When there is an infinite electrical supply in a chunk that is powering things (in this case LED bars), and the chunk is unloaded, when the chunk is reloaded, the devices are off and won't turn back on, even if a switch is used. The only thing that fixes it is destroying and replacing the infinite electrical supply.
This is on MC 1.9, Forge 12.16.0.1882, Power Advantage v2.1.0, Electric Advantage v2.0.3
[21:42:06] [Server thread/ERROR]: Failed to load data for block entity electricadvantage.electric_pump
java.lang.ArrayIndexOutOfBoundsException
[21:42:06] [Server thread/ERROR] [FML]: A TileEntity electricadvantage.electric_pump(cyano.electricadvantage.machines.ElectricPumpTileEntity) has thrown an exception during loading, its state cannot be restored. Report this to the mod author
java.lang.ArrayIndexOutOfBoundsException
[21:42:06] [Server thread/INFO] [STDOUT]: [teleporters.content.tileentity.TileEntityTeleporter:func_145844_m:182]: sybc:
[21:42:12] [Server thread/INFO]: THM726 lost connection: TextComponent{text='Disconnected', siblings=[], style=Style{hasParent=false, color=null, bold=null, italic=null, underlined=null, obfuscated=null, clickEvent=null, hoverEvent=null, insertion=null}}
I have the following versions:
Power Advantage 2.1.0
Electric Advantage 2.0.2
Steam Advantage 2.0.2
Using Forge version 1.9-12.16.0.1865.
I did try upgrading to the latest Forge version but had the same issue. The game runs fine... no crashes or anything... but I wanted to bring this to your attention.
Yes, there is a bug in the infinite energy blocks. It's been fixed but I don't think I've pushed a new version since fixing it yet. Given the activity on GitHub while I was away for the past week, I think I'll be pushing a few updates this week.
I'll look into the electric pump error.
Rollback Post to RevisionRollBack
My mods: Base Metals, Power Advantage, Steam Advantage, Electric Advantage, Minecraft Mineralogy, Dr. Cyano's Lootable Bodies, Dr. Cyano's Wonderful Wands & Wizarding Robes
Can we please have the laser drill dig a full 3x3 area instead of a plus pattern?
i can't see any purpose for the current pattern as it only leaves jagged edges on all sides, and mining flat walls with the machine is just impossible >:( not to mention it makes it very cumbersome to mine larger areas like 16x16....
- ideally the drill area should be upgradable from basic 1x1 to 3x3 (eg. with extra diamond block), and maybe even 5x5 (extra 3 dia blocks)
- the mining speed should be also upgradable -- i didn't test for this, but i'm not sure it's faster than manually mining with a steel pickax
There seems to be a render bug with the laser beam, when i go near the active end of the beam and look at it, the beam disappears depending on the exact angle between my viewing direction and the beam itself as well as my distance to the beam. Not really important though
UPDATE: 5/23 - I didn't realize there was an update to the mod. I'm sorry. Everything works perfectly after upgrading to the latest version.
Thanks!
Tried to use the SteamPower Drill for the first time and it crashed my server. Now it crashes whenever I logon with that particular user near that area.
running the following:
Forge 1.9-12.16.1.1887
Steam Advantage: 1.9-2.0.2
Elect Advantage: 1.9-2.0.2
Power Advantage: 1.9.02.1.0
---- Minecraft Crash Report ----
// Why did you do that?
Time: 5/17/16 9:58 AM
Description: Ticking block entity
java.lang.NoSuchMethodError: net.minecraft.block.SoundType.func_185845_c()Lnet/minecraft/util/SoundEvent;
at cyano.steamadvantage.machines.SteamDrillTileEntity.tickUpdate(SteamDrillTileEntity.java:86)
at cyano.poweradvantage.api.PoweredEntity.func_73660_a(PoweredEntity.java:127)
at net.minecraft.world.World.func_72939_s(World.java:1791)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:619)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:705)
at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:386)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:609)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:467)
at java.lang.Thread.run(Thread.java:745)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at cyano.steamadvantage.machines.SteamDrillTileEntity.tickUpdate(SteamDrillTileEntity.java:86)
at cyano.poweradvantage.api.PoweredEntity.func_73660_a(PoweredEntity.java:127)
-- Block entity being ticked --
Details:
Name: steamadvantage.steam_drill // cyano.steamadvantage.machines.SteamDrillTileEntity
Block type: ID #876 (tile.steamadvantage.steam_drill // cyano.steamadvantage.machines.SteamDrillBlock)
Block data value: 3 / 0x3 / 0b0011
Block location: World: (22777,66,-7980), Chunk: (at 9,4,4 in 1423,-499; contains blocks 22768,0,-7984 to 22783,255,-7969), Region: (44,-16; contains chunks 1408,-512 to 1439,-481, blocks 22528,0,-8192 to 23039,255,-7681)
Actual block type: ID #876 (tile.steamadvantage.steam_drill // cyano.steamadvantage.machines.SteamDrillBlock)
Actual block data value: 3 / 0x3 / 0b0011
Stacktrace:
at net.minecraft.world.World.func_72939_s(World.java:1791)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:619)
-- Affected level --
Details:
Level name: world
All players: 1 total; [EntityPlayerMP['THM726'/1544, l='world', x=22778.67, y=64.00, z=-7981.23]]
Chunk stats: ServerChunkCache: 930 Drop: 0
Level seed: 4325292250890906722
Level generator: ID 00 - default, ver 1. Features enabled: true
Level generator options:
Level spawn location: World: (-124,64,-40), Chunk: (at 4,4,8 in -8,-3; contains blocks -128,0,-48 to -113,255,-33), Region: (-1,-1; contains chunks -32,-32 to -1,-1, blocks -512,0,-512 to -1,255,-1)
Level time: 340948058 game time, 3853 day time
Level dimension: 0
Level storage version: 0x04ABD - Anvil
Level weather: Rain time: 50103 (now: false), thunder time: 110520 (now: false)
Level game mode: Game mode: creative (ID 1). Hardcore: false. Cheats: false
Stacktrace:
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:705)
at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:386)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:609)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:467)
at java.lang.Thread.run(Thread.java:745)
UPDATE: 5/23 - I didn't realize there was an update to the mod. I'm sorry. Everything works perfectly after upgrading to the latest version.
