Posts by CrafterOfMines57

    Also, I'm talking about installing a server plus a client. First I have to figure out which version of Forge all the mods use. Then I have to figure out if any of them need Modloader MP. Then when I start my client or server, there is an error and I spend an hour trying to figure out how to fix it. Then 5 other problems occur and I fix them as well. Then, I try again and there are ID conflicts. I spend more time trying to change all the IDs and then start Minecraft again. Then, I got the server working. I have to do the entire thing again for the client.

    I think you are needlessly complicating things. "First I have to figure out which version of Forge all the mods use." Just grab the latest version of Forge Universal (99/100 times it is stable), future Forge versions include all functionality of past versions, so you just have to have the version of Forge that the mod requiring the highest Forge version requires. If your crashes are IC2 or an addon related, we are here for a reason. In the several times it has happened to me, Forge has directly told me in the error log what block IDs are conflicting, I think you are making more of a big deal about them than they actually are. "Then, I got the server working. I have to do the entire thing again for the client." How many mods do you use together? You make it sound like it takes hours to do this.

    Also, Mystcraft, as of now is actually something you put in your mods folder, it just hasn't been released yet due to bugs

    Ok great mod. I love it, but as of 1.32b are you sure you fixed the recipes? Because my recipes are really funky, like I require 3 diamonds 4 flint, machine block, and for the bottom part. An advance cuircuit, any buildcraft gates, or diamantine tubbing for a macerator. I thought it was because I had the prerelease of 1.107 but I tried with 1.106 to and still have funky recipies. Also I tried with only the basics such as ic2 and gregtech. Forge is also updated. Still have odd recipes.


    Check the config file, that is a FEATURE that can be turned off

    Does anyone know if there is an effort of the mod community, or by the Minecraft dev team, to make a central modding API? So, we don't have to worry about this stupid bukkit/forge/modloader/codechickencore/what ever else problem? Is it insane to ask such a popular game to not have so many compatibility issues? Minecraft to me is no fun without these mods, and it's such a pain to get them to work together.

    Yeah, you kind of just described Minecraft Forge there, it is a central API that includes a modloader and most mods are dependent upon it. Mojang is currently "making a modding API" but I'm pretty certain it was slated for release like 5 months ago.

    What problem are you having "getting them to work together"? To me it is extremely easy to install mods, you just drop Forge into minecraft.jar, drop mods in mods folder, and run Minecraft, is there something hard about this?

    how can i get the EU shown when i do my mouse over the item in inventory?
    i know i can see it when i have it on my buddy but i know theres a way to show that. i just dont know how..
    btw can i discharge the helmet in a mfsu? i wont build this now cause i whish to know that

    If you are asking how you show the eu charge, you need NEI to do that in core IC2, however I don't know if it applies to gravitation suite

    Using newest version of Buildcraft, which is 3.2pre7.

    Not running any other mods on the server

    Version of forge is 4.2.5.303

    When I installed advanced machines, I assumed everything in the "common" folder located within the .zip was supposed to go into the "common" folder located within the IC2 .jar (which I have in my forge mods folder).

    Wrong installation problem then, you just put the advanced machines 4.2 zip in the mods folder

    EDIT: if you want to use this mod without a null pointer exception crashing your game, you need to use the IC2 beta here

    Server works fine with just IC2, without advanced machines.

