For some reason, both alarms have no sounds and if I right click the Howler Alarm, the game crashes.
Does anyone else seem to have this problem?
[Addon v1.118+] [SSP/SMP] Nuclear Control v.1.6.2b/e
- Shedar
- Closed
-
-
For some reason, both alarms have no sounds and if I right click the Howler Alarm, the game crashes.
Does anyone else seem to have this problem?
Crash log required -
Can you make your energy storage cards compatible with GregTech's energy units?
Great work btw.! -
Can you make your energy storage cards compatible with GregTech's energy units?
Great work btw.!
Energy storage cards should be compatible with any energy storage, if it implements IEnergyStorage IC2 API interface. -
What a random coincedence, that i wanted to ask on how to make it compatible. Well, my Question got answered before i was even able to ask.
-
Awesome
-
Shedar i have a Mathbug with too large Energystorages. But see yourself.
Negative Values for the Percentage are not really good. But the rest works perfectly.
-
Shedar i have a Mathbug with too large Energystorages. But see yourself.
Negative Values for the Percentage are not really good. But the rest works perfectly.
I saw this bug with energy arrays, will be fixed in single storage calculations too =)
Glad to hear, that it works well with non IC2 native energy storages. -
Crash log requiredMinecraft has crashed!
----------------------Minecraft has stopped running because it encountered a problem; Unexpected error
This error has been saved to C:\Users\WackyModder84\AppData\Roaming\.minecraft\crash-reports\crash-2012-09-25_13.50.31-client.txt for your convenience. Please include a copy of this file if you report this crash to anyone.--- BEGIN ERROR REPORT dd150364 --------
Generated 9/25/12 1:50 PM- Minecraft Version: 1.3.2
- Operating System: Windows 7 (amd64) version 6.1
- Java Version: 1.7.0, Oracle Corporation
- Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
- Memory: 588848624 bytes (561 MB) / 1245904896 bytes (1188 MB) up to 1908932608 bytes (1820 MB)
- JVM Flags: 2 total; -Xmx2048m -Xms1024m
- FML: FML v3.1.1.368 Minecraft Forge 4.1.1.252 Optifine OptiFine_1.3.2_HD_U_B3 26 mods loaded, 26 mods active
FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
mod_WirelessRedstone [mod_WirelessRedstone] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
mod_SmartMoving [mod_SmartMoving] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
mod_slenderman [mod_slenderman] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
jfm [JammyFurniture] (1.3.2_Jammy_Furniture_Mod_Universal_BETA_V4.3.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
mod_Boombox [mod_Boombox] (Boombox 1.3.2 v2.1(Original 4 speaker).zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
BuildCraft|Core [BuildCraft] (buildcraft-A-3.2.0pre7.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
BuildCraft|Builders [BC Builders] (buildcraft-A-3.2.0pre7.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
BuildCraft|Energy [BC Energy] (buildcraft-A-3.2.0pre7.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
BuildCraft|Factory [BC Factory] (buildcraft-A-3.2.0pre7.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
BuildCraft|Transport [BC Transport] (buildcraft-A-3.2.0pre7.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
BuildCraft|Silicon [BC Silicon] (buildcraft-A-3.2.0pre7.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
CustomNpcs [CustomNpcs 1.3.2] (customnpcs 1.3.2 v0.9.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
ExtrabiomesXL [ExtrabiomesXL] (ExtrabiomesXL-universal-3.0.5.50.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
EBXLFlora [ExtrabiomesXL Flora Plugin] (ExtrabiomesXL-universal-3.0.5.50.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
EBXLModSupport [EExtrabiomesXL Mod Support Plugin] (ExtrabiomesXL-universal-3.0.5.50.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
EBXLRedRock [ExtrabiomesXL Red Rock Plugin] (ExtrabiomesXL-universal-3.0.5.50.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
