Tried to fix it, didn't go well. I'm not all that concerned about it right now. 3 minutes, while longer than I would prefer, is an acceptable range for me. It's stable, not crashing, and I have other things I need to focus on.
Oh okay. It seems like a bit of a thorn in your side, hehe. Is there any trick to break the lookups so they don't occur and would just use the existing AM_Power.cfg file?
I see power lookups are back to occurring during game start-up instead of during world-load. This is unfortunate for users that play this mod mostly in multiplayer. Power lookups take 90 seconds on my i5-560 laptop with SSD. The game already took 2.5 minutes to load with 117 mods installed, now it takes 4 minutes. I liked it better in release 10 because it would not have to calculate power values at all if you just launch the game and connect to a server. The lookups would happen on the server when it gets started, not on the client. But now that it's switched back again to occur during start-up, I'm really hoping to get some options to control this. A 90 second delay every time I open the game kinda sucks, and on my slower laptop it will probably take 3 to 5 minutes, which is unacceptable.
With that said, here is my suggestion:
1) An option to change when power lookups occur, either during game load or during world load. During world-load should be the default, as that works fine for SSP & SMP, while during game-load should be a secondary option for people that only play single player.
2) This would be the best solution: Only calculate the power lookups ONCE EVER. I don't need it to look at all the in-game items every time I play. The items in-game are not going to change...ever...for a lot of players. If they do change, then Ars Magica should just do power calculations on-the-fly for any items that have null values.
3) On-the-fly power lookups. If options 1 & 2 aren't feasible, maybe this would be.
I've posted about this before but haven't heard anything back yet, then got banned for a few weeks for making fun of Texans so I haven't looked through this thread again to see if this problem has been addressed.
Dynamic Lights contains an older copy of NEI for some reason. If it loads before the new one, it'll cause it to explode. That's why adding z_ to the beginning solves it. Alternatively you can open up the DynamicLights jar and just delete the codecickencore directory.
Indeed I am using OptiFine, I thought that might be causing it and reinstalled it to no effect, but now I know that it's got texture display problems right now that might explain whut's going on..
and How to Install UE,cuz i tryed all types of install,Magic Launcher,mods & coremods,minecraft.jar and none worked!
You don't install UE. UE is not itself a mod that you install on your client. It's an API that other mods use to be compatible with each other.
So when you're looking at the mods at universalelectricity.com, just ignore the first tab, which is for Universal Electricity API, which you don't need. The other tabs are the mods. You can choose just 1 of them or all of them and you do not need to download any Universal Electricity or BaseComponents mods. Just ignore UE & BC.
Oh also, ditch MagicLauncher and use MultiMC. It is much better, IMO.
Found a bug that affects a few UE mods but I don't know whut's causing it, the icons for many items from UE mods are glitched in the creative tab/TMI Menu/Action Bar, it's easier to show with pics:
And also the bug that affects the action bar ONLY when a mod item is placed there, in this case the Atomic Assembler:
As this affects generally ALL UE mods I figured here would be the place to post it.
You using OptiFine or MCPatcher? Not sure, but I know Optifine causes texture display issues in MC 1.5.2.
Hi, first nice mod =P but I have a problem. I'm trying use that mod with the 1.5.2 minecraft, but there aren't the basic component, what I need to play that mod?
I'm having the same problem as you alvargon,but no one is helping me with that!
There is no BasicComponents stand-alone mod for 1.5.2. The parts from BC that are needed by whatever UE mod you're installing are included in that UE mod.
The best UE mod to fill in the gap for missing BC items is probably Mekanism, though I honestly haven't even played with any UE mods yet - I've just been installing, configuring, and updating them for the last couple weeks. However, Mekanism includes Heat Generator, comparable to the Coal Generator, and also Basic Energy Cube, comparable to the Battery Box.
I have updated a few pages on the wiki for universalelectricity.com, like the Tutorial - Getting Started, the BC page, and some pages for the BC items that are missing from 1.5.2.
Really, what Calclavia should do, is just update the page for UniversalElectricity & BasicComponents on his website. It was already confusing for some people, how you're not supposed to download UniversalElectricity cuzz it's just an API, yet here is a big button to download it and it seems like a majorly obviously thing you would need to download, but it's not. Really, there shouldn't even be a download link for UE API on universalelectricity.com, in my opinion. 99.999% of people going to that site will never ever need the API. Now it's even more confusing since there is no BC for 1.5.2. I think he's just too busy fixing mods and organizing UE stuff and trying to put out a Voltz mod pack that he doesn't have time to update the website. Me thinks there should be a website moderator/admin to do it for him.
FYI, if anyone is having issues with latest CMS not recognizing any biomes from other mods, like Biomes O' Plenty and Twilight Forest, I found that this mod was breaking all biome names:
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There wasn't yesterday when I was updating all my mods, so don't get all snooty with your trailing ellipsis
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Almost no mods use modloader, and I thought most of them that do use it will still work with Forge. I guess this one doesn't though.
Use MultiMC & Forge if you want to use mods. You'll be happy you did.
Looking forward to a fix to the health bar if maxpowa can find time to re-write the mod.
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Worst....post....ever
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Oh okay. It seems like a bit of a thorn in your side, hehe. Is there any trick to break the lookups so they don't occur and would just use the existing AM_Power.cfg file?
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With that said, here is my suggestion:
1) An option to change when power lookups occur, either during game load or during world load. During world-load should be the default, as that works fine for SSP & SMP, while during game-load should be a secondary option for people that only play single player.
2) This would be the best solution: Only calculate the power lookups ONCE EVER. I don't need it to look at all the in-game items every time I play. The items in-game are not going to change...ever...for a lot of players. If they do change, then Ars Magica should just do power calculations on-the-fly for any items that have null values.
3) On-the-fly power lookups. If options 1 & 2 aren't feasible, maybe this would be.
I've posted about this before but haven't heard anything back yet, then got banned for a few weeks for making fun of Texans so I haven't looked through this thread again to see if this problem has been addressed.
Thanks.
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Thanks for that info.
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Ya I would try with OptiFine removed.
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You don't install UE. UE is not itself a mod that you install on your client. It's an API that other mods use to be compatible with each other.
So when you're looking at the mods at universalelectricity.com, just ignore the first tab, which is for Universal Electricity API, which you don't need. The other tabs are the mods. You can choose just 1 of them or all of them and you do not need to download any Universal Electricity or BaseComponents mods. Just ignore UE & BC.
Oh also, ditch MagicLauncher and use MultiMC. It is much better, IMO.
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You using OptiFine or MCPatcher? Not sure, but I know Optifine causes texture display issues in MC 1.5.2.
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There is no BasicComponents stand-alone mod for 1.5.2. The parts from BC that are needed by whatever UE mod you're installing are included in that UE mod.
The best UE mod to fill in the gap for missing BC items is probably Mekanism, though I honestly haven't even played with any UE mods yet - I've just been installing, configuring, and updating them for the last couple weeks. However, Mekanism includes Heat Generator, comparable to the Coal Generator, and also Basic Energy Cube, comparable to the Battery Box.
I have updated a few pages on the wiki for universalelectricity.com, like the Tutorial - Getting Started, the BC page, and some pages for the BC items that are missing from 1.5.2.
Really, what Calclavia should do, is just update the page for UniversalElectricity & BasicComponents on his website. It was already confusing for some people, how you're not supposed to download UniversalElectricity cuzz it's just an API, yet here is a big button to download it and it seems like a majorly obviously thing you would need to download, but it's not. Really, there shouldn't even be a download link for UE API on universalelectricity.com, in my opinion. 99.999% of people going to that site will never ever need the API. Now it's even more confusing since there is no BC for 1.5.2. I think he's just too busy fixing mods and organizing UE stuff and trying to put out a Voltz mod pack that he doesn't have time to update the website. Me thinks there should be a website moderator/admin to do it for him.
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http://www.minecraftforum.net/topic/1679684-forge-152-aroma1997s-dimensional-world/page__st__20
Too bad because that is a cool mod and works well other than breaking all biome names