• 0

    posted a message on [SDK] Substrate - Map editing library for C#/.NET [1.3.8]
    I tinkered around with that loop, but I probably did something wrong because in my test looping 4000 entries took ~15 seconds.
    Seems I need a different approach.
    Would it be viable to simply throw everything into a List<BlockInfo>?
    Posted in: Minecraft Tools
  • 0

    posted a message on [SDK] Substrate - Map editing library for C#/.NET [1.3.8]
    How to loop through all block and item data? I need to parse an ID in ItemInfo or BlockInfo classes based on the name in those classes. I'd use a foreach but theres nothing enumeratable in there.


    foreach ( BlockInfo bi in BlockInfo.BlockList )
    {
    // do stuff with bi.ID and bi.Name
    }


    BlockTable property is an ICacheTable and I don't know how to use it.

    Also enchantments and potion effects?
    Posted in: Minecraft Tools
  • 0

    posted a message on Skygrid generator
    Quote from Blardow6

    Also can you make config files for the chest loot? that'd be awesome.

    Also, if that's too hard, maybe you could make a config option called "Chest : NO #but yes or no there to confirm if this is a chest or not"

    I am using a mod that adds more chest so an option that sets if it is a chest or not would be amazing, I would love to see loot naturally spawning in those chests.

    The loot doesn't have to be configurable, but I would love if it was.


    I was to finish the chest configuration system a while ago but I didn't knew how to implement it properly. Maybe you could give tips on what you expect to see? And what is this mod with more chests?

    Halfway I had this Frankenstein config file for items. Too much customisation for random ID ranges, random damage ranges, random count ranges and the like. Was damn cluttered in the end and I dropped it.

    Also was the block config confusing or easy to understand?
    Posted in: Minecraft Tools
  • 0

    posted a message on Skygrid generator
    This program is a Skygrid generator that expands upon the wrote. I basically wanted something that was built specifically for this.

    Features:
    • A block config file that you can tweak to your liking
    • Support for blocks added by mods.
    • Multithreaded processing

    Screenshots:



    (screenshot actually from DW20 modpack)

    To use it you need to set the boundaries to your liking and then just hit generate. You can also switch the target folder if you need it somewhere else.

    Download:
    Mediafire download
    If that doesn't work for some reason here's the dropbox link.
    Dropbox download

    Changelog:

    1.0.1
    Optimized Nether voiding procedure

    1.0
    Initial release here

    To run this program you need .NET Framework 4.0.

    Things to note:
    Respawning
    Never lose your respawn point. If you sleep in a bed you reset the default respawn. Now if you also lose the bed spawnpoint and die - you will get into a perpetual death sequence (respawning around (0,0,0)) so the default spawn has an NBT tag set so you spawn EXATELY at 0,67,0. And there also is a very small chance of spawning on the top level of Skygrid.
    "Generation halts in "Voiding Nether"
    Void generation preset only works in Overworld so in the Nether my generator also adds a 10 chunk border around the skygrid area. These chunks aren't counted as they are empty and shouldn't really affect the generation times but can still delay a bit.

    If the demand is high enough I can add distribution config for mob spawners and chest loot.

    Also please report any bugs.

    Thanks to Jaquadro for his Substrate library that this program uses and SethBling for the original idea and python script this is based on.

    Legal
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    This License and the rights granted hereunder will terminate automatically upon any breach by You of the terms of this License. Individuals or entities who have received Collections from You under this License, however, will not have their licenses terminated provided such individuals or entities remain in full compliance with those licenses. Sections 1, 2, 5, 6, 7, and 8 will survive any termination of this License.
    Subject to the above terms and conditions, the license granted here is perpetual (for the duration of the applicable copyright in the Work). Notwithstanding the above, Licensor reserves the right to release the Work under different license terms or to stop distributing the Work at any time; provided, however that any such election will not serve to withdraw this License (or any other license that has been, or is required to be, granted under the terms of this License), and this License will continue in full force and effect unless terminated as stated above.