Thanks!
Kinda bummed. Tried the Electric Drill instead. Similar result
---- Minecraft Crash Report ----
// Shall we play a game?
Time: 5/17/16 10:47 AM
Description: Ticking block entity
java.lang.NoSuchMethodError: net.minecraft.block.SoundType.func_185845_c()Lnet/minecraft/util/SoundEvent;
at cyano.electricadvantage.machines.ElectricDrillTileEntity.tickUpdate(ElectricDrillTileEntity.java:89)
at cyano.poweradvantage.api.PoweredEntity.func_73660_a(PoweredEntity.java:127)
at net.minecraft.world.World.func_72939_s(World.java:1791)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:619)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:705)
at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:386)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:609)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:467)
at java.lang.Thread.run(Thread.java:745)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at cyano.electricadvantage.machines.ElectricDrillTileEntity.tickUpdate(ElectricDrillTileEntity.java:89)
at cyano.poweradvantage.api.PoweredEntity.func_73660_a(PoweredEntity.java:127)
-- Block entity being ticked --
Details:
Name: electricadvantage.electric_drill // cyano.electricadvantage.machines.ElectricDrillTileEntity
Block type: ID #857 (tile.electricadvantage.electric_drill // cyano.electricadvantage.machines.ElectricDrillBlock)
Block data value: 8 / 0x8 / 0b1000
Block location: World: (22777,64,-7980), Chunk: (at 9,4,4 in 1423,-499; contains blocks 22768,0,-7984 to 22783,255,-7969), Region: (44,-16; contains chunks 1408,-512 to 1439,-481, blocks 22528,0,-8192 to 23039,255,-7681)
Actual block type: ID #857 (tile.electricadvantage.electric_drill // cyano.electricadvantage.machines.ElectricDrillBlock)
Actual block data value: 8 / 0x8 / 0b1000
Stacktrace:
at net.minecraft.world.World.func_72939_s(World.java:1791)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:619)
-- Affected level --
Details:
Level name: world
All players: 1 total; [EntityPlayerMP['THM726'/1542, l='world', x=22774.99, y=64.00, z=-7980.04]]
Chunk stats: ServerChunkCache: 682 Drop: 0
Level seed: 4325292250890906722
Level generator: ID 00 - default, ver 1. Features enabled: true
Level generator options:
Level spawn location: World: (-124,64,-40), Chunk: (at 4,4,8 in -8,-3; contains blocks -128,0,-48 to -113,255,-33), Region: (-1,-1; contains chunks -32,-32 to -1,-1, blocks -512,0,-512 to -1,255,-1)
Level time: 340966969 game time, 10047 day time
Level dimension: 0
Level storage version: 0x04ABD - Anvil
Level weather: Rain time: 31192 (now: false), thunder time: 91609 (now: false)
Level game mode: Game mode: creative (ID 1). Hardcore: false. Cheats: false
Stacktrace:
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:705)
at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:386)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:609)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:467)
at java.lang.Thread.run(Thread.java:745)
I gave Power Advantage with Steam and Electric Advantage a try in 1.9. They're pretty cool, and, as I liked them enough to want to see them improved, I wanted to leave a few bits of feedback on them here.
First, some framing. My favorite part of technical builds in Minecraft is constructing systems that allow me to spend time building something to perform a repetitive task that I would otherwise have to do manually, such as farming or mining, solving the same problem, but in a more engaging way. So, with that said, onto my thoughts.
Basics
Picking up machinery, particularly portable tanks, pipes, cables, and frames, is a real chore. The wrench could be used as a tool to make this much faster.
Drills
Drills are alright for collecting a lot of stone for large buildings. And, they are also great for carving out large spaces (although, they would be a lot better suited to that if their distance was configurable). However, my ideal drill would be an engaging replacement for tedious, repetitive mining specifically for ores (diamonds, in particular). As they are, both the steam and electric drill are a bit too unwieldy for their ore gathering results, always requiring me to still manually mine lots of iron, which these mods are hungry for.
The primary problem is that they require constant maintenance if you intent to mine ores with them. One of two things end up happening. One, you spend far more iron crafting steel frames and more resources for conveyors or containers to continue the line than you would gain from their limited mining distance. Or, two, you spend more time reclaiming frames, pipes/cables, and chests (including emptying their contents somewhere else) and placing them further down the line than the drills save you.
In theory, electric drills should mitigate some of the problem due to only needing a line of containers and frames down the center of a mine. However, their slow mining speed and the inability to automatically move the drill to the center of the next 3x3 line, rather than the edge of one, makes this impractical.
Solutions
Ideally, a drill should have a static base, separate from its business end, that holds the drill's contents and that can be placed near a chest. Then, frames would act as a line from which any number of drills hang or raise to reach markers placed on surfaces along the way. The drill end would face toward the nearest marker, perpendicular from the track, collect the marker in its storage, and mine until its distance limit is reached. If technically possible, each drill base attached to the track could have its mining and hanging/raising distance limit extended via an upgrade module.
