Hi, I'm trying to figure out what is this Potioncollisiontracker from the crash report, the ID for the Freeze potion is 4000.
This is after I installed the v20 for DragonAPI, Rotarycraft, electricraft and reactorcraft, and changed the Freeze potion ID, it was conflicting with something else before. (Overwriting already-registered Potion am2.buffs.ArsMagicaPotion@1bbfb865 @ 35)
---- Minecraft Crash Report ----
// Surprise! Haha. Well, this is awkward.
Time: 4/10/14 10:36 AM
Description: Initializing game
java.lang.ArrayIndexOutOfBoundsException: 4000
at Reika.DragonAPI.Auxiliary.PotionCollisionTracker.addPotionID(PotionCollisionTracker.java:56)
at Reika.RotaryCraft.RotaryCraft.preload(RotaryCraft.java:281)
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:545)
at sun.reflect.GeneratedMethodAccessor1.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:313)
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.sendEventToModContainer(LoadController.java:201)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:181)
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:313)
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:112)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:522)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:183)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:473)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:808)
at net.minecraft.client.main.Main.main(SourceFile:101)
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 net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at Reika.DragonAPI.Auxiliary.PotionCollisionTracker.addPotionID(PotionCollisionTracker.java:56)
at Reika.RotaryCraft.RotaryCraft.preload(RotaryCraft.java:281)
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:545)
at sun.reflect.GeneratedMethodAccessor1.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:313)
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.sendEventToModContainer(LoadController.java:201)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:181)
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:313)
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:112)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:522)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:183)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:473)
-- Initialization --
Details:
Stacktrace:
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:808)
at net.minecraft.client.main.Main.main(SourceFile:101)
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 net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
Reika, the recipe for insulated wire only requires ingots, no wool, yet the UN-insulated wire DOES require wool; is this a recipe mismatch in ElectriCraft?
Oh hey, I remember reporting this one a week ago. Did it not get fixed in v20?
That is caused by the ID change. Search for a 492:12 and break it.
Well they all disappeared when I re-enabled, since there was no mod loaded anymore using ID 492. I'm restarting anyways because I was trying to figure out how much energy the new tiers were in RF and managed to blow up my base and leave a sizeable crater. Ah well, I was only a couple hours in anyways.
The names of the upgrade refer to what goes into making it (as a result of my tiering and gating system), not its ingame name or function.
Tungsten is going to be a special Extractor metal whose flakes can only be smelted in a vanilla furnace that is over 1800C. I may make more use of this later-game, in turbines and similar.
I really like these. Do they all have an unchangeable torque that increases as the tiers go, or are you going to remove the static torque since there's the new tiers for limiting output? And for that furnace temperature, do we have to use one of the two heater blocks? Can't think of any other way to heat up a vanilla furnace that high.
Well I'll be damned. Decided to try removing the GalactiCraft API from DragonAPI and the null fluid crash on startup is gone. Might be because the pack I'm using is on version 2.0.8 and the most up to date version is 2.0.11. Looks like I can finally add RotaryCraft, ReactorCraft, and ElectriCraft to my GalactiCraft pack.
EDIT: Got an ID conflict between RotaryCraft and GeoStrata (somehow).
492: classReika.RotaryCraft.Blocks.BlockDMIMachine from RotaryCraft - SmoothRock from GeoStrata
Changed the SmoothRock ID and now my console is spammed with:
There was an error: ID 492 and metadata 12 are not a valid machine identification pair!
You have a null fluid. Can you determine which it is?
I'm not really sure how to find that. What should I be looking for? Would it be obvious if I were to scroll through NEI and look for it, or would I have to place down fluids until I found one that isn't working right?
Could someone help me figure out why adding in RotaryCraft to this GalactiCraft pack gives me an error with RailCraft? I don't know why it's crashing on this, but I added in new mods one by one to make sure it would load fine and when I put in RotaryCraft, I get this error. http://pastebin.com/VCfKByZR
I know none of your mods are mentioned, but it loads fine without them and crashes when I pop RotaryCraft in. GeoStrata and DyeTrees work fine however.
The current power levels can be reached around tier 4 for the magnetostatic or tier 2 for the pneumatic. The maximum tier for each engine (5 for the magnetostatic and 3 for the pneumatic) has a much larger torque and power cap than the current version does. Thus, with sufficient RC progress, one will be able to use the conversion engines to generate large amounts of power, but it is no longer viable early game.
That's actually a very good idea, and I'll definitely be looking forward to it. Currently using a Big Reactor to power my base, with 4 magnetostatics going off to the Boring Machine and two for my two Extractors. I'd switch over to Microturbines and Gas Turbines (one Gas Turbine is almost equal to the power gen of my reactor!), but I don't have a very good slime generation source to use for magma cream to make jet fuel. I did find out that with GregTech, I can compress rubber into glue, toss that into a TiCon smeltery and make glue balls, then run that through a Mariculture AutoDictionary to turn it into slimeballs, but I'll have to make enough compressors to keep up with production costs.