    8. Miscellaneous
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    If any provision of this License is invalid or unenforceable under applicable law, it shall not affect the validity or enforceability of the remainder of the terms of this License, and without further action by the parties to this agreement, such provision shall be reformed to the minimum extent necessary to make such provision valid and enforceable.
    No term or provision of this License shall be deemed waived and no breach consented to unless such waiver or consent shall be in writing and signed by the party to be charged with such waiver or consent.
    This License constitutes the entire agreement between the parties with respect to the Work licensed here. There are no understandings, agreements or representations with respect to the Work not specified here. Licensor shall not be bound by any additional provisions that may appear in any communication from You. This License may not be modified without the mutual written agreement of the Licensor and You.
    The rights granted under, and the subject matter referenced, in this License were drafted utilizing the terminology of the Berne Convention for the Protection of Literary and Artistic Works (as amended on September 28, 1979), the Rome Convention of 1961, the WIPO Copyright Treaty of 1996, the WIPO Performances and Phonograms Treaty of 1996 and the Universal Copyright Convention (as revised on July 24, 1971). These rights and subject matter take effect in the relevant jurisdiction in which the License terms are sought to be enforced according to the corresponding provisions of the implementation of those treaty provisions in the applicable national law. If the standard suite of rights granted under applicable copyright law includes additional rights not granted under this License, such additional rights are deemed to be included in the License; this License is not intended to restrict the license of any rights under applicable law.
    Posted in: Minecraft Tools
  • 0

    posted a message on [SDK] Substrate - Map editing library for C#/.NET [1.3.8]
    Works like charm! Thank you!
    Posted in: Minecraft Tools
  • 0

    posted a message on [SDK] Substrate - Map editing library for C#/.NET [1.3.8]
    Built the project from source in GitHub page and used the .net4 version like before.
    Source still null.
    Posted in: Minecraft Tools
  • 0

    posted a message on [SDK] Substrate - Map editing library for C#/.NET [1.3.8]
    Quote from jaquadro
    snip


    I'm becoming such a bother...
    Posted in: Minecraft Tools
  • 0

    posted a message on [SDK] Substrate - Map editing library for C#/.NET [1.3.8]
    Quote from jaquadro

    Source shouldn't be null if the Level object had data loaded into it. The entries you're trying to access might not be present, but that should throw a different exception.


    seem reasonable that it doesn't know about those keyvalues.
    and sorry for bugging you again, how do I add custom keyvalues then?
    says the man who didn't look in the documentation before asking
    Posted in: Minecraft Tools
  • 0

    posted a message on [SDK] Substrate - Map editing library for C#/.NET [1.3.8]
    Quote from jaquadro

    When you specify a spawn point I think Minecraft reserves the right to pick another point near it that it deems more "suitable". Try another point and see if you get more consistent results.

    For flatmap preset I assume you mean configuring the generator in the level.dat so it continues generating new chunks during play.

    I haven't exposed anything specifically for it in level.dat, so you should work with the Level object's NBT tree directly via the Source property. Use the Minecraft wiki page on level.dat format as your guide: http://www.minecraft...ki/Level_format

    You'll want to set generatorName, generatorVersion, and generatorOptions, and you'll need to look up the format for specifying the flatmap generator string.


    Okay so I try to do this

    anvilWorld.Level.Source["generatorName"].ToTagString().Data = "flat";
    anvilWorld.Level.Source["generatorOptions"].ToTagString().Data = "0x1";

    says Source is null
    Posted in: Minecraft Tools
  • 0

    posted a message on [SDK] Substrate - Map editing library for C#/.NET [1.3.8]
    Is there a way to use the flatmap preset generation?

