I usually use the block breakers for easy gathering of supplies. This happens in random now. Usually I would get it right after I got back from nether but now even if I stay in the Overworld this happens. I am not sure if this is related to the NEI compatibility issue.
I usually use the block breakers for easy gathering of supplies. This happens in random now. Usually I would get it right after I got back from nether but now even if I stay in the Overworld this happens. I am not sure if this is related to the NEI compatibility issue.
This is being caused by the breaker not having a material (wood, stone, iron, diamond). Is this one you spawned in from NEI?
Thanks....it seems i have some kind of issue still. We have XACT mod, which override vanilla crafting tables, so this still doesn't work....nor with Natura crafting tables, nor TE's machinist's workbench....in fact. any crafting table from any other mod.
Surprisingly, it didn't work with rotary craft's own handheld crafting device either. In conclusion, it must be an NEI issue not registering the recipe...thanks for the help though....I shall just spawn in the ball bearings in return for ingots.
NEI does not add recipes; it only reads them. Something else is either overriding or deleting the recipe.
Also - I am working on a currently-secret feature, but I need one thing:
Does anyone know a good (as in efficient or at least cache-able) and accurate way to determine what ores can generate in what rock type (stone, end stone, netherrack...), using only my ModOreList (which contains listings of OreDictionary names and a list of the ItemStacks registered to each name).
Ideally, I could also fetch the ores' rarity (so certus quartz vs ferrous, ardite vs infused stone...)
Hey Reika, just wanting to say great work on the mod. It is so unique and absolutely stunning modelling. I am working with a team on another mod, named Minestrappolation, and have found a crash that results from both your mod and ours being together. I don't have much coding knowledge myself, so just wanted to pass it on. I have a mess ton of mods active, but have isolated it down to Minestrap and one of your mods. If the fix is on our side, just let me know and we can get to fixing it! Thanks and keep up the amazing work!
---- Minecraft Crash Report ----
// Would you like a cupcake?
Time: 12/4/13 1:38 PM
Description: There was a severe problem during mod loading that has caused the game to fail
cpw.mods.fml.common.LoaderException: java.lang.ExceptionInInitializerError
at cpw.mods.fml.common.LoadController.transition(LoadController.java:156)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:705)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:249)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:509)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:808)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
Caused by: java.lang.ExceptionInInitializerError
at Reika.RotaryCraft.RotaryRecipes.addProps(RotaryRecipes.java:59)
at Reika.RotaryCraft.RotaryCraft.postload(RotaryCraft.java:257)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:545)
at sun.reflect.GeneratedMethodAccessor1.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
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:201)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:181)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
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:112)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:704)
... 10 more
Caused by: java.lang.NullPointerException
at net.minecraft.item.ItemStack.toString(ItemStack.java:484)
at java.lang.String.valueOf(Unknown Source)
at java.lang.StringBuilder.append(Unknown Source)
at Reika.DragonAPI.Auxiliary.ItemMaterialController.addVanillaItem(ItemMaterialController.java:50)
at Reika.DragonAPI.Auxiliary.ItemMaterialController.addVanillaItem(ItemMaterialController.java:60)
at Reika.DragonAPI.Auxiliary.ItemMaterialController.(ItemMaterialController.java:103)
... 38 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
Hey Reika, just wanting to say great work on the mod. It is so unique and absolutely stunning modelling. I am working with a team on another mod, named Minestrappolation, and have found a crash that results from both your mod and ours being together. I don't have much coding knowledge myself, so just wanted to pass it on. I have a mess ton of mods active, but have isolated it down to Minestrap and one of your mods. If the fix is on our side, just let me know and we can get to fixing it! Thanks and keep up the amazing work!
---- Minecraft Crash Report ----
// Would you like a cupcake?
Time: 12/4/13 1:38 PM
Description: There was a severe problem during mod loading that has caused the game to fail
cpw.mods.fml.common.LoaderException: java.lang.ExceptionInInitializerError
at cpw.mods.fml.common.LoadController.transition(LoadController.java:156)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:705)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:249)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:509)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:808)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
Caused by: java.lang.ExceptionInInitializerError
at Reika.RotaryCraft.RotaryRecipes.addProps(RotaryRecipes.java:59)
at Reika.RotaryCraft.RotaryCraft.postload(RotaryCraft.java:257)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:545)
at sun.reflect.GeneratedMethodAccessor1.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
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:201)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:181)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
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:112)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:704)
... 10 more
Caused by: java.lang.NullPointerException
at net.minecraft.item.ItemStack.toString(ItemStack.java:484)
at java.lang.String.valueOf(Unknown Source)
at java.lang.StringBuilder.append(Unknown Source)
at Reika.DragonAPI.Auxiliary.ItemMaterialController.addVanillaItem(ItemMaterialController.java:50)
at Reika.DragonAPI.Auxiliary.ItemMaterialController.addVanillaItem(ItemMaterialController.java:60)
at Reika.DragonAPI.Auxiliary.ItemMaterialController.(ItemMaterialController.java:103)
... 38 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
so that a industrial diamond is a regular diamond? Because they're different, so could you fix it (if it's on your side) I don't know any other mod (except greg) who could done this but greg didn't do it (I asked him)
Hey Reika, I think you made an ic2 bug.
May it be that you added this oredict thing: http://imgur.com/6nzdKeJ
so that a industrial diamond is a regular diamond? Because they're different, so could you fix it (if it's on your side) I don't know any other mod (except greg) who could done this but greg didn't do it (I asked him)
No, I have not added that to the ore dictionary. Some other mod is at fault. The only things I add to the Ore Dictionary are ThaumCraft and Ars Magica ores and ore drops, Power Ore, and a couple of other ore blocks.
