Hah, this is pretty interesting. I actually built almost the exact same thing a while back. Only a few differences; mine was 9 digits, and I didn't show the user if they were right or not. Also, I used a button for the programming part, and it automatically resets/deletes the old combo when you go into programming mode. Mine automatically resets the combination if you get a single digit wrong too oh, I also hooked it up to a simple 7-digit display that I had sitting around not doing anything a 16-segment seemed pretty overkill xD What does yours do about the input combination being wrong?
Once I have the time, I think I may implement a 9 button input pad and make the combination 5 digits long instead of 4. I'm researching ways to more efficiently store the combination, which would sacrifice simplicity and modularity, to my disappointment.
If the combination in read mode is wrong, it resets to digit one for the user to try again.
I like your idea for the 7 Segment display, if I had enough time, I could work it in somehow. I could expand to 9 digits, but that would make the system ungodly huge.
The entrance can be easily moved too using repeaters, so that you can drop your item, then run a short distance and just "randomly drop," which would be even more confusing to anyone chasing you.
I should probably use Curse for the world save, but... meh. I included a book in the save for explanations in game.
The Interface - I originally created an interface with minimal feedback, but knowing people, this could result in problems because people press buttons too fast and screw things up. I added some indicators to help users know when they should press buttons, or if they're pressing them correctly.
Input Pad
The most important part of the interface is, of course, the input pad.
Pressing buttons. 1-2-3-4. 4-3-2-1. However you want to order or denote them. Do A-B-C-D or Alpha-Beta-Charlie-Delta for all I care. They're there. They're important.
Read/Write Lever
The Read/Write level decides whether what you're inputting should either be read from memory or written to the memory. The write mode will only work if you have the combination correct. Otherwise, the mode defaults to read as you struggle to put in the combination.
Combination Correctness Indicators
These indicators tell the user how much of the combination they have correct. If they have none correct, it looks like this:
And the lamps will light up from left to right until you get the entire combination correct, so it looks like this:
I admittedly cheated here. If you have all four parts correct, then of course the entire combo is correct. I just directly wired the "Digit Four" and "Entire Combo" lamps together. No harm done, right?
Memory Bank Read/Write Indicators
I needed a way for the user to know which part of the combination they were either reading from or writing to, so I used some glowstone lamps to indicate this. In read mode, they tell you which part of the combination you're inputting. #1 for digit one, #2 for digit two, so forth and so on.
These go from left to right as well, and only one will be on at a time, save for the lag from the extra ticks the repeaters and torches introduce.
Reset Button
The reset button has differing functions for the two different modes, read and write.
In read mode, the button will reset the pad's memory and start the combination entry from the beginning.
In write mode, the button will reset the combination stored in memory. I advise you not to reset the memory, switch to read mode without setting a new combination, then resetting the pad's memory. This will produce a null combination, and no combination will work. You will have to manually trigger the redstone yourself in order to set the new memory.
That about wraps it up for the interface.
As for the redstone, I compacted the circuitry which makes it impossible to see everything. I used older screenshots of uncompacted circuitry instead.
The Memory Banks
The red circuitry here is the RS-NOR array that I use in order to store the combination. I use AND gates to "initialize" the read and write function to certain banks. The lime green circuitry are the lines that write to memory, and the dark green circuitry are the lines that read from memory.
I sanctioned off each memory bank in order to show them more easily.
-----
The blue part of the circuitry is a shift register. The shift register is parallel out, and always has at least one bit somewhere. The shift register controls which memory bank is selected at any point in time.
There are two inputs: One to reset and one to cycle. Reset will reset the shift register to the first memory bank, and cycle will initialize the next memory bank in line. If the register is cycled on the last bank, it loops to the first bank.
Thanks to MRCRUCIAL on YouTube for the shift register design.
