Magnet mode and trashcan don't seem to work on servers. Works fine in singleplayer, but with the default server install the buttons do not appear. I know about inventory/options/click global, etc. I've tried all different variations and no luck. I have other 1.7.10 modpacks that work fine, so possibly its a configuration error? I've tried copying my singleplayer NEI/NEIServer.cfg files into the server install and that didnt help either.
This crash happens when i try to load up an existing world (server) with the new minefactory reloaded MineFactoryReloaded-2.7.0B2-999.
Description: Ticking tile entity
java.lang.NullPointerException
at org.bukkit.craftbukkit.v1_5_R3.event.CraftEventFactory.callEntityDeathEvent(CraftEventFactory.java:319)
at net.minecraft.entity.monster.EntityWitch.func_70628_a(EntityWitch.java:238)
at net.minecraft.entity.EntityLiving.func_70645_a(EntityLiving.java:1386)
at net.minecraft.entity.EntityLiving.func_70097_a(EntityLiving.java:1166)
at net.minecraft.entity.monster.EntityMob.func_70097_a(EntityMob.java:73)
at powercrystals.minefactoryreloaded.tile.machine.TileEntityGrinder.damageEntity(TileEntityGrinder.java:249)
at powercrystals.minefactoryreloaded.tile.machine.TileEntityGrinder.activateMachine(TileEntityGrinder.java:219)
at powercrystals.minefactoryreloaded.tile.base.TileEntityFactoryPowered.func_70316_g(TileEntityFactoryPowered.java:133)
at net.minecraft.world.World.func_72939_s(World.java:2351)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:786)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:825)
at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:320)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:721)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:605) at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:573)
The problem and crash goes away if i revert to the previous version I was using: MineFactoryReloaded-2.6.3B1-937.
I am using the most up to date MCPC Plus v mcpc-plus-1.5.2-R1.1-forge738-B560. It references grinders and pops on the first death of a entity using a grinder, sometimes it blazes, other times its witches.
I think I may be able to do something about this. Originally, I had a simple little block that you threw beside chests which automatically filled vials for you. It was my lazy way of not adding a GUI. ;D
A recipe involving water buckets doesn't seem like a bad idea until I start working on the new potion designs. Once I start that process, it will be a bit more involved to automate.. I may have to add some things to facilitate this, or reconsider some of my thoughts on the potion revamp. At the same time, I can always add some sort of auto-mortar/alembic-ky things to the lineup, but it would seem a bit out of place in a magic-based mod.
Maybe make it/them steam powered?
I will add a bucket recipe to ease the automation in the next release. Don't let me forget!
EDIT: This along with adding the vials to some sort of fillable registry (which would negate the need for a bucket recipe for some - admittedly I think manually filling vials is faster than manually using a bucket recipe, but for those using automation from other mods, this will be an improvement), along with a fix for the chalice not respecting mod source liquid blocks which make use of "Material.water" will be the focus of the update.
Following this, I've a great deal of work to do on some new GUIs, and possibly entering the design phase on some ideas beyond the original revamp. I've got my suspicions some of my new designs will be disappointing to some, as it will make the process of potion and bullet crafting more involved.
I don't want it to be such a hassle that it isn't worth doing at all, so the days and weeks pending the changes, I will be monitoring people's opinions and feelings about it closely.
Has anyone figured out a way to automatically fill a vial with water? Liquid transposers dont work (Thermal expansion) nor do Liquidcrafters(MFR), or cyclic assemblers(TE). I was able to automate this with redpowers deployers i believe but that mod hasnt been updated. Would it be too much to ask for a crafting recipe (empty vial + water bucket) xeno? I'd love to automate some of the potions you've put into the game (and lily pads!) Thanks for the great mod!
From what I know, it's impossible to power the piston without BUD'ing it and updating the piston with the piston above it.
Yes I know i'd have to use a BUD to update the bottom piston to get that 3rd block up. This is why I was asking for help to maybe see if other people had any good ideas (I can get it to work, but its insanely complicated with more than 20 "piston actions" just for the last block.
I've been working on my own version for a while, but with all the BUD "bugs" I've been mostly unsuccessful.
I would like a 3x10 Piston door (3 tall, 10 wide) that opens/closes from the top. It also needs to be seamless (no visible pistons or redstone) when it either state.
Hopefully these pictures can explain a little better:
Open:
Closed:
I realize that it wont be as fast as a 3x10 regular door because of the extra piston movements needed to retrieve that last block, but I am going for effect not speed. With that said, the faster the better
I was wondering if one of you wizards had any good ideas or maybe wanted to join a server and bounce ideas around.
This is very interesting, I have taught my kids quite a bit about logic, electronics, cause and effect using Minecraft.
Maybe instead of using a actual Minecraft client, you could use a redstone simulator (web based, or java based) to teach without having the overhead of software cost or running a server.
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Actually it IS a issue with this pack. NEI is missing from the server install. ATLauncher v1.2.8 server.
Moke
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Magnet mode and trashcan don't seem to work on servers. Works fine in singleplayer, but with the default server install the buttons do not appear. I know about inventory/options/click global, etc. I've tried all different variations and no luck. I have other 1.7.10 modpacks that work fine, so possibly its a configuration error? I've tried copying my singleplayer NEI/NEIServer.cfg files into the server install and that didnt help either.
Thanks for any assistance you can provide
Moke
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Any chance of getting factorization support (specifically the mixer)?
