• 0

    posted a message on Immibis's Mods - Now with 85.7% less version numbers in this title!

    I am quitting modding.

    Well, sort of. (But the title got your attention, right?)

    I am quitting this modding.

    Once upon a time, I said that I would always keep every mod up-to-date with the current Minecraft version, and for the last 4 years I've done that. Well, the time has come for mods to update to 1.8.9 and/or 1.9, or to be left behind, and I am choosing to leave most of them behind.


    I had hoped that the modded Minecraft community would stay on 1.7.10, but that is not happening.

    This list is not final. Feel free to try and change my mind.

    • Advanced Machines: Discontinued - appears to no longer thematically fit into current IC2. Might be revived for IC2 Classic.
    • Advanced Repulsion Systems: Discontinued - appears to no longer thematically fit into any current packs.
    • AutoFood: Discontinued - one-off mod for Agrarian Skies.
    • Cloud Storage: Discontinued - experimental and incomplete.
    • Connected Glass: Discontinued - most likely impossible in the new rendering system, and removal will not break worlds.
    • Dimensional Anchors: Will be updated.
    • Immibis Core: Unknown future - but you shouldn't care anyway.
    • Immibis's Macroblocks: Unknown future.
    • Immibis's Microblocks: Unknown future - MCMultipart will have its own microblocks mod, but there is a slim chance this could be that mod.
    • Immibis's Peripherals: Will be updated.
    • InfiView: Discontinued - experimental and incomplete.
    • InfiniTubes: Unknown future - To my knowledge very few people use this. Please reply if you want it to be updated.
    • Liquid XP: Probably discontinued - Since its inception, other mods have replicated Liquid XP in more attractive ways (not better or worse ways, just ways that make people want to use them). Please reply if you want this to be updated.
    • RedLogic: Unknown future - I know some people prefer having a lighter-weight alternative is Project:Red.
    • Simple Recycling: Discontinued - This was always specific to the 1.6.4 and 1.7.10 ecosystem. It might still be revived later.
    • TinyCarts: Discontinued - experimental and incomplete.
    • TubeStuff: Discontinued - This has been obsolete for a very long time. Are there any features people still want?

    This is not because I don't have time; it's because I don't have motivation.

    Let me remind you that all of my mod downloads have always included source code, and they use the MIT license. So you can continue my mods if you want. I'm also not ruling out more modding in the future.

    It's been a fun journey. So long, and thanks for all the fish.

    Posted in: Minecraft Mods
  • 0

    posted a message on Immibis's Mods - Now with 85.7% less version numbers in this title!

    Immibis's Microblocks 59.1.2:

    • Fixed RedLogic buttons being able to be placed on other RedLogic buttons.

    Quote from HalestormXV»

    The microblocks mod seems to be crashing with Steamcraft2 - It is quite odd as it works on singleplayer but crashes on multiplayer. I can't figure out if it is microblocks causing the crash or steamcraft2 causing the crash. I made a post to the author of Steamcraft2 as well. The immbis Core works fine it is just once I put the microblocks in the server crashes with this error: http://pastebin.com/HXy3P7H4


    Any thoughts or ideas, or a patch to fix it? Perhaps it is because the server runs Cauldron?



    It looks like a mod interaction involving at least four mods - Cauldron, Buildcraft Compat, Immibis's Microblocks and Steamcraft.

    However, Immibis's Microblocks isn't in the stack trace, but Buildcraft Compat's Immibis's Microblocks module is. I suspect Immibis's Microblocks's only relation to the crash is that it causes that module to be loaded.

    If you remove Immibis's Microblocks, do you crash when placing a hatch? (whatever that is)


    PLEASE fix the download links, my server NEEDS these.

    ps your mods are AMAZING



    Fixed two days ago.

    Posted in: Minecraft Mods
  • 1

    posted a message on [1.7.10] RedLogic - replacement for RP2 Wiring/Logic/Lighting

    Version 59.1.13 changes:


    • Fixed wires dropping when broken in creative mode.


    Posted in: Minecraft Mods
  • 1

    posted a message on [1.7.10] RedLogic - replacement for RP2 Wiring/Logic/Lighting

    Version 59.1.12 changes:

    • Fixed integrated circuits outputting signals in the wrong direction when used with vanilla redstone.
    • This fix affects all existing integrated circuits.
    • Fixed NOT gate torch visuals when the center output is disabled.
    • Fixed insulated wire being named wrongly in Turkish locales. (Pro-tip to programmers: always test your code with the locale set to Turkish)
    • Fixed integrated circuits getting confused about whether they were supposed to have bundled or single-wire inputs and outputs.
    • Integrated circuits affected by this bug must be re-scanned to fix them.
    • Fixed being able to combine stacks of different types of lumar buttons.
    • Fixed the chip compiler getting stuck if compilation fails for any reason.
    • Fixed the chip compiler not reporting internal errors to the player using it.

    Note that if compilation fails, you might get two error reports: one when the failure happens (sent to the last player who right-clicked the block) and one when you take the schematic back out.

    To whoever asked for the source code: it's included in every JAR file, under the folder "src".

    Quote from gustavowizard»

    This mod should be called "PROJECT RED 2: LIGHT" - its so cool its like a 'light' version of PR2 i´ve been using it for sometime but to be honest there are to many features i never use and i think all i need is on this one (since i can make my own textures, the 'looks' dont matter to me), in any case congratZ!!! like your mod, but plz give credit to the project red author if you use it as base mod, its a chivalry thing and we need to credit each other ;)

    love your buttons btw



    Actually, Project Red was a ripoff of RedLogic - even using code stolen from RedLogic - not the other way around. It's not using RedLogic code any more, but if anything, he should be crediting me.


    Quote from HanFox»

    I couldn't see this reported before, then again the search on this forum leaves a bit to be desired... Then again if it had been reported I'd really hope this had have been fixed ;)


    Using MC1.7.10, Forge 1448, immibis-core-59.1.2, immibis-microblocks-59.1.1 and redlogic-59.1.11 if you have a lumar button or lumar plate in your inventory and then try to pick up a different button or plate (colour or type) the stacks will merge.


    So I can have a white plate in my inventory and pick up a blue button and the white plate stack will go to 2 and the button will "disappear".



    Fixed.


    Quote from vasyaork»

    I have a same isuue.

    Becides i have a some similar issues :


    When I place an any type of logic gate in the world - it placed correctly

    When I want to pick up the gate - it picked up

    If I try to place and pick up a gate again - gate transform into AND gate (same ID, but no metadata)

    After this any gate, what i want to place and pick up - became an AND gate.

    This "issued" mode strange (not always) neitralised after taking some gates from creative


    Wires "not works" similar.

    wires converts to "Red Alloy Wire" (again same ID, no metadata)


    If in inventory no lumar plates - pick up lumar plate converts it into "White Lumar button" (again same ID, no metadata)


    Forge 1492

    immibis-core-59.1.2

    redlogic-59.1.11


    Downgrade immibis core to 59.1.1 and/or redlogic to 59.1.10 has no effect



    Could not reproduce. Do you have any more details that might be relevant?


    Quote from hartspoon»

    Redstone dust and red wires conecting to each other but without the redstone power transmitting accordingly.