Here's an Imgur link to an example image in which electric scaffold represents the temporary visual scaffold the drill shows while it's hanging onto the track mining. Of course, mining upward is important too. But, I couldn't represent that with redstone torches.
The ideal manual ore mining method in Minecraft is to mine a long, 1x2 hall every 4 spaces, revealing the most ore veins for the least stone mined. With this change removing the tedious track reclamation/rebuild cycle by allowing a single track to be used by any number of drills without rebuilding, steam drills would be perfect for mining poke-holes for manual ore mining once tunnels are finished while electric drills would be excellent for automatic mining. And, most importantly, they would be an example of a technical system that follows the paradigm of giving the player a reusable and extensible system to manage in an engaging and satisfying way in place of what is otherwise tedious and repetitive.
Also, letting the wrench act as a tool to break pipes, frames (with and without steam pipes), and electric scaffolding quickly would, by itself, be a nice step toward mitigating the micromanagement.
Farming
Growth chambers sounded like a cool way to automate bioplastic ingot production, among other things. I imagined I would need an array of chambers to grow everything I needed, along with some extra power. However, I only needed one, because they seem incredibly overpowered. After a couple short rounds of putting output potatoes back into the input slots, I had more bioplastic ingots than I could ever possible use. So, I switched the chamber to sugar cane production with the same result.
It really felt like farming was no longer a thing in the game with growth chambers around. It felt more like I just had a slightly slow creative inventory full of plants. I didn't even need to use sand for cacti or soul sand for nether wart. Planning and managing a vanilla farm is far more engaging, because growth chambers don't particularly require much in the way of planning or managing. Making an automated bioplastic ingot factory was cool, but it ultimately only saved a few clicks, considering how little time it took to fill up the growth chamber with potatoes and transfer the stacks to the crusher and furnace when they were ready.
Admittedly, my reaction to growth chambers is likely, in large part, due to a bug that they seem to have in the most recent version. After supplying a control unit with a single dirt block, any amount of water, and any amount of energy, the control unit seemed to be fully charged and stocked permanently. I could disconnect the power and never feed any additional water or soil without a change in the unit's performance.
I imagine that automatically sorting dirt into the unit would have made farming with growth chambers slightly more interesting. However, I would have vastly preferred an automatic farmer that planted and harvested adjacent crops, or a planter that sprouted the actual plant from the top, which would have made the construction of farms much more involved. Logistics are the heart of an engaging tech mod.
Batteries
These things need to stack like portable tanks when they have the same amount of energy, badly. And, lithium batteries are just about as easy to make, if not easier to make than, the other batteries, leaving little reason to make a weaker battery.
Also, while batteries are an interesting way to modularly upgrade an electric energy storage block, they are not particularly useful outside of that case. The only time I can really see them being useful is when you're in the nether, which is hostile to every other power source. However, if you have steam advantage installed, simply carrying around portable fluid tanks filled with water to plug into a geothermal steam boiler is a far more efficient solution, particularly so due to the fact that tanks stack.
Feature Parity
Steam and electric power share a lot of similar machines. That makes them both useful starting points for thematically consistent mod packs. However, that also means that installing both packs leads to a lot of obsolescence. Once I started messing around with the electric advantage equivalents of steam advantage blocks, I replaced all of my machines with electric blocks. As for generators, geothermal steam boilers are so easy to build and efficient that I simply used them to power everything off of a steam powered electric generator.
Where these two packs shine together is in the variation of utility. The electric oven, a crazy efficient food cooker, is a pretty cool exclusive. The laser turret is also super fancy. The automatic assembler is quite useful. Steam advantage has automatic ore crushing going for its drill. And, given some tweaks to the way drills work, steam and electric drills would separately serve the functions of digging tunnels for manual ore mining and slower, automatic mining of everything.
Closing Thoughts
Before even entering the nether, I found myself slipping into the vanilla grind mindset. I needed more diamonds, but the drills weren't doing much to fix that. Indeed, I could have used more diamonds to make more drills. But, then the micromanagement would get ridiculous. And, there wasn't any content that took significant advantage of the nether.
There's still a bunch of common tasks that could really benefit from the steam/electric treatment for a more engaging experience. For example, a steam powered piston machine that builds huge bridges or walls, which would be particularly useful for crossing lava in the nether. And, drills could be used with an electric planter pot that automatically replanted saplings/crops within itself to create automated tree farms.
That being said, these mods do form an excellent platform for additional content, making my suggestions perhaps more valid as expansion material. And, they have certainly managed to fill the gap left by mods that are not yet updated for 1.9. I'll definitely be messing around with them a bit more.
Thanks for your detailed feedback Heaven. I really appreciate it.
Rollback Post to RevisionRollBack
My mods: Base Metals, Power Advantage, Steam Advantage, Electric Advantage, Minecraft Mineralogy, Dr. Cyano's Lootable Bodies, Dr. Cyano's Wonderful Wands & Wizarding Robes
My mods: Base Metals, Power Advantage, Steam Advantage, Electric Advantage, Minecraft Mineralogy, Dr. Cyano's Lootable Bodies, Dr. Cyano's Wonderful Wands & Wizarding Robes
Nice. Just tried 2.2.0. I should mention that pipes currently aren't connecting to Tinkers Construct or EnderIO tanks, among other things. They do, however, connect in 2.1.2 for MC 1.9.
