You need to add enough lapis to a tool to acquire the actual fortune levels. Luck by itself without adding fortune to the tool doesn't do anything.
Now, if you already have fortune, then my answer is it should apply to each block in the 3x3. I have not, however, acquired enough lapis to test this and haven't ever thought about testing it in a test world. You could, perhaps, try it in a test world though.
Luck by itself without adding fortune to the tool doesn't do anything.
I thought mDiyo said luck by itself does 'something.' I may be mistaken, but I believe with a pickaxe with just luck I would occasionally get an extra drop from coal, etc. Seemed to be a whole lot more rare than fortune, but there nonetheless. Of course, I could be completly wrong.
I wasn't sure if I was to ask in your forum or the recovery addon post. I was wondering if you will implement the breaking down of steel tools/weapons/armor as well as bronze and the nether ores in the smeltery?
Also, I'm sorry about the Gregtech fiasco. His mod is ok. It really makes the game oh so grindy and tedius. Another reason why he didn't get the good modpacks in vanilla FTB ;).
I was also wondering if you might ever implement a water system into the smeltery so instead of them cooling on their own quickly, we would have to provide a water source to see the very quick cool down into blocks and ingots. Just a thought which I'm sure you've had already.
I'm now sure there's a bug with the electric upgrade when used on TiC's tools where the tools don't use up any EU or durability
I placed an electric upgrade on a paper pickaxe, and used up the durability, then I charged it, but I still had to repair it, after I repaired it, and used the axe 18 times (as a paper pickaxe has 9 durability) the stored EU on the pickaxe (I did not wear or had any charged items or batteries in my inventory) did not decrease, this means you have an infinite tool for no EU cost.
I also tried out putting an electric upgrade right away on the paper pickaxe, and I charged it, and it also didn't use up any EU
heck, I even tried putting an electric upgrade on a paper pickaxe, and I didn't even had to charge it for it to work, with 0 EU I could use it with no problem.
so to tl;dr this post, the electric upgrade does not use up any EU and you basically have a tool with infinite durability
I'm now sure there's a bug with the electric upgrade when used on TiC's tools where the tools don't use up any EU or durability
I placed an electric upgrade on a paper pickaxe, and used up the durability, then I charged it, but I still had to repair it, after I repaired it, and used the axe 18 times (as a paper pickaxe has 9 durability) the stored EU on the pickaxe (I did not wear or had any charged items or batteries in my inventory) did not decrease, this means you have an infinite tool for no EU cost.
I also tried out putting an electric upgrade right away on the paper pickaxe, and I charged it, and it also didn't use up any EU
heck, I even tried putting an electric upgrade on a paper pickaxe, and I didn't even had to charge it for it to work, with 0 EU I could use it with no problem.
so to tl;dr this post, the electric upgrade does not use up any EU and you basically have a tool with infinite durability
the entire mechanic with the electric modifier is whacky, as it adds a second durability bar to your tool, instead of replacing the first one. maybe it should be dropped alltogether.
that is strange, i've been using the electric upgrades on everything and while i've not really made much if any significant use of the tools since we updated this morning i'll do two things in response.
1. explain observations i've made based on previous versions:
basically, from what i can tell, the electric upgrade is a bit of a smart one, it seems to have absolutely no effect at all on the actual durability of the tool in any way, what it seems to do instead is simply add a second electric durability, the two durability types have absolutely zero interaction from what i observed and are completely and totally independent so what i wound up finding as an optimal middle ground for normal use was to apply mossy thrice for auto repair which takes care of the tool durability and then recharge as normal for the electric durability.
2. ask for a little bit of an explanation from diyo on this one, because from what i've observed, all of the things you observe may be intended truthfully, you're probably damaging the tool to use it when no charge is present and though the electric charge seems to be the first one used in all cases i do wonder if it might be a bit bugged in which one is used first, was there any durability change observed in the table with the paper pick situation?
don't take this as skepticism simply for the sake of it either, i LOVE my electric auto-repairing set of tools, but truthfully they are insanely power hungry from my experience, you really have to charge them surprisingly often in fact and without any auto repair applied you'll probably need to repair them with actual materials more often than not as well which basically makes them simply more expensive for not a lot of gain, truthfully i honestly think the amount of EU stored needs a moderate boost, my hammer is out of juice in under a minute with ease anytime i dig tunnels with it, not a problem, but incredibly disappointing.