    Display Spoiler
    Code
    [SEVERE] Encountered an unexpected exception LoaderExceptioncpw.mods.fml.common.LoaderException: java.lang.ClassNotFoundException: ic2.advancedmachines.common.AdvancedMachines	at cpw.mods.fml.common.LoadController.transition(LoadController.java:102)	at cpw.mods.fml.common.Loader.loadMods(Loader.java:467)	at cpw.mods.fml.server.FMLServerHandler.beginServerLoading(FMLServerHandler.java:80)	at cpw.mods.fml.common.FMLCommonHandler.onServerStart(FMLCommonHandler.java:340)	at ft.b(DedicatedServer.java:49)	at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:433)	at ep.run(SourceFile:539)Caused by: java.lang.ClassNotFoundException: ic2.advancedmachines.common.AdvancedMachines	at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:125)	at java.lang.ClassLoader.loadClass(Unknown Source)	at java.lang.ClassLoader.loadClass(Unknown Source)	at cpw.mods.fml.common.ModClassLoader.loadClass(ModClassLoader.java:57)	at java.lang.Class.forName0(Native Method)	at java.lang.Class.forName(Unknown Source)	at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:407)	at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)	at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)	at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)	at java.lang.reflect.Method.invoke(Unknown Source)	at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)	at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)	at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)	at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)	at com.google.common.eventbus.EventBus.post(EventBus.java:268)	at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:124)	at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)	at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)	at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)	at java.lang.reflect.Method.invoke(Unknown Source)	at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)	at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)	at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)	at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)	at com.google.common.eventbus.EventBus.post(EventBus.java:268)	at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:81)	at cpw.mods.fml.common.Loader.loadMods(Loader.java:466)	... 5 moreCaused by: java.lang.NullPointerException	at org.objectweb.asm.ClassReader.(Unknown Source)	at cpw.mods.fml.common.asm.transformers.SideTransformer.transform(SideTransformer.java:27)	at cpw.mods.fml.relauncher.RelaunchClassLoader.runTransformers(RelaunchClassLoader.java:162)	at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:118)	... 32 more[SEVERE] This crash report has been saved to: C:\Users\xxxxx\Desktop\Server2\.\crash-reports\crash-2012-10-18_19.39.33-server.txt


    When I try to install, Crashes. Getting log right now. Thank you for your help :)</init>

    What version of Forge are you using, and are there any other mods on the server?

    Are you sure it wasn't the particles "missing" each other and returning nothing? It should work for all as the code for each item is not different, it just checks to see whether or not the protons/neutrons from both input slots adds up to the protons/neutrons of the target item and if it does it will have a 1 in 2 chance of generating the target item.

    Nevermind, I think I just got extremely unlucky, I did like 20 tests and in all of those that pattern applied so I don't know how that happened

    I think I found a bug, when 2 gunpowder is put into the target spot, and iron and coal are put into the input slots, it will return nothing, I'm currently testing to find if there is a pattern to it

    EDIT: Also happens with 2 uranium targeted and 2 gold
    EDIT2: 2 iron targeted and 2 uranium returns 1 iron as expected, as does 2 iron targeted and 1 uranium, but 2 iron targeted and 2 gold returns nothing
    EDIT3: 2 iron targeted and 2 gunpowder returns nothing, 2 coal targeted and 2 uranium returns nothing, 3 coal targeted and 2 coal in input returns nothing, however 2 coal targeted and 2 coal in input returns a coal as expected
    EDIT4: Additional testing seems to give a base patter of ((if number x itemProtons < item2Protons + item3Protons) and (item2Protons + item3Protons > 1 x itemProtons) and (number x itemNeutrons < item2Neutrons + item3Neutrons) and (item2Neutrons + item3Neutrons > 1 x itemNeutrons) then return false else return true)
    where number is the amount of the item targeted that is placed in the targeted spot, itemProtons and itemNeutrons are 1 x the item targeted's protons and neutrons, and item2Protons and item3Protons and item2Neutrons and item3Neutrons are the input slot's item's protons and neutrons
    This seems to be the general formula

    Welp.
    anyway, to make this thread not completely worthless, any confirmation on that crop-matron bug? It might be something wrong with either the crop-matron's weed-ex slot when loading/unloading a chunk, or maybe the crop stalks losing their weed-ex data so the crop-matron has to reapply the weed-ex.

    I didn't see you update the thread due to the edit, there was an old bug , I don't know if it is still in IC2, but due to Tekkit not updating for a while until after the mods update, it's plausible that it is still in your version