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    posted a message on A creeper made me crash on world load...

    After several hours of playing Google&Guesswork, ich have managed to find a solution.


    * In the Forge config, set removeErroringEntities = true.
    * Load the world.
    * Save and exit Minecraft.
    * Reset the config setting to false.

    Posted in: Java Edition Support
  • 0

    posted a message on A creeper made me crash on world load...

    Now I knew that these buggers were destructive, but nuking an entire world? o_O


    I was exploring a stronghold, and a creeper exploded because I misjudged the reach of my sword. Upon that explosion, it must have broken a stone or brick block that has a silverfish egg in it, because the game crashes with a message about a bad local variable inside EntitySilverfish$AISummonSilverfish.func_75246_d(). When I log back in, I briefly see a still frame of the corridor - undamaged from the explosion - then I'm booted again with the exact same crashlog. So, basically: I cannot log in anymore.


    Full crashlog: https://pastebin.com/vsgNuyV8


    I looked up the combination of "ticking entity" and "bad local variable type" on the internet, and actually only got 27 results... from which all but three were either autogenerated spam webpages, or in chinese. So this looks to be a genuine rarity of an error!


    As you can see from the crashlog, this is a modded 1.12.2 instance, but not heavily modded - just about 30 mods, mostly smaller ones. But also note that the crashlog talks about vanilla features. Creepers, silverfishes - this is not modded content, that's from the base game.


    I've been playing in this world daily for two weeks with zero crashes. I have not changed or updated any mods prior to playing today.




    My primary question, before anything else, is:


    What are some steps I can try to be able to log in again? I don't want to lose this world. :(

    Posted in: Java Edition Support
  • 0

    posted a message on Looking for a mod that tweaks hunger mechanics

    Spice of Life works great under 1.10.2, I'm using it already :) But it doesn't do anything related to the regeneration threshold, or other features from Hunger Overhaul.


    I'd be happy enough with some sort of API that offers access to these things, but I'm not nearly skilled enough to build something from the ground up myself. ...Could something like MCreator maybe do it? Or is that limited to making assets (blocks and items and stuff)?

    Posted in: Mods Discussion
  • 0

    posted a message on Looking for a mod that tweaks hunger mechanics

    I used to play a lot with Hunger Overhaul in older Minecraft versions. Unfortunately it doesn't look like it will update again.


    One of my favorite features was how it changed the threshold at which the player stops regenerating health. I always felt 8.5 haunches was way too high, especially since the majority of food items in Minecraft restore more than that amount of food... it just makes no sense to have it work that way.


    My question: is there any sort of spiritual successor to Hunger Overhaul? And if not, is there some other existing mod that modifies at least the regeneration threshold, or allows me to modify it myself?

    Posted in: Mods Discussion
  • 1

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

    Just a heads up - I upgraded from 5.0.2 to 5.0.3 and lost all my research. And I mean literally all - even the basic stuff like the aspects directory and such now prompts me to equip scribing tools and paper to unlock the research.


    I don't know if this is a known issue or not, I've not had Thaumcraft installed since the early days of v4. I just thought I'd mention in the off chance that I'm helping someone prevent experiencing the same. If there are known fixes - I'd be very interested right now >.<


    Update: I managed to fix my problem by setting research to xp levels only in the config file and then going into creative mode ingame.
    Posted in: Minecraft Mods
  • 0

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

    Just a heads up - I upgraded from 5.0.2 to 5.0.3 and lost all my research. And I mean literally all - even the basic stuff like the aspects directory and such now prompts me to equip scribing tools and paper to unlock the research.


    I don't know if this is a known issue or not, I've not had Thaumcraft installed since the early days of v4. I just thought I'd mention in the off chance that I'm helping someone prevent experiencing the same. If there are known fixes - I'd be very interested right now >.<

    Posted in: Minecraft Mods
  • 0

    posted a message on Inventory Tweaks 1.61 (Jul 11)

    Hi, I just installed a modpack that bundles version 1.59-dev-156 for 1.7.10. I find myself unable to change the inventory sort key away from the default R. There used to be a button for this in the ingame menu in earlier versions, but it's no longer there, at least for me.


    Is this normal? Am I having a bug? How can I change the inventory sort key to something else?

    Posted in: Minecraft Mods
  • 0

    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Reika»

    Are you giving it enough to fill the engine?

    No, I'm not. I'm just trying to determine if some part of the fuel gets "stuck" in it as it flows through, since the skewed numbers indicate that sometimes the engine receives less than intended and sometimes more.

    If it does, though, WAILA doesn't show it. Which is of course possible.
    Posted in: Minecraft Mods
  • 0

    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Reika»

    It could be client/server. Try right-clicking it to force a sync.