Rollback Post to RevisionRollBack
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.
that is strange, i've been using the electric upgrades on everything and while i've not really made much if any significant use of the tools since we updated this morning i'll do two things in response.
1. explain observations i've made based on previous versions:
basically, from what i can tell, the electric upgrade is a bit of a smart one, it seems to have absolutely no effect at all on the actual durability of the tool in any way, what it seems to do instead is simply add a second electric durability, the two durability types have absolutely zero interaction from what i observed and are completely and totally independent so what i wound up finding as an optimal middle ground for normal use was to apply mossy thrice for auto repair which takes care of the tool durability and then recharge as normal for the electric durability.
2. ask for a little bit of an explanation from diyo on this one, because from what i've observed, all of the things you observe may be intended truthfully, you're probably damaging the tool to use it when no charge is present and though the electric charge seems to be the first one used in all cases i do wonder if it might be a bit bugged in which one is used first, was there any durability change observed in the table with the paper pick situation?
don't take this as skepticism simply for the sake of it either, i LOVE my electric auto-repairing set of tools, but truthfully they are insanely power hungry from my experience, you really have to charge them surprisingly often in fact and without any auto repair applied you'll probably need to repair them with actual materials more often than not as well which basically makes them simply more expensive for not a lot of gain, truthfully i honestly think the amount of EU stored needs a moderate boost, my hammer is out of juice in under a minute with ease anytime i dig tunnels with it, not a problem, but incredibly disappointing.
doesnt seem to make a lot of sense to me. if you put auto repair multiple times on your pick anyways, why bother with the electric upgrade?
ive been using a manyullyn pick with 3 moss for the longest time and am now replacing it with a cobalt head/ardite rod. since ive noticed, that it didnt run out of durability anyways with enough auto repair. the tool barely took a scratch, even when i used it to mine for resources.
might aswell build a pick, thats a lot faster with the same amount of auto repair.
the auto repair is only applied at all so i don't have to keep feeding it cobalt to repair the material durability.
trust me, i didn't intend to bother with the auto repair in the first place, but the amount of EU stored is so crazy low i'd wind up starting to dig a tunnel, minute or so later broken tool sound shows up and i know i should run back and charge it to avoid spending more cobalt, but i've only made a tiny start on the tunnel anyway and it would be a bit of a waste of time to go that far out of my way to conserve materials.
Rollback Post to RevisionRollBack
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.
the auto repair is only applied at all so i don't have to keep feeding it cobalt to repair the material durability.
trust me, i didn't intend to bother with the auto repair in the first place, but the amount of EU stored is so crazy low i'd wind up starting to dig a tunnel, minute or so later broken tool sound shows up and i know i should run back and charge it to avoid spending more cobalt, but i've only made a tiny start on the tunnel anyway and it would be a bit of a waste of time to go that far out of my way to conserve materials.
on another note, its been said before. but that mossy modifier takes up too much of the tool visually. it doesnt look very good imo.
especially, since there are overlay problems with other modifiers because of it. it would be enough, if it just made part of the handle green.
on another note, its been said before. but that mossy modifier takes up too much of the tool visually. it doesnt look very good imo.
especially, since there are overlay problems with other modifiers because of it. it would be enough, if it just made part of the handle green.
i'm trying not to give diyo far too much work by suggesting that the amount (or maybe order?) of modifiers applied would control how much of the tool is visually changed by them being applied.
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 trying not to give diyo far too much work by suggesting that the amount (or maybe order?) of modifiers applied would control how much of the tool is visually changed by them being applied.
i think the order in which they are applied already changes how it looks. you get some weird effects, if you first use something like moss on a pickaxe and then put diamond on it.
some of the other modifiers seem a little rushed too. its kind of funny to have piston on your sword, but it also looks rather silly. the spider eye too, and then i dont know what the thing that adds smite is supposed to be.
could use a little more cleanup.
a piston also seems rather resource intensitive for a knockback enchant. simple slime balls make more sense. slime is bouncy anyways, judging by the bricks^^
honestly as far as how the modifiers look i don't really have any gripes at all, i will agree mossy covers a bit much of the tool but it doesn't really look bad and honestly, the sillyness is the best part. makes me think nutty things like using a sword as a pogo stick, i like the sillyness.
