Learn a lesson from that. If a block looks like it will corrupt your world when you place it, IT PROBABLY WILL.
Version 4.7b
fixed "pick block" on Advanced Machines
You can try removing Advanced Machines to get your world to start up again.
Learn a lesson from that. If a block looks like it will corrupt your world when you place it, IT PROBABLY WILL.
Version 4.7b
fixed "pick block" on Advanced Machines
You can try removing Advanced Machines to get your world to start up again.
Display MoreAtomicStryker:
Found a nasty bug that apparently has been around a while now. I've reduced it to only the machines in this mod.
If you place a machine, then upgrade that machine with a transformer upgrade, and then remove power, move machine, but later add an MV/HV carrying cable anywhere around the previously occupied block, there is an explosion.
I'm guessing when the machine is removed, there is still some data left behind in that block's location.
It may have to be a 'warmed up' machine, I haven't gone too much further into testing it, but it is easily repeatable.
Also known as the ghost energynet bug. My TileEntity is calling the unregister method as it should, until someone points out my mistake i assume IC2 API is still bollocks
Ask the IC2 devs to fix it in the old versions then! Its not my fault! Stop posting that error here!
The .112 builds
Shitty IC2 API, they fixed it the new version.
Please, read your crash report. In particular these lines
Caused by: java.lang.NoClassDefFoundError: ic2/snyke7/advMachine/TileAdvMacerator
at ic2.snyke7.AdvancedMachinesCore.load(AdvancedMachinesCore.java:53)
Then look at the title of this thread. Then back to me. I'm on a horse. *prances off*
Thanks, the edit made it a lot easier to locate
Version 4.7a
Version 4.7
I'm not even sure where the problem with the missing 4 Rubber was, but it seems to work now. I just rewrote the mess instead of trying to comprehend what Zippinius was thinking.
Plans for the near future:
- make AdvancedMachine Names yellowish like the Induction Furnace
- make AdvancedMachines spill xp orbs when a player takes stuff out of their outputs (and only then, similar to furnace!)
Version 4.6a
Version 4.6
That's still bad implementation. The API should call demandsEnergy() EVERY time before attempting to inject energy, not bitch about injecting several power spikes when the machine only asked for one
Checked out Gregs code but yes, the API does not work properly.
The way it is supposed to work (i hope) is injectEnergy returns not 0 but the value of power the injection did not manage to stuff into the machine. Thus, you do not lose EU when injecting 100 into a machine that only has space for 50.
Now what Greg does to avoid the error message is simply waste those +50 EU by always returning 0. As mentioned on MCF, i could avoid the error by wasting a little EU instead. I guess i'll have to do that, then.
Version 4.5
Oh snap, its crash logs
Oh snap, OP delivers
EDIT:
And, because RicharG is a troll, ive immediatly shoved the same version through a compile for 1.109 with mc 1.4.5. You can download either.
It works, but Sugarsync had blocked all my files for 24 hours. I hope that wont happen again.
This isn't the energy net ghost issue, this is probably a bug in the code of the mod itself. Most likely the TileEntity is not being removed from the energy net when the block is removed. This should happen in the invalidate override.
Mh nope, as you can check for yourself in the source, invalidate is overriden and does call for the EnergyNet to remove the Tile Entity.
v4.4c issue.
Updated the mods and world, logged into my server, and all my machines exploded. Aparently the advanced machines in this version do not accept any more than low voltage.
They've been low voltage for a while now. If they didnt explode it's because a bug stopped them from doing so. You need transformers for them to take medium or high voltages.
Version 4.4c
fixed NPE in operate()
See if this helps you.
Hironimo
I checked, the link does lead to 4.4b, your crash happened on 4.4a or 4.4, upgrade.
Okay, new issue. When I use the right slot of the Macerator for additive maceration, it only uses up one item. For example, I place a stack of Iron Ore in the left slot and a stack of coal in the right slot. It gave me two stacks of the dust that you cook into refined iron, but only used up one of my coal and only took the coal from me when I took the stack of coal out. I tried it again by using two stacks of iron ore and a single piece of coal and was able to get 4 stacks of refined dusts without using up the coal as long as I didn't try to take the coal out. On the other hand, though, when I put in Tin ore and Copper ore, it worked perfectly fine and took 1 tin ore for every 3 copper ore to make bronze dusts.
Not sure if that's intended or a bug, but thought I'd let you know.
Thats working behaviour. Steel has about 2% graphite in it, and 1/3 is the IC2 bronze ratio. Read the additive macerating posts.
Dammit i tested this! Y YOU PRETEND TO WORK
Version 4.4b
EDIT:
Just so you now how much i care about you, the OP killed the 10.000 character limit, just because of the changelog.