[Addon 1.112] BuildCraft-IndustrialCraft Crossover Mod v2.0[SSP/SMP]

  • I get this messege:



    "36 mods loaded
    Minecraft Forge 3.3.8.164
    FML v2.2.106.176
    Forge Mod Loader version 2.2.106.176 for Minecraft 1.2.5
    mod_MinecraftForge : Initialized (minecraft.jar)
    mod_TooManyItems : Initialized (minecraft.jar)
    mod_ModLoaderMp : Initialized (minecraft.jar)
    mod_Somnia : Initialized (minecraft.jar)
    mod_BuildCraftCore : Initialized (minecraft.jar)
    mod_BuildCraftBuilders : Initialized (minecraft.jar)
    mod_BuildCraftEnergy : Initialized (minecraft.jar)
    mod_BuildCraftFactory : Initialized (minecraft.jar)
    mod_BuildCraftTransport : Initialized (minecraft.jar)
    mod_BuildCraftSilicon : Initialized (minecraft.jar)
    mod_ReiMinimap : Initialized ([1.2.5]ReiMinimap_v3.2_04.zip)
    mod_BCIC2Crossover : Initialized (BCIC2crossover client v1.28.zip)
    mod_CCTV : Initialized (CCTV V1 - 1.2.5.zip)
    mod_EE : Initialized (EE2ClientV1.4.6.6.jar)
    mod_erosion : Initialized (Erosion V1 - 1.2.5.zip)
    mod_Forestry : Initialized (forestry-client-A-1.4.8.4.jar)
    mod_GrapplingHook303 : Initialized (Grappling Hook V1 - 1.2.5.zip)
    mod_GravityScience : Loaded (Gravity Science V1 - 1.2.5.zip)
    mod_IC2NuclearControl : Loaded (IC2NuclearControl_client_v1.1.10b.zip)
    mod_IC2 : Loaded (industrialcraft-2-client_1.97.jar)
    mod_PCcore : Loaded (PowerCraft_v3-4-5_mc1-2-5.zip)
    mod_PCdeco : Loaded (PowerCraft_v3-4-5_mc1-2-5.zip)
    mod_PClogic : Loaded (PowerCraft_v3-4-5_mc1-2-5.zip)
    mod_PCmachines : Loaded (PowerCraft_v3-4-5_mc1-2-5.zip)
    mod_PCmobile : Loaded (PowerCraft_v3-4-5_mc1-2-5.zip)
    mod_PCtransport : Loaded (PowerCraft_v3-4-5_mc1-2-5.zip)
    mod_Railcraft : Loaded (Railcraft_Client_5.4.7b.zip)
    mod_RedPowerControl : Loaded (RedPowerControl-2.0pr5b2.zip)
    mod_RedPowerCore : Loaded (RedPowerCore-2.0pr5b2.zip)
    mod_RedPowerLighting : Loaded (RedPowerLighting-2.0pr5b2.zip)
    mod_RedPowerLogic : Loaded (RedPowerLogic-2.0pr5b2.zip)
    mod_RedPowerMachine : Loaded (RedPowerMachine-2.0pr5b2.zip)
    mod_RedPowerWiring : Loaded (RedPowerWiring-2.0pr5b2.zip)
    mod_RedPowerWorld : Loaded (RedPowerWorld-2.0pr5b2.zip)
    mod_RedstoneSensors : Loaded (RedSensors V1 - 1.2.5.zip)
    mod_Train : Loaded (TrainModClient_v2.09e.zip)



    Minecraft has crashed!
    ----------------------


    Minecraft has stopped running because it encountered a problem.





