RTG + CC
RTG-1.7.10-0.8.0-snapshot-5.jar and CC beta53
Quote from EzerArch
MPS for 1.5.2 supported partially SmartMoving. There are some bugs that were left behind.
Quote from The_Nanobots
Yep it means that the steve skin doesn't exist in the texture pack they are using.
java.lang.NullPointerException at tropicraft.Tropicraft.tropicsWaterBucketDrop(Tropicraft.java:125) at net.minecraftforge.event.ASMEventHandler_419_Tropicraft_tropicsWaterBucketDrop_FillBucketEvent.invoke(.dynamic) at net.minecraftforge.event.ASMEventHandler.invoke(ASMEventHandler.java:39) at net.minecraftforge.event.EventBus.post(EventBus.java:108) at net.minecraft.item.ItemBucket.func_77659_a(ItemBucket.java:48) at net.minecraft.item.ItemStack.func_77957_a(ItemStack.java:173) at net.minecraft.item.ItemInWorldManager.func_73085_a(ItemInWorldManager.java:349) at net.minecraft.network.NetServerHandler.func_72472_a(NetServerHandler.java:539) at net.smart.moving.playerapi.NetServerHandler.func_72472_a(NetServerHandler.java:37) at net.minecraft.network.packet.Packet15Place.func_73279_a(SourceFile:58) at net.minecraft.network.MemoryConnection.func_74428_b(MemoryConnection.java:89) at net.minecraft.network.NetServerHandler.func_72570_d(NetServerHandler.java:134) at net.minecraft.network.NetworkListenThread.func_71747_b(NetworkListenThread.java:53) at net.minecraft.server.integrated.IntegratedServerListenThread.func_71747_b(IntegratedServerListenThread.java:111) at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:677) at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:573) at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:171) at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:470) at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:573) --- END ERROR REPORT a20dcb4b ----------
Quote from gamefreak955
As a precation for users NEI DUmps must have both Item and Block ID's in them, for the program to function.
Looking through your Old NEI.txt and new NEI.txt they do not contain any Item ID's. (ID's with a value of 4096 and Up) Therefore the failure.
Make sure that you have "Dump ItemIDs" and "Dump Unused ItemIDs" as the setting in Not Enough Items "Block/Item ID Settings"
Then please try again, and let me know how it goes!
EDIT: Added a word
Quote from MikeTheShadowSage
I have no idea why it keeps crashing me after a while, like 3 minutes.
Here is the crash:
2013-02-05 17:29:58 [INFO] [STDERR] Exception in thread "NEI Item Loading Thread" java.lang.OutOfMemoryError: PermGen space
EDIT: And it cant actually be out of memory, I have 5 gb attached to Minecraft.
Here is the full text file: https://dl.dropbox.c...inecraftLog.txt
Quote from ScottKillen
Consider this scenario...what if a mod incorrectly assumed that a biome would always be one of the vanilla ones...it would break when a biome altering mod was installed...and be fixed when that mod was removed...
I'm not saying that is what has happened...only explaining how appearances can be deceiving.
There is also no InfernalMobs code here...I'm not saying it is causing the crash...I'm only pointing out that the problem is happening in the vanilla Ocelot code.
Here's the problem...every file listed is vanilla code...
java.lang.ClassCastException: java.lang.Integer cannot be cast to java.lang.Byte at vh.a(SourceFile:67) at co.r(EntityOcelot.java:272) at co.b(EntityOcelot.java:100) at tv.d(Entity.java:1251) at tv.c(Entity.java:1226) at vr.a(AnvilChunkLoader.java:255) at vr.a(AnvilChunkLoader.java:107) at mp.b(ChunkProviderServer.java:189) at mp.a(ChunkProviderServer.java:237) at ge.a(World.java:335) at ge.h(World.java:2374) at net.minecraft.server.MinecraftServer.w(MinecraftServer.java:557) at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:450) at dn.run(SourceFile:492)
Immibis, just read your post. Why don't you have motivation? I love microblocks, don't stop!
пронумеровал биомы по порядку, под себя.
с конфигами соответствие есть + 255 которого нет в конфиге
если вы засунули не рабочие биомы в 255 то тогда понятно почему половина биомов пропало.
всё верно в дампе?
поймал крашь на серваке когда мод устновил
Requires Bookshelf API
What is Modular Systems?
Modular Systems is the conceptual successor to Modular Furnace. Its more of an expansion to the idea of modular multi-blocks. The original Modular Furnace mod is included as well as other modular systems. You can turn each system on and off in the config.
Chat: Discord Server
All mod info can be found on our wiki. This will be updated as the mod updates
Anyone is free to use this mod, this includes mod packs, personal use, etc. If you decide you want to use this mod, give a post here so I can see who is using my mod and others can see your pack.
Coding can be tough. If you think looking at my code can help you feel free to. In fact, if you think you can improve the mod by adding features, code cleaning, performance, etc please put in a request with your code on Github. If you are good with textures, please send me a message. I'm awful with them and would love to work with someone to try to make the mod better
Please post bugs and issues here
I can give to upload(tomorrow), but it weighs 1.91 GB
and the game will be loaded for a long time. 40 minutes
try to load mod using the library tomorrow) I will wait for correction.
use mod folder to me it was more convenient.
in visible error
can reason in this mod?
but XRay-4.6.2 worked well.
Wow 1.91 GB is a lot... never mind then. Not worth the trouble.
The problem could be with the powerconverters mod. But I tested it myself and it did not crash. So I am guessing it might be another mod causing the problem. But I am not sure which.
You could try removing the powerconverters mod though, it may stop the crash.
could you get me zips of your mod and config files?
That should be the correct version. If you're getting really slow generation, it's not CC's fault - it just doesn't have that much to do computationally. You have a LOT of major terraingen mods and you should be looking at those. ProjectRed has caused a lot of generation trouble with RTG, if I recall correctly.
That does look like the rescue procedure running amok. It shouldn't be running in the Essential Dimension with your configs, and I can't get it to, but here's a version with an added config option rescueLimit. Set it to 0 and CC won't run the rescue routine. At about 100 you should get rescued from any normal situation but it should give up before the game hangs.