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  1. IC² Forum
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  4. IndustrialCraft²
IC2 Experimental builds (jenkins):
v2.0/2.1/2.2 / 2.3 / 2.5 / 2.6 / 2.7 / 2.8 (For Minecraft 1.6.4/1.7.2/1.7.10 / 1.8.9 / 1.9.4 / 1.10 / 1.11 / 1.12)
IndustrialCraft² recent version: v1.117!

[1.4.5] Open Beta v1.109

  • RichardG
  • November 20, 2012 at 9:52 PM
  • luacs1998
    ForgeEssentials developer
    Reactions Received
    1
    Posts
    42
    • November 22, 2012 at 1:01 PM
    • #41

    I do remember NEI showin

    Quote from CrazyCatLady

    NEI only shows how to obtain a certain block/item, doesn't show what you can do out of it, like CG does. If not for this, I would totally agree.

    I do remember NEI showing you what you can do with an item...

    • Quote
  • noskk
    Builder
    Posts
    263
    • November 22, 2012 at 1:12 PM
    • #42
    Quote from CrazyCatLady

    NEI only shows how to obtain a certain block/item, doesn't show what you can do out of it, like CG does. If not for this, I would totally agree.

    You can either press R for recipe and U for use OR you can switch to recipe mode; find the item in NEI and "Right Click" to find the Use and "Left Click" to find the Recipe of the item, oh and pressing E @ recipe window returns you to the inventory window..

    • Quote
  • czarnyBartek
    Tree Cutter
    Posts
    19
    Location
    Poland
    • November 22, 2012 at 4:01 PM
    • #43

    Errored
    LWJGL: 2.4.2
    OpenGL: AMD Radeon(TM) HD 6480G GL version 4.2.11476 Compatibility Profile Context, ATI Technologies Inc.
    Is Modded: Definitely; Client brand changed to 'forge,fml'
    Type: Client (map_client.txt)
    Texture Pack: Default
    Profiler Position: N/A (disabled)
    Vec3 Pool Size: ~~ERROR~~ NullPointerException: null

    help me!!!

    • Quote
  • CovertJaguar
    Senior Rail Engineer
    Posts
    17
    Location
    West Coast, US
    • November 22, 2012 at 4:20 PM
    • #44

    No more craftguide? *sadface*

    The API didn't change much, don't know why you dropped it.

    http://railcraft.wikispaces.com/

    • Quote
  • czarnyBartek
    Tree Cutter
    Posts
    19
    Location
    Poland
    • November 22, 2012 at 5:18 PM
    • #45

    Errored
    LWJGL: 2.4.2
    OpenGL: AMD Radeon(TM) HD 6480G GL version 4.2.11476 Compatibility Profile Context, ATI Technologies Inc.
    Is Modded: Definitely; Client brand changed to 'forge,fml'
    Type: Client (map_client.txt)
    Texture Pack: Default
    Profiler Position: N/A (disabled)
    Vec3 Pool Size: ~~ERROR~~ NullPointerException: null

    no mods :/

    • Quote
  • CrafterOfMines57
    Miner Of Diamond
    Posts
    1,458
    Location
    The Great Islands of Nigeria
    • November 22, 2012 at 5:35 PM
    • #46
    Quote from czarnyBartek

    Errored
    LWJGL: 2.4.2
    OpenGL: AMD Radeon(TM) HD 6480G GL version 4.2.11476 Compatibility Profile Context, ATI Technologies Inc.
    Is Modded: Definitely; Client brand changed to 'forge,fml'
    Type: Client (map_client.txt)
    Texture Pack: Default
    Profiler Position: N/A (disabled)
    Vec3 Pool Size: ~~ERROR~~ NullPointerException: null

    no mods :/

    Display More

    You need to post the full error log, if you do not know how to do that, read this

    Is the answer to this question no?

    Quote

    Hey don't take it so hard. Ignorance is part of this generation it seems. -the wise words of XFmax-o-l

    • Quote
  • GregoriusT
    inactive IC² and GT Dev
    Reactions Received
    184
    Posts
    6,253
    Location
    not here anymore
    • November 22, 2012 at 5:45 PM
    • Official Post
    • #47
    Quote from CovertJaguar

    No more craftguide? *sadface*

    The API didn't change much, don't know why you dropped it.

    I guess its because Richard has to do too many things at once, so that he cant even fix those 3 pesky Pixels on the Silver Dust. Yes, I'm bugging you until you fix that Richard, or until you let me fix that Texturefile.

    • Previous Official Post
    • Next Official Post
    • Quote
  • czarnyBartek
    Tree Cutter
    Posts
    19
    Location
    Poland
    • November 22, 2012 at 5:56 PM
    • #48

    my whole crash:

    http://pastebin.com/kvwS9T0i

    • Quote
  • CrafterOfMines57
    Miner Of Diamond
    Posts
    1,458
    Location
    The Great Islands of Nigeria
    • November 22, 2012 at 6:03 PM
    • #49
    Quote from czarnyBartek

    my whole crash:

    http://pastebin.com/kvwS9T0i

    Try updating to a later Forge version

    Is the answer to this question no?

