I have a rather unique item manipulation problem that i was hoping someone here could help me with. Lets
call the first item item A, i need to remove 10-ish(im not sure of the exact amount yet, but close to 10) item A out of a single inventory at intervals of 1 second, and add the same amount of a item B into that inventory just after the item As are removed. I also only have acess to 4 of the faces of the inventory, but the positions can be any of the 6 center outer faces of a 3x3x3 cube, like, for example, the top, bottom, left, and right faces. This process needs to be able tp be started and stopped quickly, preferably within 2~ seconds, the less the better, and preferably without redstone emitting blocks directly touching any of the 4 acessable faces, as the inventory does not emit but is affected by redstone. I have a few decent ideas with the new magtubrs, but i want to see some other ideas from the community as well.
There are stable levels for the Accelerator, depending on how much work you want to make it do. Of course, if you want to start sending stacks of things around, you might need more power.
Thanks for mentioning that. It makes more sense to me now, why it's drawing so little power in my configuration. For my current purposes (sending drops from a mob trap to a central storage area), what I have works well, but it's good to know that stacks will draw more power, and now that you say it, it seems obvious.
If this is what it sounds like (a RAM bit in the form of a Redpower Array cell) then it will help me a lot. I've just finished building 32 words x 12 bits of RAM for my PDP-8, and the smallest RAM cell I could come up with is 4x5x1. It works, but it's huge and produces a distressing amount of lag...
Could you consider this? Instead of the block breakers being able to break every thing.
Maybe add a GUI for the block breaker and allow you to place a tool inside the GUI. Then depending on the tool it would break the item. So say if there is wood in front of the block breaker, then the block breaker will only break the wood if it has an axe. Also the use of the axe should also go down as well. This way you cant just load your block breakers up with wooden axes and be set for ever.
Same goes with stone blocks, it will only break it if it has a pickaxe in the inventory.
This will seem to balance the block breaker. I understand if you don't want to implement this.
I have a rather unique item manipulation problem that i was hoping someone here could help me with. Lets call the first item item A, I need to remove 10-ish(im not sure of the exact amount yet, but close to 10) item A out of a single inventory at intervals of 1 second, and add the same amount of a item B into that inventory just after the item As are removed. I also only have acess to 4 of the faces of the inventory, but the positions can be any 4 out of the 6 center outer faces of a 3x3x3 cube, like, for example, the top, bottom, left, and right faces. This process needs to be able tp be started and stopped quickly, preferably within 2~ seconds, the less the better, and preferably without redstone emitting blocks directly touching any of the 4 acessable faces, as it is affected by redstone. I have a few decent ideas for how I could do this using the new magtubes, but I want to see some other ideas from the community as well.
Could anyone help me with this? If doesn't make much sense it's because I wrote it on a mobile, but could anyone at least try to make sense of it and help?
I don't know if this has been suggested or not, but I'll give it a go.
Is there a reason why you have not added copper and tin blocks? I really am missing the option to saw up the copper and tin blocks from IC2 into sub blocks, as they are a nice addition to the normal building blocks, for more exclusive buildings, and gives kind of another feel than just using white and orange wool
Other than that I really really really love RedPower sub blocks they are just plain awesome for adding beauty to buildings!
If she adds copper/tin blocks there is one problem.. a recipe conflict with ic2, which is meh..
Although i wouldn't mind a 3x3 recipe in an alloy furnance... burning them would melt them down into there new shape.. This somehow makes more since then the normal method too.. Maybe should could do her gems this way too.... Of course you can burn the block in the alloy furnance again to get your items back..
I didn't want to have to come here begging for help, but here I am
Is there like an idiot's guide to installing this on a server? I am getting some errors that I think people have said in this thread is forge related, but have no idea what I am doing wrong.
Mar 26, 2012 4:29:09 PM ModLoader init
FINE: ModLoader Server 1.2.3 Initializing...
Mar 26, 2012 4:29:09 PM ModLoader readFromModFolder
FINER: Adding mods from C:\Users\Vik\Desktop\DIRECRAFT\Server Project\mods\MinecraftForge-1.4.1.64-Server.zip
Mar 26, 2012 4:29:09 PM ModLoader readFromModFolder
FINER: Zip found.
