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    posted a message on Custom NPCs

    Crash when opening the player inventory while not in creative (or NEI Creative+) and having extra items and extra blocks disabled.


    java.lang.NullPointerException: Rendering item
    at net.minecraft.item.ItemStack.func_94608_d(ItemStack.java:123)
    at net.minecraftforge.client.ForgeHooksClient.renderInventoryItem(ForgeHooksClient.java:161)
    at net.minecraft.client.renderer.entity.RenderItem.func_82406_b(RenderItem.java:563)
    at tconstruct.client.tabs.AbstractTab.func_146112_a(AbstractTab.java:38)
    at net.minecraft.client.gui.GuiScreen.func_73863_a(GuiScreen.java:52)
    at net.minecraft.client.gui.inventory.GuiContainer.func_73863_a(GuiContainer.java:83)
    at net.minecraft.client.renderer.InventoryEffectRenderer.func_73863_a(InventoryEffectRenderer.java:38)
    at net.minecraft.client.gui.inventory.GuiInventory.func_73863_a(SourceFile:47)
    at net.minecraft.client.renderer.EntityRenderer.func_78480_b(EntityRenderer.java:1061)
    at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:989)
    at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:887)
    at net.minecraft.client.main.Main.main(SourceFile:148)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
    at java.lang.reflect.Method.invoke(Method.java:483)
    at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
    at net.minecraft.launchwrapper.Launch.main(Launch.java:28)

    This happens with just Custom NPCs installed, I am using version 1.7.10d

    Posted in: Minecraft Mods
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    posted a message on Quantum Electronics Mod Ideas! Also looking for a mod team
    @ZippyBling what part(s) would you be interested in helping with?
    Posted in: Requests / Ideas For Mods
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    posted a message on Quantum Electronics Mod Ideas! Also looking for a mod team
    @geyjusticar probably some where around intermediate level if i had to say
    Posted in: Requests / Ideas For Mods
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    posted a message on Quantum Electronics Mod Ideas! Also looking for a mod team
    @greyjusticar Well thanks for the moral support that always helps to! As far as getting things started, i have a few basic models ready for the Quantum Cables, as well as the basic texture design for them. I've also started working on some of the code for the network as well as figuring out the Forge Multipart Api.
    Posted in: Requests / Ideas For Mods
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    posted a message on Quantum Electronics Mod Ideas! Also looking for a mod team
    Updated OP to contain information on my mod as a whole
    Posted in: Requests / Ideas For Mods
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    posted a message on Quantum Electronics Mod Ideas! Also looking for a mod team
    @greyjusticar i just might do that, i was already considering making a tutorial on modding a multipart anyways since there isn't a lot of documentation on the matter so far
    Posted in: Requests / Ideas For Mods
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    posted a message on Quantum Electronics Mod Ideas! Also looking for a mod team
    @the next techy: thanks for the suggestion, but the Extra Utilities transfer node/pipes isn't really the type of system i am looking at, not that its a bad system as i use it quite frequently myself and it has a ton of nice features, but it just doesn't fit the type of system i'm wanting to make.

    Also it should be noted that while the logistics system will be a major part of the mod I am making it will not be the entire mod, not by a long shot. I already have several other pieces planned/in the works for the mod.
    Posted in: Requests / Ideas For Mods
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    posted a message on Quantum Electronics Mod Ideas! Also looking for a mod team
    Updated OP with the final decision on what kind of logistics system to go with a well as more information about my plans for it
    Posted in: Requests / Ideas For Mods
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    posted a message on Quantum Electronics Mod Ideas! Also looking for a mod team
    Ok so finally a full post about all the features I am hoping to implement in my Quantum Electronics Tech Mod:

    A logistics transport system using Forge Multipart compatible ‘Quantum Cables’ to connect a network of ‘Interface Nodes’ that interact with other blocks. These ‘Interface Nodes’ would have between 1 and 8 slots for configurable modules that would determine exactly what the ‘Interface Node’ will do. These modules would then have various upgrades adding additional functionality to the various modules. (Specific Modules and upgrades listed below)
    Lastly there would be 3 blocks able to connect directly to the ‘Cables’ without the use of ‘Interface Nodes’ and Modules: The ‘Quantum Access Station’ used to request Items from the network, the ‘Quantum Crafting Station’ that allow requests to be made from the system as well as having a Crafting table, and the ‘Quantum Power Station’ used to provide power to the system (it will require some power to run). The power station would accept RF for sure; I have not yet decided which other power system I am going to support if any.