    Quote

    Hey don't take it so hard. Ignorance is part of this generation it seems. -the wise words of XFmax-o-l

    • Quote
  • czarnyBartek
    Tree Cutter
    Posts
    19
    Location
    Poland
    • November 22, 2012 at 6:40 PM
    • #50
    Quote from CrafterOfMines57

    [quote='czarnyBartek','index.php?page=Thread&postID=87281#post87281']my whole crash:

    [quote='czarnyBartek','index.php?page=Thread&postID=87281#post87281']my whole crash:

    http://pastebin.com/kvwS9T0iTry updating to a later Forge version

    http://www.minecraftforge.net/forum/index.php/topic,3401.0.html

    I have the latest :/

    • Quote
  • CrafterOfMines57
    Miner Of Diamond
    Posts
    1,458
    Location
    The Great Islands of Nigeria
    • November 22, 2012 at 6:55 PM
    • #51
    Quote

    I have the latest :/

    No you do not have the latest, the latest can be found here

    Is the answer to this question no?

    Quote

    Hey don't take it so hard. Ignorance is part of this generation it seems. -the wise words of XFmax-o-l

    • Quote
  • Uristqwerty
    Tree Cutter
    Posts
    23
    • November 22, 2012 at 7:31 PM
    • #52

    Since IC2 apparently doesn't provide CraftGuide recipes itself anymore, would you (assuming you, the one reading this, are part of the IC2 team and can actually make this sort of decision for the mod) mind if I added that functionality to CraftGuide instead?

    • Quote
  • RichardG
    Uranium Miner
    Reactions Received
    17
    Posts
    1,947
    • November 22, 2012 at 8:10 PM
    • #53

    Go ahead. The integration hasn't been maintained since MC 1.2.5

    • Quote
  • XVeris
    Tree Cutter
    Posts
    11
    • November 22, 2012 at 10:20 PM
    • #54

    For some reason, when I place my machines the first time, they get powered by the generator and power saved in the BatBox and such, but when i move them with the wrench, the only way I can get them power is through batteries; they won't take energy through wires anymore. Is anybody else having this problem, or is it just me?

    :Generator: <--WORK, GOD DANG YOU!!!

    • Quote
  • CrafterOfMines57
    Miner Of Diamond
    Posts
    1,458
    Location
    The Great Islands of Nigeria
    • November 22, 2012 at 10:24 PM
    • #55

    @above How far away are you moving your machines, and what cable type? Is it possible that you are just having problems with electrical resistance giving no EUs?

    Is the answer to this question no?

    Quote

    Hey don't take it so hard. Ignorance is part of this generation it seems. -the wise words of XFmax-o-l

    • Quote
  • mattymatny
    Tree Cutter
    Posts
    18
    • November 22, 2012 at 10:39 PM
    • #56

    Hey I noticed in the bug tracker that you fixed the Uranium issue as well as some others. Do you guys have plans to push any updated beta's for testing before the full release or will we see one big bugfix release down the road? If its the latter is there a way for people to test daily/nightly builds?

    • Quote
  • RichardG
    Uranium Miner
    Reactions Received
    17
    Posts
    1,947
    • November 22, 2012 at 11:05 PM
    • #57

    An update will be coming

    • Quote
  • XVeris
    Tree Cutter
    Posts
    11
    • November 22, 2012 at 11:49 PM
    • #58
    Quote from CrafterOfMines57

    @above How far away are you moving your machines, and what cable type? Is it possible that you are just having problems with electrical resistance giving no EUs?

    All of the machines were about five blocks away. And I figured out what was going on after mucking around a bit more. It seems that none of the machines will work when wired up to the BatBox, but DO work when wired up directly to the Generator. Will the energy stored in the BatBox be transferred through the generator, or is this a bug for the new version?

    • Quote
  • CrafterOfMines57
    Miner Of Diamond
    Posts
    1,458
    Location
    The Great Islands of Nigeria
    • November 22, 2012 at 11:52 PM
    • #59
    Quote from XVeris

    All of the machines were about five blocks away. And I figured out what was going on after mucking around a bit more. It seems that none of the machines will work when wired up to the BatBox, but DO work when wired up directly to the Generator. Will the energy stored in the BatBox be transferred through the generator, or is this a bug for the new version?

    Generators do not act as cables, they can emit energy but they can not receive it from anything but themselves. Can you post screenshots of your setup if it does not work when they are connected to a batbox?

    Is the answer to this question no?

    Quote

    Hey don't take it so hard. Ignorance is part of this generation it seems. -the wise words of XFmax-o-l

    • Quote
  • Vagabor
    Tree Cutter
    Posts
    7
    • November 23, 2012 at 12:20 AM
    • #60
    Quote from RichardG

    Will you shut up about fixes done by people who don't know how the sound system works. Culling is for volume adjustment not stopping. /rude

    I removed CraftGuide support.

    You may think they dont know how the system works, but the did fix it

    • Quote
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