The Processor
I have a simple processor. The processor uses AND gates to compare user inputs to read data from the memory. If they are the same, it activates a bit in the sequential memory and the shift register shifts to the next bit. If the user input is wrong, it resets the read operation on the memory, resets the sequential memory's shift register, and resets the sequential memory. If the sequential memory is complete, it outputs to an AND gate to allow write operations and reports the correctness to the user. The output for the correctness can be used to activate redstone mechanisms, such as secret doors (which I used in the save).
It is quite difficult to see the individual components in this snapshot I took, but everything is nonetheless there.
Many thanks to CNBMinecraft on YouTube for the sequential memory and the input pad design.
And that's about it for the lock. I expected to make a smaller one using levers to change the combo instead, but I had to scrap the idea because there was no way I could reset the sequential memory easily. I had thought of using XNOR gates to compare the inputs and somehow make it sequential, but the problem had been making it sequential.
I plan on making a YouTube tutorial about this soon.
Thanks for reading.
Pssst.... If you're down this far... the default combination is 1234.
I installed the recommended Minecraft Forge into my jar using MCPatcher, I put NEI and ChickenCodeCore into my .minecraft/coremods folder and I put Universal Electricity and the ICBM client mods in my .minecraft/mods folder. I disabled all other MCPatcher additions. When I clicked "Test Minecraft," it MCPatcher came up with this crash report. Forge did not give me a crash report.
Exception in thread "Minecraft main thread" java.lang.NoClassDefFoundError: icbm/jiqi/TFaSheDi
2012-10-19 20:07:18 [INFO] [STDERR] at icbm.ZhuYao.<clinit>(ZhuYao.java:110)
2012-10-19 20:07:18 [INFO] [STDERR] at java.lang.Class.forName0(Native Method)
2012-10-19 20:07:18 [INFO] [STDERR] at java.lang.Class.forName(Class.java:264)
2012-10-19 20:07:18 [INFO] [STDERR] at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:407)
2012-10-19 20:07:18 [INFO] [STDERR] at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
2012-10-19 20:07:18 [INFO] [STDERR] at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
2012-10-19 20:07:18 [INFO] [STDERR] at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
2012-10-19 20:07:18 [INFO] [STDERR] at java.lang.reflect.Method.invoke(Method.java:616)
2012-10-19 20:07:18 [INFO] [STDERR] at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
2012-10-19 20:07:18 [INFO] [STDERR] at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
2012-10-19 20:07:18 [INFO] [STDERR] at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
2012-10-19 20:07:18 [INFO] [STDERR] at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
2012-10-19 20:07:18 [INFO] [STDERR] at com.google.common.eventbus.EventBus.post(EventBus.java:268)
2012-10-19 20:07:18 [INFO] [STDERR] at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:124)
2012-10-19 20:07:18 [INFO] [STDERR] at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
2012-10-19 20:07:18 [INFO] [STDERR] at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
2012-10-19 20:07:18 [INFO] [STDERR] at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
2012-10-19 20:07:18 [INFO] [STDERR] at java.lang.reflect.Method.invoke(Method.java:616)
2012-10-19 20:07:18 [INFO] [STDERR] at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
2012-10-19 20:07:18 [INFO] [STDERR] at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
2012-10-19 20:07:18 [INFO] [STDERR] at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