Power Advantage fluid pipes work with the Fancy Fluid Storage mod, so I think the Power Advantage fluid mod support interface is working correctly. Perhaps those mods require special fluid control beyond the Fluid Handler interface?
Rollback Post to RevisionRollBack
My mods: Base Metals, Power Advantage, Steam Advantage, Electric Advantage, Minecraft Mineralogy, Dr. Cyano's Lootable Bodies, Dr. Cyano's Wonderful Wands & Wizarding Robes
My mods: Base Metals, Power Advantage, Steam Advantage, Electric Advantage, Minecraft Mineralogy, Dr. Cyano's Lootable Bodies, Dr. Cyano's Wonderful Wands & Wizarding Robes
My mods: Base Metals, Power Advantage, Steam Advantage, Electric Advantage, Minecraft Mineralogy, Dr. Cyano's Lootable Bodies, Dr. Cyano's Wonderful Wands & Wizarding Robes
Really happy about having turrets and geothermal generators in 1.9.4.
The geothermal generator has grown to become my favorite generator because of the way it's made. It's an excellent example of form following function. Many actual multiblock generators are built with arbitrary rules about positioning, max number of modules installed, and blocks used in construction. However, the geothermal generator is actually only a single block that interacts intuitively with the environment in a way that naturally leads to the formation of a larger structure.
And then there's the turret. As someone who played Age of Empires II and Star Wars: Galactic Battlegrounds specifically to turtle up against the AI behind massive walls covered in turrets, building a base without them feels hollow and unsatisfying. If I can't stand naked outside my front door whilst my enemies fall to the overwhelming firepower of that which I labored to build, I might as well not build anything at all. The only thing I want more than this turret is yet more turrets. Perhaps a tesla coil that doesn't set things on fire but has a more limited range.
A tesla coil is a neat idea. I'll add that to the to-do list. Note that I did add an alternative turret block (use /give electricadvantage:laser_turret_evil) that attacks players and ignores monsters, so now you can use laser turrets in adventures as well.
@Heaven: I had originally planned to add robots to perform those automation tasks (like ore mining, tree cutting, and farming), but I just don't have enough time to do that.
Rollback Post to RevisionRollBack
My mods: Base Metals, Power Advantage, Steam Advantage, Electric Advantage, Minecraft Mineralogy, Dr. Cyano's Lootable Bodies, Dr. Cyano's Wonderful Wands & Wizarding Robes
Got a bug for you.
When there is an infinite electrical supply in a chunk that is powering things (in this case LED bars), and the chunk is unloaded, when the chunk is reloaded, the devices are off and won't turn back on, even if a switch is used. The only thing that fixes it is destroying and replacing the infinite electrical supply.
This is on MC 1.9, Forge 12.16.0.1882, Power Advantage v2.1.0, Electric Advantage v2.0.3
I get these errors on the server when I log in --
[21:42:06] [Server thread/ERROR]: Failed to load data for block entity electricadvantage.electric_pump
java.lang.ArrayIndexOutOfBoundsException
[21:42:06] [Server thread/ERROR] [FML]: A TileEntity electricadvantage.electric_pump(cyano.electricadvantage.machines.ElectricPumpTileEntity) has thrown an exception during loading, its state cannot be restored. Report this to the mod author
java.lang.ArrayIndexOutOfBoundsException
[21:42:06] [Server thread/INFO] [STDOUT]: [teleporters.content.tileentity.TileEntityTeleporter:func_145844_m:182]: sybc:
[21:42:12] [Server thread/INFO]: THM726 lost connection: TextComponent{text='Disconnected', siblings=[], style=Style{hasParent=false, color=null, bold=null, italic=null, underlined=null, obfuscated=null, clickEvent=null, hoverEvent=null, insertion=null}}
I have the following versions:
Power Advantage 2.1.0
Electric Advantage 2.0.2
Steam Advantage 2.0.2
Using Forge version 1.9-12.16.0.1865.
I did try upgrading to the latest Forge version but had the same issue. The game runs fine... no crashes or anything... but I wanted to bring this to your attention.
Thanks!
Yes, there is a bug in the infinite energy blocks. It's been fixed but I don't think I've pushed a new version since fixing it yet. Given the activity on GitHub while I was away for the past week, I think I'll be pushing a few updates this week.
I'll look into the electric pump error.
My mods:
Base Metals, Power Advantage, Steam Advantage, Electric Advantage, Minecraft Mineralogy, Dr. Cyano's Lootable Bodies, Dr. Cyano's Wonderful Wands & Wizarding Robes
Another MAJOR bug as well:
LED bars don't emit light.
Well they do, but I'll let the screenshot speak for itself:
Are you supplying enough power for that many lights?
"We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far."
8 Infinite Power Supplies should be enough. And it does that even with a single light.
Can we please have the laser drill dig a full 3x3 area instead of a plus pattern?
i can't see any purpose for the current pattern as it only leaves jagged edges on all sides, and mining flat walls with the machine is just impossible >:( not to mention it makes it very cumbersome to mine larger areas like 16x16....
---------------
MC 1.8.9
forge 1855
power adv 1.5.5
electric adv 1.1.2
some suggestions for the laser drill:
- ideally the drill area should be upgradable from basic 1x1 to 3x3 (eg. with extra diamond block), and maybe even 5x5 (extra 3 dia blocks)
- the mining speed should be also upgradable -- i didn't test for this, but i'm not sure it's faster than manually mining with a steel pickax
There seems to be a render bug with the laser beam, when i go near the active end of the beam and look at it, the beam disappears depending on the exact angle between my viewing direction and the beam itself as well as my distance to the beam. Not really important though
(forge 1855, optifine 1.8.9 H5)
UPDATE: 5/23 - I didn't realize there was an update to the mod. I'm sorry. Everything works perfectly after upgrading to the latest version.