    --- BEGIN ERROR REPORT 1142f911 --------
    Generated 30-07-12 21:29


    Minecraft: Minecraft 1.2.5
    OS: Windows 7 (x86) version 6.1
    Java: 1.7.0_05, Oracle Corporation
    VM: Java HotSpot(TM) Client VM (mixed mode), Oracle Corporation
    LWJGL: 2.4.2
    OpenGL: AMD Radeon(TM) HD 6620G version 4.1.11247 Compatibility Profile Context, ATI Technologies Inc.


    java.lang.NullPointerException
    at cpw.mods.fml.common.modloader.ModLoaderModContainer.init(ModLoaderModContainer.java:356)
    at cpw.mods.fml.common.Loader.modInit(Loader.java:273)
    at cpw.mods.fml.common.Loader.initializeMods(Loader.java:628)
    at cpw.mods.fml.client.FMLClientHandler.onLoadComplete(FMLClientHandler.java:223)
    at net.minecraft.client.Minecraft.a(Minecraft.java:429)
    at net.minecraft.client.Minecraft.run(Minecraft.java:738)
    at java.lang.Thread.run(Unknown Source)
    --- END ERROR REPORT 62eecca4 ----------"


    And im not sure if its all the mods(problebly, sry if so) or whatever?

  • ModloaderMP hasn't been a requirement for Forge for two or three months now, I think. Similarly, Modloader hasn't been necessary for a month or two.


    MLMP is particularly bad as it tries to pretend to be a mod, but isn't, so you get that error you got there (or something like it).

  • This mod looks great, but is not nearly as good as the Transformers mod which does a way better job at converting energy both ways. Sorry, but it had to be said.

  • This mod looks great, but is not nearly as good as the Transformers mod which does a way better job at converting energy both ways.


    But you can here feed fuel or biofuel(bc3.x+forestry) directly to petrochemical gens, making EU, without needing of laggy engines array.



    so my client and server is crashing when I place the petrochemical generator.


    Addon is incompatible with IC² 1.97

  • if its incompatible with 1.97 is there a problem with downgrading? are there any particularly nasty bugs the update fixed? or was it mostly multiplayer fixes? also is there any chance of an update anytime soon?

    The post was edited 1 time, last by elkillo ().

  • It seems that power consume is coded very poorly. Instead of consuming, say, 12.5 eu/t for regular engine, it eats all it can take, while working at same rate and leaving other engines set in parallel dry.
    But i may be mistaken, I'll experiment more...

  • The only interesting machine in that mod that I'd use would be the oil/fuel to EU. That would be sweet.


    But seriously I think he said that his machine that runs a quarry at full speed(9 MJ) used *64* EU. That's crazy. Correct me if I'm wrong here but Forestry engine uses 35~ EU to run a quarry at full speed. Transformers mod used somewhere along 25 EU to run a quarry at full speed if I recall. I really miss that mod... shame it doesn't work at all in .103.

  • However, once you get your machines running, you will quickly notice how smooth and well-designed everything works now. . If there is none, install ModLoader and just start-up minecraft once for it to be automatically created.
    AMJ déménagement montréal

    You mean Forge, as IC2 and all its addons have to use forge.

  • Is there an ETA on when this will be updated for Ic2 1.106 for 1.3.2? and will it be bukkit ported?


  • ...really? ONLY 64 eu/t isn't even close to how much running a quarry should cost.


    Obviously the "cost" varies depending on how the developer behind each mod calculates it. In most cases they look at how much power you get from burning a piece of coal in each mod and balance it around that. 64 eu/t is way above the cost of running the quarry on BC fuel. I believe 25ish eu/t is as close you can come to MJ equal EU in terms of power. Hence "transformers 1.3" was/is so popular.

  • Obviously the "cost" varies depending on how the developer behind each mod calculates it. In most cases they look at how much power you get from burning a piece of coal in each mod and balance it around that. 64 eu/t is way above the cost of running the quarry on BC fuel. I believe 25ish eu/t is as close you can come to MJ equal EU in terms of power. Hence "transformers 1.3" was/is so popular.

    The problem is that the BC quarry is bugged. It uses all the energy you feed it, even if it doesn't need that amount to run. Some time ago the energy code was changes and the quarry was never adjusted to take that into account.

  • Is there an ETA on when this will be updated for Ic2 1.106 for 1.3.2? and will it be bukkit ported?

    I will start on it as soon as BC for 1.3.2 is out, pre-releases do not count. As I will essentially have to rewrite the mod, I expect it to take 2-4 weeks.

  • I will start on it as soon as BC for 1.3.2 is out, pre-releases do not count. As I will essentially have to rewrite the mod, I expect it to take 2-4 weeks.

    cant you start rewriting based off of the pre - release??