Getting conflicts with Equivalent Exchange 3 FYI. Something in Ender Book is causing crashes when removing items from EE's devices, without Ender Book, no crashes.
Apparently the curse download just downloads a texture set or some such? Labeled as 'Manual Images'. If anyone has a link to the actual RC5 while it's like that, could you please post it up?
Seems logistical transporters are broken in 8.1.1.. They work fine for a while, but eventually my server always spam-crashes with this sort of error.
-- Head --
Stacktrace:
at mekanism.common.content.transporter.TransporterPathfinder.getPaths(TransporterPathfinder.java:227)
at mekanism.common.content.transporter.TransporterPathfinder.getNewBasePath(TransporterPathfinder.java:280)
at mekanism.common.content.transporter.TransporterStack.recalculatePath(TransporterStack.java:161)
at mekanism.common.multipart.MultipartTransporter.insert_do(MultipartTransporter.java:276)
at mekanism.common.multipart.MultipartTransporter.insert(MultipartTransporter.java:258)
at mekanism.common.util.TransporterUtils.insert(TransporterUtils.java:161)
at mekanism.common.multipart.PartLogisticalTransporter.pullItems(PartLogisticalTransporter.java:181)
at mekanism.common.multipart.MultipartTransporter.update(MultipartTransporter.java:57)
at mekanism.common.multipart.PartLogisticalTransporter.update(PartLogisticalTransporter.java:161)
at codechicken.multipart.TileMultipart$$anonfun$updateEntity$1.apply(TileMultipart.scala:82)
at codechicken.multipart.TileMultipart$$anonfun$updateEntity$1.apply(TileMultipart.scala:82)
at codechicken.multipart.TileMultipart.operate(TileMultipart.scala:76)
at codechicken.multipart.TileMultipart.func_145845_h(TileMultipart.scala:82)
Also power cabling is a fair bit odd in sometimes working sometimes not with RF, but that's at least been reported.
Hmm... I may have to look into making some adjustments... I usually play on ether large or normal but my main monitor is rather large so i dont have that problem. For now you will just have to reduce your gui scale when you need to use the manual.
Yep, doing that works fine, same with going into windowed mode and just making the window fairly vertical. There are workarounds but figured it was worth mentioning. I use a higher GUI scale myself but I have a few players on my server with fairly poor vision, so it's not an option for them. Keep up the good work, my laser-crystal power transferred power orb of doom floating over my city thanks you ^^
Hello there. Just tried out the RC3, noticed the GUI on the tablet is a bit off scale wise. Having Minecraft's GUI set at 'auto' makes it so many buttons cannot be accessed. If this was already covered my apologies, but was something that caught my eye. Enjoying many of the other goodies added since 1.0.0 though ^^
Also seems I can't craft the lasers using the .526, I see it pop up, try to pick it up, it gets yanked back into the crafting window. I can spawn it in just ifne, just can't legit craft.
The Railcraft "Residual heat" is a common cause of problems like that. It leaves a trail of invisible blocks wherever you walk. (And can be turned off via config.)
Can confirm this is (most likely) the cause. Use a heavily modded server myself, no configuration would work. I surrounded the core in a 7x7x7 cube of cobblestone, broke all the stone, tried again, worked just fine, so it's an invis block stopping you.
Ello everyone. Didn't see any answer to this particular question so thought I'd ask.. is there any way to "teleport" vis from a node to another location, like the mirrors? I'd love to use the arcane bore in my game, but the idea of having to carry 4 jars of essentia (2 for the bore, 2 for repair), pipes, chunk loader, bore base, drill, pick, focus, lever... I'd have to dedicate half my inventory to it all.
Is there an optimal setup you all have found with the new version of the bore? I'm curious.
It seems the latest Computercraft crashes pretty heavily on turtle usage with Project Red installed. Is there an API file in the mod we can remove temporarily to let them run together, but not have computercraft integration? Thanks in advance.
EDIT: Found it. For others having this issue, open up ProjectRed-Compact in Winrar/zip/etc, and remove the dan200 folder. Both mods now work, huzzah.
That is quite amazing, but you have to remember that Thaumcraft has been around for a while and has gathered quite a lot of people who use it. If you were to attempt to make a lot of money through modding you'd be greatly dissapointed. That shouldn't be the main reason of making a mod anyway.
The money Azanor is making off of this is entirely donations so it shouldn't be in any danger of breaking the EULA.
The only thing he could get an angry letter from them over is his beta builds via donations. Even though they're labeled as 'Donations', in reality that section is 'If you give me x currency, I give you x product', and that may be a no no. Mojang won't care if you call it Beta, it's a mod for minecraft. Pure donations, which you're getting money because people just want to support you, don't think they can do anything about that. As I haven't heard of anyone getting griped at though, pretty sure he's safe.
He was working on it for the next update when Forge magically updated to 1.7.10 the day of the release of that version. And rather than try to give us something for an incredibly buggy and broken version of Minecraft, he decided to push on to the next version as quickly as possible while keeping the new features.
I, for one, am happy that someone cares enough to not just shove a quick update down our throats and call it a day.
Exactly, meaning pre-existing worlds will still get their stuff other than magical forests and tainted biomes, which, depending on what you're using, aren't too bad to find either.
While true, if he had a version that was near ready on forge release day, that version could of then been put up to 1.7.10 after a delay, but more features are still being added. Retrogen is good in theory, but to update a server from 1.7.2 that has it to 1.7.10 without it, then add it with retrogen, all Thaumcraft blocks disappear. Any buildings made out of those materials disappear. All lights, all trees, all nodes, all gear. On retrogen, if it works properly, ores are put back in, new nodes are made, new trees, but biomes are gone for good, nodes you worked on are gone for good, buildings are gone for good, etc. I wasn't saying he should rush out buggy crap, just a bit I note on all mod authors (Xycraft and Redpower come to mind) of adding more and more and more things before a version upgrade.
