• 0

    posted a message on Railcraft 9.2.2.0
    Does any one know if there is a way to automatically set a train to go in reverse direction?
    Posted in: Minecraft Mods
  • 0

    posted a message on [TC4 Addon] Forbidden Magic - v0.575
    Like this mod. The thing like the most before even using the mod was the creative only wand! Something that I wanted for sometime in TC...
    Posted in: Minecraft Mods
  • 1

    posted a message on Factorization 0.8.108
    Quote from TheEnlightened

    Also if you got this far, is there anyway, and i do mean anyway at all to automate that damn crystalizer, someone smarter tell me, I've tried just about everything, but i can't get the items to distribute evenly amoung the many slots in that machine.


    Neptunepink said a long while ago that it is possible using 5 routers, though I never truly understood them enough to make something like that. It can be done with Steve's factory manager as well. You need 5 of those blocks that interact wtih inventories, unless there is some way for it to check for the amount of items in a specific slot (I couldn't find a way to do that, it checked the whole inventory of the block).
    I had it pull 1 of the items from a chest per pulse, and had it deposit it in a specific slot.
    Posted in: Minecraft Mods
  • 0

    posted a message on Direwolf20's Modded Lets Play series
    Quote from Pyrocantaes

    Quick question ... which of the mods adds "Abyssal Stone" and the hollow abyssal stone dungeons... and is there a use for it?

    Railcraft. The Geodes are another source of Emeralds, apart from Extreme hills. Abyssal Stone is just another good looking building material.
    Posted in: Let's Plays
  • 3

    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from AmadeusXW
    Thats right, i made a mistake. Saw some "working" versions in 1.5.2, but those were broken code versions. So stuck in 1.4.6 till... when?

    That's exactly it. Most regulars here are not stuck in 1.4.6. They are continuing to use it. Right now, I have two 1.4.7 instances, two 1.5.2 instances and a 1.2.5 instance, and 1.6.1 using the default launcher (though un-modded).

    And since you want to leave the mod, you are entirely free to do so. But coming to the thread and saying everyone needs to leave is wrong.
    Posted in: Minecraft Mods
  • 0

    posted a message on Factorization 0.8.108
    Quote from Epidemia78

    So um does this mod only add silver now? Its annoying how vague mod threads are becoming around here lately.

    In the worldgen part? Yes. It always only added silver ore. Factorization needs only Silver and Lead. Lead is obtained from Silver ore, in a slag furnace (and further processing in this mod), or through the pulverizer from Thermal Expansion.
    Posted in: Minecraft Mods
  • 0

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

    I am not talking about tree types. Birch trees are still the best for this task.

    I mean the code that chooses WHICH of the trees gets harvested. (There may be multiple on the field)
    I was accidentally choosing the most distant one from [0,0] instead of the closest one.
    That can cause the thing to break, because there may be trees in the way.
    It would bump into them and stop.
    Oh. That makes sense.
    Posted in: Minecraft Mods
  • 0

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

    RP2 is dead unfortunately. We ALL need to move on

    Not every one needs to. Its a choice. Look at how awesome things are being made by Ireee (the tree farm, and Marquee text).
    I have been working on a hidden staircase. Its simply a matter of whether you have a reason to drop this mod.
    Quote from Ireee

    OMG.. I was actually choosing the worst tree possible for harvesting, not the best one.
    I'll be back with a fixed version....

    WIP post is hidden in the spoiler

    Allright people.
    I have a new update on my overengineered RP2 treefarm again.

    I got the automatic harvesting going on 1/4 of the area.

    There are some problems left that prevent it from running indefinitely, so it'll break eventually
    o Sand breaking timing is imperfect and from time to time leaves sand behind.
    oo That sand prevents the tree from being re-planted and then prevents the arm from going trough.
    oo The workaround is manually removing the sand and putting back dirt and the sapling.
    o Sometimes the tree detector misses a tree and then, for some reason, it'll never see it
    oo The workaround is to remove it's bottom wood block for a second and then putting it back

    Was able to harvest 64 wood before it got stuck (sand)
    I removed the sand and restored dirt and saplings

    OMG.. I was actually choosing the worst tree possible for harvesting, not the best one.
    I'll be back with a fixed version....