    Is this the intended behaviour? Everything seems to connect properly, with dust and wire reaching the border of the the block space, but the redstone power itself can't go from red wire to redstone dust.


    If this is intended, it shouldn't show any connection from wire to dust.



    Yes, it's intended. Powering redstone wire with the right power level, in a way that can't cause loops, is complicated. If you want to do this, just use a repeater (either vanilla or RedLogic).


    A fun note

    I have built 256-word RAM chip!

    It is 16 by 16 grid of 16-bit memory cells (bundled latch + bundled buffer) plus address decoder.

    Schematic file is 2.3 MB in size!

    "Compilation" time is almost 2 minutes.

    When 2 minutes pass and compilation is actually attempted, it fails with "Method code too large!".

    (Limit is 64 KB and I guess nothing simple can be done about that.)


    Now to not so fun part:

    When circuit compilation fails, game states it in logs and not in chat, and restarts compilation countdown.

    Nothing actually crashes.

    That is, from player's perspective it silently restarts compilation for no reason, and schematic can never be taken out.



    Also, I have experienced a strange signal propagation glitch.

    It looks like only the least significant bit of bundled cable signal is propagated through active bundled buffers.

    It either happens or not for any specific setup, but I fail to make any sense out of it.

    ICs seem to be involved, but I am not sure.



    Can you send me your schematic file so I can see if it can be made to work? At the moment, the compiler generates quite inefficient code for bundled cables. (A bundled latch is treated as 16 separate latches in parallel, for example)

    Also, I fixed a bug relating to bundled cable inputs and outputs in ICs - can you check whether it works now?

    Quote from Angeltxilon»

    I love this mod.


    Can I make some suggestions to the next version of the mod (if this mod is continued, I hope so...)?


    0. Redstone wires could acept different intensity values (aclaration, I do not suggest a signal degradation in wires), to be useful to comparator and resistive circuits.


    1. Redstone resistors: with two terminals that are inputs and outputs in the same time, when a signal enter in one terminal, exit in the other with less intensity (intensity programmable by right-click, 16 states of intensity substraction, since 0 (nothing change) until 16 (non-signal)).


    2. Redstone potentiometer: with four terminals, two inputs and outputs in the same time, and two control terminals to multiple wires.

    Similar to redstone resistor, when a signal enter in one terminal, exit in the other with less intensity. To control the intensity substraction are required multiple wires in the two control terminals, more activate wires means more intensity substraction.


    3. Resistive memory: with four terminals, one input, one output and two resettinng wires.

    This device acts like nand memory, flip-flop, etc memory, but not only saves the "on signal", also the intensity signal.


    4. Memristor or memcomparator: with two terminals that are inputs and outputs in the same time, when a signal enter in one terminal, exit in the other with the same intensity.

    If the redstone signal intensity or direction changes, the memristor would produce resistance like a resistor, the resistance is major or minor in function of the intensity difference between the new state and the previous state (more difference mean more resistance, ie, more intensity substraction, if the direction is opposite to the first signal, the memristor act like diode).

    When the signal cease, the memristor is resetting automathicly.


    In real life a memristor is a passive device with memory of electric current values, that act like resistance when the current values change.



    0. They already do. Red alloy signals travel up to 255 blocks, because combining the redstone with iron makes it more conductive, or something.
    1. Could be useful.
    2. Could be useful. (I think you mean "acts like a D-Latch" perhaps)
    3. What would this be useful for?

    Also, how about a programmable redstone block, that can output a signal strength anywhere from 0 to 15?

    Posted in: Minecraft Mods
  • 0

    posted a message on Immibis's Mods - Now with 85.7% less version numbers in this title!

    Liquid XP 59.0.2:

    • Fixed absorbers not visually connecting to pipes.
    • Added shift-click support to all GUIs.

    Connected Glass 59.0.3:

    • Fixed Connected Glass overriding Chisel glass textures.
    Posted in: Minecraft Mods
  • 0

    posted a message on Immibis's Mods - Now with 85.7% less version numbers in this title!

    Holy crap, I haven't checked this since May!?

    I was busy with university work... then I was putting off going through the backlog of posts because I knew there'd be a big-ish backlog. Only 4 pages isn't bad, though. (I've finished university now)


    Quote from alextarbox»

    I seem to be having troubles with liquid xp mod.


    I have about 200 mods total installed so I won't even try to make a list, but I cannot get the LXP absorber to connect to any pipes at all. I've googled it, and watched some mod spotlights on youtube, tried using all the pipes that is suggested and not one single pipe will connect to the LXP absorber from any side.


    I don't however have infinitubes installed. Since it's the same author, I guess this is my only option for hooking the block up? Or does anyone know something about this that I don't? I've used NEI to look up every kind of liquid/fluid pipe in the game, and nothing connects to the absorber. All the other blocks from the liquid xp mod work just fine though.


    I do have all the mods up-to-date as well, java is up-to-date, etc.




    Quote from alextarbox»

    No problem.


    I should point out though, a glitch I noticed with the liquid xp mod, if you planned on using the LXP Absorber, it won't work. The absorber itself is okay, but the block won't accept any form of fluid/liquid pipe. I've used virtually every fluid/liquid pipe in existence, including all those recommended by the author, as well as inifnipipes. Nothing at all works. Hopefully the author will take notice at the problem and fix it, as I've been hearing he's not updating any of his mods anymore except for microblocks, so that really is going to suck if it's true, because I'd love to have the absorber so I don't lose my xp when I die/get killed.




    It should output fluid into adjacent tanks and pipes, even if it doesn't connect. I'll fix that tomorrow (it's late now and it's not quite a trivial fix)

    Note that Infinitubes don't transport fluids anyway.


    Sooo I just updated forge without touching any mods and it didn't crash, so it seems the 1428 is definitely fixed. Changelog mentions fluid fix of some kind. While updating forge alone did not fix this, I did find a way to craft the collector! I thought about it for a second and then clicked the recipe button for the weird -1 tag LXP bucket itself and saw that it was filled up with thermal expansion's liquid transposer! Decided to try that out, made a transposer, piped my LXP out of the buildcraft tank into it, filled a bucket and voila! The magical -1 LXP bucket was in hand. Popped that bad boy in the crafting table and made my collector!


    LXP bucket #1 http://i.imgur.com/Gqh0kkf.png

    LXP bucket #2 http://i.imgur.com/CBTLMI2.png

    LXP Collector! http://i.imgur.com/S2uNIXl.png




    Something is really messed up there. It shouldn't be possible to have an item with an ID of -1.




    Well.. I just updated everything and I'm back to crashing again. http://pastebin.com/bKrTFGxY


    I think I'm just gonna roll back all my changes and use my LXP workaround. Have not turned on the meta tags yet but I'll do that when I roll everything back here.




    That crash doesn't appear to have anything to do with LXP.



    Quote from alextarbox»

    From what I've read around before, it's not possible to convert liquid xp from one mod to the other and vice versa. And it would also seem the Immibus's LXP mod takes priority over OpenBlocks XP so you always will end up with LXP with the liquid xp mod, not openblocks. I've used mob farms and the like before to sort of "generate" LXP and put it into tanks, and I always used the LXP blocks to do this, not OpenBlocks blocks.


