2. No only the display in the picture above.
Thank you for report, will be fixed in the next version.
Also I had edit my message about GregTech Any possible future for that
I'm not sure what you mean.
2. No only the display in the picture above.
Thank you for report, will be fixed in the next version.
Also I had edit my message about GregTech Any possible future for that
I'm not sure what you mean.
Display MoreI have not had much time to play with Nuclear Control but I noticed my counter is derping up hehe. It was about 2.6bil I think last time I saw the counter box but this what it showed on the screen:
Also I doubt this will happen but I would DIE and I mean DIE if I could use some these on GregTech machines mainly his Adjustable Energy Storage Device I think it is called. The 1 bil EU storage
1. v.1.3.2?
2. Is number in counter's GUI also negative?
Display MoreHello, please help.
Crash when installing this addon
tried Minecraft Forge Forge 4.1.1.251 - 4.1.4.273 - 4.1.4.298 - 4.1.4.301
does not help
text =
---- Minecraft Crash Report ----
// Shall we play a game?
Time: 06.10.12 14:58
Description: Failed to start game
cpw.mods.fml.common.LoaderException: java.lang.ClassNotFoundException: shedar.mods.ic2.nuclearcontrol.IC2NuclearControl
at cpw.mods.fml.common.LoadController.transition(LoadController.java:102)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:459)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:143)
at net.minecraft.client.Minecraft.a(Minecraft.java:416)
at net.minecraft.client.Minecraft.run(Minecraft.java:748)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: shedar.mods.ic2.nuclearcontrol.IC2NuclearControl
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:125)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at cpw.mods.fml.common.ModClassLoader.loadClass(ModClassLoader.java:57)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:394)
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 com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:124)
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 com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:81)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:458)
... 4 more
Caused by: java.lang.NullPointerException
at org.objectweb.asm.ClassReader.<init>(Unknown Source)
at cpw.mods.fml.common.asm.transformers.SideTransformer.transform(SideTransformer.java:27)
at cpw.mods.fml.relauncher.RelaunchClassLoader.runTransformers(RelaunchClassLoader.java:162)
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:118)
... 31 more
Relevant Details:
- Minecraft Version: 1.3.2
- Operating System: Windows 7 (x86) version 6.1
- Java Version: 1.7.0_05, Oracle Corporation
- Java VM Version: Java HotSpot(TM) Client VM (mixed mode), Oracle Corporation
- Memory: 413564024 bytes (394 MB) / 518979584 bytes (494 MB) up to 1037959168 bytes (989 MB)
- JVM Flags: 2 total; -Xms512m -Xmx1024m
- FML: FML v3.1.30.390 Minecraft Forge 4.1.4.298 4 mods loaded, 4 mods active
FML [Forge Mod Loader] (coremods) Unloaded->Constructed
Forge [Minecraft Forge] (coremods) Unloaded->Constructed
IC2 [IndustrialCraft 2] (industrialcraft-2_1.106.jar) Unloaded->Constructed
IC2NuclearControl [Nuclear Control] (shedar) Unloaded->Errored
- LWJGL: 2.4.2
- OpenGL: GeForce 7300 LE/PCIe/SSE2 GL version 2.1.2, NVIDIA Corporation
- Is Modded: Definitely; 'forge,fml'
- Type: Client
- Texture Pack: Hyperion HD TexturePack.zip
- Profiler Position: N/A (disabled)
p.s. I apologize for my English by Google translator
Check PM, I need more details.
I have the thermal monitor attached to the top reactor chamber, set to emit a redstone signal when below 500 heat, but it won't turn the reactor on.
Thermal monitor doesn't send redstone signal to reactor and reactor chambers. It's intended behaviour. Otherwise it would be impossible to use it for other purpose except turning reactor on/off.
Does this mod require redpower to work? I had the thermal monitor attached to my reactor, set for 1k heat, and the reactor still had a meltdown.
No, it doesn't require redpower.
Please post screenshots of your setup.
Amazing mod!!! I am just working on my nuclear powerplant komplex and will definitely use this for control room. I want to ask is there any way to change "Information Panel " background color?
anyway thx again!!!
You can't change color in the current version, but I like your idea, so I'll probably add this feature in the future.
Hotfixed Average Counter precision. OP attachment updated.
v.1.3.2 released
- Average Counter (Eu/t counter) added
- The End Info Panel updating SMP bug fixed
- Negative percentage value bug fixed for Energy Card & Energy Array Card
- Label for Time card added
- Redstone behaviour settings for Thermal Monitors
- NullPointer crash on unload fixed for cross-chunk screens
- stat reporting fixed (request grouping, no uid in config)
- smarter facing when placing for remote thermal monitor and info panels
- SMP Info Panel title updating bug fixed
v.1.3.1 usage statistic report - http://i.imgur.com/yW6Sz.png (hit is client start with Nuclear Control installed)
I'd say it's between 50-80 blocks away. So an unload issue ? My friend just had the same crash as he was walking back towards the base.
