This is a read-only snapshot of the ComputerCraft forums, taken in April 2020.
Cranium's profile picture

UrsaTech! CC, OC, peripherals, and furniture! [Now defunct]

Started by Cranium, 30 March 2014 - 05:37 PM
Cranium #1
Posted 30 March 2014 - 07:37 PM
So, I recently decided I'd start a small server of my own, just because I need to be getting back into the habit of playing Minecraft. It's been so long since I've played, and I couldn't find any decent servers with the right mods that I wanted to play on. Most of the mods we have are geared towards technology and mechanisation. We try to keep everything as balanced as possible, so that one mod isn't super overpowered, or another is just completely useless.<br>
<br>
Current news:<br>
MAJOR UPDATE!!! Read the latest news about the server.<br>
Features
  • PVP Play
    • This is a truly survival server. As such, you're free to murderize every person you come across, or, if you feel like a dirty hippie, you can make friends, and work together. This does bring up the question of griefing however, which I've addressed in the FAQ on my site.
  • High performance host
    • We use a host that guarantees 99% uptime.
    • We have plenty of processing power for Minecraft to breathe
  • Regular maintenance
    • The server restarts every 12 hours to prevent any memory leaks from dragging down the performance.
    • Any crashes or performance issues that do occur can be responded to within moments, since we have several users connected to our IRC channel that monitor the status. If you have any issues, message Miveck or Cranium on the IRC channel.
    • The server is saved every 15 minutes, and a full backup is done once per hour, on the hour. This allows us to revert to a previous state in case a mod completely messes everything up.
  • Regular updates

<br>
<center>Now for the important bits.<br>
Download: http://thatcraniumgu...dpack/download/<br>
IP: mc.thatcraniumguy.net<br>
Beta Server: beta.thatcraniumguy.net<br>
IRC Channel: [irc="irc.esper.net/#cranserv"]#cranserv[/irc]<br>
Teamspeak: <u><a href="ts3server://tsun.no-ip.org">tsun.no-ip.org</a></u><br>
FAQ/troubleshooting, including server rules:<br>
http://thatcraniumguy.net/modpack/faq/<br>
Donate to the cause!<br>
<br>
</center></b>
Edited on 30 May 2015 - 04:23 AM
Jarle212 #2
Posted 30 March 2014 - 07:57 PM
O.o nice
Cranium #3
Posted 30 March 2014 - 08:01 PM
Looking at the server, I think I am going to add IronChests. I'll update the OP once it's been added.

EDIT: Done
Edited on 30 March 2014 - 06:11 PM
Goof #4
Posted 30 March 2014 - 08:17 PM
What about making a global .zip file containing all mods / configs, so we dont invidually have to download each mod?

Thanks :D/> ( this is only a suggestion )
Edited on 30 March 2014 - 06:22 PM
Lyqyd #5
Posted 30 March 2014 - 08:20 PM
Now, this is a refreshingly high-quality server advertisement post. Everyone else, take note. This is what you should strive to have your OP look like in your topics.

I would, however, suggest using CC 1.58 until some of the issues with the initial CC 1.6 release are resolved.
Engineer #6
Posted 30 March 2014 - 08:23 PM
What about making a global .zip file containing all mods / configs, so we dont invidually have to download each mod?

Thanks :D/> ( this is only a suggestion )
Because copyright sucks! Plus, some modders use adfly links. Its a very minimal symbol of support, so please download it for yourself so the modders get a bit of revenue out of it. They have written and are maintaining it for a looong time.
CometWolf #7
Posted 30 March 2014 - 08:26 PM
Im pretty much in the same boat, i haven't actually played MC in months, and i would love to play on a PvP server. The whole manual download/install is a bummer though, really hoping you follow through on Mikk's suggestion
What about making a global .zip file containing all mods / configs, so we dont invidually have to download each mod?

Thanks :D/> ( this is only a suggestion )

Also, i assume openP will be installed as soon as it's compatible with 1.6? At the same time, im somewhat worried by the lack of processing mods, any chance of installing iC2 or TE?
Speaking of ironchests, what about enderchests? Seems like a logical mod for a somewhat CC inspired server
Cranium #8
Posted 30 March 2014 - 11:08 PM
What about making a global .zip file containing all mods / configs, so we dont invidually have to download each mod?

