Posts by silentdeth

    Just like block IDs, just pick a number that isn't in use. If you just add 10 to my IDs that will probably work.


    Code
    Caused by: java.lang.IllegalArgumentException: Slot 220 is already occupied by
    BCIC2crossover.BlockOilMaterializer@41a00fc2 when adding ic2.common.BlockScaffold@736aab36


    Look at the first error, not the last. Ic2 isn't loading because you have not resolved the block ID issue. Set it to a number between 125 and 255 that isn't being used by another mod.

    IC2 uses 250 by default, try going lower.


    v1.14b should fix this.

    You've got the same problem I had with a couple BC (addons/sub-mods) it's loading before IC2 and thus can't find the bits of IC2 it needs in the classpath.
    On Linux the only way to use BC or IC sub-mods reliably is to stuff BC and/or IC into the (client/server) jar. *very* annoying as it makes updates a right pain. It looks like the ModLoaderMP author (aka captain lazy ass) isn't going to fix this. I'd suggest bugging him about it in a PM, maybe if enough people bug him about it he'll decide to fix it. (so far he's just been making BS excuses)


    edit: ok, after a full week of badgering the author of ModLoaderMP (and a full week of lame excuses) has *finally* said he did the (like 2-6 line tops) fix and is sorting the file list. Not sure if the forum post has been updated yet though.

    Oh thank god.

    block ID error, change one.

    Hmmm it looks like IC2 isn't loading or is loading out of order. Are you on windows? If not then that might be the issue, I think other OSes use file date instead of name.

    That is your modloader.cfg, I need your modloader.txt. It is in .minecraft directory.

    Not sure looks like the block ID is fine but the item ID isn't. I dunno maybe you have an item ID that is between 0 and 255? Post modloader.txt.

    Heres what happend i installed it first and then it crashed then i changed the ids then the id resolver menu came up and then i selected randomly select all ids and then arfter that it crashed then i disabled id resolver and then it crashed heres my crash error

    post your modloader.txt, and use spoiler tags.


    May I do a bukkit port to share at mcportcentral.co.za?

    You may do a bukkit port. You may not post it on that site as that would violate IC2 terms. You can upload it to mediafire and PM me the link and I will put it in the OP as an unoffical port made by you.


    I have a bukkit port ready to go. Some small changes:
    1. I removed the "other mod init" stuff. That was causing double init of IC2, which isn't pretty. bukkit has modloadermp fixed for proper load ordering (alphabetic, from the filesystem), and prepending a z was sufficient to get this to load last, after BC and IC2.


    Yes for some reason Modloader will not overwrite files, but ModloaderMp will. Which is why there is all the init stuff, as it is copied from the SSP source.


    2. I removed the APIs (both bc and IC2) because they shouldn't be needed if the load order is correct.


    You should be aware that there are files in API folders that are not part of BC's or IC2's API but of my own creation. Currently they are inactive as at the time SpaceToad would not allow the necessary changes to his code, (this was before he changed his license). However, I plan to use them eventually to reduces the number of block IDs this mod uses. Though it will probably not be for a few versions yet.


    3. I also removed some other cruft that seemed to be left over in your project from something else (bits of BC energy and transport mostly).
    4. I reorganized your ModsLoaded method to register all blocks and tileentities prior to registering the recipes. Bukkit is a bit more strict about this I think.
    5. Finally, I also changed your ModLoader.registerBlock to use the two parameter version: (blockId, ItemClass), which makes for a bit cleaner code.


    I hope that's all OK.
    Otherwise it works great, had an electric engine running in my bukkit server already :)

    Yes the project is a mess, it isn't really meant to be looked at by anyone else :P. It's the product of frequent changes of mind, and a function over form mindset.

    now that you got it multiplayer ,could you please port it to BC 3.0.x ?
    nearly every BC based mod is ported to BC 3.0.x (+ I really need the "is something in the pipe feature" for not wasting much EU)
    I know you said you won't do a 3.0.x version until it is out of alpha
    but the last time there was an alpha ,it stayed alpha a long time and shortly after that 3.0 alpha was released.


    Short answer. No.


    BC 3.x still does not have SMP which would pretty much double to work I have to do to do a 3.0 version as I couldn't use my current development environment. However, if you read the BC website, SpaceToad said they will be converging "soon" so that a 2.2.x version would work with 3.x or maybe that 2.2.x is done away with all together. I have considered doing a 3.x patch, but the amount of effort it would take simply isn't worth it right now. But, I can assure you, as soon as he has a stable version of 3.x I will work tirelessly to get this mod updated for it.


    Not sure, it does that with both the client and the server. I think it might be IC2's sound system, but that is just a wild guess.

    Here's what the config file should look like. To be honest, it should generate even in case of block ID conflict, so not sure why it didn't. Hmmm..
    --snip---


    I believe that if it encounters an error like that on the first run, you don't get a config file because it never reaches the config.save() statement, assuming you are using similar code to IC2.