Rollback Post to RevisionRollBack
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.
oh and sorry in advance for the double post, but now that i've tested, i can confirm that neither EU nor tool durability was drained at all when i managed to get around to seeing about verifying what yusunoha was reporting about.
Rollback Post to RevisionRollBack
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've found that in a TC version 1.4.x the smeltery acts strangely: its ore temperature meter blinks at the beginning and doesnt grow at all. Did I miss something or its a bug, or a visual?
are you sure there's still lava in the smeltery? i've been noticing for a while that even when the lava tank is empty the block still appears to contain lava.
Rollback Post to RevisionRollBack
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.
Could you by some way nerf or disable the Blue slimes and King Slimes?
You see, there is a wonderful, all-doing mod called HumanMobs, and since I like to see cubic people die in SSP (muahahaha), I installed the mod. I hate the idea of chopping them up with swords, and would like to resort to the cleavers and broadswords.
They collided in a magical shower of sparks... Then crashed:
---- Minecraft Crash Report ---- // Shall we play a game?
Time: 6/19/13 6:12 AM Description: Failed to start game
cpw.mods.fml.common.LoaderException: java.lang.NoSuchMethodError: net.minecraft.client.model.ModelSlime.<init>(I)V at cpw.mods.fml.common.LoadController.transition(LoadController.java:142) at cpw.mods.fml.common.Loader.loadMods(Loader.java:515) at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:160) at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:411) at net.minecraft.client.MinecraftAppletImpl.func_71384_a(SourceFile:56) at net.minecraft.client.Minecraft.run(Minecraft.java:733) at java.lang.Thread.run(Thread.java:680) Caused by: java.lang.NoSuchMethodError: net.minecraft.client.model.ModelSlime.<init>(I)V at mods.tinker.tconstruct.client.TProxyClient.registerRenderer(TProxyClient.java:183) at mods.tinker.tconstruct.TConstruct.preInit(TConstruct.java:74) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25) at java.lang.reflect.Method.invoke(Method.java:597) at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:494) at sun.reflect.GeneratedMethodAccessor5.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25) at java.lang.reflect.Method.invoke(Method.java:597) at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74) at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45) at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314) at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296) at com.google.common.eventbus.EventBus.post(EventBus.java:267) at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:165) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25) at java.lang.reflect.Method.invoke(Method.java:597) at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74) at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45) at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314) at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296) at com.google.common.eventbus.EventBus.post(EventBus.java:267) at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:98) at cpw.mods.fml.common.Loader.loadMods(Loader.java:514) ... 5 more
A detailed walkthrough of the error, its code path and all known details is as follows: ---------------------------------------------------------------------------------------
I think the best way to solve this is by disabling the blue slimes, since even I, who has no idea about coding, knows that adapting a model is easier than doing one yourself. Maybe you could add a config option to disable and enable the blue slimes at will? The gelatinous slimes may be acquired by other methods if this is disabled (e.g. trade, killing other mobs, and other cheap ways etc).
Thank you for reading this post,
Jackiecrazy
Rollback Post to RevisionRollBack
I feed off changelogs.
Asking for updates is spam. Really.
I make some mods that are pathetically slow to update. Join in on the wait here and here.
When I played with this mod on the Hexxit mudpack for the Technic Launcher, I found a stack of 10 Lumber Axes in one of the chests in a Battle Tower, and they were the color of the Magic Essence(rainbow). When I tried to use one of said axes, It crashed my Minecraft... I would like to know if that was a bug with the mod that adds the Battle Towers, or if it was a bug in general.
You need to add enough lapis to a tool to acquire the actual fortune levels. Luck by itself without adding fortune to the tool doesn't do anything.
Now, if you already have fortune, then my answer is it should apply to each block in the 3x3. I have not, however, acquired enough lapis to test this and haven't ever thought about testing it in a test world. You could, perhaps, try it in a test world though.
I thought mDiyo said luck by itself does 'something.' I may be mistaken, but I believe with a pickaxe with just luck I would occasionally get an extra drop from coal, etc. Seemed to be a whole lot more rare than fortune, but there nonetheless. Of course, I could be completly wrong.
