That crash is from FML actually, but it's probably related to you not matching the minimum IC2 version for Advanced Machines (assuming you didnt run one)
Posts by AtomicStryker
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Thank you, added
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Updated for 1.7.2
Too soon, you say? Well, this mod works perfectly. It is IC2 which is broken.
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Baarten
Try using the new "experimental recode" found on http://atomicstryker.net/advancedmachines.html, i no longer support the mess that is the old code -
I meant replacing it in the recipes using the item being replaced.
So other mods using the replaced item will use the replacement in recipes instead.
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Version 1.0.6
- introduces the only advanced machine left i see being useful, the combined recycler
it is made by cobbling together a rotary macerator, a centrifuge extractor,
a recycler and some iron plating. It has 3 output slots and advanced speedup.
- fixed the Macerator not accepting Netherrack and Netherquartz; without supplement
these now only pass through the machine unchanged
- changed the macerator's supplementary slot to never allow automated access to it
- fixed supplementary recipes ... again
- fixed upgrade slots in GUIs, moved them 2 pixels lower
- removed pointless gui ids from config and codebase@Turret
I am not responsible for what other authors choose to do to recipes. If he doesn't "replace" the item with a harder-to-get counterpart.... -
Version 1.0.5
- fixed yet another crash in additive macerator slotAnd no, you are the bug charmer at most, causing them to crawl from their holes. I am both Creator and Exterminator of those bugs. That makes me the Bug God.
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Feel free about those textures, but someone already did the job: [1.6.4] Advanced Machines 5.2.3
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Hmmm. Ok i added something that should fix this, 1.0.4. Also, this build is now found on my site aswell, labelled "experimental recode".
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THEY ARE 2 DIFFERENT MODS MERELY SHARING TEXTURES OH GODS DO NOT ATTEMPT TO KEEP MACHINE BLOCKS
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It did.
Version 1.0.3
- fixed crash in additive macerator slot -
Ah yes, i had shifted ids to start with 1 for experimenting and forgot to shift them back (in one spot, anyway) later. Have 1.0.2 to fix it
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Wow, trying to fix this made me discover just how screwed i am
Version 1.0.1
- fixed rather high level obfuscation issue by using IC2 stubs as workaround
- have to stub every single overridden IC2 class and their hierarchy. this sucks so hardIt works now but having to use Stubs for all the IC2 classes downgrades this version from "elegant solution" to "horrible hackwork"
I'd need access to the IC2 sourcefiles to fix this problem -
I've been gone for over 12 hours, where are those crash reports o_O
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So, you remember that clean rewrite i mentioned a while back? I shirked from the challenge back then. But these things have a habit of nagging the back of my head .... sooo ...
http://www.mediafire.com/downl…cedMachines_exp_1.6.4.zip
Version 1.0.0
- clean rewrite extending IC2 classes
- compatibility with existing advanced machines worldsaves unlikely but possible
- configuration slimmed down and simplified. see config file
- should retain all AdvancedMachines functions and work with any and all IC2 compatible modsGetting rid of the old, borked code felt so very very good.
I haven't tested this. Much.
Try it and give me the rather inevitable crash reportsSince this severely simplifies the code overhead, i might even think about adding other machines. I saw IC2 has added a bunch of new ones.
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No, there is nothing IC2 does in that method. I have checked IC2 code and as far i can tell i have covered every case where they call TileLoad or TileUnLoad events.
I did a tiny change just now, moving the TileLoad call ahead of the first updateEntity instead of running after it. That's the one thing i can think of to try still. Otherwise, no clue.The change is in the 1.6.4 download file.
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Why thank you, i was not aware onChunkUnload existed (and does not trigger invalidate()?????).
Version 5.2.3 (hotfix #2)
fixed chunkunload energynet issueAlso, i took a tentative 2-hour-poke at rewriting Advanced Machines as "clean" IC2 extension and got scared off by the amount of work required. Basically i'd still need to rewrite the entire mod, and the effect wouldn't be all that great (since i can't extend TileEntityMacerator and do what i was thinking in a smart way etc). I've never before WANTED multiple parents in java...
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If someone can point out to me how i violate the IC2 energy API (leading to the reload bug) i will gladly fix it
I am considering to finally take a stand, dump Zippinius code, and just extend IC2 classes ... but then i'll probably have to hack the "Advanced" features back in using ugly ways
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MOST OF MY MODS ARE NOT WORLD RELOAD SAFE
*flips table and runs* -
You are talking to someone who has not played minecraft in some time (too much to do to focus on it) and who most certainly doesnt follow the development of other mods
If you want something, ask for it with precision! What's wrong with the existing Induction Furnace? What new machines?Version 5.2.3 (hotfix)
fixed different energynet issue
changed glowstone additive recipe to 8 Netherrack + 1 Redstone = 1 Glowstone
hydrated coal additive recipe now accepts water buckets (get lost in process), water cells, and ice