    Modules for Items and Liquids
    · Extractor Module
    o Attempts to extract items from the attached block and insert them into the network
    · Provider Module
    o Provides the inventory of the attached block to the network for requests
    o Would have a priority system for which providers are used first
    · Exit Module
    o Will attempt to eject ANY extracted items into the attached block if possible
    o Serves as the last possible destination for items
    o Would have a priority system for which exits are filled up first
    o Items will be sorted to the exit module nearest the Extractor module the item is coming from if there are multiple Exit Modules on the same priority
    · Sorting Modules
    o Wills attempt to eject a filtered set of extracted items into the attached block if possible
    o Would be used before any Exit modules
    o Would have a priority system for which sorting modules are used first
    o Items will be sorted to the Sorting Module nearest the Extractor module the item is coming from if there are multiple Sorting Modules on the same priority
    · Passive Supplier Module
    o Will attempt to use extracted items to supply the attached block
    o Will use items before they are sent to a Sorting or Exit Module
    o Will have a priority system for which passive suppliers are supplied first
    o Items will be sorted to the Passive Module nearest the Extractor module the item is coming from if there are multiple Passive Supplier on the same priority
    · Active Supplier Module
    o Will attempt to use the network’s inventory to supply the attached block
    o This is the first place items will go other than a Access Station or Crafting Station
    o There will be a priority system for which Active Suppliers are supplied first.
    o Items will be evenly distributed between Active Suppliers of the same priority
    · Basic Crating Module
    o Used to craft items on an individual basis
    o Has a priority system for which recipe is used first
    o Can be used to craft liquids (for instance saying that (some amount) of Molten Iron from Tinkers Construct is made with (some number) of Iron Ingots)
    · Batch Crafting Module
    o Used for providing a batch of recipes from a crafting handler (implementation not yet decided)
    o Will hopefully be compatible with AE’s auto crafting system a well
    Modules for Energy (uncertain about providing energy may be removed)
    · Energy Sync Module
    o Will provide up to 40RF/t
    Upgrades for Item/Liquid Modules:
    · Round Robin Modules
    o Must be used on at least 1 Extractor Module and at least 1(usually more) Exit, Sorting, or Passive Supplier Modules.
    o Evenly distributes items from the extractor to all outputs using Round Robin modules
    o Still respects Module based Priorities (Passive Supplier will still be supplied after Active Suppliers, and Exit modules will still be supplied last)
    o Has a channel setting to restrict what modules to send items to via Round Robin
    o Will use default logic in the case that no Round Robin upgraded modules will accept an item
    · Basic Sneaky Upgrade
    o The upgraded module now exclusively interacts with the specified side of the block
    · Advanced Sneaky Upgrade
    o Each filter slot(if any) of the upgraded module my be set to sneaky a different side of the block
    · Additional Crafting Products Upgrade
    o Allows additional Crafting products to be specified
    o Has a toggle setting as to whether the product is produced 100% of the time or not
    o Only counts products with a 100% production rate as Craftable Recipes
    · Satellite Upgrade & Satellite Module
    o Satellite Module indicates that the attached block is a valid destination for crafting materials
    o Satellite Upgrades allow crafting materials to be sent to a Satellite Module instead of the attached block
    o Satellite Upgrades are paired with Satellite modules via a channel
    Energy Module Upgrades
    · Transformer upgrades
    o Different tiers
    o Increases the output of an energy sync module to a certain amount

    Will not be implemented before updating to Minecraft 1.7 as I believe massive pieces of the code that is need for this were changed in the update, and I do not want to write what will be an extremely complex section of code twice so close together.

    The system itself will begin with the player creating a ‘Quantum Computer’ and a ‘Quantum OS Disk’. By default after you placed the ‘Quantum OS Disk’ in the ‘Quantum Computer’ and providing it with a ‘Uranium Battery Cell’ you will start out with between 3 and 5 unlocked crafting slots (I haven’t settled on an exact number yet) and several locked slots. While this will allow you to do some basic crafting, to unlock the other slots you will need to enter and explore the 5 unique dimensions tied to the ‘Quantum OS Disk’ and find structures called ‘Data Towers’ and activate them via the virtual consoles on the inside. Now that would sound simple up until the point where Virus Program Mobs attack you while you are inside this dimension, however defeating these will give you ‘Data Cores’ which will be a major component in crafting more advanced recipes.

    The third major piece of this mod I’d like to talk about are Nano-Constucts(a type of robot) I’d like to add. These would be configurable for carrying out a wide range of functionality not all of which has been decided, a few of the confirmed types of Nano-Constructs are listed below:
    · Mining Nano-Constructs:
    o Able to mine in a straight 1 block path
    o Able to be upgraded to mine a larger area(probably no bigger than a 5x5x1)
    o Has tool slots for tools
    § Handles tools the same way a player would (speed and damage wise)
    § Smartly identifies the type of tool needed
    § If the tool is not present attempts to mine by hand producing the same results
    § May need upgrades for more tools
    o Requires power to run
    o Can be upgraded to shaped and patterned mining modes using blue prints
    § Unsure whether I want blueprints to be customizable or limited to few through crafting
    o May have a wireless access upgrade for using the logistics network
    · Builder Nano-Construct
    o Places blocks in a straight 1 block line
    o Able to be upgraded to place blocks in a larger area(no bigger then 5x5x1)
    o Requires power to run
    o Can be upgraded to place blocks in a certain shape or pattern based on blueprints
    o Can be upgraded to climb for multi layered structures
    o May have a wire access upgrade for using the logistics network
    o Will likely use bone meal on plants but otherwise will not be able to use items
    · Sentry Nano-Construct
    o Attacks all nearby hostile mobs
    o Uses energy to resist attacks
    o Uses weapons to attack mobs a player would
    o Can be upgraded to kill other mobs too/instead
    o Requires energy to run
    o May have a wireless access upgrade for using the logistics network
    I have a few other ideas for Nano-Constructs but haven’t ironed them out well enough to post up yet, if there is any functionality that you’d like to see added to these please let me know down below.

