Crash with forge 964
What is the latest forge this is compatible with? I tried Forge 897 and it worked, but that might cause issues in other mods.
Crash with forge 964
What is the latest forge this is compatible with? I tried Forge 897 and it worked, but that might cause issues in other mods.
I've looked. I haven't touched Hopper relevant code since then, and it works in 1.6.1. So, i have no clue where the issue is.
Anyway, files for 1.6.2 are up aswell
161 and 162 links say 161
Edit: Fixed, thank you sir.
Very nice. Youre one of the first updated. Updated my spreadsheet for your mod entry: https://docs.google.com/spread…ODVBY0Q4N1FSV3dlRUE#gid=0
Until Redpower gets updated, eh, i guess. Buildcraft buffering is shoddy
I didnt know you were such a dreamer.
Dream on, friend. Reach for those stars and dont look back! An hero is YOU
*cries silently the lament of Redpower*
Crash report for YOU
---- Minecraft Crash Report ----
// Why is it breaking :(
Time: 7/5/13 7:51 PM
Description: Rendering screen
java.lang.NullPointerException
at ic2.advancedmachines.common.BlockAdvancedMachines.func_71858_a(BlockAdvancedMachines.java:113)
at net.minecraft.block.Block.func_71851_a(Block.java:582)
at net.minecraft.item.ItemBlock.func_77617_a(ItemBlock.java:52)
at net.minecraft.item.Item.func_77650_f(Item.java:308)
at net.minecraft.item.ItemStack.func_77954_c(ItemStack.java:141)
at net.minecraft.client.renderer.entity.RenderItem.renderItemIntoGUI(RenderItem.java:346)
at net.minecraft.client.renderer.entity.RenderItem.func_82406_b(RenderItem.java:457)
at net.minecraft.client.gui.inventory.GuiContainer.func_74192_a(GuiContainer.java:421)
at net.minecraft.client.gui.inventory.GuiContainer.func_73863_a(GuiContainer.java:132)
at net.minecraft.client.renderer.EntityRenderer.func_78480_b(EntityRenderer.java:1036)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:930)
at net.minecraft.client.Minecraft.run(Minecraft.java:822)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:57)
at net.minecraft.launchwrapper.Launch.main(Launch.java:18)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at ic2.advancedmachines.common.BlockAdvancedMachines.func_71858_a(BlockAdvancedMachines.java:113)
at net.minecraft.block.Block.func_71851_a(Block.java:582)
at net.minecraft.item.ItemBlock.func_77617_a(ItemBlock.java:52)
at net.minecraft.item.Item.func_77650_f(Item.java:308)
at net.minecraft.item.ItemStack.func_77954_c(ItemStack.java:141)
at net.minecraft.client.renderer.entity.RenderItem.renderItemIntoGUI(RenderItem.java:346)
at net.minecraft.client.renderer.entity.RenderItem.func_82406_b(RenderItem.java:457)
at net.minecraft.client.gui.inventory.GuiContainer.func_74192_a(GuiContainer.java:421)
at net.minecraft.client.gui.inventory.GuiContainer.func_73863_a(GuiContainer.java:132)
-- Screen render details --
Details:
Screen name: net.minecraft.client.gui.inventory.GuiCrafting
Mouse location: Scaled: (187, 106). Absolute: (374, 267)
Screen size: Scaled: (427, 240). Absolute: (854, 480). Scale factor of 2
-- Affected level --
Details:
Level name: MpServer
All players: 1 total; [EntityClientPlayerMP['n00b'/123, l='MpServer', x=-183.36, y=42.62, z=-156.93]]
Chunk stats: MultiplayerChunkCache: 441
Level seed: 0
Level generator: ID 04 - BIOMESOP, ver 0. Features enabled: false
Level generator options:
Level spawn location: World: (132,64,248), Chunk: (at 4,4,8 in 8,15; contains blocks 128,0,240 to 143,255,255), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511)
Level time: 251215 game time, 251215 day time
Level dimension: 0
Level storage version: 0x00000 - Unknown?
Level weather: Rain time: 0 (now: false), thunder time: 0 (now: false)
Level game mode: Game mode: creative (ID 1). Hardcore: false. Cheats: false
Forced entities: 1 total; [EntityClientPlayerMP['n00b'/123, l='MpServer', x=-183.36, y=42.62, z=-156.93]]
Retry entities: 0 total; []
Stacktrace:
at net.minecraft.client.multiplayer.WorldClient.func_72914_a(WorldClient.java:446)
at net.minecraft.client.Minecraft.func_71396_d(Minecraft.java:2284)
at net.minecraft.client.Minecraft.run(Minecraft.java:840)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:57)
at net.minecraft.launchwrapper.Launch.main(Launch.java:18)
-- System Details --
Details:
Minecraft Version: 1.6.1
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_40-ea, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 240163176 bytes (229 MB) / 530841600 bytes (506 MB) up to 954466304 bytes (910 MB)
JVM Flags: 1 total; -Xmx1G
AABB Pool Size: 38 (2128 bytes; 0 MB) allocated, 28 (1568 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 1, tallocated: 19
FML: MCP v8.03 FML v6.1.34.771 Minecraft Forge 8.9.0.771 7 mods loaded, 7 mods active
mcp{7.51} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
FML{6.1.34.771} [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Forge{8.9.0.771} [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
IC2{1.118.393-lf} [IndustrialCraft 2] (industrialcraft-2_1.118.393-lf.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
AdvancedMachines{5.0} [IC2 Advanced Machines Addon] (AdvancedMachines_1.6.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BiomesOPlenty{0.5.6} [Biomes O' Plenty] (Biomes-O-Plenty-0.5.6-1.6.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
IronChest{5.2.10.465} [Iron Chest] (ironchest-universal-1.6.1-5.2.10.465.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Launched Version: UnknownFMLProfile
LWJGL: 2.9.0
OpenGL: GeForce GTX 460/PCIe/SSE2 GL version 4.3.0, NVIDIA Corporation
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Resource Pack: Default
Profiler Position: N/A (disabled)
Vec3 Pool Size: 1387 (77672 bytes; 0 MB) allocated, 86 (4816 bytes; 0 MB) used
Display More
Again, we are looking into this. We are considering several ways to handle force energy generation that doesn't involve Monazit Ore/Forcicium. However, we also want to make Monazit/Forcicium the preferred/least expensive method for maintaining a forcefield. It's going to take a fair bit of balancing and planning before we come to a decision as to what we'll use.