Mar 26, 2012 4:29:09 PM ModLoader addMod
FINE: Mod Loaded: "mod_MinecraftForge 1.4.1.64" from mod_MinecraftForge.class
Mar 26, 2012 4:29:09 PM ModLoader readFromModFolder
FINER: Adding mods from C:\Users\Vik\Desktop\DIRECRAFT\Server Project\mods\RedPowerCore-Server-2.0pr4e.zip
Mar 26, 2012 4:29:09 PM ModLoader readFromModFolder
FINER: Zip found.
Mar 26, 2012 4:29:09 PM ModLoader addMod
FINE: Mod Loaded: "mod_RedPowerCore 2.0pr4e" from mod_RedPowerCore.class
Mar 26, 2012 4:29:09 PM ModLoader readFromClassPath
FINER: Adding mods from C:\Users\Vik\Desktop\DIRECRAFT\Server Project\minecraft_server.jar
Mar 26, 2012 4:29:09 PM ModLoader readFromClassPath
FINER: Zip found.
Mar 26, 2012 4:29:09 PM ModLoader init
FINE: Mod Loaded: "mod_MinecraftForge 1.4.1.64"
Mar 26, 2012 4:29:09 PM ModLoader init
FINE: Mod Loaded: "mod_RedPowerCore 2.0pr4e"
Mar 26, 2012 4:29:09 PM ModLoaderMp log
FINE: ModLoaderMP 1.2.3 Initialized
Mar 26, 2012 4:29:09 PM forge.ForgeHooks <clinit>
INFO: MinecraftForge v1.4.1.64 Initialized
Mar 26, 2012 4:29:10 PM ModLoader init
FINER: THROW
java.lang.NoSuchMethodError: eloraam.base.ItemDrawplate.setNoRepair()Lib;
at eloraam.base.ItemDrawplate.<init>(ItemDrawplate.java:14)
at RedPowerBase.initBaseItems(RedPowerBase.java:135)
at RedPowerBase.initialize(RedPowerBase.java:340)
at mod_RedPowerCore.initialize(mod_RedPowerCore.java:41)
at mod_RedPowerCore.modsLoaded(mod_RedPowerCore.java:22)
at ModLoader.init(ModLoader.java:620)
at ModLoader.Init(ModLoader.java:1272)
at net.minecraft.server.MinecraftServer.s(MinecraftServer.java:156)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:420)
at dm.run(SourceFile:490)
Mar 26, 2012 4:29:10 PM ModLoader throwException
SEVERE: Unexpected exception
java.lang.NoSuchMethodError: eloraam.base.ItemDrawplate.setNoRepair()Lib;
at eloraam.base.ItemDrawplate.<init>(ItemDrawplate.java:14)
at RedPowerBase.initBaseItems(RedPowerBase.java:135)
at RedPowerBase.initialize(RedPowerBase.java:340)
at mod_RedPowerCore.initialize(mod_RedPowerCore.java:41)
at mod_RedPowerCore.modsLoaded(mod_RedPowerCore.java:22)
at ModLoader.init(ModLoader.java:620)
at ModLoader.Init(ModLoader.java:1272)
at net.minecraft.server.MinecraftServer.s(MinecraftServer.java:156)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:420)
at dm.run(SourceFile:490)
Here's what I tried. Took a 1.2.3 server jar in a blank folder, ran it to create the initial files. Copied ModLoaderMP (I've tried the 1.2.3v3 from SDK server edition, as well as Flan's unofficial) into the JAR. Ran the jar to create mods folder. Copied Forge to the mods folder (tried 1.4.1.59 and .64). Ran with no errors. Copied RedPower Core (server version) to mods folder, and hit errors. The odd thing is, I tried buildcraft (which I believe also relies on forge) and that ran fine. Do I have to do something different for RedPower?
I've tried other combinations of copying forge directly to the Jar, and random other things, but no luck. Am I missing some very obvious step? Does RedPower require a specific version of Forge?
I apologize for my ignorance, but my searching has turned up nothing so far. I hope someone besides Eloraam can help me, as I would hate to be wasting his/her time.
Brilliant work on this stuff! Much respect to you modders! I got to play around with this stuff in Tekkit, but now I want to piece together my own server built around 1.2.3.
I didn't want to have to come here begging for help, but here I am
Is there like an idiot's guide to installing this on a server? I am getting some errors that I think people have said in this thread is forge related, but have no idea what I am doing wrong.