I wasn't sure if I was to ask in your forum or the recovery addon post. I was wondering if you will implement the breaking down of steel tools/weapons/armor as well as bronze and the nether ores in the smeltery?
Also, I'm sorry about the Gregtech fiasco. His mod is ok. It really makes the game oh so grindy and tedius. Another reason why he didn't get the good modpacks in vanilla FTB ;).
I was also wondering if you might ever implement a water system into the smeltery so instead of them cooling on their own quickly, we would have to provide a water source to see the very quick cool down into blocks and ingots. Just a thought which I'm sure you've had already.
Thanks for a brilliant mod!
I placed an electric upgrade on a paper pickaxe, and used up the durability, then I charged it, but I still had to repair it, after I repaired it, and used the axe 18 times (as a paper pickaxe has 9 durability) the stored EU on the pickaxe (I did not wear or had any charged items or batteries in my inventory) did not decrease, this means you have an infinite tool for no EU cost.
I also tried out putting an electric upgrade right away on the paper pickaxe, and I charged it, and it also didn't use up any EU
heck, I even tried putting an electric upgrade on a paper pickaxe, and I didn't even had to charge it for it to work, with 0 EU I could use it with no problem.
so to tl;dr this post, the electric upgrade does not use up any EU and you basically have a tool with infinite durability
the entire mechanic with the electric modifier is whacky, as it adds a second durability bar to your tool, instead of replacing the first one. maybe it should be dropped alltogether.
that is strange, i've been using the electric upgrades on everything and while i've not really made much if any significant use of the tools since we updated this morning i'll do two things in response.
1. explain observations i've made based on previous versions:
basically, from what i can tell, the electric upgrade is a bit of a smart one, it seems to have absolutely no effect at all on the actual durability of the tool in any way, what it seems to do instead is simply add a second electric durability, the two durability types have absolutely zero interaction from what i observed and are completely and totally independent so what i wound up finding as an optimal middle ground for normal use was to apply mossy thrice for auto repair which takes care of the tool durability and then recharge as normal for the electric durability.
2. ask for a little bit of an explanation from diyo on this one, because from what i've observed, all of the things you observe may be intended truthfully, you're probably damaging the tool to use it when no charge is present and though the electric charge seems to be the first one used in all cases i do wonder if it might be a bit bugged in which one is used first, was there any durability change observed in the table with the paper pick situation?
don't take this as skepticism simply for the sake of it either, i LOVE my electric auto-repairing set of tools, but truthfully they are insanely power hungry from my experience, you really have to charge them surprisingly often in fact and without any auto repair applied you'll probably need to repair them with actual materials more often than not as well which basically makes them simply more expensive for not a lot of gain, truthfully i honestly think the amount of EU stored needs a moderate boost, my hammer is out of juice in under a minute with ease anytime i dig tunnels with it, not a problem, but incredibly disappointing.
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.
doesnt seem to make a lot of sense to me. if you put auto repair multiple times on your pick anyways, why bother with the electric upgrade?
ive been using a manyullyn pick with 3 moss for the longest time and am now replacing it with a cobalt head/ardite rod. since ive noticed, that it didnt run out of durability anyways with enough auto repair. the tool barely took a scratch, even when i used it to mine for resources.
might aswell build a pick, thats a lot faster with the same amount of auto repair.
trust me, i didn't intend to bother with the auto repair in the first place, but the amount of EU stored is so crazy low i'd wind up starting to dig a tunnel, minute or so later broken tool sound shows up and i know i should run back and charge it to avoid spending more cobalt, but i've only made a tiny start on the tunnel anyway and it would be a bit of a waste of time to go that far out of my way to conserve materials.
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.
on another note, its been said before. but that mossy modifier takes up too much of the tool visually. it doesnt look very good imo.
especially, since there are overlay problems with other modifiers because of it. it would be enough, if it just made part of the handle green.
i'm trying not to give diyo far too much work by suggesting that the amount (or maybe order?) of modifiers applied would control how much of the tool is visually changed by them being applied.
