The Meaning of Life, the Universe, and Everything.
Join Date:
7/24/2011
Posts:
51
Member Details
I'm having an issue with build 44 of MPS on MC 1.6.4. I cannot view any recipes in NEI, and everything is uncraftable. To narrow down the issue a bit (and reduce possible conflicts from other mods) I set up two vanilla instances in the ATLauncher, one with Forge Recommended, and one with Forge Latest. I added CodeChickenCore, MPS, NEI, and Numina to both of them, and tried again, and still have the issue. I can't view any recipes. Vanilla recipes are enabled in the config, and all other recipes are set to false. No crash report, no error in the log. Just no recipes. The closest thing to an error in my log is two warnings:
2013-11-27 16:49:37 [WARNING] [MachineMuse] [CLIENT] No powersuits keybind file found.
2013-11-27 16:49:37 [WARNING] [MachineMuse] [CLIENT] Failed to get MFFS item!
The permSize error is not a general alloc failure. Certain mods, particularly but not limited to Mekanism, Galacticraft, TE3, and the like need more permSize buffer space "up front", the catch being that the error gets throw for whatever segment is unlucky enough to hit the condition first, and not necessarily by whichever mod is the most responsible. Use the java arg '-XX:PermSize=N' where N is at least '128M'. I'm on the road today but will pastebin my setup tomorrow/tonight, it appears to work fine on MC 1.6.4 and the latest MMP, Mekanism, UE, and TE3.
I'm having an issue with build 44 of MPS on MC 1.6.4. I cannot view any recipes in NEI, and everything is uncraftable. To narrow down the issue a bit (and reduce possible conflicts from other mods) I set up two vanilla instances in the ATLauncher, one with Forge Recommended, and one with Forge Latest. I added CodeChickenCore, MPS, NEI, and Numina to both of them, and tried again, and still have the issue. I can't view any recipes. Vanilla recipes are enabled in the config, and all other recipes are set to false. No crash report, no error in the log. Just no recipes. The closest thing to an error in my log is two warnings:
2013-11-27 16:49:37 [WARNING] [MachineMuse] [CLIENT] No powersuits keybind file found.
2013-11-27 16:49:37 [WARNING] [MachineMuse] [CLIENT] Failed to get MFFS item!
Any suggestions?
I installed the most recent update from today, MPS 0.8.0-47, and also realized that I hadn't had the slick-util file installed, so I added that too.
Same result, with just vanilla recipes enabled, no recipes show up at all in NEI. I then tried installing NEI Addons and NEI Plugin (someone on IRC suggested they might help, although the description for those mods mentions nothing that would help in this situation) and have the same issue.
As a last attempt, I installed IC2 and enabled the IC2 recipes, and those show up fine with no issues. I can craft everything if I have IC2 installed.
Does this mean that UE and Vanilla recipes are no longer supported, and that MPS just requires IC2 to be craftable now?
This has most likely been asked, but how can I install this mod with Thermal Expansion?
Depends largely on what other mods you're loading, but I've had success with MMP 1.6.2-0.8.0-44 (and the Numina and slick-util from the same build), CoFHCore 2.0.0.b7a, and ThermalExpansion 3.0.0.b7a. Just remember that the current TE3 beta has a but (because, um ... beta) that causes MMP to crash when it (MMP, not TE3) tries to register certain TE3-component-referencing recipes. MMP in turn will try to register it's TE3 recipes if it recognizes, essentially, that TE is installed. As it turns out this crash interrupts the post-init phase for MMP right when it's writing it's default configs, so the config/machinemuse/powersuits.cfg file *usually* ends up truncated.
Easy fix is to pre-populate the config file -- you can write just the items you want different from the defaults and MMP (and most other mods too) will read them, backfill with defaults for everything you didn't provided, keep what you did provide, and write the resulting config. Just create config/ and config/machinemuse/ directories in the base dir containing your MC install, and create a config/machinemuse/powersuits.cfg file containing:
general {
B:"Thermal Expansion Recipes"=false
B:"Universal Electricity Recipes"=true
}
Note that the UE rule is not strictly necessary, I add it because I know that I'll have installed UE by the time the build is ready to start for the first time, and because I want MMP to use the UE recipes.
BTY: UE bits is where "depends largely on what other mods you're loading" comes into play. If you include Galacticraft build 895, for instance, you have to unroll the main GC jar file and remove the thermal expansion directory tree it contains, rolling the trimmed GC content back up into a replacement Galacticraft file. This is because the TE skeleton embedded in that build of GC is out of date (there's been a *ton* of updates just about everywhere lately, so go figure) and contains a number of other bug-inducing problems.
That's probably twice what you'd ever need -- I don't think I've ever seen full utilization for any segment size above 512M. Remember, this setting is *not* for how much bulk memory you're giving minecraft or java. Not that too much is a bad thing, but it is wasteful and, if you're short on memory or kernel threadspace, then you're "robbing Peter to pay Paul", so to speak.