Also tried to build a normal fission reactor, with limited success. It had 5 boilers and 4 cores in a cross shape with 4 cooling cells(light water), I had a rotary craft pump sending water through liquid pipes into the bottom of the boilers. On the top I had steam pipes(which cause IMMENSE lag) all connected which fed straight into a turbine. Each core had 4 pellets and was generating neutrons but no power, I don't know if any heat is produced or steam. Could someone tell me what I am doing wrong and how to make it work.
Send me a picture of the severely laggy setup.
Also, reactors are apparently broken in v7.
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, you need to place condensers to collect steam, or all the chunk updates will "break" the turbines.
Also worth noting is that condensers are required for looping the fluid. Maybe not such a big deal with water (though the condensers still need to be emptied), but ammonia is expensive.
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
I played around with some of the fun stuff this mod has and I have two questions:
-Is it just me or does the gravel gun one-hit even a mutant skeleton from mutant creatures? I thought they only did up to 32 hearts/64 units of damage with more damage done per piece of gravel. For some reason the gravel gun is killing even the toughest mobs I have in a single shot with one piece of gravel. What's going on?
-How do you fuel the fireball launcher? When I switch from creative to survival the fireball weapon stops working and I looked around for a bit as to why, but didn't find anything useful in this regard.
-Is it just me or does the gravel gun one-hit even a mutant skeleton from mutant creatures? I thought they only did up to 32 hearts/64 units of damage with more damage done per piece of gravel. For some reason the gravel gun is killing even the toughest mobs I have in a single shot with one piece of gravel. What's going on?
Its damage function is exponential, and it is not capped except at 2.147 billion.
-How do you fuel the fireball launcher? When I switch from creative to survival the fireball weapon stops working and I looked around for a bit as to why, but didn't find anything useful in this regard.
That is because in survival, you need fireballs as ammunition.
I played around with some of the fun stuff this mod has and I have two questions:
-Is it just me or does the gravel gun one-hit even a mutant skeleton from mutant creatures? I thought they only did up to 32 hearts/64 units of damage with more damage done per piece of gravel. For some reason the gravel gun is killing even the toughest mobs I have in a single shot with one piece of gravel. What's going on?
-How do you fuel the fireball launcher? When I switch from creative to survival the fireball weapon stops working and I looked around for a bit as to why, but didn't find anything useful in this regard.
Gravel Gun will do more damage the more charged it is.
At maximum charge it can one-shot a Wither.
(It is rather difficult to get it fully charged, though)
Fireball Launcher uses Fire Charges as ammo, and requires a charge.
You can charge tools by putting them into a worktable with a charged spring.
Edit: ninja'd by the author... I must have taken more time to type that than I thought.
so that a industrial diamond is a regular diamond? Because they're different, so could you fix it (if it's on your side) I don't know any other mod (except greg) who could done this but greg didn't do it (I asked him)
I've noticed IC2 does that also. have you spoken to player or one of the other IC2 devs?
At over 70 steel per engine, and the fact that they now require lubricant, this is not much of an issue. Also, hydrokinetics are very slow as engines go, meaning machines powered by them operate very, very slowly unless a lot of gearboxes are used. The extreme torque also means you need expensive shafts rather quickly.
Steel cost does kinda moot itself after a while, at least with my setup. So long as I'm not replacing the engines every few days it's more akin to an investment than a real cost. ^^;
Also, slowness and the high torque don't really matter when you plug them right into an industrial coil.
The fact that lubricant gets pumped in the back ("root") of a chain may actually impose an upper limit; that is, if you are pumping in 8mB/s, for example, and the engines consume 4mB/s each, you will not be able to run a three-engine setup, as no lubricant makes it to engine #3. I can explain this in further detail if you like.
Nah, seems pretty clear to me. Is there going to be a similar requirement for wind turbines as well?
Finally, lots of hydrokinetics cause unavoidable performance issues; more compact power setups of course do not.
Hence my concern. As a veteran of MANY Tekkit classic servers, I know what people will do for "free" energy. I shudder to recall the days before compact solars.
Well, computer performance. A 625-block plant, not surprisingly, generates extreme lag.
So theorhetically I could build a massive 500 x 500 plant in a permanently-day Myst dimension, chunk load the heck out of it and just have it wind industrial coils, break them and enderchest them to the overworld?
I have noticed that as well, but the chances are fixed. 50% for most ores, 75% for Nether ores, and 90% for "rare" ores (Iridium, platinum, and moonstone).
Probably something to do with the way Java grabs random numbers. I encountered a similar thing when I was trying to create a mod that generated a random percentage more ore in a furnace based on the kind of fuel (thermite > lava > coal > charcoal > wood stuff; hotter fuels were also intended to smelt things faster, up to 1 per tick with thermite). Hotter fuels were intended to yield on average 100% more, while wood stuff like sticks and planks might give 25% more. I abandoned it when it became apparent that my code would glitch with higher-speeds resulting in, in one rather hilarious test case using thermite, 900% gains due to it reusing the same random number across multiple operations (it "rolled" high so it produced more).
Any item-transport method works, whether it is wooden pipes, translocators (my favorite), golems, ExtraUtilities cables...
Yeah, I figured out what my issue was. I'd crafted all my ExtraUtil item nodes into liquid ones and forgotten. I was trying to grab items with them. >.<
Also, it kinda saddens me that some of the machines have a bottom-only power requirement, which prevents me using vanilla hoppers with them, for the output. Any chance of a hopper+shaft type thing that could pull items and provide power as well? :3
Another thing that always puzzled me in other mods was the rule "no free power generation, it's overpowered!!" while more than 15% of worldwide power generation comes from hydroelectricity, that is, minus costs to keep generators working, "free", since climate does the work of bringing the water back to its source for you.
