• 0

    posted a message on [Forge Multipart] ProjectRed - v4.7.0pre12.95 - 02/08/2016
    Quote from PurpleMix»


    java.lang.AbstractMethodError: mrtjp.projectred.transmission.JacketedHighlightRenderer$.renderHighlight(Lnet/minecraft/entity/player/EntityPlayer;Lnet/minecraft/util/MovingObjectPosition;Lcodechicken/microblock/CommonMicroClass;II)Z
    at codechicken.microblock.MicroMaterialRegistry$$anonfun$2.apply(MicroMaterialRegistry.scala:233)
    at codechicken.microblock.MicroMaterialRegistry$$anonfun$2.apply(MicroMaterialRegistry.scala:233)
    at scala.collection.LinearSeqOptimized$class.find(LinearSeqOptimized.scala:99)
    at scala.collection.immutable.List.find(List.scala:83)
    at scala.collection.generic.TraversableForwarder$class.find(TraversableForwarder.scala:43)
    at scala.collection.mutable.ListBuffer.find(ListBuffer.scala:45)
    at codechicken.microblock.MicroMaterialRegistry$.renderHighlight(MicroMaterialRegistry.scala:233)
    at codechicken.microblock.ItemMicroPartRenderer$.renderHighlight(ItemMicroPart.scala:168)
    at codechicken.microblock.handler.MicroblockEventHandler$.drawBlockHighlight(MicroblockEventHandler.scala:35)
    at cpw.mods.fml.common.eventhandler.ASMEventHandler_730_MicroblockEventHandler$_drawBlockHighlight_DrawBlockHighlightEvent.invoke(.dynamic)
    at cpw.mods.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:54)
    at cpw.mods.fml.common.eventhandler.EventBus.post(EventBus.java:138)
    at net.minecraftforge.client.ForgeHooksClient.onDrawBlockHighlight(ForgeHooksClient.java:256)
    at net.minecraft.client.renderer.EntityRenderer.func_78471_a(EntityRenderer.java:1254)
    at net.minecraft.client.renderer.EntityRenderer.func_78480_b(EntityRenderer.java:1015)
    at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:1001)
    at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:898)
    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)


    A detailed walkthrough of the error, its code path and all known details is as follows:
    ---------------------------------------------------------------------------------------


    -- Head --
    Stacktrace:
    at codechicken.microblock.MicroMaterialRegistry$$anonfun$2.apply(MicroMaterialRegistry.scala:233)
    at codechicken.microblock.MicroMaterialRegistry$$anonfun$2.apply(MicroMaterialRegistry.scala:233)
    at scala.collection.LinearSeqOptimized$class.find(LinearSeqOptimized.scala:99)
    at scala.collection.immutable.List.find(List.scala:83)
    at scala.collection.generic.TraversableForwarder$class.find(TraversableForwarder.scala:43)
    at scala.collection.mutable.ListBuffer.find(ListBuffer.scala:45)
    at codechicken.microblock.MicroMaterialRegistry$.renderHighlight(MicroMaterialRegistry.scala:233)
    at codechicken.microblock.ItemMicroPartRenderer$.renderHighlight(ItemMicroPart.scala:168)
    at codechicken.microblock.handler.MicroblockEventHandler$.drawBlockHighlight(MicroblockEventHandler.scala:35)
    at cpw.mods.fml.common.eventhandler.ASMEventHandler_730_MicroblockEventHandler$_drawBlockHighlight_DrawBlockHighlightEvent.invoke(.dynamic)
    at cpw.mods.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:54)
    at cpw.mods.fml.common.eventhandler.EventBus.post(EventBus.java:138)
    at net.minecraftforge.client.ForgeHooksClient.onDrawBlockHighlight(ForgeHooksClient.java:256)
    at net.minecraft.client.renderer.EntityRenderer.func_78471_a(EntityRenderer.java:1254)


    weird crash error any fix?


    EDIT: i should have mentioned this happened when i tried making micro blocks with a saw and once it crashed i could not go back into the same save without deleting my data.


    Hi there -


    I had this issue myself. Since I play on a server, I had to edit the microblocks out of my hotbar to be able to log bag in using WorldEdit.


    On a side note, I found out that Forge Microblocks version 1.2.0.x does not work correctly with PR. In fact, the early couple of builds of FMB 1.2.0.336 and 1.2.0.337 do not work with the latest versions of CB Core. BUT - it seems that the latest version of CB Core and PR work with FMB 1.1.2.334.


    The solution is to roll back to Forge MicroBlocks version 1.1.2.334 and keep an eye out for future versions. When you see a version above 1.2.0.344 - be sure to test it out on a new test world before updating your current world.

