sorry the bug fixes are a bit delayed, I am also adding a bunch of new content for the next update (and I the process I have to rewrite the rendering system of f4113nc0r3)
Posts by F4113nb34st
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I don't care how he distributes it, as long as he doesn't break my rules, if he does I will politely inform Al who will take appropriate measures (aka banning him), otherwise not much else I can do
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don't see how that would change anything, fuel based gens would require maintenace, renewables wouldn't, so people would still favor renewables
all that it would change is that stored electricity would be wasted -
ok problem fixed
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thank you, I'll get that fixed as soon as I can
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nope I don't like this, I'm a fan of utopia mechanics and nerfing solars isn't one of em
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ye almost all of the errors are quite minor and can be fixed with simple "ctrl+v, repeat" monotony
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SteveofDoom: coming up in a bit, working on some of its prerequisites now
chaoschamp: we'll see -
skullsrevenge: did you make sure to install fallencore? (and in the future, if you get a crash, I can't help you very well if you don't give me the error log)
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yeah, I'm going to do another release later today with some bug/exploit fixes
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new stuff!! code door is out for those that want to protect their base with a password
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new stuff, ocean current gens and wave gens!!!
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Ocean Current Generator
Discription:
Uses the power of the ocean to generate electricity.Mechanics:
Put this baby underwater and it will generate electricity.
Checks for water in rectangle above that is 15 tall and has a base that is 31 by 31.
The more water in that range, the more it produces.
If there are other competing ocean generators within the rectangle, it will significantly reduce the output of both.
Default max generation is 6.Crafting Recipe:
Wave Generator
Discription:
Uses the power of waves to generate electricity.Mechanics:
Put on the edge of an ocean and it will generate electricity.
Checks for water out to a max range of 200 (configurable).
The longer the distance till the first non-water block, the more eu it produces.
Default max generation is 5.
During storms there are production spikes(up to 50 eu/tick!).Crafting Recipe:
Back To Main:
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can you try it with just the applicable mods installed and if it still crashs give me that log file, because I'd prefer not to have scroll through like 2000 lines to find potential errors
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Quote
Okay, now for the first mistake.Source code
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ItemStack stack1 = new ItemStack(ic2.api.Items.getItem(resin));That's wrong, It's actually:
Source code
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ItemStack stack1 = ic2.api.Items.getItem("resin").copy();
stack1.stackSize = [INSERT_AMOUNT_OF_RESIN_HERE];The IC²-API gives you directly an ItemStack, you dont have to make a new one.
actually, the copy method makes a new itemstack anyway, so he might as well make his own,
in fact, using the ItemStack(Item, int) constructor, he could specify the stacksize too,
which be more concise than your method (1 line instead of 2) -
In the preload stage, they are added to a list of FallenCore mods that are later loaded in the loading stage by the Core itself,
that is why they don't require the "after:FallenCore" tag -
they don't work like that, the submods are loaded by fallencore, not fml
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are you sure you have FallenCore installed? because the error looks like one that you would get if it were not installed/not installed correctly
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not really, however you could get a java decompiler that would decompile the ofuscated version easily