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
    at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
    at com.google.common.eventbus.EventBus.post(EventBus.java:268)
    at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:83)
    at cpw.mods.fml.common.Loader.loadMods(Loader.java:480)
    at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:151)
    at net.minecraft.client.Minecraft.a(Minecraft.java:424)
    at net.minecraft.client.Minecraft.run(Minecraft.java:756)
    at java.lang.Thread.run(Unknown Source)
    --- END ERROR REPORT 8891d1dd ----------



    Block ID conflict. IC2 and EBXL are trying to use the same block ID. Edit the configs of one of the two mods to find a free block ID or use ID resolver.
    Posted in: Minecraft Mods
  • 1

    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from DaemosDaen

    hell, most people would be happy with world gen, without microblocks just so they can get their server up and going.


    As a long-time user of Redpower on my server, I agree with this idea. My natives are also getting restless, and we have been playing with the other mods on a test version of the server, but we are about at the point of abandoning Redpower completely, even though it is the single mod that adds the most to the experience, because we are tired of being stuck on 1.25. Adding it later once it does finish, (I do believe she will finish it someday) is pretty crappy because you lose out on the world-gen aspects.

    Has anyone that actually has Elo's ear suggested just releasing "World" and adding the other modules later? Considering Redpower is already broken into modules, it doesn't seem like too much of a stretch.

    I don't want to be considered another one of the self-entitled trolls in this thread. I have nothing but respect for Elo and the work that she has put into one of the 5 must-have mods for my server, but reality is creeping in. Other developers have given up, and we have had to leave mods behind. I would prefer not to lose all of the potential that Redpower has.
    Posted in: Minecraft Mods
  • 1

    posted a message on Brotherhood of the Commissioned (BotC)
    Due to some nasty java crashes, the test server is offline until we can figure out what is up. Holding off on updating the server until the testing is resolved.

    @Bremii. Though Portal is near and dear to my heart, I am leery adding another mod until we get this crash resolved. If there is time, I may roll it in if there is enough interest.
    Posted in: Clans
  • 1

    posted a message on Brotherhood of the Commissioned (BotC)
    Quote from modguy

    Name:Dan0308
    Location:CA,USA
    Past Creations:i have build a mob grinder and a full pistion house
    Previous Bans:none
    Why you want to assist:like the play with people and building big buildes
    Notes: if u skype my name is: darren0308, and good with redstone :)

    Quote from Tech_Bass

    Name:tech_bass
    Location:Texas
    Past Creations: Some medium sizes castles and arenas with some redstone
    Previous bans: None
    Notes:Hate Grief and like to design


    You have both been whitelisted and PM'ed the address. Welcome aboard.
    Posted in: Clans
  • 1

    posted a message on Forestry for Minecraft, Trees, Bees and more!
    Quote from MagmaTung

    Im still confused as how to convert the yellow liquid to green liquid.
    yellow liquid is being made by OIL.
    For some odd reason, Biogas Engines are not excepting this Yellow liquid to operate.

    So I need to know how to convert Yellow liquid "i believe its called Biomass" if im not mistaken.
    into Biofuel.

    I used the still,but the still wont except the yellow liquid either.

    So im sitting here in confusion. :sad.gif:

    Oil (black) is made into Fuel(Yellow) in a refinery. Both are used by normal Buildcraft Combustion engines.

    Biomass (Green) is made in a fermenter using saplings, water, fertilizer and power from an engine. It will fuel Biogas engines, Bio-generators, or can be converted into Biogas (orange) in a still. Biogas can then be used in the Bio-Generators as a more efficient fuel source, or may be burned in combustion engines instead of normal fuel.

    Boigas engines can only be run on biomass, (green) which is the most efficient fuel source, Milk, or water as long as they have lava in the tank to heat up the water. To be more clear, you nead lava to start the engine whatever you run it on, but if you run it on water, they need a constant supply of lava, whereas if you are running on biomass, you only need the lava to start up, or if it cools off. If you keep it running, it will stay warm.
    Posted in: Minecraft Mods
  • 1

    posted a message on BuildCraft NextGen 6.0.17 - (Builders, Blueprints, Pipes, Quarry, Auto Crafting, Engines)
    Quote from MagmaTung

    Im posting this again, just in case 'everyone' missed my questions.

    I am looking into installing Buildcraft for myself.
    I have never played buildcraft, Industrialcraft-2.
    total new guy in this area.

    Here are my questions:
    Does this 'Buildcraft' or 'Industrialcraft-2'
    mess with previous worlds already built.???
    I currently have Soartex Texture installed.
    and its the only modded thing I have installed.

    Will Buildcraft screw anything up in any of my worlds.???

    Can I have a seperate minecraft folder with a second minecraft in it.??
    So I could use that for mocking around and modding and trying things out,
    without messing with my main world minecraft.??

    Also,would I be able to revert back to where I am now
    without screwing up my worlds ?

    Also, why you guys dont have 1 rar file with everything a person needs to install this.
    everything is in seperate pages all over the place.
    maybe you guys can work together and have one central place for all the parts needed for installation and extra modding files for buildcraft.


    These are the things I plan on installing
    1. Buildcraft
    2. Industrialcraft 2
    3. Forestry
    4. Red Power 2
    5. Forge
    6. ModularForcefields
    7. Railcraft
    8. Advanced Machines & Devices

    and a few other cool things I seen on Youtube.
    For now its going to be Single Survival Player Mode.



    thanks

    Installing any of those mods do not "screw up" and existing world. Several of them intruduce new ores and materials which will only generate in new chunks, which means you will have to travel a long way to find Buildcraft's oil, or Redpower's volcanoes, or Forestry's Apatite.

    Texture packs aren't really mods, they just change what you see, not what is there.

    For SSP, you can have any number of worlds saved. In the screen where you pick your world, just make a new one after the mods are installed, your old world will be saved and you can go back and forth between them at any time.

    On my SMP server we are running Buildcraft, IC2, Forestry, Redpower, and Railcraft. All are Forge-based, so getting the prerequisites installed is a must. The Forge-based mods all do work together, but may take some block ID re-balancing to get it to work. I don't know about the other mods you listed.

    As for a single file for install, all of the parts are made by different authors, so no one person has responsibility or authority to make it that way. Unfortunately that is the way it is, if you want to use mods. There are several tutorial vids on YouTube that can help you through the process, otherwise you can always revert to vanilla MineCraft if it gets too complicated.

    Hope this helps answer some of your questions.
    Posted in: Minecraft Mods
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