2012-10-19 20:07:18 [INFO] [STDERR] at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
2012-10-19 20:07:18 [INFO] [STDERR] at com.google.common.eventbus.EventBus.post(EventBus.java:268)
2012-10-19 20:07:18 [INFO] [STDERR] at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:81)
2012-10-19 20:07:18 [INFO] [STDERR] at cpw.mods.fml.common.Loader.loadMods(Loader.java:466)
2012-10-19 20:07:18 [INFO] [STDERR] at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:146)
2012-10-19 20:07:18 [INFO] [STDERR] at net.minecraft.client.Minecraft.a(Minecraft.java:416)
2012-10-19 20:07:18 [INFO] [STDERR] at net.minecraft.client.Minecraft.run(Minecraft.java:748)
2012-10-19 20:07:18 [INFO] [STDERR] at java.lang.Thread.run(Thread.java:679)
2012-10-19 20:07:18 [INFO] [STDERR] Caused by: java.lang.ClassNotFoundException: icbm.jiqi.TFaSheDi
2012-10-19 20:07:18 [INFO] [STDERR] at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:125)
2012-10-19 20:07:18 [INFO] [STDERR] at java.lang.ClassLoader.loadClass(ClassLoader.java:321)
2012-10-19 20:07:18 [INFO] [STDERR] at java.lang.ClassLoader.loadClass(ClassLoader.java:266)
2012-10-19 20:07:18 [INFO] [STDERR] ... 29 more
2012-10-19 20:07:18 [INFO] [STDERR] Caused by: java.lang.NoClassDefFoundError: universalelectricity/basiccomponents/multiblock/IMultiBlock
2012-10-19 20:07:18 [INFO] [STDERR] at java.lang.ClassLoader.defineClass1(Native Method)
2012-10-19 20:07:18 [INFO] [STDERR] at java.lang.ClassLoader.defineClass(ClassLoader.java:634)
2012-10-19 20:07:18 [INFO] [STDERR] at java.lang.ClassLoader.defineClass(ClassLoader.java:480)
2012-10-19 20:07:18 [INFO] [STDERR] at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:119)
2012-10-19 20:07:18 [INFO] [STDERR] ... 31 more
2012-10-19 20:07:18 [INFO] [STDERR] Caused by: java.lang.ClassNotFoundException: universalelectricity.basiccomponents.multiblock.IMultiBlock
2012-10-19 20:07:18 [INFO] [STDERR] at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:125)
2012-10-19 20:07:19 [INFO] [STDERR] at java.lang.ClassLoader.loadClass(ClassLoader.java:321)
2012-10-19 20:07:19 [INFO] [STDERR] at java.lang.ClassLoader.loadClass(ClassLoader.java:266)
2012-10-19 20:07:19 [INFO] [STDERR] ... 35 more
2012-10-19 20:07:19 [INFO] [STDERR] Caused by: java.lang.NullPointerException
2012-10-19 20:07:19 [INFO] [STDERR] at org.objectweb.asm.ClassReader.<init>(Unknown Source)
2012-10-19 20:07:19 [INFO] [STDERR] at cpw.mods.fml.common.asm.transformers.SideTransformer.transform(SideTransformer.java:27)
2012-10-19 20:07:19 [INFO] [STDERR] at cpw.mods.fml.relauncher.RelaunchClassLoader.runTransformers(RelaunchClassLoader.java:162)
2012-10-19 20:07:19 [INFO] [STDERR] at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:118)
2012-10-19 20:07:19 [INFO] [STDERR] ... 37 more
I am on Linux Mint, 64 bit. I have an Intel Celeron at 2.2 Gigahertz, I have 2 gigabytes of memory, I have an Intel Mobile 4 series Chipset integrated Graphics Card, and I have and F.12 series BIOS. I am running Minecraft 1.3.2 with ICBM 0.5.37. I also installed Forge 4.2.5.303 with universal Electricity 0.9.2.221. When I removed NEI and ChickenCodeCore, I got the same result.
You silly, you can't have the orange and the blue in the same portal!
Well, all I did was collide two leptons! I never knew this would happen, it looks like the light around the edge is blue shifted, as if the edge of the portal is coming towards me.
Well, come to think of it, it isn't very "LAWL" as it is "What the hell am I doing" moment.
Ima going to make it into the Guiness book of World Records! My goal is to list every single possible bit combination for a 32 bit system. If you want to see my current progress, go here. This file may not display properly on Window machines. Remember I WARNED YOU!