    Posted in: Minecraft Mods
  • 0

    posted a message on Project Blue 1.1.6 (a Project Red add-on)
    Quote from Greg_Ewing»

    Didn't know about that one. Still looks to be missing some things. Also it's a bit of a worry that they seem to be using their own multipart system instead of FMP -- not sure how that bodes for interoperability with other mods. Still, I'll check it out, thanks.

    This was one of my pet peeves with Red Power. The author refused to give access to the open community the ability to extend her covers. At least with Bulid Craft, mod authors were allowed to create their own facades and such. This is one of the reasons why I stayed away from Immibus mods. Immibus questioned the need for FMP when people can use his own cover multipart mod.

    FMP is pretty much open to anyone and can be integrated with your own mod. It won't go away when the mod author disappears for a year at a time. This is also one of the reasons why I haven't really adopted Blue Power in my own custom pack.

    As for the missing items, I would think that integrated circuits would be very welcome. The only mod that has decent circuit integration is Minefactory Reloaded's rednet system. Combined with Misc MFRCircuits, I'm able to build my own custom farm controllers without the need to create an Open Computer or Computercraft LUA based program. The idea of placing them on circuit boards with Project red wiring would be very intriguing.
    Posted in: Minecraft Mods
  • 0

    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Hi Reika,

    I was taking a peek at the issue's on WAILA Plugins GitHub and saw a very similar issue to the problem I am having with version 0.0.1-10. Is version v3c using the WAILA 1.5.5 or the 1.5.6a API? Apparently, there was a change and the crash with the plugins module occurs when any mod is using an older version of the API pre-1.5.6a.
    Posted in: Minecraft Mods
  • 0

    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Reika»

    Update Minechem.

    Thanks Reika. I just read the jenkins build notes for Minechem and noticed that 5.0.5.325 included the sort order change. Thanks again.

    On a side note - WAILA plugins 0.0.1-10 seems to have an issue with the latest updates. However, WAILA plugins seems to be very picky and version dependent with the mods it helps. I'll keep an eye out on their jenkins server and try a new build when available.
    Posted in: Minecraft Mods
  • 0

    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Hi there. I tried updating to 1.7.10 v3c today from v3a and ran into an issue that.. well.. I've never seen before. It may be a rare issue that is caused by having a high number of mods (204 mods at the moment), but it is something that I haven't seen before.

    When trying to load, I get a message that states "A dependency cycle was detected in the input mod set so an ordering cannot be determined. The first mod in the cycle is FMLMod:DragonAPI{1.0}". I reverted back to v3a and I am able to load again.

    I have attached the log file here

    For reference, below is the list of mods that I am using in my current world.


    Minecraft Release
    Minecraft 1.7.10


    Forge Release
    Minecraft Forge 10.13.2.1264


    Client Only Mods
    ArmorStatusHUD 1.28
    bSpkrs Core 6.15
    Damage Indicators v3.2.0
    Fanver Universal Resource Pack v1.3.2
    Lunatrius Core 1.1.2.18
    Mine Menu 1.2.0.B44
    NEI Addons 1.12.3.11
    NEI Integration 1.0.3
    NotEnoughCodecs 0.3-11
    NotEnoughKeys 1.0.0b29
    NotEnoughResources 0.1.0.55
    Schematica 1.7.3.105
    SEUS v10.1 Ultra
    Shaders Mod v2.3.28-f
    StatusEffectHUD 1.27
    TiC Tooltips 1.1.11b


    Library/Utility Support Mods
    Asie's Lib 0.3.5
    Baubles 1.0.1.10
    bdlib 1.5.1.32
    Code Chicken Core 1.0.4.29
    Code Chicken Lib 1.1.1.106
    CoFH Core 3.0.0B9-40
    CoFH Lib 1.0.0B8-34
    Dragon API v3a
    Enchiridon 1.2b
    iChunUtils 4.1.2
    Mantle 0.3.2
    Micdoodle Core 3.0.6.232
    Mobius Core 1.2.3
    MrTJPCore 1.0.3.5
    Numina 0.4.0.100
    Open Mods Lib 0.6-268
    PlanetguyLib 1.2
    Resonant Engine 3.3.0.368
    Slick Util
    Thermal Foundation 1.0.0RC1-13
    ttCore 0.1.0-48
    Waslie Core 1.1B43