    I may be wrong but I'm pretty sure there is no conversion between the two mods. Best thing to do, even though it may be kind of slow, use the "shower" on a OpenBlocks xp tank, and set up a LXP collector (from liquid xp mod) right under the shower, so as the xp orbs are piped out with the shower, the collector will pull in all those normal xp orbs, and youll end up with LXP xp instead of OpenBlocks xp. youll need to make sure the two systems are separate of course. if you use blocks that always generate OpenBlocks xp, you might be able to setup some kind of automation so you can tuck all this away in a room somewhere and forget about it, and as the OB XP comes in, itll dump it right into the LXP system


    EDIT: Accidentally said "absorber" instead of "collector" as the LXP block to use




    There shouldn't be a "default" XP type - if you use LXP collectors you'll get LXP Liquid XP, and if you use OpenBlock svacuum hoppers you'll get OpenBlocks Liquid XP.


    Quote from murapix»

    Something I'm wondering about the Liquid XP mod - are there any plans to add shift-click functionality to the blocks? It does get annoying having to pick up and put down every item whenever I'm using the isolater or combiner.




    Quote from murapix»

    When I'm using the isolater to disenchant all my dungeon loot, I want to be able to shift-click the items to put them in the input slot, then shift-click the books from the output slot to put them into the first open slot in my inventory. I don't like having to manually pick them up and move them between the slots. I don't have a reason to move multiple stacks at once though, and I'm not sure what the point of that would be with the liquid xp mod.




    Good idea. I'll add that tomorrow (it's late now).


    Quote from nachtmahr66»

    i have the latest cloud storage which is amazeing when it worked. now any and every new item deletes after i save and exit then load back in.I seriously hope there is a fix for this because it breaks the mod also automated mining or farming with build craft will not work with this either same effect which is a major waste of items.




    Quote from nachtmahr66»

    cloud storage is now completely broken and all items get deleted on save and load. i really hope this gets fixed cause it is awesome to beable to hold all the items without haveing to build a massive tower. please please look into cloud storage.




    Cloud Storage was never serious quality - I considered it an experiment. But if people like it then I may pick it up again.


    Quote from FallenShadow»

    I was told that Immibis Core is erroring. Any idea as to why and how to fix?





    That does not appear to be caused by Immibis Core, even though it appears in the stack trace. (Some other mod screwed something up, then Immibis Core crashed when it tried to use the screwed up thing)

    Quote from Cyb3rWarri0r8»

    Can you make immibis peripherals available on github? I wanted to see if I could fix some of the ciphers on the cryptographic accelerator.




    The source code is included in every download (open it with 7-Zip or WinRAR or similar, or rename it to .zip and open it normally). At this point I don't have plans to put it on GitHub. You can do it yourself if you want.


    Quote from herobrine4221»

    Dowloaded latest for 1.7.10, still the same thing.

    No crash report.

    Game Output:


    [09:50:51] [main/INFO] [LaunchWrapper]: Loading tweak class name cpw.mods.fml.common.launcher.FMLTweaker
    [09:50:51] [main/INFO] [LaunchWrapper]: Using primary tweak class name cpw.mods.fml.common.launcher.FMLTweaker
    [09:50:51] [main/INFO] [LaunchWrapper]: Calling tweak class cpw.mods.fml.common.launcher.FMLTweaker
    [09:50:51] [main/INFO] [FML]: Forge Mod Loader version 7.10.85.1284 for Minecraft 1.7.10 loading
    [09:50:51] [main/INFO] [FML]: Java is Java HotSpot(TM) 64-Bit Server VM, version 1.6.0_65, running on Mac OS X:x86_64:10.10.4, installed at /System/Library/Java/JavaVirtualMachines/1.6.0.jdk/Contents/Home
    [09:50:52] [main/WARN] [FML]: The coremod codechicken.core.launch.CodeChickenCorePlugin does not have a MCVersion annotation, it may cause issues with this version of Minecraft
    [09:50:53] [main/WARN] [FML]: The coremod codechicken.core.launch.DepLoader does not have a MCVersion annotation, it may cause issues with this version of Minecraft
    [09:50:53] [main/INFO] [STDERR]: [java.lang.Throwable:printStackTrace:461]: java.lang.UnsupportedClassVersionError: mods/immibis/core/ICCoreMod : Unsupported major.minor version 51.0
    [09:50:53] [main/INFO] [STDERR]: [java.lang.Throwable:printStackTrace:464]: at java.lang.ClassLoader.defineClass1(Native Method)
    [09:50:53] [main/INFO] [STDERR]: [java.lang.Throwable:printStackTrace:464]: at java.lang.ClassLoader.defineClassCond(ClassLoader.java:637)
    [09:50:53] [main/INFO] [STDERR]: [java.lang.Throwable:printStackTrace:464]: at java.lang.ClassLoader.defineClass(ClassLoader.java:621)
    [09:50:53] [main/INFO] [STDERR]: [java.lang.Throwable:printStackTrace:464]: at java.security.SecureClassLoader.defineClass(SecureClassLoader.java:141)
    [09:50:53] [main/INFO] [STDERR]: [java.lang.Throwable:printStackTrace:464]: at java.net.URLClassLoader.defineClass(URLClassLoader.java:283)
    [09:50:53] [main/INFO] [STDERR]: [java.lang.Throwable:printStackTrace:464]: at java.net.URLClassLoader.access$000(URLClassLoader.java:58)
    [09:50:53] [main/INFO] [STDERR]: [java.lang.Throwable:printStackTrace:464]: at java.net.URLClassLoader$1.run(URLClassLoader.java:197)
    [09:50:53] [main/INFO] [STDERR]: [java.lang.Throwable:printStackTrace:464]: at java.security.AccessController.doPrivileged(Native Method)
    [09:50:53] [main/INFO] [STDERR]: [java.lang.Throwable:printStackTrace:464]: at java.net.URLClassLoader.findClass(URLClassLoader.java:190)
    [09:50:53] [main/INFO] [STDERR]: [java.lang.Throwable:printStackTrace:464]: at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:117)
    [09:50:53] [main/INFO] [STDERR]: [java.lang.Throwable:printStackTrace:464]: at java.lang.ClassLoader.loadClass(ClassLoader.java:306)
    [09:50:53] [main/INFO] [STDERR]: [java.lang.Throwable:printStackTrace:464]: at java.lang.ClassLoader.loadClass(ClassLoader.java:247)
    [09:50:53] [main/INFO] [STDERR]: [java.lang.Throwable:printStackTrace:464]: at java.lang.Class.forName0(Native Method)
    [09:50:53] [main/INFO] [STDERR]: [java.lang.Throwable:printStackTrace:464]: at java.lang.Class.forName(Class.java:249)
    [09:50:53] [main/INFO] [STDERR]: [java.lang.Throwable:printStackTrace:464]: at cpw.mods.fml.relauncher.CoreModManager.loadCoreMod(CoreModManager.java:417)
    [09:50:53] [main/INFO] [STDERR]: [java.lang.Throwable:printStackTrace:464]: at cpw.mods.fml.relauncher.CoreModManager.discoverCoreMods(CoreModManager.java:346)
    [09:50:53] [main/INFO] [STDERR]: [java.lang.Throwable:printStackTrace:464]: at cpw.mods.fml.relauncher.CoreModManager.handleLaunch(CoreModManager.java:214)
    [09:50:53] [main/INFO] [STDERR]: [java.lang.Throwable:printStackTrace:464]: at cpw.mods.fml.relauncher.FMLLaunchHandler.setupHome(FMLLaunchHandler.java:90)
    [09:50:53] [main/INFO] [STDERR]: [java.lang.Throwable:printStackTrace:464]: at cpw.mods.fml.relauncher.FMLLaunchHandler.setupClient(FMLLaunchHandler.java:67)
    [09:50:53] [main/INFO] [STDERR]: [java.lang.Throwable:printStackTrace:464]: at cpw.mods.fml.relauncher.FMLLaunchHandler.configureForClientLaunch(FMLLaunchHandler.java:34)
    [09:50:53] [main/INFO] [STDERR]: [java.lang.Throwable:printStackTrace:464]: at cpw.mods.fml.common.launcher.FMLTweaker.injectIntoClassLoader(FMLTweaker.java:126)
    [09:50:53] [main/INFO] [STDERR]: [java.lang.Throwable:printStackTrace:464]: at net.minecraft.launchwrapper.Launch.launch(Launch.java:115)
    [09:50:53] [main/INFO] [STDERR]: [java.lang.Throwable:printStackTrace:464]: at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
    [09:50:53] [main/ERROR] [FML]: An error occurred trying to configure the minecraft home at /Users/gavinday/Library/Application Support/minecraft for Forge Mod Loader
    java.lang.UnsupportedClassVersionError: mods/immibis/core/ICCoreMod : Unsupported major.minor version 51.0
    at java.lang.ClassLoader.defineClass1(Native Method) ~[?:1.6.0_65]
    at java.lang.ClassLoader.defineClassCond(ClassLoader.java:637) ~[?:1.6.0_65]
    at java.lang.ClassLoader.defineClass(ClassLoader.java:621) ~[?:1.6.0_65]
    at java.security.SecureClassLoader.defineClass(SecureClassLoader.java:141) ~[?:1.6.0_65]
    at java.net.URLClassLoader.defineClass(URLClassLoader.java:283) ~[?:1.6.0_65]
    at java.net.URLClassLoader.access$000(URLClassLoader.java:58) ~[?:1.6.0_65]
    at java.net.URLClassLoader$1.run(URLClassLoader.java:197) ~[?:1.6.0_65]
    at java.security.AccessController.doPrivileged(Native Method) ~[?:1.6.0_65]
    at java.net.URLClassLoader.findClass(URLClassLoader.java:190) ~[?:1.6.0_65]
    at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:117) ~[launchwrapper-1.11.jar:?]
    at java.lang.ClassLoader.loadClass(ClassLoader.java:306) ~[?:1.6.0_65]
    at java.lang.ClassLoader.loadClass(ClassLoader.java:247) ~[?:1.6.0_65]
    at java.lang.Class.forName0(Native Method) ~[?:1.6.0_65]
    at java.lang.Class.forName(Class.java:249) ~[?:1.6.0_65]
    at cpw.mods.fml.relauncher.CoreModManager.loadCoreMod(CoreModManager.java:417) ~[forge-1.7.10-10.13.2.1284.jar:?]
    at cpw.mods.fml.relauncher.CoreModManager.discoverCoreMods(CoreModManager.java:346) ~[forge-1.7.10-10.13.2.1284.jar:?]
    at cpw.mods.fml.relauncher.CoreModManager.handleLaunch(CoreModManager.java:214) ~[forge-1.7.10-10.13.2.1284.jar:?]
    at cpw.mods.fml.relauncher.FMLLaunchHandler.setupHome(FMLLaunchHandler.java:90) [forge-1.7.10-10.13.2.1284.jar:?]
    at cpw.mods.fml.relauncher.FMLLaunchHandler.setupClient(FMLLaunchHandler.java:67) [forge-1.7.10-10.13.2.1284.jar:?]
    at cpw.mods.fml.relauncher.FMLLaunchHandler.configureForClientLaunch(FMLLaunchHandler.java:34) [forge-1.7.10-10.13.2.1284.jar:?]
    at cpw.mods.fml.common.launcher.FMLTweaker.injectIntoClassLoader(FMLTweaker.java:126) [forge-1.7.10-10.13.2.1284.jar:?]
    at net.minecraft.launchwrapper.Launch.launch(Launch.java:115) [launchwrapper-1.11.jar:?]
    at net.minecraft.launchwrapper.Launch.main(Launch.java:28) [launchwrapper-1.11.jar:?]
    Exception in thread "main" [09:50:53] [main/INFO] [STDERR]: [java.lang.Throwable:printStackTrace:461]: java.lang.UnsupportedClassVersionError: mods/immibis/core/ICCoreMod : Unsupported major.minor version 51.0
    [09:50:53] [main/INFO] [STDERR]: [java.lang.Throwable:printStackTrace:464]: at java.lang.ClassLoader.defineClass1(Native Method)
    [09:50:53] [main/INFO] [STDERR]: [java.lang.Throwable:printStackTrace:464]: at java.lang.ClassLoader.defineClassCond(ClassLoader.java:637)
    [09:50:53] [main/INFO] [STDERR]: [java.lang.Throwable:printStackTrace:464]: at java.lang.ClassLoader.defineClass(ClassLoader.java:621)
    [09:50:53] [main/INFO] [STDERR]: [java.lang.Throwable:printStackTrace:464]: at java.security.SecureClassLoader.defineClass(SecureClassLoader.java:141)
    [09:50:53] [main/INFO] [STDERR]: [java.lang.Throwable:printStackTrace:464]: at java.net.URLClassLoader.defineClass(URLClassLoader.java:283)
    [09:50:53] [main/INFO] [STDERR]: [java.lang.Throwable:printStackTrace:464]: at java.net.URLClassLoader.access$000(URLClassLoader.java:58)
    [09:50:53] [main/INFO] [STDERR]: [java.lang.Throwable:printStackTrace:464]: at java.net.URLClassLoader$1.run(URLClassLoader.java:197)
    [09:50:53] [main/INFO] [STDERR]: [java.lang.Throwable:printStackTrace:464]: at java.security.AccessController.doPrivileged(Native Method)
    [09:50:53] [main/INFO] [STDERR]: [java.lang.Throwable:printStackTrace:464]: at java.net.URLClassLoader.findClass(URLClassLoader.java:190)
    [09:50:53] [main/INFO] [STDERR]: [java.lang.Throwable:printStackTrace:464]: at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:117)
    [09:50:53] [main/INFO] [STDERR]: [java.lang.Throwable:printStackTrace:464]: at java.lang.ClassLoader.loadClass(ClassLoader.java:306)
    [09:50:53] [main/INFO] [STDERR]: [java.lang.Throwable:printStackTrace:464]: at java.lang.ClassLoader.loadClass(ClassLoader.java:247)
    [09:50:53] [main/INFO] [STDERR]: [java.lang.Throwable:printStackTrace:464]: at java.lang.Class.forName0(Native Method)
    [09:50:53] [main/INFO] [STDERR]: [java.lang.Throwable:printStackTrace:464]: at java.lang.Class.forName(Class.java:249)
    [09:50:53] [main/INFO] [STDERR]: [java.lang.Throwable:printStackTrace:464]: at cpw.mods.fml.relauncher.CoreModManager.loadCoreMod(CoreModManager.java:417)
    [09:50:53] [main/INFO] [STDERR]: [java.lang.Throwable:printStackTrace:464]: at cpw.mods.fml.relauncher.CoreModManager.discoverCoreMods(CoreModManager.java:346)
    [09:50:53] [main/INFO] [STDERR]: [java.lang.Throwable:printStackTrace:464]: at cpw.mods.fml.relauncher.CoreModManager.handleLaunch(CoreModManager.java:214)
    [09:50:53] [main/INFO] [STDERR]: [java.lang.Throwable:printStackTrace:464]: at cpw.mods.fml.relauncher.FMLLaunchHandler.setupHome(FMLLaunchHandler.java:90)
    [09:50:53] [main/INFO] [STDERR]: [java.lang.Throwable:printStackTrace:464]: at cpw.mods.fml.relauncher.FMLLaunchHandler.setupClient(FMLLaunchHandler.java:67)
    [09:50:53] [main/INFO] [STDERR]: [java.lang.Throwable:printStackTrace:464]: at cpw.mods.fml.relauncher.FMLLaunchHandler.configureForClientLaunch(FMLLaunchHandler.java:34)
    [09:50:53] [main/INFO] [STDERR]: [java.lang.Throwable:printStackTrace:464]: at cpw.mods.fml.common.launcher.FMLTweaker.injectIntoClassLoader(FMLTweaker.java:126)
    [09:50:53] [main/INFO] [STDERR]: [java.lang.Throwable:printStackTrace:464]: at net.minecraft.launchwrapper.Launch.launch(Launch.java:115)
    [09:50:53] [main/INFO] [STDERR]: [java.lang.Throwable:printStackTrace:464]: at net.minecraft.launchwrapper.Launch.main(Launch.java:28)