    Also how to spawn the player in a single spot or is it the Minecraft's way of throwing him out in a radius around it?
    Posted in: Minecraft Tools
  • 0

    posted a message on [SDK] Substrate - Map editing library for C#/.NET [1.3.8]
    Okay so I rewrote the whole program and it still crashes. Works only if I set the blocks to stone and nothing else.
    I can send you all that code to see for yourself if you want to.
    Posted in: Minecraft Tools
  • 0

    posted a message on [SDK] Substrate - Map editing library for C#/.NET [1.3.8]
    Quote from jaquadro

    Looks like a string tag has a null string data value. You should see if your code could be setting a null string, but for my part I should patch up the NBT writer to handle null strings as empty strings instead.


    I do


    cm = world.GetChunkManager( dim );
    ChunkRef cr = cm.CreateChunk(cx, cz);
    generateChunk( cr, dim );
    cm.Save();  //crashes on this line


    in generate chunk these are the only stuffs besides SetID, SetData.
    chunk.Blocks.AutoLight = false;
    chunk.Blocks.AutoFluid = false;
    chunk.IsTerrainPopulated = true;
    chunk.Blocks.RebuildHeightMap();
    chunk.Blocks.RebuildSkyLight();
    chunk.Blocks.RebuildBlockLight();


    And calling the world.Save() before editing any chunks saves the map data successfully. Calling again after editing fails too.
    Posted in: Minecraft Tools
  • 0

    posted a message on [SDK] Substrate - Map editing library for C#/.NET [1.3.8]
    Whenever I try to call .Save() on a ChunkManger instance it throws me this

    System.ArgumentNullException was unhandled
    Message=String reference not set to an instance of a String.
    Parameter name: s
    Source=mscorlib
    ParamName=s
    StackTrace:
    at System.Text.Encoding.GetBytes(String s)
    at Substrate.Nbt.NbtTree.WriteString(TagNodeString val)
    at Substrate.Nbt.NbtTree.WriteValue(TagNode val)
    at Substrate.Nbt.NbtTree.WriteTag(String name, TagNode val)
    at Substrate.Nbt.NbtTree.WriteCompound(TagNodeCompound val)
    at Substrate.Nbt.NbtTree.WriteValue(TagNode val)
    at Substrate.Nbt.NbtTree.WriteList(TagNodeList val)
    at Substrate.Nbt.NbtTree.WriteValue(TagNode val)
    at Substrate.Nbt.NbtTree.WriteTag(String name, TagNode val)
    at Substrate.Nbt.NbtTree.WriteCompound(TagNodeCompound val)
    at Substrate.Nbt.NbtTree.WriteValue(TagNode val)
    at Substrate.Nbt.NbtTree.WriteTag(String name, TagNode val)
    at Substrate.Nbt.NbtTree.WriteCompound(TagNodeCompound val)
    at Substrate.Nbt.NbtTree.WriteValue(TagNode val)
    at Substrate.Nbt.NbtTree.WriteTag(String name, TagNode val)
    at Substrate.Nbt.NbtTree.WriteTo(Stream s)
    at Substrate.AnvilChunk.Save(Stream outStream)
    at Substrate.ChunkRef.Save(Stream outStream)
    at Substrate.RegionChunkManager.Save()
    at SubstrateTest.WorldGenerator.generateWorld(Int32 dim) in D:\gaems\C#\sustratetest\SubstrateTest\SubstrateTest\WorldGenerator.cs:line 85
    at SubstrateTest.WorldGenerator.createWorld() in D:\gaems\C#\sustratetest\SubstrateTest\SubstrateTest\WorldGenerator.cs:line 63
    at SubstrateTest.Form1.button2_Click(Object sender, EventArgs e) in D:\gaems\C#\sustratetest\SubstrateTest\SubstrateTest\Form1.cs:line 112
    at System.Windows.Forms.Control.OnClick(EventArgs e)
    at System.Windows.Forms.Button.OnClick(EventArgs e)
    at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
    at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
    at System.Windows.Forms.Control.WndProc(Message& m)
    at System.Windows.Forms.ButtonBase.WndProc(Message& m)
    at System.Windows.Forms.Button.WndProc(Message& m)
    at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
    at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
    at System.Windows.Forms.NativeWindow.DebuggableCallback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
    at System.Windows.Forms.UnsafeNativeMethods.DispatchMessageW(MSG& msg)
    at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
    at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
    at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
    at System.Windows.Forms.Application.Run(Form mainForm)
    at SubstrateTest.Program.Main() in D:\gaems\C#\sustratetest\SubstrateTest\SubstrateTest\Program.cs:line 19
    at System.AppDomain._nExecuteAssembly(RuntimeAssembly assembly, String[] args)
    at System.AppDomain.ExecuteAssembly(String assemblyFile, Evidence assemblySecurity, String[] args)
    at Microsoft.VisualStudio.HostingProcess.HostProc.RunUsersAssembly()
    at System.Threading.ThreadHelper.ThreadStart_Context(Object state)
    at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean ignoreSyncCtx)
    at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
    at System.Threading.ThreadHelper.ThreadStart()
    InnerException:

    I have the exact same structure as in your FlatMap example. Didn't try to run the flatmap example. Probably calling something wrong way.

    It's probably not your problem because it happened after I moved program's classes into different files.
    Earlier the program used almost the same and worked even if it was a giant unreadable clump of code.
    Posted in: Minecraft Tools
  • 0

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

    I just crafted my first compact solar pamel. When I tried to place it, Minecraft crashed. Now I can't enter that world any more. Minecraft crashes again when I try that.


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

    Minecraft has stopped running because it encountered a problem; Unexpected error
    This error has been saved to C:\Program Files (x86)\Spiele\Minecraft\instances\1.3.2_+Forestry\.minecraft\crash-reports\crash-2012-09-23_14.43.59-client.txt for your convenience. Please include a copy of this file if you report this crash to anyone.



    --- BEGIN ERROR REPORT d716f2fc --------
    Generated 23.09.12 14:43

    - Minecraft Version: 1.3.2
    - Operating System: Windows 7 (amd64) version 6.1
    - Java Version: 1.7.0_05, Oracle Corporation
    - Java VM Version: Java HotSpotâ„¢ 64-Bit Server VM (mixed mode), Oracle Corporation
    - Memory: 3639194368 bytes (3470 MB) / 4116054016 bytes (3925 MB) up to 4116054016 bytes (3925 MB)
    - JVM Flags: 2 total; -Xmx4096m -Xms4096m
    - FML: FML v3.1.15.378 Minecraft Forge 4.1.4.272 20 mods loaded, 20 mods active
    FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    mod_CodeChickenCore [CodeChicken Core] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    mod_NotEnoughItems [Not Enough Items] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    Mystcraft [Mystcraft] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    mod_ReiMinimap [mod_ReiMinimap] ([1.3.2]ReiMinimap_v3.2_05.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    BuildCraft|Core [BuildCraft] (buildcraft-A-3.2.0pre7.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    BuildCraft|Builders [BC Builders] (buildcraft-A-3.2.0pre7.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    BuildCraft|Energy [BC Energy] (buildcraft-A-3.2.0pre7.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    BuildCraft|Factory [BC Factory] (buildcraft-A-3.2.0pre7.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    BuildCraft|Transport [BC Transport] (buildcraft-A-3.2.0pre7.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    BuildCraft|Silicon [BC Silicon] (buildcraft-A-3.2.0pre7.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    ExtraBees [Extra Bees] (extrabees-1.4.0.16-dev-build.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    Forestry [Forestry for Minecraft] (forestry-A-1.5.0.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    IC2 [IndustrialCraft 2] (industrialcraft-2_1.106.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    mod_InvTweaks [Inventory Tweaks] (InvTweaks-1.43b-1.3.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    CompactSolars [Compact Solar Arrays] (mod_compactsolars-main-3.0.1.13.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    IronChest [Iron Chest] (mod_ironchests-client-4.0.2.44.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    Railcraft [Railcraft] (Railcraft_6.1.0.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    SecretRoomsMod [The SecretRoomsMod] (SecretRooms-Forge-latest.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    - LWJGL: 2.8.3
    - OpenGL: GeForce GTX 560/PCIe/SSE2 GL version 4.2.0, NVIDIA Corporation