Mar 26, 2012 4:29:09 PM ModLoader init
FINE: ModLoader Server 1.2.3 Initializing...
Mar 26, 2012 4:29:09 PM ModLoader readFromModFolder
FINER: Adding mods from C:\Users\Vik\Desktop\DIRECRAFT\Server Project\mods\MinecraftForge-1.4.1.64-Server.zip
Mar 26, 2012 4:29:09 PM ModLoader readFromModFolder
FINER: Zip found.
Mar 26, 2012 4:29:09 PM ModLoader addMod
FINE: Mod Loaded: "mod_MinecraftForge 1.4.1.64" from mod_MinecraftForge.class
Mar 26, 2012 4:29:09 PM ModLoader readFromModFolder
FINER: Adding mods from C:\Users\Vik\Desktop\DIRECRAFT\Server Project\mods\RedPowerCore-Server-2.0pr4e.zip
Mar 26, 2012 4:29:09 PM ModLoader readFromModFolder
FINER: Zip found.
Mar 26, 2012 4:29:09 PM ModLoader addMod
FINE: Mod Loaded: "mod_RedPowerCore 2.0pr4e" from mod_RedPowerCore.class
Mar 26, 2012 4:29:09 PM ModLoader readFromClassPath
FINER: Adding mods from C:\Users\Vik\Desktop\DIRECRAFT\Server Project\minecraft_server.jar
Mar 26, 2012 4:29:09 PM ModLoader readFromClassPath
FINER: Zip found.
Mar 26, 2012 4:29:09 PM ModLoader init
FINE: Mod Loaded: "mod_MinecraftForge 1.4.1.64"
Mar 26, 2012 4:29:09 PM ModLoader init
FINE: Mod Loaded: "mod_RedPowerCore 2.0pr4e"
Mar 26, 2012 4:29:09 PM ModLoaderMp log
FINE: ModLoaderMP 1.2.3 Initialized
Mar 26, 2012 4:29:09 PM forge.ForgeHooks <clinit>
INFO: MinecraftForge v1.4.1.64 Initialized
Mar 26, 2012 4:29:10 PM ModLoader init
FINER: THROW
java.lang.NoSuchMethodError: eloraam.base.ItemDrawplate.setNoRepair()Lib;
at eloraam.base.ItemDrawplate.<init>(ItemDrawplate.java:14)
at RedPowerBase.initBaseItems(RedPowerBase.java:135)
at RedPowerBase.initialize(RedPowerBase.java:340)
at mod_RedPowerCore.initialize(mod_RedPowerCore.java:41)
at mod_RedPowerCore.modsLoaded(mod_RedPowerCore.java:22)
at ModLoader.init(ModLoader.java:620)
at ModLoader.Init(ModLoader.java:1272)
at net.minecraft.server.MinecraftServer.s(MinecraftServer.java:156)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:420)
at dm.run(SourceFile:490)
Mar 26, 2012 4:29:10 PM ModLoader throwException
SEVERE: Unexpected exception
java.lang.NoSuchMethodError: eloraam.base.ItemDrawplate.setNoRepair()Lib;
at eloraam.base.ItemDrawplate.<init>(ItemDrawplate.java:14)
at RedPowerBase.initBaseItems(RedPowerBase.java:135)
at RedPowerBase.initialize(RedPowerBase.java:340)
at mod_RedPowerCore.initialize(mod_RedPowerCore.java:41)
at mod_RedPowerCore.modsLoaded(mod_RedPowerCore.java:22)
at ModLoader.init(ModLoader.java:620)
at ModLoader.Init(ModLoader.java:1272)
at net.minecraft.server.MinecraftServer.s(MinecraftServer.java:156)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:420)
at dm.run(SourceFile:490)
Here's what I tried. Took a 1.2.3 server jar in a blank folder, ran it to create the initial files. Copied ModLoaderMP (I've tried the 1.2.3v3 from SDK server edition, as well as Flan's unofficial) into the JAR. Ran the jar to create mods folder. Copied Forge to the mods folder (tried 1.4.1.59 and .64). Ran with no errors. Copied RedPower Core (server version) to mods folder, and hit errors. The odd thing is, I tried buildcraft (which I believe also relies on forge) and that ran fine. Do I have to do something different for RedPower?
