I posted that a hopper won't check its entire inventory when passing out the bottom directly to a hopper below.
Ah, that one. Yeah, I briefly considered it and took a look at the code when you first posted about it and remembered that I had designed the Hopper to follow a first-in/first-out methodology (which makes sense given what it is).
Therefore, if the items that first go into its inventory for whatever reason can not exit, neither can anything else.
Ah, that one. Yeah, I briefly considered it and took a look at the code when you first posted about it and remembered that I had designed the Hopper to follow a first-in/first-out methodology (which makes sense given what it is).
Therefore, if the items that first go into its inventory for whatever reason can not exit, neither can anything else.
No problem man. Sorry it wasn't a more favorable response, but it would take quite a substantial restructuring of the Hopper code if I decided to no longer follow the FIFO rule I decided on when I first designed it.
I don't know if anyone has asked about this, but I don't really aspire to read through every comment. Is anyone else having trouble with water picking up and placement? When I pick it up, the water source doesn't change, and when I place it it just disappears. Is this just me or are others having this problem?
Cheers,
squidgy131
Oh nevermind. I just found out about hardcore bucket mode :L
Minecraft has stopped running because it encountered a problem.
If you wish to report this, please copy this entire text and email it to [email protected].
Please include a description of what you did when the error occured.
--- BEGIN ERROR REPORT e2dd0853 --------
Generated 2/21/12 10:32 PM
Minecraft: Minecraft 1.1
OS: Windows 7 (x86) version 6.1
Java: 1.6.0_29, Sun Microsystems Inc.
VM: Java HotSpot(TM) Client VM (mixed mode), Sun Microsystems Inc.
LWJGL: 2.4.2
OpenGL: ATI Radeon HD 4200 version 3.3.10750 Compatibility Profile Context, ATI Technologies Inc.
java.lang.NoClassDefFoundError: forge/Configuration
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClassCond(Unknown Source)
at java.lang.ClassLoader.defineClass(Unknown Source)
at java.security.SecureClassLoader.defineClass(Unknown Source)
at java.net.URLClassLoader.defineClass(Unknown Source)
at java.net.URLClassLoader.access$000(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at BuildCraftCore.initialize(BuildCraftCore.java:136)
at mod_BuildCraftCore.initialize(mod_BuildCraftCore.java:83)
at mod_BuildCraftCore.ModsLoaded(mod_BuildCraftCore.java:99)
at ModLoader.init(ModLoader.java:832)
at ModLoader.AddAllRenderers(ModLoader.java:189)
at afq.<init>(afq.java:80)
at afq.<clinit>(afq.java:9)
at net.minecraft.client.Minecraft.a(SourceFile:265)
at net.minecraft.client.Minecraft.run(SourceFile:648)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: forge.Configuration
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 21 more
--- END ERROR REPORT 7cf1c1d ----------
Well, sorry. I didn't realize going up to 3 was large. I'm just used to that font size and any smaller is harder for me to read. Sorry. In apology., I shall shrink to 1
Well, sorry. I didn't realize going up to 3 was large. I'm just used to that font size and any smaller is harder for me to read. Sorry. In apology., I shall shrink to 1
What other mods have you installed? Did you install forge? Because you shouldnt have...
What other mods have you installed? Did you install forge? Because you shouldnt have...
I did not install forge, only Rei's Minimap, TooManyItems, and Single Player Commands (To help with general construction)
Ok, I just di a test with a brand new minecraft.jar, installed everything, deleted META folder (like always) and with no other mods installed (Just Better Then Wolves, BuildCraft, and Better Then Buildcraft) it STILL crashed. (Didn't give me enough time to copy the error log, though...)
Check the versions you installed.
As for the error log, check modloader.txt after the crash. You can find it at .minecraft.
I forgot about Boombox mod that I had used ages ago but forgot to remove the folder afer I updated to 1.1 (And I am using the mod versions listed in the Readme file. And I am using Minecraft 1.1)
EDIT: Here's all that Modloader.txt says
Feb 22, 2012 12:55:17 AM ModLoader init
FINE: ModLoader 1.1 Initializing...
Feb 22, 2012 12:55:17 AM ModLoader readFromClassPath
FINER: Adding mods from C:\Users\Deborah Clark\AppData\Roaming\.minecraft\bin\minecraft.jar
Feb 22, 2012 12:55:17 AM ModLoader readFromClassPath
FINER: Zip found.
Feb 22, 2012 12:55:18 AM ModLoader addMod
FINE: Mod Initialized: "mod_ModLoaderMp 1.1" from mod_ModLoaderMp.class
Feb 22, 2012 12:55:18 AM ModLoader addMod
FINE: Mod Initialized: "mod_FCBetterThanWolves 3.51" from mod_FCBetterThanWolves.class
Feb 22, 2012 12:55:18 AM ModLoader addMod
FINE: Mod Initialized: "mod_BuildCraftCore 3.1.3" from mod_BuildCraftCore.class
Feb 22, 2012 12:55:18 AM ModLoader addMod
FINE: Mod Initialized: "mod_BuildCraftBuilders 3.1.3" from mod_BuildCraftBuilders.class
Feb 22, 2012 12:55:18 AM ModLoader addMod
FINE: Mod Initialized: "mod_BuildCraftEnergy 3.1.3" from mod_BuildCraftEnergy.class
Feb 22, 2012 12:55:18 AM ModLoader addMod
FINE: Mod Initialized: "mod_BuildCraftFactory 3.1.3" from mod_BuildCraftFactory.class
Feb 22, 2012 12:55:18 AM ModLoader addMod
FINE: Mod Initialized: "mod_BuildCraftTransport 3.1.3" from mod_BuildCraftTransport.class
Feb 22, 2012 12:55:18 AM ModLoader addMod
FINE: Mod Initialized: "mod_BuildCraftSilicon 3.1.3" from mod_BuildCraftSilicon.class
Feb 22, 2012 12:55:18 AM ModLoader addMod
FINE: Mod Initialized: "mod_BetterThenBuildCraft 3.00" from mod_BetterThenBuildCraft.class
Feb 22, 2012 12:55:18 AM ModLoader readFromModFolder
FINER: Adding mods from C:\Users\Deborah Clark\AppData\Roaming\.minecraft\mods\ModLoader.zip
Feb 22, 2012 12:55:18 AM ModLoader readFromModFolder
FINER: Zip found.
Feb 22, 2012 12:55:18 AM ModLoader readFromModFolder
FINER: Adding mods from C:\Users\Deborah Clark\AppData\Roaming\.minecraft\mods\rei_minimap
Feb 22, 2012 12:55:18 AM ModLoader readFromModFolder
FINER: Directory found.
Feb 22, 2012 12:55:18 AM ModLoader readFromModFolder
FINER: Adding mods from C:\Users\Deborah Clark\AppData\Roaming\.minecraft\mods\sppcommands
Feb 22, 2012 12:55:18 AM ModLoader readFromModFolder
FINER: Directory found.
Feb 22, 2012 12:55:18 AM ModLoader readFromModFolder
FINER: Adding mods from C:\Users\Deborah Clark\AppData\Roaming\.minecraft\mods\TooManyItems2011_09_14.zip
Feb 22, 2012 12:55:18 AM ModLoader readFromModFolder
FINER: Zip found.
Feb 22, 2012 12:55:18 AM ModLoader addMod
FINE: Failed to load mod from "mod_TooManyItems.class"
Feb 22, 2012 12:55:18 AM ModLoader addMod
FINER: THROW
java.lang.NoSuchMethodError: ul.<init>(III)V
at TMIConfig.decodeState(TMIConfig.java:225)
at TMIUtils.loadPreferences(TMIUtils.java:53)
at mod_TooManyItems.<init>(mod_TooManyItems.java:10)
at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
at sun.reflect.NativeConstructorAccessorImpl.newInstance(Unknown Source)
at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(Unknown Source)
at java.lang.reflect.Constructor.newInstance(Unknown Source)
at java.lang.Class.newInstance0(Unknown Source)
at java.lang.Class.newInstance(Unknown Source)
at ModLoader.addMod(ModLoader.java:269)
at ModLoader.readFromModFolder(ModLoader.java:1305)
at ModLoader.init(ModLoader.java:820)
at ModLoader.AddAllRenderers(ModLoader.java:189)
at afq.<init>(afq.java:80)
at afq.<clinit>(afq.java:9)
at net.minecraft.client.Minecraft.a(SourceFile:265)
at net.minecraft.client.Minecraft.run(SourceFile:648)
at java.lang.Thread.run(Unknown Source)
Feb 22, 2012 12:55:28 AM ModLoader init
FINE: Mod Loaded: "mod_ModLoaderMp 1.1"
Feb 22, 2012 12:55:28 AM ModLoader init
FINE: Mod Loaded: "mod_FCBetterThanWolves 3.51"
Feb 22, 2012 12:55:28 AM ModLoader init
FINE: Mod Loaded: "mod_BuildCraftCore 3.1.3"
Feb 22, 2012 12:55:28 AM ModLoader init
FINE: Mod Loaded: "mod_BuildCraftBuilders 3.1.3"
Feb 22, 2012 12:55:28 AM ModLoader init
FINE: Mod Loaded: "mod_BuildCraftEnergy 3.1.3"
Feb 22, 2012 12:55:28 AM ModLoader init
FINE: Mod Loaded: "mod_BuildCraftFactory 3.1.3"
Feb 22, 2012 12:55:28 AM ModLoader init
FINE: Mod Loaded: "mod_BuildCraftTransport 3.1.3"
Feb 22, 2012 12:55:28 AM ModLoader init
FINE: Mod Loaded: "mod_BuildCraftSilicon 3.1.3"
Feb 22, 2012 12:55:28 AM ModLoader init
FINE: Mod Loaded: "mod_BetterThenBuildCraft 3.00"
Feb 22, 2012 12:55:28 AM ModLoaderMp Log
FINE: ModLoaderMP 1.0.0 Initialized
Feb 22, 2012 12:55:28 AM BuildCraftCore initialize
FINE: Starting BuildCraft 3.1.3
Feb 22, 2012 12:55:28 AM BuildCraftCore initialize
FINE: Copyright (c) SpaceToad, 2011
Feb 22, 2012 12:55:28 AM BuildCraftCore initialize
FINE: http://www.mod-buildcraft.com
Feb 22, 2012 12:55:30 AM mod_BetterThenBuildCraft ModsLoaded
FINE: Starting Better Then BuildCraft 3.00
Feb 22, 2012 12:55:31 AM ModLoader AddAllRenderers
FINE: Initialized
I forgot about Boombox mod that I had used ages ago but forgot to remove the folder afer I updated to 1.1 (And I am using the mod versions listed in the Readme file. And I am using Minecraft 1.1)
I suspect you just haven't installed Better Than Wolves properly, and copied it into the mods folder instead of following the instructions found in the readme.
Either that, or as Storm just suggested, it's the archive utility you're using that's messing things up.
I prefer simplicity to Rube Goldberg contraptions so when a redstone clock is more efficient I use it. /shrug
Not sure how a regular redstone clock is more efficient man. Assuming you're already running mechanical power to the Bellows, hooking up a Turntable for timing would likely be smaller, more reliable, easier to configure, and might even be less of a performance drain.
I suspect you just haven't installed Better Than Wolves properly, and copied it into the mods folder instead of following the instructions found in the readme.
Either that, or as Storm just said, it's the archive utility you're using that's messing things up.
To clarify, I am on a PC (Windows 7) I no longer use Boombox and have just deleted the folder and tried again. same result. I installed everything according to the Readmes included in the various mods (Which means, yes I put everything in the MINECRAFT.JAR folder into the minecraft.jar file). I use Winrar to verify which archive program I am using.
Sadly I need to leave the forums for a bit and won't be back till much later so. If you have any info, can you please pm me and I'll get back to the forums as soon as possible.
Not sure how a regular redstone clock is more efficient man. Assuming you're already running mechanical power to the Bellows, hooking up a Turntable for timing would likely be smaller, more reliable, easier to configure, and might even be less of a performance drain.
A redstone clock can be built in a 2x4 space, even if I had mechanical power in just the right place I wouldn't be able to beat that. I'm not sure how a turn table is easier to configure since the addition of repeaters. I'd have to add on new rooms to my building to even consider implementing a turn table anyway because I just don't have power at that level (my control for the bellows is a room below).
Performance isn't really an issue on my computer, certainly not from a measly clock.
A redstone clock can be built in a 2x4 space, even if I had mechanical power in just the right place I wouldn't be able to beat that. I'm not sure how a turn table is easier to configure since the addition of repeaters. I'd have to add on new rooms to my building to even consider implementing a turn table anyway because I just don't have power at that level (my control for the bellows is a room below).
For longer delays, Turntables tend to be much more compact. At the 2nd setting, they perform one 90 degree rotation every second, which can be used to alternate between on/off states and can be compacted into a 2X2X2 volume (excluding the axle beneath), which is roughly comparable to the timer you're describing, and which would require at least 3 repeaters to get the same delay. At the 3rd setting, which is a 2 second delay, and which is what I use for most of my Bellows setups, the space saving starts adding up with your equivalent repeater based timer requiring 5 repeaters, each which have to be manually configured (hence why I say the Turntable is easier to setup), and which you'll have a hard time cramming into a 2X4 space.
They also don't freeze up on load the way regular repeater-based circuits do.
Also, the Turntable is hooked up to the Gear Box in the same way your clock is. If you've got a Gear Box at that level, of course you have mechanical power for the Turntable there as well.
I get the impression you just haven't used them much man. I'd really give them a try if I were you.
Apologies in advance @Flowerchild, and at the risk of being ostrasized from the community before I become a member, what are the chances that this magically works with smp?
I can't seem to find the answer anywhere, perhaps because it is a stupid question... idk:)
I've been holding out for BTW for a long while now in smp, but I can't wait any longer.
Btw BTW/BTB looks waaaaaaay too good, I'm installing it today regardless!
Thanks in advance helpers.
Hish
It's a reasonable question. As I understand it, BTW and by extension BTB won't be going to SMP until the relationship between the multiplayer and single player games is improved. At this point it appears to effectively require managing two separate, similar but different sets of code to make a mod like BTW work properly on the server.
To top things off, everyone would still have to patch their clients as well. There has been a promise from mojang in the past to improve that code base but there isn't any eta sadly.
For longer delays, Turntables tend to be much more compact. At the 2nd setting, they perform one 90 degree rotation every second, which can be used to alternate between on/off states and can be compacted into a 2X2X2 volume (excluding the axle beneath), which is roughly comparable to the timer you're describing, and which would require at least 3 repeaters to get the same delay. At the 3rd setting, which is a 2 second delay, and which is what I use for most of my Bellows setups, the space saving starts adding up with your equivalent repeater based timer requiring 5 repeaters, each which have to be manually configured (hence why I say the Turntable is easier to setup), and which you'll have a hard time cramming into a 2X4 space.
They also don't freeze up on load the way regular repeater-based circuits do.
Also, the Turntable is hooked up to the Gear Box in the same way your clock is. If you've got a Gear Box at that level, of course you have mechanical power for the Turntable there as well.
I get the impression you just haven't used them much man. I'd really give them a try if I were you.
So your bellows run on 2 second intervals? See it would be nice to know that I can run them that slow. I was under the impression they had to run far faster than that (especially since slowing mine down made it stop working correctly). There is nothing in game to indicate that and the wiki doesn't really provide any information about the timing so I've only had vague ideas of how it was supposed to work. I could see how that would make a difference. 2 repeaters is enough for nearly a second delay which I thought was plenty since the bellows can cycle that fast since that's all I thought was needed to work properly.
Sure anything longer than a few seconds is messy with repeaters but I still don't find the turn table timer that desirable. It is still usually a pain to try to bring in mechanical power to it compared to just using a BD counter since it is easily as configurable and can be built in a 2x4 - 2x6 space, much easier to find a place in a regular control room.
Usually my control systems are bellow my actual machines so although I have a gear box nearby it still requires me to run an axel down, across, and then up into the turn table which adds to the space requirement; whereas, my clock just feeds up a block or two into the gearbox. In my main building that would cut into my storage room which would both be in the way and ugly. The TT just isn't compatible with the way I usually design my physical layouts since it often requires more vertical space than I usually have so has never been a very desirable solution when there are 2-D alternatives.
Ah, that one. Yeah, I briefly considered it and took a look at the code when you first posted about it and remembered that I had designed the Hopper to follow a first-in/first-out methodology (which makes sense given what it is).
Therefore, if the items that first go into its inventory for whatever reason can not exit, neither can anything else.
Ok, ty. Will adjust accordingly.
No problem man. Sorry it wasn't a more favorable response, but it would take quite a substantial restructuring of the Hopper code if I decided to no longer follow the FIFO rule I decided on when I first designed it.
Cheers,
squidgy131
Oh nevermind. I just found out about hardcore bucket mode :L
Nope...just with large fonts.
Well, sorry. I didn't realize going up to 3 was large. I'm just used to that font size and any smaller is harder for me to read. Sorry. In apology., I shall shrink to 1
What other mods have you installed? Did you install forge? Because you shouldnt have...
I prefer simplicity to Rube Goldberg contraptions so when a redstone clock is more efficient I use it. /shrug
I did not install forge, only Rei's Minimap, TooManyItems, and Single Player Commands (To help with general construction)
Ok, I just di a test with a brand new minecraft.jar, installed everything, deleted META folder (like always) and with no other mods installed (Just Better Then Wolves, BuildCraft, and Better Then Buildcraft) it STILL crashed. (Didn't give me enough time to copy the error log, though...)
I forgot about Boombox mod that I had used ages ago but forgot to remove the folder afer I updated to 1.1 (And I am using the mod versions listed in the Readme file. And I am using Minecraft 1.1)
EDIT: Here's all that Modloader.txt says
And that's it
I suspect you just haven't installed Better Than Wolves properly, and copied it into the mods folder instead of following the instructions found in the readme.
Either that, or as Storm just suggested, it's the archive utility you're using that's messing things up.
Not sure how a regular redstone clock is more efficient man. Assuming you're already running mechanical power to the Bellows, hooking up a Turntable for timing would likely be smaller, more reliable, easier to configure, and might even be less of a performance drain.
To clarify, I am on a PC (Windows 7) I no longer use Boombox and have just deleted the folder and tried again. same result. I installed everything according to the Readmes included in the various mods (Which means, yes I put everything in the MINECRAFT.JAR folder into the minecraft.jar file). I use Winrar to verify which archive program I am using.
Sadly I need to leave the forums for a bit and won't be back till much later so. If you have any info, can you please pm me and I'll get back to the forums as soon as possible.
A redstone clock can be built in a 2x4 space, even if I had mechanical power in just the right place I wouldn't be able to beat that. I'm not sure how a turn table is easier to configure since the addition of repeaters. I'd have to add on new rooms to my building to even consider implementing a turn table anyway because I just don't have power at that level (my control for the bellows is a room below).
Performance isn't really an issue on my computer, certainly not from a measly clock.
For longer delays, Turntables tend to be much more compact. At the 2nd setting, they perform one 90 degree rotation every second, which can be used to alternate between on/off states and can be compacted into a 2X2X2 volume (excluding the axle beneath), which is roughly comparable to the timer you're describing, and which would require at least 3 repeaters to get the same delay. At the 3rd setting, which is a 2 second delay, and which is what I use for most of my Bellows setups, the space saving starts adding up with your equivalent repeater based timer requiring 5 repeaters, each which have to be manually configured (hence why I say the Turntable is easier to setup), and which you'll have a hard time cramming into a 2X4 space.
They also don't freeze up on load the way regular repeater-based circuits do.
Also, the Turntable is hooked up to the Gear Box in the same way your clock is. If you've got a Gear Box at that level, of course you have mechanical power for the Turntable there as well.
I get the impression you just haven't used them much man. I'd really give them a try if I were you.
You know you missed the Better then BuildCraft Files right?
Playing Better Than Wolves? Want it to be more sexy than it already is? Use this! Sphax-Style Better Than Wolves
It's a reasonable question. As I understand it, BTW and by extension BTB won't be going to SMP until the relationship between the multiplayer and single player games is improved. At this point it appears to effectively require managing two separate, similar but different sets of code to make a mod like BTW work properly on the server.
To top things off, everyone would still have to patch their clients as well. There has been a promise from mojang in the past to improve that code base but there isn't any eta sadly.
I installed the better then buildcraft files along with the better then wolves and buildcraft files
So your bellows run on 2 second intervals? See it would be nice to know that I can run them that slow. I was under the impression they had to run far faster than that (especially since slowing mine down made it stop working correctly). There is nothing in game to indicate that and the wiki doesn't really provide any information about the timing so I've only had vague ideas of how it was supposed to work. I could see how that would make a difference. 2 repeaters is enough for nearly a second delay which I thought was plenty since the bellows can cycle that fast since that's all I thought was needed to work properly.
Sure anything longer than a few seconds is messy with repeaters but I still don't find the turn table timer that desirable. It is still usually a pain to try to bring in mechanical power to it compared to just using a BD counter since it is easily as configurable and can be built in a 2x4 - 2x6 space, much easier to find a place in a regular control room.
Usually my control systems are bellow my actual machines so although I have a gear box nearby it still requires me to run an axel down, across, and then up into the turn table which adds to the space requirement; whereas, my clock just feeds up a block or two into the gearbox. In my main building that would cut into my storage room which would both be in the way and ugly. The TT just isn't compatible with the way I usually design my physical layouts since it often requires more vertical space than I usually have so has never been a very desirable solution when there are 2-D alternatives.