It's working just fine with the 1.107 beta on Forge 318. I'm going to guess at an old Forge (though no idea how old a Forge would have to be to get that error). Or, perhaps, too new a forge? Are you trying it on Minecraft 1.4.2?
Posts by narc
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I'm with Nanomanz on this one, I think 10x poison removal cost sounds reasonable.
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As vaguely interesting as it might be to see liquid UU-matter, I really don't see a purpose for it. Maybe if you think up a use for it, people might change their minds, but as it is right now, this suggestion is a no-go.
Edit: Thinking about it a little more, I could see an addon to convert UUM into liquid and back being feasible. I might even consider writing that addon. Again, though, I don't see what you'd do with liquid UUM aside from storing it in tanks.
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I finally worked up the time to create a Forge server, and can now guarantee SeedManager *will not* run on a server. Not yet. We'll figure it out later.
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That's not a crash report, that's a snippet of one. Try pasting the whole thing on something like http://pastebin.com and give us the link.
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This isn't really an IC2 bug, and you should've posted this in the addon's thread, buuut... I know the problem, and this thread should help you fix it. Basically, you have a mod with an old version of the IC2 API in it -- remove the "ic2" folder from every mod except IC2 itself, and it *should* work.
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This was reported a while ago somewhere or other, and it's fixed in the 1.107 beta versions. Thanks for the report, though.
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^ He forgot to do Copy URL, so it's the wrong reactor.
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The threads Understanding Cable Capacity and Question about the Mass Fabricator, and Eu Packets should help clear up this most common misunderstanding about the IC2 energy network.
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Thumbs.db is a database file which probably keeps the zip readable. I think that deleting them would corrupt the file, but i'm not totally sure.
Thumbs.db is what Windows uses to cache thumbnails for images when you use Windows Explorer to look at a directory that has any. They are not useful to any computer other than the one they're made on, and can be safely removed. Mac OS X does similar things, but names them differently. -
Barring major changes to the IC2 API (which are highly unlikely), they should.
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By the way, if I delete all IC2 api folders in mod zips, exept for ic (obviously), would that affect anything? I mean, other mods work - or will they all use avaliable IC2 api?
That is exactly how you would fix the issue of having a mod with an outdated IC2 API in it. (In other words: yes, it will work perfectly)
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You have another mod which has an outdated version of the IC2 API. This thread should help you.
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Not happening here (Forge 251, IC2 1.106, other mods).
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Not happening here (Forge 251, IC2 1.106, other mods).
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I'll be nice and just copy/paste this useful summary:
What you're seeing is the bug initially reported under the obscure and opaque name of "#103 ghosts". What's happening is the EnergyNet part of IC2 (that which is tasked with moving EUs around through cables and storage blocks) is failing to notice when parts of it are removed (like cables, or storage blocks).
The bug is still present in IC2 1.106, but will apparently be fixed in the next release. Probably.
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What you're seeing is the bug initially reported under the obscure and opaque name of "#103 ghosts". What's happening is the EnergyNet part of IC2 (that which is tasked with moving EUs around through cables and storage blocks) is failing to notice when parts of it are removed (like cables, or storage blocks).
The bug is still present in IC2 1.106, but will apparently be fixed in the next release. Probably.
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So, um, I guess you installed FML without Forge itself -- don't bother. Forge includes FML, so what you really should be installing is Forge, just like it says in the IC2 release thread.
FML only exists as a separate package for servers to use -- clients should always use the full Forge. At least, that's how it was in the past, but I don't imagine that's changed in 1.3.2.
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Yeah, this showed up first in version 1.103 and hasn't been fixed yet, though I understand the next release should fix it. I think. There should be a few other threads on the subject, if you look around.