I've tried other combinations of copying forge directly to the Jar, and random other things, but no luck. Am I missing some very obvious step? Does RedPower require a specific version of Forge?
I apologize for my ignorance, but my searching has turned up nothing so far. I hope someone besides Eloraam can help me, as I would hate to be wasting his/her time.
Brilliant work on this stuff! Much respect to you modders! I got to play around with this stuff in Tekkit, but now I want to piece together my own server built around 1.2.3.
forge into jar. are you sure it is the server zip?
I didn't want to have to come here begging for help, but here I am
Is there like an idiot's guide to installing this on a server? I am getting some errors that I think people have said in this thread is forge related, but have no idea what I am doing wrong.
Mar 26, 2012 4:29:09 PM ModLoader init
FINE: ModLoader Server 1.2.3 Initializing...
Mar 26, 2012 4:29:09 PM ModLoader readFromModFolder
FINER: Adding mods from C:\Users\Vik\Desktop\DIRECRAFT\Server Project\mods\MinecraftForge-1.4.1.64-Server.zip
Mar 26, 2012 4:29:09 PM ModLoader readFromModFolder
FINER: Zip found.
Mar 26, 2012 4:29:09 PM ModLoader addMod
FINE: Mod Loaded: "mod_MinecraftForge 1.4.1.64" from mod_MinecraftForge.class
Mar 26, 2012 4:29:09 PM ModLoader readFromModFolder
FINER: Adding mods from C:\Users\Vik\Desktop\DIRECRAFT\Server Project\mods\RedPowerCore-Server-2.0pr4e.zip
Mar 26, 2012 4:29:09 PM ModLoader readFromModFolder
FINER: Zip found.
Mar 26, 2012 4:29:09 PM ModLoader addMod
FINE: Mod Loaded: "mod_RedPowerCore 2.0pr4e" from mod_RedPowerCore.class
Mar 26, 2012 4:29:09 PM ModLoader readFromClassPath
FINER: Adding mods from C:\Users\Vik\Desktop\DIRECRAFT\Server Project\minecraft_server.jar
Mar 26, 2012 4:29:09 PM ModLoader readFromClassPath
FINER: Zip found.
Mar 26, 2012 4:29:09 PM ModLoader init
FINE: Mod Loaded: "mod_MinecraftForge 1.4.1.64"
Mar 26, 2012 4:29:09 PM ModLoader init
FINE: Mod Loaded: "mod_RedPowerCore 2.0pr4e"
Mar 26, 2012 4:29:09 PM ModLoaderMp log
FINE: ModLoaderMP 1.2.3 Initialized
Mar 26, 2012 4:29:09 PM forge.ForgeHooks <clinit>
INFO: MinecraftForge v1.4.1.64 Initialized
Mar 26, 2012 4:29:10 PM ModLoader init
FINER: THROW
java.lang.NoSuchMethodError: eloraam.base.ItemDrawplate.setNoRepair()Lib;
at eloraam.base.ItemDrawplate.<init>(ItemDrawplate.java:14)
at RedPowerBase.initBaseItems(RedPowerBase.java:135)
at RedPowerBase.initialize(RedPowerBase.java:340)
at mod_RedPowerCore.initialize(mod_RedPowerCore.java:41)
at mod_RedPowerCore.modsLoaded(mod_RedPowerCore.java:22)
at ModLoader.init(ModLoader.java:620)
at ModLoader.Init(ModLoader.java:1272)
at net.minecraft.server.MinecraftServer.s(MinecraftServer.java:156)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:420)
at dm.run(SourceFile:490)
Mar 26, 2012 4:29:10 PM ModLoader throwException
SEVERE: Unexpected exception
java.lang.NoSuchMethodError: eloraam.base.ItemDrawplate.setNoRepair()Lib;
at eloraam.base.ItemDrawplate.<init>(ItemDrawplate.java:14)
at RedPowerBase.initBaseItems(RedPowerBase.java:135)
at RedPowerBase.initialize(RedPowerBase.java:340)
at mod_RedPowerCore.initialize(mod_RedPowerCore.java:41)
at mod_RedPowerCore.modsLoaded(mod_RedPowerCore.java:22)
at ModLoader.init(ModLoader.java:620)
at ModLoader.Init(ModLoader.java:1272)
at net.minecraft.server.MinecraftServer.s(MinecraftServer.java:156)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:420)
at dm.run(SourceFile:490)
Here's what I tried. Took a 1.2.3 server jar in a blank folder, ran it to create the initial files. Copied ModLoaderMP (I've tried the 1.2.3v3 from SDK server edition, as well as Flan's unofficial) into the JAR. Ran the jar to create mods folder. Copied Forge to the mods folder (tried 1.4.1.59 and .64). Ran with no errors. Copied RedPower Core (server version) to mods folder, and hit errors. The odd thing is, I tried buildcraft (which I believe also relies on forge) and that ran fine. Do I have to do something different for RedPower?
