I'm using the FTB 1.5.2 beta (no gregtech) v. 0.7, and I encountered the grinder not picking up drops problem. I partially solved this by replacing the floor around the sewer with item collectors. It works nicely with baby cows, baby sheep and baby pigs. With chicken, however, the babies just pass through the item collectors and drop under the floor.
Are the chicks supposed to just pass through the collectors or is this a bug?
Thanks in advance
edit: Here's a picture of the setup. It's with the cows, since I had to destroy the chicken pen due to the mess of poultry under the floor
Babies falling through the floor is a vanilla issue, I don't really have control over that. Maybe try a powered obsidian pipe?
(I also really wish people would stop identifying that bug as 'grinder missing drops' because it's always the other mod's fault for ignoring the "do not do mob drops" setting, ugh. At least it won't happen in 2.7 anymore with our crazy fakeworld solution.)
At least it won't happen in 2.7 anymore with our crazy fakeworld solution.)
Crazy fakeworld? I'm curious. Would you care to provide more details?
As for the grinder, it might not be a "bug" per se on your end, but the number of drops left behind can lag the game a lot, and since the rancher doesn't pick up the eggs the adults lay, it adds up.
I will try to ask mDiyo if there's any way to either change the "do not do mob drops" setting -- it would help if I understood what that setting does exactly -- or choose not to use additional drops in the config... I enjoy both mods, and I'd hate to have to choose. Maybe you could also check for a solution to account for it? If both mod developers work on it, the results might be faster and even greater, since two heads are always better than one.
Just tested this, thanks. Works great. Baby chickens don't appear to pass through for now, yay!
I still feel the underlying issue should be addressed to prevent stack overflows and out-of-memory errors, though. But this is a creative solution. Great idea.
Hey Power Crystals. I absolutely love your mod, I think one of my favorite features is the DSU for storing mass amounts of cobble or dirt.
I would like to make a request for a new similar machine though. A DSU for liquids, similar to gregtech's quantum tank. (I don't use IC2 or gregtech, I only know of it because I've spent days looking for something like it.
Oh well, it's just a thought.
People ask for this, and I don't really like it because tanks already only store one kind of liquid, so it's strictly superior.
Crazy fakeworld? I'm curious. Would you care to provide more details?
As for the grinder, it might not be a "bug" per se on your end, but the number of drops left behind can lag the game a lot, and since the rancher doesn't pick up the eggs the adults lay, it adds up.
I will try to ask mDiyo if there's any way to either change the "do not do mob drops" setting -- it would help if I understood what that setting does exactly -- or choose not to use additional drops in the config... I enjoy both mods, and I'd hate to have to choose. Maybe you could also check for a solution to account for it? If both mod developers work on it, the results might be faster and even greater, since two heads are always better than one.
Thanks.
Supposedly mDiyo's already fixed it, so I'm surprised why I even keep getting these reports. It won't be an issue in 1.6 anyway.
mhm my laser drill is generating no uranium ore... also on my testworld after i did put in one of each of the green foci (lime green and cyan) my world crashed and now i cant even load it.
/edit
tried it again and it was the green focus that crashed the world heres the log
java.lang.NullPointerException
at powercrystals.minefactoryreloaded.tile.machine.TileEntityLaserDrill.getRandomDrop(TileEntityLaserDrill.java:192)
at powercrystals.minefactoryreloaded.tile.machine.TileEntityLaserDrill.func_70316_g(TileEntityLaserDrill.java:116)
at net.minecraft.world.World.func_72939_s(World.java:2202)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:546)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:654)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:573)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:127)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:470)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:573)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at powercrystals.minefactoryreloaded.tile.machine.TileEntityLaserDrill.getRandomDrop(TileEntityLaserDrill.java:192)
at powercrystals.minefactoryreloaded.tile.machine.TileEntityLaserDrill.func_70316_g(TileEntityLaserDrill.java:116)
-- Tile entity being ticked --
Details:
Name: factoryLaserDrill // powercrystals.minefactoryreloaded.tile.machine.TileEntityLaserDrill
Block type: ID #3146 (tile.mfr.machine.2 // powercrystals.minefactoryreloaded.block.BlockFactoryMachine)
Block data value: 0 / 0x0 / 0b0000
Block location: World: (-257,59,-527), Chunk: (at 15,3,1 in -17,-33; contains blocks -272,0,-528 to -257,255,-513), Region: (-1,-2; contains chunks -32,-64 to -1,-33, blocks -512,0,-1024 to -1,255,-513)
Actual block type: ID #3146 (tile.mfr.machine.2 // powercrystals.minefactoryreloaded.block.BlockFactoryMachine)
Actual block data value: 0 / 0x0 / 0b0000
Stacktrace:
at net.minecraft.world.World.func_72939_s(World.java:2202)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:546)
-- Affected level --
Details:
Level name: New World
All players: 1 total; [EntityPlayerMP['Gralad'/7265765, l='New World', x=-257.97, y=56.00, z=-529.24]]
Chunk stats: ServerChunkCache: 400 Drop: 0
Level seed: -1370252401881072046
Level generator: ID 01 - flat, ver 0. Features enabled: false
Level generator options: 2;7,3x1,52x24;2;
Level spawn location: World: (-276,4,-529), Chunk: (at 12,0,15 in -18,-34; contains blocks -288,0,-544 to -273,255,-529), Region: (-1,-2; contains chunks -32,-64 to -1,-33, blocks -512,0,-1024 to -1,255,-513)
Level time: 9627 game time, 30462 day time
Level dimension: 0
Level storage version: 0x04ABD - Anvil
Level weather: Rain time: 6463 (now: false), thunder time: 131157 (now: false)
Level game mode: Game mode: survival (ID 0). Hardcore: false. Cheats: false
Stacktrace:
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:654)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:573)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:127)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:470)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:573)
Supposedly mDiyo's already fixed it, so I'm surprised why I even keep getting these reports. It won't be an issue in 1.6 anyway.
