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    posted a message on [1.7.10][TC4][AE2]Thaumic Energistics

    Oh wow, that looks absolutely delightful. Nice work!

    Posted in: WIP Mods
  • 1

    posted a message on [Forge Multipart] ProjectRed - v4.7.0pre12.95 - 02/08/2016

    This is hugely impressive, and I'm looking forward to using it actively in the future. Excellent work!

    Posted in: Minecraft Mods
  • 0

    posted a message on GrowthCraft - [JUL-15-2014] Proper 1.7.10 release

    Any ETA on updates, out of curiosity?

    Posted in: Minecraft Mods
  • 0

    posted a message on In 1.7.10, question about IDs in order to use an old map from an old server on a new one

    Not the right section, but the answer really is that it depends on the size of the modpacks used. If the total number of blocks between both modpacks adds up to less than 4096, not counting item IDs but actual blocks exclusively- then what you described should work pretty much perfectly. If this is not the case, you will have to manually edit the NBT data in the level.dat to free up unused block IDs after purging them from your world to guarantee no blocks leak into the new ID set, potentially crashing the game.

    Posted in: Mods Discussion
  • 0

    posted a message on [1.7.10] [Forge] Torch Levers (and more) Version 1.4.2 (Updated 2015-8-13)
    Quote from HitchH1k3r»

    Nothing that I know of or have ever seen. Have you solved this issue? If not are they not showing up in the world and/or in the inventory. What version of Torch Levers and Forge are you using? Do you have any graphics or optimizing mods installed? (If you have Optifine, what version? sometime the beta ones can cause problems). Is it really every block in the mod, or do some of them still render?

    I'd like to help, but since I can't recreate the issue I'll need some more information.

    ---------------------------------------


    There is no world generation stuff added by Torch Levers. All of the rendering uses the most optimized cached (type possible), so I can't see why this mod would lower the FPS much if at all. There might be a conflict with another mod, but I'm not sure which one or how that would be occurring. Does this only happen when new chunks are generating or is it more so after a delay? (If it's a delay perhaps you'll need to start java with more memory). I really have no idea what in Torch Levers could be causing an FPS drop.

    ---------------------------------------


    I looked into Forge's ID registration stuff a bit and it seems they are doing some odd things. (http://www.minecraftforge.net/forum/index.php?topic=27908.5 might be of some, limited, help). You may have to create a new world if your world is from before 1.7, and if not but you've gone through a lot of mods you might have to manually change the level.dat (I think a Minecraft NBT editor will help with that). If you're making a modpack (and not supporting an older world), I think you can solve this by starting a new world for your compatibility test (as the old one probably has too many IDs saved in it). It looks like there is nothing I can do from within Torch Levers to fix this, it's a Forge issue specific to every world folder.


    To be clear, the issue described above occurs during mod loading and not for a specific level.dat; I've looked into fixing issues with long running worlds by deleting files manually inside the save with NBT editor, and this is an entirely different problem- funny enough, I'm the second poster on that thread you linked to so I've done a deal of research. In this instance, the game itself alongside that log I posted crashes about 20 or 30 seconds into initial loading up and never even makes it to the menu screen, which says to me it's an issue with Torchlevers doing something conflicting with ID registration somewhere between Forge Versions 10.13.2.1346 and 10.13.3.1373.


    Edit: This may have been an oversight on my own behalf, looks like a mod I updated alongside the transition to latest forge flooded block IDs when interacting with a handful of mods in unusual ways. Sorry for any inconveniences, and thanks for responding in general.

    Posted in: Minecraft Mods
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    posted a message on [1.7.10] [Forge] Torch Levers (and more) Version 1.4.2 (Updated 2015-8-13)

    I'm posting here with an issue that seems to be directly related to Torch Levers, specifically regarding item ID registry through forge. When this mod is included alongside the latest Forge 10.13.3.1370, I've been getting an error to do with the maximum Item ID range being exceeded. Now, removing this mod and adding another with more IDs used doesn't produce the crash, and downgrading forge also fixes it, but mods like Tinkers Construct now have a dependency on Forge 1355+ making it a bit of a tough decision. Here is a Pastebin of the crash: http://pastebin.com/raw.php?i=KGhCHL7d I'd be thoroughly appreciative if you could look into fixing it for 1.7.10. Thanks kindly.

