Reika, DragonAPI from your GitHub has a special dislike for Thaumcraft and Buildcraft, is it me failing to compile or is it me using an alfa version? PS - Problem persists with you all alfa package you've given sometime earlier.
I'm waiting and I know the golden rule so I'm just waiting, checking every few hours, and sometimes I just can't help myself but try to compile alfas. Maybe it is for the better so I'll be playing a stable version and enjoying it with full spectrum of features.
Railcraft mod has an invisible "heat block" that is supposed to act as a fake air block, placed sporadically wherever the players is walking.
It's function is .... I seriously don't know what it's supposed to do. So far I've only seen it messing up several other mods by preventing them from placing stuff. And I've seen no ill effects from disabling this block.
If you do have Railcraft set it's block.hidden ID to 0 in the config file.
Okay, that solved that problem. Thanks!
Now I just need to figure out this thing with Buildcraft power...
Their end, but the problem seems to be one of java. My custom event classes are not being registered properly, as they are somehow failing to inherit the zero-arg constructor in Event, causing the reflective instantiation (.newInstance()) for cpw's registries to throw a NoSuchMethodException. Nothing crashes, but it does mean that ElectriCraft wires do not melt, MeteorCraft defence guns do not fire, and other things also fail.
What is perplexing to me is that the code used to work perfectly, and the Forge event types, which also extend Event, do inherit the nullary constructor.
Well, I have no idea how it used to work perfectly, but in Java constructors are not inherited. If you simply want to have the constructor from the super-class, define it and call super().
Also, it appears my laptop does not have a sufficient graphics card to run 1.7.10:
I believe you can fix that GL error, though framebuffers won't work (they apparently don't anyways, so it doesn't matter). Just open your options.txt, look for "fboEnable" and change it to false. This will stop the game from trying to use framebuffers, which your GPU apparently doesn't support.
I also have Intel HD (3000) graphics, and an older OS; things work just fine. At least you can update or replace your driver :-).
On the reactors going kablaam if not chunk loaded: Is that behavior seen anywhere, or only in the "spawn chunks"? The whole "tile entities will tick, but normal entities will not" sounds like the half-loaded spawn chunk issue.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
I should be able to release V1, the first official update for 1.7.10. I do have some new features I added during this time, including the turbine flywheel.
Previously when I asked about using the alpha release, you advised against adding it to existing 1.7.10 worlds, as changes being implemented would cause issues upon update.
Will this release have the same problem with upcoming (next month or two) updates? Or not for the foreseeable future, as the referenced changes have now been implemented? Looking forward to getting an extractor in my map ASAP.
Previously when I asked about using the alpha release, you advised against adding it to existing 1.7.10 worlds, as changes being implemented would cause issues upon update.
Will this release have the same problem with upcoming (next month or two) updates? Or not for the foreseeable future, as the referenced changes have now been implemented? Looking forward to getting an extractor in my map ASAP.
Reika has stated before that this update is supposed to be a release ready for modpacks
Very sure! Forge 9.11.1.965, Buildcraft 4.2.2, DragonAPI 25z, Rotarycraft 25z. Unless I've missed something, those are the most-current versions of everything for 1.6.4, right?
Since the Hydrokinetic on the closest end of the chain that gif is rotating all weirdly I'm gonna guess 7
I really hope not, a power of 2 would be much nicer. A non-power of 2 makes doing the math for gearboxes annoying, especially considering everything else goes by powers of 2, with the exception of ReactorCraft.
I really hope not, a power of 2 would be much nicer. A non-power of 2 makes doing the math for gearboxes annoying, especially considering everything else goes by powers of 2, with the exception of ReactorCraft.
Fixed. Now more than 4 break it, and the bedrock breaker torque and power are doubled.
Maybe I will give the ability to put bedrock shafts in them, to make them able to be chained to 16...
Also:AAAAGH:
if (Double.valueOf((float)f8+0.5F) == Double.valueOf(0.7))
For those who like grinding while they grind:
Note: This is disabled by default.
Also, this event handler thing is making me question whether the mods are ready to release. Granted, no critical functionality is missing, but nonetheless, I do not like releasing known bugs.
Just wait for the new version's it wont be long
I'm waiting and I know the golden rule so I'm just waiting, checking every few hours, and sometimes I just can't help myself but try to compile alfas. Maybe it is for the better so I'll be playing a stable version and enjoying it with full spectrum of features.
Okay, that solved that problem. Thanks!
Now I just need to figure out this thing with Buildcraft power...
The BC integration was broken and has since been fixed.
Also, my home internet is back, so an update will come later tonight after I implement a few ideas.
Well, I have no idea how it used to work perfectly, but in Java constructors are not inherited. If you simply want to have the constructor from the super-class, define it and call super().
I believe you can fix that GL error, though framebuffers won't work (they apparently don't anyways, so it doesn't matter). Just open your options.txt, look for "fboEnable" and change it to false. This will stop the game from trying to use framebuffers, which your GPU apparently doesn't support.
Since? Since when? I'm running the latest 1.6.4 versions of everything. Do you mean it works in 1.7?
On the reactors going kablaam if not chunk loaded: Is that behavior seen anywhere, or only in the "spawn chunks"? The whole "tile entities will tick, but normal entities will not" sounds like the half-loaded spawn chunk issue.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Are you sure? I have been using it.
W00T the excitement centers of the my brain are overloading
Previously when I asked about using the alpha release, you advised against adding it to existing 1.7.10 worlds, as changes being implemented would cause issues upon update.
Will this release have the same problem with upcoming (next month or two) updates? Or not for the foreseeable future, as the referenced changes have now been implemented? Looking forward to getting an extractor in my map ASAP.
Also, you can no longer chain hydrokinetics to absurdity:
Ink Sack farm and powergen, you shouldn't complain xD
Reika has stated before that this update is supposed to be a release ready for modpacks
So, how many can we chain now at most?
Since the Hydrokinetic on the closest end of the chain that gif is rotating all weirdly I'm gonna guess 7
Very sure! Forge 9.11.1.965, Buildcraft 4.2.2, DragonAPI 25z, Rotarycraft 25z. Unless I've missed something, those are the most-current versions of everything for 1.6.4, right?
I really hope not, a power of 2 would be much nicer. A non-power of 2 makes doing the math for gearboxes annoying, especially considering everything else goes by powers of 2, with the exception of ReactorCraft.
Fixed. Now more than 4 break it, and the bedrock breaker torque and power are doubled.
Maybe I will give the ability to put bedrock shafts in them, to make them able to be chained to 16...
Also:AAAAGH:
Whatever that is for it looks evil.
Is this more forge madness?
Note: This is disabled by default.
Also, this event handler thing is making me question whether the mods are ready to release. Granted, no critical functionality is missing, but nonetheless, I do not like releasing known bugs.