1. The OP links to GeoStrata instead of Dye Trees, but the 9th page post link works. [Awkwardly worded, I know]
2. Is that mysterious book crash fixed?
Edited because of forum derp double posting of the same thing...
1. The OP links to GeoStrata instead of Dye Trees, but the 9th page post link works. [Awkwardly worded, I know]
2. Is that mysterious book crash fixed?
Edited because of forum derp double posting of the same thing...
Both have been fixed.
Also, ReactorCraft is almost ready for a first beta release; nothing will be craftable, but in creative you will be able to build nearly fully functional reactors (which will be capable of auto-fuel-load and power generation), and produce the fuel (and deal with waste).
Rollback Post to RevisionRollBack
I am the developer of many mods, most famously RotaryCraft and ChromatiCraft.
Feel free to support me and my mods via PayPal or Patreon
Reika would you consider making it a config option to be able to make everything in a standard crafting table?
For my personal reasons it's because I have other mods that use the standard crafting interface like X.A.C.T and Applied Energistics which to me are even more advanced than the Worktable yet I cannot make machines with them.
But I can also see that some people would appreciate not being restricted to the worktable for everything they do.
Reika would you consider making it a config option to be able to make everything in a standard crafting table?
For my personal reasons it's because I have other mods that use the standard crafting interface like X.A.C.T and Applied Energistics which to me are even more advanced than the Worktable yet I cannot make machines with them.
But I can also see that some people would appreciate not being restricted to the worktable for everything they do.
That config option is already there and has been for some time.
Rollback Post to RevisionRollBack
I am the developer of many mods, most famously RotaryCraft and ChromatiCraft.
Feel free to support me and my mods via PayPal or Patreon
Also, ReactorCraft is almost ready for a first beta release; nothing will be craftable, but in creative you will be able to build nearly fully functional reactors (which will be capable of auto-fuel-load and power generation), and produce the fuel (and deal with waste).
Cool! ReactorCraft will be 1.5.2 like the rest then 1.6.x, I ask 'cause my server is 1.5.2, and I don't plan to upgrade until 1.7
Really enjoying the 1.6 port of this mod thus far, but I do have a few bugs to report.
Firstly, for whatever reason, this setup generates infinite power...
The AC generator doesn't have a magnet in it, nor does it have any redstone powering it. To replicate it, place down a flywheel, then place down the generator.
Another thing, that I found to be quite annoying, is that some of the client side features fail to receive their packets, and don't update. This is most noticeable on the guis, where the numbers previously entered don't show up. I've also noticed quite a bit of lag on the guis. When I place an item in one of them, it usually takes a second or two for the item to show up, and sometimes it doesn't show up at all.
Hoppers on top of machines, trying to put items into the machines nukes the world, preventing it from being loaded again.
java.lang.AbstractMethodError: Reika.RotaryCraft.TileEntities.Production.TileEntityEngine.func_94128_d(I)[I
at net.minecraft.tileentity.TileEntityHopper.func_94117_a(SourceFile:270)
at net.minecraft.tileentity.TileEntityHopper.func_94116_j(SourceFile:188)
at net.minecraft.tileentity.TileEntityHopper.func_98045_j(SourceFile:165)
at net.minecraft.tileentity.TileEntityHopper.func_70316_g(SourceFile:157)
at net.minecraft.world.World.func_72939_s(World.java:2209)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:552)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:666)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:585)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:129)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:482)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:582)
Really enjoying the 1.6 port of this mod thus far, but I do have a few bugs to report.
Firstly, for whatever reason, this setup generates infinite power...
The AC generator doesn't have a magnet in it, nor does it have any redstone powering it. To replicate it, place down a flywheel, then place down the generator.
I have to look into this, as it makes no sense (nor would it be affected by 1.6).