I've tried other combinations of copying forge directly to the Jar, and random other things, but no luck. Am I missing some very obvious step? Does RedPower require a specific version of Forge?
I apologize for my ignorance, but my searching has turned up nothing so far. I hope someone besides Eloraam can help me, as I would hate to be wasting his/her time.
Brilliant work on this stuff! Much respect to you modders! I got to play around with this stuff in Tekkit, but now I want to piece together my own server built around 1.2.3.
Your fine mate - your minecraft forge version is far to new - downgrade to forge 1.4.1.60
From my novice point of of view, it looks like setNoRepair was removed from forge .64, that's probably why its not the reccomended build.
I do beleave they are going to be leaving in both old and new methods in the reccomended builds that is above .64 of all items that are set for deprecation, but because this is just a build, its not there yet..
forge into jar. are you sure it is the server zip?
So forge goes into the server jar, NOT the mods folder? Cuz I got a different slew of errors when doing that (I think it overwrites part of ModLoader or something). You sure about that? Like I said, it seemed to work with forge and buildcraft in mods folder, but not forge and redpower.
From my novice point of of view, it looks like setNoRepair was removed from forge .64, that's probably why its not the reccomended build.
I do beleave they are going to be leaving in both old and new methods in the reccomended builds that is above .64 of all items that are set for deprecation, but because this is just a build, its not there yet..
Oh jeez, 1.4.0.60? The oldest I tried was 1.4.1.59 I'll downgrade and try that, thanks for the tip! Let you know how it goes.
EDIT: Tried 1.4.0.57 (goes 0.57 -> 1.58 -> 1.59), which didn't work either. Maybe my server jar is screwed up or something... :'(
I'm loving this mod but I also want to use buildcraft and your machine and world parts make minecraft crash if buildcraft energy OR factory OR transport are installed along side.
Is it possible for you to fix this?
Rollback Post to RevisionRollBack
Some people think outside the box. I throw the box out the window
From my novice point of of view, it looks like setNoRepair was removed from forge .64, that's probably why its not the reccomended build.
I do beleave they are going to be leaving in both old and new methods in the reccomended builds that is above .64 of all items that are set for deprecation, but because this is just a build, its not there yet..
So forge goes into the server jar, NOT the mods folder? Cuz I got a different slew of errors when doing that (I think it overwrites part of ModLoader or something). You sure about that? Like I said, it seemed to work with forge and buildcraft in mods folder, but not forge and redpower.
Oh jeez, 1.4.0.60? The oldest I tried was 1.4.1.59 I'll downgrade and try that, thanks for the tip! Let you know how it goes.
EDIT: Tried 1.4.0.57 (goes 0.57 -> 1.58 -> 1.59), which didn't work either. Maybe my server jar is screwed up or something... :'(
If you want the latest, the latest should work find as long as it is installed properly. If you want the recommended, it should also work fine as long as it is installed properly, both are for 1.2.3 of course:
I'm loving this mod but I also want to use buildcraft and your machine and world parts make minecraft crash if buildcraft energy OR factory OR transport are installed along side.
Is it possible for you to fix this?
They work fine together, you are installing and configuring them wrong. Also do not be stupid, when you post things like that make sure you show the crash log report (in a spoiler) or no one can help show you what you did wrong. Also be sure that after you look at your error report that you compare it to the Excessively Asked Questions on eloraam.com.
I have a rather unique item manipulation problem that i was hoping someone here could help me with. Lets
call the first item item A, i need to remove 10-ish(im not sure of the exact amount yet, but close to 10) item A out of a single inventory at intervals of 1 second, and add the same amount of a item B into that inventory just after the item As are removed. I also only have acess to 4 of the faces of the inventory, but the positions can be any of the 6 center outer faces of a 3x3x3 cube, like, for example, the top, bottom, left, and right faces. This process needs to be able tp be started and stopped quickly, preferably within 2~ seconds, the less the better, and preferably without redstone emitting blocks directly touching any of the 4 acessable faces, as the inventory does not emit but is affected by redstone. I have a few decent ideas with the new magtubrs, but i want to see some other ideas from the community as well.