    Why is the birch the worst option? And which is the best?
    Posted in: Minecraft Mods
  • 1

    posted a message on [Forge][1.4.7][Tech Mod][Pre Release] XyCraft
    Quote from Epidemia78

    I was going to update to 1.5.2 finally but theres so many mods not yet updated...the xycraft fabricator is way too useful to give up so I guess Im sticking with 1.4.7 for now.

    If you want it for automation, Thermal Expansion, in 1.5.2 has the cyclic assembler, which is a fast auto crafting table, but also has support for recipes using liquids (using internal tank), but needs energy to run.

    If you want it for the quick crafting method using NEI, XACT is a mod that has a similar functionality, but instead if a block that you can place, it has a item. It also adds functionality somewhat similar to RP project table with plans, though it did add them before RP.
    Posted in: WIP Mods
  • 0

    posted a message on [Forge][1.4.7][Tech Mod][Pre Release] XyCraft
    Quote from moonra

    Also doesn't mean that we can't talk about it. And by 'it' I mean she taking forever to update her mod.

    Yes. But the fact that it almost always leads to an argument that never ever gets anywhere is a good reason to ignore that topic.
    Posted in: WIP Mods
  • 0

    posted a message on Electrodynamics - [UPDATE]
    Quote from anicet74

    it's possible to have multiple suns now?
    is it a new update,because personnaly I can't

    Its been that way for quite a while. It was in version 0.10 that it was added, which was somewhere around 1.4.x I think.
    Posted in: Minecraft Mods
  • 1

    posted a message on Electrodynamics - [UPDATE]
    Watched the teaser for Solar Panels. The only thing I am wondering is, what will happen to them in Mystcraft ages with multiple suns?
    Posted in: Minecraft Mods
  • 0

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

    I hope you're aware that that, 2 year old, post is about the buildcraft redstone pipe and has nothing at all to do with RedPower. A pipe of which she gave the code to another modder (I believe it was Zeno or something like that).

    Also note that asking for mod updates is against forum rules.

    At least that's better than quoting the OP.

    Quote from BeastyMort

    You're crashing my game with your mod. Could you make it so I can just drop it in my mods folder with Forge Modloader? lol This seems too complicated. And an update to 1.6.2 would be AWESOME! Thanks.

    There is no way any one can help you with out the crash log. Look up videos on how to get them, and post it here inside spoilers: [spoiler]Log Goes Here[/spoiler]
    Posted in: Minecraft Mods
  • 0

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

    Also (to the above crash), the 1.4.6/7 version of Redpower is incompatible with idresolver (unless that was fixed?)

    Its not exactly incompatible, but just doesn't like idresolver re-assigning the IDs (or something like that).
    Posted in: Minecraft Mods
  • 0

    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from Kman2

    you have an amazing mod Eloramm, but when i try to install it in 1.4.7 i get this error message and i know its a bit lengthy after the code.
    [spoiler]---- Minecraft Crash Report ----
    // Why did you do that?

    Time: 7/22/13 10:03 AM
    Description: Failed to start game

    java.lang.IllegalArgumentException: Parse error
    at com.eloraam.redpower.core.TagFile.readtag(TagFile.java:249)
    at com.eloraam.redpower.core.TagFile.readtag(TagFile.java:261)
    at com.eloraam.redpower.core.TagFile.readtag(TagFile.java:261)
    at com.eloraam.redpower.core.TagFile.readStream(TagFile.java:309)
    at com.eloraam.redpower.core.TagFile.readFile(TagFile.java:288)
    at com.eloraam.redpower.core.Config.loadConfig(Config.java:31)
    at com.eloraam.redpower.RedPowerCore.preInit(RedPowerCore.java:37)
    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:487)
    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:153)
    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:86)
    at cpw.mods.fml.common.Loader.loadMods(Loader.java:505)
    at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:161)
    at net.minecraft.client.Minecraft.a(Minecraft.java:412)
    at asq.a(SourceFile:56)
    at net.minecraft.client.Minecraft.run(Minecraft.java:746)
    at java.lang.Thread.run(Unknown Source)