But Minalien, what about renewable way of generating force energy?
I think this thread should be deleted. There is no point to this thread any more.
Who the hell cares what you think? It stays for archival purposes. Ill report to a mod for lock consideration
Talk about taking things too seriously...
Talk about naive as all hell.
He could do that, but why should he have to? those mods should handle their own balance. If someone is going to use an overpowered mod setup, then they expect things to be unbalanced. It's a lot of work that he should not have to be doing in the first place. He should handle the balance of his own mod, and if another mod is balanced with itself, but is unbalanced with this one, then it would make sense to change it.
Lol you're definitely not a programmer. Its about HIS mod and its compatibility and agility to tweak itself based on its probable environment inside the game. if he doesnt want to do that, i dont blame him, but stop acting like its akin to taking the fucking ring to mount doom.
Display MoreGoing to edit this with less swears ;).
You guys have no right to come in this thread and say another mod is better let alone advertise another mod from another site like this in a mod related. First off the other person had tried to close source an open source project. After being yelled at by the people releasing this one above he has now also open sourced his version of MFFS. Not only that his version is not even very usable right now as he is changing everything. That comes to my next point. Since Cal's version of MFFS is changing so much would it not be better he rename the mod to something else? Or is he only care for popularity? I mean he even removed the ore generation...
Anyways this version posted on IC made for IC is the one I'm going to use. I'm not going use the one that a group people keep spamming their mods on here trying to sell UE on other forums like some kind of rodents.
Now please kindly don't come back to this post if your here to compare, insult, and or advertise another similar mod. It's not fair and it's rude. PS this one is a free download... Not triple layered in advertising just to download it.
WOOP WOOP WOOP FANBOY ALERT!
People have every "right" to discuss the branches of the mod in mod threads decide what one they want. The only insulting here is YOURS insulting the authors as if they are children that cant supply information in relation to what direction they are taking their mod in relation to another variation. No one is spamming. You need to shut up, sit down, and let people have civil discussion about ideas (even if they get the ideas from *gasp* other places, you can rest assured the authors are capable of deciding what to add) without you having to butt your immature angry little attitude into it.
In other news, this is the 'sorta official' mod I have in my FTB spreadsheet. Has slowpoke or anyone related to the utility contacted you guys yet?
Not sure if this one should be used or http://universalelectricity.com/mffs/downloads
Currently Im going with this one, as it is linked from the old main MFFS, but thats a bit confusing. Updating my spreadsheet again as well..https://docs.google.com/spread…ODVBY0Q4N1FSV3dlRUE#gid=0
I'm not sure if this is really necessary. wither skeletons are very hard to farm without overpowered soulshards, and UUM is creative mode in vanilla IC2, so there isn't much point in balancing around it.
lazy reasoning. He can write code to detect what other mods are present and how much UUM is costing to make and balance accordingly. Its not creative mode as it takes a large effort to get it, unless youre not playing with gregtech, and again, that can be detected.
The soulshard mod is also getting a large nerf so lets not make excuses not to improve mods shall we.
Display MoreIntroducing Charging Chests!
These work just like the charge pads just they charge every IC2 item inside them!
These charge much slower, but they charge every item inside them at the same rate (Provided they have power)
It also shows a space for upgrades and fields but there is no slot for projectors (for obvious reasons) and items to power it as explained below. Certain fields may also not work.
They will also draw energy from any energy storage ITEMS with power inside them if they are out of power. However if they have enough power from external sources they will charge the crystals instead. This is why there is no slot to charge with items.
These work like normal chests for regular items, however each tier does not give extra space.
The bottom row (Highlighted with red) will not draw power for anything placed in there. This is useful as it allows you to put energy storage items in there to be charged without having to worry about it drawing power from them.
They also store 25% more power than a pad of the same tier due to the storage of the wires and circuits and the extra energy from the previous version. Note this is 25% of the storage amount of the same tiered pad, not 25% of the previous tier of chest.
Crafting- Upgrade kits also work.
Tier 1
etc
Make this work with iron chests too and I will have its babies.
Bigglesworth, salut!
A fair question. I have every intention of updating to 1.5 in the very near future. Please put Petrogen down as in dev.
Cheers,
DrCeph.
It shall be done,
Thanks!
DrCeph! Good Sir!
I have made a spreadsheet sorted by FTB packs and what mods are being updated. Link:https://docs.google.com/spread…ODVBY0Q4N1FSV3dlRUE#gid=0
I would like to say first that I am NOT asking *when*, but just *if* you plan to update to 1.5. I would like to set your mod status on the sheep from "no" to "dev", but I can only do that with an official statement from the author that they are intrested in updating at some point in the future. Thanks for your work on this and your contribution to the mod community.
extremly unrealistic and inbalanced mod. learn physics more
Says a minecraft player. Are you stupid?
Vajra desperately needs a modifier when aimed at certain thing. Like having to sneak+click to insta break chests, otherwise have it act like punching a chest. Ive broken too many chests with this thing.