    Server Only Mods
    Fastcraft 1.9
    Help Fixer 1.0.3
    Morpheus 1.5.26


    Client-Server Mods
    Admin Commands Toolbox 0.0.2a
    Advanced Generators 0.9.5.26
    AE2 Stuff 0.1.0.2
    AgriCraft 0.0.12
    Another One Bites the Dust 2.3.5
    Applied Energistics 2 rv1-stable-1
    Archimedes Ships 1.7.1
    Ars Magica 2 1.4.0.005
    Automagy 0.16
    BiblioCraft v1.9.1
    BiblioWoods - BoP v1.9
    BiblioWoods - Forestry v1.7
    BiblioWoods - Natura v1.5
    Big Reactors 0.4.0 rc9
    Binnie Fix - 2.0 dev5 1.0
    Binnie Mods - 2.0 dev5 (modified)
    Biomes O' Plenty 2.1.0.1034
    Blood Magic v1.2.1b-1
    Blood Utils 1.4B0
    Botania 1.3-141
    Buildcraft 6.2.6
    Carpenter's Blocks v3.3.3
    Chicken Chunks 1.3.4.15
    Chisel 2.1.3
    ComputerCraft 1.65
    Computronics 1.3.2
    Craft Heraldry 1.1.3
    Dense Ores 1.4.2
    ElectriCraft v3a
    Ender Compass v1.0
    Ender Storage 1.4.5.27
    Ender Zoo 1.0.7.16
    EnderIO 2.2.4.307
    Equivalent Exchange 3.0.2.372
    Extra Cells 2.1.24b44
    Extra Utilities 1.2.0
    Factorization 0.8.88.7
    Factorization Addons 1.0.0
    Flat Signs 2.1.0.19
    Forbidden Magic 0.55
    Forestry 3.3.0.6
    Forge Multipart 1.1.0.314
    Galacticraft 3.0.6.232
    Galacticraft Planets 3.0.6.232
    Garden Stuff 1.2.1
    Gendustry 1.4.2.46
    Gregs Lighting 1.11.1
    Hats 4.0.1
    Hat Stand 4.0.0
    IGW Mod 1.1.1-17
    IndustrialCraft 2.2.2.657
    Infini Bows 1.3.0.20
    Inventory Tweaks 1.59-156
    Iridium Mod v0.8
    Iron Chests 6.0.62.742
    Jabba 1.1.4a-dev3
    Logistics Pipes 0.8.2.84
    LanteaCraft 1.7.10-58
    Magic Bees 2.1.22
    Mariculture 1.2.3d
    Mekanism 7.1.1.141
    Mekanism Generators 7.1.1.141
    MFFS 4.1.1.59
    Mine Factory Reloaded 2.8.0RC6-5
    Minechem 5.0.5 RC4
    MineTweaker 3.0.9C
    Misc MFRCircuits 0.6.0
    Modular Power Suits 0.11.0.176
    More Planets 1.1.1
    Morph 0.9.1
    Mystcraft 0.11.0.00
    Natura 1.7.10-2.2.0.1
    Not Enough Items 1.0.3.76
    Nuclear Control 2- 1.7.10.08
    Open Blocks 1.3-513
    Open Computers 1.4.2.16
    Open Peripherals Core 0.5.0-172
    Open Peripheral Addons 0.2.0-139
    Open Peripheral Integration 0.1.0-17
    Open Printer 0.1.0.102
    Opis 1.2.3
    Pam's HarvestCraft v1.7.10d
    PneumaticCraft 1.4.3-40
    Pressure Pipes 1.0.1.48
    Project Blue 1.1.2
    Project Red Base 4.5.8.59
    Project Red Compat 4.5.8.59
    Project Red Integration 4.5.8.59
    Project Red Mechanical 4.5.8.59
    Project Red Lighting 4.5.8.59
    Project Red World 4.5.8.59
    Railcraft 9.4.0.0
    ReactorCraft v3a
    Redstone Arsenal 1.1.0-RC1-19
    Remain In Motion 2.3.0
    Rogue Like Dungeons 1.3.5
    Ropes Plus 1.7.10
    RotaryCraft v3a
    Router Reborn 1.1.10
    Sanguimancy 1.1.8-4
    Statues 2.1.4
    Steves Carts 2.0.0-b18
    Steves Factory Manager Alpha 93
    Storage Drawers 1.2.0
    Thaumcraft 4.2.1.4
    Thaumic Energistics 0.8.7.1b
    Thaumic Exploration 1.1.33
    Thaumic Tinkerer 2.5-1.7.10-161
    Thermal Expansion 4.0.0B8-23
    Tinker's Construct 1.7.1c
    Tinker's Mechworks 0.2.10
    Translocator 1.1.1.14
    Twilight Forest 2.3.2
    WAILA 1.5.6a
    WAILA Plugins 0.0.1-10
    Witchery 0.20.6
    Wireless Redstone CBE 1.4.1.9

    Posted in: Minecraft Mods
  • 0

    posted a message on Project Blue 1.1.6 (a Project Red add-on)
    I just thought of an idea that would make things a little easier and hide some of the clutter in my builds.