When it comes to the thing about free power... It's probably mostly because people are lazy. If, for example, I created a hypothetical mod with a huge variety of power supplies, ranging from coal-burning to, say... spacially-deforming fusion turbines which output the power of a trillion suns (but requires a steady stream of deuterium fuel or it will start fusing itself... catastrophically). And then say I added a thermocouple which ran on a lava source and an ice block indefinetly. Which option will people use? Probably the thermocouple, because it's essentially maintenance free. If I created this mod, I would probably not be too happy to hear that people are only using this one aspect when there are dozens of better ones available. As a player, I'd probably find that pretty boring (on this one Tekkit Classic server I used to moderate/play on, I went out of my way to avoid using solar, even going to far as to build a 12-reactor plant to keep up with my power demands [which were very steep, since I wasn't using EE if I could avoid it and instead relied on IC2's massfabs]). And as a server owner (which I am), I'd find it a nightmare - imagine a wall of dozens or hundreds of these theoretical power providers. Imagine the lag. And finally, from a creative/adventurous perspective, if all you need to make is this one thing, once, and it provides you unlimited free power, what's your motivation for finding more resources? Where's the need to get out of your house?
So yeah... I guess it just boils down to the Golden Hammer Axiom: When all you have is a hammer, everything starts to look like a nail.
Isn't that about the same output as a star generates in its lifetime? O_o
That depends on the star. The sun has a luminosity of 3.84 x 1026 watts, so it would (assuming a 9-billion year constant-intensity life, a gross oversimplification), then put out a total of 1.09 x 1044 joules of energy over its lifetime; it would take less than 2.5 x 10-8 seconds to output 263-1 joules of energy. Even an M-class (red dwarf, like Gliese 851) star is 0.07 times as luminous as the sun, so it is still orders of magnitude larger.
On a different scale, in 2008, the world used 1.44 x 1017 Wh of energy, or a total of 5.184 x 1020 J of energy. Thus, it would take (current) human civilization 1 minute and 4 seconds to use that much energy.
Steel cost does kinda moot itself after a while, at least with my setup. So long as I'm not replacing the engines every few days it's more akin to an investment than a real cost. ^^;
Hence my concern. As a veteran of MANY Tekkit classic servers, I know what people will do for "free" energy. I shudder to recall the days before compact solars.
I have no problem with server admins banning such large designs; this is of course something that must be enforced by humans, not code.
So theorhetically I could build a massive 500 x 500 plant in a permanently-day Myst dimension, chunk load the heck out of it and just have it wind industrial coils, break them and enderchest them to the overworld?
Probably something to do with the way Java grabs random numbers. I encountered a similar thing when I was trying to create a mod that generated a random percentage more ore in a furnace based on the kind of fuel (thermite > lava > coal > charcoal > wood stuff; hotter fuels were also intended to smelt things faster, up to 1 per tick with thermite). Hotter fuels were intended to yield on average 100% more, while wood stuff like sticks and planks might give 25% more. I abandoned it when it became apparent that my code would glitch with higher-speeds resulting in, in one rather hilarious test case using thermite, 900% gains due to it reusing the same random number across multiple operations (it "rolled" high so it produced more).
Mine is rather different; I have a simple "doWithChance()" algorithm that returns true with a % chance (specified). This has no possibility for overflow.
Also, it kinda saddens me that some of the machines have a bottom-only power requirement, which prevents me using vanilla hoppers with them, for the output. Any chance of a hopper+shaft type thing that could pull items and provide power as well? :3
An interesting idea, but I wonder about implementation.
...Maybe you need additional pages? I have not ever used Mystcraft beyond "try random code -> get seas of oil" or "generate dimension -> die before chunks finish loading".
If you used anything between 0.10.5 and 0.10.7, I can understand the issues -- the random generation needed tuning. And "die before chunks load" -- were you using Redpower? (Known mod interaction, redpower made a bad assumption and attempted to change too many blocks, apparently with some recursion.)
I don't know the details of how biomes get decorated. Most biomes manage to get their top and filler blocks in the biome definition, and the biome initialization provides plants, animals, and trees. Since I saw the tall grass, and the animals, I figured that the trees would be planted by that same section of code.
But this world, full details:
Biome 48
Single biome
Normal terrain
Constant rain
Normal lighting
No sun
A moon (with lots of modifiers for cycle time and direction)
Stars (cycle time, direction, and colors)
Ravines
(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?
If you used anything between 0.10.5 and 0.10.7, I can understand the issues -- the random generation needed tuning. And "die before chunks load" -- were you using Redpower? (Known mod interaction, redpower made a bad assumption and attempted to change too many blocks, apparently with some recursion.)
I don't know the details of how biomes get decorated. Most biomes manage to get their top and filler blocks in the biome definition, and the biome initialization provides plants, animals, and trees. Since I saw the tall grass, and the animals, I figured that the trees would be planted by that same section of code.
But this world, full details:
Biome 48
Single biome
Normal terrain
Constant rain
Normal lighting
No sun
A moon (with lots of modifiers for cycle time and direction)
Stars (cycle time, direction, and colors)
Ravines
No, I died from instability that was apparently so bad the entire dimension was that white crap in less than 5 seconds.
As for biomes, the decorator calls on the generator, which actually makes the trees; apparently this is not working in MystCraft dimensions.
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
As for the null pointer exceptions caused by the block breakers...
here is the output log file from minecraft http://pastebin.com/6dKa1B8D
here is the in-game chat screenshot http://imgur.com/2BT3yWF
I usually use the block breakers for easy gathering of supplies. This happens in random now. Usually I would get it right after I got back from nether but now even if I stay in the Overworld this happens. I am not sure if this is related to the NEI compatibility issue.
This is being caused by the breaker not having a material (wood, stone, iron, diamond). Is this one you spawned in from NEI?
Shapeless 1 ingot -> 4 bearings.
Thank you P.S. this void monster thing sounds really epic!
^^ I LOOOVE TCONSTRUCT! ^^
^^FIRST MOD I EVER INSTALLED^^
NEI does not add recipes; it only reads them. Something else is either overriding or deleting the recipe.
