Where did you hear about the server: Front page of MC forums.
Do you understand and accept the rules: Yes and yes.
What's our policy on raging: It's childish, more specifically...
don't rage! It's a challenging server, but you can do it! If you get defeated, it's a temporary setback- don't give up! Build your base and ship better and get revenge!
Use NEI, its capable of dumping both used and/or available ids, even capable of separating block- and item-ids
Yes, i recently switched from TMI to NEI, just got the last of my mods installed and working on TC2 now... I will look up the documentation on NEI and see how to dump Block ID's into a file or something I can use to determine what files are free.. I found the config file for TC2 and the block ID that is conflicting.. hopefully it is a quick fix.
Thanks to everyone for the helpful posts.
Oh. and thanks to the "PENIS" poster for representing the idiot trolls out there...
Just an FYI, for those running into Block ID conflicts with the current Forge. Forge will auto-assign blocks with it's 4096fix, up and until you install a mod that disables that. Two that I know disable this function are RedPower2 and Secret Rooms. I did a bit of research when my auto-assign said it was disabled and discovered this bit of info on the Forge website. My solution is to install everything else first and save those two mods (and anything else I find that disables auto-assign) for last. For those you'll have to manually open their config files and reassign the ID numbers.
That is a great find... Did you find any information on how to manually re-enable the auto assign features?
EDIT: Actually i just found a note that says RedPower will always default back to turning off auto assign, so that's not an option ...
Any suggestions on how to identify "free" or available block id's that I can switch to?
Received the following crash error when installing TC2 on MC1.2.5. All installed mods are the most current versions for MC1.2.5, just downloaded last night, started installing this morning.. Everything worked until I got to TC2. Looks like there is a block ID conflict. See details below.
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem.
--- BEGIN ERROR REPORT bd4f336 --------
Generated 7/5/12 12:57 PM
Minecraft: Minecraft 1.2.5
OS: Windows 7 (amd64) version 6.1
Java: 1.7.0_04, Oracle Corporation
VM: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
LWJGL: 2.4.2
OpenGL: GeForce GTX 260/PCIe/SSE2 version 3.3.0, NVIDIA Corporation
java.lang.RuntimeException: RedPowerCore: BlockID 250 occupied by thaumcraft.world.BlockTaint, autoAssign is disabled.
at forge.MinecraftForge.killMinecraft(MinecraftForge.java:476)
at eloraam.core.Config.getBlockID(Config.java:114)
at RedPowerWorld.initialize(RedPowerWorld.java:609)
at mod_RedPowerWorld.initialize(mod_RedPowerWorld.java:37)
at mod_RedPowerMachine.initialize(mod_RedPowerMachine.java:57)
at mod_RedPowerMachine.modsLoaded(mod_RedPowerMachine.java:25)
at cpw.mods.fml.common.modloader.ModLoaderModContainer.postInit(ModLoaderModContainer.java:357)
at cpw.mods.fml.common.Loader.postModInit(Loader.java:280)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:605)
at cpw.mods.fml.client.FMLClientHandler.onLoadComplete(FMLClientHandler.java:203)
at net.minecraft.client.Minecraft.a(Minecraft.java:426)
at net.minecraft.client.Minecraft.run(Minecraft.java:735)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 766370a2 ----------
Anyone else experiencing this? Just random spots where the water physics don't seem to be working properly? Sorry if this has been covered already I had come across this more than once on different maps, and figured it was something to do with recent changes. Just curious.
Don't know if it has been reported to you yet, but several of the guards in the guild hall are getting stuck next to the "bed" and music box where the Guild Master is located. I assume this is where they respawn when killed by monsters.
I first noticed it when I went to check my king progression about 5 or 6 of them were all stacked in one square. I broke the music box and they all went free.
Love the mod so far, can't wait till additional updates. Amazing stuff!
Sorry in advance if this has been mentioned or is known, I've not played in a few months and I didn't find anything specific in my searches.
Anyone notice Torches popping off blocks in tree farms, or other times as well? My torches are placed on the ground, surrounded by saplings. I come back to check every 30 minutes or so and several new trees are up, but they keep knocking the torches out of the ground next to them.
Maybe I will try lowering the torches 1 block below the saplings and see if they stay put. Any other ideas?
Peace,
~Duush.
EDIT: Ok, that seems to work. Lowered the torches by 1 block from ground level. They stay put and trees still grow. Just a minor adjustment and a bit more maintenance to check the holes now.
Here's my crew thus far... I've found that if you color the edges and tabs properly it helps to eliminate the appearance of the white line edges, and work slowly and let any glue dry one or two tabs at a time.
Anyone know how to fully delete some of the extra 'crafted' paper maps on SMP server? I've found a folder with the map files but deleting those doesn't seem to make any effect. I'm trying to consolidate our extra maps into one or two, down from dozens.. Any tips are appreciated!
