• 1

    posted a message on Ztones v.2.2.1 [Decorative Blocks][16x]

    Any hope of a 1.8.x version in the near future? Many modders seem to be making the move, and since Ztones mainly just adds textured non-model blocks the shift should actually be relatively painless.

    Posted in: Minecraft Mods
  • 1

    posted a message on John Smith: Legacy [JSTR - Mod support (FTB, Tekkit, AT .etc.)][Community GitHub Project]

    Hey, I'm having weird issues using the latest download of JSTR with the latest 1.7.10 Optifine. There seems to be some kind of issue with the CTM system: When I turn connected textures on, stone and wooden vanilla buttons have no texture. When I turn it off, they have a texture again.


    I have reproduced this bug below in a test world containing only Optifine and the 1.7.10 JSTR download from the website.


    Does anyone know why this occurs or how I can fix this?


    [EDIT] Alright, I've tried several versions of Optifine and whatever broke its handling of the button CTM appears to have happened in the transition from the A-versions to the B-versions. Since I haven't found any other errors so far, I'll just delete the CTM folder for the stone and wooden buttons.

    Posted in: Resource Packs
  • 0

    posted a message on Factorization 0.8.108

    Hello there!


    I absolutely love the automatic-crafting systems that this mod has - they're neither quite so simple, single-purpose and boring as the standard automatic-workbench, or so adaptable, easy, and boring as turtles. They've actually got mechanics.


    (The Compression Crafter especially I'm loving the hell out of - as far as I can tell, it's the only crafting machine that can be used to design a machine that can craft any recipe based fully on automatic control, whereas AE requires manually-preset crafting patterns and turtles/robots are boring single-blocks with no internal mechanics.)


    I've already built a large assembly line for crafting various objects based on 3x3 moving frame platforms which have blocks and barrels stamped onto them and moved around with Pistronics gantries, before being lifted up and placed in Compression Crafter rings. Sort of a giant, industrial replacement for the old CraftPacket system.


    I do have a couple requests - between the Mixer, Packager, Stamper, and CCrafter you do seem to be missing a basic machine. Could there be some kind of "Milling Machine" or "Machining Station" which uses "tool" items? You know, things like TCon chisels, Gregtech tools, Harvestcraft cookware, those kinds of items that aren't used up in crafting. You'd be able to designate certain slots in the crafting grid for tools, which would be kept in those slots and used for crafting. Possibly there would be a simpler version for shapeless recipes, where you'd simply designate "use these tools for each crafting step, nevermind where you put them."


    I'm trying to build a fully automatic kitchen for arbitrary Harvestcraft foods, which would be very easy - they're virtually all shapeless recipes, so I could just use a device to dump the various ingredients into a Mixer - but the Mixer can't use Harvestcraft pots and things.


    I know these next two are a bit of a stretch, because your mod doesn't have any systems for dealing with fluids, but:


    Also, could you add the ability to craft with liquids? There are several recipes which require them (for instance, Harvestcraft has some things that require water or milk) but - without hacking up an auto-bucketing system and then another one to reclaim the buckets, which is inelegant - there's no way to use these in your crafting devices. The logical extension to the existing system would probably be to allow the use of tanks inside the Compression Crafter as well as barrels. Some kind of extension to the existing crafting machines to allow use of liquids would also be nice - certainly, it makes logical sense to allow the Mixer, or something like it, to have liquid inputs.


    And though I know this is even more of a stretch, but could it be possible to have a device which moves precise amount of liquids on a per-pulse basis, like a liquid version of the Item Shifter? No mod currently seems to include this, but it would be extraordinarily helpful in, for instance, precise mixing of Tinker's Construct alloys.


    By the way, the servos are super cool; they're a nice middle ground between fully autonomous turtles and drones and stationary redstone contraptions. Just thought I should compliment you on that.

    Posted in: Minecraft Mods
  • 0

    posted a message on Carpenter's Blocks
    Would it be possible to add Carpenter's Signs in a later release? It seems quite odd that the only kind of texture available for signage in Minecraft is "wooden oak planks" - which looks rather jarring in many builds. The ability to apply a texture to signs - iron, say, or white wool with a wooden border, or other textures of that nature - would be very welcome.
    Posted in: Minecraft Mods
  • 0

    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Just a quick bug report. When combining Rotarycraft and Buildcraft, the game fails to start.