Thanks!
Tried to use the SteamPower Drill for the first time and it crashed my server. Now it crashes whenever I logon with that particular user near that area.
running the following:
Forge 1.9-12.16.1.1887
Steam Advantage: 1.9-2.0.2
Elect Advantage: 1.9-2.0.2
Power Advantage: 1.9.02.1.0
---- Minecraft Crash Report ----
// Why did you do that?
Time: 5/17/16 9:58 AM
Description: Ticking block entity
java.lang.NoSuchMethodError: net.minecraft.block.SoundType.func_185845_c()Lnet/minecraft/util/SoundEvent;
at cyano.steamadvantage.machines.SteamDrillTileEntity.tickUpdate(SteamDrillTileEntity.java:86)
at cyano.poweradvantage.api.PoweredEntity.func_73660_a(PoweredEntity.java:127)
at net.minecraft.world.World.func_72939_s(World.java:1791)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:619)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:705)
at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:386)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:609)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:467)
at java.lang.Thread.run(Thread.java:745)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at cyano.steamadvantage.machines.SteamDrillTileEntity.tickUpdate(SteamDrillTileEntity.java:86)
at cyano.poweradvantage.api.PoweredEntity.func_73660_a(PoweredEntity.java:127)
-- Block entity being ticked --
Details:
Name: steamadvantage.steam_drill // cyano.steamadvantage.machines.SteamDrillTileEntity
Block type: ID #876 (tile.steamadvantage.steam_drill // cyano.steamadvantage.machines.SteamDrillBlock)
Block data value: 3 / 0x3 / 0b0011
Block location: World: (22777,66,-7980), Chunk: (at 9,4,4 in 1423,-499; contains blocks 22768,0,-7984 to 22783,255,-7969), Region: (44,-16; contains chunks 1408,-512 to 1439,-481, blocks 22528,0,-8192 to 23039,255,-7681)
Actual block type: ID #876 (tile.steamadvantage.steam_drill // cyano.steamadvantage.machines.SteamDrillBlock)
Actual block data value: 3 / 0x3 / 0b0011
Stacktrace:
at net.minecraft.world.World.func_72939_s(World.java:1791)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:619)
-- Affected level --
Details:
Level name: world
All players: 1 total; [EntityPlayerMP['THM726'/1544, l='world', x=22778.67, y=64.00, z=-7981.23]]
Chunk stats: ServerChunkCache: 930 Drop: 0
Level seed: 4325292250890906722
Level generator: ID 00 - default, ver 1. Features enabled: true
Level generator options:
Level spawn location: World: (-124,64,-40), Chunk: (at 4,4,8 in -8,-3; contains blocks -128,0,-48 to -113,255,-33), Region: (-1,-1; contains chunks -32,-32 to -1,-1, blocks -512,0,-512 to -1,255,-1)
Level time: 340948058 game time, 3853 day time
Level dimension: 0
Level storage version: 0x04ABD - Anvil
Level weather: Rain time: 50103 (now: false), thunder time: 110520 (now: false)
Level game mode: Game mode: creative (ID 1). Hardcore: false. Cheats: false
Stacktrace:
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:705)
at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:386)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:609)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:467)
at java.lang.Thread.run(Thread.java:745)
-- System Details --
Details:
Minecraft Version: 1.9
Operating System: Linux (amd64) version 3.19.0-59-generic
Java Version: 1.8.0_91, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 5802216656 bytes (5533 MB) / 6372720640 bytes (6077 MB) up to 6372720640 bytes (6077 MB)
JVM Flags: 7 total; -Xmx6144M -Xms6144M -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalPacing -XX:+UseParNewGC -XX:ParallelGCThreads=8 -XX:+AggressiveOpts
IntCache: cache: 0, tcache: 0, allocated: 12, tallocated: 94
FML: MCP 9.23 Powered by Forge 12.16.1.1887 13 mods loaded, 13 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
UCHIJAAAA mcp{9.19} [Minecraft Coder Pack] (minecraft.jar)
UCHIJAAAA FML{8.0.99.99} [Forge Mod Loader] (forge-1.9-12.16.1.1887-universal.jar)
UCHIJAAAA Forge{12.16.1.1887} [Minecraft Forge] (forge-1.9-12.16.1.1887-universal.jar)
UCHIJAAAA abyssalcraft{1.9.1.6} [AbyssalCraft] (AbyssalCraft-1.9-1.9.1.6.jar)
UCHIJAAAA armorplus{1.11.0-1.9} [ArmorPlus] (ArmorPlus1.11.0(1.9).jar)
UCHIJAAAA basemetals{2.2.0} [Base Metals] (BaseMetals_1.9-2.2.0.jar)
UCHIJAAAA decorationmegapack{1.9.1} [Decoration Mega Pack] (decorationmegapack-19110009775.zip)
UCHIJAAAA poweradvantage{2.1.0} [Power Advantage] (PowerAdvantage_1.9.0-2.1.0.jar)
UCHIJAAAA electricadvantage{2.0.2} [Electric Advantage] (ElectricAdvantage_1.9-2.0.2.jar)
UCHIJAAAA lteleporters{1.1.1} [Lemon's Simple Teleporters] (LemonsSimpleTeleporters-1.1.1.jar)
UCHIJAAAA lucky{7.1.1} [Lucky Block] (LuckyBlock_1-9_v7-1-1.zip)
UCHIJAAAA reptilemod{3.4.0} [Reptile Mod] (reptilemod-1.9-3.4.0-41.jar)
UCHIJAAAA steamadvantage{2.0.2} [Steam Advantage] (SteamAdvantage_1.9-2.0.2.jar)
Loaded coremods (and transformers):
Profiler Position: N/A (disabled)
Player Count: 1 / 5; [EntityPlayerMP['THM726'/1544, l='world', x=22778.67, y=64.00, z=-7981.23]]
Is Modded: Definitely; Server brand changed to 'fml,forge'
Type: Dedicated Server (map_server.txt)
UPDATE: 5/23 - I didn't realize there was an update to the mod. I'm sorry. Everything works perfectly after upgrading to the latest version.