    Frame Machines
    Yup the last major planned feature is a frame machine! While there are a few other frame machine mods out there I haven’t found one I’m completely happy with as of yet, so why not make my own?.

    For those don’t who know, frame machines are constructs of Frame Blocks with 1 or 2 motors the motors move the frame blocks and all blocks directly attached to the frame blocks in a specified direction. These fames will have configurability options to prevent blocks from being carried by particular frames on a per side basis. Additionally I’d like to add the option of being able to place a multipart (say my Quantum Cables or Extra Utilities Transfer pipes) inside some of the frames.

    To complement these frames I’d also probably want to look into adding some form of player teleportation for those cases where you need to catch up to that frame machine you left running last week.

    Again if you have suggestions for these frames please post your ideas down in the description.

    Advanced Crafting Table
    This will simply be a crafting table that holds an inventory upon closing, because you honestly can never have too many of these, not to mention the ability to use it with the Logistics system. (Other functionality may be added if I decide to add it)
    Well for now I think that sums up the major parts of the mod I want to make I really hope to hear your feedback and suggestions on what I have so far.



    Additionally I am looking to gather a team for the purposes of creating and expanding this project so if you would be interested in helping make this happen let me know.
    Positions being looked for:
    1-2 Additional Coders
    Texture Artist(s)
    Modeler(s)

    message me for more information
    Posted in: Requests / Ideas For Mods
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    posted a message on [1.6.X] Portal Gun - Reconstructed [v1] - Rewritten... again.
    There is a cross mod bug with the 1.5.2 versions of Portal Gun's Portal Spawners and both Truss Mod Frame's and Redstone in Motion. When the frame machines from either of these mods moves the portal will A) disappear completely if the portal is inactive. or B) the bottom will disappear if the portal is active. I am reporting the bug to both of these mod authors as well, though unfortunately there is no crash report as this has not crashed the game. I am assuming this is a bug since this worked with the Redpower 2 Frames back in 1.4.7.


    Hope you are able to fix the issue soon! I love your mod and would love to use it in my build.
    Posted in: Minecraft Mods
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    posted a message on Truss Mod (RP2 -style frames)
    You have a cross mod bug with Portal Gun's Portal Spawners in your 1.5.2 build. When ever I attempt to move a frame machine with a Portal Spawner attached the entire Portal Spawner will disappear if there the Portal Spawner is inactive, and the bottom half will disappear when active. I have tried this with covers and with out and with adding the Portal Spawner to your multi-block list in the config.

    It would be awesome if you could get this fixed as I really like the look of your frames. I will also be reporting the bug to IChun.


    Also as a side note it would be awesome if you made your multiblock list automatically populate with multiblocks from FTB packs (since that shouldn't be too hard).
    Posted in: WIP Mods
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    posted a message on [1.6.1][1.5.2]Recipe Handler 0.0.1b
    This is an API mod for mod developers, kind of like a mini forge, that does a lot of work behind the scenes. The mod makes recipes more accessible and dynamic for modders, meaning that it could be possible to make the furnace, or another machines use the ore dictionary. This also allows for machine that serve a similar purpose, like the Macerator from IC2, Pulverizer from TE, and Grinder from AE which are all used to grind down objects to all use the same recipes instead of needing to require 3 separate recipe handlers as mods currently have to which can be extraordinarily useful since plugins would no longer need to register a recipe 3 times in their code for maximum compatibility. As well if, say IC2 registered a recipe for the Macerator which uses IC2 power it is quite simple to add a power requirement to the recipe instead of making a completely new recipe.

    Sadly on the players end, there is really one feature at the moment which is the ability to enable/disable recipes made using Recipe Handler in the Recipe Handler config.

    So to wrap this up this mod is really a bunch of code for other modders to use for adding recipes to their machines.
    Posted in: WIP Mods
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    posted a message on [1.6.1][1.5.2]Recipe Handler 0.0.1b
    Finished the documentation for Recipe Handler 0.0.1b. Found several issues that need fixing while going through and documenting the code, although I have yet to receive any bug reports. I will probably be releasing an update here in the next week or so. Expect changes in the secondary output system.
    Posted in: WIP Mods
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    posted a message on [1.6.1][1.5.2]Recipe Handler 0.0.1b
    Added documentation for adding recipes to an IRecipeHandler
    Posted in: WIP Mods
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    posted a message on [1.6.1][1.5.2]Recipe Handler 0.0.1b
    Upon setting up my work space for Minecraft 1.6.1 I have discovered that Recipe Handler 0.0.1b actually works with 1.6.1
    Posted in: WIP Mods
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