    Currently, I use one of your panels for power management. However, the panel is toggling redstone signals that are connected to power egresses of some of my rooms. (Example: switch A will shut off the entire power for Floor 1)

    It would be a little useful if you could accept RF power on one side and have it leave on another side (such as top -> bottom, left -> right, right -> left) and controlled by a switch. A switch could be tied to the power and act as a breaker. This could also open up some very interesting gauges that could be used as components on your panel. Such as, current power available on input, current power draw from output, avg. power available on input over 1 hour, avg. power available on output over 1 hour. You could make an LED bar display, or you could make a gauge, both would be rather nice looking. You could also expand this to other power types, but if your interested, I would try it out with RF first and see what hurdles you encounter first.

    You may also want to create some generic gauges that kind of act like computer widgets. Gauges and LED displays that expose themselves as peripheral devices to ComputerCraft and Open Computers. This way, advanced control which need to stay on computers, could have real time feed back on gauges on your panel. This is great for reactor control, farm controllers, etc.

    Also, and there may be some way to already do this, but simple red-stone dials and gauges/LED bar displays. The gauges/bar displays could display the intensity of a redstone signal and the dial could output the intensity of the signal.
    Posted in: Minecraft Mods
  • 0

    posted a message on Project Blue 1.1.6 (a Project Red add-on)
    I honestly don't know for certain. However, my guess would be to hang around the IRC channels, Reddit, as well as follow and participate on their twitter feeds. Basically, you just need someone to take notice as PB as an alternative to a CC touch screen approach for your first control in the package. I hope someone does, because it's one of those hidden gems.
    Posted in: Minecraft Mods
  • 0

    posted a message on Project Blue 1.1.6 (a Project Red add-on)
    Hi Greg, Just wanted to say thanks. This is going to be a very useful mod for those of us who really push automation.

    If you haven't already, you may want to make this known to the Forgecraft peeps. I could definitely see it being used on their server, and I am sure they could fill up a wish list of useful items you could work on as well in Project Blue.
    Posted in: Minecraft Mods
  • 0

    posted a message on Project Blue 1.1.6 (a Project Red add-on)
    Quote from ChatFawkes»
    Is Project Red a dependency for this mod? Or can it run without it?

    It's a Project Red addon. To be specific, you will need both the Project Red core and transmission modules to be installed to use this.
    Posted in: Minecraft Mods
  • 1

    posted a message on Project Blue 1.1.6 (a Project Red add-on)
    Quote from Greg_Ewing»
    It doesn't look like it will be easy to get Rednet cables to connect directly to my control panels. The Rednet APIs assume you're implementing a block, but my control panel isn't a block, it's a part. I don't have any control over the type of block that contains it.

    I was wondering the same thing as Aphenon, but that's okay. If I ever need MFR cabling and programmable logic units, I can throw a computer between the two standards.

    Hey, that might be a great block to add to your collection in the future. A translation unit. A block that has the ability to translate PR cables into other standards, starting with MFR as a first implementation.
    Posted in: Minecraft Mods
  • 0

    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Reika»

    Which will be in a few minutes.

    That's awesome news! Thank you Reika.
    Posted in: Minecraft Mods
  • 0

    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Hi all - there seems to be a known issue with using turtles and computercraft 1.64 and Rotary/Reactorcraft 1.7.10 v1f.

    Until everything gets all sorted out, does anyone know if open computer's robots work with Reika's mods? (This is why I tend to always install overlapping mods in function)
    Posted in: Minecraft Mods
  • 0

    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Thank you Reika for the 1.7.10 update. I haven't played with the mods in months due to making the switch. So, it's like finding a brand new series of mods, that rock, all over again.
    Posted in: Minecraft Mods
  • 0

    posted a message on Wawla - What Are We Looking At
    The Factorization temporary fix works well so far. Thank you very much. Hopefully the Waila API gets updated to prevent the error in the first place.
    Posted in: Minecraft Mods
  • 0

    posted a message on Wawla - What Are We Looking At
    Gothchya. Thank you very much for clarifying.

    Hopefully we will see a Waila fix where it checks for valid data before trying to trying to pass it through it's method calls. This way, even if a mod isn't built to best practices and standards, it won't cause a crash. Instead, it would just pass back a null to yourself or possibly a specific exception that can be consumed and ignored. I'm assuming this is a minor annoyance on your end when people keep saying, looking at item from {insert mod name here} causes a crash and there is little you can do about it.
    Posted in: Minecraft Mods
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