Also - I am working on a currently-secret feature, but I need one thing:
Does anyone know a good (as in efficient or at least cache-able) and accurate way to determine what ores can generate in what rock type (stone, end stone, netherrack...), using only my ModOreList (which contains listings of OreDictionary names and a list of the ItemStacks registered to each name).
Ideally, I could also fetch the ores' rarity (so certus quartz vs ferrous, ardite vs infused stone...)
// Would you like a cupcake?
Time: 12/4/13 1:38 PM
Description: There was a severe problem during mod loading that has caused the game to fail
cpw.mods.fml.common.LoaderException: java.lang.ExceptionInInitializerError
at cpw.mods.fml.common.LoadController.transition(LoadController.java:156)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:705)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:249)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:509)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:808)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
Caused by: java.lang.ExceptionInInitializerError
at Reika.RotaryCraft.RotaryRecipes.addProps(RotaryRecipes.java:59)
at Reika.RotaryCraft.RotaryCraft.postload(RotaryCraft.java:257)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:545)
at sun.reflect.GeneratedMethodAccessor1.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
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:201)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:181)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
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:112)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:704)
... 10 more
Caused by: java.lang.NullPointerException
at net.minecraft.item.ItemStack.toString(ItemStack.java:484)
at java.lang.String.valueOf(Unknown Source)
at java.lang.StringBuilder.append(Unknown Source)
at Reika.DragonAPI.Auxiliary.ItemMaterialController.addVanillaItem(ItemMaterialController.java:50)
at Reika.DragonAPI.Auxiliary.ItemMaterialController.addVanillaItem(ItemMaterialController.java:60)
at Reika.DragonAPI.Auxiliary.ItemMaterialController.(ItemMaterialController.java:103)
... 38 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.6.4
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_25, Oracle Corporation
Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 1013627576 bytes (966 MB) / 2139357184 bytes (2040 MB) up to 2139357184 bytes (2040 MB)
JVM Flags: 5 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xms2048m -Xmx2048m -Xmn512m -XX:PermSize=200m
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 v8.11 FML v6.4.45.953 Minecraft Forge 9.11.1.953 177 mods loaded, 177 mods active
mcp{8.09} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
FML{6.4.45.953} [Forge Mod Loader] (minecraftforge-9.11.1.953.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
Forge{9.11.1.953} [Minecraft Forge] (minecraftforge-9.11.1.953.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
AppliedEnergistics-Core{rv13.c} [AppliedEnergistics Core] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
CodeChickenCore{0.9.0.6} [CodeChicken Core] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
NotEnoughItems{1.6.1.5} [Not Enough Items] ([ChickenBones] Not Enough Items – Core.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
denLib{3.1.35} [denLib] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
TConstruct-Preloader{0.0.1} [Tinkers Corestruct] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
Micdoodlecore{} [Micdoodle8 Core] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
PowerCrystalsCore{1.1.8} [PowerCrystals Core] ([Power Crystals] Core.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
AppliedEnergistics{rv13.c} [Applied Energistics] ([Applied Energistics] Base.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
extracells{1.5.8} [ExtraCells] ([Applied Energistics] Extra Cells.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
ComputerCraft{1.57} [ComputerCraft] ([ComputerCraft] Base.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
AEPeripheral{1.0.1.1} [AE Peripheral] ([Applied Energistics] Peripherals.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
bspkrsCore{v5.0(1.6.4)} [bspkrsCore] ([bspkr] Core.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
mod_bspkrsCore{v5.0(1.6.4)} [bspkrsCore] ([bspkr] Core.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
BuildCraft|Core{4.2.1} [BuildCraft] ([BuildCraft] Base.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
BuildCraft|Energy{4.2.1} [BC Energy] ([BuildCraft] Base.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
BuildCraft|Transport{4.2.1} [BC Transport] ([BuildCraft] Base.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
Additional-Buildcraft-Objects{1.0.6.182} [Additional Buildcraft Objects] ([BuildCraft] Additional Objects.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
BuildCraft|Factory{4.2.1} [BC Factory] ([BuildCraft] Base.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
BuildCraft|Silicon{4.2.1} [BC Silicon] ([BuildCraft] Base.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
APUnofficial{2.5.0} [Additional Pipes] ([BuildCraft] Additional Pipes.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
BuildCraft|Builders{4.2.1} [BC Builders] ([BuildCraft] Base.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
ChickenChunks{1.3.3.3} [ChickenChunks] ([ChickenBones] Chicken Chunks.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
EnderStorage{1.4.3.5} [EnderStorage] ([ChickenBones] Ender Storage.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
ForgeMultipart{1.0.0.212} [Forge Multipart] (ForgeMultipart-universal-1.6.4-1.0.0.212.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
WR-CBE|Core{1.4.0.6} [WR-CBE Core] ([ChickenBones] Wireless Redstone.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
WR-CBE|Addons{1.4.0.6} [WR-CBE Addons] ([ChickenBones] Wireless Redstone.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
WR-CBE|Logic{1.4.0.6} [WR-CBE Logic] ([ChickenBones] Wireless Redstone.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
Autoutils{1.0.1} [Autoutils] ([Chisel] Auto-Utilities.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
Chisel{1.5.0} [Chisel] ([Chisel] Base.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
CoFHCore{2.0.0.b8a} [CoFH Core] ([CoFH] Core.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
CoFHLoot{2.0.0.b8a} [CoFH Loot] ([CoFH] Core.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
