Posts by HeadHunter67

    OK, adding each of the .jar modifications, and then the other mods in priority of my need and use, I seem to have isolated the conflict down to something in the Portal Gun mod.
    That's a pain - that mod is great when it's working nicely, not so great when it intermittently and unexpectedly stops working in the game - or causes unexpected and unidentifiable conflicts as it does here.


    I tried removing that mod and putting in this one, and it "seems" to be working fine. Items appear to be listed in NEI when creating a new world. The only remaining test is to see if it still holds in my existing worlds.
    Guess I'll forego the Portal Gun mod for now - maybe use the TF2 teleporters and Sentry Gun instead, if they work - not as versatile but it'll have to do.


    Hopefully, discovering the conflict can help you in some way, Silentdeth. I don't know if there's anything you can do - or even have to do, really - but maybe it sheds some light on things. Thanks for your help and advice.

    I'll look into it - will require setting up another build because I'm sure not going to uninstall everything that works to troubleshoot what doesn't.
    But if it were in someone else's mod, why do they all work fine without this? Game works fine until I add this mod - and works fine again after I remove it.
    I'm just trying to understand why this would indicate any possibility of the problem lying elsewhere.

    If he can store them in another dimension, change their render location to the normal world, and even have the player COLLIDE with it(not sure how exactly he's doing that, il ask him later) then surely he could make chunks stay loaded in the nether.


    Again, don't mistake the ability to access a shared inventory to mean a chunk is loaded. That data is stored elsewhere.
    Yes, stuff like Ender Chests is amazing and pushes the envelope, but people are clearly still expecting that it does more than it actually does.

    Combustion engines will burn through that water VERY fast once they hit the "orange" stage. A full resevoir of water will probably disappear within a minute or less.


    I was saddened to see this happen to you today, after we had previously discussed this. When you rebuild, consider either adding a cooling supply (via pumps or teleport) or at the very least, some kind of electronic failsafe to keep the engine from running too long.

    I did try from a fresh install - a couple of times, in fact. Haven't tried just loading BC, IC and this add-on, but that's not really an option since I'm looking to add it to already-established worlds.
    From the error log (and ID checker) it almost looks like it's not seeing names for some of the blocks. I don't know too much about the underlying code, but I'm still trying to troubleshoot why the build works fine except when this add-on is included.

    I am using forge 1.24 and not having any problems. Are you sure you installed it correctly?


    Full modloader.txt.


    I have installed it correctly - everything else is working fine. When I add this mod, it crashes, when I remove it, the game loads again and I can play without any problems. I'd love to post the full modloader text but there is a character limit so I had to pare it down quite a bit. I'll run it again and attach it.

    I enjoyed the video - I'll have to try it sometime!
    It will become easier when Blutricity becomes portable in some way - right now it requires RP solar power, which begs the question "why not just drop a couple IC solars there and be done with it?"
    But I'd imagine that the energy output one can get from 2-16 "manned" water mills is beyond that of a few solars.

    This was working for me previously - is it incompatible with Forge 1.2.4? The mods I'm running are basically the same as Direwolf20's current Let's Play Build (IC2 1.43, BC 2.2.11, Forge 1.2.4, etc)

    Consider that this will still only be possible in SMP, and that you need someone on both sides to initiate the transfer of items across dimensions.
    If no one's in the Nether (or the overworld), time doesn't pass there - that means engines don't pump, items don't move through pipes, machines don't process and essentially, nothing happens.
    Just because an Ender Chest inventory is accessible from one realm to the other won't suddenly make your Nether lava cell factory work unattended.

    Thanks for clarifying! I'm trying to tidy up the install - and I'm using a couple of other mods in addition (Solar Helmets 2.5, Halogen Lights, and Power Converters 1.30).
    It took a little trial and error but I rebuilt my Minecraft install to stay up to date with the new versions and mods you are using.
    I have no desire to use NEI for conjuring items (EE already takes that as far as I'd like!) but I have to say, the recipe functionality is great! And it beats having 3000+ pages like in RecipeBook or CraftGuide - and the filters are much more versatile.


    I'm really enjoying your series, but sometimes it seems that you spend a bit too much time trying to work out how to build or do something on-screen. Just my opinion and not intended in a negative way - perhaps it's a matter of my own attention span! But I like it more when you have a clear idea of what you want to do, perhaps something you've tried in your test world, and the on-screen time is spent doing it. The exception is when you're trying something and encounter a common error or issue you might want to share with viewers (as we see sometimes in your mod spotlights).


    Anyhow, keep up the great work! :thumbup:

    You're looking for "mod_PortalGun.properties" in your /mods/portalgun folder. It can be opened and edited with Notepad or similar.


    Direwolf20: What's the "APS" config file in the config folder? Is that for the BuildCraft "Advanced Power Systems" addon? Will you be using that or is it still in alpha?