...snip snip...
I'm on the road today but will pastebin my setup tomorrow/tonight, it appears to work fine on MC 1.6.4 and the latest MMP, Mekanism, UE, and TE3.
Here's what I'm currently working on, this is on a MacBook Pro, OSX 10.7.5, with the Apple-re-bundled java patched current to now. This should work identically on any 'nix OS. Windows will do just as well but you'd have to convert the scripting syntax from bash to batch.
Note that this is what I normally do when dorking around with new mod combinations, so parts of it exist only to let me have multiple, completely independent builds, and to pick-and-choose what goes into each from a common mods repo stored on the local machine. Caveat Lector, YMMV, YDYDYDN.
See, I do magic spoiler thingy:
##
## Galacticraft MoonQuest -- based on YogsCast video series by the
## same name, centered around Universal Electricity mods and other
## select "interesting" projects. The original YogsCast mods list
## lacked mass mining and storage, and had no inteoperability with
## Buildcraft (ie., MJ power production for the BC quarry). A way
## to replace this missing capability -- mass mining, mass storage,
## and in the absence of any alternate to the Quarry, better (or
## at least more) BC power production options -- is the major goal
## of this pack. By personal preference I'm also [somewhat arbitrarily]
## avoiding use of IC2 in favor of a UE base.
##
#
# Complete/Verified:
#
0. Create and change to the project directory where everything will be
built.
mkdir ~/Minecraft/clients/MC1.6.4/20131013_galacticraft_moonquest
cd ~/Minecraft/clients/MC1.6.4/20131013_galacticraft_moonquest
1. Install the appropriate Minecraft launcher. This project will use
MC1.6.4 and the current [1.2.5] launcher is required for all 1.6+ MC
versions, so that's what we'll use.
3. Run the launcher, relocating the game directory to "here". Note that
the "workDir" arg is case sensitive; miss this and the game install will
begin using the system default, which in turn will collide with any
previously installed MC client that used the same location. OTOH if you
intend to only ever have one client build at any one time then relocation
really isn't required. Other args need not apply as they'll be added by the
profile in the next step.
4. Log in and let the version-independent content finish downloading,
then edit the default profile (it should be named with your MC handle).
- Renaming the profile to indicate the project is generally a good
idea.
- The game directory should already be populated but unchecked; if
you relocated the game directory then you should select the game
directory checkbox in the profile and verify the value.
- Set the MC version as required for the project.
- The default java args should only include the memory ceiling;
adding architecture and minimum memory may increase performance,
and PermGenSize may be required by certain mods (LogisticsPipes,
Mekanism). Whether this helps depends heavily on your OS and
Java build, install, configuration, and many other factors. YMMV.
"-d64 -Xms1G -Xmx2G -XX:PermSize=128M"
5. Bang "Play" and let the version-specific download/install/init complete.
Once the main screen comes up select "Quit".
6. Download the appropriate FML and run it. Select a client install and
specify the project location as the minecraft directory. At the moment the
latest FML installer for MC 1.6.4 is this 1.6.4-9.11.1.933 so that's what
we'll use.
7. Download the appropriate ForgeMultipart support; currently there are
bugs with 1.6.4 versions through build 189+, so we'll use the latest stable
build (193). This needs to be done now, instead of allowing other mods to
download it for us (which they normally would) because the latest version
those mods would detect through the micraft forge network as of this writing
is build 183.
8. Run the launcher, again relocating the game directory to "here". Edit
the default profile created in step 3, changing the "Use Version" value to
match that found in the "Forge" profile created by the FML installer
(alternatively it should appear as a new version at the bottom of the
version dropdown list if you don't feel like looking at the "Forge" profile).
Save the updated, default profile and delete the "Forge" profile (unless
you've grown particularly attached to it). Bang on the "Play" button to
load the FML-patched MC and verify that the FML components are loaded.
Check the lower left main screen for new MCP and FML lines and that a "Mods"
button has been added. Click the "Mods" button and verify that the list
includes "Minecraft Coder Pack", "Forge Mod Loader", "Minecraft Forge",
"Forge Multipart", "Minecraft Multipart Plugin", and "Forge Microblocks".
9. Add FML-compatible mods, as needed, to the mods directory. A test-run
after each add is advised unless you already know the downloads are good
for this version and project....
10. Correct for bugs in the beta ThermalExpansion mod that cause recipe registration
failures in other mods.
Currently this is limited to MMP recipes being unable to activate TE3 recipes.
Fix by creating a minimal config file to force MMP to not use TE3 recipe variants.
cd config/
mkdir machinemuse/
cd machinemuse/
echo 'general {' >powersuits.cfg
echo ' B:"Thermal Expansion Recipes"=false' >>powersuits.cfg
echo ' B:"Universal Electricity Recipes"=true' >>powersuits.cfg
echo '}' >>powersuits.cfg
cd ../../
11. Correct for mods embedded in other mods where the inner mod content is
both redundant and outdated relative to externally provided copies. Deleting
this embedded content, where it is not customized or otherwise required by the
hosting mod, will force java to reference the external, more recently patched
versions.