CoFHMasquerade{2.0.0.b8a} [CoFH Masquerade] ([CoFH] Core.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
CoFHSocial{2.0.0.b8a} [CoFH Social] ([CoFH] Core.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
CoFHWorld{2.0.0.b8a} [CoFH World] ([CoFH] Core.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
NetherOres{1.6.2R2.2.1} [Nether Ores] ([Power Crystals] Nether Ores.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
ThermalExpansion{3.0.0.b8} [Thermal Expansion] ([CoFH] Thermal Expansion.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
CCTurtle{1.57} [ComputerCraft Turtles] ([ComputerCraft] Base.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
IC2{2.0.307-experimental} [IndustrialCraft 2] ([IndustrialCraft²] Base.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
MineFactoryReloaded{1.6.2R2.7.3} [MineFactory Reloaded] ([Power Crystals] Mine Factory Reloaded.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
MineFactoryReloaded|CompatForestryPre{1.6.2R2.7.3} [MFR Compat: Forestry (part 2)] ([Power Crystals] Mine Factory Reloaded.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
Natura{2.1.12} [Natura] ([mDiyo] Natura.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
BiomesOPlenty{1.1.3} [Biomes O' Plenty] (Biomes O' Plenty.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
ExtrabiomesXL{3.14.5} [ExtrabiomesXL] (ExtraBiomes XL.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
Forestry{2.3.0.7} [Forestry for Minecraft] ([Forestry] Base.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
Thaumcraft{4.0.5b} [Thaumcraft] ([Thaumcraft] Base Mod.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
Railcraft{8.2.0.0} [Railcraft] ([RailCraft] Base Mod.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
OpenPeripheral{0.2.1} [OpenPeripheral] ([ComputerCraft] Open Peripherals.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
DarkCore{0.2.0.124} [Darks CoreMachine] ([Dark's Machine] Core.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
AssemblyLine{0.2.0.124} [Assembly Line] ([Dark's Machine] Assembly Line.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
FarmTech{0.2.0.124} [Farm Tech] ([Dark's Machine] Farm Technologies.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
FluidMech{0.2.0.124} [Fluid_Mechanics] ([Dark's Machine] Fluid Mechanics.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
GreaterSecurity{0.2.0.124} [Greater Security] ([Dark's Machine] Greater Security.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
MechanizedMining{0.2.0.124} [Mechanized-Mining] ([Dark's Machine] Mechanized Mining.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
CreeperCollateral{2.2.9} [CreeperCollateral] ([Den of Lions] Creeper Collateral.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
DenPipes{2.1.18} [DenPipes] ([Den of Lions] Pipes.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
CustomSpawner{2.3.1} [DrZhark's CustomSpawner] ([Dr.Zhark's] Custom Mob Spawner.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
MoCreatures{6.0.1} [DrZhark's Mo'Creatures Mod] ([DrZhark's] Mo'Creatures.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
emashercore{1.2.1.7} [Emasher Resource] ([Emasher's Resource] Core.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
eng_toolbox{1.1.6.5} [Engineer's Toolbox] ([Emasher's Resource] Engineer's Toolbox.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
EE3{@VERSION@ (build @BUILD_NUMBER@)} [Equivalent Exchange 3] ([Equivalent Exchange 3] Base.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
LomLib{1.0.7} [LomLib] ([Equivalent Exchange 3] Lomeli's Library.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
Equivalency{1.5.5} [Equivalency] ([Equivalent Exchange 3] Equivalency.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
BinnieCore{1.8-dev2} [Binnie Core] ([Forestry] Binnie's Extra Trees & Bees.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
ExtraBees{1.8-dev2} [Extra Bees] ([Forestry] Binnie's Extra Trees & Bees.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
ExtraTrees{1.8-dev2} [Extra Trees] ([Forestry] Binnie's Extra Trees & Bees.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
TConstruct{1.6.X_1.5.1} [Tinkers' Construct] ([mDiyo] Tinker's Construct.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
ThaumicTinkerer{2.0} [Thaumic Tinkerer] ([Thaumcraft] Thaumic Tinkerer.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
MagicBees{2.1.7} [Magic Bees] ([Forestry] Magic Bees.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
mtmechs{0.27} [Magitek Mechs] ([Forge] Magitek Armor.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
TreeCapitator{Forge 1.6.4.r06} [Treecapitator] ([Forge] Treecapitator.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
ImmibisCore{57.1.6} [Immibis Core] ([Immibis] Core.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
LiquidXP{57.0.0} [Liquid XP] ([Immibis] Liquid XP.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
ImmibisPeripherals{57.0.0} [Immibis's Peripherals] ([Immibis] Peripherals.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
CompactWindmills{1.0.2.2} [CompactWindmills] ([IndustrialCraft²] Compact Windmills.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
gregtech_addon{MC162} [GregTech-Addon] ([IndustrialCraft²] GregTech.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
IC2NuclearControl{1.6.2e} [Nuclear Control] ([IndustrialCraft²] Nuclear Controls.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
AtomicScience{1.0.0} [Atomic Science] (Atomic Science.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
ICBM|Contraption{1.3.4} [ICBM] ([Inter-Continental Ballistics Missile] Contraption.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
ICBM|Sentry{1.3.4} [ICBM] ([Inter-Continental Ballistics Missile] Sentry.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
ICBM|Explosion{1.3.4} [ICBM] ([Inter-Continental Ballistics Missile] Explosion.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
numina{0.0.1-32} [Numina] ([Machine Muse] Numina.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
powersuits{0.8.0-47} [MachineMuse's Modular Powersuits] ([Machine Muse] Modular Powersuits.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
Natura|ForgeMuliPart{0.1} [Natura Compat: FMP] ([mDiyo] Natura.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
Natura|CompatMineFactoryReloaded{0.1} [Natura Compat: MFR] ([mDiyo] Natura.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
Natura|NotEnoughItems{0.1} [Natura Compat: NEI] ([mDiyo] Natura.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
