--- BEGIN ERROR REPORT f8999062 --------
Generated 6/9/12 7:27 PM
Minecraft: Minecraft 1.2.5
OS: Windows 7 (amd64) version 6.1
Java: 1.7.0_04, Oracle Corporation
VM: Java HotSpot™ 64-Bit Server VM (mixed mode), Oracle Corporation
LWJGL: 2.4.2
OpenGL: AMD Radeon™ HD 6520G version 4.1.11159 Compatibility Profile Context, ATI Technologies Inc.
cpw.mods.fml.common.LoaderException: java.lang.IllegalArgumentException: Slot 242 is already occupied by BlockRope@67cfadfd when adding thaumcraft.BlockApparatusMetal@73a7f249
at cpw.mods.fml.common.modloader.ModLoaderModContainer.preInit(ModLoaderModContainer.java:109)
at cpw.mods.fml.common.Loader.preModInit(Loader.java:233)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:578)
at cpw.mods.fml.client.FMLClientHandler.onPreLoad(FMLClientHandler.java:183)
at net.minecraft.client.Minecraft.a(Minecraft.java:383)
at net.minecraft.client.Minecraft.run(Minecraft.java:735)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.IllegalArgumentException: Slot 242 is already occupied by BlockRope@67cfadfd when adding thaumcraft.BlockApparatusMetal@73a7f249
at pb.<init>(Block.java:249)
at agy.<init>(BlockContainer.java:7)
at thaumcraft.BlockApparatus.<init>(BlockApparatus.java:42)
at thaumcraft.BlockApparatusMetal.<init>(BlockApparatusMetal.java:60)
at thaumcraft.Config.initialize(Config.java:259)
at mod_ThaumCraft.<init>(mod_ThaumCraft.java:77)
at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
at sun.reflect.NativeConstructorAccessorImpl.newInstance(Unknown Source)
at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(Unknown Source)
at java.lang.reflect.Constructor.newInstance(Unknown Source)
at java.lang.Class.newInstance0(Unknown Source)
at java.lang.Class.newInstance(Unknown Source)
at cpw.mods.fml.common.modloader.ModLoaderModContainer.preInit(ModLoaderModContainer.java:105)
... 6 more
--- END ERROR REPORT 2fa5209e ----------
Easy,look into your config files and change the ID numbers to free ones.If you do not remember the free ones,uninstall Thaumcraft2
(which is easy,remove from MODS folder)then take note of the free ID's.
Not sure if this suggestion is okay, but a good installation help video for forge and such is Direwolf20... I mean even if you only plan on using Thaumcraft 2 you only need to install the needed modifications. I have a few mods over what Direwolf20 has in his downloads with only some minor modifications to block IDs and it runs just fine.
Just trying to help, hope I'm not intruding
I actually based this advice on direwolf20's installation methods.Especially because the sheer amount of mods he uses is a great
example of how this is all organised.So no problem!
0
Note:Compact Solars+Mystcraft Eternal day=Overpowered!!!
Although it is too late now,next season, can you change the config so that the thaumcraft items or some other stuff have ID's over 4096.
Or maybe it's just me...DERP!!!
0
The texture is purple and the mod author mentioned it was something about an animated texture or something...
Anyway,is it possible for you to fix this in the next release?(or in some other one if you wish)
Thank you in advance.
0
Or is it just some sort of render bug or items not showing up in TMI or NEI?
Thank you in advance.
0
The missile launcher should have a bunker buster option.Just like the phase missile,it will reach the designated target
but it will destroy blocks along the way.Just add a touch of realism.(Sadly,only I would use this feature because most people
set the explosion size large enough to destroy the shaft)but I still think it is an awesome addition to the mod!
0
About those "radar confusing missiles",aren't they MIRV's (look it up :D) +decoys? Is it possible to add smoke decoys (if too complex,
possibly you can use Your EMP mechanics but not a 100% of the time)?
This looks very promising.
Thank you in advance.
EDIT:Are the parabola and accuracies of the missiles fixed?
0
Easy,look into your config files and change the ID numbers to free ones.If you do not remember the free ones,uninstall Thaumcraft2
(which is easy,remove from MODS folder)then take note of the free ID's.
Hope this helps
0
Also,is the config file fixed?
Thank you in advance.
0
Really helps with the conflicts
Thank you in advance.
0
I see,no problem because I am patient
0
Thank you in advance!
EDIT:Is this compatible with Titans mod AND clay soldiers?
0
But if you computer can't handle redstone then I suggest you get an upgrade to your computer or even a new one.
I hope you didn't walk in here hoping that this would be not be a lag monster.
At least Pheenixm is working on multithreading
1
I actually based this advice on direwolf20's installation methods.Especially because the sheer amount of mods he uses is a great
example of how this is all organised.So no problem!
1
Did you install ModLoader in to the .jar first then Forge(in to the .jar)?
Also,did you install Thaumcraft2 in to the MODS folder?
BTW, if you use AudioMod,install that after ModLoader but before Forge(also in to the .jar)
4096 fix goes after Forge(so after ModLoader and Audiomod)
ModLoaderMp: I am not sure I tried it after Forge and it worked. However, I think you should put MLP after AudioMod and before Forge.
EVERYTHING I just said i.e. the mods described go to the .jar
Additional mods usually have install instructions.Some go in the .jar and some in the mods folder.Unless instructed,copy the .zip into the
MODS folder.Ex:Thaumcraft 2 puts the .zip into the mods folder.Explosives+ however,asks you to unzip the .zip file and copy the .jar in to
the mods folder.Same for i'chun's PortalGun mod.
Good luck and happy modding!
0
Are the graphical effects utilized by the objects graphic/memory intensive compared to other mods? Because I have a low end PC.
Thank you in advance.
EDIT:If you think my question is strange because of the Explosives+ banner(a very memory intensive mod)
just ignore that
0
Could you fix this in the next release and thank you in advance.