    Install Java 7.




    Quote from MassimoZombie»

    Hi, can you please help me. I would like to use autofood but even with only immibis core in the mods folder the game crashes.

    I have tried using the recommended version of forge (10.13.4.14480 and the latest version (10.13.4.1492)

    I have also changed from Java 8 to Java 7.

    All with the same result. What am I doing wrong?

    (hopefully I got the spoiler thing right)



    ---- Minecraft Crash Report ----
    // Hi. I'm Minecraft, and I'm a crashaholic.

    Time: 19/08/15 7:50 PM
    Description: There was a severe problem during mod loading that has caused the game to fail

    cpw.mods.fml.common.LoaderException: java.lang.NoClassDefFoundError: mods/immibis/core/impl/crossmod/EnergyConsumerTraitImpl_RF
    at cpw.mods.fml.common.LoadController.transition(LoadController.java:163)
    at cpw.mods.fml.common.Loader.loadMods(Loader.java:544)
    at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:208)
    at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:480)
    at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:878)
    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.NoClassDefFoundError: mods/immibis/core/impl/crossmod/EnergyConsumerTraitImpl_RF
    at mods.immibis.core.ImmibisCore.initPreferredEnergySystem(ImmibisCore.java:174)
    at mods.immibis.core.ImmibisCore.(ImmibisCore.java:112)
    at mods.immibis.core.ICNonCoreMod.(ICNonCoreMod.java:24)
    at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
    at sun.reflect.NativeConstructorAccessorImpl.newInstance(Unknown Source)
    at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(Unknown Source)
    at java.lang.reflect.Constructor.newInstance(Unknown Source)
    at java.lang.Class.newInstance(Unknown Source)
    at cpw.mods.fml.common.ILanguageAdapter$JavaAdapter.getNewInstance(ILanguageAdapter.java:173)
    at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:506)
    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.sendEventToModContainer(LoadController.java:212)
    at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:190)
    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:119)
    at cpw.mods.fml.common.Loader.loadMods(Loader.java:513)
    ... 10 more
    Caused by: java.lang.ClassNotFoundException: mods.immibis.core.impl.crossmod.EnergyConsumerTraitImpl_RF
    at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:191)
    at java.lang.ClassLoader.loadClass(Unknown Source)
    at java.lang.ClassLoader.loadClass(Unknown Source)
    ... 42 more
    Caused by: java.lang.NoClassDefFoundError: cofh/api/energy/IEnergyHandler
    at java.lang.ClassLoader.defineClass1(Native Method)
    at java.lang.ClassLoader.defineClass(Unknown Source)
    at java.security.SecureClassLoader.defineClass(Unknown Source)
    at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:182)
    ... 44 more
    Caused by: java.lang.ClassNotFoundException: cofh.api.energy.IEnergyHandler
    at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:191)
    at java.lang.ClassLoader.loadClass(Unknown Source)
    at java.lang.ClassLoader.loadClass(Unknown Source)
    ... 48 more
    Caused by: java.lang.NullPointerException
    at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:182)
    ... 50 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_80, Oracle Corporation
    Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
    Memory: 80616536 bytes (76 MB) / 261402624 bytes (249 MB) up to 1060372480 bytes (1011 MB)
    JVM Flags: 6 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
    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 v7.10.99.99 Minecraft Forge 10.13.4.1448 4 mods loaded, 4 mods active
    States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
    UC mcp{9.05} [Minecraft Coder Pack] (minecraft.jar)
    UC FML{7.10.99.99} [Forge Mod Loader] (forge-1.7.10-10.13.4.1448-1.7.10.jar)
    UC Forge{10.13.4.1448} [Minecraft Forge] (forge-1.7.10-10.13.4.1448-1.7.10.jar)
    UE ImmibisCore{59.1.2} [Immibis Core] (immibis-core-59.1.2.jar)
    GL info: ' Vendor: 'NVIDIA Corporation' Version: '4.5.0 NVIDIA 355.60' Renderer: 'GeForce GTX 660/PCIe/SSE2'




    Simplest fix: open .minecraft/config/immibis.cfg, set the preferredEnergySystem to infinite instead of redstoneFlux.


    Quote from NikkeiZX»

    question: I'm using 1.7.10 of microblocks... if I'm using a button, how can I get a redstone current to flow through microblocks? I'm also using mods like Project Red and Buildcraft if that helps. as you can see in the screenshot, I'm basically trying to get that button to send a redstone signal to open the door.

    under normal circumstances, the redstone would trigger the door if that were a regular block... but the regular block (called factory block from Chisel 2) is having issues rendering due to optifine..but somehow, using the miroblocks version of the factory lock works just fine, hence why I'm using it as an alternative so basically my dilemma is:

    factory block = can carry redstone current 1 block away: The block won't display.

    Microblock version of factory block= will display: won't carry redstone current.




    Sorry, but microblocks can't carry redstone current. That's just the way redstone works.


