• 1

    posted a message on Progressive Automation - Upgradeable Machines

    Another question/issue:

    I am playing FtB Horizons: Daybreaker v1.02 which by default uses ProgressiveAutomation-1.7.10-1.6.16. That is the version of Progressive Automation I was using until just a moment ago when I tried to input wheat to an Animal Breeder and realized that nothing (not a vanilla hopper attached to any side of the Breeder, not an Extra Utilities transfer pipe, not a Mekanism's advanced logistical transporter pipe) would insert the wheat into the Breeder. Up until now, I had already built a fully self-contained Progressive Automation tree farm and wheat farm. What I mean is, and this is the point of this post, that I was using Mekanism's logistical transport pipes attached to the bottom of Progressive Automation's Crafter because that seemed to be the only way to ensure that only the crafted item would be pulled out and not either the fuel or crafting ingredients. Also, I had used both Mekanism's logistical transport pipes attached to the sides of Crafters to pump recipe items in, and I had used Extra Utilities transfer pipes attached to the sides of Breeders to pump tools in. Until now, everything pumped into Progressive Automation machines seemed to know where it was meant to go.

    Then I got to the point in the build where I was going to pump wheat into the Breeders (to close the circle on the fully self-contained animal breeding farm). Nothing I tried was successful in pumping items into the Breeder. I looked to the Github to see if there was an update for Progressive Automation. I saw ProgressiveAutomation-1.7.10-1.6.24 was recently released so I downloaded it and installed it. Now, my Progressive Automation machines are not filling up as before. The machines no longer seem to know where items are supposed to go. When I pump a hoe into a Planter, the first hoe goes into the tool slot, but now the pipes no longer think the machine is full, so more hoes are pumped in and fill the Planter's inventory slots. The same thing happened to the Chopper. Prior to updating, I had an Extra Utilities transfer pipe pumping axes into the side of the Chopper. The transfer pipe would stop pumping the moment there was an axe in the Chopper's tool slot. Now after updating, the Chopper's tool slot fills with one axe but then continues to fill its inventory slots with axes. Also, I still do not see a way to get wheat to pump into the "tool" slot of the Breeder. Wheat pumped into the Breeder seems to only go into the inventory slot.

    Perhaps there is a simple fix: Add another setting to the wrench. The wrench already has a setting for "Fuel Input" and "Input". Maybe adding a setting "Tool Input" would solve these problems.

    Posted in: Minecraft Mods
  • 1

    posted a message on Teds World Gen Mods - Realistic World Gen Alpha 1.3.2
    I know BWG 4 for 1.7.2 is still under construction, but I want to mention that I have BiomesOPlenty-1.7.2- and BWG4-1.2.0g, but I don't think BWG4-1.2.0g recognizes the newer versions of BOP. I expected to see BOP listed as one of the world generation choices when I chose BWG4 as my world type and clicked the "Customize" button. I see four categories there (Old, Extreme, Fun, and Enhanced), but none for BOP.

    I love BWG so much that I won't bother to make a new world without it. I eagerly await a fully developed BWG.
    Posted in: Minecraft Mods
  • 1

    posted a message on [1.6.4] Team CoFH Mods - Thermal Expansion
    A follow-up to my post (#1466) regarding NEI searches failing to work after what appears to be a random number of searches and/or times that items were cheated in. (The actual item cheated in appears to be irrelevant.)

    A sharp-eyed user on another forum and I have gotten the exact same error in the ForgeModLoader log immediately after the NEI search stops working. Several of us on that forum are working out our personal ore generation preferences. It appears that both he and I have in common the fact that we both have disabled all TE ore generation.

    Here is that error --
    2013-11-30 05:35:16 [INFO] [Minecraft-Client] [CHAT] Giving Six6igma 64 of Jungle Sapling
    2013-11-30 05:35:22 [INFO] [Minecraft-Client] [CHAT] Giving Six6igma 64 of Bone Meal
    2013-11-30 05:36:32 [INFO] [STDERR] Exception in thread "NEI Item Searching Thread" java.lang.ArrayIndexOutOfBoundsException: 5
    2013-11-30 05:36:32 [INFO] [STDERR] at thermalexpansion.block.simple.ItemBlockOre.func_77667_c(ItemBlockOre.java:25)
    2013-11-30 05:36:32 [INFO] [STDERR] at net.minecraft.item.ItemStack.func_77977_a(ItemStack.java:471)
    2013-11-30 05:36:32 [INFO] [STDERR] at mods.gra.energymanipulator.common.EnergyManipulator.getEnergyValueByItemStack(EnergyManipulator.java:126)
    2013-11-30 05:36:32 [INFO] [STDERR] at mods.gra.energymanipulator.nei.TooltipHandler.handleItemTooltip(TooltipHandler.java:57)
    2013-11-30 05:36:32 [INFO] [STDERR] at codechicken.nei.forge.GuiContainerManager.itemDisplayNameMultiline(GuiContainerManager.java:171)
    2013-11-30 05:36:32 [INFO] [STDERR] at codechicken.nei.forge.GuiContainerManager.concatenatedDisplayName(GuiContainerManager.java:200)
    2013-11-30 05:36:32 [INFO] [STDERR] at codechicken.nei.ItemList$PatternItemMatcher.matches(ItemList.java:70)
    2013-11-30 05:36:32 [INFO] [STDERR] at codechicken.nei.ItemList$ThreadMatchSearch.run(ItemList.java:243)
    Posted in: Minecraft Mods
  • 1

