Is there a plan in the works to fix the issue in the error log I posted a few posts back? If not that's okay, I just would like to know so I can uninstall it if a fix isn't coming.
I'm sure you know this, but if the mod was forge compatible we wouldn't have any compatibility issues. Anyway, good luck figuring out whatever is causing the issue. This would be a really sweet mod to have.
Here we are:Code
- --- BEGIN ERROR REPORT 6e511807 --------
- Generated 11/5/11 9:48 AM
- Minecraft: Minecraft Beta 1.8.1
- OS: Windows 7 (x86) version 6.1
- Java: 1.6.0_24, Sun Microsystems Inc.
- VM: Java HotSpot(TM) Client VM (mixed mode), Sun Microsystems Inc.
- LWJGL: 2.4.2
- OpenGL: ATI Radeon HD 5800 Series version 4.1.10750 Compatibility Profile Context, ATI Technologies Inc.
- java.lang.NoSuchFieldError: Xpos2
- at ItemPortableTeleporter.a(ItemPortableTeleporter.java:66)
- at ul.a(SourceFile:87)
- at np.a(PlayerControllerMP.java:236)
- at net.minecraft.client.Minecraft.a(SourceFile:1056)
- at net.minecraft.client.Minecraft.k(SourceFile:1342)
- at net.minecraft.client.Minecraft.run(SourceFile:666)
- at java.lang.Thread.run(Unknown Source)
- --- END ERROR REPORT 91227262 ----------
Right, it crashes when I use the remote teleporter.
I have 1.10 of the client and the server. I also installed the 3 server files into the minecraft_server.jar like you mentioned.
Yeah I didn't do anything with a sz.class file. The only instructions I followed were in the op. Am I suppose to take the sz.class file from the client minecraft.jar and put it in the minecraft server jar?
Nevermind the client does have the sz.class file. I just put the zip in the mods folder to install. The modloader.txt file doesn't have any information about the crash either.
Fair enough :).
I just made my first portable teleporter. I went to link it to my regular teleporter and it crashed with no crash log. I'm on SMP using the latest version of IC2 and this mod. Hopefully I just did something wrong. I did charge it first before linking it. It also depleted when I used it so I tried linking it again and it crashed again with no crash log.
Why not have the transporter use the energy directly from the MFSU? I'm thinking Star Trek style. The handheld part is just a coordinates and activation piece.
We could have a Redstone Bat-box (in addition to the normal bat-box) for instance that could be crafted with a bat-box and a piece of redstone on top. It wouldn't stop providing power when redstone is applied like normal bat-boxes, but it would output it's own redstone current in one (or more) sides.
Well, in my particular case I want to be able to use it to turn enable or disable a teleport pipe. I'm sure there are lots of other applications.
I'd like the ability to have a baxbox, mfe, or mfs generate a redstone current when it's full.
You can teleport EUs right now, but not natively in IC2.
Additional pipes (teleport pipes)
power crystal's Power converter > converts ic to bc and bc to ic
Here's how it works. Solar panel > cable > power link > teleport pipe > teleport pipe > engine generator > cable > batbox/mfe/mfs. There is a little more to it than that, but that's the jist.
This enables you to have solar panels one place, and use the EU's anywhere you please. If you have buildcraft, you can power your quarries with solar power. It's amazing.
I don't see the video?
I agree that redistributing the mods in a form not approved is wrong.
That being said, there MUST be a way for these mods to get packed together which makes it easy to install. The biggest hurdle for new players that want to experience these mods is how convoluted the installation process. Yes, once you get used to it it's not that bad, but what % of ppl that attempt it actually figure it out before getting frustrated and giving up? Modloader, modloadermp, forge, bc, ic, eloraam. Most of these have multiple downloads and heaven forbid you want to play multiplayer. Then it's even worse.
The bottom line is mod packs like this ARE a good thing. And we as a modding community will grow as the ability to access our mods gets easier. Not to mention more profitable for the mod creators.
I'm using SMP with the latest update. The pipe goes into the ground, but I can't figure out how to get it back out. Can someone explain this to me please?