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    posted a message on Metallurgy - Putting the "Mine" back in "Minecraft"!
    Quote from Sertas

    Thanks for the info Shurhaian. I know how to fix ID conflicts I just can't tell what block the conflict is pointing to. Hence me asking for assistance. Can you tell what block is conflicting and could you point that out to me so I'll at least have more knowledge in situations like this.
    Metallurgy's wealth of config files makes me take this one from the Applied Energistics side first. (There's another reason, which I'll touch on later.)

    java.lang.ClassCastException: rebelkeithy.mods.keithyutils.metablock.MetaBlock cannot be cast to appeng.common.base.AppEngMultiBlock


    In the AppliedEnergistics.cfg file, under the block section, there are three entries I look at here:

    I:appeng.blockMulti
    I:appeng.blockMulti2
    I:appeng.blockMulti3

    I'd look first at blockMulti (with no number), as the error message doesn't say MultiBlock2 or MultiBlock3. (It's been too long since I fixed this on my install, sorry I can't say for sure where the conflict was.)

    For the next step, it helps to have a text editor that can search within files. I use Notepad++, which is free software for Windows, quite powerful and extensible. You can do it by hand, but it'll take more work.

    If you're using Notepad++, Ctrl+Shift+F will bring up the Find In Files dialog box (which is a tab of the Find/Replace dialog). If you're using something else with that function, I can't help you. But what I would do then is point it to your .minecraft\config directory, make sure it's set to search in subdirectories, and search for the block ID you got from AE's config. I usually start it with an = so that it only looks at the START of an ID entry, to keep it from getting hits that are actually buried deep in item IDs. For instance, my file reads: "I:appeng.blockMulti=800" (I'm pretty sure this is not default), so I would search for "=800". There may still be false hits, but only things like 8001 and 8009, not 2800 or 18007.

    If you don't have a find-in-files, you'll have to do it by hand. Noting those blockMulti ID's, look through the Metallurgy3 config files. Your most likely culprit, there being no prefixes to say it's e.g. fantasy or ender metal, is MetallurgyBase.cfg. Find the "block ids" section and start looking.

    Note that each of the different Metallurgy configs uses a single ID for many different blocks. In MetallurgyBase, for instance, there is one ID for ores and one for other blocks (metal block or brick). Everything else is separated by damage values. You're only interested in the first part of the number. My first entry there says:
    S:"Angmallen Block"=901:6

    ...which is block ID 901.

    This extensive use of damage values is also why I said I'd change the Applied Energistics ID. If you're setting up a new world, I strongly encourage doing so rather than going through and changing every ID in Metallurgy; but if you're adding Metallurgy to an existing world, a find-and-replace can work as long as you're careful about its pattern. For instance, if I wanted to use 1337 instead of 901, I would replace "=901:" with "=1337:" (note the = on one side and the : on the other).

    I'll usually search in files for the number I'm choosing, just to be sure it's not already taken by a THIRD mod somewhere.

    Hope this helps rather than just being confusing. I'm erring on the side of too much detail - you say you can fix block ID conflicts and I'm not meaning to insult your intelligence when you do, but between the different name formats (presumably what tripped you up so far) and the extensive use of metadata, I wanted to be on the safe side.
    Posted in: Minecraft Mods
  • 0

    posted a message on Metallurgy - Putting the "Mine" back in "Minecraft"!
    Quote from Sertas

    Can you post the fix or how you figured out it was a block conflict please?

    EDIT: Just noticed you are getting this with RV13.
    Fix it like you would any other block ID conflict: look at the config files, find the overlapping IDs, and reassign them. You can confirm that it's such a conflict by the very act of finding the IDs that collide.
    Quote from Sertas

    I'm getting the following mod conflict for Applied Energistics RV14 Final, Metallurgy 1.6.4- 3.3.1, and KeithyUtils 1.6.2-1.2b
    {snip}
    Any help would be appreciated.
    See above. That ClassCastException is a block ID conflict which, thanks to the way one or both of AE and Metallurgy handles things, shows up in an unconventional manner.
    Posted in: Minecraft Mods
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    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)
    Is it intended that calefactors automatically double glass and charcoal yields (not counting light/dark essence surplus/loss)? At first I thought they doubled everything, and was relieved to find that this is not the case, so I guess it probably is intended - but it's certainly counter to what I was expecting, which was that only metal ores would be doubled.
    Posted in: Minecraft Mods
  • 0

    posted a message on Factorization 0.8.108
    Quote from lezchap

    Anyone know what "retrogenKey" does, or what options it takes?
    I'm guessing that retrogenKey is like what happens in ThaumCraft's retrogen: a unique identifier that can be used to tell whether retrogen has been applied to a given chunk. Changing the key would then result in the retrogen running again, useful if you've changed retrogen settings (e.g. if you ran once with those settings, but then changed silver to "true" and wanted to regen that).