Today, a big ol' gnat was annoying me, so I got a bowl, captured inside and microwaved it for 30 seconds. Then, geuss what, it exploded! Though I don't have any pictures or movies, it was funny. Was this supposed to go in the Science, Philosophy and News section?
Hey. I want you to listen to this file: http://www.mediafire...jou0eu897j0cnpp and tell me what the heck is wrong with it! You can barely hear my voice over the static. I am using Linux Mint on a Compaq Presario CQ56-219WM. Please Help! I already tried other formats too.
0
Once I have the time, I think I may implement a 9 button input pad and make the combination 5 digits long instead of 4. I'm researching ways to more efficiently store the combination, which would sacrifice simplicity and modularity, to my disappointment.
0
If the combination in read mode is wrong, it resets to digit one for the user to try again.
I like your idea for the 7 Segment display, if I had enough time, I could work it in somehow. I could expand to 9 digits, but that would make the system ungodly huge.
1
The entrance can be easily moved too using repeaters, so that you can drop your item, then run a short distance and just "randomly drop," which would be even more confusing to anyone chasing you.
1
Wow, it's been awhile since I've been on.
This is a project I've been working on for awhile. This seems like a baby compared to the various projects I've seen in this thread too.
I've created a combination lock which has a combination that is order sensitive and can be entered and changed from one keypad.
World Save - https://www.dropbox.com/s/fl98r5b261tkl3t/Combination Lock.zip?dl=0
I should probably use Curse for the world save, but... meh. I included a book in the save for explanations in game.
The Interface - I originally created an interface with minimal feedback, but knowing people, this could result in problems because people press buttons too fast and screw things up. I added some indicators to help users know when they should press buttons, or if they're pressing them correctly.
Input Pad
The most important part of the interface is, of course, the input pad.
Pressing buttons. 1-2-3-4. 4-3-2-1. However you want to order or denote them. Do A-B-C-D or Alpha-Beta-Charlie-Delta for all I care. They're there. They're important.
Read/Write Lever
The Read/Write level decides whether what you're inputting should either be read from memory or written to the memory. The write mode will only work if you have the combination correct. Otherwise, the mode defaults to read as you struggle to put in the combination.
Combination Correctness Indicators
These indicators tell the user how much of the combination they have correct. If they have none correct, it looks like this:
And the lamps will light up from left to right until you get the entire combination correct, so it looks like this:
I admittedly cheated here. If you have all four parts correct, then of course the entire combo is correct. I just directly wired the "Digit Four" and "Entire Combo" lamps together. No harm done, right?
Memory Bank Read/Write Indicators
I needed a way for the user to know which part of the combination they were either reading from or writing to, so I used some glowstone lamps to indicate this. In read mode, they tell you which part of the combination you're inputting. #1 for digit one, #2 for digit two, so forth and so on.
These go from left to right as well, and only one will be on at a time, save for the lag from the extra ticks the repeaters and torches introduce.
Reset Button
The reset button has differing functions for the two different modes, read and write.
In read mode, the button will reset the pad's memory and start the combination entry from the beginning.
In write mode, the button will reset the combination stored in memory. I advise you not to reset the memory, switch to read mode without setting a new combination, then resetting the pad's memory. This will produce a null combination, and no combination will work. You will have to manually trigger the redstone yourself in order to set the new memory.
That about wraps it up for the interface.
As for the redstone, I compacted the circuitry which makes it impossible to see everything. I used older screenshots of uncompacted circuitry instead.
The Memory Banks
The red circuitry here is the RS-NOR array that I use in order to store the combination. I use AND gates to "initialize" the read and write function to certain banks. The lime green circuitry are the lines that write to memory, and the dark green circuitry are the lines that read from memory.
I sanctioned off each memory bank in order to show them more easily.
-----
The blue part of the circuitry is a shift register. The shift register is parallel out, and always has at least one bit somewhere. The shift register controls which memory bank is selected at any point in time.
