Oh my!! please please do not let this awesome mod die!!, I still see some 1.9.4 builds in the GitHub, this along with WarpDrive make a killing tech combination for 1.7.10, please port it to 1.10.x....
Nonetheless, thank you very very much Simeon!! I had lot of fun with your work!!! best of luck in your new projects!
The Meaning of Life, the Universe, and Everything.
Join Date:
1/15/2014
Posts:
74
Minecraft:
Sargnickfury
Member Details
I am playing this via the Revenge of the C Team modpack, and enjoying it greatly. My biggest issue is finding documentation explaining GUI's and upgrades. Specifically I am working on the fusion reactor......
On the gui, is the red side simply the RF currently being stored in the controller? The matter side I am also equally confused...I do not understand what it signifies at at all, I thought it was the total matter input etc, but if the decomposers clog up with dust for example it simply resets......I really don't get it's purpose. I am having a hard time understanding the process, and how to use this gui for efficiency. Lastly what upgrades will help me get the best efficiency on the controller and decomposers? Lastly do you forever have to be feeding the singularity to generate power? What is the best way of removing dust? matter overdrive cables, or itemducts? I still don't understand the matter stuff fully, as I have just started this. Thanks.
so, I know that the mod is done with 1.7.10, but, is there any chance that you can add in compatibility with computercraft for some sort of "holodeck" programming? it could use the matter replicator to magically place the blocks, or, they could be some sort of force field type block.
I just installed your mod a day or so ago and I like it so far, when I saw this mod added a phaser I got really exited... only to be disappointed that the phaser it added was not the original series phaser. to be blunt, I'm asking you to add it.
ATTACHMENTS
0
Rollback Post to RevisionRollBack
It sure would be nice if we had some grenades don't you think?
Hey guys, I think this mod looks amazing! But I was hoping that you'll still update 1.7.10 with all the big stuff, since I am building a pack based around technology, automation, and of course, a touch of magic!
BTW on github I'm GreninjaGuy, and I made a post there about spaceships! Lol hope you guys read this and my other post.
I just installed and ran Revolution 3 for the first time, and while looking through the weapon library, I found your mod. I'm almost giddy with the amount of new things to do in this pack, but I have one question so far about your mod in particular.
Why do the weapons drain their charge when firing in Creative mode? Nothing else I'm aware of as of posting this drains charge in Creative. I've been through Techguns and a few other mods. Is it something you haven't gotten around to yet? Do you plan to implement it? I don't want to set up the machinery just yet if I don't have to.
this mod version for 1.7.10 is dead so don't bother.
it was left unfinished ,WIP not to mention very bugged
I haven't found too many bugs with it, really. Although I do wish they hadn't completely abandoned this version before fixing the bugs that do exist, especially considering how long ago they were reported.
Rollback Post to RevisionRollBack
~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
I have a question on the anomaly. These things don't seem to show up all that often in my world. Is there a way to locate or detect one, if you're out looking for it? That would make things very helpful, especially if you're looking to make a base, and want to use one for power. It would make things more convenient to have one relatively close to home.
The best way I've found so far is to be close to the water, because it makes it easy to see them in the water. But then it's a pain draining all the water out. Getting one under the ground would be much more convenient, but to do that you have to be lucky and just happen upon one, so far. I could up the chances in the config, but I don't want anomalies scattered everywhere, either. A way to detect them would make it so much easier!
Also, could someone tell me how to use those gun chargers to quick charge a gun? I pick them up all the time when killing robots, but I can't seem to find a way to make them charge up the guns I have. The only way so far I've been able to figure it out is using thermal expansion power charger to do it. Help please??
I have a question on the anomaly. These things don't seem to show up all that often in my world. Is there a way to locate or detect one, if you're out looking for it? That would make things very helpful, especially if you're looking to make a base, and want to use one for power. It would make things more convenient to have one relatively close to home.
The best way I've found so far is to be close to the water, because it makes it easy to see them in the water. But then it's a pain draining all the water out. Getting one under the ground would be much more convenient, but to do that you have to be lucky and just happen upon one, so far. I could up the chances in the config, but I don't want anomalies scattered everywhere, either. A way to detect them would make it so much easier!
