Just crafted and loaded the night vision googles... anyone know how they work / to activate them?
Posts by cyprus2056
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That's because of the E-Net. A transformer doesn't give 4 equal ticks of EU/t. Either you give each machine its own transformer or go to 128EU/t powerline and put some transformer upgrades in it.
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Wrong tank filled with water.
Left: Input-Tank
Right: Output-Tank
Set a waterpipe into it to get water into the Input-Tank. -
Starting a new world works fine, but i'll get this crash after loading (upgraded from #239) my creative flat with lots of machines.
Deleted all configs, also ic2map.cfg, same result.---- Minecraft Crash Report ----
// Hi. I'm Minecraft, and I'm a crashaholic.Time: 07.10.13 16:09
Description: Exception in server tick loopjava.lang.NoClassDefFoundError: org/ejml/data/Matrix64F
at ic2.core.energy.EnergyNetLocal.addTileToGrids(EnergyNetLocal.java:343)
at ic2.core.energy.EnergyNetLocal.addTileEntity(EnergyNetLocal.java:119)
at ic2.core.energy.EventHandler.onEnergyTileLoad(EventHandler.java:26)
at net.minecraftforge.event.ASMEventHandler_29_EventHandler_onEnergyTileLoad_EnergyTileLoadEvent.invoke(.dynamic)
at net.minecraftforge.event.ASMEventHandler.invoke(ASMEventHandler.java:39)
at net.minecraftforge.event.EventBus.post(EventBus.java:108)
at ic2.core.block.wiring.TileEntityCable.onLoaded(TileEntityCable.java:135)
at ic2.core.block.TileEntityBlock$1.tickCallback(TileEntityBlock.java:53)
at ic2.core.IC2.processTickCallbacks(IC2.java:1660)
at ic2.core.IC2.tickStart(IC2.java:1510)
at cpw.mods.fml.common.SingleIntervalHandler.tickStart(SingleIntervalHandler.java:28)
at cpw.mods.fml.common.FMLCommonHandler.tickStart(FMLCommonHandler.java:122)
at cpw.mods.fml.common.FMLCommonHandler.onPreWorldTick(FMLCommonHandler.java:295)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:650)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:585)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:129)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:482)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:582)
Caused by: java.lang.ClassNotFoundException: org.ejml.data.Matrix64F
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:179)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 18 more
Caused by: java.lang.NullPointerExceptionA detailed walkthrough of the error, its code path and all known details is as follows:
----------------------------------------------------------------------------------------- System Details --
Details:
Minecraft Version: 1.6.2
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_05, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 41806600 bytes (39 MB) / 453705728 bytes (432 MB) up to 954466304 bytes (910 MB)
JVM Flags: 2 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v8.04 FML v6.2.62.871 Minecraft Forge 9.10.1.871 24 mods loaded, 24 mods active
mcp{8.04} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
FML{6.2.62.871} [Forge Mod Loader] (minecraftforge-9.10.1.871.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Forge{9.10.1.871} [Minecraft Forge] (minecraftforge-9.10.1.871.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
AppliedEnergistics-Core{rv13.c} [AppliedEnergistics Core] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
CodeChickenCore{0.9.0.5} [CodeChicken Core] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
NotEnoughItems{1.6.1.4} [Not Enough Items] (NotEnoughItems 1.6.1.4.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
mod_ReiMinimap{v3.4_01 [1.6.2]} [mod_ReiMinimap] ([1.6.2]ReiMinimap_v3.4_01.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
AppliedEnergistics{rv13.c} [Applied Energistics] (appeng-rv13-c-mc162.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Backpack{1.18.17} [Backpack] (backpack-1.18.17-1.6.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BuildCraft|Core{4.0.2} [BuildCraft] (buildcraft-A-4.0.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BuildCraft|Builders{4.0.2} [BC Builders] (buildcraft-A-4.0.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BuildCraft|Energy{4.0.2} [BC Energy] (buildcraft-A-4.0.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BuildCraft|Factory{4.0.2} [BC Factory] (buildcraft-A-4.0.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BuildCraft|Transport{4.0.2} [BC Transport] (buildcraft-A-4.0.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BuildCraft|Silicon{4.0.2} [BC Silicon] (buildcraft-A-4.0.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
craftguide{1.5.2} [CraftGuide] (CraftGuide-1.6.7.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
IC2{2.0.249-experimental} [IndustrialCraft 2] (industrialcraft-2_2.0.249-experimental.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Railcraft{8.1.0.0} [Railcraft] (Railcraft_1.6.2-8.1.0.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
gregtech_addon{MC162} [GregTech-Addon] (gregtechmod.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Highlands{2.1.1} [Highlands] (Highlands2.1.2_MC1.6.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
IC2NuclearControl{1.6.2c} [Nuclear Control] (IC2NuclearControl-1.6.2c-ic2-experimental.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
mod_Xray{MX for 1.6.2} [mod_Xray] (mod_XrayV1.11.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
GraviSuite{1.9.6} [Gravitation Suite] (mod_zGraviSuite_1_9_6_IC2_EXP.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
TC{4.1.1_001} [Traincraft] (traincraft-4.1.1_001.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Profiler Position: N/A (disabled)
Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Player Count: 0 / 8; []
Type: Integrated Server (map_client.txt)
Is Modded: Definitely; Client brand changed to 'fml,forge'€dit: Found it in the bugtracker now (was down for me).