Thanks!
Kinda bummed. Tried the Electric Drill instead. Similar result
---- Minecraft Crash Report ----
// Shall we play a game?
Time: 5/17/16 10:47 AM
Description: Ticking block entity
java.lang.NoSuchMethodError: net.minecraft.block.SoundType.func_185845_c()Lnet/minecraft/util/SoundEvent;
at cyano.electricadvantage.machines.ElectricDrillTileEntity.tickUpdate(ElectricDrillTileEntity.java:89)
at cyano.poweradvantage.api.PoweredEntity.func_73660_a(PoweredEntity.java:127)
at net.minecraft.world.World.func_72939_s(World.java:1791)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:619)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:705)
at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:386)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:609)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:467)
at java.lang.Thread.run(Thread.java:745)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at cyano.electricadvantage.machines.ElectricDrillTileEntity.tickUpdate(ElectricDrillTileEntity.java:89)
at cyano.poweradvantage.api.PoweredEntity.func_73660_a(PoweredEntity.java:127)
-- Block entity being ticked --
Details:
Name: electricadvantage.electric_drill // cyano.electricadvantage.machines.ElectricDrillTileEntity
Block type: ID #857 (tile.electricadvantage.electric_drill // cyano.electricadvantage.machines.ElectricDrillBlock)
Block data value: 8 / 0x8 / 0b1000
Block location: World: (22777,64,-7980), Chunk: (at 9,4,4 in 1423,-499; contains blocks 22768,0,-7984 to 22783,255,-7969), Region: (44,-16; contains chunks 1408,-512 to 1439,-481, blocks 22528,0,-8192 to 23039,255,-7681)
Actual block type: ID #857 (tile.electricadvantage.electric_drill // cyano.electricadvantage.machines.ElectricDrillBlock)
Actual block data value: 8 / 0x8 / 0b1000
Stacktrace:
at net.minecraft.world.World.func_72939_s(World.java:1791)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:619)
-- Affected level --
Details:
Level name: world
All players: 1 total; [EntityPlayerMP['THM726'/1542, l='world', x=22774.99, y=64.00, z=-7980.04]]
Chunk stats: ServerChunkCache: 682 Drop: 0
Level seed: 4325292250890906722
Level generator: ID 00 - default, ver 1. Features enabled: true
Level generator options:
Level spawn location: World: (-124,64,-40), Chunk: (at 4,4,8 in -8,-3; contains blocks -128,0,-48 to -113,255,-33), Region: (-1,-1; contains chunks -32,-32 to -1,-1, blocks -512,0,-512 to -1,255,-1)
Level time: 340966969 game time, 10047 day time
Level dimension: 0
Level storage version: 0x04ABD - Anvil
Level weather: Rain time: 31192 (now: false), thunder time: 91609 (now: false)
Level game mode: Game mode: creative (ID 1). Hardcore: false. Cheats: false
Stacktrace:
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:705)
at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:386)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:609)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:467)
at java.lang.Thread.run(Thread.java:745)
-- System Details --
Details:
Minecraft Version: 1.9
Operating System: Linux (amd64) version 3.19.0-59-generic
Java Version: 1.8.0_91, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 5909065336 bytes (5635 MB) / 6372720640 bytes (6077 MB) up to 6372720640 bytes (6077 MB)
JVM Flags: 7 total; -Xmx6144M -Xms6144M -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalPacing -XX:+UseParNewGC -XX:ParallelGCThreads=8 -XX:+AggressiveOpts
IntCache: cache: 1, tcache: 1, allocated: 12, tallocated: 94
FML: MCP 9.23 Powered by Forge 12.16.1.1887 13 mods loaded, 13 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
UCHIJAAAA mcp{9.19} [Minecraft Coder Pack] (minecraft.jar)
UCHIJAAAA FML{8.0.99.99} [Forge Mod Loader] (forge-1.9-12.16.1.1887-universal.jar)
UCHIJAAAA Forge{12.16.1.1887} [Minecraft Forge] (forge-1.9-12.16.1.1887-universal.jar)
UCHIJAAAA abyssalcraft{1.9.1.6} [AbyssalCraft] (AbyssalCraft-1.9-1.9.1.6.jar)
UCHIJAAAA armorplus{1.11.0-1.9} [ArmorPlus] (ArmorPlus1.11.0(1.9).jar)
UCHIJAAAA basemetals{2.2.0} [Base Metals] (BaseMetals_1.9-2.2.0.jar)
UCHIJAAAA decorationmegapack{1.9.1} [Decoration Mega Pack] (decorationmegapack-19110009775.zip)
UCHIJAAAA poweradvantage{2.1.0} [Power Advantage] (PowerAdvantage_1.9.0-2.1.0.jar)
UCHIJAAAA electricadvantage{2.0.2} [Electric Advantage] (ElectricAdvantage_1.9-2.0.2.jar)
UCHIJAAAA lteleporters{1.1.1} [Lemon's Simple Teleporters] (LemonsSimpleTeleporters-1.1.1.jar)
UCHIJAAAA lucky{7.1.1} [Lucky Block] (LuckyBlock_1-9_v7-1-1.zip)
UCHIJAAAA reptilemod{3.4.0} [Reptile Mod] (reptilemod-1.9-3.4.0-41.jar)
UCHIJAAAA steamadvantage{2.0.2} [Steam Advantage] (SteamAdvantage_1.9-2.0.2.jar)
Loaded coremods (and transformers):
Profiler Position: N/A (disabled)
Player Count: 1 / 5; [EntityPlayerMP['THM726'/1542, l='world', x=22774.99, y=64.00, z=-7980.04]]
Is Modded: Definitely; Server brand changed to 'fml,forge'
Type: Dedicated Server (map_server.txt)
I gave Power Advantage with Steam and Electric Advantage a try in 1.9. They're pretty cool, and, as I liked them enough to want to see them improved, I wanted to leave a few bits of feedback on them here.