Also, could someone tell me how to use those gun chargers to quick charge a gun? I pick them up all the time when killing robots, but I can't seem to find a way to make them charge up the guns I have. The only way so far I've been able to figure it out is using thermal expansion power charger to do it. Help please??
The energy packs automatically recharge a gun when you attempt to fire if it is empty (or has less energy than is needed for a single shot).
Rollback Post to RevisionRollBack
~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
Thank you. I never realized it loaded itself before. Strange the mod didn't offer a way to load it in, though. But that's fine....it's atleast working.
Question....if you look in NEI for this mod, mixed with all the other MO items, there are what looks to be structures. Residential building, base, matter extractor, power generator, scout ship, etc.
You can't seem to do anything with these. I tried to see if you can use them to spawn buildings as well while in creative, and that doesn't work either. Is there any use to these at all, or are they simply not implemented in the game yet??
---- Minecraft Crash Report ----
// Don't be sad. I'll do better next time, I promise!//
Description: Unexpected error
java.lang.IndexOutOfBoundsException
at java.nio.Buffer.checkIndex(Buffer.java:540)
at java.nio.DirectIntBufferU.get(DirectIntBufferU.java:253)
at net.minecraft.client.renderer.RenderGlobal.func_72712_a(RenderGlobal.java:350)
at net.minecraft.client.renderer.RenderGlobal.func_72732_a(RenderGlobal.java:294)
at net.minecraft.client.Minecraft.func_71353_a(Minecraft.java:2216)
at net.minecraft.client.Minecraft.func_71403_a(Minecraft.java:2146)
at net.minecraft.client.network.NetHandlerPlayClient.func_147282_a(NetHandlerPlayClient.java:240)
at net.minecraft.network.play.server.S01PacketJoinGame.func_148833_a(SourceFile:70)
at net.minecraft.network.play.server.S01PacketJoinGame.func_148833_a(SourceFile:13)
at net.minecraft.network.NetworkManager.func_74428_b(NetworkManager.java:212)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:2061)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:973)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:898)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at java.nio.Buffer.checkIndex(Buffer.java:540)
at java.nio.DirectIntBufferU.get(DirectIntBufferU.java:253)
at net.minecraft.client.renderer.RenderGlobal.func_72712_a(RenderGlobal.java:350)
at net.minecraft.client.renderer.RenderGlobal.func_72732_a(RenderGlobal.java:294)
at net.minecraft.client.Minecraft.func_71353_a(Minecraft.java:2216)
at net.minecraft.client.Minecraft.func_71403_a(Minecraft.java:2146)
at net.minecraft.client.network.NetHandlerPlayClient.func_147282_a(NetHandlerPlayClient.java:240)
at net.minecraft.network.play.server.S01PacketJoinGame.func_148833_a(SourceFile:70)
at net.minecraft.network.play.server.S01PacketJoinGame.func_148833_a(SourceFile:13)
at net.minecraft.network.NetworkManager.func_74428_b(NetworkManager.java:212)
-- Affected level --
Details:
Level name: MpServer
All players: 0 total; []
Chunk stats: MultiplayerChunkCache: 0, 0
Level seed: 0
Level generator: ID 00 - default, ver 1. Features enabled: false
Level generator options:
Level spawn location: World: (8,64,8), Chunk: (at 8,4,8 in 0,0; contains blocks 0,0,0 to 15,255,15), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511)
Level time: 0 game time, 0 day time
Level dimension: 0
Level storage version: 0x00000 - Unknown?