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 think the order in which they are applied already changes how it looks. you get some weird effects, if you first use something like moss on a pickaxe and then put diamond on it.
some of the other modifiers seem a little rushed too. its kind of funny to have piston on your sword, but it also looks rather silly. the spider eye too, and then i dont know what the thing that adds smite is supposed to be.
could use a little more cleanup.
a piston also seems rather resource intensitive for a knockback enchant. simple slime balls make more sense. slime is bouncy anyways, judging by the bricks^^
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.
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.
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.
You see, there is a wonderful, all-doing mod called HumanMobs, and since I like to see cubic people die in SSP (muahahaha), I installed the mod. I hate the idea of chopping them up with swords, and would like to resort to the cleavers and broadswords.
They collided in a magical shower of sparks... Then crashed:
---- Minecraft Crash Report ----
// Shall we play a game?
Time: 6/19/13 6:12 AM
Description: Failed to start game
cpw.mods.fml.common.LoaderException: java.lang.NoSuchMethodError: net.minecraft.client.model.ModelSlime.<init>(I)V
at cpw.mods.fml.common.LoadController.transition(LoadController.java:142)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:515)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:160)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:411)
at net.minecraft.client.MinecraftAppletImpl.func_71384_a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:733)
at java.lang.Thread.run(Thread.java:680)
Caused by: java.lang.NoSuchMethodError: net.minecraft.client.model.ModelSlime.<init>(I)V
at mods.tinker.tconstruct.client.TProxyClient.registerRenderer(TProxyClient.java:183)
at mods.tinker.tconstruct.TConstruct.preInit(TConstruct.java:74)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:494)
at sun.reflect.GeneratedMethodAccessor5.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:165)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:98)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:514)
... 5 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.5.2
Operating System: Mac OS X (x86_64) version 10.8.3
Java Version: 1.6.0_45, Apple Inc.
Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Apple Inc.
Memory: 412345672 bytes (393 MB) / 534708224 bytes (509 MB) up to 1065025536 bytes (1015 MB)
JVM Flags: 3 total; -Xbootclasspath/a:/System/Library/PrivateFrameworks/JavaApplicationLauncher.framework/Resources/LauncherSupport.jar -Xms512M -Xmx1024M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v7.51 FML v5.2.12.710 Minecraft Forge 7.8.0.710 Optifine OptiFine_1.5.2_HD_U_D3 57 mods loaded, 57 mods active
mcp{7.44} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized
FML{5.2.12.710} [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized
Forge{7.8.0.710} [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized
CoFHCore{1.5.2.1} [CoFH Core] (coremods) Unloaded->Constructed->Pre-initialized
CodeChickenCore{0.8.6.12} [CodeChicken Core] (coremods) Unloaded->Constructed->Pre-initialized
NotEnoughItems{1.5.2.22} [Not Enough Items] (coremods) Unloaded->Constructed->Pre-initialized
PowerCrystalsCore{1.1.6} [PowerCrystals Core] (coremods) Unloaded->Constructed->Pre-initialized
