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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from JRoush

    You're right, I missed that. Now provide useful details. For example, how do you know it's freezing right when the autosave occurs? Is this in a single world, or does it happen in every world? What game mode? What is in Modloader.txt?

    I found the problem, but anyway
    1)Because I tested these crashes quite thoroughly, where I could even induce them quite reliably.
    2)Every world, that one was my bad I probably should've stated that.
    3)Every mode, same as above.

    I was methodically going through POSSIBLE problems (which was how I determined it only happened if the redpower core package was in the mods folder) when I decided to try something on a hunch. I redownloaded everything. Apparently something happened to the forge files when I downloaded them or later, because they're the same version, but it stopped crashing after I replaced it. Thanks for trying to help though, I do appreciate it.

    I've worked tech support, so I know how annoying helping people with these things can be sometimes. I was literally trying everything instead of asking for help.
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from malfunctionMC

    then there is something clearly wrong with the way you're installing... start again with a fresh jar, and only put the required mods in in the proper order.

    Working fine here (modloader, modloaderMP, forge 1.2.4, NEI 1.0.4 (redpower module+pre requisites)in the jar) and Rei's Minimap 3.0, BC 3.1, RP2pr4b, Fossils 5.4, Computer Craft 1.11 and Lasers 1.2 in mods.


    I'm not gonna bother quoting the part of my original post where I said I had done that several times, did it again just for the sake of it, still no improvement. I'll just deal with the crashes until the next version, I give up. Thanks for trying anyway.
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from JRoush

    Minecraft autosaves frequently (every 2 seconds by default, I think). Reloading your game after a crash or freeze and finding yourself more or less where you left off doesn't mean that the autosave is broken. If anything, I would say it means that the autosave is working great, and saved your butt.

    In any case, you will need to provide a lot more details before anyone can help you with this problem. You can start with a list of all mods you have installed, and the order in which you installed them.

    Obviously didn't read the post in its entirety... It's not autosave that is broken, the crashes occur WHEN the autosave happens precisely, though not at every single autosave. I also stated that I have no other mods installed except the mods required for RedPower 2 (forge,modloader,modloadermp)I have also tested each individual mod, the crashes only occur if the RedPower 2 core package is in the mods folder. I just restated information I had in my original post, I can't provide a crash report because MC crashes directly to a black screen when this happens. All the crash report guides I've found can only provide reports if they occur during start up. This is not the case. I can play the game, but it is incredibly annoying to keep restarting it after every crash, even if I'm not losing any work. And before anyone asks, yes everything is up to date. I double checked.
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Well this is frustrating, something in redpower (or possibly one of the pre-requisite mods) is causing my game to occasionally lock up on autosave (Didn't even know they had implemented an auto-save feature except at menu) The only reason I know it's autosaving is that when I restart MC and load up the world, I'm always exactly where I was when it crashed, and have all the same items. Nothing seems to be damaged, but these crashes are ridiculously frequent and annoying as all hell. I've reinstalled everything several times (no other mods in use and it still happens)my next test is without any of the redpower files. The game crashes to a black screen, so I can't get an error log unless someone can help.

    Edit: Yep it's definitely something in RP2, Can't get the crashes to occur unless the mods are in the mods folder. Testing individual packages next.
    Edit2: Apparently its the redpower 2 core package, go figure.
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from Greys0

    that's nothing, I had a grid running at 87~V 268A. It was horribly inefficient as the battery stack only propogates at the max output of one cell, so I ended up splitting it a bunch, feeding in at different points. Once I got it filling the stack effectively the line was about 98V 80A

    That's actually exactly why I have wires running to each of the batteries this time around XD I'm redesigning my parallel mass smelter
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    @Eloraam sometimes I wish we could just chat about blutricity and then someone would put it all into the wiki. I do have a question though, you said the cables were rated for 100 amps, then I'm a little confused when this happens:



    I'm just curious about the specifications for the cable, and what voltage vs amps means in terms of blutricity.
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from Eloraam

    Okay, a couple things!

    First of all, since pr4, you don't actually need to use that much wire when wiring the solar panel array... Although I see you've built a dense grid in behind, so I guess you knew that.

    Second of all... I'm not seeing a whole lot of wire to those furnaces. A wire is rated for about 100A, a furnace pulls about 10A. I get a feeling that you're simply pulling far too much current through those wires.

    1) Yeah, extra wire in the solar array was just me messing around trying to get it working better

    2) The wire is actually on the other side, but there wasn't enough space to get a clear shot of it all. There is one main loop that runs around the entire structure, and individual wires running down every pair of furnace columns. 13 per column, so there are 28 furnaces pulling current from each wire run directly. I'll try adding more wire to make each column have its own, but I may have built it too big hah.

    Edit: The extra wire and subdividing the main loop into two primary sections (for alternating columns) increased it to about 50% efficiency, after which the furnaces operate at such a low speed I'd dare say it wasn't worth it adding more. works great as a parallel smelter for lots of different stuff though, added a manual input and a sorter to divert the non-smooth stone smelted materials to a chest instead of the large storage facility I made for the stone.
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    This is my main problem right now,
    http://imgur.com/vZHYY
    The furnaces (from the output side) as you can see there are a LOT of them (78 in total) which in theory requires around 390 solar panels, + some extra to account for current loss
    http://imgur.com/8cXv0
    They're all powered by this large solar panel array which has well over 500 solar panels. You'd think it would be enough even with the power loss, but it isn't :/ I feel like it would have to be nuclear powered.