    - Is Modded: Definitely; 'forge,fml'
    - Type: Client
    - Texture Pack: Default
    - Profiler Position: N/A (disabled)
    - World MpServer Entities: 23 total; [atg['airlag'/291, l='MpServer', x=-372,68, y=75,62, z=-1322,78], oa['Zombie'/292, l='MpServer', x=-380,53, y=47,00, z=-1313,00], oa['Zombie'/293, l='MpServer', x=-379,31, y=45,00, z=-1322,34], nx['Skeleton'/294, l='MpServer', x=-377,94, y=45,00, z=-1323,47], nx['Skeleton'/295, l='MpServer', x=-380,06, y=45,00, z=-1323,53], oa['Zombie'/296, l='MpServer', x=-379,53, y=47,00, z=-1313,97], nx['Skeleton'/297, l='MpServer', x=-377,47, y=45,00, z=-1324,78], no['Creeper'/298, l='MpServer', x=-377,88, y=45,00, z=-1327,53], nx['Skeleton'/338, l='MpServer', x=-385,50, y=50,00, z=-1309,91], nx['Skeleton'/353, l='MpServer', x=-383,56, y=48,00, z=-1311,66], EntityBlock['unknown'/500, l='MpServer', x=-335,50, y=32,45, z=-1375,55], EntityBlock['unknown'/501, l='MpServer', x=-335,55, y=32,50, z=-1375,55], EntityBlock['unknown'/502, l='MpServer', x=-335,50, y=36,45, z=-1375,55], EntityBlock['unknown'/503, l='MpServer', x=-303,55, y=32,50, z=-1375,55], EntityBlock['unknown'/504, l='MpServer', x=-335,50, y=32,45, z=-1343,55], EntityBlock['unknown'/505, l='MpServer', x=-335,55, y=32,50, z=-1343,55], EntityBlock['unknown'/506, l='MpServer', x=-303,55, y=32,50, z=-1343,55], EntityBlock['unknown'/507, l='MpServer', x=-335,50, y=36,45, z=-1343,55], EntityBlock['unknown'/508, l='MpServer', x=-335,55, y=32,45, z=-1375,50], EntityBlock['unknown'/509, l='MpServer', x=-303,55, y=32,45, z=-1375,50], EntityBlock['unknown'/510, l='MpServer', x=-335,55, y=36,45, z=-1375,50], EntityBlock['unknown'/511, l='MpServer', x=-303,55, y=36,45, z=-1375,50], EntityBlock['unknown'/512, l='MpServer', x=-378,75, y=68,00, z=-1313,75]]
    - World MpServer Players: 1 total; [atg['airlag'/291, l='MpServer', x=-372,68, y=75,62, z=-1322,78]]
    - World MpServer Chunk Stats: MultiplayerChunkCache: 60
    - Forced Entities: 23 total; [EntityBlock['unknown'/508, l='MpServer', x=-335,55, y=32,45, z=-1375,50], EntityBlock['unknown'/509, l='MpServer', x=-303,55, y=32,45, z=-1375,50], EntityBlock['unknown'/510, l='MpServer', x=-335,55, y=36,45, z=-1375,50], EntityBlock['unknown'/511, l='MpServer', x=-303,55, y=36,45, z=-1375,50], EntityBlock['unknown'/512, l='MpServer', x=-378,75, y=68,00, z=-1313,75], EntityBlock['unknown'/504, l='MpServer', x=-335,50, y=32,45, z=-1343,55], EntityBlock['unknown'/505, l='MpServer', x=-335,55, y=32,50, z=-1343,55], nx['Skeleton'/338, l='MpServer', x=-385,50, y=50,00, z=-1309,91], EntityBlock['unknown'/506, l='MpServer', x=-303,55, y=32,50, z=-1343,55], EntityBlock['unknown'/507, l='MpServer', x=-335,50, y=36,45, z=-1343,55], EntityBlock['unknown'/500, l='MpServer', x=-335,50, y=32,45, z=-1375,55], EntityBlock['unknown'/501, l='MpServer', x=-335,55, y=32,50, z=-1375,55], EntityBlock['unknown'/502, l='MpServer', x=-335,50, y=36,45, z=-1375,55], EntityBlock['unknown'/503, l='MpServer', x=-303,55, y=32,50, z=-1375,55], oa['Zombie'/292, l='MpServer', x=-380,53, y=47,00, z=-1313,00], oa['Zombie'/293, l='MpServer', x=-379,31, y=45,00, z=-1322,34], nx['Skeleton'/353, l='MpServer', x=-383,56, y=48,00, z=-1311,66], nx['Skeleton'/294, l='MpServer', x=-377,94, y=45,00, z=-1323,47], nx['Skeleton'/295, l='MpServer', x=-380,06, y=45,00, z=-1323,53], oa['Zombie'/296, l='MpServer', x=-379,53, y=47,00, z=-1313,97], nx['Skeleton'/297, l='MpServer', x=-377,47, y=45,00, z=-1324,78], no['Creeper'/298, l='MpServer', x=-377,88, y=45,00, z=-1327,53], atg['airlag'/291, l='MpServer', x=-372,68, y=75,62, z=-1322,78]]
    - Retry Entities: 0 total; []

