Posts by Myrathi

    ...but wasn't until this last upgrade that I got the API error from ChargePads and IC2.


    Fun part is the charge pad works fine, but it looses its inventory any time the server is reset so I have to run around replacing the upgrades. Everything else about it is fine. (Guess that's why it's a TileEntity, inventory :) )


    Inventory is just one of the reasons... moreso because the IC2 power system requires it to be so. ;)


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    Only other thing I can think is I was running the 1.112_187 build of IC2 before upgrading and am running Forge build 495.


    I was doing similar - and never had any problems.


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    I wonder if picking it up and replacing it may fix the problem as it will be a brand new TileEntity in the world with all the properties it should have with the API changes. i.e. A bug because it existed before the update?


    May well do. Wouldn't be the first mod-based item that doing so has fixed.
    Be sure you use a wrench, though. ;)


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    Love the mod, btw :)
    Only thing I've found "better" is the AESU from GregTech. Puts out something like 100K EU/s for charging. Perfect for my GraviChest plate :D


    Glad it's useful. :)
    No idea what the AESU is, as I refuse to use GT, but I expect you'll like the EV pads that are next on the list after emitter upgrades. ;)


    Lemme know how the "pick up and replace" works out for you...

    Looks like the API changed on you with the latest 1.113_205-lf build of IC2


    Weird. I'm not getting -any- errors like this, in testing, so I'm completely stumped. :/
    Can you give me some more info as to what you did just prior to seeing this?
    Had you just barely upgraded your IC2 jar?


    The thing that's more worrying, I suppose, is the error further down your report:


    Code
    Caused by: java.lang.IllegalArgumentException: world is null
    	at ic2.core.WorldData.get(WorldData.java:19)
    	at ic2.core.network.NetworkManager.updateTileEntityField(NetworkManager.java:85)
    	... 22 more


    World is null? O.o


    I'll keep poking at this but I think I've tweaked some code and fixed the issue before it became one, on my end (I just haven't released a new zip because the features I was working on aren't completed to a point I'm happy with, yet. *coughupgrademodulescough* ¬_¬)


    Regardless, thank you for the error report (moreso for putting it in a spoiler tag! ;D)

    From your crash report, that's either a problem with TE or, more likely, with NEI (see the stack trace below TE). Back up your world and configs and then try it without NEI. If it works, you know what the real problem is. :P


    As it stands, there is nothing in that crash report that would suggest ChargePads is at fault. Sorry. :\

    On my server the MFS Unit Upgrade doesn't work. I'm on forge 497.


    There is no error in the log.


    I don't know exactly how it is supposed to work but it doesnt work. I tried placing the upgrade inside, right-clicking the pad block and putting both in a crafting table.


    The MFS Upgrade is a stepping stone to the Lapotronic Kit, which is what you use to upgrade the Crystalizor pad. :)


    For the moment, the MFS Upgrade is nothing other than a recipe item and a future update will see it being able to be used to upgrade an MFE, in-place, but there's no ETA on that. ;P

    You should really considering allowing more than 16 overclockers in the Lapotronic Charge Pad. Charging is simply not fast enough for a gravitation suite. It takes 2 minutes with 4 LCPs fully overclocked. I tried adding 3x16 OC, but that doesn't make a difference.


    The number 16 is a deliberate choice across pads, as 16 o/c brings you just shy of the "next" pad's output potential. You can't gain any further benefit for 17+ as "the circuitry inside the pads simply cannot handle any greater throughput." (that's my reasoning for the limiter, at any rate!) I allowed the 16-upgrade limit to extend to the lapotronic pads as I do intend to add an EV pad, in the near future. I simply have other things on the update list before that happens (and the sudden shift in some of the things in the 1.4.6 IC2 API meant I wanted to delay any major additions to ensure everything was continuing to work smoothly, in the update).


    Additionally, there's an even bigger problem with the overclockers if you have GregTech installed: the stack size is limited to 4 and that cuts upgrade effects by a quarter across the board! I'm not sure how I want to tackle that but, as it stands, if you have GT installed and the overclocker nerf in effect, you're basically screwed (as it's balanced against "a stack" of overclockers).


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    Also, a bug report, if you have 16x OC and 16x Efficiency in a LCP, it charges you for 6% more than what it consumes.


    Regardless of how many efficiency upgrades you have (or whether they match the number of overclockers you have), the pad will -always- incur a base "running cost." You never get anything for free. ;)

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    013-01-07 17:37:15 [WARNING] [ChargePads] Invalid meta check: xx/inactive (ignoring)


    That's not an [ERROR], it's a [WARNING] -- and, as such, is simply informational (and ignored).
    Basically, some other mod (I haven't found which) is doing something it shouldn't be, and iterating through all the meta-values of the block that ChargePads uses (only meta's 0-2 and 8-10 are used, right now). People have suggested that it may be NEI?


    Either way, it's not something that should ever cause you a problem and you can safely ignore it. It doesn't store memory or anything and there's nothing to "leak." :)


    If you're getting it "during play," then someone is messing around with the metadata values of their blocks (which they shouldn't be doing) and you should be slapping them. ;)


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    Code
    2013-01-07 17:37:16 [WARNING] [FZ] No renderer for ID 5


    i could play fine for a bit then got this..
    Java HotSpot(TM) 64-Bit Server VM warning: Exception java.lang.OutOfMemoryError occurred dispatching signal Unknown Signal to handler- the VM may need to be forcibly terminated


    I have no idea what mod "FZ" is but that's the one that isn't registering its renderer properly. As for the OOME: I'm afraid I can't help.