    Btw, there is an automatic cobblestone foundry connected to this furnace, it generates so much cobblestone that I had to hook up an overflow valve to shut it down once they're full, or it would generate so much that the game crashed.
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from TerraFreeze

    ohhh eloraam are the rumors true?
    does optifine not work with forge?

    (****)

    My game crashes occasionally on autosave when using them both

    On another note, I really hope better blutricity power sources come out soon, my large smooth stone factory can't get enough power to run beyond 30% efficiency, and this was after I blanketed the mountainside around it in solar panels. Also a breaker switch for blutricity would be nice (so I could say, disable power flow to the main factory, and shunt it into the batteries.
    Basically, I'm a blutricity fanboy already and am excited for more things :smile.gif:
    Posted in: Minecraft Mods
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    posted a message on MCRedstoners (since 2011) ★ ★ ★ The fastest growing Redstone server
    Age: 19

    IGN: Raptorblaze

    Got skype?(it would be great if you had this) if so, what is your name:Yes, Setheri

    Got mic?: Yes

    How good are you at redstone? from 1-10:I'd call myself a 5, I've built several medium-complexity devices for the pure fun of it but i'm a bit daunted by the idea of building a CPU.

    Did you come here to learn redstone?:No, I'm a Computer Science major at the University of Michigan, part of that means logic and digital logic courses. I started playing with redstone to help myself understand the workings of logic and got a bit addicted to it. Now I'm blazing through my digital logic course because it is basically just redstone.

    (Optional) Picture, description or video of some past redstone you have build:due to updates/mods/lack of mod updates most of my bigger creations are in world files I can no longer access.

    (Optional) Gender:Male
    Posted in: PC Servers
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    posted a message on Need More People For My Server
    Ip is useless without hamachi info. Also my experience has been some pretty terrible connection speeds for MC servers over hamachi.
    Posted in: PC Servers
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from TheEnlightened

    There is a patch for zombe's modpack in his forum... but i had to drop the water shader mod 2... xd


    Yeah losing the water shader was the most depressing thing about updating this mod. :/ Though using this made has made some cool looking gizmos a lot easier. Like 2 stage piston doors for example.
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from AgentRenamon

    :sad.gif:

    Okay, I'm having an odd mystery here.....

    1> Was using RedPower 1.6.0 with my current assortment of mods, and had NO TROUBLES....

    2> Noticed (finally) that RedPower Array was out, and that the version was now 1.7..... something

    3> Updated RedPower by installing the new files....

    4> THIS is what I got after a very long Black Screen:

    Mods loaded: 6
    ModLoader Beta 1.7.3
    mod_PeacefulPack Peaceful v3.1
    mod_RadioBlock for Minecraft Beta 1.7.3
    mod_RedPowerCore 1.7.1
    mod_RedPowerLighting 1.7.1
    mod_wkBookmod 1.8 for MC 1.7.3

    Minecraft has crashed!
    ----------------------

    Minecraft has stopped running because it encountered a problem.

    If you wish to report this, please copy this entire text and email it to [email protected]
    Please include a description of what you did when the error occured.



    --- BEGIN ERROR REPORT 8926a7fa --------
    Generated 9/1/11 10:24 PM

    Minecraft: Minecraft Beta 1.7.3
    OS: Windows 7 (x86) version 6.1
    Java: 1.6.0_26, Sun Microsystems Inc.
    VM: Java HotSpot™ Client VM (mixed mode), Sun Microsystems Inc.
    LWJGL: 2.4.2
    OpenGL: Mobile Intel® 4 Series Express Chipset Family version 2.1.0 - Build 8.15.10.1808, Intel

    java.lang.IncompatibleClassChangeError: class eloraam.core.Packet211TileDesc has interface gt as super class
    at java.lang.ClassLoader.defineClass1(Native Method)
    at java.lang.ClassLoader.defineClassCond(Unknown Source)
    at java.lang.ClassLoader.defineClass(Unknown Source)
    at java.security.SecureClassLoader.defineClass(Unknown Source)
    at java.net.URLClassLoader.defineClass(Unknown Source)
    at java.net.URLClassLoader.access$000(Unknown Source)
    at java.net.URLClassLoader$1.run(Unknown Source)
    at java.security.AccessController.doPrivileged(Native Method)
    at java.net.URLClassLoader.findClass(Unknown Source)
    at java.lang.ClassLoader.loadClass(Unknown Source)
    at java.lang.ClassLoader.loadClass(Unknown Source)
    at RedPowerCore.registerPackets(RedPowerCore.java:46)
    at RedPowerCore.initialize(RedPowerCore.java:95)
    at mod_RedPowerCore.initialize(mod_RedPowerCore.java:27)
    at mod_RedPowerCore.ModsLoaded(mod_RedPowerCore.java:12)
    at ModLoader.init(ModLoader.java:819)
    at ModLoader.AddAllRenderers(ModLoader.java:183)
    at th.(th.java:60)
    at th.(th.java:9)
    at net.minecraft.client.Minecraft.a(SourceFile:318)
    at net.minecraft.client.Minecraft.run(SourceFile:716)
    at java.lang.Thread.run(Unknown Source)
    --- END ERROR REPORT 1432ec35 ----------


    Not sure what's wrong; but it is - in my way of thinking - strange that since all my Mods are up to date, why is MC breaking when I updated RedPower?