    Minecraft 1.7.10
    Forge 10.13.2.1232
    DragonAPI 1.7.10 V2
    Rotarycraft 1.7.10 V2
    Buildcraft 6.1.2

    Caused by: java.lang.NoSuchMethodError: buildcraft.api.recipes.IRefineryRecipeManager.addRecipe(Ljava/lang/String;Lnet/minecraftforge/fluids/FluidStack;Lnet/minecraftforge/fluids/FluidStack;II)V

    Crashlog:
    ---- Minecraft Crash Report ----
    // Don't be sad. I'll do better next time, I promise!

    Time: 10/25/14 11:01 PM
    Description: There was a severe problem during mod loading that has caused the game to fail

    cpw.mods.fml.common.LoaderException: java.lang.NoSuchMethodError: buildcraft.api.recipes.IRefineryRecipeManager.addRecipe(Ljava/lang/String;Lnet/minecraftforge/fluids/FluidStack;Lnet/minecraftforge/fluids/FluidStack;II)V
    at cpw.mods.fml.common.LoadController.transition(LoadController.java:162)
    at cpw.mods.fml.common.Loader.preinitializeMods(Loader.java:515)
    at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:239)
    at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:480)
    at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:867)
    at net.minecraft.client.main.Main.main(SourceFile:148)
    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)
    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 org.multimc.onesix.OneSixLauncher.launchWithMainClass(OneSixLauncher.java:286)
    at org.multimc.onesix.OneSixLauncher.launch(OneSixLauncher.java:376)
    at org.multimc.EntryPoint.listen(EntryPoint.java:165)
    at org.multimc.EntryPoint.main(EntryPoint.java:54)
    Caused by: java.lang.NoSuchMethodError: buildcraft.api.recipes.IRefineryRecipeManager.addRecipe(Ljava/lang/String;Lnet/minecraftforge/fluids/FluidStack;Lnet/minecraftforge/fluids/FluidStack;II)V
    at buildcraft.BuildCraftEnergy.preInit(BuildCraftEnergy.java:257)
    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 cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:513)
    at sun.reflect.GeneratedMethodAccessor6.invoke(Unknown Source)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
    at java.lang.reflect.Method.invoke(Unknown Source)
    at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
    at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
    at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
    at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
    at com.google.common.eventbus.EventBus.post(EventBus.java:275)
    at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:208)
    at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:187)
    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 com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
    at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
    at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
    at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
    at com.google.common.eventbus.EventBus.post(EventBus.java:275)
    at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:118)
    at cpw.mods.fml.common.Loader.preinitializeMods(Loader.java:513)
    ... 18 more


    A detailed walkthrough of the error, its code path and all known details is as follows:
    ---------------------------------------------------------------------------------------

    -- System Details --
    Details:
    Minecraft Version: 1.7.10
    Operating System: Windows 8.1 (amd64) version 6.3
    Java Version: 1.7.0_71, Oracle Corporation
    Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
    Memory: 970075176 bytes (925 MB) / 1495269376 bytes (1426 MB) up to 3817865216 bytes (3641 MB)
    JVM Flags: 4 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xms512m -Xmx4096m -XX:PermSize=1024m
    AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
    IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
    FML: MCP v9.05 FML v7.10.85.1232 Minecraft Forge 10.13.2.1232 14 mods loaded, 14 mods active
    mcp{9.05} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized
    FML{7.10.85.1232} [Forge Mod Loader] (forge-1.7.10-10.13.2.1232-universal.jar) Unloaded->Constructed->Pre-initialized
    Forge{10.13.2.1232} [Minecraft Forge] (forge-1.7.10-10.13.2.1232-universal.jar) Unloaded->Constructed->Pre-initialized
    CodeChickenCore{1.0.2.9} [CodeChicken Core] (minecraft.jar) Unloaded->Constructed->Pre-initialized
    {0} [DragonAPI ASM Data Initialization] (minecraft.jar) Unloaded->Constructed->Pre-initialized
    NotEnoughItems{1.0.2.15} [Not Enough Items] (NotEnoughItems-1.7.10-1.0.2.15-universal.jar) Unloaded->Constructed->Pre-initialized
    BuildCraft|Core{6.1.3} [BuildCraft] (buildcraft-6.1.3.jar) Unloaded->Constructed->Pre-initialized
    BuildCraft|Transport{6.1.3} [BC Transport] (buildcraft-6.1.3.jar) Unloaded->Constructed->Pre-initialized
    BuildCraft|Silicon{6.1.3} [BC Silicon] (buildcraft-6.1.3.jar) Unloaded->Constructed->Pre-initialized
    BuildCraft|Builders{6.1.3} [BC Builders] (buildcraft-6.1.3.jar) Unloaded->Constructed->Pre-initialized
    BuildCraft|Factory{6.1.3} [BC Factory] (buildcraft-6.1.3.jar) Unloaded->Constructed->Pre-initialized
    BuildCraft|Energy{6.1.3} [BC Energy] (buildcraft-6.1.3.jar) Unloaded->Constructed->Errored
    DragonAPI{1.0} [DragonAPI] (DragonAPI 1.7.10 V2.jar) Unloaded->Constructed->Pre-initialized
    RotaryCraft{Gamma} [RotaryCraft] (RotaryCraft 1.7.10 V2.jar) Unloaded->Constructed->Pre-initialized