First, some framing. My favorite part of technical builds in Minecraft is constructing systems that allow me to spend time building something to perform a repetitive task that I would otherwise have to do manually, such as farming or mining, solving the same problem, but in a more engaging way. So, with that said, onto my thoughts.
Basics
Picking up machinery, particularly portable tanks, pipes, cables, and frames, is a real chore. The wrench could be used as a tool to make this much faster.
Drills
Drills are alright for collecting a lot of stone for large buildings. And, they are also great for carving out large spaces (although, they would be a lot better suited to that if their distance was configurable). However, my ideal drill would be an engaging replacement for tedious, repetitive mining specifically for ores (diamonds, in particular). As they are, both the steam and electric drill are a bit too unwieldy for their ore gathering results, always requiring me to still manually mine lots of iron, which these mods are hungry for.
The primary problem is that they require constant maintenance if you intent to mine ores with them. One of two things end up happening. One, you spend far more iron crafting steel frames and more resources for conveyors or containers to continue the line than you would gain from their limited mining distance. Or, two, you spend more time reclaiming frames, pipes/cables, and chests (including emptying their contents somewhere else) and placing them further down the line than the drills save you.
In theory, electric drills should mitigate some of the problem due to only needing a line of containers and frames down the center of a mine. However, their slow mining speed and the inability to automatically move the drill to the center of the next 3x3 line, rather than the edge of one, makes this impractical.
Solutions
Ideally, a drill should have a static base, separate from its business end, that holds the drill's contents and that can be placed near a chest. Then, frames would act as a line from which any number of drills hang or raise to reach markers placed on surfaces along the way. The drill end would face toward the nearest marker, perpendicular from the track, collect the marker in its storage, and mine until its distance limit is reached. If technically possible, each drill base attached to the track could have its mining and hanging/raising distance limit extended via an upgrade module.
Here's an Imgur link to an example image in which electric scaffold represents the temporary visual scaffold the drill shows while it's hanging onto the track mining. Of course, mining upward is important too. But, I couldn't represent that with redstone torches.
The ideal manual ore mining method in Minecraft is to mine a long, 1x2 hall every 4 spaces, revealing the most ore veins for the least stone mined. With this change removing the tedious track reclamation/rebuild cycle by allowing a single track to be used by any number of drills without rebuilding, steam drills would be perfect for mining poke-holes for manual ore mining once tunnels are finished while electric drills would be excellent for automatic mining. And, most importantly, they would be an example of a technical system that follows the paradigm of giving the player a reusable and extensible system to manage in an engaging and satisfying way in place of what is otherwise tedious and repetitive.
Also, letting the wrench act as a tool to break pipes, frames (with and without steam pipes), and electric scaffolding quickly would, by itself, be a nice step toward mitigating the micromanagement.
Farming
Growth chambers sounded like a cool way to automate bioplastic ingot production, among other things. I imagined I would need an array of chambers to grow everything I needed, along with some extra power. However, I only needed one, because they seem incredibly overpowered. After a couple short rounds of putting output potatoes back into the input slots, I had more bioplastic ingots than I could ever possible use. So, I switched the chamber to sugar cane production with the same result.
It really felt like farming was no longer a thing in the game with growth chambers around. It felt more like I just had a slightly slow creative inventory full of plants. I didn't even need to use sand for cacti or soul sand for nether wart. Planning and managing a vanilla farm is far more engaging, because growth chambers don't particularly require much in the way of planning or managing. Making an automated bioplastic ingot factory was cool, but it ultimately only saved a few clicks, considering how little time it took to fill up the growth chamber with potatoes and transfer the stacks to the crusher and furnace when they were ready.
Admittedly, my reaction to growth chambers is likely, in large part, due to a bug that they seem to have in the most recent version. After supplying a control unit with a single dirt block, any amount of water, and any amount of energy, the control unit seemed to be fully charged and stocked permanently. I could disconnect the power and never feed any additional water or soil without a change in the unit's performance.
I imagine that automatically sorting dirt into the unit would have made farming with growth chambers slightly more interesting. However, I would have vastly preferred an automatic farmer that planted and harvested adjacent crops, or a planter that sprouted the actual plant from the top, which would have made the construction of farms much more involved. Logistics are the heart of an engaging tech mod.
Batteries
These things need to stack like portable tanks when they have the same amount of energy, badly. And, lithium batteries are just about as easy to make, if not easier to make than, the other batteries, leaving little reason to make a weaker battery.