[Arg, this reply has been sitting all day waiting for me to post it.]
Magtubes? I don't see why they need to come into this at all. Minimize startup latency by locating the chest containing the supply items [item B] close to the target inventory.
This is a good intermediate-level RedPower 2 project that doesn't seem particularly unique to me. Perhaps someday a problem like this will be on the RedPower 2 certification exam!
Item removal (item A) can be done cheaply with a Filter, or more expensively with a Retriever which needn't be adjacent to the inventory and so helps with your space and redstone requirements. If the inventory has side-specific interfaces like a furnace, item removal could be done with a Transposer adjancent to the proper side, and the Transposer will pull only the items accessible from that side. Since you can't specify a Transposer's target item it can't be used with a common inventory like a chest since it will pull the wrong items; in your case it would occasionally pull supply items, [item B].
Use a RedPower 2 Repeater to delay the pulse that pulls item B from the supply inventory before triggering the Filter or Repeater that pulls item A from the target inventory. Adjust the timing of the repeater so it fires just before the in-transit item B hits the target inventory.
Then add a timer, counter, and incidental wiring and logic needed to generate the 10 or so pulses that you require, connect the output of this counting circuit to the item B-pulling pulse mentioned above.
Note that when using RedPower you should abandon the use of redstone dust for circuitry and use only RedPower's wires, don't mix them in a single project.
If you want the latest, the latest should work find as long as it is installed properly. If you want the recommended, it should also work fine as long as it is installed properly, both are for 1.2.3 of course:
Thanks for your help. I've tried .59, .64, and a whole variety of older ones going back to 1.3.3.12; no luck. Could you perhaps elaborate on that "installed properly" part? I saw two conflicting responses to my initial inquiry, so, is forge added to the mods folder or extracted to the jar (talking about server of course)? Additionally, on the server, you do not delete the META-INF folder (as opposed to deleting it on the client)?
Errors:
Mar 26, 2012 8:43:52 PM ModLoader init
FINE: ModLoader Server 1.2.3v3 Initializing...
Mar 26, 2012 8:43:52 PM ModLoader readFromClassPath
FINER: Adding mods from C:\Users\Vik\Desktop\DIRECRAFT\Server Project\minecraft_server.jar
Mar 26, 2012 8:43:52 PM ModLoader readFromClassPath
FINER: Zip found.
Mar 26, 2012 8:43:52 PM ModLoader readFromModFolder
FINER: Adding mods from C:\Users\Vik\Desktop\DIRECRAFT\Server Project\mods\[1]minecraftforge-server-1.4.1.59.zip
Mar 26, 2012 8:43:52 PM ModLoader readFromModFolder
FINER: Zip found.
Mar 26, 2012 8:43:52 PM ModLoader addMod
FINE: Mod Initialized: "mod_MinecraftForge 1.4.1.59" from mod_MinecraftForge.class
Mar 26, 2012 8:43:52 PM ModLoader readFromModFolder
FINER: Adding mods from C:\Users\Vik\Desktop\DIRECRAFT\Server Project\mods\[2]RedPowerCore-Server-2.0pr4e.zip
Mar 26, 2012 8:43:52 PM ModLoader readFromModFolder
FINER: Zip found.