Thread ready for the bin :p -
Alright, thank you!
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I want to build a breeder... how do i get the depleted fuel rods working now?
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When you have non-GUI server, download the forge universal jar and rename it to minecraft_server.jar or whatever the startscript needs.
Other question. I got some CF Dust (?) put it in the canning machine to enrich with water and put that into normal Empty Cells. How to i get that stuff now into the CF backpack?
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GT Bronze Workbench is pretty much like this.
Except of its horrible orange GUI color, it is really neat in terms of item storage, consistant crafting area and its slots for tools.The idea with one machine/block for everything... nope.
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I ran several tests on an easy setup: full Batbox/CESU and the machine... full - used = result, 3 runs, above is the average.
v195, maybe some stats got changed?
Don't care what DW20 says. -
Maybe this will help you.
Ore Washing: (8192EU/cycle)
1 crushed Iron: 1 pure Iron, 2 Pile Iron, 1 Stone Dust
1 crushed Copper: 1 pure Copper, 2 Pile Copper, 1 Stone Dust
1 crushed Gold: 1 pure Gold, 2 Pile Gold, 1 Stone Dust
1 crushed Tin: 1 pure Tin, 2 Pile Tin, 1 Stone Dust
1 crushed Uran: 1 pure Uran, 2 Pile Lead, 1 Stone Dust
1 crushed Silver: 1 pure Silver, 2 Pile Silver, 1 Stone Dust
1 crushed Lead: 1 pure Lead, 3 Pile Sulfur, 1 Stone DustThermal Centrifuge: (25600/cycle - not for Uran processing)
1 pure Iron: 1 Iron Dust, 1 Pile Gold
1 pure Copper: 1 Copper Dust, 1 Pile Tin
1 pure Gold: 1 Gold Dust, 1 Pile Silver
1 pure Tin: 1 Tin Dust, 1 Pile Iron
1 pure Uran: 5 Uran 238, 2 Pile Uran 235
1 pure Silver: 1 Silver Dust, 1 Pile Lead
1 pure Lead: 1 Lead Dust, 1 Pile Copper -
Better than: Start new world, get into dungeon, finds Iridium ore, brings home, creeper invasion, chest gone, iridium gone D:
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With this new no-EU/p-mechanic i support this idea
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Get Crafting Guide and/or NEI in addition to see the recipes and new machine functions.
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I have a question to the compatibility with Highlands and GT mod. Will GT recognize the new biomes and place the specific ores in it?
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Ok, some more explanation here.
The problem is not that the luminator needs 1/4 EU, its the problem for the loss on the cable.I'll love to build industrial type building and THEN fit my tech into it. So in an industrial park/factory i have long hallways which needs to be lighted, so i have to use atleast 40-60 luminators.
You're comparision to the induction furnace can NOT fit here, since you need maybe 3 induction furnace but like types 50 more luminator - i'll let the math to you here.Easy setup now: Many solar panels, tin cable, luminator -> disco dance blink blink show while they load up. Server runs, disco show again.
A friend on the server runs the whole thing with copper cable + lumnitor which causes when he logs in on the next day, that all 5 MFSU are empty bc the freakin lights ate all the energy + loss over the cable.
Thats SUPER annoying. Glowstone isn't an option for me, because they look like crap and use a full block instead of the neat optic of the luminator that looks like a cover.That the lumintor kills stuff is new to me and totally uninteresting.
And please don't start a comparision on RL stuff... -
Its just a light source and gettin destroyed on breaking.
Maybe increase the production costs.Anyway howver you'll design it, i'll set it to 0 EU anway.
By making an option in the config just makes the life easier AND everyone can define what is balanced in his opinion. -
Would love an option for permanent-on + no-energy-consumption/no-redstone.
Like torches...