There are two inputs: One to reset and one to cycle. Reset will reset the shift register to the first memory bank, and cycle will initialize the next memory bank in line. If the register is cycled on the last bank, it loops to the first bank.
Thanks to MRCRUCIAL on YouTube for the shift register design.
The Processor
I have a simple processor. The processor uses AND gates to compare user inputs to read data from the memory. If they are the same, it activates a bit in the sequential memory and the shift register shifts to the next bit. If the user input is wrong, it resets the read operation on the memory, resets the sequential memory's shift register, and resets the sequential memory. If the sequential memory is complete, it outputs to an AND gate to allow write operations and reports the correctness to the user. The output for the correctness can be used to activate redstone mechanisms, such as secret doors (which I used in the save).
It is quite difficult to see the individual components in this snapshot I took, but everything is nonetheless there.
Many thanks to CNBMinecraft on YouTube for the sequential memory and the input pad design.
And that's about it for the lock. I expected to make a smaller one using levers to change the combo instead, but I had to scrap the idea because there was no way I could reset the sequential memory easily. I had thought of using XNOR gates to compare the inputs and somehow make it sequential, but the problem had been making it sequential.
I plan on making a YouTube tutorial about this soon.
Thanks for reading.
Pssst.... If you're down this far... the default combination is 1234.
0
Exception in thread "Minecraft main thread" java.lang.NoClassDefFoundError: icbm/jiqi/TFaSheDi
2012-10-19 20:07:18 [INFO] [STDERR] at icbm.ZhuYao.<clinit>(ZhuYao.java:110)
2012-10-19 20:07:18 [INFO] [STDERR] at java.lang.Class.forName0(Native Method)
2012-10-19 20:07:18 [INFO] [STDERR] at java.lang.Class.forName(Class.java:264)
2012-10-19 20:07:18 [INFO] [STDERR] at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:407)
2012-10-19 20:07:18 [INFO] [STDERR] at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
2012-10-19 20:07:18 [INFO] [STDERR] at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
2012-10-19 20:07:18 [INFO] [STDERR] at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
2012-10-19 20:07:18 [INFO] [STDERR] at java.lang.reflect.Method.invoke(Method.java:616)
2012-10-19 20:07:18 [INFO] [STDERR] at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
2012-10-19 20:07:18 [INFO] [STDERR] at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
2012-10-19 20:07:18 [INFO] [STDERR] at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
2012-10-19 20:07:18 [INFO] [STDERR] at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
2012-10-19 20:07:18 [INFO] [STDERR] at com.google.common.eventbus.EventBus.post(EventBus.java:268)
2012-10-19 20:07:18 [INFO] [STDERR] at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:124)
2012-10-19 20:07:18 [INFO] [STDERR] at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
2012-10-19 20:07:18 [INFO] [STDERR] at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
2012-10-19 20:07:18 [INFO] [STDERR] at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
2012-10-19 20:07:18 [INFO] [STDERR] at java.lang.reflect.Method.invoke(Method.java:616)
2012-10-19 20:07:18 [INFO] [STDERR] at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
2012-10-19 20:07:18 [INFO] [STDERR] at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
2012-10-19 20:07:18 [INFO] [STDERR] at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
2012-10-19 20:07:18 [INFO] [STDERR] at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
