[AddOn v1.43/v1.64] Advanced Machines V3.2 Beta 2

  • Can someone help me with this problem?

  • Hello, I think I have a bug. I have a fully charged MFSU hooked up to 2 Induction furnaces.2 rotary macerators, 1 centerfuge extractor and a singularity commpressor. Everything including the 2 solarr flowers I have (each of them give off 32 EU/t) are connected with glass fibre cables. Whenever they get the machines get full power, I try to macerate something or something else, the little power bar that shows whether the machine shave power or not drains. (Btw, I also have a MV transformer hooked up), So, yeah that basically is it. I don't know if this is really a bug or I wired something incorrectly but I need help with this. :( :(

  • Hello, I think I have a bug. I have a fully charged MFSU hooked up to 2 Induction furnaces.2 rotary macerators, 1 centerfuge extractor and a singularity commpressor. Everything including the 2 solarr flowers I have (each of them give off 32 EU/t) are connected with glass fibre cables. Whenever they get the machines get full power, I try to macerate something or something else, the little power bar that shows whether the machine shave power or not drains. (Btw, I also have a MV transformer hooked up), So, yeah that basically is it. I don't know if this is really a bug or I wired something incorrectly but I need help with this. :( :(


    what the huh? that makes almost no sense... Do you have any kind of storage device in there at all? If not then stick a MFE between the solar and the devices.

  • what EU debate? The arrays are 1-to-1 EU on a per Solar Panel basis as you scale up. There is no need to debate.

    Have you read the other "advanced solars" threads? I believe one of them was advocating a design requiring about 3 quarries worth of materials for 1 50 EU/t solar panel... Or a mountain full of diamond blocks... People get weird about solar energy- probably because it's set it and forget it, once it's going... Myself, I have no problem- especially since this isn't giving "secret extra benefits" (solar at night being the key one I think)- it's just more solars in a block...

    Anyway, lets get this bukkit port done...

  • I'm fairly sure that's the same post that convinced me to do this update actually.


    Yeah indeed. The epic silliness pointed out there really opens your eyes to it doesn't it? :) Mind you, something does seem slightly wrong with an mfsu just sitting there, filling, very very fast, from something that looks like 1 solar panel :)

    So, attached is a bukkit port: my magic "bukkit it" script worked on it pretty much first time, which is nice. I suspect this is going to be a protected block id for many. Imagine if you broke an HV one, and lost all 512 solar panels embedded within. Ouchie ouch ouch. Probably a good justification to keep it "pick safe" rather than dropping, say, an mfe or some other part of the block...

    Anyway, a couple of bug comments:
    1. It doesn't generate a config file in the face of a block conflict. You need to try/catch the config generation section of the code. (Note, this was the client that failed by the way, not the server).
    2. It didn't start charging a lapotron put into the slot on the hv solar. It did however stop outputting power. I suspect you probably need to tweak the charging code slightly to handle that- it's not going to be much use to charge a battery in an hv solar ;) That might a server side effect btw, so it was actually charging it but it didn't show up as such.
    3. You have a leftover "item" definition in BlockAdvancedMachine for the HV array- you'll probably want to remove that.
    4. You need to shorten the inventoryNames for the "old" advanced machines: the rotary, centrifuge and singularity
    5. You are missing the super call at the end of the Block.remove methods (called onBlockRemoval I think in vanilla MCP code). It seems to be a bug that mostly affects bukkit (I think bukkit is more closely controlling tile entities than vanilla) but it never hurt- I think it was in the last version I shared before you picked it up again.

    Anyway, lets upgrade my main server and I'll share on mcportcentral as ever. Awesome new addition :)

    Edit: attach the file why don't I? :)

    Edit2: Added more bug findings (all small things) and fixed the bukkit...

    SECOND FIXED VERSION ATTACHED...

  • their is a block id error with the charging bench addon they both use id 189 and no i dont have an error log to post

    The following statement is true. The previous statement is false.

  • im getting an error "internal exception: java.io.IOException:Received string length longer then maximum allowed (19 > 16)" whenever i try and use a singularity compressor, rotary macerator and centrifuge extractor on a server, ive tried changing the block ID's because they were 188:1,188:2,188:3 but that didnt help either.
    any suggestions?

  • MC crashes when I try to run 3.1, but runs fine with 3.0

    Error report:

    Display Spoiler

    --- BEGIN ERROR REPORT 74c71655 --------
    Generated 08/01/12 09:40

    Minecraft: Minecraft 1.0.0
    OS: Windows XP (x86) version 5.1
    Java: 1.6.0_17, Sun Microsystems Inc.
    VM: Java HotSpot(TM) Client VM (mixed mode), Sun Microsystems Inc.
    LWJGL: 2.4.2
    OpenGL: GeForce 9500 GT/PCI/SSE2 version 3.3.0, NVIDIA Corporation

    java.lang.RuntimeException: IndustrialCraft 2 Advanced Machines addon: MinecraftForge Too Old, need at least 1.2.4
    at forge.MinecraftForge.killMinecraft(MinecraftForge.java:322)
    at forge.MinecraftForge.versionDetect(MinecraftForge.java:342)
    at mod_IC2AdvancedMachines.load(mod_IC2AdvancedMachines.java:154)
    at ModLoader.init(ModLoader.java:830)
    at ModLoader.AddAllRenderers(ModLoader.java:186)
    at wb.<init>(wb.java:76)
    at wb.<clinit>(wb.java:9)
    at net.minecraft.client.Minecraft.a(SourceFile:265)
    at net.minecraft.client.Minecraft.run(SourceFile:644)
    at java.lang.Thread.run(Unknown Source)
    --- END ERROR REPORT 1a937b93 ----------

    I see it says i need 1.2.4 of forge, which is what I am running.