    Eagerly awaiting some answers....

    BTW, yes; I had ALL RedPower files (Array, Lighting, Logic, Wiring, Core) installed when MC broke....

    :sad.gif:


    If you notice the required version of MCForge changed from 1.0.4 to 1.0.6, which has a balls load more classes to add to the jar. idk if you updated, but you'll have to re-check for conflicts with all existing mods after you update. For example, Zombe's flymod and the alpha version water shader mod i have installed don't work with the new version (cv.class, gs.class, and possibly more conflict with it) which is EXTREMELY depressing :/
    Posted in: Minecraft Mods
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    posted a message on Reversible Signal Generator
    Quote from The_Battousai

    I don't think I quite understand what you're trying to get across xD I'm a very visual person, and you're using visual terms without reference.

    Sorry lol, I'm pretty terrible at making diagrams of any sort on the forum, I'll attempt it...

    Pistons start off like this (furnaces are off pistons, brick is the extended piston, zombie is open space, mushrooms are redstone power sources)
    :grass: :Zombie: :Zombie: :Portabella: :Portabella: :Zombie: :Zombie: :grass:
    :grass: :Furnace: :Furnace: :Zombie: :Zombie: :Furnace: :Furnace: :grass:
    :grass: :Furnace: :Furnace: :Zombie: :Zombie: :Furnace: :Furnace: :grass:
    :grass: :Portabella: :Zombie: :Portabella: :Portabella: :Zombie: :Portabella: :grass:

    turning all power sources on at once causes a two-stage reaction, first the set of pistons already over a power source extends (note, you have to power the top layer from above, but I'm not good at this diagramming thing, so I'm simplifying it here. Someone else can do it if they want and understand what I am saying.)

    :grass: :Zombie: :Zombie: :RedShroom: :RedShroom: :Zombie: :Zombie: :grass:
    :grass: :brick: :brick: :Furnace: :Furnace: :brick: :brick: :grass:
    :grass: :brick: :brick: :Furnace: :Furnace: :brick: :brick: :grass:
    :grass: :RedShroom: :Zombie: :RedShroom: :RedShroom: :Zombie: :RedShroom: :grass:

    in stage 2, the second set of pistons is activated by the pre-positioned redstone sources (cobblestone)
    :grass: :Zombie: :Zombie: :RedShroom: :RedShroom: :Zombie: :Zombie: :grass:
    :grass: :brick: :brick: :cobblestone: :cobblestone: :brick: :brick: :grass:
    :grass: :brick: :brick: :cobblestone: :cobblestone: :brick: :brick: :grass:
    :grass: :RedShroom: :Zombie: :RedShroom: :RedShroom: :Zombie: :RedShroom: :grass:

    Turning off all power sources also causes a two-stage reaction, but only if the first power sources (the outer two red shrooms) actually activate/deactivate _after_ the middle set. (it will not retract properly if they are not delayed.) Thanks to repeaters, that isn't terribly difficult.

    :grass: :Zombie: :Zombie: :Portabella: :Portabella: :Zombie: :Zombie: :grass:
    :grass: :brick: :brick: :Furnace: :Furnace: :brick: :brick: :grass:
    :grass: :brick: :brick: :Furnace: :Furnace: :brick: :brick: :grass:
    :grass: :RedShroom: :Zombie: :Portabella: :Portabella: :Zombie: :RedShroom: :grass:

    and then

    :grass: :Zombie: :Zombie: :Portabella: :Portabella: :Zombie: :Zombie: :grass:
    :grass: :Furnace: :Furnace: :Zombie: :Zombie: :Furnace: :Furnace: :grass:
    :grass: :Furnace: :Furnace: :Zombie: :Zombie: :Furnace: :Furnace: :grass:
    :grass: :Portabella: :Zombie: :Portabella: :Portabella: :Zombie: :Portabella: :grass:

    I hope that isn't too confusing. If it helps at all, I made a door that works perfectly based on this design. Three actually (one horizontal with exposed circuitry to learn the concept, one hidden working door, and one vertical experimental door. And by vertical/horizontal I mean the entrance path, not the layout) So I can assure you it does work.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Reversible Signal Generator
    I personally found it easier to just put the second piston stage's power supply in a place where it could only power if the first set had already extended, so it can turn on first without causing issue, and turn off first when needed.
    Edit: This is also a significantly more efficient solution when making vertical doors (trap holes basically :wink.gif: ) than your delay circuit, which would either require several of these, or a seperate circuit conduit for each output.
    Posted in: Redstone Discussion and Mechanisms
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