EBXLQuicksand [ExtrabiomesXL Quicksand Plugin] (ExtrabiomesXL-universal-3.0.5.50.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
EBXLCrackedSand [ExtrabiomesXL Cracked Sand Plugin] (ExtrabiomesXL-universal-3.0.5.50.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
EBXLScarecrow [ExtrabiomesXL Scarecrow Plugin] (ExtrabiomesXL-universal-3.0.5.50.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
EBXLTree [ExtrabiomesXL Custom Trees Plugin] (ExtrabiomesXL-universal-3.0.5.50.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
mod_hanabi [mod_hanabi] (hanabi1.3.2b.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
IC2 [IndustrialCraft 2] (industrialcraft-2_1.106.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
IC2NuclearControl [Nuclear Control] (IC2NuclearControl-1.3.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
mod_MAtmos_forModLoader [mod_MAtmos_forModLoader] (matmos_packaged.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
- LWJGL: 2.4.2
- OpenGL: GeForce GTX 470/PCIe/SSE2 GL version 4.2.0, NVIDIA Corporation
- Is Modded: Definitely; 'forge,fml'
- Type: Client
- Texture Pack: Sphax PureBDCraft 128x MC13.zip
- Profiler Position: N/A (disabled)java.lang.NullPointerException
at java.util.ArrayList.<init>(Unknown Source)
at shedar.mods.ic2.nuclearcontrol.GuiHowlerAlarm.w_(GuiHowlerAlarm.java:43)
at apn.a(SourceFile:87)
at net.minecraft.client.Minecraft.a(Minecraft.java:646)
at cpw.mods.fml.client.FMLClientHandler.showGuiScreen(FMLClientHandler.java:276)
at cpw.mods.fml.common.FMLCommonHandler.showGuiScreen(FMLCommonHandler.java:336)
at cpw.mods.fml.common.network.NetworkRegistry.openLocalGui(NetworkRegistry.java:325)
at cpw.mods.fml.common.network.FMLNetworkHandler.openGui(FMLNetworkHandler.java:335)
at og.openGui(EntityPlayer.java:2025)
at cpw.mods.fml.common.network.OpenGuiPacket.execute(OpenGuiPacket.java:55)
at cpw.mods.fml.common.network.FMLNetworkHandler.handleFMLPacket(FMLNetworkHandler.java:104)
at cpw.mods.fml.common.network.FMLNetworkHandler.handlePacket250Packet(FMLNetworkHandler.java:74)
at asv.a(NetClientHandler.java:1299)
at ce.a(SourceFile:56)
at ba.b(MemoryConnection.java:75)
at asv.d(NetClientHandler.java:103)
at atd.b(SourceFile:51)
at net.minecraft.client.Minecraft.l(Minecraft.java:1777)
at net.minecraft.client.Minecraft.J(Minecraft.java:834)
at net.minecraft.client.Minecraft.run(Minecraft.java:764)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 1ce0073f ----------There you go.
-
Looks like Control Pack or other jar mod replaces ayq.class.
-
There is one tiny thing about your Addon i dont like. Its the Rotationcode. It works as unintuitively as the new Snapshot-Wood-Placement-Test. I suggest to fix that by using something similar to the following Code:
@Override
public void onBlockPlacedBy(World aWorld, int aX, int aY, int aZ, EntityLiving aPlayer) {
GT_TileEntityMetaID_Machine var6 = (GT_TileEntityMetaID_Machine)aWorld.getBlockTileEntity(aX, aY, aZ);
if (aPlayer == null) {
var6.setFacing((short)1);
} else {
int var7 = MathHelper.floor_double((double)(aPlayer.rotationYaw * 4.0F / 360.0F) + 0.5D) & 3;
int var8 = Math.round(aPlayer.rotationPitch);
if (var8 >= 65) {
var6.setFacing((short)1);
} else if (var8 <= -65) {
var6.setFacing((short)0);
} else {
switch (var7) {
case 0: var6.setFacing((short)2); break;
case 1: var6.setFacing((short)5); break;
case 2: var6.setFacing((short)3); break;
case 3: var6.setFacing((short)4); break;
}
}
}
} -
There is one tiny thing about your Addon i dont like. Its the Rotationcode. It works as unintuitively as the new Snapshot-Wood-Placement-Test. I suggest to fix that by using something similar to the following Code:
@Override
public void onBlockPlacedBy(World aWorld, int aX, int aY, int aZ, EntityLiving aPlayer) {
GT_TileEntityMetaID_Machine var6 = (GT_TileEntityMetaID_Machine)aWorld.getBlockTileEntity(aX, aY, aZ);
if (aPlayer == null) {
var6.setFacing((short)1);
} else {
int var7 = MathHelper.floor_double((double)(aPlayer.rotationYaw * 4.0F / 360.0F) + 0.5D) & 3;