    Quote from Gunner76th»

    I think I have found a bug in the most recent release of Connected Glass. I have Chisel 2 mod installed, and I have the Japanese glass placed in the world. The problem is, that in my inventory and in the NEI, it looks like it should, however when you place it in the world, it graphically turns into normal glass texture. The ID for the Japanese Glass is 0463:3, while normal vanilla glass is 0020. I have tested the various glasses in my mod pack, and the only ones that appear to be affected are the ones added by Chisel 2 mod, however not all of them seem to be affected. The following is the list of meta values that are being affected, as well as those which are rendering like they are expected to:

    ID Values being affected by Connected Glass:

    0463:2 Chinese Glass
    0463:3 Japanese Glass
    0463:3 Dungeon Glass
    0463:8 Screen
    0463:12 Streak Glass
    0463:13 Thick Grid Glass
    0463:14 Thin Grid Glass
    0463:15 Modern Iron Fence

    ID Values NOT being affected by Connected Glass:

    0463:0 Asymmetrical Leaded Glass
    0463:1 Bubble Glass
    0463:5 Light Glass
    0463:6 Borderless Glass
    0463:7 Ornate Steel Glass
    0463:9 Shale Glass
    0463:9 Steel Frame Glass
    0463:11 Stone Frame Glass

    Screen shot of the above glass items in the world with Connected Glass installed:
    https://dl.dropboxusercontent.com/u/251115511/Photos/Minecraft/2015-09-03_18.27.44.png

    Screenshot of the above glass items in the world without Connected Glass installed:
    https://dl.dropboxusercontent.com/u/251115511/Photos/Minecraft/2015-09-03_18.32.32.png

    Version of MC installed: 1.7.10
    Version of Forge: 1492
    Version of immibis Core: 59.1.2
    Version of Connected Glass: 59.0.2

    If there is anything else you need, please let me know.



    Thanks for reporting this. I should have a fix tomorrow (it's late now and it's not a trivial fix).

    Quote from QuantumMiner»

    I'm having a problem with a dimensional anchor. I have a server with a custom modpack that I play with some friends. Our only chunkloading option is dimensional anchors, and in general they've been working well, although I increased fuel burn times. However, I recently set up a void permaday myst age for Mekanism, and the anchor I put down there is prone to crashing the server with ticking block errors. Each time this happens, I use mcedit to delete the anchor and then go in game and place a new one. It will be fine for a while, but by the next day it will be crashing again.


    Here's a crash log:

    http://pastebin.com/254rGyjJ




    That is odd - that means world didn't tell the chunkloader block when the chunkloader block was loaded. I wonder if that's a Mystcraft bug. Since you posted this a while ago, can you tell me if it still happens?


    Quote from superRedclem»

    I have some problems with the mods.It crashes everytime i start it. Here is my crash report:

    http://pastebin.com/Hc63aEnK




    Open immibis.cfg and change the preferredEnergySystem to something that's not IC2. (Alternatively, install IC2)

    I need to add a better message for that, instead of just crashing.



    Quote from bauensch»

    Where would I get immibis.mgui from?


    I tried derping around with the source, but immibis core imports immibis.mgui, which isn't included anywhere, so I'm unable to compile anything :/


    Edit: Just adding immibis core as a dependency also doesn't work. I get following errors trying to compile ars from source:

    C:\Users\pflau\forge\build\sources\java\mods\immibis\ars\beams\BlockBeamStuff.java:19: error: BlockBeamStuff is not abstract and does not override abstract method createNewTileEntity(World,int) in ITileEntityProvider
    public class BlockBeamStuff extends BlockCombined {
           ^
    C:\Users\pflau\forge\build\sources\java\mods\immibis\ars\beams\TileInventoryContentsFilter.java:81: error: cannot find symbol
                    return inv.decrStackSize(var1, var2);
                              ^
      symbol:   method decrStackSize(int,int)
      location: variable inv of type BasicInventory
    C:\Users\pflau\forge\build\sources\java\mods\immibis\ars\beams\TileLootCollector.java:153: error: cannot find symbol
                    return inv.decrStackSize(var1, var2);
                              ^
      symbol:   method decrStackSize(int,int)
      location: variable inv of type BasicInventory
    C:\Users\pflau\forge\build\sources\java\mods\immibis\ars\beams\TilePotionUpgrade.java:44: error: cannot find symbol
                    return inv.decrStackSize(var1, var2);
                              ^
      symbol:   method decrStackSize(int,int)
      location: variable inv of type BasicInventory
    C:\Users\pflau\forge\build\sources\java\mods\immibis\ars\beams\TileProgrammableFilter.java:122: error: cannot find symbol
                    ItemStack rv = inv.decrStackSize(var1, var2);
                                      ^
      symbol:   method decrStackSize(int,int)
      location: variable inv of type BasicInventory
    C:\Users\pflau\forge\build\sources\java\mods\immibis\ars\beams\GuiProgrammableFilter.java:17: error: abstract method drawGuiContainerBackgroundLayer(float,int,int) in GuiContainer cannot be accessed directly
                    super.drawGuiContainerBackgroundLayer(var1, var2, var3);
                         ^









    I'm quite the java noob, but it's not the first time compiling stuff, but I just can't figure out how it works with forge, or what I do wrong. When I include the core source (and not the jar) those errors are gone, but then it can't find immibis.mgui.


    I wanted to give force field blocks a small light (by overriding the getLightValue() method), and if possible set their renderpass to 1, so I can replace the texture with a animated transparent one.


    Edit: Maybe a short description of what I did:


    1. Set up forge development environment like that: http://www.minecraftforge.net/forum/index.php?topic=14048.0

    2. Put ARS source in ./src/main/java

    3. Put immibis core, IC2 api+dev and BC dev in ./libs (and also tried core source in java folder)

    4. Set gradle compatibility to 1.7 so diamond operators work

    4. gradlew.bat build

    5. Get errors above, or mgui missing, depending on where I put immibis core




    Just delete the stuff that references immibis.mgui - it's in a folder called "experimental" for a reason.
    As for the other errors: make sure you have versions of Immibis Core and ARS that match the Minecraft version you're trying to use.

    Quote from JasonMcRay»

    Hello. I have a crash to report for TubeStuff. When I double-click an item in Automatic Crafting Tabel MK II and there are items in the crafting area my client crashes: https://paste.ee/p/KK33g


    Reproduce steps:

    1) Spawn in stack of Iron Ingots

    2) Spread the Iron Ingots inside the Automatic Crafting Table MK II and put some of them also in the crafting area for example in shape of making Iron Doors

    3) Double Click any iron ingot in the storage area to "stack-take" them all

    4) ???

    5) Profit (or in this case crash)


    TubeStuff Version: 59.0.4

    Immibis Core: 59.1.2




    Fixed - update Immibis Core.


    Quote from Keybounce»

    What is "Macroblocks"?




    http://forum.feed-the-beast.com/threads/immibiss-macroblocks.105996/

    Quote from HellishINC»

    When placing the 'Code Door' on a chisel block the client is crashed.




    Not sure of the root cause of that, but if you update ARS to 59.0.4 it will at least not crash.

    Posted in: Minecraft Mods
  • 0

    posted a message on The Chicken Bones Mod - helps you pick up chicks! (Modjam 3)

    I updated this to 1.7.10 a while ago, but I seem to have forgotten to post it here. (It was posted on the FTB forums), so here's a download link:


    Download (for 1.7.10)



    (I've also put this link in the first post)

    Posted in: Minecraft Mods
  • 0

    posted a message on Immibis's Mods - Now with 85.7% less version numbers in this title!