Another thing, that I found to be quite annoying, is that some of the client side features fail to receive their packets, and don't update. This is most noticeable on the guis, where the numbers previously entered don't show up. I've also noticed quite a bit of lag on the guis. When I place an item in one of them, it usually takes a second or two for the item to show up, and sometimes it doesn't show up at all.
The lag has existed in the 1.5.2 version as well, though not as severely. I am not sure what the source is. 1.6 could well be breaking the packet system, however.
Hmm, seems like the use of the old BC3 API is causing problems on my test server that runs BC4.
java.lang.NoSuchMethodError: buildcraft.api.gates.ActionManager.registerTrigger(Lbuildcraft/api/gates/ITrigger;)V
at buildcraft.core.triggers.BCTrigger.<init>(BCTrigger.java:34)
at buildcraft.core.triggers.TriggerMachine.<init>(TriggerMachine.java:20)
at buildcraft.BuildCraftCore.<clinit>(BuildCraftCore.java:139)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Class.java:247)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:457)
at sun.reflect.GeneratedMethodAccessor2.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:313)
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.sendEventToModContainer(LoadController.java:194)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:174)
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:313)
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:105)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:509)
at cpw.mods.fml.server.FMLServerHandler.beginServerLoading(FMLServerHandler.java:99)
at cpw.mods.fml.common.FMLCommonHandler.onServerStart(FMLCommonHandler.java:350)
at net.minecraft.server.dedicated.DedicatedServer.func_71197_b(DedicatedServer.java:69)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:443)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:582)
The strange thing it, it works just fine on my client, but crashes on my server (I'm guessing you're calling this method @serverSide or something). Both server and client have the same mods, except for a few client-side-only map and info mods on the client.
This isn't the first problem I've seen with the out-dated API, as I've nuked several of my test worlds by trying to interact with the BC crossover machines using BC pipes (just generic classNotFound exceptions that happen whenever I try to load the world).
Hmm, seems like the use of the old BC3 API is causing problems on my test server that runs BC4.
java.lang.NoSuchMethodError: buildcraft.api.gates.ActionManager.registerTrigger(Lbuildcraft/api/gates/ITrigger;)V
at buildcraft.core.triggers.BCTrigger.<init>(BCTrigger.java:34)
at buildcraft.core.triggers.TriggerMachine.<init>(TriggerMachine.java:20)
at buildcraft.BuildCraftCore.<clinit>(BuildCraftCore.java:139)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Class.java:247)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:457)
at sun.reflect.GeneratedMethodAccessor2.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:313)
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.sendEventToModContainer(LoadController.java:194)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:174)
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:313)
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:105)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:509)
at cpw.mods.fml.server.FMLServerHandler.beginServerLoading(FMLServerHandler.java:99)
at cpw.mods.fml.common.FMLCommonHandler.onServerStart(FMLCommonHandler.java:350)
at net.minecraft.server.dedicated.DedicatedServer.func_71197_b(DedicatedServer.java:69)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:443)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:582)
The strange thing it, it works just fine on my client, but crashes on my server (I'm guessing you're calling this method @serverSide or something). Both server and client have the same mods, except for a few client-side-only map and info mods on the client.
This isn't the first problem I've seen with the out-dated API, as I've nuked several of my test worlds by trying to interact with the BC crossover machines using BC pipes (just generic classNotFound exceptions that happen whenever I try to load the world).
I will update the API when I make a proper 1.6 release. If you really want, you can even install it manually into DragonAPI until then.
iam using your mods in my modded minecraft version 1.5.2 with your recommended versions. When i try to make a furnace (for example) out of your cobblestones that wont work. NEI give me only the recipe for a piston?
In the config it is enabled:
B:"Alternate Cobble Recipes"=true
Any idea whats wrong?
Thanks a lot
Edit:
Another problem i figured out is that mining your stonetypes wont damage my pickaxe
Reika has been made aware. He said the recipe might be glitched for the furnace. He will look into the GeoStrata bug you mentioned.