Thanks,
~Duush
NM, answered my own question, I swear I looked this page up and down and couldn't find it. http://www.minecraftwiki.net/wiki/Map
The maps are stored separately as their own data (.dat) file as map_x.dat with (x) being the map number. By manipulating this number, players can organize their maps to suit them, or if they accidentally create a map in the same location, they can delete their extra map so as to save the number they make.
They can be at most 5 blocks away from a log block and need to be connected to it using other leave blocks.
Example: x = leave, o = log
oxxxxx
Will work.
oxxx x
Won't work.
I tried something similar to that and after almost 1 minute, the 5th block did degrade. I've almost completed my trellis and 'vine' effect and none of the leaf blocks will remain further than 4 blocks from a log. Fingers crossed that 1.8 fixes 'placed' leaf blocks.
I hear tell, in 1.8, player-placed leaf blocks won't degrade.
This would be nice. Hopefully my plans will come to fruition with 1.8! I'm trying to build a trellis covered entryway to my home base, covered in leaf blocks would make a nice effect...
I think you are right, just did a little experiment to answer my own question. Realizing I could have just done it myself, after posting my thread... /facepalm I put a line of 8 leaf blocks out from a log and the first 2 disappeared almost immediately then another and finally the 5th block looked as if it would hang on, but I ended up with a total of 4 after just under a minute. Been 4 leaf blocks now for over 2 minutes.
Has anyone worked out any tricks or tips to extend this distance or other methods to keep 'placed' leaf blocks from degrading?
Thanks!
-Duush
EDIT: Also note, you must have a point of contact with the log, if you break a leaf between the log and other leaves, they start to degrade again... ugh...
Hey fellow miners, sorry in advance if this subject has been covered I couldn't find any reference that addressed my questions. With the new Shears tool that allows you to collect Leaf blocks, you still need to place leaves in close proximity to a Log block. Does anyone know the maximum distance you can place leaf blocks from a log before degrading, also has anyone worked out any tricks to make leaf blocks remain other than being close to a log.
Cool thanks for the replies, I didn't know about it till I logged in to steam this morning, I've been away for a couple weeks.. I'm playing it now and the first thing the guide tells you is to build a shelter and make a workbench to craft more complex tools.. it's actually kinda fun.. lol Minecraft goes 2d :wink.gif:
0
Where did you hear about the server: Front page of MC forums.
Do you understand and accept the rules: Yes and yes.
What's our policy on raging: It's childish, more specifically...
0
x10,000 for you!
0
Yes, i recently switched from TMI to NEI, just got the last of my mods installed and working on TC2 now... I will look up the documentation on NEI and see how to dump Block ID's into a file or something I can use to determine what files are free.. I found the config file for TC2 and the block ID that is conflicting.. hopefully it is a quick fix.
Thanks to everyone for the helpful posts.
Oh. and thanks to the "PENIS" poster for representing the idiot trolls out there...
Peace
~Duush
0
That is a great find... Did you find any information on how to manually re-enable the auto assign features?
EDIT: Actually i just found a note that says RedPower will always default back to turning off auto assign, so that's not an option ...
Any suggestions on how to identify "free" or available block id's that I can switch to?
Thanks again!
0
Any help would be appreciated!
Peace
~Duush
23 mods loaded
Optifine OptiFine_1.2.5_HD_MT_AA_A7
Minecraft Forge 3.3.8.152
FML v2.2.78.153
Forge Mod Loader version 2.2.78.153 for Minecraft 1.2.5
mod_CodeChickenCore : Post-initialized (minecraft.jar)
mod_ModLoaderMp : Post-initialized (minecraft.jar)
mod_MinecraftForge : Post-initialized (minecraft.jar)
mod_NotEnoughItems : Post-initialized (minecraft.jar)
mod_ReiMinimap : Post-initialized (5 ReiMinimap_v3.2_04 - 1.2.5.zip)
mod_AdditionalBuildcraftObjects : Post-initialized (buildcraft-C-additionalbuildcraftobjects-latest.zip)
mod_BuildCraftCore : Post-initialized (buildcraft-client-A-core-3.1.5.zip)
mod_BuildCraftBuilders : Post-initialized (buildcraft-client-B-builders-3.1.5.zip)
mod_BuildCraftEnergy : Post-initialized (buildcraft-client-B-energy-3.1.5.zip)
mod_BuildCraftFactory : Post-initialized (buildcraft-client-B-factory-3.1.5.zip)
mod_BuildCraftTransport : Post-initialized (buildcraft-client-B-transport-3.1.5.zip)
mod_BuildCraftSilicon : Post-initialized (buildcraft-client-C-silicon-3.1.5.zip)
mod_AdditionalPipes : Post-initialized (buildcraft-client-DA-additionalpipes-3.1.0.zip)
mod_mocreatures : Post-initialized (DrZharks MoCreatures Mod v3.6.2.zip)
mod_Railcraft : Post-initialized (Railcraft_Client_5.3.3.zip)
mod_RedPowerControl : Post-initialized (RedPowerControl-2.0pr5b2.zip)
mod_RedPowerCore : Post-initialized (RedPowerCore-2.0pr5b2.zip)
mod_RedPowerLighting : Post-initialized (RedPowerLighting-2.0pr5b2.zip)
mod_RedPowerLogic : Post-initialized (RedPowerLogic-2.0pr5b2.zip)
mod_RedPowerMachine : Initialized (RedPowerMachine-2.0pr5b2.zip)
mod_RedPowerWiring : Initialized (RedPowerWiring-2.0pr5b2.zip)
mod_RedPowerWorld : Initialized (RedPowerWorld-2.0pr5b2.zip)
mod_ThaumCraft : Initialized (ThaumCraft2.1.6d.zip)
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem.