Galacticraft 1.6.4-2.0.6.895 embeds an old Mekanism which in turn
is badly bugged. It can be removed from the Galacticraft core mod
safely, forcing java to reference the independently provided content
external to Galacticraft. Likewise Galacticraft embeds an out-of-date
ThermalExpansion that blocks use of the externally provided (and
much updated) Thermal Expansion, the updated copy in turn providing
both major fixes (ie., compatability with the latest BiomesOPlenty)
and blocks (ie., silver and lead ingots that the Galacticraft copy
omits). The embedded Thermal Expansion inside Galacticraft also
appears to be safe to delete
cd mods/
mkdir temp
cd temp/
jar -xf ../Galacticraft-1.6.4-2.0.6.895.jar
rm -r mekanism/ thermalexpansion/
jar -cf ../Galacticraft-1.6.4-2.0.6.895.jar ./*
cd ..
rm -r temp/
cd ..
12. Correct for known default-ID conflicts. The client must be started at
least once so that the referenced config files will be built; doing so will
cause the engine to detect the ID conflict and write them into "IDConflicts.txt"
in the project directory. This file will typically include a list of suggested
and/or available IDs as replacements for those in conflict. Yes, you could do
this before the various mods have written their default configs, but I'm lazy
and this is way easier. Here's the current list for this project's mods:
3200-3203 -- used by MekanismInduction and ResonantInduction. Easiest
fix is to edit "config/Mekanism.cfg" and replace the 3200-3203 IDs in the
block clause, ie.:
13. Correct for recipes dependent on abandoned/missing/unavailable mods.
Replace unavailable components via Custom Recipes configuration (see
{project}/mods/customrecipes/dictionary_custom.txt).
Major MMP armor parts need Electric Expansion batteries but EE was abandoned
and all public resources removed by the author. This is an attempt to merge
the ingredients of the original EE battery recipes with the UE recipes for
MMP capacitors so that capacitors, and all MMP armor items that use them, are
again available. Iron is substituted for Tin because there are currently
5 competing instances of tin ingot but only one of iron, and the Custom
Recipes mod does not support dictionary wildcarding.
#
# Failed Mods:
# Applied Energistics
# Dev roadmap is skipping to 1.7+ and will probably miss 1.7.2, see
# author's website
# AdditionalPipes
# 2.5.0-BC4.1.2 is supposedly the correct version for BC 4.1.2 but still
# causes the "NoSuchFieldError: redstoneChipset" crash on load, also
# download server via adfly is currently resolvable @2013 11 25 16 40
# Mystcraft
# Release for 1.6.2 is underway, 1.6.4 not ready. Per XCompWiz's
# 17 Oct 2013 "What's The Hold Up?" post.
# GLSL ShadersModCore 2.0.1-beta18-mc1.6.2-f859-ofuc4
# Issues with OpenGL and hardware support (thanks Apple )
# Sildur's Shader Packs (Basic v1.0, Vibrant -pre7, -pre7 max, pre5 max+cell)
# Unresolved issues with GLSL ShaderModCore
#
I'm absolutely sure that this has been asked many times, but is there a reason there's no Wrench module for the tool? You could probably ask CoFH for their OmniTools code to make the module work in place of the IC2 Wrench, Forestry Wrench, Buildcraft Wrench, Thermal Expansion Crescent Hammer, MFR Precision Sledgehammer, Railcraft Crowbar, and RedPower Screwdriver.
I don't know if this is a bug or a feature, but the Power suit armour pieces take damage and I cannot find a way to repair them. I've lost one suit so far and recreating all of the components is resource draining.
I'm playing Lapito's Galacticraft modpack, which includes this mod, but not MPSA. When I finally crafted my tinkers table, I discovered that the gui was a little messed up and that when I tried to leave, I was left with a small portion of my screen not frozen on the previous gui. This mod pack runs minecraft 1.5.2 and I have scrolled through 50 pages of comments in order to find any hints as to why/how this happens and how to fix it. I have heard a few others have had the same problems but no one has managed to find an answer. I am sure that it is Mmmp Powersuits because the same bug is caused by the customization menu and key binding menu but no other gui in the modpack. I've tried updating minecrafts lwjgl but had no success. Does anyone know of a solution to this?
