---- Minecraft Crash Report ----
// Don't be sad. I'll do better next time, I promise!
Time: 20.05.13 16:16
Description: Failed to start game
cpw.mods.fml.common.LoaderException: java.lang.NoSuchMethodError: universalelectricity.prefab.multiblock.BlockMulti.setChannel(Ljava/lang/String;)Luniversalelectricity/prefab/multiblock/BlockMulti;
at cpw.mods.fml.common.LoadController.transition(LoadController.java:142)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:515)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:160)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:411)
at net.minecraft.client.MinecraftAppletImpl.func_71384_a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:733)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.NoSuchMethodError: universalelectricity.prefab.multiblock.BlockMulti.setChannel(Ljava/lang/String;)Luniversalelectricity/prefab/multiblock/BlockMulti;
at icbm.core.ZhuYaoBase.preInit(ZhuYaoBase.java:132)
at icbm.wanyi.ZhuYaoWanYi.preInit(ZhuYaoWanYi.java:65)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:494)
at sun.reflect.GeneratedMethodAccessor3.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:165)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:98)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:514)
... 5 more
A detailed walkthrough of the error, its code path and all known details is as follows:
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For one, read your crashes to see what errored before bothering other people. Did Azanor make ICBM? No. Also, this was fixed in the latest ICBM version. Or you could just use another UE mod. Atomic Science contains it, so if you run it with ICBM, it'll work. Or just do the logial thing and update if you don't want to add another mod.
Lame! Thats what I hate the most about minecraft, the way constant updates screws up everything. I have no interest whatsoever in vanilla minecraft and couldnt care less about what minor new additons they add. I cant tell any difference from 1.2.5 and 1.4.7. If I were a modder Id stick with one version for a long while cuz its not like starting a new world is something you do every single day. And I wouldnt remove links to older versions either...
I guess that's why you're not a modder. There is a vast difference between 1.2.5 and 1.4.7. Besides, updates have tech additions (the new creative menu, and singleplayer commands) and bugfixes.
And guess what?
No one cares that you don't care about additions.
Code still changes.
As for the older versions, to many morons like you were asking for updates for a depreciated version of a mod. It's mDiyo's decision.
Just throwing it out there that I think alot of my enjoyment of TC3 actually comes from the resource-sink aspect of it. Using TC3, I actually had a good reason to set up multiple animal farms, plant farms, and vanilla mob traps - most of which I'd never bothered to do before. Taking away that aspect of it entirely would be a bit sad imo, and that's why I personally was not exactly thrilled with how 3.1 sounded when the first post was put up about the incoming changes. It seems to me like many people just want to keep stuffing chests endlessly; I find it great to actually have something to do with all the junk that piles up that isn't crazy overpowered like the old condensers and such from EE2.
Exploration and minigames are good and all, but there is definately something to be said for resource sinks. I seriously doubt there is any "minigame" that could be added that wouldn't quickly get tiresome, and adding gameplay through encouraging seperate (and large) building projects seems a lot more compelling to me than playing Bejewelled to unlock the secrets of the universe. I'm sure, given the source, it will be interesting than that, but perhaps not as "deep" as it already is when considered in that sense.
As a side note, I should mention that I am very happy I didn't "cheap out" with Soul Shards or something similar with the mobfarms I mentioned. It's surprising how complicated and interesting doing those things the vanilla way can be, and I have a much more interesting world as a result of all the big projects involved.
I agree. A resource sink is one of the better aspects of research, while the boring repetitive stuff is the bad portion
I'm having a similar crash issue. Except it was when I typed 'engine' into NEI. The crash report says thermal expansion is the culprit.
Checking this thread I saw the suggestion to try the 7.8.0.688 build forge. But trying that and every build past it gives me failed to start error from forge itself. Am I missing some new critical step to installing forge?
I am going to check the forge forums as well.
Edit - Upon checking the forge forums I have discovered that NEI is the reason forge doesn't want to start.
No, no it isn't. Build 688 is compatable w/it. Past that, not so much. I've got it working just fine.
I run a Minecraft server for me and my friends. We used to play on version 1.4.7, because we had to wait until all modders ported their work to 1.5.2.
Now, I updated everything (server and client including Forge and all mods) to version 1.5.2. But I get the following error message when I try to connect to my server. :-( This error message does not appear, if I remove the railcraft mod from client/server.