Level weather: Rain time: 0 (now: false), thunder time: 0 (now: false)
Level game mode: Game mode: creative (ID 1). Hardcore: false. Cheats: false
Forced entities: 0 total; []
Retry entities: 0 total; []
Server brand: ERROR NullPointerException: null
Server type: Integrated singleplayer server
Stacktrace:
at net.minecraft.client.multiplayer.WorldClient.func_72914_a(WorldClient.java:373)
at net.minecraft.client.Minecraft.func_71396_d(Minecraft.java:2444)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:927)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
-- System Details --
Details:
Minecraft Version: 1.7.10
Operating System: Windows 10 (amd64) version 10.0
Java Version: 1.8.0_25, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 176000376 bytes (167 MB) / 384397312 bytes (366 MB) up to 1060372480 bytes (1011 MB)
JVM Flags: 6 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 13, tallocated: 95
FML: MCP v9.05 FML v7.10.99.99 Minecraft Forge 10.13.4.1614 4 mods loaded, 4 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{9.05} [Minecraft Coder Pack] (minecraft.jar)
UCHIJAAAA FML{7.10.99.99} [Forge Mod Loader] (forge-1.7.10-10.13.4.1614-1.7.10.jar)
UCHIJAAAA Forge{10.13.4.1614} [Minecraft Forge] (forge-1.7.10-10.13.4.1614-1.7.10.jar)
UCHIJAAAA mo{0.4.2} [Matter Overdrive] (MatterOverdrive-1.7.10-0.4.2.jar)
GL info: ' Vendor: 'ATI Technologies Inc.' Version: '4.5.13464 Compatibility Profile Context 21.19.384.0' Renderer: 'AMD Radeon HD 7700 Series'
Launched Version: 1.7.10-Forge10.13.4.1614-1.7.10
LWJGL: 2.9.1
OpenGL: AMD Radeon HD 7700 Series GL version 4.5.13464 Compatibility Profile Context 21.19.384.0, ATI Technologies Inc.
GL Caps: Using GL 1.3 multitexturing.
Using framebuffer objects because OpenGL 3.0 is supported and separate blending is supported.
Anisotropic filtering is supported and maximum anisotropy is 16.
Shaders are available because OpenGL 2.1 is supported.
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Resource Packs: []
Current Language: English (US)
Profiler Position: N/A (disabled)
Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Anisotropic Filtering: Off (1)
Can any one tell me why my friend cant run the mod?
---- Minecraft Crash Report ----
// Don't be sad. I'll do better next time, I promise!//
Description: Unexpected error
java.lang.IndexOutOfBoundsException
at java.nio.Buffer.checkIndex(Buffer.java:540)
at java.nio.DirectIntBufferU.get(DirectIntBufferU.java:253)
at net.minecraft.client.renderer.RenderGlobal.func_72712_a(RenderGlobal.java:350)
at net.minecraft.client.renderer.RenderGlobal.func_72732_a(RenderGlobal.java:294)
at net.minecraft.client.Minecraft.func_71353_a(Minecraft.java:2216)
at net.minecraft.client.Minecraft.func_71403_a(Minecraft.java:2146)
at net.minecraft.client.network.NetHandlerPlayClient.func_147282_a(NetHandlerPlayClient.java:240)
at net.minecraft.network.play.server.S01PacketJoinGame.func_148833_a(SourceFile:70)
at net.minecraft.network.play.server.S01PacketJoinGame.func_148833_a(SourceFile:13)
at net.minecraft.network.NetworkManager.func_74428_b(NetworkManager.java:212)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:2061)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:973)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:898)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at java.nio.Buffer.checkIndex(Buffer.java:540)
at java.nio.DirectIntBufferU.get(DirectIntBufferU.java:253)
at net.minecraft.client.renderer.RenderGlobal.func_72712_a(RenderGlobal.java:350)
at net.minecraft.client.renderer.RenderGlobal.func_72732_a(RenderGlobal.java:294)
at net.minecraft.client.Minecraft.func_71353_a(Minecraft.java:2216)
at net.minecraft.client.Minecraft.func_71403_a(Minecraft.java:2146)
at net.minecraft.client.network.NetHandlerPlayClient.func_147282_a(NetHandlerPlayClient.java:240)
at net.minecraft.network.play.server.S01PacketJoinGame.func_148833_a(SourceFile:70)
at net.minecraft.network.play.server.S01PacketJoinGame.func_148833_a(SourceFile:13)
at net.minecraft.network.NetworkManager.func_74428_b(NetworkManager.java:212)
-- Affected level --
Details:
Level name: MpServer
All players: 0 total; []
Chunk stats: MultiplayerChunkCache: 0, 0
Level seed: 0
Level generator: ID 00 - default, ver 1. Features enabled: false
Level generator options:
Level spawn location: World: (8,64,8), Chunk: (at 8,4,8 in 0,0; contains blocks 0,0,0 to 15,255,15), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511)
Level time: 0 game time, 0 day time
Level dimension: 0
Level storage version: 0x00000 - Unknown?
