Posts by Cakejoke

    Got the following crash report when adding ExtrabiomesXL to the game with some other mods installed. I don't know of any incompatibility between this and EBXL, but at the bottom it says something about MFFS, so I decided to post it here.

    Display Spoiler


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

    Minecraft has stopped running because it encountered a problem; Failed to start game
    This error has been saved to C:\Users\Johannes Admin\Desktop\Minecraft\MultiMC\instances\Modded 1.3.x\.minecraft\crash-reports\crash-2012-10-08_16.29.05-client.txt for your convenience. Please include a copy of this file if you report this crash to anyone.


    --- BEGIN ERROR REPORT 3175189c --------
    Generated 08.10.12 16:29

    - Minecraft Version: 1.3.2
    - Operating System: Windows 7 (amd64) version 6.1
    - Java Version: 1.7.0_06, Oracle Corporation
    - Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
    - Memory: 397636360 bytes (379 MB) / 511180800 bytes (487 MB) up to 954466304 bytes (910 MB)
    - JVM Flags: 2 total; -Xmx1024m -Xms512m
    - FML: FML v3.1.35.394 Minecraft Forge 4.2.5.303 21 mods loaded, 21 mods active
    FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
    Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
    mod_CodeChickenCore [CodeChicken Core] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
    mod_NotEnoughItems [Not Enough Items] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
    BuildCraft|Core [BuildCraft] (buildcraft-A-3.2.0pre8.jar) Unloaded->Constructed->Pre-initialized->Initialized
    BuildCraft|Builders [BC Builders] (buildcraft-A-3.2.0pre8.jar) Unloaded->Constructed->Pre-initialized->Initialized
    BuildCraft|Energy [BC Energy] (buildcraft-A-3.2.0pre8.jar) Unloaded->Constructed->Pre-initialized->Initialized
    BuildCraft|Factory [BC Factory] (buildcraft-A-3.2.0pre8.jar) Unloaded->Constructed->Pre-initialized->Initialized
    BuildCraft|Transport [BC Transport] (buildcraft-A-3.2.0pre8.jar) Unloaded->Constructed->Pre-initialized->Initialized
    BuildCraft|Silicon [BC Silicon] (buildcraft-A-3.2.0pre8.jar) Unloaded->Constructed->Pre-initialized->Initialized
    ComputerCraft [ComputerCraft] (ComputerCraft1.43.zip) Unloaded->Constructed->Pre-initialized->Initialized
    CCTurtle [ComputerCraft Turtles] (ComputerCraft1.43.zip) Unloaded->Constructed->Pre-initialized->Initialized
    ExtrabiomesXL [ExtrabiomesXL] (ExtrabiomesXL-universal-3.1.0.b.89.jar) Unloaded->Constructed->Pre-initialized->Initialized
    Forestry [Forestry for Minecraft] (forestry-A-1.5.0.2.jar) Unloaded->Constructed->Pre-initialized->Initialized
    IC2 [IndustrialCraft 2] (industrialcraft-2_1.107.30-lf.jar) Unloaded->Constructed->Pre-initialized->Initialized
    IC2NuclearControl [Nuclear Control] (IC2NuclearControl-1.3.1.zip) Unloaded->Constructed->Pre-initialized->Initialized
    CompactSolars [Compact Solar Arrays] (mod_compactsolars-main-3.0.1.13.zip) Unloaded->Constructed->Pre-initialized->Initialized
    IronChest [Iron Chest] (mod_ironchests-client-4.0.2.44.zip) Unloaded->Constructed->Pre-initialized->Initialized
    ModularForceFieldSystem [Modular ForceField System V2] (ModularForceFieldSystemV2.1.7.0.23.zip) Unloaded->Constructed->Pre-initialized->Errored
    PortalGun [PortalGun] (portalgun1.3.2v2_universal.zip) Unloaded->Constructed->Pre-initialized->Initialized
    Railcraft [Railcraft] (Railcraft_6.4.0.0.zip) Unloaded->Constructed->Pre-initialized->Initialized
    - LWJGL: 2.4.2
    - OpenGL: AMD Radeon HD 6800 Series GL version 4.2.11762 Compatibility Profile Context, ATI Technologies Inc.
    - Is Modded: Definitely; 'forge,fml'
    - Type: Client
    - Texture Pack: Default
    - Profiler Position: N/A (disabled)