I think it would be great if you edited the 1st page to be updated or make a new topic
Sincerely, kal
[center]
[CENTER][/CENTER]
[center][/center]
[center][/center]
Rollback Post to RevisionRollBack
The knowledge of the arcane runs deep within my veins
I'm playing Lapito's Galacticraft modpack, which includes this mod, but not MPSA. When I finally crafted my tinkers table, I discovered that the gui was a little messed up and that when I tried to leave, I was left with a small portion of my screen not frozen on the previous gui. This mod pack runs minecraft 1.5.2 and I have scrolled through 50 pages of comments in order to find any hints as to why/how this happens and how to fix it. I have heard a few others have had the same problems but no one has managed to find an answer. I am sure that it is Mmmp Powersuits because the same bug is caused by the customization menu and key binding menu but no other gui in the modpack. I've tried updating minecrafts lwjgl but had no success. Does anyone know of a solution to this?
Thanks in advance,
Mr. Coverly
Are you using Optifine? Without screenies, the error you describe sounds like the error where Optifine's [or another launcher's] custom fonts interfere with MPS' custom font engine. If this is the case, go into the MPS config file [~/minecraft/config/mmmPowersuits.cfg] and set "Use Custom Font Engine" to false. This is what fixed that weird MPS GUI error for me
2013-11-27 16:49:37 [WARNING] [MachineMuse] [CLIENT] No powersuits keybind file found.
2013-11-27 16:49:37 [WARNING] [MachineMuse] [CLIENT] Failed to get MFFS item!
Any suggestions?
I installed the most recent update from today, MPS 0.8.0-47, and also realized that I hadn't had the slick-util file installed, so I added that too.
Installed mods:
CodeChickenCore 0.9.0.6
MPS 0.8.0-47
NEI 1.6.1.5
Numina 0.0.1-32
slick-util
Same result, with just vanilla recipes enabled, no recipes show up at all in NEI. I then tried installing NEI Addons and NEI Plugin (someone on IRC suggested they might help, although the description for those mods mentions nothing that would help in this situation) and have the same issue.
As a last attempt, I installed IC2 and enabled the IC2 recipes, and those show up fine with no issues. I can craft everything if I have IC2 installed.
Does this mean that UE and Vanilla recipes are no longer supported, and that MPS just requires IC2 to be craftable now?
Depends largely on what other mods you're loading, but I've had success with MMP 1.6.2-0.8.0-44 (and the Numina and slick-util from the same build), CoFHCore 2.0.0.b7a, and ThermalExpansion 3.0.0.b7a. Just remember that the current TE3 beta has a but (because, um ... beta) that causes MMP to crash when it (MMP, not TE3) tries to register certain TE3-component-referencing recipes. MMP in turn will try to register it's TE3 recipes if it recognizes, essentially, that TE is installed. As it turns out this crash interrupts the post-init phase for MMP right when it's writing it's default configs, so the config/machinemuse/powersuits.cfg file *usually* ends up truncated.
Easy fix is to pre-populate the config file -- you can write just the items you want different from the defaults and MMP (and most other mods too) will read them, backfill with defaults for everything you didn't provided, keep what you did provide, and write the resulting config. Just create config/ and config/machinemuse/ directories in the base dir containing your MC install, and create a config/machinemuse/powersuits.cfg file containing:
general {
B:"Thermal Expansion Recipes"=false
B:"Universal Electricity Recipes"=true
}
Note that the UE rule is not strictly necessary, I add it because I know that I'll have installed UE by the time the build is ready to start for the first time, and because I want MMP to use the UE recipes.
BTY: UE bits is where "depends largely on what other mods you're loading" comes into play. If you include Galacticraft build 895, for instance, you have to unroll the main GC jar file and remove the thermal expansion directory tree it contains, rolling the trimmed GC content back up into a replacement Galacticraft file. This is because the TE skeleton embedded in that build of GC is out of date (there's been a *ton* of updates just about everywhere lately, so go figure) and contains a number of other bug-inducing problems.
That's probably twice what you'd ever need -- I don't think I've ever seen full utilization for any segment size above 512M. Remember, this setting is *not* for how much bulk memory you're giving minecraft or java. Not that too much is a bad thing, but it is wasteful and, if you're short on memory or kernel threadspace, then you're "robbing Peter to pay Paul", so to speak.
Here's what I'm currently working on, this is on a MacBook Pro, OSX 10.7.5, with the Apple-re-bundled java patched current to now. This should work identically on any 'nix OS. Windows will do just as well but you'd have to convert the scripting syntax from bash to batch.
Note that this is what I normally do when dorking around with new mod combinations, so parts of it exist only to let me have multiple, completely independent builds, and to pick-and-choose what goes into each from a common mods repo stored on the local machine. Caveat Lector, YMMV, YDYDYDN.
See, I do magic spoiler thingy:
##
## Galacticraft MoonQuest -- based on YogsCast video series by the
## same name, centered around Universal Electricity mods and other
## select "interesting" projects. The original YogsCast mods list
## lacked mass mining and storage, and had no inteoperability with
## Buildcraft (ie., MJ power production for the BC quarry). A way
## to replace this missing capability -- mass mining, mass storage,
## and in the absence of any alternate to the Quarry, better (or
## at least more) BC power production options -- is the major goal
## of this pack. By personal preference I'm also [somewhat arbitrarily]
## avoiding use of IC2 in favor of a UE base.
##
#
# Complete/Verified:
#
0. Create and change to the project directory where everything will be
built.
mkdir ~/Minecraft/clients/MC1.6.4/20131013_galacticraft_moonquest
cd ~/Minecraft/clients/MC1.6.4/20131013_galacticraft_moonquest
1. Install the appropriate Minecraft launcher. This project will use
MC1.6.4 and the current [1.2.5] launcher is required for all 1.6+ MC
versions, so that's what we'll use.
cp ~/Minecraft/repo/MC1.6.4/MinecraftLauncher-1.2.5-MC1.6.jar Minecraft.jar
2. Make a convenience start script. Or not, if you're particularly
enamored of typing(?).
printf "%s\n%s\n %s\n %s" \
'#!/bin/sh' \
'java -jar \' \
'~/Minecraft/clients/MC1.6.4/20131013_galacticraft_moonquest/Minecraft.jar \' \
'--workDir ~/Minecraft/clients/MC1.6.4/20131013_galacticraft_moonquest/' \
>start.sh
chmod 0700 start.sh
3. Run the launcher, relocating the game directory to "here". Note that
the "workDir" arg is case sensitive; miss this and the game install will
begin using the system default, which in turn will collide with any
previously installed MC client that used the same location. OTOH if you
intend to only ever have one client build at any one time then relocation
really isn't required. Other args need not apply as they'll be added by the
profile in the next step.
~/Minecraft/clients/MC1.6.4/20131013_galacticraft_moonquest/start.sh
4. Log in and let the version-independent content finish downloading,
then edit the default profile (it should be named with your MC handle).
- Renaming the profile to indicate the project is generally a good
idea.
- The game directory should already be populated but unchecked; if
you relocated the game directory then you should select the game
directory checkbox in the profile and verify the value.
- Set the MC version as required for the project.
- The default java args should only include the memory ceiling;
adding architecture and minimum memory may increase performance,
and PermGenSize may be required by certain mods (LogisticsPipes,
Mekanism). Whether this helps depends heavily on your OS and
Java build, install, configuration, and many other factors. YMMV.
"-d64 -Xms1G -Xmx2G -XX:PermSize=128M"
5. Bang "Play" and let the version-specific download/install/init complete.
Once the main screen comes up select "Quit".
6. Download the appropriate FML and run it. Select a client install and
specify the project location as the minecraft directory. At the moment the
latest FML installer for MC 1.6.4 is this 1.6.4-9.11.1.933 so that's what
we'll use.
java -jar \
~/Minecraft/repo/MC1.6.4/minecraftforge-installer-1.6.4-9.11.1.933.jar
7. Download the appropriate ForgeMultipart support; currently there are
bugs with 1.6.4 versions through build 189+, so we'll use the latest stable
build (193). This needs to be done now, instead of allowing other mods to
download it for us (which they normally would) because the latest version
those mods would detect through the micraft forge network as of this writing
is build 183.
mkdir -p ~/Minecraft/clients/MC1.6.4/20131013_galacticraft_moonquest/mods/1.6.4/
cp ~/Minecraft/repo/MC1.6.4/ForgeMultipart-universal-1.6.4-1.0.0.193.jar \
~/Minecraft/clients/MC1.6.4/20131013_galacticraft_moonquest/mods/1.6.4/
8. Run the launcher, again relocating the game directory to "here". Edit
the default profile created in step 3, changing the "Use Version" value to
match that found in the "Forge" profile created by the FML installer
(alternatively it should appear as a new version at the bottom of the
version dropdown list if you don't feel like looking at the "Forge" profile).
Save the updated, default profile and delete the "Forge" profile (unless
you've grown particularly attached to it). Bang on the "Play" button to
load the FML-patched MC and verify that the FML components are loaded.
Check the lower left main screen for new MCP and FML lines and that a "Mods"
button has been added. Click the "Mods" button and verify that the list
includes "Minecraft Coder Pack", "Forge Mod Loader", "Minecraft Forge",
"Forge Multipart", "Minecraft Multipart Plugin", and "Forge Microblocks".
~/Minecraft/clients/MC1.6.4/20131013_galacticraft_moonquest/start.sh
9. Add FML-compatible mods, as needed, to the mods directory. A test-run
after each add is advised unless you already know the downloads are good
for this version and project....
cd ~/Minecraft/clients/MC1.6.4/20131013_galacticraft_moonquest/
cp ~/Minecraft/repo/MC1.6.4/OptiFine_1.6.4_HD_U_C6.jar mods/
cp ~/Minecraft/repo/MC1.6.4/CodeChickenCore\ 0.9.0.6.jar mods/
cp ~/Minecraft/repo/MC1.6.4/NotEnoughItems\ 1.6.1.5.jar mods/
cp ~/Minecraft/repo/MC1.6.4/WR-CBE\ 1.4.0.6.jar mods/
cp ~/Minecraft/repo/MC1.6.4/Basic_Components_v1.0.0.19.jar mods/
cp ~/Minecraft/repo/MC1.6.4/UniversalElectricity_Core_v2.2.1.183.jar mods/
cp ~/Minecraft/repo/MC1.6.4/MicdoodleCore-1.6.4-2.0.6.895.jar mods/
cp ~/Minecraft/repo/MC1.6.4/Galacticraft-1.6.4-2.0.6.895.jar mods/
cp ~/Minecraft/repo/MC1.6.4/Galacticraft-Planets-1.6.4-2.0.6.895.jar mods/
cp ~/Minecraft/repo/MC1.6.4/Mekanism-v5.6.0.491.jar mods/
cp ~/Minecraft/repo/MC1.6.4/MekanismGenerators-v5.6.0.491.jar mods/
cp ~/Minecraft/repo/MC1.6.4/MekanismInduction-v5.6.0.491.jar mods/
cp ~/Minecraft/repo/MC1.6.4/MekanismTools-v5.6.0.491.jar mods/
cp ~/Minecraft/repo/MC1.6.4/slick-util.jar mods/
cp ~/Minecraft/repo/MC1.6.4/Numina-1.6.2-0.0.1-32.jar mods/
cp ~/Minecraft/repo/MC1.6.4/ModularPowersuits-1.6.2-0.8.0-44.jar mods/
cp ~/Minecraft/repo/MC1.6.4/CoFHCore-2.0.0.b7a.jar mods/
cp ~/Minecraft/repo/MC1.6.4/ThermalExpansion-3.0.0.b7a.jar mods/
cp ~/Minecraft/repo/MC1.6.4/Artifice-1.1.2-181.jar mods/
cp ~/Minecraft/repo/MC1.6.4/BiblioCraft\[v1.4.1\].zip mods/
cp ~/Minecraft/repo/MC1.6.4/SoulShards-1.0.39-universal-srg.jar mods/
cp ~/Minecraft/repo/MC1.6.4/Translocator\ 1.1.0.13.jar mods/
cp ~/Minecraft/repo/MC1.6.4/EnderStorage\ 1.4.3.4.jar mods/
cp ~/Minecraft/repo/MC1.6.4/WorldCore-universal-1.6.4-1.1.0.17.jar mods/
cp ~/Minecraft/repo/MC1.6.4/BiomesOPlenty-universal-1.6.4-1.1.3.307.jar mods/
cp ~/Minecraft/repo/MC1.6.4/1.6.4\ DamageIndicators\ v2.9.0.9.zip mods/
cp ~/Minecraft/repo/MC1.6.4/ICBM_Contraption_v1.3.3.254.jar mods/
cp ~/Minecraft/repo/MC1.6.4/ICBM_Sentry_v1.3.3.254.jar mods/
cp ~/Minecraft/repo/MC1.6.4/ICBM_Explosion_v1.3.3.254.jar mods/
cp ~/Minecraft/repo/MC1.6.4/Resonant_Induction_v0.2.2.204.jar mods/
cp ~/Minecraft/repo/MC1.6.4/Atomic_Science_v1.0.0.145.jar mods/
cp ~/Minecraft/repo/MC1.6.4/ReiMinimap_1.6.4_v3.4_01.zip mods/
cp ~/Minecraft/repo/MC1.6.4/DynamicLights_1.6.4.jar mods/
cp ~/Minecraft/repo/MC1.6.4/bspkrsCore_1.6.4_v4.1.zip mods/
cp ~/Minecraft/repo/MC1.6.4/TreeCapitator.Forge.1.6.4.r02.Universal.jar mods/
cp ~/Minecraft/repo/MC1.6.4/yalsm-1.0.0.jar mods/
cp ~/Minecraft/repo/MC1.6.4/Forge_NBTEditv1.6.4.0.zip mods/
cp ~/Minecraft/repo/MC1.6.4/immibis-core-57.0.0.jar mods/
cp ~/Minecraft/repo/MC1.6.4/tubestuff-57.0.1.jar mods/
cp ~/Minecraft/repo/MC1.6.4/ProjectRedBase-1.6.4-4.0.5.12.jar mods/
cp ~/Minecraft/repo/MC1.6.4/ProjectRedCompat-1.6.4-4.0.5.12.jar mods/
cp ~/Minecraft/repo/MC1.6.4/ProjectRedIntegration-1.6.4-4.0.5.12.jar mods/
cp ~/Minecraft/repo/MC1.6.4/ProjectRedWorld-1.6.4-4.0.5.12.jar mods/
cp ~/Minecraft/repo/MC1.6.4/dimensional-anchor-57.0.0.jar mods/
cp ~/Minecraft/repo/MC1.6.4/FurnitureMod-1.6.4-v3.2.zip mods/
cp ~/Minecraft/repo/MC1.6.4/TuxWeapons\ 0.3.jar mods/
cp ~/Minecraft/repo/MC1.6.4/TConstruct_1.6.4_1.4.7d7.jar mods/
cp ~/Minecraft/repo/MC1.6.4/Hats2.0.2.zip mods/
cp ~/Minecraft/repo/MC1.6.4/Hat-Stand-Mod-1.6.2-2.0.zip mods/
cp ~/Minecraft/repo/MC1.6.4/Cowboy\ Hat\ Mod\ 1.0.zip mods/
cp ~/Minecraft/repo/MC1.6.4/ChickenShed_v1.1.2.zip mods/
cp ~/Minecraft/repo/MC1.6.4/CustomRecipes_1.6.4_4.4.3-2.jar mods/
cp ~/Minecraft/repo/MC1.6.4/ArchinedesShips_v1.4.4.zip mods/
cp ~/Minecraft/repo/MC1.6.4/fodc-1.4.1.zip mods/
cp ~/Minecraft/repo/MC1.6.4/buildcraft-A-1.6.2-4.1.2.jar mods/
cp ~/Minecraft/repo/MC1.6.4/bcTools-v1.4-a-9.jar mods/
cp ~/Minecraft/repo/MC1.6.4/LogisticsPipes-MC1.6.2-0.7.4.dev.66.jar mods/
cp ~/Minecraft/repo/MC1.6.4/ironchest-universal-1.6.4-5.4.1.649.zip mods/
10. Correct for bugs in the beta ThermalExpansion mod that cause recipe registration
failures in other mods.
Currently this is limited to MMP recipes being unable to activate TE3 recipes.
Fix by creating a minimal config file to force MMP to not use TE3 recipe variants.
cd config/
mkdir machinemuse/
cd machinemuse/
echo 'general {' >powersuits.cfg
echo ' B:"Thermal Expansion Recipes"=false' >>powersuits.cfg
echo ' B:"Universal Electricity Recipes"=true' >>powersuits.cfg
echo '}' >>powersuits.cfg
cd ../../
11. Correct for mods embedded in other mods where the inner mod content is
both redundant and outdated relative to externally provided copies. Deleting
this embedded content, where it is not customized or otherwise required by the
hosting mod, will force java to reference the external, more recently patched
versions.
Galacticraft 1.6.4-2.0.6.895 embeds an old Mekanism which in turn
is badly bugged. It can be removed from the Galacticraft core mod
safely, forcing java to reference the independently provided content
external to Galacticraft. Likewise Galacticraft embeds an out-of-date
ThermalExpansion that blocks use of the externally provided (and
much updated) Thermal Expansion, the updated copy in turn providing
both major fixes (ie., compatability with the latest BiomesOPlenty)
and blocks (ie., silver and lead ingots that the Galacticraft copy
omits). The embedded Thermal Expansion inside Galacticraft also
appears to be safe to delete
cd mods/
mkdir temp
cd temp/
jar -xf ../Galacticraft-1.6.4-2.0.6.895.jar
rm -r mekanism/ thermalexpansion/
jar -cf ../Galacticraft-1.6.4-2.0.6.895.jar ./*
cd ..
rm -r temp/
cd ..
12. Correct for known default-ID conflicts. The client must be started at
least once so that the referenced config files will be built; doing so will
cause the engine to detect the ID conflict and write them into "IDConflicts.txt"
in the project directory. This file will typically include a list of suggested
and/or available IDs as replacements for those in conflict. Yes, you could do
this before the various mods have written their default configs, but I'm lazy
and this is way easier. Here's the current list for this project's mods:
~/Minecraft/clients/MC1.6.4/20131013_galacticraft_moonquest/start.sh
3200-3203 -- used by MekanismInduction and ResonantInduction. Easiest
fix is to edit "config/Mekanism.cfg" and replace the 3200-3203 IDs in the
block clause, ie.:
block {
...other lines excluded...
I:Battery=548
I:ElectromagneticContractor=547
I:Multimeter=546
I:Tesla=545
...other lines excluded...
}
13. Correct for recipes dependent on abandoned/missing/unavailable mods.
Replace unavailable components via Custom Recipes configuration (see
{project}/mods/customrecipes/dictionary_custom.txt).
Major MMP armor parts need Electric Expansion batteries but EE was abandoned
and all public resources removed by the author. This is an attempt to merge
the ingredients of the original EE battery recipes with the UE recipes for
MMP capacitors so that capacitors, and all MMP armor items that use them, are
again available. Iron is substituted for Tin because there are currently
5 competing instances of tin ingot but only one of iron, and the Custom
Recipes mod does not support dictionary wildcarding.
Original Modular Powersuits Capacitors:
LV: wiring, basic battery, wiring
MV: wiring, advanced battery, wiring
HV: wiring, elite battery, wiring
Original Universal Electricity + Electric Expansion Batteries:
Basic:
empty, iron, empty
iron, redstone dust, iron
iron, coal, iron
Advanced:
empty, silver, empty
silver, glowstone dust, silver
silver, glowstone dust, silver
Elite:
steel plate, insulated copper wire, steel plate
lead ingot, ghast tear, lead ingot
steel plate, insulated copper wire, steel plate
Suggested Modular Powersuits Capacitors:
LV:
mmpWiring, ironIngot, mmpWiring
ironIngot, redstone, ironIngot
ironIngot, coal, ironIngot
MV:
mmpWiring, silverIngot, mmpWiring
silverIngot, glowstone dust, silverIngot
silverIngot, glowstone dust, silverIngot
HV:
mmpWiring, ueCable, mmpWiring
leadIngot, ghastTear, leadIngot
steelPlate, ueCable, steelPlate
Resulting CR rules:
*mmpWiring=25026
*ueCable=4072,1
*silverIngot=20264,66
*leadIngot=20264,67
*steelPlate=14236
*mmpLVCapacitor=25026,5
*mmpMVCapacitor=25026,6
*mmpHVCapacitor=25026,7
shaped (
mmpWiring + ironIngot + mmpWiring
ironIngot + redstone + ironIngot
ironIngot + coal + ironIngot
) > ( mmpLVCapacitor )
shaped (
mmpWiring + silverIngot + mmpWiring
silverIngot + glowstone + silverIngot
silverIngot + glowstone + silverIngot
) > ( mmpMVCapacitor )
shaped (
mmpWiring + ueCable + mmpWiring
leadIngot + ghastTear + leadIngot
steelPlate + ueCable + steelPlate
) > ( mmpHVCapacitor )
#
# Failed Mods:
# Applied Energistics
# Dev roadmap is skipping to 1.7+ and will probably miss 1.7.2, see
# author's website
# AdditionalPipes
# 2.5.0-BC4.1.2 is supposedly the correct version for BC 4.1.2 but still
# causes the "NoSuchFieldError: redstoneChipset" crash on load, also
# download server via adfly is currently resolvable @2013 11 25 16 40
# Mystcraft
# Release for 1.6.2 is underway, 1.6.4 not ready. Per XCompWiz's
# 17 Oct 2013 "What's The Hold Up?" post.
# GLSL ShadersModCore 2.0.1-beta18-mc1.6.2-f859-ofuc4
# Issues with OpenGL and hardware support (thanks Apple )
# Sildur's Shader Packs (Basic v1.0, Vibrant -pre7, -pre7 max, pre5 max+cell)
# Unresolved issues with GLSL ShaderModCore
#
Awesome mod though.
http://www.minecraft...0#entry26504992
EzerArch.com | Armourer's Workshop Skins | MCHeli Content Pack Addons | Resource Packs | YouTube | G+ | Twitter
crash-report - http://pastebin.com/t54uibLs
ForgeModLoader - https://dl.dropboxusercontent.com/u/126735377/MPS Error - ForgeModLoader-client-0.log
thanks for the help!
-Paint
what version are you using? I'd update to the latest version which can be found here.
http://build.technicpack.net/view/MachineMuse/job/ModularPowersuits/
thanks was on ver 44, updated to ver 60 and still getting the same crash: java.lang.AbstractMethodError
New crash logs:
crash-report - https://dl.dropboxusercontent.com/u/126735377/Logs/crash-2013-12-05_17.24.53-client.txt
ForgeModLoader - https://dl.dropboxusercontent.com/u/126735377/Logs/ForgeModLoader-client-1.log
I assume you updated Numina as well?
otherwise I have no idea what's going on. MachineMuse or someone else on the dev team could probably answer this better than I can.
Latest build causes NEI to crash when looking up uses for any item:
http://pastebin.com/JPx8jF6e
(Sorry, missed the note in the OP)
I'm playing Lapito's Galacticraft modpack, which includes this mod, but not MPSA. When I finally crafted my tinkers table, I discovered that the gui was a little messed up and that when I tried to leave, I was left with a small portion of my screen not frozen on the previous gui. This mod pack runs minecraft 1.5.2 and I have scrolled through 50 pages of comments in order to find any hints as to why/how this happens and how to fix it. I have heard a few others have had the same problems but no one has managed to find an answer. I am sure that it is Mmmp Powersuits because the same bug is caused by the customization menu and key binding menu but no other gui in the modpack. I've tried updating minecrafts lwjgl but had no success. Does anyone know of a solution to this?
Thanks in advance,
Mr. Coverly
I think it would be great if you edited the 1st page to be updated or make a new topic
Sincerely, kal
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Are you using Optifine? Without screenies, the error you describe sounds like the error where Optifine's [or another launcher's] custom fonts interfere with MPS' custom font engine. If this is the case, go into the MPS config file [~/minecraft/config/mmmPowersuits.cfg] and set "Use Custom Font Engine" to false. This is what fixed that weird MPS GUI error for me