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

    -- System Details --
    Details:
    Minecraft Version: 1.4.7
    Operating System: Windows Vista (x86) version 6.0
    Java Version: 1.7.0_25, Oracle Corporation
    Java VM Version: Java HotSpot™ Client VM (mixed mode), Oracle Corporation
    Memory: 375668992 bytes (358 MB) / 519110656 bytes (495 MB) up to 1037959168 bytes (989 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 v7.26a FML v4.7.35.556 Minecraft Forge 6.6.2.534 Optifine OptiFine_1.4.6_HD_D5 59 mods loaded, 59 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
    CodeChickenCore [CodeChicken Core] (coremods) Unloaded->Constructed->Pre-initialized
    NotEnoughItems [Not Enough Items] (coremods) Unloaded->Constructed->Pre-initialized
    GuiAPI [GuiAPI] (minecraft.jar) Unloaded->Constructed->Pre-initialized
    TreeCapitator [TreeCapitator] (Tree-Capitator-Mod-Forge-1.4.7.jar) Unloaded->Constructed->Pre-initialized
    CoFHCore [CoFH Core] (CoFHCore.zip) Unloaded->Constructed->Pre-initialized
    BuildCraft|Core [BuildCraft] (buildcraft.jar) Unloaded->Constructed->Pre-initialized
    ComputerCraft [ComputerCraft] (computercraft.zip) Unloaded->Constructed->Pre-initialized
    CCTurtle [ComputerCraft Turtles] (computercraft.zip) Unloaded->Constructed->Pre-initialized
    ThermalExpansion [Thermal Expansion] (thermalexpansion.zip) Unloaded->Constructed->Pre-initialized
    OmniTools [OmniTools] (omnitools.zip) Unloaded->Constructed->Pre-initialized
    IC2 [IndustrialCraft 2] (IC2.jar) Unloaded->Constructed->Pre-initialized
    AtomicScience [Atomic Science] (AtomicScience_v0.3.3.130.jar) Unloaded->Constructed->Pre-initialized
    BuildCraft|Builders [BC Builders] (buildcraft.jar) Unloaded->Constructed->Pre-initialized
    BuildCraft|Energy [BC Energy] (buildcraft.jar) Unloaded->Constructed->Pre-initialized
    BuildCraft|Factory [BC Factory] (buildcraft.jar) Unloaded->Constructed->Pre-initialized
    BuildCraft|Transport [BC Transport] (buildcraft.jar) Unloaded->Constructed->Pre-initialized
    BuildCraft|Silicon [BC Silicon] (buildcraft.jar) Unloaded->Constructed->Pre-initialized
    CompactSolars [Compact Solar Arrays] (compactsolars.zip) Unloaded->Constructed->Pre-initialized
    EE3 [Equivalent Exchange 3] (ee3.jar) Unloaded->Constructed->Pre-initialized
    Forestry [Forestry for Minecraft] (forestry.jar) Unloaded->Constructed->Pre-initialized
    BinnieCore [Binnie Core] (extrabees-1.5.0.6b.zip) Unloaded->Constructed->Pre-initialized
    ExtraBees [Extra Bees] (extrabees-1.5.0.6b.zip) Unloaded->Constructed->Pre-initialized
    GraviSuite [Gravitation Suite] (gravisuite.zip) Unloaded->Constructed->Pre-initialized
    IC2NuclearControl [Nuclear Control] (IC2NuclearControl.zip) Unloaded->Constructed->Pre-initialized
    ICBM|Contraption [ICBM|Contraption] (ICBM_Contraption_v1.0.6.168.jar) Unloaded->Constructed->Pre-initialized
    ICBM|Sentry [ICBM|Sentry] (ICBM_Sentry_v1.0.6.168.jar) Unloaded->Constructed->Pre-initialized
    ICBM|Explosion [ICBM|Explosion] (ICBM_Explosion_v1.0.6.168 (1).jar) Unloaded->Constructed->Pre-initialized
    mod_InvTweaks [Inventory Tweaks] (InvTweaks.zip) Unloaded->Constructed->Pre-initialized
