I don't suppose anyone has found a way to add the geostrata blocks to forge multi-part. I tried adding it to the microblock config and found a mod for 1.5.2 that would add blocks, also found a post here a hundred or so pages back saying they would have to be split out because of ID's. Just wondering if any new info on doing this has come up in the time between the past hundred pages or so.
A bit leary. So if forge drops for 1.7 in the next 2 weeks, everyone on 1.6.4 will have to miss out and we'll have EE3 on 1.7 with almost nothing else?
I know I'm probably late to the party, but just had an idea I thought I should post. One thing that seems to be missing in the magic mods is some kind of teleportation. I know with flying from both this and several other mods it's a somewhat trivial thing, but some magic portals would be nice.
After witnessing the rift storage spell, one thing that came to mind was configurable portals. With the portal multiblock type structure, one could designate a particular portal with an element, then cast a rift spell, then cast an elemental spell on the rift to generate a portal to that/or many multiblock portal of the same element.
it is dead when the mod author doesn't communicate for more that 5x time than what his/her pattern in the past has shown to be the average time between posts for information.
So about say (i'll give you the proclaimed 2 month differences) about 10 months. So in MC versions that would have been from 1.2.5 till about now. So going from now, with MC's version release schedule not until say MC v. 2.0ish. Which from the last usable version till then would be about 6 minor version changes (1.4-2.0). That's quite the wait.
That's a very vague definition for 'dead'. So will you still be patiently waiting on it in 2050? Cause I mean, as you say, as long as someone is waiting for it, it's not dead right?
OK, shall we take bets on how long it is this time before people start saying "It's been X since Eloraam tweeted, therefore RP really is dead this time"?
No need to take bets, it is and has been dead. It has yet to come back to life in order to die.
So I take it with 1.6 almost 2 months old and 1.7 only a month or so away, and xycraft no where to be found, that the 1.6 plans are being scrapped for 1.7? Would probably be better anyways considering most people will have to do a world reset for the new biomes anyways.
Aspects -
I enjoyed the aspects, and the fact that you can bottle them (was reminiscent of TC2 with the tanks and what-not), but like you and many here, I agree there are far to many. I do like the idea you had of just a few basic ones (fire, water, etc) maybe you could use those for base essentia types with more descriptive types of essentia per item. Things could still have different essential but also be apart of the same basic aspect (this will lead into my thoughts on the research system below). Then you could have ways of converting the specific essentia into their basic aspects for storage, negating the need for barrels/chests full of semi useless bottles of essentia or entire rooms filled with jars of essentia. With this one would need a way to convert the less specific aspects back into the more specific essentia's through some kind of tom-foolery.
Research -
While much better than the TC2 system, I still found myself with a chest of research goodies and every time I did my research I'd just pull out as many items as I could from that chest then start dumping them through one at a time till I hit the jackpot. This not only clogs inventory but leads to unnecessary resource hording. With the aspect system I spoke of above one could use bottled basic aspects to identify the general types of essentia the theory is looking for. This would allow us to either transmute the more specific essentias via what I stated above, or at least better target research materials in the open world to use, instead of shooting in the dark, or finding a single source of a particular essentia and not seeking out others. This would help to eliminate the randomness of just researching everything, while also providing a way for us to guide our research through the various tiers. Each tier could also be 'gated' using excessive quantities of a particular aspect, Earth - first, Water - second, Fire - third, etc.
Nodes -
I like the idea of biome specific nodes but the problem with that comes with mods that tinker with vanilla biomes. As has been demonstrated since the release of the ultimate pack, extrabiomes while nice, can cause significant issues when searching for a particular biome that a mod author decided to specify in the generation of their particular resource. Maybe this could be alleviated by working with other mod authors but who's to say what could come in the future and muck up all our biome nodes. Maybe in line with the aspect suggestion I proposed above, you could tie them to substances as opposed to biomes. Water nodes in the ocean, fire nodes in lava pools, earth nodes buried in the rock, life nodes hidden deep in forests, etc. We could then use silverwoods to create pure nodes that would absorb aspects from surrounding nodes to help us build more generalized TC "Engines" so to speak, or just build the a base near a natural one for a more specialized setup. You could even add a kind of mixing system with the aspects and node merging mechanics, merge and Air and Fire node get an Earth node, merge a Water and Fire node get an Air node. A system within a system within a system.
