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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from jhaggerty97

    Do you know any off hand cause I tried a couple and it hasn't work.

    Detector Rail you say? Thats odd, as that is a Minecraft vanilla item. No mods should be trying to use the same Item ID as vanilla items. Are you sure you didn't try to manually set the ID's to something?
    Posted in: Minecraft Mods
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    posted a message on Risugami's Mods - Updated.
    I have a request. If possible, could you add a button or two to the recipe book that allows you to move forward 10 and maybe even 100 pages instead of the default 1/click. I'm sure you are aware of this by now, but there are quite a few prominent mods that utilize your recipe book quite a lot and add a mass of recipes that is going to reduce the life span on my clicker unless you help :biggrin.gif:

    I don't know if this is harder or easier then some of the other similar suggestions about this issue, but I thought I'd just throw it out there.

    Maybe add a boolean to the config that disables the 100 page button if it causes issues when there aren't 100 pages of recipes.

    Anyway, hope you consider it, keep up the great work! :biggrin.gif:
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from EZSPECIAL

    I'm using 1.7.3 with alot of mods and I get this error:

    Mods are: BuildCraft, IC2, Better Than Wolves, Somnia, EquivalentExchange, all dependencies and Balkon's WeaponMod

    4/Out/2011 12:55:40 ModLoader addMod
    FINE: Mod Loaded: "mod_WeaponMod 1.7.3 v6.1.0" from mod_WeaponMod.class
    4/Out/2011 12:55:40 ModLoaderMp Log
    FINE: ModLoaderMP Beta 1.7.3 unofficial Initialized
    4/Out/2011 12:55:40 ModLoader init
    java.lang.IncompatibleClassChangeError: class eloraam.core.Packet211TileDesc has interface gt as super class
    at java.lang.ClassLoader.defineClass1(Native Method)
    at java.lang.ClassLoader.defineClassCond(ClassLoader.java:631)
    at java.lang.ClassLoader.defineClass(ClassLoader.java:615)
    at java.security.SecureClassLoader.defineClass(SecureClassLoader.java:141)
    at java.net.URLClassLoader.defineClass(URLClassLoader.java:283)
    at java.net.URLClassLoader.access$000(URLClassLoader.java:58)
    at java.net.URLClassLoader$1.run(URLClassLoader.java:197)
    at java.security.AccessController.doPrivileged(Native Method)
    at java.net.URLClassLoader.findClass(URLClassLoader.java:190)
    at java.lang.ClassLoader.loadClass(ClassLoader.java:306)
    at java.lang.ClassLoader.loadClass(ClassLoader.java:247)
    at RedPowerCore.registerPackets(RedPowerCore.java:46)
    at RedPowerCore.initialize(RedPowerCore.java:95)
    at mod_RedPowerCore.initialize(mod_RedPowerCore.java:27)
    at mod_RedPowerArray.initialize(mod_RedPowerArray.java:25)
    at mod_RedPowerArray.ModsLoaded(mod_RedPowerArray.java:11)
    at ModLoader.init(ModLoader.java:819)
    at ModLoader.AddAllRenderers(ModLoader.java:183)
    at th.<init>(th.java:60)
    at th.<clinit>(th.java:9)
    at net.minecraft.client.Minecraft.a(SourceFile:318)
    at net.minecraft.client.Minecraft.run(SourceFile:716)
    at java.lang.Thread.run(Thread.java:662)

    Try installing the mods 1 by 1 and then running minecraft to see if it loads. Sometimes you even have to generate a world, because that can fail too. I don't know whats causing that error but I'm sure you'll figure it out if you use this process.

    Edit: the above post is probably right but I'll leave this post up as the process works every time.
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from Speeshul

    --- BEGIN ERROR REPORT 2b46abcf --------
    Generated 4/10/11 2:33 PM

    Minecraft: Minecraft Beta 1.8.1
    OS: Windows 7 (amd64) version 6.1
    Java: 1.6.0_20, Sun Microsystems Inc.
    VM: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Sun Microsystems Inc.
    LWJGL: 2.4.2
    OpenGL: ATI Mobility Radeon HD 5470 version 2.1.9117, ATI Technologies Inc.

    java.lang.NoSuchMethodError: ej.<init>(I)V
    at eloraam.wiring.ItemWiringParts.<init>(ItemWiringParts.java:11)
    at RedPowerWiring.initialize(RedPowerWiring.java:44)
    at mod_RedPowerWiring.initialize(mod_RedPowerWiring.java:28)
    at mod_RedPowerWiring.ModsLoaded(mod_RedPowerWiring.java:13)
    at ModLoader.init(ModLoader.java:832)
    at ModLoader.AddAllRenderers(ModLoader.java:186)
    at aam.<init>(aam.java:61)
    at aam.<clinit>(aam.java:10)
    at net.minecraft.client.Minecraft.a(SourceFile:259)
    at net.minecraft.client.Minecraft.run(SourceFile:629)
    at java.lang.Thread.run(Unknown Source)
    --- END ERROR REPORT e6b8fe4d ----------

    I'm no expert at reading logs but I think your trying to use RedPower 1 for 1.7.3 with minecraft 1.8.1
    Only RedPower 2 is updated for 1.8.1 and it is in alpha stages. You have to go to Eloraam's blog if you want to download Redpower 2
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from Eloraam

    I always wonder the same when someone complains about adfly.