    Posted in: Minecraft Mods
  • 1

    posted a message on MineMenu - v1.2.0 - Radial menu, 'nuff said

    I figured I'd ask about the possibility of fixing an issue with certain mod keys not registering correctly- I seem to be having problems in specific with unique guis, a few particular examples including the galaxy map from Galacticraft, the Tool Belt from Tinkers Construct, and the Ender Compendium from Hardcore Ender Expansion. Instead of triggering a keystroke like in other instances, the game loses mouse focus and a cursor appears. If an update is possible to correct this in any way, it'd be sincerely appreciated because the ease of access this mod would provide would be truly staggering.

    Posted in: Minecraft Mods
  • 0

    posted a message on Better Records - Download songs from the internet!

    Omitted from the above list is also:

    - Fixing an issue related to records replaying over and over indefinitely even when removed in certain circumstances when they have been made repeating records

    - Looking into NEI not displaying record recipes

    - Seeing if anything can be done about the black/shadow rendering

    - Making error-ed records re-writable by default

    Posted in: Minecraft Mods
  • 0

    posted a message on [Forge Multipart] ProjectRed - v4.7.0pre12.95 - 02/08/2016
    Quote from Mr_TJP»

    A few fixes incoming. Working on something BIG. Will post screens as soon as possible.



    I don't suppose I could hope against hope this is related to frames/movement?

    Posted in: Minecraft Mods
  • 0

    posted a message on Mekanism v9.4.0 - Industrial Turbines, Thermoelectric Boilers, Fusion Reactors!

    Most previous energy setups in a map I tested the update on don't seem to be working properly anymore where connected with universal cables; cables are losing power to each other in their own grids, energy cells aren't charging properly, and the green colored power indication on the cables themselves are behaving erratically when connected to new cables.

    Posted in: Minecraft Mods
  • 0

    posted a message on AOBD 2 - Process all the ores!

    Thank you kindly!

    Posted in: Minecraft Mods
  • 0

    posted a message on Mekanism v9.4.0 - Industrial Turbines, Thermoelectric Boilers, Fusion Reactors!

    The site has 8.0.0.188 as the only available download, while the Dropbox links from Reddit are for 8.0.0.526. Is one mislabeled or is there a noteworthy discrepancy between versions listed?

    Posted in: Minecraft Mods
  • 0

    posted a message on AOBD 2 - Process all the ores!

    This seems to cause a crash with the latest version of Mekanism v8 just released:



    Description: There was a severe problem during mod loading that has caused the game to fail

    cpw.mods.fml.common.LoaderException: java.lang.NoSuchMethodError: mekanism.common.recipe.RecipeHandler.addChemicalInjectionChamberRecipe(Lmekanism/api/AdvancedInput;Lnet/minecraft/item/ItemStack;)V
    at cpw.mods.fml.common.LoadController.transition(LoadController.java:162)
    at cpw.mods.fml.common.Loader.initializeMods(Loader.java:692)
    at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:288)
    at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:541)
    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)
    Caused by: java.lang.NoSuchMethodError: mekanism.common.recipe.RecipeHandler.addChemicalInjectionChamberRecipe(Lmekanism/api/AdvancedInput;Lnet/minecraft/item/ItemStack;)V
    at ganymedes01.aobd.recipes.modules.MekanismModule.initOre(MekanismModule.java:63)
    at ganymedes01.aobd.recipes.RecipesModule.init(RecipesModule.java:37)
    at ganymedes01.aobd.recipes.ModulesHandler.init(ModulesHandler.java:31)
    at ganymedes01.aobd.AOBD.init(AOBD.java:72)
    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.GeneratedMethodAccessor5.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.initializeMods(Loader.java:691)
    ... 10 more

    Posted in: Minecraft Mods
  • 0

    posted a message on Better Records - Download songs from the internet!

    Out of curiosity, any idea when a new release might drop? Not that there's any rush or anything, I just thought I'd ask what sort of time frames we can expect in the context of an update. That said, you've already done fantastic work- so thanks again for what is already a stellar and pretty unique mod.

    Posted in: Minecraft Mods
  • 0

    posted a message on Better Records - Download songs from the internet!
    Quote from Stumblinbear jump

    Well, I cooouuld. But it would require saving the song and current time server side. I guess I could add an option for that.


    This strikes me as a useful idea in the context of both radio and regular disc playback- I can't imagine a scenario where more than a handful of songs would be playing on the server at the same time, so the saved states wouldn't take up too much space when they're active and could be purged when the song stops; the only uncertainty I have is whether trying to synchronize would introduce any unnecessary server lag?
    Posted in: Minecraft Mods
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