Please help me!
The update changed ids, make sure you're using the same config file as the server.
if you see what are you trying to do from the game perspective is like trying to change the golem's brain after it has been created, which doesn't really make sense.
It did indeed take a massive amount of tries to turn 1 lead atom into 1 gold atom. But at least they did it. That's useful, right? Even though it cost trillions more than 1 atom of gold actually would cost, they still did it. Now, if they could apply it to the minerals that are extremely rare on earth, and can come from space, it'd make everything a bit more practical.
You don't actually need the Sphax texture pack, you can add it to any texture pack since it's just the Tinker add on. You can even just put my .zip directly into the .minecraft/texturepacks folder and run it by itself.
Yes that is Tinker Constructs Brownstone, I'm pretty sure it's in game currently. I have used it by getting it from the NEI/creative windows myself but not sure how it's actually made. I went ahead and textured pretty much everything in the Tinker folders, some stuff isn't in game yet but if any of it gets added it will be good to go.
NEI plugins is your friend. The 1.5.1 version (Ironically, it's version number 1.5.2) works on MC version 1.5.2.
I have a feeling this is a new addition in the update - when I was watching Slowpoke on the new Forgecraft server, the first village he found had a smeltery too.... I could be wrong though!
It's intended. But the smelteries are fake, missing a control block.
tbh. it would be worse, if you could dupe the jar for unlimited fuel. how many harnesses does one need?
but yea, good catch.
i know this is probably intentional. but the harness really doesnt grant a lot of armor, which makes using it pretty risky. especially, if you want to use it in combination with boots of the traveler, and youre wearing your goggles instead of a helmet. would it be possible, to combine it with a thaumium armor at one point? maybe as a higher tier version of the item.
im not expecting quantum armor op ness, but it probably wouldnt be too much, if the harness or an even further advanced version, granted iron armor level protection.
the tradeoff between more (flying) speed and lower overall armor, with boots of the traveler is definitely fine. but when you want to go about your daily business, building stuff together with the goggles and the low armor value of the harness, it looks pretty bad protection wise.
Hmm. Well, don't forget, the harness can be enchanted with haste, and efficiency. And, if you've got mods, you can have armors that add tons of armor point thingys. Like mekanism's obsidian armor.
0
For one, read your crashes to see what errored before bothering other people. Did Azanor make ICBM? No. Also, this was fixed in the latest ICBM version. Or you could just use another UE mod. Atomic Science contains it, so if you run it with ICBM, it'll work. Or just do the logial thing and update if you don't want to add another mod.
0
1
I guess that's why you're not a modder. There is a vast difference between 1.2.5 and 1.4.7. Besides, updates have tech additions (the new creative menu, and singleplayer commands) and bugfixes.
And guess what?
No one cares that you don't care about additions.
Code still changes.
As for the older versions, to many morons like you were asking for updates for a depreciated version of a mod. It's mDiyo's decision.
0
I agree. A resource sink is one of the better aspects of research, while the boring repetitive stuff is the bad portion
0
No, no it isn't. Build 688 is compatable w/it. Past that, not so much. I've got it working just fine.
0
The update changed ids, make sure you're using the same config file as the server.
0
Golem brain transplant!
0
It did indeed take a massive amount of tries to turn 1 lead atom into 1 gold atom. But at least they did it. That's useful, right? Even though it cost trillions more than 1 atom of gold actually would cost, they still did it. Now, if they could apply it to the minerals that are extremely rare on earth, and can come from space, it'd make everything a bit more practical.
0
I think you've irritated powercrystals.
0
It works better if it's enchanted with potency.
It's based of his (now) deprecated mod, elemental tinkerer. He didn't like the path it was going, so he made a new one.
0
Which one? The stupid one? or the smart one?
0
0
NEI plugins is your friend. The 1.5.1 version (Ironically, it's version number 1.5.2) works on MC version 1.5.2.
It's intended. But the smelteries are fake, missing a control block.
0
Hmm. Well, don't forget, the harness can be enchanted with haste, and efficiency. And, if you've got mods, you can have armors that add tons of armor point thingys. Like mekanism's obsidian armor.
0
Actually, it's basic components. Mekanism's steel can only be made in a metallurgic infuser, and not with iron/coal chunks.