    In the meantime, is there anything I can do to fix this?

    EDIT: I 'fixed' it by deleting the Buildcraft API from inside of Dragon API. It doesn't crash anymore, but it would have been really nice to have Buildcraft compat.
    Posted in: Minecraft Mods
  • 0

    posted a message on Electrical Age [Physics! Electric circuits & More!] Beta1.11_r51
    I'm aware. It's actually a very common mistake!

    On another note, is an Other->ELN converter planned? Obviously this is more difficult, since rather than compressing amperage and voltage into a single number, you have to convert power into two numbers. You'd have to make sure that you couldn't just build an ultra-transformer by wiring a 50V ELN->Other converter to a 200V Other->ELN converter somehow.

    But I really like ELN's powersystem, and it's a shame that while I can use it to run other mods, I'm limited to coal-fired thermal generators as my power source. I'd quite like to be able to use it as my main powersystem by running other mod's generators through ELN's net.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.7.10 - 1.20.1]Sildur's shaders [PC/MAC/INTEL] Vibrant v1.51, Enhanced v1.16, Basic v2.2 are out now! (August 8th, 2022)
    I fixed my problem. I hadn't updated my graphics drivers properly, and as a result everything was rendering on the crappy Intel integrated graphics instead of using my Radeon. I managed to get a non-broken driver and set Minecraft to use my card, and it's working fine now.

    Well, except for chests and signs. I know that's a known bug in this shader, but does anybody know how to fix this?
    Posted in: Minecraft Mods
  • 0

    posted a message on Electrical Age [Physics! Electric circuits & More!] Beta1.11_r51
    This mod is absolutely fantastic! Looking forward to where it goes from here.

    Are you planning to eventually add a pressure system as well? It seems to me that, given that the dynamics of incompressible fluid flow and electrical current flow are so similar[1], your electrical network calculator would probably also be applicable to a pressure-based piping system for fluids. It seems likely that a similar system could even calculate compressible fluid (i.e. gas) flow (although the equations there are rather more complex.)

    Plus, they'd be extremely useful components to have. They'd add new elements of machinery to regulate - having to maintain pressure as well as temperature and voltage - and would open up whole new fields of the mod. Temperature could be regulated by active refrigeration, using compressors, heat exchangers, and expansion valves connecting the existing thermal devices to a working fluid. The power generation system could gain an additional level of potential complexity, by using heat exchangers or boilers to take in thermal energy from thermal cables, heat furnaces, or future thermal devices and using the resulting hot gas to run turbines and piston engines, or any other future industrial devices that require process heat. Plus, pressurized fluid transport and potentially even pneumatic item transport (analogous to minecarts) would also be nice to have, taking Electrical Age's fantastic engineering-like mechanics to other areas.

    [1] In this case, electrical current is directly analogous to liquid current, and voltage is directly analogous to pressure; the main difference is that the equivalent "Ohm's Law" for hydraulic systems is "pressure drop" = I^2 * R, rather than I*R in electrical systems.

    By the way, the English term for electrostatic energy-storage elements is not "Condensator"; it's "Capacitor."
    Posted in: Minecraft Mods
  • 0

    posted a message on Sonic Ether's Unbelievable Shaders [compatible with Minecraft 1.12.2 via OptiFine]
    Hey, I'm getting a bizarre bug. I'm using Electrical Age (A separate mod) and SEUS Ultra. I'm getting this visual effect - a diagonal line of semirandom pixels on the top right corner of my screen.

    https://imgur.com/a/aEhT8

    Obviously the additional mod is causing it somehow, but does anyone have any idea why and if I can fix it?