    java.lang.RuntimeException: java.lang.ClassNotFoundException: ic2.platform.NetworkManager
    at ic2.api.NetworkHelper.requestInitialData(NetworkHelper.java:155)
    at cpw.mods.compactsolars.TileEntityCompactSolar.g(TileEntityCompactSolar.java:68)
    at up.h(World.java:1814)
    at net.minecraft.client.Minecraft.l(Minecraft.java:1780)
    at net.minecraft.client.Minecraft.J(Minecraft.java:843)
    at net.minecraft.client.Minecraft.run(Minecraft.java:773)
    at java.lang.Thread.run(Unknown Source)
    Caused by: java.lang.ClassNotFoundException: ic2.platform.NetworkManager
    at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:125)
    at java.lang.ClassLoader.loadClass(Unknown Source)
    at java.lang.ClassLoader.loadClass(Unknown Source)
    at java.lang.Class.forName0(Native Method)
    at java.lang.Class.forName(Unknown Source)
    at ic2.api.NetworkHelper.requestInitialData(NetworkHelper.java:151)
    ... 6 more
    Caused by: java.lang.NullPointerException
    --- END ERROR REPORT 738d5156 ----------

    I have these mods installed:
    Forge 4.1.4.272
    Mystcraft 0.9.2.01
    CodeChickenCore 0.6.0
    NEI 1.4.0.0
    Buildcraft 3.2.0pre7
    Forestry 1.5.0.1
    ExtraBees 1.4.0.16
    IC2 1.106
    CompactSolars 3.0.1.13
    InventoryTweaks 1.43b
    Railcraft 6.1.0.0
    SecretRooms 4.2.2


    Not the place to ask for this since it has nothing to do with RedPower.

    But it's either Compact Solars mod error or IC2 API error
    Posted in: Minecraft Mods
  • 0

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

    1. Any chance to see RedPower2 for minecraft 1.3.2? Buildcraft and IC2 updated several days ago..

    2. I see in game "Copper" and "Copper Ignot", "Thin" and "Thin Ignor" and also two different textures for "Copper Ore" and "Thin Ore"
    It is technic pack. So, does it ok?

    What the best way to fix?
    a. disable ore generation in RP2
    b. fix ID's in config files (should be same)

    What are your ideas, folks? :)


    Disable RP2 ore generation. Making IDs the same will make MC crash.
    Posted in: Minecraft Mods
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