    cpw.mods.fml.common.LoaderException: java.lang.reflect.InvocationTargetException
    at cpw.mods.fml.common.LoadController.transition(LoadController.java:102)
    at cpw.mods.fml.common.Loader.initializeMods(Loader.java:640)
    at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:183)
    at net.minecraft.client.Minecraft.a(Minecraft.java:461)
    at net.minecraft.client.Minecraft.run(Minecraft.java:748)
    at java.lang.Thread.run(Unknown Source)
    Caused by: java.lang.reflect.InvocationTargetException
    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 cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:437)
    at sun.reflect.GeneratedMethodAccessor5.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.initializeMods(Loader.java:639)
    ... 4 more
    Caused by: java.lang.NullPointerException
    at td.a(CraftingManager.java:189)
    at chb.mods.mffs.recipes.ModIndependentRecipes.init(ModIndependentRecipes.java:13)
    at chb.mods.mffs.common.ModularForceFieldSystem.load(ModularForceFieldSystem.java:246)
    ... 29 more
    --- END ERROR REPORT 2984c3b3 ----------


    EDIT: Whoops, nevermind, I just noticed that there were some block IDs overlapping which wasn't shown in the stack trace (at least I didn't see it there).

    I have a suggestion on how the tube modulator could be made a little bit more versatile:
    What about a change that when you put a distance modulator in a projector with a tube modulator, it'll shift the tube on block in the direction the projector is facing? Focusmatrixes could be used for extending the tube to each of the four sides. This would also allow to create tube force fields that aren't a square when you look from the front. I think it would also be useful to decrease the default tube radius so that it' directly around the projector to allow some player-sized tubes (together with the above changes).

    EDIT: This could also be made in form of an advanced tube upgrade, like with the cube. And I think it would make more sense if the distance modulator took over the functionality of the strength modulator in an advanced cube projector.

    it use 1000 Eu per use

    Hmmm, that's weird, because after I used it to encode about 7 cards (in SSP, so it might be a secret feature again) and put it into an MFSU with some energy in it, it didn't drain any. Also, the damage bar didn't go down while using it.

    EDIT1: About misspelling: <Rang> in the generator upgrade needs an "e", so that it's <Range>.

    EDIT2: Derp about ID-card coder: I didn't notice that it used the energy of my Lappack... BTW, is the synchron capacitor supposed to almost completely drain your Lappack in a single use? Would be cool if it could be set to not use Lappack energy, since it's quite annoying to have to charge your Lappack over and over.

    is not a Bug is a feature

    Ah ok, I thought that might be the case, but since I wasn't able to test it in SMP, I wasn't sure.

    fix in Beta4

    Awww, no diamond for me? :whistling:

    Also, thanks for the update. :)

    EDIT1: Back to bughunting: Although the ID-card coder says: "Not enough EU, please charge" when empty, it doesn't actually use any EU. (Beta4)

    EDIT2: Aaand, although every broken force field block is immediately being replaced, tools still take durability damage. I don't know whether the blocks are intended to be breakable or not, though. But I guess it would make sense that tools lose durability while trying to smash through some kind of energetic force field...

    Hello, I think I may have found some bugs in Beta4pre3:

    First, the security station now seems to let anyone pass, even when there's no personal ID-card in it (only tested in Singleplayer, though).

    Second, the new textures are missing the red dot on them while there's a modulator in the projector.

    Cheers, Cakejoke

    EDIT: I think it would be a good idea if the security ID-cards showed the respective player as a tooltip. Also, the force power generator could show its ID and all frequency cards linking to it could show the ID of the connected generator.