Level weather: Rain time: 0 (now: false), thunder time: 0 (now: false)
Level game mode: Game mode: creative (ID 1). Hardcore: false. Cheats: false
Forced entities: 0 total; []
Retry entities: 0 total; []
Server brand: ERROR NullPointerException: null
Server type: Integrated singleplayer server
Stacktrace:
at net.minecraft.client.multiplayer.WorldClient.func_72914_a(WorldClient.java:373)
at net.minecraft.client.Minecraft.func_71396_d(Minecraft.java:2444)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:927)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
-- System Details --
Details:
Minecraft Version: 1.7.10
Operating System: Windows 10 (amd64) version 10.0
Java Version: 1.8.0_25, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 176000376 bytes (167 MB) / 384397312 bytes (366 MB) up to 1060372480 bytes (1011 MB)
JVM Flags: 6 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 13, tallocated: 95
FML: MCP v9.05 FML v7.10.99.99 Minecraft Forge 10.13.4.1614 4 mods loaded, 4 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{9.05} [Minecraft Coder Pack] (minecraft.jar)
UCHIJAAAA FML{7.10.99.99} [Forge Mod Loader] (forge-1.7.10-10.13.4.1614-1.7.10.jar)
UCHIJAAAA Forge{10.13.4.1614} [Minecraft Forge] (forge-1.7.10-10.13.4.1614-1.7.10.jar)
UCHIJAAAA mo{0.4.2} [Matter Overdrive] (MatterOverdrive-1.7.10-0.4.2.jar)
GL info: ' Vendor: 'ATI Technologies Inc.' Version: '4.5.13464 Compatibility Profile Context 21.19.384.0' Renderer: 'AMD Radeon HD 7700 Series'
Launched Version: 1.7.10-Forge10.13.4.1614-1.7.10
LWJGL: 2.9.1
OpenGL: AMD Radeon HD 7700 Series GL version 4.5.13464 Compatibility Profile Context 21.19.384.0, ATI Technologies Inc.
GL Caps: Using GL 1.3 multitexturing.
Using framebuffer objects because OpenGL 3.0 is supported and separate blending is supported.
Anisotropic filtering is supported and maximum anisotropy is 16.
Shaders are available because OpenGL 2.1 is supported.
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Resource Packs: []
Current Language: English (US)
Profiler Position: N/A (disabled)
Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Anisotropic Filtering: Off (1)
Can any one tell me why my friend cant run the mod?
I'm trying to connect the machines on a server I'm on but they don't seem to be connecting properly. I tried it with a single player survival and creative game. In the creative game they connect fin but in survival they don't. Here are screenshots to show you. Top is creative and bottom is survival(with cheats for easy showing).
I'm trying to connect the machines on a server I'm on but they don't seem to be connecting properly. I tried it with a single player survival and creative game. In the creative game they connect fin but in survival they don't. Here are screenshots to show you. Top is creative and bottom is survival(with cheats for easy showing).
Oh my!! please please do not let this awesome mod die!!, I still see some 1.9.4 builds in the GitHub, this along with WarpDrive make a killing tech combination for 1.7.10, please port it to 1.10.x....
Nonetheless, thank you very very much Simeon!! I had lot of fun with your work!!! best of luck in your new projects!
I am playing this via the Revenge of the C Team modpack, and enjoying it greatly. My biggest issue is finding documentation explaining GUI's and upgrades. Specifically I am working on the fusion reactor......
On the gui, is the red side simply the RF currently being stored in the controller? The matter side I am also equally confused...I do not understand what it signifies at at all, I thought it was the total matter input etc, but if the decomposers clog up with dust for example it simply resets......I really don't get it's purpose. I am having a hard time understanding the process, and how to use this gui for efficiency. Lastly what upgrades will help me get the best efficiency on the controller and decomposers? Lastly do you forever have to be feeding the singularity to generate power? What is the best way of removing dust? matter overdrive cables, or itemducts? I still don't understand the matter stuff fully, as I have just started this. Thanks.
so, I know that the mod is done with 1.7.10, but, is there any chance that you can add in compatibility with computercraft for some sort of "holodeck" programming? it could use the matter replicator to magically place the blocks, or, they could be some sort of force field type block.
When we throw a nether star into the gravitational anomaly, is it supposed to disappear?
