Posts by CrafterOfMines57

    Quote

    Hey, I was wondering, how do you change the block ID of re-battery

    First off, why are you asking here? Compact solars does not add the RE-battery, that is a core IC2 item. Second, go to the config folder and find the IC2 one, then look for

    Code
    itemBatRE=29986


    Inside it and change that ID to the one you want. Third, what exactly is your problem? The difference in metadata should not be a problem in crafting generators.

    I was just walking along, about to place down a compressor, when the game freezes and I get this error log:

    Display Spoiler


    Minecraft has crashed!
    ----------------------

    Minecraft has stopped running because it encountered a problem; Exception in server tick loop
    This error has been saved to C:\Users\Me\AppData\Roaming\.minecraft\crash-reports\crash-2012-11-08_21.03.20-server.txt for your convenience. Please include a copy of this file if you report this crash to anyone.


    --- BEGIN ERROR REPORT 958adade --------
    Generated 11/8/12 9:03 PM

    - Minecraft Version: 1.4.2
    - Operating System: Windows 7 (x86) version 6.1
    - Java Version: 1.7.0_07, Oracle Corporation
    - Java VM Version: Java HotSpot(TM) Client VM (mixed mode), Oracle Corporation
    - Memory: 279529480 bytes (266 MB) / 519110656 bytes (495 MB) up to 1037959168 bytes (989 MB)
    - JVM Flags: 2 total; -Xms512m -Xmx1024m
    - AABB Pool Size: 3929 (220024 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
    - FML: MCP v7.19 FML v4.2.18.433 Minecraft Forge 6.0.1.355 7 mods loaded, 7 mods active
    mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    mod_CodeChickenCore [CodeChicken Core] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    mod_NotEnoughItems [Not Enough Items] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    IC2 [IndustrialCraft 2] (industrialcraft-2_1.108.71-lf.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    GregTech_Addon [GregTech-Addon] (gregtechmod.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
    - Is Modded: Definitely; 'forge,fml'
    - Profiler Position: N/A (disabled)
    - Vec3 Pool Size: 1082 (60592 bytes; 0 MB) allocated, 809 (45304 bytes; 0 MB) used
    - Player Count: 1 / 8; [ih['CrafterOfMines57'/318, l='GregTech', x=248.36, y=64.00, z=389.69]]
    - World GregTech Entities: 0 total; []
    - World GregTech Players: 0 total; []
    - World GregTech Chunk Stats: ServerChunkCache: 0 Drop: 0
    - Type: Integrated Server

    java.util.ConcurrentModificationException
    at java.util.LinkedList$ListItr.checkForComodification(Unknown Source)
    at java.util.LinkedList$ListItr.next(Unknown Source)
    at ic2.common.AudioManagerClient.onTick(AudioManagerClient.java:105)
    at ic2.common.IC2.tickStart(IC2.java:1374)
    at cpw.mods.fml.common.SingleIntervalHandler.tickStart(SingleIntervalHandler.java:16)
    at cpw.mods.fml.common.FMLCommonHandler.tickStart(FMLCommonHandler.java:116)
    at cpw.mods.fml.common.FMLCommonHandler.onPreWorldTick(FMLCommonHandler.java:292)
    at net.minecraft.server.MinecraftServer.r(MinecraftServer.java:652)
    at net.minecraft.server.MinecraftServer.q(MinecraftServer.java:590)
    at bcb.q(IntegratedServer.java:110)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:497)
    at fp.run(SourceFile:818)
    --- END ERROR REPORT 1d551655 ----------


    Does this have anything to do with the IC2 beta?

    Quote

    A significant number of people seems to like the mod, though. I see no reason to not include it at all (provided that those issues with the original author of IC2 get solved?), but I'd much rather have it with all the alternative recipes disabled by default

    Quote

    (provided that those issues with the original author of IC2 get solved?)

    :huh: I think some of the people in the FTB thread are a little confused.

    i have this mod installed and i know its working cause the engine recipies work...but i cant seem to get the generator recipies to go...any idea how to figure out if im even doing them right? ive tried generators and iron furnaces both in the slots but neither worked...rest is as is posted...have i missed something???

    Can you post a screenshot of you trying to craft them?

    *Mumbles under breath while reaching for shotgun.
    *They will never learn. . .


    DIE TECHNIC AND TEKKIT! BAM!

    I agree, to the Tekkit guy, mod creators port their mods up to newer versions, there is literally a 1/1000 chance that you could convince a mod creator to port their mods down due to the difficulty of Forge taking out methods that are currently used when Forge is downgraded to a previous version. Also, nobody makes their mods specifically for Technic, people make their mods for a certain version of Minecraft, it is coincidental (considering that Technic is like 5 months behind the current Minecraft) if that mod version matches up with your current pack version, it is also coincidental if that mod happens to actually work with Technic.

    Quote

    I'm on a server that'll soon be moving from 1.3.2 to 1.4.2. Is there something that I could do to not lose all those ores/dusts/etc (stacks of silver, over a stack of rubies, etc.)? Possibly convert them to something?

    I don't know how well it would work server wide, but you could find GregTech items, write them down, destroy them, then spawn them back in when the world updates.