TMechworks{DEV.21b1027} [Tinkers' Mechworks] ([mDiyo] Tinker's Mechano-works.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
Mekanism{5.6.0} [Mekanism] ([Mekanism] Base Machine.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
MekanismGenerators{5.6.0} [MekanismGenerators] ([Mekanism] Generators.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
MekanismInduction{5.6.0} [MekanismInduction] ([Mekanism] Induction.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
MekanismTools{5.6.0} [MekanismTools] ([Mekanism] Tools.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
KeithyUtils{1.2} [Keithy Utils] ([Metallurgy] Keithy's Utilities.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
Metallurgy3Core{3.2.3} [Metallurgy 3 Core] ([Metallurgy] Base.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
Metallurgy3Base{3.2.3} [Metallurgy 3 Base] ([Metallurgy] Base.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
ExtraTiC{0.7.1} [ExtraTiC] ([Metallurgy +Tinker's Construct] Extra TiC.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
Metallurgy3Machines{3.2.3} [Metallurgy 3 Machines] ([Metallurgy] Base.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
Metallurgy3Vanilla{3.2.3} [Metallurgy 3 Vanilla] ([Metallurgy] Base.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
GalacticraftCore{2.0.6} [Galacticraft Core] ([MicDoodle] Galacticraft Base.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
GalacticraftMars{2.0.6} [Galacticraft Mars] ([MicDoodle] Galacticraft Planets.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
cfm{3.2.6} [§4MrCrayfish's Furniture Mod] ([Mr.Crayfish] Furniture Mod.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
NEIAddons{1.9.3.r47} [NEI Addons] ([Not Enough Items] Addon Module.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
NEIAddons|AE{1.9.3.r47} [NEI Addons: Applied Energistics] ([Not Enough Items] Addon Module.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
NEIAddons|CraftingTables{1.9.3.r47} [NEI Addons: Crafting Tables] ([Not Enough Items] Addon Module.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
NEIAddons|ExtraBees{1.9.3.r47} [NEI Addons: Extra Bees] ([Not Enough Items] Addon Module.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
NEIAddons|Forestry{1.9.3.r47} [NEI Addons: Forestry] ([Not Enough Items] Addon Module.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
NEIAddons|MiscPeripherals{1.9.3.r47} [NEI Addons: Misc Peripherals] ([Not Enough Items] Addon Module.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
NEIPlugins{1.1.0.5} [NEI Plugins] ([Not Enough Items] Plug-ins Module.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
pamharvestcraft{1.0} [Pam's HarvestCraft Base] ([Pam's Mods] HarvestCraft.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
pamweeeflowers{1.1} [Pam's Weee! Flowers] ([Pam's Mods] Weee Flowers.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
MFR Compat Forestry Trees{1.0} [MFR Compat Forestry Trees] ([Power Crystals] Mine Factory Reloaded.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
MFR Compat Extra Trees{1.0} [MFR Compat Extra Trees] ([Power Crystals] Mine Factory Reloaded.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
MineFactoryReloaded|CompatAppliedEnergistics{1.6.2R2.7.3} [MFR Compat: Applied Energistics] ([Power Crystals] Mine Factory Reloaded.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
MineFactoryReloaded|CompatAtum{1.6.2R2.7.3} [MFR Compat: Atum] ([Power Crystals] Mine Factory Reloaded.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
MineFactoryReloaded|CompatBackTools{1.6.2R2.7.3} [MFR Compat: BackTools] ([Power Crystals] Mine Factory Reloaded.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
MineFactoryReloaded|CompatBuildCraft{1.6.2R2.7.3} [MFR Compat: BuildCraft] ([Power Crystals] Mine Factory Reloaded.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
chococraft{3.0.3} [Torojima's ChocoCraft] (ChocoCraft.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
MineFactoryReloaded|CompatChococraft{1.6.2R2.7.3} [MFR Compat: Chococraft] ([Power Crystals] Mine Factory Reloaded.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
MineFactoryReloaded|CompatExtraBiomes{1.6.2R2.7.3} [MFR Compat: ExtraBiomes] ([Power Crystals] Mine Factory Reloaded.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
MineFactoryReloaded|CompatForestry{1.6.2R2.7.3} [MFR Compat: Forestry] ([Power Crystals] Mine Factory Reloaded.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
MineFactoryReloaded|CompatForgeMicroblock{1.6.2R2.7.3} [MFR Compat: ForgeMicroblock] ([Power Crystals] Mine Factory Reloaded.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
MineFactoryReloaded|CompatIC2{1.6.2R2.7.3} [MFR Compat: IC2] ([Power Crystals] Mine Factory Reloaded.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
MineFactoryReloaded|CompatMagicalCrops{1.6.2R2.7.3} [MFR Compat: Magical Crops] ([Power Crystals] Mine Factory Reloaded.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
Mystcraft{0.10.11.00} [Mystcraft] (MystCraft.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
MineFactoryReloaded|CompatMystcraft{1.6.2R2.7.3} [MFR Compat: Mystcraft] ([Power Crystals] Mine Factory Reloaded.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
MineFactoryReloaded|CompatPams{1.6.2R2.7.3} [MFR Compat: Pam's Mods] ([Power Crystals] Mine Factory Reloaded.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
MineFactoryReloaded|CompatRailcraft{1.6.2R2.7.3} [MFR Compat: Railcraft] ([Power Crystals] Mine Factory Reloaded.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
MineFactoryReloaded|CompatRP2{1.6.2R2.7.3} [MFR Compat: RP2] ([Power Crystals] Mine Factory Reloaded.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
MineFactoryReloaded|CompatSufficientBiomes{1.6.2R2.7.3} [MFR Compat: Sufficient Biomes] ([Power Crystals] Mine Factory Reloaded.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
MineFactoryReloaded|CompatThaumcraft{1.6.2R2.7.3} [MFR Compat: Thaumcraft] ([Power Crystals] Mine Factory Reloaded.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
MineFactoryReloaded|CompatThermalExpansion{1.6.2R2.7.3} [MFR Compat: Thermal Expansion] ([Power Crystals] Mine Factory Reloaded.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
TwilightForest{1.20.3} [The Twilight Forest] (The Twilight Forest.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
MineFactoryReloaded|CompatTwilightForest{1.6.2R2.7.3} [MFR Compat: TwilightForest] ([Power Crystals] Mine Factory Reloaded.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