Yes, as stated here on the website: https://mo.simeonradivoev.com/items/gravitational_anomaly/
I'm curious though, what made you think to even try that without seeing it on the website before hand?
I just installed your mod a day or so ago and I like it so far, when I saw this mod added a phaser I got really exited... only to be disappointed that the phaser it added was not the original series phaser. to be blunt, I'm asking you to add it.
It sure would be nice if we had some grenades don't you think?
Hey guys, I think this mod looks amazing! But I was hoping that you'll still update 1.7.10 with all the big stuff, since I am building a pack based around technology, automation, and of course, a touch of magic!
BTW on github I'm GreninjaGuy, and I made a post there about spaceships! Lol hope you guys read this and my other post.
I just installed and ran Revolution 3 for the first time, and while looking through the weapon library, I found your mod. I'm almost giddy with the amount of new things to do in this pack, but I have one question so far about your mod in particular.
Why do the weapons drain their charge when firing in Creative mode? Nothing else I'm aware of as of posting this drains charge in Creative. I've been through Techguns and a few other mods. Is it something you haven't gotten around to yet? Do you plan to implement it? I don't want to set up the machinery just yet if I don't have to.
this mod version for 1.7.10 is dead so don't bother.
it was left unfinished ,WIP not to mention very bugged
I haven't found too many bugs with it, really. Although I do wish they hadn't completely abandoned this version before fixing the bugs that do exist, especially considering how long ago they were reported.
~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
I have a question on the anomaly. These things don't seem to show up all that often in my world. Is there a way to locate or detect one, if you're out looking for it? That would make things very helpful, especially if you're looking to make a base, and want to use one for power. It would make things more convenient to have one relatively close to home.
The best way I've found so far is to be close to the water, because it makes it easy to see them in the water. But then it's a pain draining all the water out. Getting one under the ground would be much more convenient, but to do that you have to be lucky and just happen upon one, so far. I could up the chances in the config, but I don't want anomalies scattered everywhere, either. A way to detect them would make it so much easier!
Also, could someone tell me how to use those gun chargers to quick charge a gun? I pick them up all the time when killing robots, but I can't seem to find a way to make them charge up the guns I have. The only way so far I've been able to figure it out is using thermal expansion power charger to do it. Help please??
The energy packs automatically recharge a gun when you attempt to fire if it is empty (or has less energy than is needed for a single shot).
~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
Thank you. I never realized it loaded itself before. Strange the mod didn't offer a way to load it in, though. But that's fine....it's atleast working.
Why do legendary android parts only come as melee android parts and can you make ranged legendary android parts
Question....if you look in NEI for this mod, mixed with all the other MO items, there are what looks to be structures. Residential building, base, matter extractor, power generator, scout ship, etc.
You can't seem to do anything with these. I tried to see if you can use them to spawn buildings as well while in creative, and that doesn't work either. Is there any use to these at all, or are they simply not implemented in the game yet??
Help! I'm a noob at this mod and I need to understand the hole building a base thing! Someone plz help!
