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    posted a message on AoA--25 New Dimensions• 330 Mobs• 27 Bosses• Skills• Quests• 600+Items [LARGE Bugfix Update, May 2018]
    Crash report:



    This was while holding a guilded shadow banner, i had just placed the banner then tried to break it in creative with the banner in hand. May have caused the crash. Using regular axe in creative broke it just fine. So maybe the 2 entities hiting each other have a bug?

    Crash Log
    Posted in: Minecraft Mods
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    posted a message on Camouflaged Creepers Mod
    You may want to re-evaluate what mob your creepers use, I get



    Initializing game

    java.lang.IllegalArgumentException: ID is already registered: 30
    Posted in: Minecraft Mods
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    posted a message on Looking to build out a True OilCraft (oilfield type mod)
    I guess I wanted it to be a tedious process to aquire oil, and then be able to make it into a fuel that could be used to maybe power generators. Just another alternate eu/rf power generation. Your pumper jack is awesome btw. A bit small to scale but its a hell of a start. Its the process to make it all that would make it fun I would think. Buildcraft just sucks and oil is lame in it. But this would be as intensive as breading bee's in forestry. I mean I'd want it to require a bit of know how and work. No easy throw a pump and tank down and your down nonsense.

    The whole point of the grill would be to just have fun with it. Cook up some hamburgers as a laugh. But several various strength diesel and gas generators for power could work. Have the machines require oil lubrication so they needed oil as a byproduct of power production. It can all be done.
    Posted in: Requests / Ideas For Mods
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    posted a message on Looking to build out a True OilCraft (oilfield type mod)
    Everyone knows buildcraft has oil but its a really basic and dull concept, not to mention zero visual representations of what is actually going on in the oil field. My idea is create a base for oil extraction, filtering, containing and ultimately production for use in harvesting ores and using as fuel pretty much the same as everything else but have the sophisticated approach the oilfield would employ.

    The idea would be great then having a singular found oil deposit that you simply extracted. This too me is just too easy and is boring. My concept is to have oilfields. A field would be distinctly different as the area of ground you found would be grainy dark and murky implying oil ore various found petroleum or underground gas pocket was present. These of course would be key towards biomes in look and feel so the textures matched.

    The premise is you could build a seismographer type machine or scanner that took readings for the area; sizing up the deposit and the contents of the field. Weather it be crude, petroleum gas, paraffin, or waste product. Once the scan was complete you would then need to decide your build plan from their. Obviously various types of equipment may be needed as extraction situations varied.

    Step one would be to (if you wanted too or maybe required) is set up a perimeter using markers for the lease location. You would then set up a mining platform which would mine the well. Since obviously we don't need to have a true rig in minecraft, a minimal derrick with a mechanical feel would suffice. Once the oil was tapped the machine would shut down and all the pipe/drilling head and such would retraction from the mining process (similar to ic2). Once the hole is drilled you could replace the rig on the platform with an oil pump-jack of two varieties. Verticle or horizonal horsehead.

    At this point you would need to establish a treater building to filter the oil/water separation process into tanks on your oil well location, and would also need to run a flare line (pipe out to a burning pit) to flare off the gas. Or we could implement a gas tank to also store pressured gas on location coming from the well which could be canned/piped into a compressor to give us a useable methane/butane natural gas to power machines/furances.

    At this point we would have oil tanks full of crude. The crude would have to undergo a refining process that would break down its components into various types that we could use. Oil, gas, petriolium, solvent, parafin for other purposes etc.



    So now you ask what do we do once the oil is used. During the extraction having the ground desnity/murkyness change as it depletes letting the land look normal such as dirt or just plan scoria rock. Since the process for all this could be keyed to be lengthy instead of depleting we could also implement a fracking process on our oil platform that we could build a depth charge to be used with the well that would break open additional resources to extract. Obvious not as intrusive as the real thing but something to keep it going.

    For the entire process then we have this:

    Find field > scan field > place platform > drill oil > tap oil > build additional location resources > connect it all with pipes n such > manufacture byproducts > use in various existing machines or new ones.

    We would defintely need a new grill for cooking food that uses propane, a new furnace that smelted ore using the fuel, a blast furance that use the natural gas + oil to achieve dusts at a specific rate. A process to create biofuels for other mods such as forestry. And maybe we could even add a magic touch and during extract collect and filter out ram thaumic material that converts to all the elements it needs and have a separate tank for that.