    AMD Radeon R7 M260
    Windows 8.1
    Minecraft 1.7.10
    Optifine 1.7.10 HD Ultra A4 (may also be causing the problem)
    Posted in: Minecraft Mods
  • 0

    posted a message on Carpenter's Blocks
    I was mostly surprised because this was the main use case I could think of for free-standing ladders! A completely free-standing ladder looks slightly silly; it has to be connected to a block eventually. And most of the times I'd want a free-standing ladder would be so I could reach an elevated platform (which would ultimately require a ladder next to a block - the edge of a platform) or drop down from a hole (which would also require a ladder being placed next to a block - the edge of the hole).

    I would make it so that whacking it with the hammer would cause it to position itself on the side of a block. That would make the most sense with your other mechanics - in fact, that's the first thing I tried, so it is probably the intuitive choice. The ladder positioning itself to attach to ladder blocks above or below it would also be a good idea, much like how slopes will take on other forms if there are other slopes next to them.
    Posted in: Minecraft Mods
  • 1

    posted a message on MalisisDoors 1.12.2-7.3.0 / 1.11.2-6.1.3 (01/02/2018)
    So here's what I've got on that bug, if you want to know about it.

    1. When any of the mods in my modpack are removed, the hatches go back to normal in all worlds.

    2. When those mods are added back in, the hatches remain normal in all worlds.

    3. After playing for around five minutes, the hatches change to their glitched form. The hatches in ALL worlds are now glitched.

    If I had time, I'd remove the mods in my pack one by one and see which removal causes this behavior to stop. Unfortunately, the five-to-ten minute waiting period to see if anything has actually happened makes this impractical.
    Posted in: Minecraft Mods
  • 0

    posted a message on MalisisDoors 1.12.2-7.3.0 / 1.11.2-6.1.3 (01/02/2018)
    After careful testing (removing all of my mods and adding them back in one by one), I can't replicate it either. And going back to the original world where I had the bug crashes me instantly after I crashed out of it placing an unrelated mod block. So I guess it's a non-issue! I'll let you know if I have that problem again.

    On another note, could you make the "rusty ladders" that the Rusty Hatch places on blocks independently craftable? It would be really nice to be able to extend those down more than one or two blocks without making the (rather jarring) switch to vanilla ladders.

    [EDIT] Aaaaand it's back again. Including in my hatch-bug test world where it was fine previously. Time for more testing!

    After removing and adding one of the mods back in, the hatches are back to normal. Since this is also what happened last time, it's possible that the glitch is only triggered after spending some time logged in to the game. This may be why you were unable to replicate it.

    Yeah, that's definitely what happened. When I loaded up this world, the hatch had a complete seal; after building in this world for a while, the hatch is again back to just having the two strips. And now the hatches in ALL of my worlds are glitched like this. Whatever it is, it only occurs after having Minecraft open and playing for at least five minutes.
    Posted in: Minecraft Mods
  • 0

    posted a message on Carpenter's Blocks
    Hey, I'm trying to build something like this, where a ladder drops down from a block. Is there really no way to get free-standing Carpenter's Ladders to connect to Carpenter's Ladders on blocks? It seems like such an obvious feature I'm sure I have to be missing something.

    Posted in: Minecraft Mods
  • 0

    posted a message on MalisisDoors 1.12.2-7.3.0 / 1.11.2-6.1.3 (01/02/2018)
    Hey, props on this fantastic mod!

    I just have one issue. I'm using the Rusty Hatch, and the lining around the hatch doesn't go all the way around - leaving these unsightly holes at the corners of the hatch. I can see from the video a few pages back that it's not supposed to be like this - in those, the lining went all the way around the border of the hatch. Do you know why the model isn't working properly for me?
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.7.10 - 1.20.1]Sildur's shaders [PC/MAC/INTEL] Vibrant v1.51, Enhanced v1.16, Basic v2.2 are out now! (August 8th, 2022)
    So, I've never used a shaderpack before. I just loaded up this and associated mods (Optifine Ultra, Forge, and the GLSL Shaders Mod) and the shaderpack showed up in the menu just fine - but it's not working properly! The sun's been tilted diagonally, the shadows look different, trees and grass are waving, and everything's bright, (so clearly it's been installed and working) but I'm not getting any dynamic shadows, water reflections, or other critical elements of this pack. Does anybody know what I'm doing wrong?

    I'm running an AMD Radeon card, Java 1.7, and Minecraft 1.6.4.
    Posted in: Minecraft Mods
  • To post a comment, please .