---- Minecraft Crash Report ----
// Don't be sad. I'll do better next time, I promise!//
Description: Unexpected error
java.lang.IndexOutOfBoundsException
at java.nio.Buffer.checkIndex(Buffer.java:540)
at java.nio.DirectIntBufferU.get(DirectIntBufferU.java:253)
at net.minecraft.client.renderer.RenderGlobal.func_72712_a(RenderGlobal.java:350)
at net.minecraft.client.renderer.RenderGlobal.func_72732_a(RenderGlobal.java:294)
at net.minecraft.client.Minecraft.func_71353_a(Minecraft.java:2216)
at net.minecraft.client.Minecraft.func_71403_a(Minecraft.java:2146)
at net.minecraft.client.network.NetHandlerPlayClient.func_147282_a(NetHandlerPlayClient.java:240)
at net.minecraft.network.play.server.S01PacketJoinGame.func_148833_a(SourceFile:70)
at net.minecraft.network.play.server.S01PacketJoinGame.func_148833_a(SourceFile:13)
at net.minecraft.network.NetworkManager.func_74428_b(NetworkManager.java:212)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:2061)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:973)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:898)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at java.nio.Buffer.checkIndex(Buffer.java:540)
at java.nio.DirectIntBufferU.get(DirectIntBufferU.java:253)
at net.minecraft.client.renderer.RenderGlobal.func_72712_a(RenderGlobal.java:350)
at net.minecraft.client.renderer.RenderGlobal.func_72732_a(RenderGlobal.java:294)
at net.minecraft.client.Minecraft.func_71353_a(Minecraft.java:2216)
at net.minecraft.client.Minecraft.func_71403_a(Minecraft.java:2146)
at net.minecraft.client.network.NetHandlerPlayClient.func_147282_a(NetHandlerPlayClient.java:240)
at net.minecraft.network.play.server.S01PacketJoinGame.func_148833_a(SourceFile:70)
at net.minecraft.network.play.server.S01PacketJoinGame.func_148833_a(SourceFile:13)
at net.minecraft.network.NetworkManager.func_74428_b(NetworkManager.java:212)
-- Affected level --
Details:
Level name: MpServer
All players: 0 total; []
Chunk stats: MultiplayerChunkCache: 0, 0
Level seed: 0
Level generator: ID 00 - default, ver 1. Features enabled: false
Level generator options:
Level spawn location: World: (8,64,8), Chunk: (at 8,4,8 in 0,0; contains blocks 0,0,0 to 15,255,15), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511)
Level time: 0 game time, 0 day time
Level dimension: 0
Level storage version: 0x00000 - Unknown?
Level weather: Rain time: 0 (now: false), thunder time: 0 (now: false)
Level game mode: Game mode: creative (ID 1). Hardcore: false. Cheats: false
Forced entities: 0 total; []
Retry entities: 0 total; []
Server brand: ERROR NullPointerException: null
Server type: Integrated singleplayer server
Stacktrace:
at net.minecraft.client.multiplayer.WorldClient.func_72914_a(WorldClient.java:373)
at net.minecraft.client.Minecraft.func_71396_d(Minecraft.java:2444)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:927)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
-- System Details --
Details:
Minecraft Version: 1.7.10
Operating System: Windows 10 (amd64) version 10.0
Java Version: 1.8.0_25, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 176000376 bytes (167 MB) / 384397312 bytes (366 MB) up to 1060372480 bytes (1011 MB)
JVM Flags: 6 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 13, tallocated: 95
FML: MCP v9.05 FML v7.10.99.99 Minecraft Forge 10.13.4.1614 4 mods loaded, 4 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{9.05} [Minecraft Coder Pack] (minecraft.jar)
UCHIJAAAA FML{7.10.99.99} [Forge Mod Loader] (forge-1.7.10-10.13.4.1614-1.7.10.jar)
UCHIJAAAA Forge{10.13.4.1614} [Minecraft Forge] (forge-1.7.10-10.13.4.1614-1.7.10.jar)
UCHIJAAAA mo{0.4.2} [Matter Overdrive] (MatterOverdrive-1.7.10-0.4.2.jar)
GL info: ' Vendor: 'ATI Technologies Inc.' Version: '4.5.13464 Compatibility Profile Context 21.19.384.0' Renderer: 'AMD Radeon HD 7700 Series'
Launched Version: 1.7.10-Forge10.13.4.1614-1.7.10
LWJGL: 2.9.1
OpenGL: AMD Radeon HD 7700 Series GL version 4.5.13464 Compatibility Profile Context 21.19.384.0, ATI Technologies Inc.
GL Caps: Using GL 1.3 multitexturing.
Using framebuffer objects because OpenGL 3.0 is supported and separate blending is supported.
Anisotropic filtering is supported and maximum anisotropy is 16.
Shaders are available because OpenGL 2.1 is supported.
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Resource Packs: []
Current Language: English (US)
Profiler Position: N/A (disabled)
Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Anisotropic Filtering: Off (1)
Can any one tell me why my friend cant run the mod?
Hears the crash report.
try dropping forge back to 1566.
I'm trying to connect the machines on a server I'm on but they don't seem to be connecting properly. I tried it with a single player survival and creative game. In the creative game they connect fin but in survival they don't. Here are screenshots to show you. Top is creative and bottom is survival(with cheats for easy showing).
https://puu.sh/tpiGE/75cd1b8dc7.png
https://puu.sh/tpiPC/54eaa6bb0a.png
Anyone know why this is happening?