Do you have to download all the files?
MDK-v5.7.0.12.zip
Mekanism-v5.7.0.12.jar
MekanismGenerators-v5.7.0.12.jar
MekanismInduction-v5.7.0.12.jar
MekanismTools-v5.7.0.12.jar
Do you have to download all the files?
MDK-v5.7.0.12.zip
Mekanism-v5.7.0.12.jar
MekanismGenerators-v5.7.0.12.jar
MekanismInduction-v5.7.0.12.jar
MekanismTools-v5.7.0.12.jar
??
You only need Mekanism, MekanismGenerators and MekanismTools.
The MDK file is the api or SDK for the mod, so mod developers can make their mod compatible with Mekanism. MekanismInduction is a discontinued package which is now maintained by calclavia, under the name Resonant Induction.
Using the 6.0 dev version and definitely liking the changes. I do have a few suggestions, though:
1) Make higher-tier unicables just a little less expensive.
2) Badly need a better advanced solar panel model. Something that looks as nice as the small one.
3) Ability to configure crusher/infuser/etc recipes. Right now I'm using EnderIO's SAG Mill and Alloy Smelter for most of my needs since I can really make sure all my mods are integrated and I don't need 3 different 'crushers' that are all slightly different. I'd really love to convert these last holdouts in my processing center to Mekanism though.
4) Fluid pipes that aren't tied to a specific type of fluid. I'd love to have one mechanical pipe hooked up to my smeltery that auto-sorts my liquid metals into their proper tanks. Right now I can get that with fluiducts, liquid transfer nodes, or (with extra work) buildcraft pipes..... but not mechanical pipes.
Also noticed a couple of bugs/crashes:
1) Clientside crash with Galacticraft Oxygen Storage Module with Mekanism Pressurized Tubing hooked up. This did not occur immediately and I was unable to reproduce the issue later on. It left that chunk unloadable by any client though and I had to delete the storage module to correct the issue. Assuming this is on Galacticraft's side as they are not using the new API.
2) Server crash with some interaction between chunk (un)loading, forge multipart, and mechanical pipe. I'll post a crashlog for this one on the bug tracker later tonight. It's happened multiple times but I can't /reliably/ reproduce it. All times it occurred very shortly after I teleported away from my base so guess was it had to do with part of the run of pipe unloading at the wrong time, but a chunk loader across the whole area didn't stop it from happening again. When I start the server back up, there's always a random run of mechanical pipe up to a chunk boundary that is "missing". Presumably that was the pipe that caused the crash, but after replacing it, it seems like a different run of pipe does the same so I can't tell what exactly is the common denominator.
Using Mekanism on a SMP server currently. Found an issue when using the /butcher or /killa commands to wipe the mobs. The robit would get wiped along with it. Not sure if this is something I need to fix server side or in the mod. Thanks in advance for the help.
I am having a bit of a strange audio issue that seems to go away if I remove Mekanism. The best way to describe it is a low volume buzzing/humming sound that slowly builds up in volume and then goes up and down in volume. It is only Minecraft and will go away if I turn the sound effects volume to 0%. If I Save & Quit a world or leave an SMP world, the sound will continue at the main menu of minecraft. When I exit the Minecraft application, the sound also goes away. So far, the only other thing that I noticed is when I remove Mekanism, the issue also goes away.
I am running Minecraft with 4G of Ram and a max permgen size of 512m. I have Java 7 Update 51 (using 64-bit version), but I'm not sure if that has anything to do with it. I am using a custom mod pack that I created myself found in the spoiler below. I play the modpack on a server that I deployed on Amazon, but have confirmed that the problem also exists in single player mode as well.
Also, I only use the core package and machines. I played around with the tools and induction and removed them because I never used them in survival.
Minecraft Release
Minecraft 1.6.4
Forge Release
Minecraft Forge 9.11.1.965
Client Only Mods
HeldCore 01.03.06.00
Inventory Tweaks 1.56-b77
NEI Addons 1.10.0.55
NEI Mystcraft Addon 1.05.01.00
NEI Plugins 1.1.0.6
Schematica v1.5.3.59
Client-Server Mods
Applied Energistics rv14 (finale3)
Ars Magica 2 v1.1.2b
BiblioCraft v1.5.4
BiblioWoods[BiomesOPlenty] v1.3
BiblioWoods[Forestry] v1.3
BiblioWoods[Natura] v1.1
Binnie Mods 1.8.0
Biomes O' Plenty 1.2.1.434
Blood Magic v0.7.2a
Buildcraft 4.2.2
Buildcraft ABO 1.0.7.558
Computer Craft 1.58
Craft Heraldry 1.0.3
Crafting Suite v0.2.1.3
Den Pipes 2.1.18
Den Pipes Emerald 1.1.6
Den Pipes Forestry 1.1.8
Equivalent Exchange 3 pre2a-57
Ender Storage 1.4.3.5
Equivalency 1.5.6
EVOC 1.0.0a
Extra Cells 1.6.3b
Extra Utils 1.0.2
Factorization 0.8.29
Flat Signs 1.4.0.15
Forestry 2.3.1.1
Forestry Extras 0.6.4
Forge Multipart 1.0.0.240
Gate Copy 3.1.4
Gendustry 1.0.3.41
Gravity Gun 2.0.0
Hats 2.1.1
Hat Stand 2.1.0
IC2 Stuff 1.9.17
IC2 Nuclear Control 1.6.2e
IndustrialCraft 2 v2.0.380 (experimental)
Iron Chests 5.4.1.698
Jabba 1.0.3
Logistics Pipes 0.7.4.dev.102
Magic Bees 2.1.11
Mekanism v5.7.0.12
Mekanism Generators v5.7.0.12
MFFS v3.6.2.9
Mine Factory Reloaded 2.7.4-255
Misc Peripherals 3.4b2
Modular Powersuits 0.10.0-91
Morph 0.6.0
Mystcraft 0.10.12.01
Natura 2.1.14
Not Enough Items 1.6.1.8
Obsidiplates 2.0.0.15
Open Blocks 1.2.4
Open Peripheral Core 0.3.0
Open Peripheral Addons 0.1
Opis 1.1.2 (alpha)
Plugins for Forestry 3.2.30
Portal Gun 2.0.2
Project Red Base 4.2.2.19
Project Red Compat 4.2.2.19
Project Red Integration 4.2.2.19
Project Red Lighting 4.2.2.19
Project Red Mechanical 4.2.2.19
Project Red World 4.2.2.19
qCraft 1.1
Quarry Plus 1.0.1
Railcraft 8.3.2.0
Reactor Craft 1.6v15b
Red IO 1.1
Redstone Arsenal 1.0.0.0
Rotary Craft 1.6v15b
Soul Shards 2.0.15
Steves Carts 2.0.0.b10
Switches 1.3.0.25
Tinker's Construct 1.5.2.6
Tinker's Mechworks 0.1.3
Thaumcraft 4.0.5b
Thaumic Tinkerer 2.1-68
Thermal Expansion 3.0.0.2
Translocator 1.1.0.13
Twilight Forest 1.20.3
Waila 1.4.4b
Wireless Redstone CBE 1.4.0.6
UPDATE: The sound buzz/hum seems to temporarily go away when any other sound effect occurs in Minecraft include button clicks. It will begin to slowly ramp up again.
I think I have found the source of the sound. The sound effect only seems to start when entering a loaded chunk that contains an advanced solar generator. The sound effect issue persists when leaving the chunk or even leaving the world while sitting at the main menu (infinitely). When I destroy the advanced solar generator, the sound will completely go away and doesn't return.
Simple temporary solution is not to use advanced solar generators. Has anyone else experienced this?
I was able to reproduce the same sound with only Minecraft, Forge 9.11.1.965, Mekanism v5.7.0.12, and Mekanism Generators v5.7.0.12.
Created a new test world in survival mode (didn't have NEI installed) and placed an advanced solar generator and the noise begins. If this noise is intended, similar to other sound effects of the machines, the noise should not continue when leaving the chunks range or closing the world. It also seems that the volume of the noise has little to do with the proximity of the advanced solar generator, if the player has entered the chunk containing the power device.
We have been using this on our server but have ran into a few major problems.
1: Whenever we place a machine down on a cable that has power running through it, "restarts" the server. No crash report or anything, just restart. If you click it after restarting, it restarts it again. You have to break it, and the wire, Then place the machine down, and then the wire. The wire we are using is leadstone, and redstone wire from Thermal Expansion.
2: Universal cable seems to lag up the server if it is used in more complicated setups.
I was able to reproduce the same sound with only Minecraft, Forge 9.11.1.965, Mekanism v5.7.0.12, and Mekanism Generators v5.7.0.12.
Created a new test world in survival mode (didn't have NEI installed) and placed an advanced solar generator and the noise begins. If this noise is intended, similar to other sound effects of the machines, the noise should not continue when leaving the chunks range or closing the world. It also seems that the volume of the noise has little to do with the proximity of the advanced solar generator, if the player has entered the chunk containing the power device.
Erm...that's the Solar Generator sound effect that plays when it is generating electricity, and it is not a bug. You'll hear it when you get near a Solar Generator which is under the sun.
Rollback Post to RevisionRollBack
There are no extra pieces in the universe. Everyone is here because he or she has a place to fill, and every piece must fit itself into the big jigsaw puzzle.
-Deepak Chopra
Erm...that's the Solar Generator sound effect that plays when it is generating electricity, and it is not a bug. You'll hear it when you get near a Solar Generator which is under the sun.
Correct - but when you disconnect from the world (i.e. Save & Quit or Disconnect from a Server), the noise continues and doesn't stop while you are sitting at the Main Menu. It loops forever.
Once the hum starts, it also doesn't seem to stop after moving well away from the chunk or even to another dimension. It also doesn't seem to take into effect Y distance either. My current base is a straight 1 chunk setup drilled to bedrock from a BC quarry. So, I wouldn't have expected to hear the hum start if I log into the server at bedrock level and I have the solar generator over 100 blocks away, straight up at the top of my tower.
The other machines in Mekanism seem to work properly. As I walk away, the noise volume reduces. This does not happen with the advanced solar generator. The noise continues even when I move out of the area and the chunk has unloaded - and to make matters worse, the volume itself seems to pulse in loudness rather randomly. Anytime any other sound is played, the humming immediately stops. Then it eventually comes back - even if the advance solar generator is no where around the player or the chunk is unloaded.
When I say another other sound, I mean, any sound - including button clicks in the Minecraft menus. So, I am wondering if event that changes sound volume based on player proximity (if there is one) is not properly firing, causing the sound to play indefinately, once the player encounters a chunk with an advanced solar generator in it.
I guess I could look at the code myself. Right now, it's to the point where I have to shut off the sound for Minecraft because the sound goes on forever no matter where I move from my base - or - not use the adv. solar generator.
how should i connect factories to automate production? i have basic factory (enriching) connected to basic factory (smelting) through logistical transporter. transporter is connected to dark blue side (enriching factory) and to red side (smelting) but nothing comes through.
i also connected logistical transporter to dark blue side of smelting factory to a chest and ingots go there flawlessly.
so what i´m doing wrong?
Right click factory and click configuration. The slots on right side represent the sides of the factory. Center is front, lower left is back. Set red for input and blue for output. If you use flint, set to purple. Make sure you set the output of one factory to the input of another. You can also use the configurator, but it takes practice and patience to master. You can also set factories directly next to each other, with output of one going to input of another.
Nothing seems to work, the only thing that allows the game to run is removing the mod all together. Any other ideas?
Do you have to download all the files?
MDK-v5.7.0.12.zip
Mekanism-v5.7.0.12.jar
MekanismGenerators-v5.7.0.12.jar
MekanismInduction-v5.7.0.12.jar
MekanismTools-v5.7.0.12.jar
??
You only need Mekanism, MekanismGenerators and MekanismTools.
The MDK file is the api or SDK for the mod, so mod developers can make their mod compatible with Mekanism. MekanismInduction is a discontinued package which is now maintained by calclavia, under the name Resonant Induction.
Thank you Mekanism team for this beauty!
1) Make higher-tier unicables just a little less expensive.
2) Badly need a better advanced solar panel model. Something that looks as nice as the small one.
3) Ability to configure crusher/infuser/etc recipes. Right now I'm using EnderIO's SAG Mill and Alloy Smelter for most of my needs since I can really make sure all my mods are integrated and I don't need 3 different 'crushers' that are all slightly different. I'd really love to convert these last holdouts in my processing center to Mekanism though.
4) Fluid pipes that aren't tied to a specific type of fluid. I'd love to have one mechanical pipe hooked up to my smeltery that auto-sorts my liquid metals into their proper tanks. Right now I can get that with fluiducts, liquid transfer nodes, or (with extra work) buildcraft pipes..... but not mechanical pipes.
Also noticed a couple of bugs/crashes:
1) Clientside crash with Galacticraft Oxygen Storage Module with Mekanism Pressurized Tubing hooked up. This did not occur immediately and I was unable to reproduce the issue later on. It left that chunk unloadable by any client though and I had to delete the storage module to correct the issue. Assuming this is on Galacticraft's side as they are not using the new API.
2) Server crash with some interaction between chunk (un)loading, forge multipart, and mechanical pipe. I'll post a crashlog for this one on the bug tracker later tonight. It's happened multiple times but I can't /reliably/ reproduce it. All times it occurred very shortly after I teleported away from my base so guess was it had to do with part of the run of pipe unloading at the wrong time, but a chunk loader across the whole area didn't stop it from happening again. When I start the server back up, there's always a random run of mechanical pipe up to a chunk boundary that is "missing". Presumably that was the pipe that caused the crash, but after replacing it, it seems like a different run of pipe does the same so I can't tell what exactly is the common denominator.
1. Click link to official site.
2. Click link to build server in second sentence under heading.
3. Download.
How hard can it be to find the download? Not very....
Also, how do I switch modes on the jetpack? (Which looks great btw)
By default the "]" key switches modes. You can also change this in your controls menu.
I am having a bit of a strange audio issue that seems to go away if I remove Mekanism. The best way to describe it is a low volume buzzing/humming sound that slowly builds up in volume and then goes up and down in volume. It is only Minecraft and will go away if I turn the sound effects volume to 0%. If I Save & Quit a world or leave an SMP world, the sound will continue at the main menu of minecraft. When I exit the Minecraft application, the sound also goes away. So far, the only other thing that I noticed is when I remove Mekanism, the issue also goes away.
I am running Minecraft with 4G of Ram and a max permgen size of 512m. I have Java 7 Update 51 (using 64-bit version), but I'm not sure if that has anything to do with it. I am using a custom mod pack that I created myself found in the spoiler below. I play the modpack on a server that I deployed on Amazon, but have confirmed that the problem also exists in single player mode as well.
Also, I only use the core package and machines. I played around with the tools and induction and removed them because I never used them in survival.
Minecraft Release
Minecraft 1.6.4
Forge Release
Minecraft Forge 9.11.1.965
Client Only Mods
HeldCore 01.03.06.00
Inventory Tweaks 1.56-b77
NEI Addons 1.10.0.55
NEI Mystcraft Addon 1.05.01.00
NEI Plugins 1.1.0.6
Schematica v1.5.3.59
Library/Utility Support Mods
bdLib 1.1.0.21
Calclavia Core v1.1.1.73
Code Chicken Core 0.9.0.7
CoFHCore 2.0.0.2
denLib 3.2.6
Dragon API 1.6v15b
iChun Util 2.4.0
Lom Lib 1.0.9
Mobius Core 1.0.4
Numina 0.0.1-53
OpenMods Lib 0.1
Power Crystals Core 1.1.8-9
Slick Utilities
Universal Electricity Core 3.0.1.29
Client-Server Mods
Applied Energistics rv14 (finale3)
Ars Magica 2 v1.1.2b
BiblioCraft v1.5.4
BiblioWoods[BiomesOPlenty] v1.3
BiblioWoods[Forestry] v1.3
BiblioWoods[Natura] v1.1
Binnie Mods 1.8.0
Biomes O' Plenty 1.2.1.434
Blood Magic v0.7.2a
Buildcraft 4.2.2
Buildcraft ABO 1.0.7.558
Computer Craft 1.58
Craft Heraldry 1.0.3
Crafting Suite v0.2.1.3
Den Pipes 2.1.18
Den Pipes Emerald 1.1.6
Den Pipes Forestry 1.1.8
Equivalent Exchange 3 pre2a-57
Ender Storage 1.4.3.5
Equivalency 1.5.6
EVOC 1.0.0a
Extra Cells 1.6.3b
Extra Utils 1.0.2
Factorization 0.8.29
Flat Signs 1.4.0.15
Forestry 2.3.1.1
Forestry Extras 0.6.4
Forge Multipart 1.0.0.240
Gate Copy 3.1.4
Gendustry 1.0.3.41
Gravity Gun 2.0.0
Hats 2.1.1
Hat Stand 2.1.0
IC2 Stuff 1.9.17
IC2 Nuclear Control 1.6.2e
IndustrialCraft 2 v2.0.380 (experimental)
Iron Chests 5.4.1.698
Jabba 1.0.3
Logistics Pipes 0.7.4.dev.102
Magic Bees 2.1.11
Mekanism v5.7.0.12
Mekanism Generators v5.7.0.12
MFFS v3.6.2.9
Mine Factory Reloaded 2.7.4-255
Misc Peripherals 3.4b2
Modular Powersuits 0.10.0-91
Morph 0.6.0
Mystcraft 0.10.12.01
Natura 2.1.14
Not Enough Items 1.6.1.8
Obsidiplates 2.0.0.15
Open Blocks 1.2.4
Open Peripheral Core 0.3.0
Open Peripheral Addons 0.1
Opis 1.1.2 (alpha)
Plugins for Forestry 3.2.30
Portal Gun 2.0.2
Project Red Base 4.2.2.19
Project Red Compat 4.2.2.19
Project Red Integration 4.2.2.19
Project Red Lighting 4.2.2.19
Project Red Mechanical 4.2.2.19
Project Red World 4.2.2.19
qCraft 1.1
Quarry Plus 1.0.1
Railcraft 8.3.2.0
Reactor Craft 1.6v15b
Red IO 1.1
Redstone Arsenal 1.0.0.0
Rotary Craft 1.6v15b
Soul Shards 2.0.15
Steves Carts 2.0.0.b10
Switches 1.3.0.25
Tinker's Construct 1.5.2.6
Tinker's Mechworks 0.1.3
Thaumcraft 4.0.5b
Thaumic Tinkerer 2.1-68
Thermal Expansion 3.0.0.2
Translocator 1.1.0.13
Twilight Forest 1.20.3
Waila 1.4.4b
Wireless Redstone CBE 1.4.0.6
UPDATE: The sound buzz/hum seems to temporarily go away when any other sound effect occurs in Minecraft include button clicks. It will begin to slowly ramp up again.
I think I have found the source of the sound. The sound effect only seems to start when entering a loaded chunk that contains an advanced solar generator. The sound effect issue persists when leaving the chunk or even leaving the world while sitting at the main menu (infinitely). When I destroy the advanced solar generator, the sound will completely go away and doesn't return.
Simple temporary solution is not to use advanced solar generators. Has anyone else experienced this?
Created a new test world in survival mode (didn't have NEI installed) and placed an advanced solar generator and the noise begins. If this noise is intended, similar to other sound effects of the machines, the noise should not continue when leaving the chunks range or closing the world. It also seems that the volume of the noise has little to do with the proximity of the advanced solar generator, if the player has entered the chunk containing the power device.
1: Whenever we place a machine down on a cable that has power running through it, "restarts" the server. No crash report or anything, just restart. If you click it after restarting, it restarts it again. You have to break it, and the wire, Then place the machine down, and then the wire. The wire we are using is leadstone, and redstone wire from Thermal Expansion.
2: Universal cable seems to lag up the server if it is used in more complicated setups.
Erm...that's the Solar Generator sound effect that plays when it is generating electricity, and it is not a bug. You'll hear it when you get near a Solar Generator which is under the sun.
There are no extra pieces in the universe. Everyone is here because he or she has a place to fill, and every piece must fit itself into the big jigsaw puzzle.
-Deepak Chopra
Correct - but when you disconnect from the world (i.e. Save & Quit or Disconnect from a Server), the noise continues and doesn't stop while you are sitting at the Main Menu. It loops forever.
Once the hum starts, it also doesn't seem to stop after moving well away from the chunk or even to another dimension. It also doesn't seem to take into effect Y distance either. My current base is a straight 1 chunk setup drilled to bedrock from a BC quarry. So, I wouldn't have expected to hear the hum start if I log into the server at bedrock level and I have the solar generator over 100 blocks away, straight up at the top of my tower.
The other machines in Mekanism seem to work properly. As I walk away, the noise volume reduces. This does not happen with the advanced solar generator. The noise continues even when I move out of the area and the chunk has unloaded - and to make matters worse, the volume itself seems to pulse in loudness rather randomly. Anytime any other sound is played, the humming immediately stops. Then it eventually comes back - even if the advance solar generator is no where around the player or the chunk is unloaded.
When I say another other sound, I mean, any sound - including button clicks in the Minecraft menus. So, I am wondering if event that changes sound volume based on player proximity (if there is one) is not properly firing, causing the sound to play indefinately, once the player encounters a chunk with an advanced solar generator in it.
I guess I could look at the code myself. Right now, it's to the point where I have to shut off the sound for Minecraft because the sound goes on forever no matter where I move from my base - or - not use the adv. solar generator.
edit: Screw it i'll just use chests. Iron chests are cooler anyways...
Go to the respective site (regular Mekanism or Dev) and click changes.