    posted a message on [1.6.4] Team CoFH Mods - Thermal Expansion
    Two odd happenings to report. NEI searches stop working, and log file creation runs wild. (I apologize for the wall of text, but I know verbosity is sometimes preferred over taciturnity by the modders).

    First some background info --
    I am using Windows 7 Ultimate SP1 x64 and Java 8 (build 1.8.0-ea-b116) while playing MC 1.6.4 SSP via Minecraft Launcher 1.3.4 with Forge 953, CoFHCore-2.0.0.b7a, ThermalExpansion-3.0.0.b7a, CodeChickenCore, NotEnoughItems, neiaddons-1.6.2-1.9.3.r47, NEIPlugins-, MystNEI-Plugin-1.6.4-, and many other Forge mods in their most up-to-date versions. (Please note: the issues I am about to mention have also happened with the very same MC build with Java 7 u45).

    With CoFHCore and TE3 installed into my build, everything runs fine. I cheated in some TE3 blocks just to see them, played with them for a bit, and broke them to remove them from my world. I built a single aqueous accumulator which fills an ender tank. That is the only TE3 block I have in my world now. All well and good. And here comes the problem. I search NEI for the recipe of some random non-TE3 things and set out to build them. I search for another item or two. I build them. I go back into NEI again, I type something into the seach bar but this time nothing happens. The item I searched for earlier is still displayed on the right no matter what I type into the seach. I clear the search bar and still nothing happens. I close MC, relaunch MC, load up my world. NEI searches work each time I reload my world for about the first two or three searches, and then they stop working. I can still press "R" to see recipes of items in my inventory. I can still drop items into the right side of the NEI display to remove them from my world. I can click the NEI menu bar at the top and scroll through the mod items. Everything about NEI seems to work just fine even after the searches stop working. I remove TE3, launch MC, load up my world, and the NEI issue goes away.

    So here's the second strange thing. When I went to remove TE3, I noticed dozens of files in my MC folder that were not there previously. ForgeModLoader-client-0.log, ForgeModLoader-client-0.log.1, and ForgeModLoader-client-0.log.1.lck. They were about 90 of these, numbered up to about log.45. There were also many output-client.log.1 files, numbers up to about log.25. Same for output-server.log.1. I deleted all of them but most of them returned after playing MC with TE3 for about an hour. I did that three times, most of the files returned each time. It seems the longer I played the more of those files were there. (It might be important to note that I deleted a dozen or more sets of LogisticsPipes-Request.log.1 and LogisticsPipes-Request.log.1.lck files each time as well). I removed TE3, deleted those log files, played again, and only the usual two or three sets of those log files were created.

    JVM argument I use is here --
    -Xmn1G -Xms4G -Xmx4G -XX:+UseCompressedOops -XX:+AggressiveOpts -XX:+UseFastAccessorMethods -XX:+OptimizeStringConcat -XX:+UseBiasedLocking -Xincgc -XX:MaxGCPauseMillis=10 -XX:SoftRefLRUPolicyMSPerMB=10000 -XX:+CMSParallelRemarkEnabled -XX:ParallelGCThreads=10 -Djava.net.preferIPv4Stack=true

    Mod list is here --
    1.6.4 folder contains --

    ic2 folder contains --

    mods folder contains --
    Barrels 3.3-1.6.4.jar
    Carpenter's Blocks v1.9.5 - MC 1.6+.zip
    CraftableHorseArmor - MC 1.6.4 - Forge (
    DartCraft Beta 0.2.12.jar
    EM1.6.4 1.1.8.zip
    extrautils - 0.3.5.zip
    SKC Core - MC 1.6.4 - Forge (
    Posted in: Minecraft Mods
  • 1

    posted a message on MachineMuse's Modular Powersuits - Finally updated again!
    Night vision issue to report:

    I am using Windows 7 Ultimate SP1 x64 and Java 7u40 while playing MC 1.6.4 SSP via Minecraft Launcher 1.3.1 with Forge 949, ModularPowersuits-1.6.2-0.8.0-38, Numina-1.6.2-0.0.1-28, slick-util (from the #38 build at the MPS Jenkins site), and several other Forge mods. My video card is a Gigabyte AMD Radeon HD 6850. I am using the current Catalyst Software Suite which is version 13.9.