Thanks!
Moke
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Description: Ticking tile entity
java.lang.NullPointerException
at org.bukkit.craftbukkit.v1_5_R3.event.CraftEventFactory.callEntityDeathEvent(CraftEventFactory.java:319)
at net.minecraft.entity.monster.EntityWitch.func_70628_a(EntityWitch.java:238)
at net.minecraft.entity.EntityLiving.func_70645_a(EntityLiving.java:1386)
at net.minecraft.entity.EntityLiving.func_70097_a(EntityLiving.java:1166)
at net.minecraft.entity.monster.EntityMob.func_70097_a(EntityMob.java:73)
at powercrystals.minefactoryreloaded.tile.machine.TileEntityGrinder.damageEntity(TileEntityGrinder.java:249)
at powercrystals.minefactoryreloaded.tile.machine.TileEntityGrinder.activateMachine(TileEntityGrinder.java:219)
at powercrystals.minefactoryreloaded.tile.base.TileEntityFactoryPowered.func_70316_g(TileEntityFactoryPowered.java:133)
at net.minecraft.world.World.func_72939_s(World.java:2351)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:786)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:825)
at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:320)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:721)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:605)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:573)
The problem and crash goes away if i revert to the previous version I was using: MineFactoryReloaded-2.6.3B1-937.
I am using the most up to date MCPC Plus v mcpc-plus-1.5.2-R1.1-forge738-B560. It references grinders and pops on the first death of a entity using a grinder, sometimes it blazes, other times its witches.
Thanks!
Moke
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Thanks xeno, you are ahhh-mazing!
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Moke
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Still cant absorb vanilla spawners. I tried both a zombie spawner and a skeleton spawner.
Also what do you mean by: FU CHEETERS in your changelog?
This is the error im getting when trying to capture a spawner:
2013-06-03 21:53:06 [INFO] [STDERR] java.lang.ArrayIndexOutOfBoundsException: 1
2013-06-03 21:53:06 [INFO] [STDERR] at com.shadwdrgn.soulshards.ItemShard.func_77648_a(ItemShard.java:197)
2013-06-03 21:53:06 [INFO] [STDERR] at net.minecraft.item.ItemStack.func_77943_a(ItemStack.java:149)
2013-06-03 21:53:06 [INFO] [STDERR] at net.minecraft.item.ItemInWorldManager.func_73078_a(ItemInWorldManager.java:425)
2013-06-03 21:53:06 [INFO] [STDERR] at net.minecraft.network.NetServerHandler.func_72472_a(NetServerHandler.java:553)
2013-06-03 21:53:06 [INFO] [STDERR] at net.minecraft.network.packet.Packet15Place.func_73279_a(SourceFile:58)
2013-06-03 21:53:06 [INFO] [STDERR] at net.minecraft.network.TcpConnection.func_74428_b(TcpConnection.java:461)
2013-06-03 21:53:06 [INFO] [STDERR] at net.minecraft.network.NetServerHandler.func_72570_d(NetServerHandler.java:134)
2013-06-03 21:53:06 [INFO] [STDERR] at net.minecraft.network.NetworkListenThread.func_71747_b(NetworkListenThread.java:53)
2013-06-03 21:53:06 [INFO] [STDERR] at net.minecraft.server.dedicated.DedicatedServerListenThread.func_71747_b(SourceFile:30)
2013-06-03 21:53:06 [INFO] [STDERR] at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:675)
2013-06-03 21:53:06 [INFO] [STDERR] at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:275)
2013-06-03 21:53:06 [INFO] [STDERR] at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:571)
2013-06-03 21:53:06 [INFO] [STDERR] at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:469)
2013-06-03 21:53:06 [INFO] [STDERR] at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:573)
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I am going for effect, I wasn't worried about how complicated it would get. If I wanted to take the easy route i'd just use gravity blocks...
Yes I know i'd have to use a BUD to update the bottom piston to get that 3rd block up. This is why I was asking for help to maybe see if other people had any good ideas (I can get it to work, but its insanely complicated with more than 20 "piston actions" just for the last block.
Yes it would definately be alot easier. I've made a 4x10 piston door but am looking for a 3x10 piston door that opens/closes from the top.
Thanks for all the replies, I guess i'll just keep plugging away at the circuit..
Moke
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I would like a 3x10 Piston door (3 tall, 10 wide) that opens/closes from the top. It also needs to be seamless (no visible pistons or redstone) when it either state.
Hopefully these pictures can explain a little better:
Open:
Closed:
I realize that it wont be as fast as a 3x10 regular door because of the extra piston movements needed to retrieve that last block, but I am going for effect not speed. With that said, the faster the better
I was wondering if one of you wizards had any good ideas or maybe wanted to join a server and bounce ideas around.
Thanks for your help!
Moke
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Maybe instead of using a actual Minecraft client, you could use a redstone simulator (web based, or java based) to teach without having the overhead of software cost or running a server.
They could also use this from their own homes.
Here is the RSS I use when I am not in game:
http://mordritch.com/mc_rss/
It also allows for you to load/save schematics, which could be very good for a class setting.
Moke
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Got trolled and called an idiot by Magixx.
Had a great idea...
Hans Lemurson posted it 1.5 years ago.
Built a 4x4 Piston door had a volume of 250...
Goklayeh built it with 2 sticks and a spider eye.
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We need more players!
Do cgar and those guys still play?
Send 'em on over!
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