Well this is probably long enough, I can elaborate if needed.
EDIT: Guess I should have read the thread all the way through, sounds like the first idea about aspects is the direction you're going, and to a lesser extent the second.
I haven't had that issue. I've not played with that many mod, perhaps that's doing it. I honestly haven't gotten a chance to play with it much lately, but will be soon. I'll see if i can reproduce that. thanks for letting me know
After a bit more testing it doesn't appear to just be yours. The RP one lags a touch as well, it's just far more noticeable on yours. They also seem to occasionally loose the item rendered on the top, yours is the only one that does the render so not much else to compare it to, restart usually fixes it though.
You just need to change the Item id of the upgrade item in the config for this mod, it's conflicting with the forestry item ids with this particular configuration set up in the Direwolf20 pack. Typically Forge would assign it a new id, but the Forestry crates just ate it for some reason.
Cheers!
Thank ya much! That did it. Don't know if it's just me, but thought I'd mention it. When I open the bench at first it takes quite a while for it to become "responsive" I quote that because it is responsive, but if you move something between the inventories to fast it will move them back. Other than that loving it.
I'm getting an odd forestry incompatibility with your mod.
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem; Failed to start game
A full error report has been saved to C:\Minecraft\MagicLauncher\MC146\.minecraft\crash-reports\crash-2012-12-24_11.44.00-client.txt - Please include a copy of that file (Not this screen!) if you report this crash to anyone; without it, they will not be able to help fix the crash
--- BEGIN ERROR REPORT 526edbdb --------
Full report at:
C:\Minecraft\MagicLauncher\MC146\.minecraft\crash-reports\crash-2012-12-24_11.44.00-client.txt
Please show that file to Mojang, NOT just this screen!
java.lang.ClassCastException: bau5.mods.projectbench.common.PBUpgradeItem cannot be cast to forestry.core.items.ItemCrated
at forestry.factory.gadgets.MachineCarpenter$RecipeManager.addCrating(MachineCarpenter.java:122)
at forestry.factory.gadgets.MachineCarpenter.initialize(MachineCarpenter.java:743)
at forestry.plugins.PluginForestryFactory.postInit(PluginForestryFactory.java:68)
at forestry.core.ForestryCore.postInit(ForestryCore.java:247)
at forestry.core.ForestryClient.postInit(ForestryClient.java:55)
at forestry.Forestry.postInit(Forestry.java:52)
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:478)
at sun.reflect.GeneratedMethodAccessor3.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:140)
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.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:83)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:659)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:207)
at net.minecraft.client.Minecraft.a(Minecraft.java:456)
at asq.a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:744)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 280b7e6e ----------
Any idea's, I know RP is out now, but I like the rendering available on yours so I can see what it's set for from across the room, would like to use this one over RP where ever possible.
Eloraam made a mod, you had to pay with a few seconds and you got a product. Exactly the same.
Except that every time there's an update with RP or change I have to "pay" over and over again. Not so with minecraft. Not only that, but with MC I get communication on the next releases, schedules, timelines, the whole shebang. Unfortunately we don't get that from RP.
0
0
0
0
0
After witnessing the rift storage spell, one thing that came to mind was configurable portals. With the portal multiblock type structure, one could designate a particular portal with an element, then cast a rift spell, then cast an elemental spell on the rift to generate a portal to that/or many multiblock portal of the same element.
0
So about say (i'll give you the proclaimed 2 month differences) about 10 months. So in MC versions that would have been from 1.2.5 till about now. So going from now, with MC's version release schedule not until say MC v. 2.0ish. Which from the last usable version till then would be about 6 minor version changes (1.4-2.0). That's quite the wait.