Also, while batteries are an interesting way to modularly upgrade an electric energy storage block, they are not particularly useful outside of that case. The only time I can really see them being useful is when you're in the nether, which is hostile to every other power source. However, if you have steam advantage installed, simply carrying around portable fluid tanks filled with water to plug into a geothermal steam boiler is a far more efficient solution, particularly so due to the fact that tanks stack.
Feature Parity
Steam and electric power share a lot of similar machines. That makes them both useful starting points for thematically consistent mod packs. However, that also means that installing both packs leads to a lot of obsolescence. Once I started messing around with the electric advantage equivalents of steam advantage blocks, I replaced all of my machines with electric blocks. As for generators, geothermal steam boilers are so easy to build and efficient that I simply used them to power everything off of a steam powered electric generator.
Where these two packs shine together is in the variation of utility. The electric oven, a crazy efficient food cooker, is a pretty cool exclusive. The laser turret is also super fancy. The automatic assembler is quite useful. Steam advantage has automatic ore crushing going for its drill. And, given some tweaks to the way drills work, steam and electric drills would separately serve the functions of digging tunnels for manual ore mining and slower, automatic mining of everything.
Closing Thoughts
Before even entering the nether, I found myself slipping into the vanilla grind mindset. I needed more diamonds, but the drills weren't doing much to fix that. Indeed, I could have used more diamonds to make more drills. But, then the micromanagement would get ridiculous. And, there wasn't any content that took significant advantage of the nether.
There's still a bunch of common tasks that could really benefit from the steam/electric treatment for a more engaging experience. For example, a steam powered piston machine that builds huge bridges or walls, which would be particularly useful for crossing lava in the nether. And, drills could be used with an electric planter pot that automatically replanted saplings/crops within itself to create automated tree farms.
That being said, these mods do form an excellent platform for additional content, making my suggestions perhaps more valid as expansion material. And, they have certainly managed to fill the gap left by mods that are not yet updated for 1.9. I'll definitely be messing around with them a bit more.
Sorry, was out of town for 2 weeks.
Update to 1.9.4 coming soon.
Thanks for your detailed feedback Heaven. I really appreciate it.
My mods:
Base Metals, Power Advantage, Steam Advantage, Electric Advantage, Minecraft Mineralogy, Dr. Cyano's Lootable Bodies, Dr. Cyano's Wonderful Wands & Wizarding Robes
Power Advantage API now updated to 1.9.4:
Power Advantrage v2.2.0
The add-on mods are not far behind.
My mods:
Base Metals, Power Advantage, Steam Advantage, Electric Advantage, Minecraft Mineralogy, Dr. Cyano's Lootable Bodies, Dr. Cyano's Wonderful Wands & Wizarding Robes
You da man.
"We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far."
Nice. Just tried 2.2.0. I should mention that pipes currently aren't connecting to Tinkers Construct or EnderIO tanks, among other things. They do, however, connect in 2.1.2 for MC 1.9.
Power Advantage fluid pipes work with the Fancy Fluid Storage mod, so I think the Power Advantage fluid mod support interface is working correctly. Perhaps those mods require special fluid control beyond the Fluid Handler interface?
My mods:
Base Metals, Power Advantage, Steam Advantage, Electric Advantage, Minecraft Mineralogy, Dr. Cyano's Lootable Bodies, Dr. Cyano's Wonderful Wands & Wizarding Robes
Steam Advantage is now updated to MC-Forge 1.9.4
My mods:
Base Metals, Power Advantage, Steam Advantage, Electric Advantage, Minecraft Mineralogy, Dr. Cyano's Lootable Bodies, Dr. Cyano's Wonderful Wands & Wizarding Robes
Electric Advantage is now updated to Minecraft-Forge 1.9.4
My mods:
Base Metals, Power Advantage, Steam Advantage, Electric Advantage, Minecraft Mineralogy, Dr. Cyano's Lootable Bodies, Dr. Cyano's Wonderful Wands & Wizarding Robes
Really happy about having turrets and geothermal generators in 1.9.4.
The geothermal generator has grown to become my favorite generator because of the way it's made. It's an excellent example of form following function. Many actual multiblock generators are built with arbitrary rules about positioning, max number of modules installed, and blocks used in construction. However, the geothermal generator is actually only a single block that interacts intuitively with the environment in a way that naturally leads to the formation of a larger structure.
Here's an album of cool looking geothermal generators from my test world.
And then there's the turret. As someone who played Age of Empires II and Star Wars: Galactic Battlegrounds specifically to turtle up against the AI behind massive walls covered in turrets, building a base without them feels hollow and unsatisfying. If I can't stand naked outside my front door whilst my enemies fall to the overwhelming firepower of that which I labored to build, I might as well not build anything at all. The only thing I want more than this turret is yet more turrets. Perhaps a tesla coil that doesn't set things on fire but has a more limited range.
That's very creative and clever!
A tesla coil is a neat idea. I'll add that to the to-do list. Note that I did add an alternative turret block (use /give electricadvantage:laser_turret_evil) that attacks players and ignores monsters, so now you can use laser turrets in adventures as well.
@Heaven: I had originally planned to add robots to perform those automation tasks (like ore mining, tree cutting, and farming), but I just don't have enough time to do that.
My mods:
Base Metals, Power Advantage, Steam Advantage, Electric Advantage, Minecraft Mineralogy, Dr. Cyano's Lootable Bodies, Dr. Cyano's Wonderful Wands & Wizarding Robes