• 1

    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from TimDual»

    Reika, can you please fix the issue that arises when thaumic tinkerer, thaumic horizons, and one of your mods are installed at the same time?



    You'll need to specify what issue would need a fix first.

    So you'd be required to provide information like a crash report...


    (Judging from the mods you named you might also want to check if the 'issue' you have is an ID conflict... there are configs... ; Also: Thaumic Horizons is kinda dead and was left in quite a buggy state - you'll find it has many bugs and none of them is likely to ever get fixed)
    Posted in: Minecraft Mods
  • 1

    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Trellinane»
    Also, I seem to be having an issue with the RF transfer cables in Revolution 3.4.4. When I attempt to set the transfer limit on the cable network it will only allow me to set it to 2.130 GRF/tick. If I try to go over this it resets to 0. Anything under this amount seems fine. Not really an issue for most applications but the particular cable involved is coming from the turbine generator to an RF Battery. Is this according to design intent or is there an issue here?


    2.1 GRF/t is the maximum due to how the RF API works - the internal calculations are based on (signed) Integers and Doubles, both of which have maximum absolute values of 2^31 - 1. As a result the highest possible transfer rate is exactly 2.147.483.647 RF per Tick ;)

    (Some storages can go above this value by using different data types (longs, BigInts, etc) or storing energy in thousands (kRF))



    To put it simple: There are technical reasons for it and 'fixing' that behaviour could cause serious issues when interacting with other RF-based systems.

    Posted in: Minecraft Mods
  • 1

    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Zimbalza»

    Installed Forge 1614, another crash just as before. This has been quite a challenge so far.


    I really don't get it anymore... something like that should be impossible without any (poorly coded) Coremod interfering... Forestry is failing internally, when noone else seems to have that problem (judging from a quick search through some Forums).
    You absolutely sure this only happens when ExtraUtillities, Forestry and DragonAPI are loaded together? (Because that combination is running perfectly fine for me with about 250 mods on top of it).
    As I'm running out of ideas, the only thing I can suggest is trying to find the minimum setup required for it to happen and search from there... (aka pinpointing the cause by removing mods until the crash stops or rebuilding the currently crashing setup until it starts crashing again to find the mod responsible). If you are willing to go that route, just a few tips: First try removing mods in packets of ~5 a time (NOT the 'core', 'api' and 'lib' ones and of course also none of the mods already known to be involved) until it stops happening (then re-add mods from the last packet until you find the offender) or you're down to only the libraries/base-mods, then start removing those one at a time until the 'bad' one is found...
    [Personally I suspect it to be one of the 'less-known' mods as otherwise someone else should have already run into this crash...]

    Sorry that I can't be of much help in this case... :(

    Posted in: Minecraft Mods
  • 1

    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)

    Quote from Zimbalza >>

    Looking at the Gendustry downloads on curse shows the up-to-date file is 1.6.3.132-mc1.7.10 and should be the one I am using. Is there another one elsewhere?



    Nah, forget what I said there... *derp* [Note to self: stop trying to help people with crashes at 2am]
    Could you update Forge to .1614 (latest; instead of recommended) and see if that does anything?
    What's really strange about this is that the JVM seems to be unable to find one of Forestrys nested classes... one that's definitely there...

    @Reika
    Elite Artefact/Thargoid Mechanics in CC? Count me in! :D

    ...

    Everyone! The Chromaticraft v17 Hypetrain leaves the station right now! ^.^
    Posted in: Minecraft Mods
  • 2

    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Flabort»
    *snip*

    Reika stated some time ago, that he is not really willing to update at the moment. Also when (or if) he does, he will not rewrite his mods (which he would have to do under normal curcumstances considering the magnitude of the changes made to MC), but instead change DragonAPI to double as a compat layer between the games updated code and his mods'.
    Posted in: Minecraft Mods
  • 1

    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from szutakabra»

    Do you also have a conflict ID ( BiomesOPlenty-1.7.10-2.1.0.1889-universal ) vs (ChromatiCraft 1.7.10 V16d ) ?


    I don't think there's any mod whose default biome ids don't conflict with BoP xD
    What I can recommend when you aren't used to fixing ID conflicts the 'classic' way is AntiIDConflict - it's a quite handy as it not only list conflicting Biomes but also free IDs (Just run with it once, let it crash, then just look through the created lists and change theids accordingly) :)
    Posted in: Minecraft Mods
  • 1

    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from szutakabra»
    *snip*


    1. Please use pastebin (or at least spoilers) for logfiles.

    2. Try disabling the rotarycraft module in the aobd.cfg and see if that helps ;)

    Posted in: Minecraft Mods
  • 1

    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Zsashas»

    Gotta love that Capture Star. My daughter thought it was hilarious when I showed her the unicorn was carrying floating in front of me.


    Also, is there any reason to NOT use the multi repeaters over single-color ones?



    They have higher loss rates than the normal ones. (Although it is minor compared to the tediousness of having to build 5 parallel repeater lines over multiple hundreds of blocks like I did the first time playing with CC :D)

    Posted in: Minecraft Mods
  • 1

    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Zopyrus_Gaming»

    hey raike, i have problems whit my mc server whit you mods. Can you help me?




    When you want help with mods from anyone, you should provide the servers logs - otherwise it is quite impossible to give you any info more precise than 'something obviously doesn't work as you expected' ;)

    Posted in: Minecraft Mods
  • 1

    posted a message on Thaumic Horizons v1.1.9 (Thaumcraft 4 addon)
    Quote from KsterTheSlayer»

    Maybe you could add a reference to fallout and make an item thats stronger than that soap stuf, called warp-x. (Like rad-x but for warp)


    Quote from Lesnoy»

    please, don't mix Fallout with everything, I can understand, you are under inspiration, but just no. Thaum 4 doesn't fit to fallout.

    Moreover, warp is a payment for power, you should either pay the price, or go away. Cheating should be near impossible.


    That ^^
    But still there is already something like that. The Charged Aura Cleaner from ChromatiCraft is capable of preventing all warp induced debuffs and buffs from happening. And in that case I'd say it is even balanced. It's an endgame Item that requires you to complete TC and CC (the latter of wich is extremely work and time intensive to complete). There I think "great power can counter another great power" so it is OK. But an item that can just be created by an infusion and gets rid of all warp effects forever? No thanks. ;)
    Posted in: Minecraft Mods
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