2
That's a very vague definition for 'dead'. So will you still be patiently waiting on it in 2050? Cause I mean, as you say, as long as someone is waiting for it, it's not dead right?
0
No need to take bets, it is and has been dead. It has yet to come back to life in order to die.
This is the last thing people should do, all they'll get by doing so is flamed about being whiny or impatient or a hater, take your pick.
This however, is sound advice.
0
EDIT: Called it, .
EDIT: Double Called it: 1.7
0
Her textures are proprietary (she hand made all of them) so if that's going to be a hang up for you, you will never be able to accept another mod.
0
I enjoyed the aspects, and the fact that you can bottle them (was reminiscent of TC2 with the tanks and what-not), but like you and many here, I agree there are far to many. I do like the idea you had of just a few basic ones (fire, water, etc) maybe you could use those for base essentia types with more descriptive types of essentia per item. Things could still have different essential but also be apart of the same basic aspect (this will lead into my thoughts on the research system below). Then you could have ways of converting the specific essentia into their basic aspects for storage, negating the need for barrels/chests full of semi useless bottles of essentia or entire rooms filled with jars of essentia. With this one would need a way to convert the less specific aspects back into the more specific essentia's through some kind of tom-foolery.
Research -
While much better than the TC2 system, I still found myself with a chest of research goodies and every time I did my research I'd just pull out as many items as I could from that chest then start dumping them through one at a time till I hit the jackpot. This not only clogs inventory but leads to unnecessary resource hording. With the aspect system I spoke of above one could use bottled basic aspects to identify the general types of essentia the theory is looking for. This would allow us to either transmute the more specific essentias via what I stated above, or at least better target research materials in the open world to use, instead of shooting in the dark, or finding a single source of a particular essentia and not seeking out others. This would help to eliminate the randomness of just researching everything, while also providing a way for us to guide our research through the various tiers. Each tier could also be 'gated' using excessive quantities of a particular aspect, Earth - first, Water - second, Fire - third, etc.
Nodes -
I like the idea of biome specific nodes but the problem with that comes with mods that tinker with vanilla biomes. As has been demonstrated since the release of the ultimate pack, extrabiomes while nice, can cause significant issues when searching for a particular biome that a mod author decided to specify in the generation of their particular resource. Maybe this could be alleviated by working with other mod authors but who's to say what could come in the future and muck up all our biome nodes. Maybe in line with the aspect suggestion I proposed above, you could tie them to substances as opposed to biomes. Water nodes in the ocean, fire nodes in lava pools, earth nodes buried in the rock, life nodes hidden deep in forests, etc. We could then use silverwoods to create pure nodes that would absorb aspects from surrounding nodes to help us build more generalized TC "Engines" so to speak, or just build the a base near a natural one for a more specialized setup. You could even add a kind of mixing system with the aspects and node merging mechanics, merge and Air and Fire node get an Earth node, merge a Water and Fire node get an Air node. A system within a system within a system.
Well this is probably long enough, I can elaborate if needed.
EDIT: Guess I should have read the thread all the way through, sounds like the first idea about aspects is the direction you're going, and to a lesser extent the second.
0
After a bit more testing it doesn't appear to just be yours. The RP one lags a touch as well, it's just far more noticeable on yours. They also seem to occasionally loose the item rendered on the top, yours is the only one that does the render so not much else to compare it to, restart usually fixes it though.
0
Thank ya much! That did it. Don't know if it's just me, but thought I'd mention it. When I open the bench at first it takes quite a while for it to become "responsive" I quote that because it is responsive, but if you move something between the inventories to fast it will move them back. Other than that loving it.
0
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem; Failed to start game
A full error report has been saved to C:\Minecraft\MagicLauncher\MC146\.minecraft\crash-reports\crash-2012-12-24_11.44.00-client.txt - Please include a copy of that file (Not this screen!) if you report this crash to anyone; without it, they will not be able to help fix the crash
--- BEGIN ERROR REPORT 526edbdb --------
Full report at:
C:\Minecraft\MagicLauncher\MC146\.minecraft\crash-reports\crash-2012-12-24_11.44.00-client.txt
Please show that file to Mojang, NOT just this screen!