2012-10-19 20:07:18 [INFO] [STDERR] at com.google.common.eventbus.EventBus.post(EventBus.java:268)
2012-10-19 20:07:18 [INFO] [STDERR] at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:81)
2012-10-19 20:07:18 [INFO] [STDERR] at cpw.mods.fml.common.Loader.loadMods(Loader.java:466)
2012-10-19 20:07:18 [INFO] [STDERR] at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:146)
2012-10-19 20:07:18 [INFO] [STDERR] at net.minecraft.client.Minecraft.a(Minecraft.java:416)
2012-10-19 20:07:18 [INFO] [STDERR] at net.minecraft.client.Minecraft.run(Minecraft.java:748)
2012-10-19 20:07:18 [INFO] [STDERR] at java.lang.Thread.run(Thread.java:679)
2012-10-19 20:07:18 [INFO] [STDERR] Caused by: java.lang.ClassNotFoundException: icbm.jiqi.TFaSheDi
2012-10-19 20:07:18 [INFO] [STDERR] at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:125)
2012-10-19 20:07:18 [INFO] [STDERR] at java.lang.ClassLoader.loadClass(ClassLoader.java:321)
2012-10-19 20:07:18 [INFO] [STDERR] at java.lang.ClassLoader.loadClass(ClassLoader.java:266)
2012-10-19 20:07:18 [INFO] [STDERR] ... 29 more
2012-10-19 20:07:18 [INFO] [STDERR] Caused by: java.lang.NoClassDefFoundError: universalelectricity/basiccomponents/multiblock/IMultiBlock
2012-10-19 20:07:18 [INFO] [STDERR] at java.lang.ClassLoader.defineClass1(Native Method)
2012-10-19 20:07:18 [INFO] [STDERR] at java.lang.ClassLoader.defineClass(ClassLoader.java:634)
2012-10-19 20:07:18 [INFO] [STDERR] at java.lang.ClassLoader.defineClass(ClassLoader.java:480)
2012-10-19 20:07:18 [INFO] [STDERR] at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:119)
2012-10-19 20:07:18 [INFO] [STDERR] ... 31 more
2012-10-19 20:07:18 [INFO] [STDERR] Caused by: java.lang.ClassNotFoundException: universalelectricity.basiccomponents.multiblock.IMultiBlock
2012-10-19 20:07:18 [INFO] [STDERR] at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:125)
2012-10-19 20:07:19 [INFO] [STDERR] at java.lang.ClassLoader.loadClass(ClassLoader.java:321)
2012-10-19 20:07:19 [INFO] [STDERR] at java.lang.ClassLoader.loadClass(ClassLoader.java:266)
2012-10-19 20:07:19 [INFO] [STDERR] ... 35 more
2012-10-19 20:07:19 [INFO] [STDERR] Caused by: java.lang.NullPointerException
2012-10-19 20:07:19 [INFO] [STDERR] at org.objectweb.asm.ClassReader.<init>(Unknown Source)
2012-10-19 20:07:19 [INFO] [STDERR] at cpw.mods.fml.common.asm.transformers.SideTransformer.transform(SideTransformer.java:27)
2012-10-19 20:07:19 [INFO] [STDERR] at cpw.mods.fml.relauncher.RelaunchClassLoader.runTransformers(RelaunchClassLoader.java:162)
2012-10-19 20:07:19 [INFO] [STDERR] at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:118)
2012-10-19 20:07:19 [INFO] [STDERR] ... 37 more
I am on Linux Mint, 64 bit. I have an Intel Celeron at 2.2 Gigahertz, I have 2 gigabytes of memory, I have an Intel Mobile 4 series Chipset integrated Graphics Card, and I have and F.12 series BIOS. I am running Minecraft 1.3.2 with ICBM 0.5.37. I also installed Forge 4.2.5.303 with universal Electricity 0.9.2.221. When I removed NEI and ChickenCodeCore, I got the same result.
0
If I load that program to a fan.
So, I am abandoning the project, it is a bit more dangerous than you think...
Lock the thread.
0
Well, all I did was collide two leptons! I never knew this would happen, it looks like the light around the edge is blue shifted, as if the edge of the portal is coming towards me.
Well, come to think of it, it isn't very "LAWL" as it is "What the hell am I doing" moment.
0
Today I Made this image:
My camera was terrible.
0
0
Not with Copy and Paste
0
Ima going to make it into the Guiness book of World Records! My goal is to list every single possible bit combination for a 32 bit system. If you want to see my current progress, go here. This file may not display properly on Window machines. Remember I WARNED YOU!
0
0
0
0