MineFactoryReloaded|CompatVanilla{1.6.2R2.7.3} [MFR Compat: Vanilla] ([Power Crystals] Mine Factory Reloaded.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
MineFactoryReloaded|CompatXyCraft{1.6.2R2.7.3} [MFR Compat: XyCraft] ([Power Crystals] Mine Factory Reloaded.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
ProjRed|Core{4.1.0.13} [Project: Red-Core] ([Project Red] Base Mod.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
ProjRed|Compatability{4.1.0.13} [ProjectRed-Compatability] ([Project Red] Compatibility.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
ProjRed|Integration{4.1.0.13} [ProjectRed-Integration] ([Project Red] Integration.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
ProjRed|Transmission{4.1.0.13} [ProjectRed-Transmission] ([Project Red] Integration.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
ProjRed|Illumination{4.1.0.13} [ProjectRed-Illumination] ([Project Red] Lighting.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
ProjRed|Exploration{4.1.0.13} [ProjectRed-Exploration] ([Project Red] World.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
ProjectZulu|Core{1.1.6.4} [Project Zulu Core] ([Project Zulu] Complete Pack – All-in-one JAR.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
ProjectZulu|Block{1.1.6.4} [Project Zulu Block and Items] ([Project Zulu] Complete Pack – All-in-one JAR.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
ProjectZulu|Dungeon{1.1.6.4} [Project Zulu Dungeon] ([Project Zulu] Complete Pack – All-in-one JAR.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
ProjectZulu|Mob{1.1.6.4} [Project Zulu Mobs] ([Project Zulu] Complete Pack – All-in-one JAR.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
ProjectZulu|World{1.1.6.4} [Project Zulu World] ([Project Zulu] Complete Pack – All-in-one JAR.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
GrimoireGaia2{1.8.1} [§2Grimoire of Gaia 2] ([Silentine] Grimoire of Gaia 2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
Agriculture{1.0.0} [Agriculture] (Agriculture.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
arsmagica2{1.0.2b} [Ars Magica 2] (Ars Magica 2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
BiblioCraft{1.5.3} [BiblioCraft] (BiblioCraft.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
CarpentersBlocks{v1.9.5} [Carpenter's Blocks] (Carpenter's Blocks.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
DamageIndicatorsMod{2.9.1.6} [Damage Indicators] (Damage Indicators.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
DragonAPI{release} [DragonAPI] (DragonAPI1.6v7b.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
EnderIO{0.5.0} [Ender IO] (Ender IO.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
EnhancedPortals3{3.0.0_Beta-2b} [EnhancedPortals] (Enhanced Portals 3.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
ExtraUtilities{1.0} [Extra Utilities] (Extra Utilities.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
factorization{0.8.18} [Factorization] (Factorization.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
factorization.misc{0.8.18} [Factorization Miscellaneous Nonsense] (Factorization.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
factorization.notify{0.8.18} [Factorization Notification System] (Factorization.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
factorization.dimensionalSlice{0.8.18} [Factorization Dimensional Slices] (Factorization.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
IronChest{5.4.1.649} [Iron Chest] (Iron Chest.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
Mariculture{1.1.4c} [Mariculture] (Mariculture.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
minechem{@VERSION@} [MineChem] (MineChem.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
Minestrappolation{1.1} [Minestrappolation API] (Minestrappolation.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
ExtraDecor{B1.3} [Extrappolated Decor] (Minestrappolation.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
ExtraOres{B1.4.5} [Extrapolated Ores] (Minestrappolation.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
MFFS{3.5.0} [Modular Force Field System] (Modular Force Field System.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
monsterhunter{0.1.3} [Monster Hunter Frontier Craft] (Monster Hunter Frontier Craft.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
OpenBlocks{1.2.2} [OpenBlocks] (Open Blocks.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
ReactorCraft{beta} [ReactorCraft] (ReactorCraft1.6v7.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
RotaryCraft{Gamma} [RotaryCraft] (RotaryCraft1.6v7b.zip) Unloaded->Constructed->Pre-initialized->Initialized->Errored
SS2{2 (build 2)} [Soul Shards 2] (Soul Shards 2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
UndergroundBiomes{0.4.3} [Underground Biomes] (Underground Biomes.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
witchery{0.11.1} [Witchery] (Witchery.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
McMultipart{1.0.0.212} [Minecraft Multipart Plugin] (ForgeMultipart-universal-1.6.4-1.0.0.212.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
ForgeMicroblock{1.0.0.212} [Forge Microblocks] (ForgeMultipart-universal-1.6.4-1.0.0.212.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
TConstruct Environment: DO NOT REPORT THIS CRASH! Unsupported mods in environment: gregtech_addon
Your mod deletes the vanilla cauldron. Do not do that.
May it be that you added this oredict thing: http://imgur.com/6nzdKeJ
so that a industrial diamond is a regular diamond? Because they're different, so could you fix it (if it's on your side) I don't know any other mod (except greg) who could done this but greg didn't do it (I asked him)
No, I have not added that to the ore dictionary. Some other mod is at fault. The only things I add to the Ore Dictionary are ThaumCraft and Ars Magica ores and ore drops, Power Ore, and a couple of other ore blocks.
In progress.
Send me a picture of the severely laggy setup.
Also, reactors are apparently broken in v7.
Also worth noting is that condensers are required for looping the fluid. Maybe not such a big deal with water (though the condensers still need to be emptied), but ammonia is expensive.
-Is it just me or does the gravel gun one-hit even a mutant skeleton from mutant creatures? I thought they only did up to 32 hearts/64 units of damage with more damage done per piece of gravel. For some reason the gravel gun is killing even the toughest mobs I have in a single shot with one piece of gravel. What's going on?