    If anyone wants to review the mod with me I would love to hear your thoughts. I would like round tanks, a moving pumperjack, and more to it then a few squares. Ic2+bc meets gregtech + mekanism type models. In any case hope someone interested picks this up, I'd love to see it in minecraft someday even If I can't pick up on java enough to start the project myself. I am however a 3d model and texture artist IRL.

    Feel free to hit me up directly on here just toss me a pm
    Posted in: Requests / Ideas For Mods
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    posted a message on [1.7.10][TC4][AE2]Thaumic Energistics
    Thanks for the response.
    Posted in: WIP Mods
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    posted a message on [1.7.10][TC4][AE2]Thaumic Energistics
    Got a crash for ya. http://pastebin.com/GqwsfHp5
    Posted in: WIP Mods
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    posted a message on [v1.9.9] SecurityCraft~ Security cameras, Retinal scanners, and more!
    This mod is not compatible with Malisis Doors mod. It has elements similar to your but has custom doors/hatches etc. In any case here is the crash log for the 2 mods colliding.

    http://pastebin.com/zsSJsbZf
    Posted in: Minecraft Mods
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    posted a message on RandomAdditions Alpha v0.11.23 - Adding a new energy system including machines, tools and new enchantments
    Tha's a big negative, that file does not work on a cauldron forge server.. see below:

    ... 5 more
    Caused by: java.lang.ClassNotFoundException: com.creativemd.randomadditions.common.subsystem.client.SubGui
    at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:191)
    at java.lang.ClassLoader.loadClass(Unknown Source)
    at java.lang.ClassLoader.loadClass(Unknown Source)
    ... 35 more
    Caused by: java.lang.RuntimeException: Attempted to load class com/creativemd/randomadditions/common/subsystem/client/SubGui for invalid side SERVER
    at cpw.mods.fml.common.asm.transformers.SideTransformer.transform(SideTransformer.java:51)
    at net.minecraft.launchwrapper.LaunchClassLoader.runTransformers(LaunchClassLoader.java:279)
    at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:176)
    ... 37 more
    Posted in: Minecraft Mods
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    posted a message on RandomAdditions Alpha v0.11.23 - Adding a new energy system including machines, tools and new enchantments
    When running your mod on a server by itself or with OperBlocks the minute I place your mehcanical furance the server dies. This is the only block I try since its already killing it. Here is what I get, I tested with only openblocks and randomadditions to isolate the occurance. Client side works fine, but once I'm running it server side, el crasho happens.

    Crash Log: http://pastebin.com/U8DT11Ah

    Forge Log: http://pastebin.com/Qu57ZMah
    Posted in: Minecraft Mods
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    posted a message on Ev3rCraft 1.6.2 (90.0% Vanilla) The rest is twisted...
    Server Address: play.ev3rcraft.us

    Vanilla with a twist!. Rocking a 32gb dedicated fast server on a 100mbit connection that never goes down. This server is owned and ran by myself, an adult veteran server owner. What you get by joining us me:

    24/7 uptime
    No Rules
    No Whitelist
    No Moderators
    No Admins
    PVP only works at night!!!!

    Random First World Spawn
    No MapSize Limit (Respectively)


    Commands:
    - /sethome and /delhome
    - /ping
    - /mount (horse, donkey, zombie, etc)


    If you choose to donate use the website or the store to purchase some upgrades / perks. Nothing to giving but definitely gets you some help.


    Hack clients such as nodus and the like are not vanilla, nor bukkit, nor any form of fair gameplay to you or to others. If you are caught attempting to use a hacked client regardless of any rules you will be banned from the server without warning. You will only get this warning once.
    Posted in: PC Servers
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    posted a message on Ars Magica v5.52.014 (Updated August 2) (1.5.2)
    I keep getting this error in in my client when click on the ars magic tab in creative for the parts. The rune looking tab. I have changed every last id and nothing. I do know that this error doesn't occur without thermal expansion but does when added in. But when ran just with arsmagic and thermal expansion and bc it works fine. So this could be entirely a mix/match bug between several mods. But I can't figure out what.