    On the whole, CP isn't to blame here. Good luck getting things fixed, though. :\

    12:58:57 CONSOLE: [SEVERE] Missing items : {20264=Item 20264, Type myrathi.ic2.chargepads.ItemUpgradeKit, owned by ChargePads, ordinal 0, name null, claimedModId null, 20263=Item 20263, Type myrathi.ic2.chargepads.modules.ItemEmitterModule, owned by ChargePads, ordinal 0, name null, claimedModId null}


    That's an FML error relating to validation of your world-save. It means it's finding items that were saved, previously, that shouldn't exist with the current install - which (I think!) means that your current mods/IDs don't match; in this case, the IDs in your ChargePads.cfg don't match the IDs that were in place when your world was saved.


    I'm making an educated guess but check your ChargePads.cfg and ensure that you have something like the following?



    I'm guessing at the upgradeBasicModules value, based on the other two. ;)

    I am not sure, but I thing that the pads check randomly if there is player above them after beeing moved wihle activated since no block update or walking on them didn´t help. (reproducilbe bug)
    PS: It is just minor but could you add a way to charge it from side? since I want them as floor in frame elevator.
    PPS: really good addon


    Will check that out when I next get the chance. Haven't used them with RP, yet, and hadn't even considered using frames on them. :> I'm not sure how that would bug them out, though. Odd. We shall see. :)


    RePS: As for side-charging, that really doesn't fit the theme (and would mess up wrench/access mechanics for pads with emitter upgrades). :( Visually, I'd have to redesign them so that the side-cable didn't look stupid, at the very least. :P Can't you just run a cable underneath and set frames beside the cables, too?
    RePPS: Thanks. ;)

    Build #58 is the update for Minecraft v1.4.6 and IC² v1.112.


    Please note that you'll probably see the following warning in your log:

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    The mod ChargePads is expecting signature null for source chargepads-universal-2.3.0.58.zip,
    however there is no signature matching that description

    This is an FML issue and there's nothing I can do about it at this time.


    Additionally, forge #481 will probably cause a crash as FML really isn't playing nice (and seems to be related to the above issue). :(


    That aside, I hope everyone has a merry giftmas and an awesome new year! :)


    Enjoy!

    Some warning appear in the log with the last version (no crash)


    The last time someone reported that, we tracked it down to NEI seeming to "scan" every metadata value for the charge pad block ID. Pads only have 6 valid metadata values and it's checked and verified internally so that things that go wrong (like people modifying existing blocks wrongly) are handled gracefully and don't screw up the associated tile entities (at the very least). A mod is basically asking for metadata values that cannot legitimately exist, in the world.


    There's not much I can do about it since removing/disabling the messages defeats the purpose of them being there.
    That said, the warnings are just that: warnings. As stated in the parentheses, they can be safely ignored.

    Really nice addon.


    Can I suggest to simplify recipes? Is it necessary to have such a big internal storage? I mean that to craft tier 3 charge pad I need to craft a MFSU and it is a bit painful, maybe change it to transformers + re-battery and/or corresponding energy crystal?


    Glad you like it. :)


    I'm afraid the recipes are definitely not going to be simplified, though. MFSU's are painful: hence, making a charge pad that is based entirely around an MFSU is going to require an equivalent amount of resources and effort and that will never change.


    Each pad is effectively an "altered storage machine" (BatBox, MFE, MFSU) where it "emits energy upwards" instead of "channelling energy internally" (which is why they have extra circuits in the recipes and unmovable circuits are visible on their GUIs) and they store a buffer of energy that's identical to the way the storage machines work.


    This is 100% by design. Sorry. :)

    v2.1.1.51 is a very quick (and minor) mini-update (thanks to assistance from HanFox) which solves the issues that high-resolution texture packs may have been seeing with the GUI elements being on the same sprite sheet as the block/item stuff. They're now separate, so the problems no longer exist. :)

    Build #49 is an update for Minecraft 1.4.5 and the open beta v1.109 of IC² (see the thread in the Support sub-forum).


    It also includes a couple of fixes: a sneaky bug that stopped the Drain Conversion Module from draining armour items that were 100% full of EU (thanks to MattaBase for finding that one); and the item charge/drain speeds are now what they should be (they were too low due to some weird quirk in the API).


    Everyone should note a reasonable increase in charge/drain speed, especially if you're only charging 1 or 2 items at any one time.

    This version has a minor addition and a couple of bugfixes (thanks to Monoxide and eisbaerBorealis, respectively!)


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    Added: new recipe for MFS Upgrade (wrench + MFSU)
    Fixed: wrenching pad ejects items (as it should)
    Fixed: breaking pad is likely to damage/destroy upgrades
    Fixed: can only wrench "dangerous" pads from underneath.


    "Dangerous" refers to pads with drain or damage emitter upgrades. ;)


    Enjoy! :)

    However, I noticed a bug on MCHeavy's spotlight...
    http://www.youtube.com/watch?f…page&v=lkV0R9Etd4U#t=720s


    The lapotron Crystal disappears, with all its precious EU. :( Not sure if that's been fixed (or even noticed), but no one had mentioned it on this thread, so I thought I'd bring it to your attention.


    You're right: I hadn't noticed that! Not even sure if it still happens, so will have to test it... nice catch, if it still does that. :)