Goodness. I think I know what it would feel like to use that jet mod of yours that can't work due to engine limitations. Wearing a light blue enchanced pendant, which is giving me Speed 4 since v20 isn't out yet with proper effect levels, and I used an Ars Magica 2 spell for Speed and Jump on the medium casting mode. Went down to the tunnel left by my boring machine, sprinted, and started hopping. I think I cleared a thousand blocks per second at max speed. The world couldn't even load existing chunks fast enough; I can't imagine how badly it would handle having to generate new chunks.
Is there supposed to be a way to kill live fish? The autofisher throws a whole crapload of live cod at me, but I can't really DO much with them, not compared to what I could do with raw fish. Trying to craft them doesn't do anything, nor can I toss them at a fish feeder or into the crucible furnace. I thought I could craft them into raw fish in the past, but it's not working for me under 1.2.1e/MC 1.6.4.
By the way, I thank you for replying to the reddit threads before I am aware of them.
I'm on there all the time. I try to help people with their problems, and if there's an issue I don't know how to fix, I try referring them over here to ask their question. I'd like to see RotaryCraft/ReactorCraft become as popular as IC2, TE, BC, etc., although the power system probably puts people off from trying them out. I know I was a bit daunted at first when I saw that things were computed with actual physics, but once I got into it I found out that you really only have to worry about meeting required numbers and tweaking torque to speed ratios to obtain optimal operations.
Had an unexpected crash and had to restore my level.dat from an older save. Lost my AM2 progress; is there a command to add levels, or am I just going to have to re-do that part?
EDIT: Nevermind, went trawling through the files (/help is broken for me) and found all of the commands. Cheers!
Oh, I completely forgot to report back on that fix. Natural Gas is now able to be properly broken by the Boring Machine, and it simply breaks it without obtaining a drop.
Here is what the manual should say: "Will explode if it reaches 1000C."
Anything not explicitly describing the risks is unacceptable.
If you're going to play the "realism" card, I get to activate "OSHA".
Guy was surprised when his Pulse Jet Furnace blew up at max temp. He assumed temperature altered operation speeds, since most mods that include a temperature bar use this logic, so hotter = faster. We had a bit of a banter back and forth, but this makes sense, doesn't it? You just say "keeping it cooled with water is a necessity", but never really mention that "it's gonna explode if you don't."
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Too high of an ID. Lower it.
0
Is there some sort of ID I need to change somewhere?
0
Oh hey, I remember reporting this one a week ago. Did it not get fixed in v20?
0
Well they all disappeared when I re-enabled, since there was no mod loaded anymore using ID 492. I'm restarting anyways because I was trying to figure out how much energy the new tiers were in RF and managed to blow up my base and leave a sizeable crater. Ah well, I was only a couple hours in anyways.
I really like these. Do they all have an unchangeable torque that increases as the tiers go, or are you going to remove the static torque since there's the new tiers for limiting output? And for that furnace temperature, do we have to use one of the two heater blocks? Can't think of any other way to heat up a vanilla furnace that high.
0
EDIT: Got an ID conflict between RotaryCraft and GeoStrata (somehow).
492: classReika.RotaryCraft.Blocks.BlockDMIMachine from RotaryCraft - SmoothRock from GeoStrata
Changed the SmoothRock ID and now my console is spammed with:
There was an error: ID 492 and metadata 12 are not a valid machine identification pair!
It's also taking me down to 1 FPS.
Disabled for now, FPS is back to normal.
0
I'm not really sure how to find that. What should I be looking for? Would it be obvious if I were to scroll through NEI and look for it, or would I have to place down fluids until I found one that isn't working right?
0
I know none of your mods are mentioned, but it loads fine without them and crashes when I pop RotaryCraft in. GeoStrata and DyeTrees work fine however.
0
That's actually a very good idea, and I'll definitely be looking forward to it. Currently using a Big Reactor to power my base, with 4 magnetostatics going off to the Boring Machine and two for my two Extractors. I'd switch over to Microturbines and Gas Turbines (one Gas Turbine is almost equal to the power gen of my reactor!), but I don't have a very good slime generation source to use for magma cream to make jet fuel. I did find out that with GregTech, I can compress rubber into glue, toss that into a TiCon smeltery and make glue balls, then run that through a Mariculture AutoDictionary to turn it into slimeballs, but I'll have to make enough compressors to keep up with production costs.
0
Also, are you planning to skip 1.7? It seems like a lot of mod authors are opting for a jump to 1.8 rather than spending time on a 1.7 update.
0
0
Toss them on the ground. This kills the fish.
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I'm on there all the time. I try to help people with their problems, and if there's an issue I don't know how to fix, I try referring them over here to ask their question. I'd like to see RotaryCraft/ReactorCraft become as popular as IC2, TE, BC, etc., although the power system probably puts people off from trying them out. I know I was a bit daunted at first when I saw that things were computed with actual physics, but once I got into it I found out that you really only have to worry about meeting required numbers and tweaking torque to speed ratios to obtain optimal operations.
0
EDIT: Nevermind, went trawling through the files (/help is broken for me) and found all of the commands. Cheers!
0
0
Guy was surprised when his Pulse Jet Furnace blew up at max temp. He assumed temperature altered operation speeds, since most mods that include a temperature bar use this logic, so hotter = faster. We had a bit of a banter back and forth, but this makes sense, doesn't it? You just say "keeping it cooled with water is a necessity", but never really mention that "it's gonna explode if you don't."