I guess so, when Information Panel is already unloaded, but Infromation Panel Extender of the same screen still don't know about it. I should double check my methods of screen rebuilding.
So last night I made a counter block in my LP Game and I was like man this will help me monitor how much EU/T coming through and still not thinking at this time I built it and then said damn DERP. But then I thought hmm Might be a good added feature to the counter block if its not to taxing on calculation
You want Eu/t counter instead of total Eu? =)
Just noticed Greg made a comment about rotations just above here. I'm using the latest release of his mod, and I'm not sure if he introduced something that affects this.
Altough none of his blocks are active currently.
Greg's suggestion not yet implemented. Is any Info Panels in a rage aprox 64 blocks from the crash place?
I found this golden nugget when doing such a random thing as placing a block of cobble in a lava lake way off from my base:
CodeDisplay Morejava.lang.NullPointerException at shedar.mods.ic2.nuclearcontrol.TileEntityInfoPanelExtender.getRotation(TileEntityInfoPanelExtender.java:182) at shedar.mods.ic2.nuclearcontrol.MainBlockRenderer.renderWorldBlock(MainBlockRenderer.java:81) at cpw.mods.fml.client.registry.RenderingRegistry.renderWorldBlock(RenderingRegistry.java:143) at FMLRenderAccessLibrary.renderWorldBlock(FMLRenderAccessLibrary.java:78) at avg.b(RenderBlocks.java:444)at aus.a(WorldRenderer.java:218) at avb.a(RenderGlobal.java:1468) at auw.a(EntityRenderer.java:1005) at auw.b(EntityRenderer.java:890) at net.minecraft.client.Minecraft.J(Minecraft.java:880) at net.minecraft.client.Minecraft.run(Minecraft.java:773) at java.lang.Thread.run(Unknown Source)
Wow! It's weird, I'll look into this. Thank you for report.
Shedars wrongly calculated Percentages
My bug is using percentage = value*100/maxValue, with integer vars. Integer overflows on value*100 step;
Display More
Why just missile and just one fixed power?
something like
will be more flexible
Display MoreThere is one tiny thing about your Addon i dont like. Its the Rotationcode. It works as unintuitively as the new Snapshot-Wood-Placement-Test. I suggest to fix that by using something similar to the following Code:
@Override
public void onBlockPlacedBy(World aWorld, int aX, int aY, int aZ, EntityLiving aPlayer) {
GT_TileEntityMetaID_Machine var6 = (GT_TileEntityMetaID_Machine)aWorld.getBlockTileEntity(aX, aY, aZ);
if (aPlayer == null) {
var6.setFacing((short)1);
} else {
int var7 = MathHelper.floor_double((double)(aPlayer.rotationYaw * 4.0F / 360.0F) + 0.5D) & 3;
int var8 = Math.round(aPlayer.rotationPitch);
if (var8 >= 65) {
var6.setFacing((short)1);
} else if (var8 <= -65) {
var6.setFacing((short)0);
} else {
switch (var7) {
case 0: var6.setFacing((short)2); break;
case 1: var6.setFacing((short)5); break;
case 2: var6.setFacing((short)3); break;
case 3: var6.setFacing((short)4); break;
}
}
}
}
Will be changed for full blocks (info panels/extenders and remote thermal monitor). Alarms and thermal monitors should be placed on solid block.
Looks like Control Pack or other jar mod replaces ayq.class.
Shedar i have a Mathbug with too large Energystorages. But see yourself.
Negative Values for the Percentage are not really good. But the rest works perfectly.
I saw this bug with energy arrays, will be fixed in single storage calculations too =)
Glad to hear, that it works well with non IC2 native energy storages.
Now i have to ask Shedar, how to make my Machines compatible with the NuclearControl-Monitors.
For energy storage blocks, IEnergyStorage interface from IC2 API is used.
Custom cards API is planned, I have an interface for them, but I want to rework cards, to be more passive.
Can you make your energy storage cards compatible with GregTech's energy units?
Great work btw.!
Energy storage cards should be compatible with any energy storage, if it implements IEnergyStorage IC2 API interface.
For some reason, both alarms have no sounds and if I right click the Howler Alarm, the game crashes.
Does anyone else seem to have this problem?
Crash log required