int var8 = Math.round(aPlayer.rotationPitch);
if (var8 >= 65) {
var6.setFacing((short)1);
} else if (var8 <= -65) {
var6.setFacing((short)0);
} else {
switch (var7) {
case 0: var6.setFacing((short)2); break;
case 1: var6.setFacing((short)5); break;
case 2: var6.setFacing((short)3); break;
case 3: var6.setFacing((short)4); break;
}
}
}
}
Will be changed for full blocks (info panels/extenders and remote thermal monitor). Alarms and thermal monitors should be placed on solid block. -
I found this golden nugget when doing such a random thing as placing a block of cobble in a lava lake way off from my base:
Code
Display Morejava.lang.NullPointerException at shedar.mods.ic2.nuclearcontrol.TileEntityInfoPanelExtender.getRotation(TileEntityInfoPanelExtender.java:182) at shedar.mods.ic2.nuclearcontrol.MainBlockRenderer.renderWorldBlock(MainBlockRenderer.java:81) at cpw.mods.fml.client.registry.RenderingRegistry.renderWorldBlock(RenderingRegistry.java:143) at FMLRenderAccessLibrary.renderWorldBlock(FMLRenderAccessLibrary.java:78) at avg.b(RenderBlocks.java:444)at aus.a(WorldRenderer.java:218) at avb.a(RenderGlobal.java:1468) at auw.a(EntityRenderer.java:1005) at auw.b(EntityRenderer.java:890) at net.minecraft.client.Minecraft.J(Minecraft.java:880) at net.minecraft.client.Minecraft.run(Minecraft.java:773) at java.lang.Thread.run(Unknown Source)
-
I found this golden nugget when doing such a random thing as placing a block of cobble in a lava lake way off from my base:
Code
Display Morejava.lang.NullPointerException at shedar.mods.ic2.nuclearcontrol.TileEntityInfoPanelExtender.getRotation(TileEntityInfoPanelExtender.java:182) at shedar.mods.ic2.nuclearcontrol.MainBlockRenderer.renderWorldBlock(MainBlockRenderer.java:81) at cpw.mods.fml.client.registry.RenderingRegistry.renderWorldBlock(RenderingRegistry.java:143) at FMLRenderAccessLibrary.renderWorldBlock(FMLRenderAccessLibrary.java:78) at avg.b(RenderBlocks.java:444)at aus.a(WorldRenderer.java:218) at avb.a(RenderGlobal.java:1468) at auw.a(EntityRenderer.java:1005) at auw.b(EntityRenderer.java:890) at net.minecraft.client.Minecraft.J(Minecraft.java:880) at net.minecraft.client.Minecraft.run(Minecraft.java:773) at java.lang.Thread.run(Unknown Source)
Wow! It's weird, I'll look into this. Thank you for report. -
Wow! It's weird, I'll look into this. Thank you for report.Just noticed Greg made a comment about rotations just above here. I'm using the latest release of his mod, and I'm not sure if he introduced something that affects this.
Altough none of his blocks are active currently. -
Just noticed Greg made a comment about rotations just above here. I'm using the latest release of his mod, and I'm not sure if he introduced something that affects this.
Altough none of his blocks are active currently.
Greg's suggestion not yet implemented. Is any Info Panels in a rage aprox 64 blocks from the crash place? -
So last night I made a counter block in my LP Game and I was like man this will help me monitor how much EU/T coming through and still not thinking at this time I built it and then said damn DERP. But then I thought hmm Might be a good added feature to the counter block if its not to taxing on calculation
-
So last night I made a counter block in my LP Game and I was like man this will help me monitor how much EU/T coming through and still not thinking at this time I built it and then said damn DERP. But then I thought hmm Might be a good added feature to the counter block if its not to taxing on calculation
You want Eu/t counter instead of total Eu? =) -
You want Eu/t counter instead of total Eu? =)I think both would be used in their own ways. Not sure if it can actually be all in one sort like a 2nd reading that you can turn on and off. I think a lot people like being able to see a total number in a way hehe.
-
Greg's suggestion not yet implemented. Is any Info Panels in a rage aprox 64 blocks from the crash plac
I'd say it's between 50-80 blocks away. So an unload issue ? My friend just had the same crash as he was walking back towards the base.