Yeah, I looked through the versions. It appears FTB is not using the latest stable version (edit: of TC, yours is the right one). That might explain it. Thanks for a great mod!
Generally I'm ok with this, but don't go lifting whole features (ie RedNet cable, the autoenchanter, etc) from my mod. The more "internal" a feature is the less I'll care if you copy the code for it.
Think of it like I'm fine with you using it make something work, but not to make the thing itself.
Screenshot? The usual error is placing the fisher on the edge of the pond; it needs to be centered over a 3x3x1 water area.
I threw away the item code for the measuring tape and changed it so it worked when I call a function twice with a keybinding. OK?
Hmm. What if it only stored like 100 buckets of liquid and was especially expensive to craft? It would still allow for much more compact liquid storage for later game, while not being too unbalanced. It could even be a multi-block structure (the problem with railcraft and xycraft is it still ends up only holding 16 buckets per block, which defeats the purpose)
maybe if it requires 8MJ/t base and each increment of 16 additional buckets costs 8MJ/t more but it can hold an infinite amount like the DSU, in other words make it require power and quite a lot at that or you're locked out of your storage.
sorry to say it, but i'm not sure at all how to interpret powercrystals reply above, i don't think anyone wanted it to store more than one liquid type per unit after all.
also and finally, you can at least store 32 buckets per block if you use steel tanks instead of the cheaper iron tanks for RC tanks.
[edit] while i'm here, which specific nether ore is the hellfish one? i mistakenly thought it was natura's tainted soil, nice mob by the way, easy to miss and get killed by [/edit]
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
I'm not sure if this has been covered yet, though it is still an issue even in the most recent beta build.
I'm playing on Minecraft 1.5.2 with the newest version of powerconverters and, Buildcraft installed. For what ever reason, conductive pipes refuse to extract power from the BC power producer. Here are a few screenshots demonstrating this. http://i.imgur.com/22kO5ov.png - Energy cell to Energy cell : Working as intended http://i.imgur.com/OMA1bH9.png - BC Producer to energy cell : Refusing to work http://i.imgur.com/upL85cz.png - Energy Bridge configuration : Fully buffered.
Now, if I slap the energy cell next to the producer, it charges up perfectly fine. Energy conduits also function flawlessly.
Please do not suggest I use energy conduits instead, this is a fresh world on a new server within an Alpha modpack in testing. If this is a bug (it'd be one of many I've had to squash), I'd like to know about it and, ultimately fix it.
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You are connecting to the side when the last screenshot clearly says 'down' is the output.
No idea if it is working as intended or not. But it seems to keep the configuration from the first power accepting device connected to it. So if you connect to the 'down' side of it first, you always have to use that same side.
Crash when placing a "Slaughterhouse" block on top of redstone energy conduit (with power going through it). No animals on the other side of the Slaughterhouse, either. Just me standing behind it.
Oh also.. the game save for that world is now stuck in a crash loop at load up, generating a "Tick Error" (or something) with Grinder / Slaughterhouse blocks. Log attached.
Crash when placing a "Slaughterhouse" block on top of redstone energy conduit (with power going through it). No animals on the other side of the Slaughterhouse, either. Just me standing behind it.
Oh also.. the game save for that world is now stuck in a crash loop at load up, generating a "Tick Error" (or something) with Grinder / Slaughterhouse blocks. Log attached.
Anyone having issues with EU producers/consumers when the chunk they are in unloads? When I go back to it they will not take or produce eu, and when I remove them I get booted with an internal server error (a npe). This is with PowerConverters 2.3.1-58 and Core 1.1.6-107.
Edit: With industrialcraft-2_1.116.383-lf , the npe doesn't occur, however the consumers/produces still refuse to work when a chunk unloads/reloads.
Edit2: Also tried with PowerConverters-2.3.1-59 and PowerCrystalsCore-1.1.8B1-121 . Same result.
Nope, didn't do the job. Updated PowerCrystalsCore to the latest version available, along with MFR-2.7.0B4-1050. Now every time the Slaughterhouse or Grinder 'ticks' and kills an animal.. my game crashes the exact same way.