While I understand the whole 'They're doing it for free' (Kind of now that he's selling beta), it's a hobby, etc, really wish mod authors would update their mod to the next version, THEN start adding new features. Mods with worldgen hold up any form of updates because if someone updates their server without that mod, there goes all the blocks.
I'm sure there are many people who would love to test out beta versions of TC4 (myself included). If you support Azanor on patreon then you can get access to the beta builds. I unfortunately do not have the money to spare for that so I'm simply waiting for it to come out of beta like everyone else.
My only worry about stuff like that is if people pay to get the beta builds.. why hurry to make a release? You're getting money by doing it slowly. This isn't saying that that's what's happening with TC4, but it's a worrying thought that I have when I see the patreon pages that offer early/beta builds.
0
Getting conflicts with Equivalent Exchange 3 FYI. Something in Ender Book is causing crashes when removing items from EE's devices, without Ender Book, no crashes.
0
Apparently the curse download just downloads a texture set or some such? Labeled as 'Manual Images'. If anyone has a link to the actual RC5 while it's like that, could you please post it up?
0
Seems logistical transporters are broken in 8.1.1.. They work fine for a while, but eventually my server always spam-crashes with this sort of error.
-- Head --
Stacktrace:
at mekanism.common.content.transporter.TransporterPathfinder.getPaths(TransporterPathfinder.java:227)
at mekanism.common.content.transporter.TransporterPathfinder.getNewBasePath(TransporterPathfinder.java:280)
at mekanism.common.content.transporter.TransporterStack.recalculatePath(TransporterStack.java:161)
at mekanism.common.multipart.MultipartTransporter.insert_do(MultipartTransporter.java:276)
at mekanism.common.multipart.MultipartTransporter.insert(MultipartTransporter.java:258)
at mekanism.common.util.TransporterUtils.insert(TransporterUtils.java:161)
at mekanism.common.multipart.PartLogisticalTransporter.pullItems(PartLogisticalTransporter.java:181)
at mekanism.common.multipart.MultipartTransporter.update(MultipartTransporter.java:57)
at mekanism.common.multipart.PartLogisticalTransporter.update(PartLogisticalTransporter.java:161)
at codechicken.multipart.TileMultipart$$anonfun$updateEntity$1.apply(TileMultipart.scala:82)
at codechicken.multipart.TileMultipart$$anonfun$updateEntity$1.apply(TileMultipart.scala:82)
at codechicken.multipart.TileMultipart.operate(TileMultipart.scala:76)
at codechicken.multipart.TileMultipart.func_145845_h(TileMultipart.scala:82)
Also power cabling is a fair bit odd in sometimes working sometimes not with RF, but that's at least been reported.
0
Yep, doing that works fine, same with going into windowed mode and just making the window fairly vertical. There are workarounds but figured it was worth mentioning. I use a higher GUI scale myself but I have a few players on my server with fairly poor vision, so it's not an option for them. Keep up the good work, my laser-crystal power transferred power orb of doom floating over my city thanks you ^^
0
Hello there. Just tried out the RC3, noticed the GUI on the tablet is a bit off scale wise. Having Minecraft's GUI set at 'auto' makes it so many buttons cannot be accessed. If this was already covered my apologies, but was something that caught my eye. Enjoying many of the other goodies added since 1.0.0 though ^^
0
Also seems I can't craft the lasers using the .526, I see it pop up, try to pick it up, it gets yanked back into the crafting window. I can spawn it in just ifne, just can't legit craft.
0
Can confirm this is (most likely) the cause. Use a heavily modded server myself, no configuration would work. I surrounded the core in a 7x7x7 cube of cobblestone, broke all the stone, tried again, worked just fine, so it's an invis block stopping you.
0
Is there an optimal setup you all have found with the new version of the bore? I'm curious.
1
EDIT: Found it. For others having this issue, open up ProjectRed-Compact in Winrar/zip/etc, and remove the dan200 folder. Both mods now work, huzzah.
0
The only thing he could get an angry letter from them over is his beta builds via donations. Even though they're labeled as 'Donations', in reality that section is 'If you give me x currency, I give you x product', and that may be a no no. Mojang won't care if you call it Beta, it's a mod for minecraft. Pure donations, which you're getting money because people just want to support you, don't think they can do anything about that. As I haven't heard of anyone getting griped at though, pretty sure he's safe.
0
While true, if he had a version that was near ready on forge release day, that version could of then been put up to 1.7.10 after a delay, but more features are still being added. Retrogen is good in theory, but to update a server from 1.7.2 that has it to 1.7.10 without it, then add it with retrogen, all Thaumcraft blocks disappear. Any buildings made out of those materials disappear. All lights, all trees, all nodes, all gear. On retrogen, if it works properly, ores are put back in, new nodes are made, new trees, but biomes are gone for good, nodes you worked on are gone for good, buildings are gone for good, etc. I wasn't saying he should rush out buggy crap, just a bit I note on all mod authors (Xycraft and Redpower come to mind) of adding more and more and more things before a version upgrade.
1
1
0
Before anyone can shoot you, no, it's only for 1.7.2. If you pay $25 for the beta, you can get it for 1.7.10 though.
0
My only worry about stuff like that is if people pay to get the beta builds.. why hurry to make a release? You're getting money by doing it slowly. This isn't saying that that's what's happening with TC4, but it's a worrying thought that I have when I see the patreon pages that offer early/beta builds.