Generated 12/24/12 11:44 AM
-- System Details --
Details:
Minecraft Version: 1.4.6
Operating System: Windows XP (x86) version 5.1
Java Version: 1.7.0_09, Oracle Corporation
Java VM Version: Java HotSpot(TM) Client VM (mixed mode, sharing), Oracle Corporation
Memory: 370742576 bytes (353 MB) / 518979584 bytes (494 MB) up to 518979584 bytes (494 MB)
JVM Flags: 2 total; -Xms512m -Xmx512m
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v7.25 FML v4.6.12.511 Minecraft Forge 6.5.0.473 Optifine OptiFine_1.4.6_HD_U_A2 67 mods loaded, 67 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
mod_CodeChickenCore [CodeChicken Core] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
mod_NotEnoughItems [Not Enough Items] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
BuildCraft|Core [BuildCraft] (buildcraft-A-3.3.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
BuildCraft|Energy [BC Energy] (buildcraft-A-3.3.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
ExtrabiomesXL [ExtrabiomesXL] (ExtrabiomesXL-universal-1.4.6-3.7.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
Forestry [Forestry for Minecraft] (forestry-A-1.6.4.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Errored
IC2 [IndustrialCraft 2] (industrialcraft-2_1.112.170-lf.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
drceph.petrogen [Petroleum Generator] ([1.4.6]PetroGen-1.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
bau5_ProjectBench [Project Bench] ([1.4.6]ProjectBench-v1.6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
mod_ReiMinimap [mod_ReiMinimap] ([1.4.6]ReiMinimap_v3.2_06.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
AdvancedMachines [IC2 Advanced Machines Addon] (AdvancedMachines_4.7a.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
BasicComponents [Basic Components] (BasicComponents_v1.2.1.318.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
AtomicScience [Atomic Science] (AtomicScience_v0.3.0.118.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
BuildCraft|Builders [BC Builders] (buildcraft-A-3.3.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
BuildCraft|Factory [BC Factory] (buildcraft-A-3.3.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
BuildCraft|Transport [BC Transport] (buildcraft-A-3.3.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
BuildCraft|Silicon [BC Silicon] (buildcraft-A-3.3.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
ChickenChunks [ChickenChunks] (ChickenChunks 1.2.1.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
CompactSolars [Compact Solar Arrays] (compactsolars-universal-1.4.6-3.2.0.21.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
ComputerCraft [ComputerCraft] (ComputerCraft1.48.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
CCTurtle [ComputerCraft Turtles] (ComputerCraft1.48.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
EE3 [Equivalent Exchange 3] (ee3-universal-pre2d.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
EnderStorage [EnderStorage] (EnderStorage 1.3.1.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
BinnieCore [Binnie Core] (extrabees-1.4.9.3-prerelease.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
ExtraBees [Extra Bees] (extrabees-1.4.9.3-prerelease.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
factorization [Factorization] (Factorization-0.7.10.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
GraviGun [GraviGun] (GravityGun1.4.6v1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
Railcraft [Railcraft] (Railcraft_1.4.6-6.12.1.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
RedPowerCore [RedPower] (RedPowerCore-2.0pr6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
RedPowerBase [RP Base] (RedPowerCore-2.0pr6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
RedPowerMachine [RP Machine] (RedPowerMechanical-2.0pr6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
RedPowerCompat [RP Compat] (RedPowerCompat-2.0pr6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
RedPowerWiring [RP Wiring] (RedPowerDigital-2.0pr6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
RedPowerLogic [RP Logic] (RedPowerDigital-2.0pr6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
RedPowerLighting [RP Lighting] (RedPowerDigital-2.0pr6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
RedPowerWorld [RP World] (RedPowerMechanical-2.0pr6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
RedPowerControl [RP Control] (RedPowerMechanical-2.0pr6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
ThermalExpansion [Thermal Expansion] (ThermalExpansion-2.1.6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