    java.lang.ClassCastException: mithion.arsmagica.items.ArsMagicaItem cannot be cast to buildcraft.transport.ItemPipe
    at buildcraft.transport.render.PipeItemRenderer.renderPipeItem(PipeItemRenderer.java:25)
    at buildcraft.transport.render.PipeItemRenderer.renderItem(PipeItemRenderer.java:91)
    at net.minecraftforge.client.ForgeHooksClient.renderInventoryItem(ForgeHooksClient.java:158)
    at net.minecraft.client.renderer.entity.RenderItem.func_82406_b(RenderItem.java:441)
    at net.minecraft.client.gui.inventory.GuiContainer.drawSlotItem(GuiContainer.java:455)
    at net.minecraft.client.gui.inventory.GuiContainer.func_74192_a(GuiContainer.java:442)
    at net.minecraft.client.gui.inventory.GuiContainer.func_73863_a(GuiContainer.java:145)
    at net.minecraft.client.renderer.InventoryEffectRenderer.func_73863_a(SourceFile:31)
    at net.minecraft.client.gui.inventory.GuiContainerCreative.func_73863_a(GuiContainerCreative.java:664)
    at net.minecraft.client.renderer.EntityRenderer.func_78480_b(EntityRenderer.java:1021)
    at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:871)
    at net.minecraft.client.Minecraft.run(Minecraft.java:760)
    at java.lang.Thread.run(Unknown Source)
    --- END ERROR REPORT 2c5939f5 ----------
    Posted in: Minecraft Mods
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    posted a message on 1.5.1 Bukkit Server - 24/7 - US Based - Economy, Bosses, Shops, McMMO, Tons more, Bungeecord
    http://www.buildception.com/survival

    IP: play.buildception.com

    We offer a finely tuned pick of plugins, ranging from jobs to custom mob hunts and bosses, we try to tailor to everyone weather you enjoy just building or fighting bosses you can choose your play style or even pick an alternate bungee server to portal to to play on whenever you want while logged in. We have an adult staff to handle things (age 27-31), we run on a powerful dedicated server so there is no downtime.

    We also run a set of update once a week just to make sure things are working properly.

    We run a 32gb dedicated with 100/100 mbit backend. Daily full backups and redundancy for those interested.


    Currently there is no whitelist, hopefully we won't need it.
    Posted in: PC Servers
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    posted a message on Is Tekkit illegal?
    Distributing mods isn't illegal, and authors cannot claim it is because they do not hold physical copyright on the material, nor can they. They hold intellectual copyright. And since its not their game, the authors mods uses the api of minecraft and without it is nothing more then a dead code snippet that's an extension of nothing.

    Unless the authors required an NDA signed when downloading there mod, the only thing authors hold is the hope that people will respect the intellectual copyrights the courts have in place. And in the end doesn't amount to jack.

    The only thing tekkit did illegal was distribute the minecraft.jar which is easily circumventable if you program the launcher to incorporate the mods after login.

    So you can make a pack any day of the week without anyways permission since its a mod, and not a game.

    Hope this clears up the matter for the internet community.
    Posted in: Mods Discussion
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    posted a message on Biomes O' Plenty - Over 50 new biomes, with new trees, plants, mobs, and more!
    To the OP. Regarding what is happening with Twilight overlapping into the main world its not a bug. And I actually use it because I like some of the biomes in the overworld.

    Stock minecraft uses biomes id's 0-32 roughly for vanilla.
    ExtraBiomesXL uses 32-59 roughyl
    TwilightForest uses 60-80 for example

    Your mod comes with predefined ID's, say your shrublands has a id of 50, and twilight uses 50 for its magic biome. Well since twilight is a secondary biome that isn't spawned in the overworld biomes-oh-plenty will use that mods biome id that it overlaps with.

    Why it works specifically this way is likely due to which mod forge loads first and would work in tandem the same way if the mods lodded differently.

    Basically the only way to fix this is to give each mod, extrabiomes, biomes-o-plenty, highlands, twilightforest, wtiches and more, a lined up biome id so that all the mods biomes are in order and don't conflict. To fix all the issues people are having realistically you could put your biome id's from 190-255 and they would never interfere with anything.Also, This latest update from 0.4.0 to 0.4.2 your mod broke my seed. I had specific biomes disabled and you added more biomes along with a very cool holy biome. Well now my new map area's spawn crazy like. I tried to disable the new biomes so that the seed didn't try to use them but alas no change.

    Did you change anything else for biome identifiers other then just add new ones? I've never disabled biomes before so this was new but whatever else changed completely broke my new generated map on my live server so i may just be forced to start over. As long as I stay with 0.4.0 I'm fine.
    Posted in: Minecraft Mods
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