There's a BuildCraft configuration parameter woodenPipe.exclusion which prevents this.
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That's because of the chunk containing the destination TE reloaded. I'm not entirely sure yet how to fix it properly.
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The server does not crash, it's the clients
Put http://wiki.industrial-craft.n…nloadfiles/Fixes/vy.class in everyones minecraft.jar
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Thanks. I don't play SMP and I have no clue how to implement SMP in the addon. So without help from someone more knowledgeable in minecraft code or at least an example addon that I can use to see what I need to implement, SMP isn't in the cards for a while.
It's actually quite easy once you know how it's working, at least for your kind of block.
At first you have to separate the calculations in updateEntity, invalidate etc. in 2 parts:
- the simulating part (ENet, processing) -> surround it with a Platform.isSimulating() check
- the rendering part (effects, sounds) -> surround it with a Platform.isRendering() check
Don't try to do any EnergyNet calls in a non-simulating environment.Then you'll have to synchronize everything the user can see/hear:
- Anything visible from outside like the activity state (changing texture) or sounds:
If you extend TileEntityBlock (or a subclass of it) the active field will get transmitted automatically. Anything additional has to be handled with NetworkManager.updateTileEntityField+onNetworkUpdate and getNetworkedFields. I don't think your addon changes its texture or anything else which falls into this category, so you won't need this. - Anything visible in the GUI:
The gui values get synchronized with the corresponding Container object, just set the values in updateCraftingResults on the server by assigning them to a specific id in updateCraftingInventoryInfo. func_20112_a will read those values on the client. The containers will also update slot information, you'll only have to call addSlot for it to work.
You can only use short values with updateCraftingInventoryInfo, but assigning a single int value to 2 ids by splitting it into 2 short values with a few binary operations works well.
IC2 contains quite many different containers, just look at them.
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That's just a follow-up error, the real one is above.
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Btw. I added some code to catch this error during startup.
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Machine overload explosions become larger with their tier, however it seems like you suffered from a bug.
Did you feed the matter gen with more than 512 EU? That'd require the use of a HV transformer.
http://www.minecraftforum.net/…-modding-tips-and-tricks/ shows how to get a back trace, I need it to fix the crash.
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Try the attached file, it goes into ic2-server-jar/ic2/common after extracting
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This should be already fixed in my version.
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The calculation changed in 1.15.
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I decided to use the API Forge provides for this, but BuildCraft won't support it before version 2.2.1
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It is partially related.
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You most likely didn't install the ModLoader MP fix on server and/or client
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Hmm interesting. Do you have sounds without IC2?
You'll have to disable the IC2 sounds in the config, I attached the default one in case it wasn't created. It goes into .minecraft/config
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Give me (sfPlayer1) the server ip and position if you can reliably reproduce it in a certain spot.
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I don't see an issue there.
Just override blockActivated and replace the Platform.launchGUI call with your own implementation.
However I don't particularly like if you use ic2.common.BlockMultiID, better use your own Block implementation which extends BlockContainer. Just copy the BlockMultiID file for now and adjust it to fit your specific needs. It's subjected to change quite a bit and contains code which isn't exactly necessary for typical addons.
I'll most likely strip it down a bit, adjust the documentation and release it as a part of an examples zip file.
Also have a look at the WallForceFieldGenerator Addon, I helped Thunderdark a bit to make proper use of the IC2 API and not relying on internal IC2 files which might change a lot in the future.
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The minecraft.jar archive seems to be corrupted, you'll need a new one. Use 7zip to modify it.
You can also disable the IC2 sounds in config/IC2.cfg to get at least the vanilla sounds.
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Your OpenAL installation seems to be broken, which operating system do you use?