    That's only a guess, though, and I have no idea what valid options would be beyond that the S denotes a string value.
    Posted in: Minecraft Mods
  • 0

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from XanderGryphon

    Brain in a Jar was Lost Knowledge, but isn't anymore. I was able to research it normally in 4.0.3a.
    That's strange. I was not able to research it with Cognitio or Exanimis. But when I compiled a piece of lost knowledge, BiaJ is exactly what it became. No other research done in the interim, using 4.0.3a.

    Not that I can make the thing, due to the lack of Exanimis to distill...

    I hope the next version can progress smoothly. The new features look neat, sure, but being able to effectively use what I've already got would be a nice plus, too. Nodes or wisps with Exanimis are not something I can count on finding.
    Posted in: Minecraft Mods
  • 0

    posted a message on DartCraft Beta 0.2.20
    Quote from bluedart

    A request: For features that you find obnoxious or config options that you find oddly missing, please legitimately request these options to be added instead of simply passive-aggressively complaining about them. If you request them, and I find a way to implement them without breaking something else, I'm very likely to include them in a future release. Also note that statements to the effect of "NERF THIS ZOMG!" are extremely unhelpful and will not affect development unless very explicit implementation is also presented.
    Alright, it seems I owe an apology, so this is me saying I'm sorry. I could have phrased my objections much better than I did.

    I guess part of me has got cynically accustomed to mods like, say, Tinkers' Construct, for which the approach to suggestions is "please place all suggestions in this thread which I have openly said that I don't read." So when it seemed like the mod was moving in a direction diametrically opposed to the communal playstyle that's the norm on my server, I didn't expect it to ever be optional to change that - and not just because of cynicism; by what had been stated about the inability to meld those two mechanics (using experience vs sharing the infuser), I thought there would be technical problems in trying to offer both options.

    As an aside, would there be a possible compromise in using some form of distilled/extracted experience? Immibis's Liquid XP and MFR's mob essence come to mind as fluids that could be pumped into the infuser as an additional fuel. This would allow it to be supplied with experience, but in a way that doesn't specifically tie it to the player. The need to support an additional mod makes it a long shot - but maybe it's something DartCraft itself could look into? There's already the experience tome as a way to extract experience in a shareable manner.

    Anyway, thanks for restoring my faith in the MineCraft modding scene, and, again, sorry for my prior negativity.
    Posted in: Minecraft Mods
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    posted a message on DartCraft Beta 0.2.20
    Quote from hulduet

    How do people add more enchants to their tools at the infuser? I've seen screenshots with the force sword having several upgrades, yet I can only seem to add one enchant.
    You have to put them all on at once. You can put as many upgrades on the tools at a time as you can fit the upgrade materials for, depending on the current tier of your upgrade tome, but once upgraded the first time, a tool cannot be upgraded again. (Force packs and storage units are an exception to this, being upgraded with more capacity one piece at a time.)

    I must admit, the change to force infusers makes me unlikely to upgrade anytime soon. It's certainly a step away from convenience, to need every single person on the server to need to make, maintain, and upgrade their own tome.
    Posted in: Minecraft Mods
  • 0

    posted a message on Tinkers Construct
    Quote from mDiyo

    ChaosKaiBln: Those pumps probably don't know what finite fluids are or how to deal with them.
    Finite fluids? How is that distinct from, say, lava, oil, and Ars Magica's liquid essence? None of those can be made into an infinite source, but the BuildCraft pump handles them all just fine.

    (The ender-thermic pump is specifically made to pump lava, so that one doesn't surprise me.)
    Posted in: Minecraft Mods
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    posted a message on DartCraft Beta 0.2.20
    Quote from CypSteel

    I have checked and rechecked. I have everything complete but the battery. The uncovered hint is "It looks like this item could increase the storage capacity of a storage unit."
    That's not the battery. That's a storage unit upgrade, which you should be able to look up in NEI; it is internal to DartCraft, used to increase the capacity of a storage unit just like a pack upgrade is used to increase that of a force pack.
    Posted in: Minecraft Mods
  • 6

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Would it be possible to have alembics remember, for a few seconds, what essentia they recently contained? If they ticked down to zero but still were reserved for a particular flavor of essentia, it'd be much less finicky to manage alembic stacks. As it stands, the largely-random behavior of alembics filling from the furnace makes for a lot of shuffling of warded jars. Having them stick to a particular aspect for, say, 5 seconds would greatly help.