Mar 26, 2012 8:43:52 PM ModLoader addMod
FINE: Mod Initialized: "mod_RedPowerCore 2.0pr4e" from mod_RedPowerCore.class
Mar 26, 2012 8:43:52 PM ModLoader init
FINE: Mod Loaded: "mod_MinecraftForge 1.4.1.59"
Mar 26, 2012 8:43:52 PM ModLoader init
FINE: Mod Loaded: "mod_RedPowerCore 2.0pr4e"
Mar 26, 2012 8:43:52 PM ModLoaderMp log
FINE: ModLoaderMP 1.2.3v3 Initialized
Mar 26, 2012 8:43:52 PM forge.ForgeHooks <clinit>
INFO: MinecraftForge v1.4.1.59 Initialized
Mar 26, 2012 8:43:52 PM ModLoader init
FINER: THROW
java.lang.NoSuchMethodError: eloraam.base.ItemDrawplate.setNoRepair()Lib;
at eloraam.base.ItemDrawplate.<init>(ItemDrawplate.java:14)
at RedPowerBase.initBaseItems(RedPowerBase.java:135)
at RedPowerBase.initialize(RedPowerBase.java:340)
at mod_RedPowerCore.initialize(mod_RedPowerCore.java:41)
at mod_RedPowerCore.modsLoaded(mod_RedPowerCore.java:22)
at ModLoader.init(ModLoader.java:596)
at ModLoader.initialize(ModLoader.java:1640)
at net.minecraft.server.MinecraftServer.s(MinecraftServer.java:160)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:425)
at dm.run(SourceFile:490)
Mar 26, 2012 8:43:52 PM ModLoader throwException
SEVERE: Unexpected exception
java.lang.NoSuchMethodError: eloraam.base.ItemDrawplate.setNoRepair()Lib;
at eloraam.base.ItemDrawplate.<init>(ItemDrawplate.java:14)
at RedPowerBase.initBaseItems(RedPowerBase.java:135)
at RedPowerBase.initialize(RedPowerBase.java:340)
at mod_RedPowerCore.initialize(mod_RedPowerCore.java:41)
at mod_RedPowerCore.modsLoaded(mod_RedPowerCore.java:22)
at ModLoader.init(ModLoader.java:596)
at ModLoader.initialize(ModLoader.java:1640)
at net.minecraft.server.MinecraftServer.s(MinecraftServer.java:160)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:425)
at dm.run(SourceFile:490)
call the first item item A, i need to remove 10-ish(im not sure of the exact amount yet, but close to 10) item A out of a single inventory at intervals of 1 second, and add the same amount of a item B into that inventory just after the item As are removed. I also only have acess to 4 of the faces of the inventory, but the positions can be any of the 6 center outer faces of a 3x3x3 cube, like, for example, the top, bottom, left, and right faces. This process needs to be able tp be started and stopped quickly, preferably within 2~ seconds, the less the better, and preferably without redstone emitting blocks directly touching any of the 4 acessable faces, as the inventory does not emit but is affected by redstone. I have a few decent ideas with the new magtubrs, but i want to see some other ideas from the community as well.
Thanks for mentioning that. It makes more sense to me now, why it's drawing so little power in my configuration. For my current purposes (sending drops from a mob trap to a central storage area), what I have works well, but it's good to know that stacks will draw more power, and now that you say it, it seems obvious.
If this is what it sounds like (a RAM bit in the form of a Redpower Array cell) then it will help me a lot. I've just finished building 32 words x 12 bits of RAM for my PDP-8, and the smallest RAM cell I could come up with is 4x5x1. It works, but it's huge and produces a distressing amount of lag...
Maybe add a GUI for the block breaker and allow you to place a tool inside the GUI. Then depending on the tool it would break the item. So say if there is wood in front of the block breaker, then the block breaker will only break the wood if it has an axe. Also the use of the axe should also go down as well. This way you cant just load your block breakers up with wooden axes and be set for ever.
Same goes with stone blocks, it will only break it if it has a pickaxe in the inventory.
This will seem to balance the block breaker. I understand if you don't want to implement this.
Items missing in TMI.... gee, that sounds like a REdPower issue!
Even if they're RedPower items, that's a TMI issue. Off with ye.
Got buried. Sorry for bump.
Hmm, the blank recipe? That is odd. Can anyone confirm it, I am not home right now.
Also TMI is worthless compared to NEI, you really should change.
texture pack? other mod?
agreed, get NEI
If she adds copper/tin blocks there is one problem.. a recipe conflict with ic2, which is meh..
Although i wouldn't mind a 3x3 recipe in an alloy furnance... burning them would melt them down into there new shape.. This somehow makes more since then the normal method too.. Maybe should could do her gems this way too.... Of course you can burn the block in the alloy furnance again to get your items back..
Thought I saw something earlier about this. I think you need a new version of forge. Use 1.4.1.59.
Is there like an idiot's guide to installing this on a server? I am getting some errors that I think people have said in this thread is forge related, but have no idea what I am doing wrong.