    That didn't change anything. I can see the contents of the internal tank rise as long as fuel flows in, but when the flow stops, the internal volume declines all the way to zero everytime.
    Posted in: Minecraft Mods
  • 0

    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Reika »
    Are you accounting for the ECU's 3-bucket tank?


    WAILA shows the internal tank sitting at 0 mB after feeding the fuel in. Also, the turbines themselves have such a gigantic fuel capacity that even with over 20 buckets the gauge is barely showing the bottom few pixels colored.

    Are you insinuating that the ECU is maybe not transferring all the fuel, much like the reservoirs and fuel lines do? In that case, WAILA's display would have to be wrong/broken. And it's still kinda weird, that it reproduces the exact pattern of three successive values every time...
    Posted in: Minecraft Mods
  • 0

    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Hmm, so I was toying around with gas turbines (awesome sound by the way) because I wanted to test if engine controllers work on them. And then I toyed around some more to see what different settings would give me in terms of energy output, because I love statistics of all kind. Set up a line of ECUs, turbines and industrial coils, and started to feed them one bucket, the next two buckets, the next three buckets, and so on, then checked the amount stored in the industrial coils.

    However, these things are really thirsty during startup - 20 buckets just to spin up to full speed at 100% throttles setting. Obviously it quickly got old (and error-prone) to manually bucket fuel into each engine. So I set up portable tanks and liquiducts instead (because I needed them to transfer every last mB to get reliable results, and Rotarycraft reservoirs and fuel lines don't do that). Still a lot of clicking, but I could at least prepare one batch while another was still running, and could fix errors before "submitting" the batch. And that's when things got weird.

    Because the turbines receive fuel input only from below, and ECUs must go below, I could only feed the fuel through the ECUs. And somehow, the turbines are not receiving the amount of fuel they should when you do that. The second I stopped using buckets, I stopped getting reliable results. Changes from one bucket to the next were perfectly static before, but suddenly showed a huge variation.

    With manual bucket-clicking, the delta between successive tests looked like this: 671k, 671k, 671k, 671k, 671k... you get the idea.

    By feeding through the ECU, the exact same test series produced these deltas: 698k, 712k, 604k, 698k, 711k, 604k, 698k, 711k, 604k, 697k, 712k, 604k... always repeating that pattern of three more or less exactly. What the heck is going on with these ECUs? o___o



    Also, for what it's worth, trivial bug report: the GUI on gas turbines (but no other engines) shows twice as much time remaining as it should, and counts down two seconds per RL second.
    Posted in: Minecraft Mods
  • 0

    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Success! I found my mistake.

    Since I often mine in 3x3 tunnels (tinkers hammer and gravisuite advanced drill do this for instance), I was standing in a 3x3 tunnel trying to get the borer to continue digging the 3x3 tunnel.

    However, it turns out that it doesn't matter what kind of tunnel I want to dig. The borer always requires a clear 7x5 area to operate. As soon as I carried it up to the surface, it worked instantly, without a hitch. Then I carried it back underground and manually dug out the required area - again, it worked without a hitch. And in fact, the supplied 512Nm torque was enough to drive the entire 35-block boring head forward through solid stone. It was very slow, but it worked... until it came face to face with a geostrata granite wall. It stalled upon striking that, guess that stuff is just too hard for just one little engine.

    Quite counterintuitive with that space requirement IMHO. Wouldn't it make sense to spawn the boring head for the selected area only?

    Also, another question: What does the "reset position" button do?
    Posted in: Minecraft Mods
  • 0

    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    I don't care about speed at the moment, I want to figure out how it works. The practical implementation will come after that.

    Mathematically the boring machine should not possibly be able to jam with 65.5kW of power attached so long as it is poined only at common dirt and stone.
    Posted in: Minecraft Mods
  • 0

    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    I'm having a bit of an issue with the borer. It's the first time I built one and I'm trying to figure out how it works, and I'm not making much progress on that.

    The handbook entry says "640W per point of hardness of the blocks in front of it, and up to 512Nm of torque". So based on that, I decided to go with a gasoline engine. 65.5kW should be good for over 100 hardness, and I used a 4:1 gearbox so that it has 512Nm torque available to it. In the GUI, the bars for power, speed and torque are all maxed out.

    When I then click on a square in the GUI to start defining a tunnel shape, I get a hammering sound effect, sparks fly from the machine, and the transducer says "Boring Machine is jammed, supply more torque or power!". This happens even if only a single square is clicked, and if the only blocks in front of it are dirt and super easy to dig.

    So does that mean that I need more than a gasoline engine to dig even a single block of dirt, or am I doing something wrong here?
    Posted in: Minecraft Mods
  • 0

    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    (I don't run magicalcrops. Can't be the same error...)
    Posted in: Minecraft Mods
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