--- BEGIN ERROR REPORT bd4f336 --------
Generated 7/5/12 12:57 PM
Minecraft: Minecraft 1.2.5
OS: Windows 7 (amd64) version 6.1
Java: 1.7.0_04, Oracle Corporation
VM: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
LWJGL: 2.4.2
OpenGL: GeForce GTX 260/PCIe/SSE2 version 3.3.0, NVIDIA Corporation
java.lang.RuntimeException: RedPowerCore: BlockID 250 occupied by thaumcraft.world.BlockTaint, autoAssign is disabled.
at forge.MinecraftForge.killMinecraft(MinecraftForge.java:476)
at eloraam.core.Config.getBlockID(Config.java:114)
at RedPowerWorld.initialize(RedPowerWorld.java:609)
at mod_RedPowerWorld.initialize(mod_RedPowerWorld.java:37)
at mod_RedPowerMachine.initialize(mod_RedPowerMachine.java:57)
at mod_RedPowerMachine.modsLoaded(mod_RedPowerMachine.java:25)
at cpw.mods.fml.common.modloader.ModLoaderModContainer.postInit(ModLoaderModContainer.java:357)
at cpw.mods.fml.common.Loader.postModInit(Loader.java:280)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:605)
at cpw.mods.fml.client.FMLClientHandler.onLoadComplete(FMLClientHandler.java:203)
at net.minecraft.client.Minecraft.a(Minecraft.java:426)
at net.minecraft.client.Minecraft.run(Minecraft.java:735)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 766370a2 ----------
0
Thanks!
~Duush
0
I first noticed it when I went to check my king progression about 5 or 6 of them were all stacked in one square. I broke the music box and they all went free.
Love the mod so far, can't wait till additional updates. Amazing stuff!
Peace
~Duush
0
Anyone notice Torches popping off blocks in tree farms, or other times as well? My torches are placed on the ground, surrounded by saplings. I come back to check every 30 minutes or so and several new trees are up, but they keep knocking the torches out of the ground next to them.
Maybe I will try lowering the torches 1 block below the saplings and see if they stay put. Any other ideas?
Peace,
~Duush.
EDIT: Ok, that seems to work. Lowered the torches by 1 block from ground level. They stay put and trees still grow. Just a minor adjustment and a bit more maintenance to check the holes now.
0
Enjoy...
0
Anyone know how to fully delete some of the extra 'crafted' paper maps on SMP server? I've found a folder with the map files but deleting those doesn't seem to make any effect. I'm trying to consolidate our extra maps into one or two, down from dozens.. Any tips are appreciated!
Thanks,
~Duush
NM, answered my own question, I swear I looked this page up and down and couldn't find it.
http://www.minecraftwiki.net/wiki/Map
The maps are stored separately as their own data (.dat) file as map_x.dat with (x) being the map number. By manipulating this number, players can organize their maps to suit them, or if they accidentally create a map in the same location, they can delete their extra map so as to save the number they make.
0
I tried something similar to that and after almost 1 minute, the 5th block did degrade. I've almost completed my trellis and 'vine' effect and none of the leaf blocks will remain further than 4 blocks from a log. Fingers crossed that 1.8 fixes 'placed' leaf blocks.
0
This would be nice. Hopefully my plans will come to fruition with 1.8! I'm trying to build a trellis covered entryway to my home base, covered in leaf blocks would make a nice effect...
0
I think you are right, just did a little experiment to answer my own question. Realizing I could have just done it myself, after posting my thread... /facepalm I put a line of 8 leaf blocks out from a log and the first 2 disappeared almost immediately then another and finally the 5th block looked as if it would hang on, but I ended up with a total of 4 after just under a minute. Been 4 leaf blocks now for over 2 minutes.
Has anyone worked out any tricks or tips to extend this distance or other methods to keep 'placed' leaf blocks from degrading?
Thanks!
-Duush
EDIT: Also note, you must have a point of contact with the log, if you break a leaf between the log and other leaves, they start to degrade again... ugh...
0
Thanks,
-Duush.
0
peace
~Duush