Here's what I tried. Took a 1.2.3 server jar in a blank folder, ran it to create the initial files. Copied ModLoaderMP (I've tried the 1.2.3v3 from SDK server edition, as well as Flan's unofficial) into the JAR. Ran the jar to create mods folder. Copied Forge to the mods folder (tried 1.4.1.59 and .64). Ran with no errors. Copied RedPower Core (server version) to mods folder, and hit errors. The odd thing is, I tried buildcraft (which I believe also relies on forge) and that ran fine. Do I have to do something different for RedPower?
I've tried other combinations of copying forge directly to the Jar, and random other things, but no luck. Am I missing some very obvious step? Does RedPower require a specific version of Forge?
I apologize for my ignorance, but my searching has turned up nothing so far. I hope someone besides Eloraam can help me, as I would hate to be wasting his/her time.
Brilliant work on this stuff! Much respect to you modders! I got to play around with this stuff in Tekkit, but now I want to piece together my own server built around 1.2.3.
forge into jar. are you sure it is the server zip?
Your fine mate - your minecraft forge version is far to new - downgrade to forge 1.4.1.60
From my novice point of of view, it looks like setNoRepair was removed from forge .64, that's probably why its not the reccomended build.
I do beleave they are going to be leaving in both old and new methods in the reccomended builds that is above .64 of all items that are set for deprecation, but because this is just a build, its not there yet..
So forge goes into the server jar, NOT the mods folder? Cuz I got a different slew of errors when doing that (I think it overwrites part of ModLoader or something). You sure about that? Like I said, it seemed to work with forge and buildcraft in mods folder, but not forge and redpower.
Oh jeez, 1.4.0.60? The oldest I tried was 1.4.1.59 I'll downgrade and try that, thanks for the tip! Let you know how it goes.
EDIT: Tried 1.4.0.57 (goes 0.57 -> 1.58 -> 1.59), which didn't work either. Maybe my server jar is screwed up or something... :'(
Is it possible for you to fix this?
No .64 still has it as you can see at https://github.com/M...Item.java.patch for note.
If you want the latest, the latest should work find as long as it is installed properly. If you want the recommended, it should also work fine as long as it is installed properly, both are for 1.2.3 of course:
Latest: http://lexmanos.no-i...0/job/Forge/64/
Recommended: http://lexmanos.no-i...0/job/Forge/59/
They work fine together, you are installing and configuring them wrong. Also do not be stupid, when you post things like that make sure you show the crash log report (in a spoiler) or no one can help show you what you did wrong. Also be sure that after you look at your error report that you compare it to the Excessively Asked Questions on eloraam.com.
[Arg, this reply has been sitting all day waiting for me to post it.]
Magtubes? I don't see why they need to come into this at all. Minimize startup latency by locating the chest containing the supply items [item B] close to the target inventory.
This is a good intermediate-level RedPower 2 project that doesn't seem particularly unique to me. Perhaps someday a problem like this will be on the RedPower 2 certification exam!
Item removal (item A) can be done cheaply with a Filter, or more expensively with a Retriever which needn't be adjacent to the inventory and so helps with your space and redstone requirements. If the inventory has side-specific interfaces like a furnace, item removal could be done with a Transposer adjancent to the proper side, and the Transposer will pull only the items accessible from that side. Since you can't specify a Transposer's target item it can't be used with a common inventory like a chest since it will pull the wrong items; in your case it would occasionally pull supply items, [item B].
Use a RedPower 2 Repeater to delay the pulse that pulls item B from the supply inventory before triggering the Filter or Repeater that pulls item A from the target inventory. Adjust the timing of the repeater so it fires just before the in-transit item B hits the target inventory.
Then add a timer, counter, and incidental wiring and logic needed to generate the 10 or so pulses that you require, connect the output of this counting circuit to the item B-pulling pulse mentioned above.
Note that when using RedPower you should abandon the use of redstone dust for circuitry and use only RedPower's wires, don't mix them in a single project.
Twitter: @Stratagerm
Thanks for your help. I've tried .59, .64, and a whole variety of older ones going back to 1.3.3.12; no luck. Could you perhaps elaborate on that "installed properly" part? I saw two conflicting responses to my initial inquiry, so, is forge added to the mods folder or extracted to the jar (talking about server of course)? Additionally, on the server, you do not delete the META-INF folder (as opposed to deleting it on the client)?
Errors: