I'm having a crash on startup issue, can anyone help me, please?
Coremod BTPlugin: Unable to class load the plugin FMLCorePlugin: fewizz.bt.BTPlugin
java.lang.ClassNotFoundException: FMLCorePlugin: fewizz.bt.BTPlugin
at java.net.URLClassLoader.findClass(Unknown Source)
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:117)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at cpw.mods.fml.relauncher.CoreModManager.loadCoreMod(CoreModManager.java:417)
at cpw.mods.fml.relauncher.CoreModManager.discoverCoreMods(CoreModManager.java:346)
at cpw.mods.fml.relauncher.CoreModManager.handleLaunch(CoreModManager.java:214)
at cpw.mods.fml.relauncher.FMLLaunchHandler.setupHome(FMLLaunchHandler.java:90)
at cpw.mods.fml.relauncher.FMLLaunchHandler.setupClient(FMLLaunchHandler.java:67)
at cpw.mods.fml.relauncher.FMLLaunchHandler.configureForClientLaunch(FMLLaunchHandler.java:34)
at cpw.mods.fml.common.launcher.FMLTweaker.injectIntoClassLoader(FMLTweaker.java:126)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:115)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
at net.minecraft.block.Block.func_149671_p(Block.java:257)
at net.minecraft.init.Bootstrap.func_151354_b(SourceFile:355)
at net.minecraft.client.Minecraft.<init>(Minecraft.java:287)
at net.minecraft.client.main.Main.main(SourceFile:129)
... 6 more
Ya I agree with Kobra, it entirely depends, there's no magic setup, also things that can factor into your decision are the height of the reactor site, the biome, etc... I usually leave reactors going for 30 minutes to 1 hour in a creative world to be absolutely sure it wouldn't go boom, sometimes you have to be wary of random spikes because of the partly random nature of neutron events in your ReC fission builds
Tinkered with the build and moved to 14 cores, it kills me because it's not symmetric on as many axes anymore but it now powers two high-pressure turbines at max:
Ya I agree with Kobra, it entirely depends, there's no magic setup, also things that can factor into your decision are the height of the reactor site, the biome, etc... I usually leave reactors going for 30 minutes to 1 hour in a creative world to be absolutely sure it wouldn't go boom, sometimes you have to be wary of random spikes because of the partly random nature of neutron events in your ReC fission builds
Tinkered with the build and moved to 14 cores, it kills me because it's not symmetric on as many axes anymore but it now powers two high-pressure turbines at max:
Additionally i break the cooling supply to test the SCRAM, to be really sure. Chromaticraft heat relays works very well to transfer the reactor heat fast enough to the cpu before they explode.
i know there isn't "best" setup but i don't know how the components relate to each other
here is a very basic example: i want to use some industrial engines and i know how much steam it cosumes and how many boilers i need to produce it, so i make them and create enough coke ovens to produce enough coke to run it without producing too much or not enough
i want to know that info too
i run on uranium i'm not planing to use the fusion reactor anytime soon is one isotope centrifuge enough to produce more fuel than it is consumed? i will use the cpu and all that fancy stuff so lets say i make a design with 30 boilers, how many turbines will run? that kind of info
Additionally i break the cooling supply to test the SCRAM, to be really sure. Chromaticraft heat relays works very well to transfer the reactor heat fast enough to the cpu before they explode.
Now that I've restored the CrC monument I'm very interested in experimenting with exotic builds around Tier 7 heat relays but I haven't yet conceived any builds that would benefit from them. I also don't use SCRAM systems in any of my builds, maybe I should.
Anyone have any idea how many Pebble Bed Reactors at the least to get to 800C temperatures? I've been playing around in creative and managed to make it with 48 reactors, but I highly doubt that's the intended behavior... Also, do trap doors count as solid blocks for this reactor, or do I need some other means of access to it (Hoppers, Itemducts, Item pipes, etc...)? One final question: Is it worth the effort to skip the PBR and go straight for a Fission reactor, even though there's no certainty of how to make them work, or how to set up the turbines and etc...? I'd rather go in slowly, given the rather unclear information in the manual. Thanks beforehand.
i know there isn't "best" setup but i don't know how the components relate to each other
here is a very basic example: i want to use some industrial engines and i know how much steam it cosumes and how many boilers i need to produce it, so i make them and create enough coke ovens to produce enough coke to run it without producing too much or not enough
i want to know that info too
i run on uranium i'm not planing to use the fusion reactor anytime soon is one isotope centrifuge enough to produce more fuel than it is consumed? i will use the cpu and all that fancy stuff so lets say i make a design with 30 boilers, how many turbines will run? that kind of info
The Isotope Centrifuge can be accelerated to at least one operation per tick, this is enough even when you use enriched uranium and don't use breeder fuel for Plutonium to quadruple the fuel pellets.
It's nearly impossible to say: x boilers can supply y Turbines because its depending on your setup. If you use Uranium as fuel it is possible that a higher amount of boilers outputs less steam, because they spread out to more boilers which cools down over time. But if you use Plutonium less boilers could end in a meltdown in the same setup (plutonium provides 30° instead of 20° per fission).
If you want to test how much steam your Reactor produce, build them in creative and put the first stage of the High pressure turbine on it(it consumes the same amount than a 7 stage HPT). If your Steam in the Steamlines increases even with the Turbine activated build a second turbine and so on.
The Isotope Centrifuge can be accelerated to at least one operation per tick, this is enough even when you use enriched uranium and don't use breeder fuel for Plutonium to quadruple the fuel pellets.
It's nearly impossible to say: x boilers can supply y Turbines because its depending on your setup. If you use Uranium as fuel it is possible that a higher amount of boilers outputs less steam, because they spread out to more boilers which cools down over time. But if you use Plutonium less boilers could end in a meltdown in the same setup (plutonium provides 30° instead of 20° per fission).
If you want to test how much steam your Reactor produce, build them in creative and put the first stage of the High pressure turbine on it(it consumes the same amount than a 7 stage HPT). If your Steam in the Steamlines increases even with the Turbine activated build a second turbine and so on.
i knew about that simulator but i didn't know if it was update i will try it then
and i don't know how much steam is in the steamlines WAILA says nothing
The Meaning of Life, the Universe, and Everything.
Join Date:
4/9/2014
Posts:
44
Member Details
Reika, I hate to double post, but no one answered. Is there any chance geostrata will get upgraded? It's got some of the very best block textures I've seen. I'd love to be able to use it on the server my friend's and I are playing on.
Should Chromaprog debug output include "Missing research for PLYONCRAFT: [BEEALYZE]" if Forestry is not installed? This is for Version 17c?
Also if this is my progression freeze, what is the correct command to address this gap so we can continue down the progression road without any further "Cheating"?
i knew about that simulator but i didn't know if it was update i will try it then
and i don't know how much steam is in the steamlines WAILA says nothing
I'm having a crash on startup issue, can anyone help me, please?
Coremod BTPlugin: Unable to class load the plugin FMLCorePlugin: fewizz.bt.BTPlugin
java.lang.ClassNotFoundException: FMLCorePlugin: fewizz.bt.BTPlugin
at java.net.URLClassLoader.findClass(Unknown Source)
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:117)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at cpw.mods.fml.relauncher.CoreModManager.loadCoreMod(CoreModManager.java:417)
at cpw.mods.fml.relauncher.CoreModManager.discoverCoreMods(CoreModManager.java:346)
at cpw.mods.fml.relauncher.CoreModManager.handleLaunch(CoreModManager.java:214)
at cpw.mods.fml.relauncher.FMLLaunchHandler.setupHome(FMLLaunchHandler.java:90)
at cpw.mods.fml.relauncher.FMLLaunchHandler.setupClient(FMLLaunchHandler.java:67)
at cpw.mods.fml.relauncher.FMLLaunchHandler.configureForClientLaunch(FMLLaunchHandler.java:34)
at cpw.mods.fml.common.launcher.FMLTweaker.injectIntoClassLoader(FMLTweaker.java:126)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:115)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
at net.minecraft.block.Block.func_149671_p(Block.java:257)
at net.minecraft.init.Bootstrap.func_151354_b(SourceFile:355)
at net.minecraft.client.Minecraft.<init>(Minecraft.java:287)
at net.minecraft.client.main.Main.main(SourceFile:129)
... 6 more
Reika, as soon as i added forestry_1.7.10-4.2.16.64 to my server and went out into the world and found the "forestry hive", i unlocked progression and now I am able to produce the Power Crystals. So there is a progression "issue" within your code that prevents progression unless you have Forestry installed.
That setup makes plenty of steam, You could power a turbine and additional turbine about a 1/3 of the time.
Yes, trap doors count as solid blocks. Becareful when adding fuel, hot PBRs will start fires.
I haven't moved on to build a Fission Reactor. I can't utilize the full output of one turbine.
I have one turbine hooked up to a borning machines, a bedrock breaker, and was processing fuel, and ores. I quickly ran out of space in my AE sytem. So I'm busy redesigning my power distribution system.
Have a Tahara seed plantation running with an item inserter that is set to filter shards and enriched to a chest, and then the enriched (steril) and both impure's to a trash can. needless to say, the enriched (steril) is actually going to the chest
That setup makes plenty of steam, You could power a turbine and additional turbine about a 1/3 of the time.
Yes, trap doors count as solid blocks. Becareful when adding fuel, hot PBRs will start fires.
I haven't moved on to build a Fission Reactor. I can't utilize the full output of one turbine.
I have one turbine hooked up to a borning machines, a bedrock breaker, and was processing fuel, and ores. I quickly ran out of space in my AE sytem. So I'm busy redesigning my power distribution system.
THANKS A LOT!!! :D. I got mine running with 16 PBRs and it's marvelous. I actually had it running and wasting energy because I hadn't plugged my main network to the turbine, but once done, it worked like a charm. Now I need to find a way to automate depleted pellet extraction. I was thinking about PneumatiCraft's Omni-directional hoppers set to filter mode, but I have yet to try it out. I'm waiting to gather enough pellets to do a test run first.
For Cave Control, is it possible to differentiate between different cave formations (as opposed to between caves and ravines)? I have very little use for the standard "worm burrow" caves, but I like the round rooms and positively adore the big ballroom caves. I would love it if you gave Cave Control a way to adjust the rates of those components individually.
Rollback Post to RevisionRollBack
You want a farm, you grab a hoe. You want a boat, you grab some wood. You want a fireplace, you grab A FLAMING HELL-BOULDER BECAUSE THAT'S HOW MINECRAFTERS ROLL!!!
i don't know tbh i would like a more in depth guide of designing a reactor
(i mean how cores react how many boilers i can heat or how many i need to run a turbine)
I'm having a crash on startup issue, can anyone help me, please?
Coremod BTPlugin: Unable to class load the plugin FMLCorePlugin: fewizz.bt.BTPlugin
java.lang.ClassNotFoundException: FMLCorePlugin: fewizz.bt.BTPlugin
at java.net.URLClassLoader.findClass(Unknown Source)
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:117)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at cpw.mods.fml.relauncher.CoreModManager.loadCoreMod(CoreModManager.java:417)
at cpw.mods.fml.relauncher.CoreModManager.discoverCoreMods(CoreModManager.java:346)
at cpw.mods.fml.relauncher.CoreModManager.handleLaunch(CoreModManager.java:214)
at cpw.mods.fml.relauncher.FMLLaunchHandler.setupHome(FMLLaunchHandler.java:90)
at cpw.mods.fml.relauncher.FMLLaunchHandler.setupClient(FMLLaunchHandler.java:67)
at cpw.mods.fml.relauncher.FMLLaunchHandler.configureForClientLaunch(FMLLaunchHandler.java:34)
at cpw.mods.fml.common.launcher.FMLTweaker.injectIntoClassLoader(FMLTweaker.java:126)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:115)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
18:01:35
LaunchWrapper
Unable to launch
java.lang.reflect.InvocationTargetException
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:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
Caused by: java.lang.VerifyError: Expecting a stackmap frame at branch target 136
Exception Details:
Location:
net/minecraft/block/BlockFire.tryCatchFire(Lnet/minecraft/world/World;IIIILjava/util/Random;ILnet/minecraftforge/common/util/ForgeDirection;)V @120: ifne
Reason:
Expected stackmap frame at this location.