-How do you fuel the fireball launcher? When I switch from creative to survival the fireball weapon stops working and I looked around for a bit as to why, but didn't find anything useful in this regard.
Its damage function is exponential, and it is not capped except at 2.147 billion.
That is because in survival, you need fireballs as ammunition.
Gravel Gun will do more damage the more charged it is.
At maximum charge it can one-shot a Wither.
(It is rather difficult to get it fully charged, though)
Fireball Launcher uses Fire Charges as ammo, and requires a charge.
You can charge tools by putting them into a worktable with a charged spring.
Edit: ninja'd by the author... I must have taken more time to type that than I thought.
And I had to build formulas and look up the old curves.
I've noticed IC2 does that also. have you spoken to player or one of the other IC2 devs?
Isn't that about the same output as a star generates in its lifetime? O_o
Steel cost does kinda moot itself after a while, at least with my setup. So long as I'm not replacing the engines every few days it's more akin to an investment than a real cost. ^^;
Also, slowness and the high torque don't really matter when you plug them right into an industrial coil.
Nah, seems pretty clear to me. Is there going to be a similar requirement for wind turbines as well?
Hence my concern. As a veteran of MANY Tekkit classic servers, I know what people will do for "free" energy. I shudder to recall the days before compact solars.
So theorhetically I could build a massive 500 x 500 plant in a permanently-day Myst dimension, chunk load the heck out of it and just have it wind industrial coils, break them and enderchest them to the overworld?
Probably something to do with the way Java grabs random numbers. I encountered a similar thing when I was trying to create a mod that generated a random percentage more ore in a furnace based on the kind of fuel (thermite > lava > coal > charcoal > wood stuff; hotter fuels were also intended to smelt things faster, up to 1 per tick with thermite). Hotter fuels were intended to yield on average 100% more, while wood stuff like sticks and planks might give 25% more. I abandoned it when it became apparent that my code would glitch with higher-speeds resulting in, in one rather hilarious test case using thermite, 900% gains due to it reusing the same random number across multiple operations (it "rolled" high so it produced more).
Yeah, I figured out what my issue was. I'd crafted all my ExtraUtil item nodes into liquid ones and forgotten. I was trying to grab items with them. >.<
Also, it kinda saddens me that some of the machines have a bottom-only power requirement, which prevents me using vanilla hoppers with them, for the output. Any chance of a hopper+shaft type thing that could pull items and provide power as well? :3
When it comes to the thing about free power... It's probably mostly because people are lazy. If, for example, I created a hypothetical mod with a huge variety of power supplies, ranging from coal-burning to, say... spacially-deforming fusion turbines which output the power of a trillion suns (but requires a steady stream of deuterium fuel or it will start fusing itself... catastrophically). And then say I added a thermocouple which ran on a lava source and an ice block indefinetly. Which option will people use? Probably the thermocouple, because it's essentially maintenance free. If I created this mod, I would probably not be too happy to hear that people are only using this one aspect when there are dozens of better ones available. As a player, I'd probably find that pretty boring (on this one Tekkit Classic server I used to moderate/play on, I went out of my way to avoid using solar, even going to far as to build a 12-reactor plant to keep up with my power demands [which were very steep, since I wasn't using EE if I could avoid it and instead relied on IC2's massfabs]). And as a server owner (which I am), I'd find it a nightmare - imagine a wall of dozens or hundreds of these theoretical power providers. Imagine the lag. And finally, from a creative/adventurous perspective, if all you need to make is this one thing, once, and it provides you unlimited free power, what's your motivation for finding more resources? Where's the need to get out of your house?
So yeah... I guess it just boils down to the Golden Hammer Axiom: When all you have is a hammer, everything starts to look like a nail.
That depends on the star. The sun has a luminosity of 3.84 x 1026 watts, so it would (assuming a 9-billion year constant-intensity life, a gross oversimplification), then put out a total of 1.09 x 1044 joules of energy over its lifetime; it would take less than 2.5 x 10-8 seconds to output 263-1 joules of energy. Even an M-class (red dwarf, like Gliese 851) star is 0.07 times as luminous as the sun, so it is still orders of magnitude larger.
On a different scale, in 2008, the world used 1.44 x 1017 Wh of energy, or a total of 5.184 x 1020 J of energy. Thus, it would take (current) human civilization 1 minute and 4 seconds to use that much energy.
Steel? Try diamond or bedrock.
But that limits design and destroys any automatability.
No, they are cheap and low-power.
I have no problem with server admins banning such large designs; this is of course something that must be enforced by humans, not code.
If you were not getting 5 seconds per frame, yes.
Mine is rather different; I have a simple "doWithChance()" algorithm that returns true with a % chance (specified). This has no possibility for overflow.
An interesting idea, but I wonder about implementation.
If you used anything between 0.10.5 and 0.10.7, I can understand the issues -- the random generation needed tuning. And "die before chunks load" -- were you using Redpower? (Known mod interaction, redpower made a bad assumption and attempted to change too many blocks, apparently with some recursion.)
I don't know the details of how biomes get decorated. Most biomes manage to get their top and filler blocks in the biome definition, and the biome initialization provides plants, animals, and trees. Since I saw the tall grass, and the animals, I figured that the trees would be planted by that same section of code.
But this world, full details:
Biome 48
Single biome
Normal terrain
Constant rain
Normal lighting
No sun
A moon (with lots of modifiers for cycle time and direction)
Stars (cycle time, direction, and colors)
Ravines
* 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?
No, I died from instability that was apparently so bad the entire dimension was that white crap in less than 5 seconds.
As for biomes, the decorator calls on the generator, which actually makes the trees; apparently this is not working in MystCraft dimensions.
ouch.
ive had bad ones, but not quite THAT bad. ive always had time to load in, see the decay taking off, leave, and burn the book.
is there anything major aside from fusion power youre currently working on?