    And that would be hundreds of hours. Months of continuous, full-time hard work. Yes, I'm crazy. :wink.gif:

    :ohmy.gif: :blink.gif: Wow, that is a lot of work, and it shows... This mod has become so much more then a simple redstone timer (well, it probably wasn't so simple, but in comparison :biggrin.gif:)

    Can't wait to start playing a IC2 RP2 BC2 server with my friends!!! No rush tho Elo! pace yourself
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from Lasergut

    Adding on to what you said I believe adfly keeps track of IP addresses so having 5 links won't be any different than having 1 just to prevent things like people spamming links to get money, or having several to get more. Not sure though. Dont get me wrong though, I support ad.fly for mod developers even though I have had a bad ad before, I just hate having to go through 50 links to install it on server side and client side

    ads are easily blocked if you have an issue with them. The thing I don't get is how people can complain about having to wait 30 seconds to download something for free that was essentially made for the community they are a part of. It's not like it didn't take countless hours of someones time to develop (sarcasm)

    I would gladly click 100 links if the end result meant red power epicness :smile.gif:
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from Ineedabettername

    just a question, how do you people tackle the ID conflict errors that come with using RP2 with other stuff, say, IC2 and BC? Only config file I've found around is for BC, and it's not enough. Also, the forge version of the ID resolver doesn't seem to work for the newest forge version. It's throwing me a "Exception in thread "Thread-8" java.lang.OutOfMemoryError: Direct buffer memory" error, while being stuck on loading

    I don't know how RP2pr1 and IC2 v1.15 handle together, but buildcraft (and any other mod that utilizes forge) will most likely not have any ID issues unless you install a non-forge mod that uses ID's that forge mods are trying to use.

    The reason IC2 is different is because it adds tin and copper ore generation as well and I have no idea how that overlaps currently, however there are plans in the future to resolve this.
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from Shindoukun

    So, the block that is ID 125 in my world is a strange sign type panel, that cannot be destroyed, but can be removed with another right click, and you can pass through it. Pretty sure it's not buildcraft since it uses Forge, as does equivalent exchange now. The ID is not in Millenaire either....what could that MLBlockPanel be?

    MLBlockPanel belongs to millenaire. I know the name makes no sense but I ran into the same issue. Simply changing all of millenaire's item ID's from 120 range to 130 range will solve the issue... Well, depending on what mods your trying to use. I'm pretty sure every forge based mod auto-resolves any ID conflicts when they are detected.
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from MPx9

    Do you wan't us to report the bugs we find?
    So far I'm having bugs you probably know about, such as
    TMI bug, you cant destroy panels ect in creative mode, dirt panel icon is wrong.
    Theres more if you do wan't bug reports I'll give you my list :lol: I know it's
    a prerelease and I know theres bound to be lots of bugs ;)

    I can't immagine TMI related bugs are really high on the priority list, or bugs involving other mods. Cheaters will simply have to wait :tongue.gif:

    BTW, if you downloaded RP2, you would of clearly seen that the TMI bug is already been discovered and noted, unless of course you can't read.

    The search function on the curse forums can be handy as well. Just saying!
    Posted in: Minecraft Mods
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    posted a message on CubeX2's Mods - All mods available for 1.8.9
    Quote from negative274

    How much of this will work on a server without the server side installed?

    (could I connect to a vanilla server and craft a grass block?)

    The server gives you the actual items and allows whatever to be smelted, the client just visualizes it in SMP, so no.
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Great work with RP2 Eloraam! I know its still in very early stages but I see great things comming from RP2 in the future :smile.gif:

    Everything I could pretty much ask for and more is in one amazing mod!
    Posted in: Minecraft Mods
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    posted a message on CubeX2's Mods - All mods available for 1.8.9
    Thank your sir! I can rest easy now XD
    Posted in: Minecraft Mods
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    posted a message on CubeX2's Mods - All mods available for 1.8.9
    Hey CubeX thank you for your mods, they are great! I wish more developers would focus on SMP.

    Anyway I've been using your morefurnaces mod for since 1.7 and I love it, however your 1.8 version appears to be glitchy, atlest in SMP. It would seem that whenever the furnace changes state from on to off, any materials within the furnace are destroyed. I tried changing the item IDs around but that only seems to make it work once for some reason.

    Maybe if you could use the same item id for each furnace this wouldn't happen? I don't know how you would go about doing that, but maybe 200-0 and 200-1 instead of 200 and 201. I don't know if the mod can handle that yet but I'd really be grateful if you managed to fix this little annoying but that turns your super useful furnaces into not so useful machines that need to be babysat.
    Posted in: Minecraft Mods
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