Bytecode:
0x0000000: 2b1c 1d15 04b6 00e8 2b1c 1d15 0419 08b6
0x0000010: 017d 3609 1906 1505 b601 0915 09a2 009d
0x0000020: 2b1c 1d15 04b6 00e8 b200 78a6 0007 04a7
0x0000030: 0004 0336 0a19 0615 0710 0a60 b601 0908
0x0000040: a200 4b2b 1c1d 1504 b600 ff9a 0040 1507
0x0000050: 1906 08b6 0109 076c 6036 0b15 0b10 0fa4
0x0000060: 0007 100f 360b b201 47bb 0149 592b 1c1d
0x0000070: 1504 b701 4cb6 0152 9a00 102b 1c1d 1504
0x0000080: 2a15 0b06 b601 5657 a700 21b2 0147 bb01
0x0000090: 4959 2b1c 1d15 04b7 014c b601 529a ffeb
0x00000a0: 2b1c 1d15 04b6 00f9 5715 0a99 000f b200
0x00000b0: 782b 1c1d 1504 04b6 0181 b1
Stackmap Table:
append_frame(@50,Integer)
same_locals_1_stack_item_frame(@51,Integer)
append_frame(@102,Integer,Integer)
chop_frame(@139,1)
same_frame(@169)
chop_frame(@186,1)
at net.minecraft.block.Block.func_149671_p(Block.java:257)
at net.minecraft.init.Bootstrap.func_151354_b(SourceFile:355)
at net.minecraft.client.Minecraft.<init>(Minecraft.java:287)
at net.minecraft.client.main.Main.main(SourceFile:129)
... 6 more
Just test with them in single player. I found my favourite design for Breeder and Plutonium reactor after many hours of testing.
Additionally it depends on your needs. Do you want to use Ammonia?
Do you just want to produce Tritium for the fusion reactor? Plutonium or Uran? Want to use the Reactor CPU for an emergency scram or not?
Every single choice can change your entire reactor setup. With Plutonium as fuel it might be possible that you need more steam boilers for example.
Ya I agree with Kobra, it entirely depends, there's no magic setup, also things that can factor into your decision are the height of the reactor site, the biome, etc... I usually leave reactors going for 30 minutes to 1 hour in a creative world to be absolutely sure it wouldn't go boom, sometimes you have to be wary of random spikes because of the partly random nature of neutron events in your ReC fission builds
Tinkered with the build and moved to 14 cores, it kills me because it's not symmetric on as many axes anymore but it now powers two high-pressure turbines at max:
https://imgur.com/a/Ebx8M
Additionally i break the cooling supply to test the SCRAM, to be really sure. Chromaticraft heat relays works very well to transfer the reactor heat fast enough to the cpu before they explode.
i know there isn't "best" setup but i don't know how the components relate to each other
here is a very basic example: i want to use some industrial engines and i know how much steam it cosumes and how many boilers i need to produce it, so i make them and create enough coke ovens to produce enough coke to run it without producing too much or not enough
i want to know that info too
i run on uranium i'm not planing to use the fusion reactor anytime soon is one isotope centrifuge enough to produce more fuel than it is consumed? i will use the cpu and all that fancy stuff so lets say i make a design with 30 boilers, how many turbines will run? that kind of info
Now that I've restored the CrC monument I'm very interested in experimenting with exotic builds around Tier 7 heat relays but I haven't yet conceived any builds that would benefit from them. I also don't use SCRAM systems in any of my builds, maybe I should.