    RedLogic 59.1.11 should fix the GUI crashes.

    Posted in: Minecraft Mods
  • 0

    posted a message on [1.7.10] RedLogic - replacement for RP2 Wiring/Logic/Lighting

    59.1.11 should fix the GUI crashes. (Sorry about that!)


    You can't place wires in opposite parts of the same block unless they're connected - that's "intentional" (or a design flaw) since each wire block can only have one signal strength. RedPower 2 worked the same way.


    I'll look into the other placing issue and the block break sound issue.

    Posted in: Minecraft Mods
  • 0

    posted a message on [1.7.10] RedLogic - replacement for RP2 Wiring/Logic/Lighting

    Update to Immibis Core 59.1.1 to fix the invisible wires. Sorry again for taking a week to get around to fixing that, it turned out to be a really simple mistake.

    Posted in: Minecraft Mods
  • 1

    posted a message on Immibis's Mods - Now with 85.7% less version numbers in this title!
    Immibis Core 59.1.1:
    • Fixed invisible microblocks (and RedLogic wires etc)

    Turned out to be a dumb mistake, sorry again for taking a week to get around to it.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.7.10] RedLogic - replacement for RP2 Wiring/Logic/Lighting
    Quote from pauk960»

    When I place red alloy wire or insulated wire, it's invisible. I can see the hitbox, but not the wire.


    I'm using Immibis Core 59.1.0 and Red Logic 59.1.10


    Do you have Optifine, Fastcraft and/or CoFH Tweaks?

    Posted in: Minecraft Mods
  • 2

    posted a message on [1.7.10] RedLogic - replacement for RP2 Wiring/Logic/Lighting
    59.1.10:
    • Microblock API update. (Goes with Immibis Core 59.1.0 and Immibis's Microblocks 59.1.0)

    I'll hopefully get around to handling the unread posts in this thread in the next few days (including Vexatos' ComputerCraft integration thing)
    Posted in: Minecraft Mods
  • 2

    posted a message on Immibis's Mods - Now with 85.7% less version numbers in this title!

    Immibis's Microblocks 59.1.0:


    • Added Railcraft's shunting wire, ComputerCraft's network cables, and all types of Thermal Dynamics' ducts to the default config.
    • Removed old Applied Energistics 1 classes from the default config.
    • Fixed NEI integration (to show or hide microblocks).
    • Significant internal changes. Requires Immibis Core update, and if you have them, you also need to update RedLogic and/or InfiniTubes.


    Immibis Core 59.1.0:


    • Microblock API update.


    InfiniTubes 59.0.4:


    • Microblock API update.
    • Fixed dislocators not showing their output side correctly.




    Quote from Neji3971»
    Hi there,



    I really like your mod and have a question:

    Where are the tubes?

    Am I mistaken when I say that TUBEStuff is about tubes? Or is it just a bug, that nearly all items that I know from old Tekkit Classic Times are gone now?


    TubeStuff is called TubeStuff because it was originally meant to be an addon for RP2's tubes (i.e. it has extra tube stuff, like tube-compatible autocrafters). It doesn't have tubes itself. It still exists because it has some random useful blocks.

    Quote from CubeWrench202»
    Immibis, have you think in use all your mods to make a RedPower replacement? ...

    Some of them are clones of things from RedPower, but not all. RedLogic and Immibis's Microblocks are pretty obviously clones, and TubeStuff was an "addon", but that's about it.

    I'm not particularly interested in cloning all of RedPower just for the sake of having a RedPower clone...
    in particular, marble and basalt were useless apart from decoration (they could belong in something like Chisel or Z-Tones though),
    rubber was completely useless, indigo dye and gem tools were somewhat useful but out of place in a technical mod.

    For item transport, Applied Energistics seems to have taken over everything, with a small amount of Ender IO, Thermal Dynamics or Buildcraft
    sometimes to interface AE and machines sometimes. If I cloned RP2 tubes, the only thing people would use them for would be inserting items into barrel-walls without using up channels.

    Frames: use Remain In Motion or Funky Locomotion (or Truss if it's still around).

    Blutricity: Electrical Age seems to have a similar system (I haven't tried it), but with much more stuff added on.

    IIRC, apart from transport, frames, blutricity and computers, the only machines were the block breaker, deployer, assembler and igniter IIRC.
    TubeStuff could do with a simple block breaker (that maybe only breaks blocks up to iron pickaxe level, but doesn't require tools).
    It already has deployers. Assemblers were advanced deployers; I'm not a fan of adding advanced things like that unless there's a clear need for them.
    Igniters were how useful?


    Quote from CubeWrench202»

    Infinitubes -> Change the block that takes stuff from an inventory to only take items from the front and output them from the back, also change the tube texture and making them not opaque, also renders the items when going cross them.

    Infinitubes teleports items, that's why there are no dropped items or backstuffing. It wouldn't make sense to show items in tubes.


    Quote from CubeWrench202»

    That is all, i talk to you about something like this months ago and you didn't answer me, i have to post it now here because i wan't to make you understand how
    long we can reach doing this, just give me the "Ok dude, do it", and'll start to port your mods that Replace RP2 parts into 1 jar, changing some stuff, adding proper
    world gen, changing some textures.

    It's not like you need my permission.

    Quote from loren1111»

    Hey, i tried to install microblocks for minecraft 1.7.10 and i get this error:

    Install Immibis Core.


    Unsure what is wrong but I crashed with this: (I had immibis core and dimensional anchors)

    Install Java 7 or later (so Java 8).

    Quote from Fogger»


    • Immibis's Advanced Machines Array Cable ( this one made me chuckle )
    • Extra Utilities Transfer Nodes

    These aren't tile entities, so they won't work at all. I did try making microblocks work on non-tile-entities at one point, but Minecraft really hates
    non-matching blocks and tile entities.

    Quote from tehFoxx0rz»
    Does anyone know if there's a way to make the microblocks work with fences (both vanilla and possibly Natura)? That would be really great. I can find the blockClass reference path, but not one for a tileEntityClass reference path. Considering that FMP doesn't even work with them though, I'm not holding my breath.


    See above.

    Quote from Fogger»


    • ProjectRed ( Yeah, I know.. )
    • Mekanism

    Trying to make Immibis's Microblocks work on FMP blocks will probably just result in headaches. I don't recommend it.

    But if you really want to, you could try:

    <br>blockClass: +codechicken.multipart.BlockMultipart<br>tileEntityClass: +codechicken.multipart.TileMultipart<br>


    No guarantees. I'm not even 100% sure about those class names.

    (Note that all FMP "blocks" are actually one type of block, so this applies to all of them or none)

    Quote from Fogger»

    I have had no luck finding the correct classes for the following:

    • Railcraft Shunting Wire
    • ComputerCraft Network Cable


    Added to the default config... and I ended up rewriting about a third of the mod because of this over the last 3 days :P (Not because I needed to to add these, but because I realised how some things could be improved)



    Quote from Fogger»

    I have had no luck finding the correct classes for the following:

    • EnderIO Conduits ( ImmiBlocks > Facades )


    Try:

    <br>blockClass: +crazypants.enderio.conduit.BlockConduitBundle<br>tileEntityClass: +crazypants.enderio.conduit.TileConduitBundle<br>


    I couldn't test EnderIO at the moment.