    Sure, alchemy golems are wonderful things, but the current system seems more like an oversight than intentional difficulty.
    Posted in: Minecraft Mods
  • 0

    posted a message on DartCraft Beta 0.2.20
    Quote from CypSteel

    How do I get past tier 4 on my tome if I don't have IC2? I have did everything in the tier except for the battery and I have plenty of XP. It says "ready to advance".
    Check closer, maybe on the previous page. Click everything. Other-mod upgrades aren't ever necessary to advance, and that's why they don't need to be used to show up with their proper names.
    Posted in: Minecraft Mods
  • 0

    posted a message on DartCraft Beta 0.2.20
    Quote from hulduet

    I've encountered a little glitch using the force wrench on barrels(factorization). When I rotate them properly using the wrench it'll work fine, until I relog. When I get back in the game again the barrels have reset and they're like I never hit them with the force wrench at all. Just to make sure it's not a barrel issue I made myself a buildcraft wrench and it works just fine. Anyone else experience the same?

    MC 1.6.4, forge .938, latest dartcraft and factorization.
    Actually, yes, or something very similar. I haven't tried it with the regular wrench, and I'm not able to test at the moment, but I have experienced that difficulty when trying to align them with the force wrench. I'd only add that it doesn't seem to need relogging - I'll notice them losing alignment whenever I leave the area and come back, even though (thanks to a nearby Portal Gun portal) they should be staying chunk loaded. I could be wrong about the chunk boundary, but the portal is just on the other side of a wall.
    Posted in: Minecraft Mods
  • 0

    posted a message on Metallurgy - Putting the "Mine" back in "Minecraft"!
    Quote from Henrique70031

    I get this crash! Probaly is with the AppliedEnergistics.
    ---- Minecraft Crash Report ----
    -snip-


    First off, spoiler tags. They are your friend, and everyone else's who reads this.

    Moving on, I give 20 to 1 odds that that's a block ID conflict. Check your configs.
    Posted in: Minecraft Mods
  • 0

    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)
    Still having this issue with version 1.0.1:

    Quote from Shurhaian

    Although it worked fine at first, creating spells is crashing for me now. Specifically, the process works fine up until the point where I'm holding my new spell and right-click with it. It should pop up the rename / choose icon dialog. Instead, it causes a client-side crash. When I reload the game and get back in, the spell is named whatever the recipe book was called, and it has the default icon; thereafter the spell casts normally.

    Crash log is on Pastebin here. It's happened the last three times I created a spell. The last two were Self+Night Vision and Self+True Seeing (both of which used neutral essence); the one before that IIRC was Touch+Dig (which used no essence at all). Server is unaffected - it seems to just be a client-side issue.


    Changelog for 1.0.2 mentions a crash fix when using the inscription table in the first place, but this is when the spell's completely made and I'm trying to use it for the first time, so I'm not sure that has anything to do with what I'm running into.

    Also, neither of the other two players on this server seems to have that issue. Both are using the same collection of mods, with the only possible difference in configuration (ETA - within Minecraft itself, obviously, though the Forge version is also the same) being keybindings. The spells continue to work just fine after the first crash - it just leaves me utterly unable to choose icons and names (short of, say, passing them off to someone else to set the name, but as I'm the most frequent player this is usually not practical). What could be causing this?
    Posted in: Minecraft Mods
  • 0

    posted a message on DartCraft Beta 0.2.20
    Quote from RuffyGE

    Minecraft has now 2 GB Ram and internal server shutdown.
    http://pastebin.com/MYG97Bii
    First off, the pastebin doesn't include nearly the full log; nothing to do with the actual crash.

    Second, there's a difference between heap size and permgen space. All your mods need to be able to load their classes into permgen space. Heap size is where it stores the actual world data and such (I believe) - it will generally be a lot more memory, but is usually more flexible. With Forge reporting 80 mods, including big ones like Thaumcraft and Ars Magica, I run with 1.5 GB heap and 256-512 MB permgen, and generally don't have much trouble.

    Third, the only memory error in your paste is about "memory connection overburdened". Ironically, this can happen if you allocate too MUCH memory to Minecraft - because it starts running into swap space, which is much, much slower than physical memory.
    Posted in: Minecraft Mods
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