Anyone have any idea how many Pebble Bed Reactors at the least to get to 800C temperatures? I've been playing around in creative and managed to make it with 48 reactors, but I highly doubt that's the intended behavior... Also, do trap doors count as solid blocks for this reactor, or do I need some other means of access to it (Hoppers, Itemducts, Item pipes, etc...)? One final question: Is it worth the effort to skip the PBR and go straight for a Fission reactor, even though there's no certainty of how to make them work, or how to set up the turbines and etc...? I'd rather go in slowly, given the rather unclear information in the manual. Thanks beforehand.
The Isotope Centrifuge can be accelerated to at least one operation per tick, this is enough even when you use enriched uranium and don't use breeder fuel for Plutonium to quadruple the fuel pellets.
It's nearly impossible to say: x boilers can supply y Turbines because its depending on your setup. If you use Uranium as fuel it is possible that a higher amount of boilers outputs less steam, because they spread out to more boilers which cools down over time. But if you use Plutonium less boilers could end in a meltdown in the same setup (plutonium provides 30° instead of 20° per fission).
If you want to test how much steam your Reactor produce, build them in creative and put the first stage of the High pressure turbine on it(it consumes the same amount than a 7 stage HPT). If your Steam in the Steamlines increases even with the Turbine activated build a second turbine and so on.
Maybe this can help you for testing: http://yuyuyzl.github.io/ReactorCraftSimulator/
i knew about that simulator but i didn't know if it was update i will try it then
and i don't know how much steam is in the steamlines WAILA says nothing
Reika, I hate to double post, but no one answered. Is there any chance geostrata will get upgraded? It's got some of the very best block textures I've seen. I'd love to be able to use it on the server my friend's and I are playing on.
Question:
Should Chromaprog debug output include "Missing research for PLYONCRAFT: [BEEALYZE]" if Forestry is not installed? This is for Version 17c?
Also if this is my progression freeze, what is the correct command to address this gap so we can continue down the progression road without any further "Cheating"?
Thanks
Right click with Angular Transducer
well i didn't know that work thanks
Anyone, a little help, please?
Update:
Reika, as soon as i added forestry_1.7.10-4.2.16.64 to my server and went out into the world and found the "forestry hive", i unlocked progression and now I am able to produce the Power Crystals. So there is a progression "issue" within your code that prevents progression unless you have Forestry installed.
Thanks
I used 18 reactors total. 2 stack tall of 9 reactors as show by Rage Surviving With RotaryCraft Ep.20.
That setup makes plenty of steam, You could power a turbine and additional turbine about a 1/3 of the time.
Yes, trap doors count as solid blocks. Becareful when adding fuel, hot PBRs will start fires.
I haven't moved on to build a Fission Reactor. I can't utilize the full output of one turbine.
I have one turbine hooked up to a borning machines, a bedrock breaker, and was processing fuel, and ores. I quickly ran out of space in my AE sytem. So I'm busy redesigning my power distribution system.
Another "Issue".
Have a Tahara seed plantation running with an item inserter that is set to filter shards and enriched to a chest, and then the enriched (steril) and both impure's to a trash can. needless to say, the enriched (steril) is actually going to the chest
THANKS A LOT!!! :D. I got mine running with 16 PBRs and it's marvelous. I actually had it running and wasting energy because I hadn't plugged my main network to the turbine, but once done, it worked like a charm. Now I need to find a way to automate depleted pellet extraction. I was thinking about PneumatiCraft's Omni-directional hoppers set to filter mode, but I have yet to try it out. I'm waiting to gather enough pellets to do a test run first.
Again, thanks a lot!!! :D.
For Cave Control, is it possible to differentiate between different cave formations (as opposed to between caves and ravines)? I have very little use for the standard "worm burrow" caves, but I like the round rooms and positively adore the big ballroom caves. I would love it if you gave Cave Control a way to adjust the rates of those components individually.