RotaryCraft and ReactorCraft look amazing. I hope someone does a mod spotlight soon as RotaryCraft has a steep learning curve (for me) and I could use the help understanding how to get started.
Great Job Reika, we need more innovative modders like your self. Wish your mods were included on Forgecraft 2 so I can see them in action.
Hi Reika, iam using your mods in my modded minecraft version 1.5.2 with your recommended versions. When i try to make a furnace (for example) out of your cobblestones that wont work. NEI give me only the recipe for a piston? In the config it is enabled: B:"Alternate Cobble Recipes"=true Any idea whats wrong? Thanks a lot
My guess is that the vanilla furnace recipe is hardcoded to be vanilla cobble, and does not use the ore dictionary. Seeing as editing that recipe would be very risky, and how cobble is not rare like was originally imagined, I am not going to attempt to fix this.
Sorry if this has already been reported. I did a bit of a look, though not an exhaustive one. Similarly, sorry if it's not reproducable; my setup is a bit screwy at the moment; it's possible that this is due to a mod conflict. I would be glad to do more debugging on my own, if it proves neccessary, but this doesn't *feel* like a conflict to me; all the parts needed are Rotarycraft. I've found an item duplication bug in rotarycraft. To reproduce, you just need to put an item in to the left-hand side of the worktable, and then shift-click it. You will get twice as much back (up to one stack). It appears to not depend terribly much on what item -- HSLA steel works, as does a steel shaft unit, vanilla sand, and tinker's construct torches. This is 1.6.2 with forge 9.10.0.835 running on the in-process server (SSM). Please let me know if you need any further information, and thanks for the lovely mod -- I'm just getting started, but it looks quite detailed, fun, and challenging.
1.6 probably broke some container code. I will look into this.
RotaryCraft and ReactorCraft look amazing. I hope someone does a mod spotlight soon as RotaryCraft has a steep learning curve (for me) and I could use the help understanding how to get started. Great Job Reika, we need more innovative modders like your self. Wish your mods were included on Forgecraft 2 so I can see them in action.
I hope so too, but a lot of server owners seem afraid of griefing (why they single out RC is beyond me, given the damage potential of other FTB machines).
Rollback Post to RevisionRollBack
I am the developer of many mods, most famously RotaryCraft and ChromatiCraft.
Feel free to support me and my mods via PayPal or Patreon
Hey Reika, thanks for your fast reply. It is not only the furnace recipe. I cant use your cobble for any other recipe like for stone pickaxes.
And believe me, my pickaxes taking no damage when i dig through. Vanilla and tinkers pickaxes. For both the same issue. I tried it also with a clean minecraft, only with forge, nei and your mods.
And believe me, my pickaxes taking no damage when i dig through. Vanilla and tinkers pickaxes. For both the same issue. I tried it also with a clean minecraft, only with forge, nei and your mods.
I have broken many vanilla and non-vanilla (TC hammer) tools digging through them.
Rollback Post to RevisionRollBack
I am the developer of many mods, most famously RotaryCraft and ChromatiCraft.
Feel free to support me and my mods via PayPal or Patreon
Update on the not-damaging-tools bug: I have found the source. It is only present in some forge versions (resulting in you experiencing it and my not doing so). Fortunately, it looks easy to fix.
EDIT: It was.
Again, thanks for your fast reply!
Ok, which forge version worked correctly? I am using the recommended 737.
Another Question. Have the stonetypes different strenght? Someone takes longer to mine than others.
Whats about the cobblestone recipes?
Any version before they changed the way block breaking is handled.
As for the different hardnesses, yes, they are modelled after their real-world equivalents. So shale is soft, granite hard, limestone soft, hornfel hard...
As for cobblestone recipes: Only recipes set to use the ore dictionary will work.
Rollback Post to RevisionRollBack
I am the developer of many mods, most famously RotaryCraft and ChromatiCraft.