    I had no issue until today. I updated from Forge 935 to Forge 949. Since that upgrade, and not in the daytime but only at night time, everything turns full black (not dark - full black as in no rendering) when I turn on Night Vision on the Power Armor Head and back to normal light when I turn off night vision. However, I can still see stars as well as the flame and particle effects from torches (but not their light). I'd have posted this on the GitHub but I am getting a 404 error when I click on the New Issue button.

    Here is the night vision off

    And here is the night vision on
    Posted in: WIP Mods
  • 1

    posted a message on [DISCONTINUED] [1.6.4/1.6.2] [forge] [v3.2.5] TukMC - Slick as ever, now with healthbars! [45k+ DL]
    Just one request --

    Can you include an option that will add the light level to the info bar at the top? I find it to be a handy thing to know when building certain underground farms. The "Danger Zone Display" is great to have when exploring but sometimes when building I need more specific light info.

    Really great mod. Thanks for coding it.
    Posted in: Minecraft Mods
  • 1

    posted a message on ChickenBones Mods
    Quote from XanderGryphon

    Don't bug him about updates.

    I honestly don't mean to direct this at you specifically, XanderGryphon. It's directed out to the readers in general. It's directed at this silly idea that words written in a forum can bug someone. For every one post asking "when will this mod update" there are five or more posts replying "stop being annoying" or some such whine.

    I don't think there is anything wrong with asking questions; it is common human nature to be inquisitive. Regarding MC mod forums, asking for a release date is an expression of interest for the mod. Modders could code their mod and distribute it among friends, but instead they post it on a very public and open forum. That action is a clear indication that the modder intends to gain interest in his mod. It would be tacky and adolescent to complain about getting attention after having intentionally looked for attention in the first place.

    Personally, I don't see how something written can be annoying. My mouse wheel scrolls the page just fine. I just scroll past that which I am not looking for. It's another thing if the same person spammed the thread with the same question over and over. Key phrase: "same person". That could become annoying to some people, but surely that person would get banned anyway. However, to respond childishly, angrily, and sarcastically to a new member with 4 posts who comes to ask "when will this mod update" shames the entire Minecraft community. I suggest that if you cannot offer helpful advice in a civil manner, and if you are incapable of scrolling through a thread without becoming combative, then perhaps it's time you realize that you need to moderate yourself.
    Posted in: Minecraft Mods
  • 7

    posted a message on Minestrappolation 3.0 - A Complete Vanilla Overahaul!
    I expect you will soon be the victim of several law suits regarding broken jaws as a result of them hitting the floor.

    Wow and wow! Great looking mod. Bookmarked, downloading now, and I will be monitoring the progress of this mod.
    Posted in: Minecraft Mods
  • 1

    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from MJohnny09

    I found a bug with ExtrabiomesXL and RP2 volcanoes, not sure which mod is at fault so I'm posting this in both forums. Pretty much, a volcano generated in an ice wasteland and the top of it disappeared there are invisible blocks, floating lava, and if I approach the lava I get that weird glitchy invisible wall.

    I, too, have EBXL and RP2, and my volcanoes look just like yours. Let's not forget that Red Power 2 is in prerelease status.
    Posted in: Minecraft Mods
  • 2

    posted a message on DaftPVF's Mods (Treecapitator, CrystalWing, StartingInv, FloatingRuins)
    Hey, bspkrs, kudos to you for coding an absolutely essential mod. Minecraft just doesn't feel right without TreeCapitator. I was happily using MC 1.4.5 and knocking down trees with my chainsaw from IC2. Yesterday I updated to MC 1.4.6 along with more than a dozen of my favorite mods (IndustrialCraft2, RedPower2, BuildCraft, Forestry, Thaumcraft, Thermal Expansion, Factorization, and others). Even with all those new toys, Minecraft just doesn't have that subtle flow to it that TreeCapitator brings.

    Bravo! TreeCapitator is MC. MC is TreeCapitator. They cannot exist without each other. Thank you for coding it, thank you for your time and devotion, and thank you for keeping it going!
    Posted in: Minecraft Mods
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