I'm using the FTB 1.5.2 beta (no gregtech) v. 0.7, and I encountered the grinder not picking up drops problem. I partially solved this by replacing the floor around the sewer with item collectors. It works nicely with baby cows, baby sheep and baby pigs. With chicken, however, the babies just pass through the item collectors and drop under the floor.
Are the chicks supposed to just pass through the collectors or is this a bug?
Thanks in advance
edit: Here's a picture of the setup. It's with the cows, since I had to destroy the chicken pen due to the mess of poultry under the floor
(I also really wish people would stop identifying that bug as 'grinder missing drops' because it's always the other mod's fault for ignoring the "do not do mob drops" setting, ugh. At least it won't happen in 2.7 anymore with our crazy fakeworld solution.)
INFORMATION WANTS TO BE WRONG
Auto-disenchanting the Holy Planks of Sengir causes a crash
Crazy fakeworld? I'm curious. Would you care to provide more details?
As for the grinder, it might not be a "bug" per se on your end, but the number of drops left behind can lag the game a lot, and since the rancher doesn't pick up the eggs the adults lay, it adds up.
I will try to ask mDiyo if there's any way to either change the "do not do mob drops" setting -- it would help if I understood what that setting does exactly -- or choose not to use additional drops in the config... I enjoy both mods, and I'd hate to have to choose. Maybe you could also check for a solution to account for it? If both mod developers work on it, the results might be faster and even greater, since two heads are always better than one.
Thanks.
Just tested this, thanks. Works great. Baby chickens don't appear to pass through for now, yay!
I still feel the underlying issue should be addressed to prevent stack overflows and out-of-memory errors, though. But this is a creative solution. Great idea.
Will look into this.
People ask for this, and I don't really like it because tanks already only store one kind of liquid, so it's strictly superior.
Supposedly mDiyo's already fixed it, so I'm surprised why I even keep getting these reports. It won't be an issue in 1.6 anyway.
Uranium isn't registered (yet?), I'm yelling at Emy for causing that crash now.
INFORMATION WANTS TO BE WRONG
Yeah, I looked through the versions. It appears FTB is not using the latest stable version (edit: of TC, yours is the right one). That might explain it. Thanks for a great mod!
Fixed in build 1046.
I threw away the item code for the measuring tape and changed it so it worked when I call a function twice with a keybinding. OK?
http://i.imgur.com/s5Xsq5k.png (MCF hates big images and text )
maybe if it requires 8MJ/t base and each increment of 16 additional buckets costs 8MJ/t more but it can hold an infinite amount like the DSU, in other words make it require power and quite a lot at that or you're locked out of your storage.
sorry to say it, but i'm not sure at all how to interpret powercrystals reply above, i don't think anyone wanted it to store more than one liquid type per unit after all.
also and finally, you can at least store 32 buckets per block if you use steel tanks instead of the cheaper iron tanks for RC tanks.
[edit] while i'm here, which specific nether ore is the hellfish one? i mistakenly thought it was natura's tainted soil, nice mob by the way, easy to miss and get killed by [/edit]
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
For the crash, specifically. I haven't investigated uranium.
I'm not sure if this has been covered yet, though it is still an issue even in the most recent beta build.
I'm playing on Minecraft 1.5.2 with the newest version of powerconverters and, Buildcraft installed. For what ever reason, conductive pipes refuse to extract power from the BC power producer. Here are a few screenshots demonstrating this.
http://i.imgur.com/22kO5ov.png - Energy cell to Energy cell : Working as intended
http://i.imgur.com/OMA1bH9.png - BC Producer to energy cell : Refusing to work
http://i.imgur.com/upL85cz.png - Energy Bridge configuration : Fully buffered.
Now, if I slap the energy cell next to the producer, it charges up perfectly fine. Energy conduits also function flawlessly.
Please do not suggest I use energy conduits instead, this is a fresh world on a new server within an Alpha modpack in testing. If this is a bug (it'd be one of many I've had to squash), I'd like to know about it and, ultimately fix it.
Just to clear up any potential descrepencies that may or may not arise.
No idea if it is working as intended or not. But it seems to keep the configuration from the first power accepting device connected to it. So if you connect to the 'down' side of it first, you always have to use that same side.
I have found in 1.5.1 a duplication bug that is happening on a server I help run. If this isn't know about, whom should I provide the details to?
very awesome mod dou xD
Oh also.. the game save for that world is now stuck in a crash loop at load up, generating a "Tick Error" (or something) with Grinder / Slaughterhouse blocks. Log attached.
https://dl.dropboxusercontent.com/u/6820899/MFR_Crash.txt
Update PowerCrystalsCore.
Do you have a log of the error?
Nope, didn't do the job. Updated PowerCrystalsCore to the latest version available, along with MFR-2.7.0B4-1050. Now every time the Slaughterhouse or Grinder 'ticks' and kills an animal.. my game crashes the exact same way.
Reverting back to MFR-2.6.4-975.