Feel free to support me and my mods via PayPal or Patreon
1. The OP links to GeoStrata instead of Dye Trees, but the 9th page post link works. [Awkwardly worded, I know]
2. Is that mysterious book crash fixed?
Edited because of forum derp double posting of the same thing...
Author of Thaumic Revelations, and maybe other stuff eventually.
Both have been fixed.
Also, ReactorCraft is almost ready for a first beta release; nothing will be craftable, but in creative you will be able to build nearly fully functional reactors (which will be capable of auto-fuel-load and power generation), and produce the fuel (and deal with waste).
For my personal reasons it's because I have other mods that use the standard crafting interface like X.A.C.T and Applied Energistics which to me are even more advanced than the Worktable yet I cannot make machines with them.
But I can also see that some people would appreciate not being restricted to the worktable for everything they do.
That config option is already there and has been for some time.
*head desk* <3 sorry
Cool! ReactorCraft will be 1.5.2 like the rest then 1.6.x, I ask 'cause my server is 1.5.2, and I don't plan to upgrade until 1.7
Author of Thaumic Revelations, and maybe other stuff eventually.
It is going to be released for 1.5.2.
My 1.6 versions are 1.6.4 compatible.
Firstly, for whatever reason, this setup generates infinite power...
The AC generator doesn't have a magnet in it, nor does it have any redstone powering it. To replicate it, place down a flywheel, then place down the generator.
Another thing, that I found to be quite annoying, is that some of the client side features fail to receive their packets, and don't update. This is most noticeable on the guis, where the numbers previously entered don't show up. I've also noticed quite a bit of lag on the guis. When I place an item in one of them, it usually takes a second or two for the item to show up, and sometimes it doesn't show up at all.
Hoppers on top of machines, trying to put items into the machines nukes the world, preventing it from being loaded again.
I have to look into this, as it makes no sense (nor would it be affected by 1.6).
The lag has existed in the 1.5.2 version as well, though not as severely. I am not sure what the source is. 1.6 could well be breaking the packet system, however.
I do hope that is not another MCP compilation error...
Also, ReactorCraft is just waiting on one more piece of the reactors to be implemented before an alpha release.
That part? This:
This isn't the first problem I've seen with the out-dated API, as I've nuked several of my test worlds by trying to interact with the BC crossover machines using BC pipes (just generic classNotFound exceptions that happen whenever I try to load the world).
I will update the API when I make a proper 1.6 release. If you really want, you can even install it manually into DragonAPI until then.
Reika has been made aware. He said the recipe might be glitched for the furnace. He will look into the GeoStrata bug you mentioned.
Great Job Reika, we need more innovative modders like your self. Wish your mods were included on Forgecraft 2 so I can see them in action.
My guess is that the vanilla furnace recipe is hardcoded to be vanilla cobble, and does not use the ore dictionary. Seeing as editing that recipe would be very risky, and how cobble is not rare like was originally imagined, I am not going to attempt to fix this.
That makes no sense; I have broken many of my picks digging through it, and the damage-the-tool code is not controlled by the block.
1.6 probably broke some container code. I will look into this.
I hope so too, but a lot of server owners seem afraid of griefing (why they single out RC is beyond me, given the damage potential of other FTB machines).
ill test it out on our dev server
It's not just 1.6. I'm running the RotaryCraft Gamma on 1.5.2 and I have the same glitch occuring.
A wild Twitter appeared!
I have tested, and I am not seeing it. This is in a FTB+my mods pack.
That would likely be due to the same reasons. Short of having Forge fix this, there is no solution, as editing vanilla recipes is always very risky.
I have broken many vanilla and non-vanilla (TC hammer) tools digging through them.
EDIT: It was.
Any version before they changed the way block breaking is handled.
As for the different hardnesses, yes, they are modelled after their real-world equivalents. So shale is soft, granite hard, limestone soft, hornfel hard...
As for cobblestone recipes: Only recipes set to use the ore dictionary will work.