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41

Saturday, February 25th 2012, 3:24pm

java.lang.NullPointerException
at cm.a(WorldRenderer.java:211)
at l.a(RenderGlobal.java:1400)
at kz.a(EntityRenderer.java:1191)
at kz.b(EntityRenderer.java:918)
at EntityRendererProxy.b(EntityRendererProxy.java:15)
at net.minecraft.client.Minecraft.x(SourceFile:742)
at net.minecraft.client.Minecraft.run(SourceFile:662)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 682cba06 ----------

get that whenever I try to join.

42

Saturday, February 25th 2012, 4:39pm

From a quick look you seem to have left the EnergyNet.removeTileEntity() call out, without it the EnergyNet code will leak memory over time. The best place to call it is in TileEntity.invalidate(), don't forget to call super.invalidate() afterwards.

@all: Stop complaining about whether an addon might be overpowered from your point of view, you aren't forced to use it.


You're right. Thanks for the pointer. New version incoming shortly to fix that..
Was this leak fixed yet by any chance?


See: version 1.1 ;)

43

Saturday, February 25th 2012, 4:42pm

I'll echo someone above saying that LV arrays transformed into HV arrays.

Kane Hart

Godcraft.Com Administrator

    Canada

Posts: 2,330

Location: Barrie, Ontario, Canada

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44

Saturday, February 25th 2012, 5:38pm

So I might be derping here but this what I'm doing is converting my advance machine id's into the new ones like so:


Advance Machines:

Source code

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# Configuration file
# Generated on 2/20/12 6:24 AM

###########
# General #
###########

general {
   guiIdCentrifuge=42
   guiIdHVArray=43
   guiIdLVArray=45
   guiIdMVArray=44
   guiIdRotary=40
   guiIdSingularity=41
}

#########
# Block #
#########

block {
   blockAdvancedMachine=188
   blockSolarArray=189
}

########
# Item #
########

item {
}



Compact Solars:

Source code

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# Configuration file
# Generated on 2/25/12 12:27 PM

###########
# General #
###########

general {
   guiHVSolarArray=43
   guiLVSolarArray=45
   guiMVSolarArray=44
}

#########
# Block #
#########

block {
   compactSolar=189
}

########
# Item #
########

item {
}









So after all that spam as you can see I matched up my compact solar to the same id's even the GUI and I think that does not matter just the block id but it seems to be converting them wrong...

This what the server side console says:

Source code

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12:27:20 [INFO] Skipping TileEntity with id Singularity Compressor
12:27:20 [INFO] Skipping TileEntity with id Rotary Macerator
12:27:20 [INFO] Skipping TileEntity with id Singularity Compressor
12:27:20 [INFO] Skipping TileEntity with id Rotary Macerator
12:27:20 [INFO] Skipping TileEntity with id Rotary Macerator
12:27:20 [INFO] Skipping TileEntity with id Rotary Macerator
12:27:20 [INFO] Skipping TileEntity with id Rotary Macerator
12:27:20 [INFO] Skipping TileEntity with id Rotary Macerator
12:27:20 [INFO] Skipping TileEntity with id Rotary Macerator
12:27:21 [INFO] Skipping TileEntity with id MV Solar Array
12:27:21 [INFO] Skipping TileEntity with id Rotary Macerator
12:27:21 [INFO] Skipping TileEntity with id Rotary Macerator
12:27:21 [INFO] Skipping TileEntity with id Centrifuge Extractor
12:27:21 [INFO] Skipping TileEntity with id Centrifuge Extractor
12:27:21 [INFO] Skipping TileEntity with id HV Solar Array
12:27:21 [INFO] Skipping TileEntity with id MV Solar Array
12:27:21 [INFO] Skipping TileEntity with id HV Solar Array
12:27:21 [INFO] Skipping TileEntity with id HV Solar Array
12:27:21 [INFO] Skipping TileEntity with id HV Solar Array
12:27:21 [INFO] Skipping TileEntity with id HV Solar Array
12:27:21 [INFO] Skipping TileEntity with id MV Solar Array
12:27:21 [INFO] Skipping TileEntity with id HV Solar Array
12:27:21 [INFO] Skipping TileEntity with id HV Solar Array
12:27:21 [INFO] Skipping TileEntity with id HV Solar Array
12:27:21 [INFO] Skipping TileEntity with id HV Solar Array
12:27:21 [INFO] Skipping TileEntity with id Singularity Compressor
12:27:21 [INFO] Skipping TileEntity with id Singularity Compressor
12:27:21 [INFO] Skipping TileEntity with id Singularity Compressor
12:27:21 [INFO] Skipping TileEntity with id Singularity Compressor
12:27:21 [INFO] Skipping TileEntity with id Singularity Compressor
12:27:21 [INFO] Skipping TileEntity with id Singularity Compressor
12:27:21 [INFO] Skipping TileEntity with id Singularity Compressor
12:27:21 [INFO] Skipping TileEntity with id Singularity Compressor
12:27:21 [INFO] Skipping TileEntity with id Singularity Compressor
12:27:21 [INFO] Skipping TileEntity with id Singularity Compressor
12:27:21 [INFO] Skipping TileEntity with id Singularity Compressor
12:27:21 [INFO] Skipping TileEntity with id Singularity Compressor



Clearly everything is fine but the MV/HV being removed?

When I went to the roof all my HV went to LV and idk why talks about the MV but the MV = MV still. So just the HV's converting wrong it seems.
Check out Our Brand New GT New Horizons Server .:Here:.
Check out Our Brand New GT New Horizons Let's Play Series .:Here:.

45

Saturday, February 25th 2012, 9:49pm

Yeah, theres a fair few upgrading scenarios.. Its difficult to test every one.. i think there might have been a rename since 1.0 *sigh*

I may have to release a couple of test fixes...

46

Saturday, February 25th 2012, 10:15pm

For those upgrading from AM to this, please hold your upgrades for a bit. I've investigated and noticed that there's a couple of unanticipated compatibility problems. I know how to fix it though- so expect a new version of the mod that allows for proper compatibility shortly. Also, I will create a dummy block that can only be broken for an advanced machine block- this will replace all your existing advanced machines, allowing you to recover some resources from the machine. (You will be able to turn this functionality off).

47

Saturday, February 25th 2012, 10:28pm

From a quick look you seem to have left the EnergyNet.removeTileEntity() call out, without it the EnergyNet code will leak memory over time. The best place to call it is in TileEntity.invalidate(), don't forget to call super.invalidate() afterwards.

@all: Stop complaining about whether an addon might be overpowered from your point of view, you aren't forced to use it.


You're right. Thanks for the pointer. New version incoming shortly to fix that..
Was this leak fixed yet by any chance?
I'm pretty sure it has been fixed in v1.1, I'm not having any issues with it so far.

48

Saturday, February 25th 2012, 10:38pm

From a quick look you seem to have left the EnergyNet.removeTileEntity() call out, without it the EnergyNet code will leak memory over time. The best place to call it is in TileEntity.invalidate(), don't forget to call super.invalidate() afterwards.

@all: Stop complaining about whether an addon might be overpowered from your point of view, you aren't forced to use it.


You're right. Thanks for the pointer. New version incoming shortly to fix that..
Was this leak fixed yet by any chance?
I'm pretty sure it has been fixed in v1.1, I'm not having any issues with it so far.
Quote the OP:
UPDATE: Grab version 1.1 unless you want a slow and subtle memory leak on your servers or clients. Thanks for the bug report Player!

49

Sunday, February 26th 2012, 12:29am

From a quick look you seem to have left the EnergyNet.removeTileEntity() call out, without it the EnergyNet code will leak memory over time. The best place to call it is in TileEntity.invalidate(), don't forget to call super.invalidate() afterwards.

@all: Stop complaining about whether an addon might be overpowered from your point of view, you aren't forced to use it.


You're right. Thanks for the pointer. New version incoming shortly to fix that..
Was this leak fixed yet by any chance?
I'm pretty sure it has been fixed in v1.1, I'm not having any issues with it so far.


Yes it's fixed. 1.2 now available. Fixes the upgrade from AM compact solars for upgraders. Sorry about the confusion *sigh*.

Kane Hart

Godcraft.Com Administrator

    Canada

Posts: 2,330

Location: Barrie, Ontario, Canada

  • Send private message

50

Sunday, February 26th 2012, 1:47am

Thanks CPW, Everything works here.
Check out Our Brand New GT New Horizons Server .:Here:.
Check out Our Brand New GT New Horizons Let's Play Series .:Here:.

51

Sunday, February 26th 2012, 3:24am

Thanks CPW, Everything works here.
lmao kane_hart /endrage
God blesses the child that can hold its own.

virusek20

Tree Cutter

  • "virusek20" is male
  • Czech Republic

Posts: 32

Location: Prague

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52

Sunday, February 26th 2012, 9:40am

Hi,
my friend is hosting a server with Compactsolars 1.1.
Can anyone post a link for me?

Thanks

53

Sunday, February 26th 2012, 3:26pm

This is something I've been waiting for, some people from my server are going to be really happy. I think my favorite part of this is the fact that they pull from their own texture files. I was having a terrible headache with Advanced Machines till I figured out it got the textures from the old IC file (that's no longer used). I have one question though. Would it be possible to make them the same format as IC's machines, where you have a texture for active and inactive blocks? For the default generators they just copied and pasted the textures of the inactive ones so they look the same, but I made them different in my texture pack as an easy way to tell if your generators are running or not just by looking at them. I can even make them for you if you want.

Here's an example of how they're laid out in the default, where the red is the block textures when they're inactive, and a green when they're active. All of the machine blocks have their textures set up like this, and it's really nice for texture artists.
slowpoke has attached the following image:
  • block_generator.png copy.png

54

Sunday, February 26th 2012, 5:56pm

The solars dont synchronize active state or a facing they just have top bottom and a side. I dont want to change this as its supposed to be for smp efficiency. Sorry.

55

Monday, February 27th 2012, 3:13am

God blesses the child that can hold its own.

xKillerbees

IC Supporter / Owner of IR / IC² Tester

  • "xKillerbees" is male
  • United States

Posts: 443

Location: Industrial Rage

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56

Monday, February 27th 2012, 6:02am

We updated. Added the config file and made sure our ID's matched.

All placed solars switched just fine. All non placed ones changed. All LV's became HV's and all HV's become LV's.
Long time IC user/supporter. Created the first IC server.
www.killerbeesgaming.com


57

Monday, February 27th 2012, 11:28am

Wow cpw, you're like, the mod addon god!
First ironchests, now solars, you're a very busy person.

58

Monday, February 27th 2012, 8:54pm

i have a little problem with that mod

i like it alot but when i open BC combustion engine i get interface from medium voltage solar array and for steam engine low voltage solar array

this happens on mp server i host for me and my friends

59

Tuesday, February 28th 2012, 1:07am

After killerbees post I updated after placing down all the panels real quick and it worked like a charm.

Seems to work great so far, thanks!

60

Tuesday, February 28th 2012, 4:06am

So wait... your issue with solars is that they are overpowered, not because of the materials needed, but because of the space? :rolleyes:

Ummm... OK? You do that. Glad that your opinion isn't the final word. :P
Well first of all, you're breaking Wheaton's Law . Second, YES. SCALE MATTERS. If server CPU wasn't an issue, then scalability would eventually catch up with you, forcing you to seek better options for large scale power generation, namely nuclear. As intended. These arrays have the unfortunate side affect of making it too easy to skip any other form of power generation and just sit there and pump out solars all day. Is making 512 solars expensive? Absolutely. But you can build them incrementally so there's no forethought or upfront cost necessary. And once you have enough juice running to the mass fab, (which be honest, is the only reason you need that much ungodly power in the first place,) the material costs become trivial.

The only reason these things should exist at all is because of the server load. Which for the moment trumps game balance and therefore I still welcome the effort CPW is putting forth with open arms. But I hope I don't trivialize those same efforts when I say I hope IC will develop it's own more balanced solution eventually.
Who needs nuclear if you run EE ? I use EE and IC2 to run a Geo farm that pumps out over 500 EU/T that takes up a 6x6 space. >.< Now who's talking OP? My Geo farm doesn't die when the sun goes down, it runs all day, all night, 24/7 with out tiring or running out of fuel, and doesn't cost an arm / leg / several vital organs to build. Well, the red matter / black matter to make the Mk3 Condensers but, pfft, that's just a lot of time to build up the condenser / collector flowers to full speed, then I am generating Black and Red Matter out of the wazoo *legit*.

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