    Quote from TomeWyrm»
    For some reason Dimensional Anchors don't appear to work on Funky Locomotion frames.

    Here's what I did to replicate the issue: (snip)


    Do they still work after being moved by frames?

    Do other chunk loaders have the same issue?

    Funky Locomotion (like every frame mod I'm aware of) destroys the blocks (and replaces them with "moving block" blocks) and then re-adds them when the move finishes. That means if your only chunk-loader is moving, you have no chunk loaders. That's unless there's something happening that I don't know about.

    (If they still work after being moved, then as a workaround, you could have two, and move them at different times)

    Quote from imminentcash»
    hello i was wanting to ask why dont any of the miro blocks have textures when i place them?

    i took of resource packs and everything


    I don't know. Are you using OptiFine? That tends to break things.

    Quote from Skicek»
    Hej,

    im using 1.7.10 mc with the newest forge. From infinitubes dislocator dont work, i try everything to connect it to transport conduct and nothing the connection to conduct dont appear and the system wont work.


    Fixed.

    If you're stuck on a server with the previous version, it's just a visual bug. They still work, if they have the requirements (power via a transpressurizer if it's enabled in the config). Conduits should connect to the output side, but you'll have to look in the GUI to see which side that is, and you won't be able to see the connection.

    Quote from Jznomoney»
    Can you please update simplerecycling for the newest version of thermal expansion on 1.7.10? http://pastebin.com/HzyZxQ0x

    Done.

    Quote from Sirencrafter»
    The latest version of Microblocks seems to give an error when used on a server. The game just closes and gives this error in the log:

    [15:17:30] [Client thread/ERROR] [FML/]: Exception caught during firing event cpw.mods.[email protected]4e26ab15:
    java.lang.NullPointerException
    at mods.immibis.core.BlockMetaPair.hashCode(BlockMetaPair.java:27) ~[BlockMetaPair.class:?]
    at java.util.HashMap.hash(Unknown Source) ~[?:1.7.0_45]
    at java.util.HashMap.put(Unknown Source) ~[?:1.7.0_45]
    at mods.immibis.microblocks.recipes.RecipeHorizontalCut.addMap(RecipeHorizontalCut.java:20) ~[RecipeHorizontalCut.class:?]
    at mods.immibis.microblocks.MicroblockSystem.registerParts(MicroblockSystem.java:481) ~[MicroblockSystem.class:?]
    at mods.immibis.microblocks.MicroblockSystem.registerManualParts(MicroblockSystem.java:465) ~[MicroblockSystem.class:?]
    at mods.immibis.microblocks.MicroblockSystem.registerManualParts(MicroblockSystem.java:404) ~[MicroblockSystem.class:?]
    at mods.immibis.microblocks.MicroblockSystem.registerManualParts(MicroblockSystem.java:408) ~[MicroblockSystem.class:?]
    at mods.immibis.microblocks.MicroblockSystem.registerManualParts(MicroblockSystem.java:412) ~[MicroblockSystem.class:?]
    at mods.immibis.microblocks.MicroblockSystem.recreatePartTypes(MicroblockSystem.java:119) ~[MicroblockSystem.class:?]
    at mods.immibis.microblocks.MicroblockSystem.onClientConnection(MicroblockSystem.java:674)



    I downgraded two versions and it worked. I'm using this mod with Immibis Core (latest version) and Redlogic (latest version)


    I have no idea why that might happen, but the new version works for me. Maybe try that?


    Quote from Sirencrafter»

    EDIT: In addition, some of the players on my server play on a Mac which doesn't support Java 7 I've heard. This causes their clients to crash when they startup. Any ideas for a Java 6 compatible version in the future? Or is this something an older version would solve?

    No. Tell your players to install Java 8. Doesn't the launcher even offer to install Java 8 for you now?

    Quote from Kacov»
    So. After messing a bit, I managed to make Immibis' Microblocks at least recognize Thermal Dynamics' Fluid and Structural ducts with (snip)


    Okay. Thermal Dynamics support is now included in the default configuration. (Not all of the classes were necessary)



    Quote from Wytchcat»
    Client side error with current release:

    No idea what caused it? See if the new version fixed it. If not, report back.


    Fixed in latest version of Simple Recycling.

    Quote from excavator5»

    Hey there,



    I have created a Bungee server along with my modpack. I am currently running the 1.7.10 recent version of both Immibis-core and Immibis-microblocks.



    http://pastebin.com/Y1t2GbMv



    We have the option of not using a Hub server however it's something I would rather not do. So if there is an available fix for this any help would be greatly appreciated!



    Cheers,



    What do I need to reproduce this?

    Quote from Pipou22»

    I don't either. Is it on purpose?



    Quote from chrisk123999»

    Is it possible to set the Dimensional Anchors to require liquids as a fuel?



    Not currently.

    Posted in: Minecraft Mods
  • 1

    posted a message on [1.7.10] RedLogic - replacement for RP2 Wiring/Logic/Lighting
    Quote from Nentify»
    It looks like the recipes are using the incorrect dye colours.



    Edit: Should the timer not be disabled when you give the side a redstone signal?


    Fixed now - update Immibis Core to 59.0.8 or later.

    RedLogic timers are not disabled by redstone signals on the sides.
    Quote from donoya»
    This may sound like a dumb question, but what are the minimum size requirements for a cleanroom? I've been trying to make a simple circuit and the redstone digitizer gives a "no room demarcation found" message. If someone could tell me what that means and how to fix it, I would greatly appreciate it.

    I don't think there's a minimum size requirement. Post a screenshot of your room.
    Quote from Pringles123456»
    Will there be a 1.8 version in the future?

    With any luck, the entire modding community will shun 1.8. Updating mods is mostly a waste of effort for everyone involved.
    Quote from Zero_Oaths»
    I've got a question about using the Integrated Circuits, also I'm running on version 1.6.4 of minecraft.

    Below I've got a picture of one I was trying to make but get an error message saying that Repeater gates cannot be scanned in this version.

    I made this for a train station on my server that used 16 buttons which will cycle which track the minecart will turn on. As you press one button the entire mechanism recycles all signals so that only one circuit is active at a time. I can't think
    of anything to replace the repeaters with for this to still work and it's much too large compared to the normal redstone version I can make. I enjoy using the integrated circuits and saw many uses for this design.


    Edit: It seems I found a fix to the problem, apparently Repeater gates do not work in the 1.6.4 version but normal repeaters do.

    Edit 2: Well that didn't work and I've spaced out everything enough to use or gates and still get the same effect but even after getting the schematic, and fabricating the chip my inputs and outputs aren't working. Is there a limitation to how big this can be and how many gates and how much wire can be used?

    I'm looking to make both very large and very complex wirings using this

    Edit 3: So I've built this over and over and having read comments in the past 10 or so threads I've learned that I can't use freestanding wires in the IC's which caused my build to become 4 times larger and I've been forced to improvise. Also I've noticed using several Null gates side by side causes a massive spark of chunks being loaded. Not sure what is causing it but it has crashed mine and a buddies server several times just trying to reload the server.

    1.6.4 versions are no longer supported.
    Posted in: Minecraft Mods
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