    IronChest [Iron Chest] (IronChest.zip) Unloaded->Constructed->Pre-initialized
    Millenaire [Millénaire] (millenaire4.2.0.zip) Unloaded->Constructed->Pre-initialized
    ModularForceFieldSystem [Modular ForceField System V2] (modularforcefieldsystem.zip) Unloaded->Constructed->Pre-initialized
    Mystcraft [Mystcraft] (mystcraft.zip) Unloaded->Constructed->Pre-initialized
    NEIPlugins [NEI Plugins] (neiplugins.jar) Unloaded->Constructed->Pre-initialized
    RedPowerCore [RedPower] (RedPowerCore-2.0pr6.zip) Unloaded->Constructed->Errored
    RedPowerBase [RP Base] (RedPowerCore-2.0pr6.zip) Unloaded->Constructed->Pre-initialized
    RedPowerMachine [RP Machine] (redpowermechanical.zip) Unloaded->Constructed->Pre-initialized
    RedPowerCompat [RP Compat] (redpowercompat.zip) Unloaded->Constructed->Pre-initialized
    RedPowerWiring [RP Wiring] (redpowerdigital.zip) Unloaded->Constructed->Pre-initialized
    RedPowerLogic [RP Logic] (redpowerdigital.zip) Unloaded->Constructed->Pre-initialized
    RedPowerLighting [RP Lighting] (redpowerdigital.zip) Unloaded->Constructed->Pre-initialized
    RedPowerWorld [RP World] (redpowermechanical.zip) Unloaded->Constructed->Pre-initialized
    RedPowerControl [RP Control] (redpowermechanical.zip) Unloaded->Constructed->Pre-initialized
    mod_ReiMinimap [mod_ReiMinimap] (reiminimap.zip) Unloaded->Constructed->Pre-initialized
    Surtugal [Surtugal] (Shurtugal-Mod-1.4.7.zip) Unloaded->Constructed->Pre-initialized
    Thaumcraft [Thaumcraft] (Thaumcraft.zip) Unloaded->Constructed->Pre-initialized
    ThaumicBees [ThaumicBees] (thaumicbees.jar) Unloaded->Constructed->Pre-initialized
    ThermalExpansion|Factory [Factory] (thermalexpansion.zip) Unloaded->Constructed->Pre-initialized
    ThermalExpansion|Energy [Energy] (thermalexpansion.zip) Unloaded->Constructed->Pre-initialized
    ThermalExpansion|Transport [Transport] (thermalexpansion.zip) Unloaded->Constructed->Pre-initialized
    TwilightForest [The Twilight Forest] (TwilightForest.zip) Unloaded->Constructed->Pre-initialized
    WR-CBE|Core [WR-CBE Core] (wirelessredstonecore.jar) Unloaded->Constructed->Pre-initialized
    WR-CBE|Addons [WR-CBE Addons] (wirelessredstoneaddons.jar) Unloaded->Constructed->Pre-initialized
    XyCraft [§3XyCraft] (xycraft.zip) Unloaded->Constructed->Pre-initialized
    XyCraftWorld [§2XyCraft World] (xycraft.zip) Unloaded->Constructed->Pre-initialized
    XyCraftMachines [§9XyCraft Machines] (xycraft.zip) Unloaded->Constructed->Pre-initialized
    IDResolver [ID Resolver] (ID-Resolver-Mod-1.4.7.jar) Unloaded->Constructed->Pre-initialized
    LWJGL: 2.4.2
    OpenGL: Intel Cantiga GL version 1.5.0 - Build 7.15.10.1502, Intel
    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
    [/spoiler]

    the reason i posted that previous is because the redpower core was unloaded and errored in the crash report


    First, use spoilers: [spoiler]Error Log goes here[/spoiler]

    And the crash is because you used Notepad to edit the config. It breaks its formatting. Delete the config file, so that it may be gnerated again, and then use some other editor to edit the config. Wordpad or Notepad++ work well.
    Posted in: Minecraft Mods
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