CoFHNetwork{1.5.2.1} [CoFHNetwork] (CoFHCore-1.5.2.1.jar) Unloaded->Constructed->Pre-initialized
CoFHWorld{1.5.2.1} [CoFHWorld] (CoFHCore-1.5.2.1.jar) Unloaded->Constructed->Pre-initialized
Alchemine{1.2.0} [Alchemine] (Alchemine_v1.2.1.zip) Unloaded->Constructed->Pre-initialized
CatapultMod{0.8.9.137-beta-MC151} [Catapult Mod] (Catapult_Mod-0.8.9.137-beta-MC15X.zip) Unloaded->Constructed->Pre-initialized
DungeonPack{1.5.2 v3} [DungeonPack] (DungeonPack 1.5.2 v3 Universal) Unloaded->Constructed->Pre-initialized
NBTEdit{1.5.2.0} [In-game NBTEdit] (Forge_NBTEditv1.5.2.0.zip) Unloaded->Constructed->Pre-initialized
BuildCraft|Core{3.5.3} [BuildCraft] (buildcraft-A-3.5.3.jar) Unloaded->Constructed->Pre-initialized
BuildCraft|Builders{3.5.3} [BC Builders] (buildcraft-A-3.5.3.jar) Unloaded->Constructed->Pre-initialized
BuildCraft|Energy{3.5.3} [BC Energy] (buildcraft-A-3.5.3.jar) Unloaded->Constructed->Pre-initialized
BuildCraft|Factory{3.5.3} [BC Factory] (buildcraft-A-3.5.3.jar) Unloaded->Constructed->Pre-initialized
BuildCraft|Transport{3.5.3} [BC Transport] (buildcraft-A-3.5.3.jar) Unloaded->Constructed->Pre-initialized
ThermalExpansion{2.4.2.0} [Thermal Expansion] (ThermalExpansion-2.4.2.0.jar) Unloaded->Constructed->Pre-initialized
IC2{1.115.308-lf} [IndustrialCraft 2] (industrialcraft-2_1.115.308-lf.jar) Unloaded->Constructed->Pre-initialized
MineFactoryReloaded{1.5.1R2.6.0} [MineFactory Reloaded] (MineFactoryReloaded-2.6.0-862.jar) Unloaded->Constructed->Pre-initialized
BuildCraft|Silicon{3.5.3} [BC Silicon] (buildcraft-A-3.5.3.jar) Unloaded->Constructed->Pre-initialized
AppliedEnergistics{rv.10.n} [Applied Energistics] (appeng-rv10-n.zip) Unloaded->Constructed->Pre-initialized
MineFactoryReloaded|CompatAppliedEnergistics{1.5.1R2.6.0} [MFR Compat: Applied Energistics] (MineFactoryReloaded-2.6.0-862.jar) Unloaded->Constructed->Pre-initialized
MineFactoryReloaded|CompatAtum{1.5.1R2.6.0} [MFR Compat: Atum] (MineFactoryReloaded-2.6.0-862.jar) Unloaded->Constructed->Pre-initialized
MineFactoryReloaded|CompatBackTools{1.5.1R2.6.0} [MFR Compat: BackTools] (MineFactoryReloaded-2.6.0-862.jar) Unloaded->Constructed->Pre-initialized
MineFactoryReloaded|CompatBiomesOPlenty{1.5.1R2.6.0} [MFR Compat: Biomes O' Plenty] (MineFactoryReloaded-2.6.0-862.jar) Unloaded->Constructed->Pre-initialized
MineFactoryReloaded|CompatChococraft{1.5.1R2.6.0} [MFR Compat: Chococraft] (MineFactoryReloaded-2.6.0-862.jar) Unloaded->Constructed->Pre-initialized
MineFactoryReloaded|CompatExtraBiomes{1.5.1R2.6.0} [MFR Compat: ExtraBiomes] (MineFactoryReloaded-2.6.0-862.jar) Unloaded->Constructed->Pre-initialized
MineFactoryReloaded|CompatForestryPre{1.5.1R2.6.0} [MFR Compat: Forestry (2)] (MineFactoryReloaded-2.6.0-862.jar) Unloaded->Constructed->Pre-initialized
Forestry{2.2.6.3} [Forestry for Minecraft] (forestry-A-2.2.6.3.jar) Unloaded->Constructed->Pre-initialized
MineFactoryReloaded|CompatForestry{1.5.1R2.6.0} [MFR Compat: Forestry] (MineFactoryReloaded-2.6.0-862.jar) Unloaded->Constructed->Pre-initialized
MineFactoryReloaded|CompatIC2{1.5.1R2.6.0} [MFR Compat: IC2] (MineFactoryReloaded-2.6.0-862.jar) Unloaded->Constructed->Pre-initialized
MineFactoryReloaded|CompatMagicalCrops{1.5.1R2.6.0} [MFR Compat: Magical Crops] (MineFactoryReloaded-2.6.0-862.jar) Unloaded->Constructed->Pre-initialized
MineFactoryReloaded|CompatMystcraft{1.5.1R2.6.0} [MFR Compat: Mystcraft] (MineFactoryReloaded-2.6.0-862.jar) Unloaded->Constructed->Pre-initialized
MineFactoryReloaded|CompatNatura{1.5.1R2.6.0B1} [MFR Compat: Natura] (MineFactoryReloaded-2.6.0-862.jar) Unloaded->Constructed->Pre-initialized
MineFactoryReloaded|CompatPams{1.5.1R2.6.0} [MFR Compat: Pam's Mods] (MineFactoryReloaded-2.6.0-862.jar) Unloaded->Constructed->Pre-initialized
MineFactoryReloaded|CompatRP2{1.5.1R2.6.0} [MFR Compat: RP2] (MineFactoryReloaded-2.6.0-862.jar) Unloaded->Constructed->Pre-initialized
MineFactoryReloaded|CompatSoulShards{1.5.1R2.6.0} [MFR Compat: SoulShards] (MineFactoryReloaded-2.6.0-862.jar) Unloaded->Constructed->Pre-initialized
MineFactoryReloaded|CompatSufficientBiomes{1.5.1R2.6.0} [MFR Compat: Sufficient Biomes] (MineFactoryReloaded-2.6.0-862.jar) Unloaded->Constructed->Pre-initialized
Thaumcraft{3.0.5c} [Thaumcraft] (Thaumcraft3.0.5c.zip) Unloaded->Constructed->Pre-initialized
MFReloaded|CompatThaumcraft{1.5.1R2.6.0} [MFR Compat: Thaumcraft] (MineFactoryReloaded-2.6.0-862.jar) Unloaded->Constructed->Pre-initialized
MineFactoryReloaded|CompatThermalExpansion{1.5.1R2.6.0} [MFR Compat: ThermalExpansion] (MineFactoryReloaded-2.6.0-862.jar) Unloaded->Constructed->Pre-initialized
TConstruct{1.5.1_1.3.3.9} [Tinkers' Construct] (TConstruct_1.3.3.9.jar) Unloaded->Constructed->Errored
MineFactoryReloaded|CompatTConstruct{1.5.1R2.6.0B1} [MFR Compat: TConstruct] (MineFactoryReloaded-2.6.0-862.jar) Unloaded->Constructed->Pre-initialized
MineFactoryReloaded|CompatTwilightForest{1.5.1R2.6.0} [MFR Compat: TwilightForest] (MineFactoryReloaded-2.6.0-862.jar) Unloaded->Constructed->Pre-initialized
MineFactoryReloaded|CompatVanilla{1.5.1R2.6.0} [MFR Compat: Vanilla] (MineFactoryReloaded-2.6.0-862.jar) Unloaded->Constructed->Pre-initialized
MineFactoryReloaded|CompatXyCraft{1.5.1R2.6.0} [MFR Compat: XyCraft] (MineFactoryReloaded-2.6.0-862.jar) Unloaded->Constructed->Pre-initialized
mod_SmartMoving{13.9.1} [Smart Moving] (Smart Moving Universal for ModLoader or Minecraft Forge or MCPC+.zip) Unloaded->Constructed->Pre-initialized
mod_SmartRender{1.1} [Smart Render] (Smart Moving Universal for ModLoader or Minecraft Forge or MCPC+.zip) Unloaded->Constructed->Pre-initialized
ThaumicTinkerer{1.0.5} [Thaumic Tinkerer] (Thaumic Tinkerer [1.0.5].zip) Unloaded->Constructed->Pre-initialized
BetterAnvil{4.1} [Better Anvils] (betterAnvil - 152 - 4.1.zip) Unloaded->Constructed->Pre-initialized
EE3{pre1h (build 16)} [Equivalent Exchange 3] (ee3-universal-pre1h-16.jar) Unloaded->Constructed->Pre-initialized
extracells{1.0.9d} [ExtrCells] (extracells 1.0.9d (1.5.2).zip) Unloaded->Constructed->Pre-initialized
GregTech_Addon{MC151} [GregTech-Addon] (gregtechmod (1).zip) Unloaded->Constructed->Pre-initialized
AdvancedSolarPanel{3.3.7} [Advanced Solar Panels] (mod_AdvancedSolarPanels_3_3_7.zip) Unloaded->Constructed->Pre-initialized
ThaumicBees{1.4.7c - ftbs} [ThaumicBees] (thaumicbees-1.4.7c.jar) Unloaded->Constructed->Pre-initialized
LWJGL: 2.4.2
OpenGL: Intel HD Graphics 4000 OpenGL Engine GL version 2.1 INTEL-8.10.44, Intel Inc.
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Texture Pack: Default
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
Thank you for reading this post,
Jackiecrazy
I feed off changelogs.
Asking for updates is spam. Really.
I make some mods that are pathetically slow to update. Join in on the wait here and here.
I quite like it how it currently is.