ThermalExpansion|Factory [Factory] (ThermalExpansion-2.1.6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
ThermalExpansion|Energy [Energy] (ThermalExpansion-2.1.6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
ThermalExpansion|Transport [Transport] (ThermalExpansion-2.1.6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
TwilightForest [The Twilight Forest] (twilightforest-1.14.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
XyCraft [XyCraft] (xycraft-universal-1.4.6-0.9.44.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
GregTech_Addon [GregTech-Addon] (GregTechMod_2.70d.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
IC2NuclearControl [Nuclear Control] (IC2NuclearControl-1.4.5.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
IronChest [Iron Chest] (ironchest-universal-1.4.6-4.5.1.199.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
LogisticsPipes|Main [Logistics Pipes] (LogisticsPipes-MC1.4.6-0.6.9.33.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
MiscPeripherals [MiscPeripherals] (miscperipherals-2.2.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
AdvancedSolarPanel [Advanced Solar Panels] (mod_AdvancedSolarPanels_3_3_2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
GraviSuite [Gravitation Suite] (mod_zGraviSuite_1_6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
ModularForceFieldSystem [Modular ForceField System V2] (ModularForceFieldSystemV2.2.8.2.14.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
Mystcraft [Mystcraft] (mystcraft-uni-1.4.6-0.9.5.00.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
NEIPlugins [NEI Plugins] (NEIPlugins-1.0.4.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
ObsidiPlates [Obsidian Pressure Plates] (obsidiplates-universal-1.2.0.3.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
OmniTools [OmniTools] (OmniTools-2.2.3.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
PortalGun [Portal Gun] (portalgun1.4.6v1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
SoulShards [Soul Shards] (SoulShards-v1.14-universal.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
StevesCarts [Steve's Carts] (StevesCarts2.0.0.a40.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
Thaumcraft [Thaumcraft] (Thaumcraft3.0.1c.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
ThermalExpansion|NEI [NEI] (ThermalExpansion-NEI-2.1.6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
TC [Traincraft] (Traincraft-3.1.13_010.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
WR-CBE|Core [WR-CBE Core] (WR-CBE Core 1.3.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
WR-CBE|Addons [WR-CBE Addons] (WR-CBE Addons 1.3.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
WR-CBE|RedPower [WR-CBE RedPower] (WR-CBE RedPower 1.3.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
LWJGL: 2.4.2
OpenGL: GeForce 7300 GT/AGP/SSE2 GL version 2.1.2, NVIDIA Corporation
Is Modded: Definitely; Client brand changed to 'forge,fml'
Type: Client (map_client.txt)
Texture Pack: Default
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
java.lang.ClassCastException: bau5.mods.projectbench.common.PBUpgradeItem cannot be cast to forestry.core.items.ItemCrated
at forestry.factory.gadgets.MachineCarpenter$RecipeManager.addCrating(MachineCarpenter.java:122)
at forestry.factory.gadgets.MachineCarpenter.initialize(MachineCarpenter.java:743)
at forestry.plugins.PluginForestryFactory.postInit(PluginForestryFactory.java:68)
at forestry.core.ForestryCore.postInit(ForestryCore.java:247)
at forestry.core.ForestryClient.postInit(ForestryClient.java:55)
at forestry.Forestry.postInit(Forestry.java:52)
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:478)
at sun.reflect.GeneratedMethodAccessor3.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:140)
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.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:83)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:659)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:207)
at net.minecraft.client.Minecraft.a(Minecraft.java:456)
at asq.a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:744)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 280b7e6e ----------
Any idea's, I know RP is out now, but I like the rendering available on yours so I can see what it's set for from across the room, would like to use this one over RP where ever possible.
0
Except that every time there's an update with RP or change I have to "pay" over and over again. Not so with minecraft. Not only that, but with MC I get communication on the next releases, schedules, timelines, the whole shebang. Unfortunately we don't get that from RP.