What other mods are you using? Versions?
Posts by Hidinginthelight
-
-
But really, it's a question of which fix you are talking about. Robinton's or mDiyo's.
I do believe that Direwolf is using mDiyo's fix (mDiyo is the author of the InfiTools mod).
I know that Robinton's fix causing some weird bugs, but I do believe that mDiyo's is stable.
Agreed.
mDiyo's worked great while I was mass testing mods before the ones I wanted to play had put out a 1.2.5 build. The other one caused problems for enough people that I never even considered giving it a try.
-
Ya, the cropnalyzer will make things not stack properly. (anything on the hotbar)
If you remove everything from the hotbar that you aren't going to be using in the analyzing process, it will help to avoid the problem.
-
Flowers work as they should. Seed bags were good. I haven't run into pumpkins or melon seeds in this world yet.
So, so far it's only wheat seeds.
-
Right clicking, with wheat seeds in hand, on a crop with something growing already still uses up seeds.
Happened in v1.95 also, upgraded to see if it was something that got fixed, but still happens in b.
This should work like fertilizer/water, so it won't accept more.I only tested with wheat seeds, didn't try seed bags,
or cane.*Edit* Tested with Cane, and it worked as it should. Didn't use up any.
-
Pick up all IC2 placed items in the chain, reactor to the Mass Fab.
Close Minecraft.
ReStart MC.
Place objects again.
Pray.(This was the temp fix while forge was bugged. Some people reported still needing to do this even after upgrading forge.)
Basically there might still be a wire or another block in the line that thinks it is something else, even tho it looks like what it should be.
-
Build 64 (last 1.2.3 build) works just fine with IC2 1.81.
*edit* I dunno, for some reason I didn't see richards post before submitting mine.. Oh well, enjoy already stated info */edit*
-
lol, yep. happens to me to. Got sick of digging my way down the hole to pick up my miner. became better at plugging the hole before removing.. most of the time.
This should be fixed in 1.90, unless it got left out. But it was said to have been fixed.
I haven't played in 1.90 enough to test it out, just played with brewing a bit before I rolled back to 1.2.3 until i can get all the mods I use on the same version of MC.
-
-
What version of forge are you using? If it's build 56 it could be the block memory problem in forge that got fixed in later versions.
-
I don't have anything useful for your problem. But spoiler tags do work of these boards. Standard BBcode style [ spoiler ] [ /spoiler ] (just leave out the spaces)
see works good =)
-
Temporarily remove the mod the is conflicting with IC2. Basically, make it so that MC can load properly once with IC2.
That should let the config file fill properly.
If you need to, remove everything other then IC2, and it's dependencies.
After that put the rest of the mods back in. and change the ID's as needed.
-
Tell NEI to "Show Unused Blocks". It's in the NEI options, bottom right option on the options page for me (I am using the older version for 1.2.3 that didn't have issues with IC2, think it was 1.1.3. I think I read it was even easier or you could export a list of block ID's, something new with it in the 1.2.0 version but I like my recipes).
For me it shows them as a green vine with it's ID overlayed on it, but that could be because of my texture pack or the ID's I have used, not sure.
But it calls them "UnusedBlock ID: xxx" (xxx=the id number), you can write them down. It'll show you all the ones out side of the block ID range (Item ID's, etc) also, so remember to only use the ones equal to or below 255
-
hi,
im playing in mc 1.2.3 now
with mods :
ic2, rp2, bc, nei, id resolver, 40961 ids mod, bc extra tubes, timber, forge, tf2tm, portal gun, gui api, modloader and modloader mp
and i have the same problem in this version of mc
when i cloase down and start up mcand when i have a set up with ic2 machines, remove them and chanche the desinge the coper wire and any other wire shows it conects to previus plaed wire that has been removed again
gr walra
4096 ID's has a list of mods it's compatible with and ones it isn't. Those lists don't contain IC2, but based on this thread and another, it's a safe guess that 4096 ID's is not compatible with IC2 and/or one of the others you are using. Looking at the list of mods you are using, you'll have no problems getting them all running with out 4096 ID's.
You'll need to get rid of 4096 ID's and ID resolver to fix the terrain regeneration.The second problem you are having is do to using an old version of forge. Update forge to build 64. http://lexmanos.no-ip.org:8080/job/Forge/64/
-
Oh man, my keyboard requires probably twice the pressure as my mouse. Wonder if I could rig up a tiny force gauge to actually test that number.. Hmm, might a nerd project for when i get board.
-
Playing with one hand... interesting...
But all the only thing I hear when you say that (besides the dirty one) is that your hand will get really sore pressing down multiple buttons for long periods of time. It's a lot of strain on your hand as it is.
Holding down the mouse button to run forward isn't going to cause anymore strain then holding down the 'W' key to move forward.
-
There is another link floating around here in the forums.
Ahh, here it is. http://dl.dropbox.com/u/861751…lcraft-2-client_v1.90.jar
http://dl.dropbox.com/u/861751…lcraft-2-server_v1.90.jar -
Ya, 90% sure. There was another fellow having trouble, his world would regen when he left an area. Removing those 2 fixed it. There have also been a few people in the thaumcraft thread that have been having issues with those 2.
You'd be amazed at the amount of mods you can get running with out 4096 IDs tho. It'll take a bit of reassigning some block IDs manually but you can do it.
The only 2 mods you have that I don't are:
Advanced Solar Panel
Train modBut I have a few you don't.
EE
Thaumcraft 2
ForestryYou're also using: (but I don't think any of these would be using block IDs)
Single Player Commands
Sonic Ethers Unbelievable Shaders
Timber!
Enderman Dont Pickup Blocks Mod
GuiAPISo really unless Train mod uses tons of block IDs you should have plenty to get the rest of what you use running with out 4096.
You will end up having to start a new world, as you'll most likely have to change a bunch of IDs around.Back everything up. And give it a try without 4096/id resolver. If you can get everything running with out it great. Worst case you have to cut 1 mod out until 4096 gets fixed vanilla. If neither of those work, you can just restore the back up, and be right back where you are now.
Here is the other thread, where the other fellow removed them and it fixed it.
http://forum.industrial-craft.…page=Thread&threadID=5379 -
I didn't look at the logs at all, but I can almost guess that you are using the 4096 id fix and/or id resolver. Remove either/both of those, and all your problems will most likely go away.
-
I'd start by changing the version of forge you are using, there was something missing in that one, that didn't let you remove blocks completely.
You should be using 57 or newer, but less then 2.0.0 as those are for MC 1.2.4.
I haven't had any trouble with 64 http://lexmanos.no-ip.org:8080/job/Forge/64/
but different mods, can cause different problems, I just know that IC2 needed 57 or better.