Thanks :D/> ( this is only a suggestion )
I have included a link to a config folder, but as stated in my OP, I will not be posting a link to any pre-gathered folder of the mods, since one or more require permission to use in a pack, and I'm not going to bother to get permission.

I would, however, suggest using CC 1.58 until some of the issues with the initial CC 1.6 release are resolved.
You know, you're right. I just tried some 1.6 gubbinz on CC, and boy, am I waiting for 1.6.1. I'm going to downgrade for now.

Also, i assume openP will be installed as soon as it's compatible with 1.6? At the same time, im somewhat worried by the lack of processing mods, any chance of installing iC2 or TE?
Speaking of ironchests, what about enderchests? Seems like a logical mod for a somewhat CC inspired server
I've never used OpenP before, but I don't see why it can't be added. Same thing for enderchests. I assume you're talking about ChickenBone's EnderStorage mod?
CometWolf #9
Posted 30 March 2014 - 11:57 PM
Yeah that'd be the one, im just so used to refering to it as enderchests :P/>
Cranium #10
Posted 01 April 2014 - 04:51 AM
We now have a problem with Modular Powersuits. It seems that the powersuit wires are not craftable at this time. I'll look into fixing it, but from what i've read so far, it may not be likely without adding IndustrialCraft. Something I wanted to avoid due to lots of IC2 bugs.

EDIT: If anyone's interested, the latest 1.6.4 version of IC2 is build number 397.I'm going to do some testing on my client to make sure it works before adding it in. I'll also do my best to make sure that we don't have to have several different blocks/items for the same metals.
Edited on 01 April 2014 - 03:01 AM
Cranium #11
Posted 01 April 2014 - 05:26 AM
It looks like I may be able to fix the issue with Modular Powersuits by either installing IC2 or Thermal Expansion. Personally, I'd rather not use IC2, because it can introduce some wonky bugs. But I'll add a poll to the OP to see which mod I should install. If I don't get a response, I'll just install Thermal Expansion.
CometWolf #12
Posted 01 April 2014 - 05:26 AM
Woooh, adding ic2 should make this server perfect! Idk what ver FTB uses, but it's not really all that buggy.
apemanzilla #13
Posted 01 April 2014 - 12:55 PM
This looks like it might be fun, I'll try coming on later.

Woooh, adding ic2 should make this server perfect! Idk what ver FTB uses, but it's not really all that buggy.

IC2 for 1.6.4 is very buggy at the moment. That's why it's experimental.
CometWolf #14
Posted 01 April 2014 - 04:11 PM
IC2 experimental has been around for like 4-5 months though, surely it can't be that bad. Hell the one i used back in january worked perfectly fine, aside from machines and cables disregarding EU/t overloads. Which to be honest, wasn't exactly a downside to me as a player :P/>
Cranium #15
Posted 01 April 2014 - 05:41 PM
From what I can tell, IC2 for 1.6.4 has not been worked on since buil 397. It may be stable, but feel free to put your vote in in the poll.

EDIT: Ooh, it looks like CC 1.61 has been released. Should we add it in?
http://www.computercraft.info/2014/04/01/computercraft-1-61-bug-fix-update/
Edited on 01 April 2014 - 03:55 PM
Jarle212 #16
Posted 01 April 2014 - 06:27 PM
From what I can tell, IC2 for 1.6.4 has not been worked on since buil 397. It may be stable, but feel free to put your vote in in the poll.

EDIT: Ooh, it looks like CC 1.61 has been released. Should we add it in?
http://www.computerc...bug-fix-update/
Yes :D/>
apemanzilla #17
Posted 01 April 2014 - 08:01 PM
From what I can tell, IC2 for 1.6.4 has not been worked on since buil 397. It may be stable, but feel free to put your vote in in the poll.

EDIT: Ooh, it looks like CC 1.61 has been released. Should we add it in?
http://www.computercraft.info/2014/04/01/computercraft-1-61-bug-fix-update/
Yes :D/>
Cranium #18
Posted 01 April 2014 - 08:55 PM
Alright. I am going to shut down the server temporarily while I install the new mods.
I've got great votes for Thermal Expansion, but IC2 is also (somewhat) stable. I will be adding both of those, as well as installing ComputerCraft 1.61.

EDIT: Actually, if I add CC 1.61, it means that OpenPeripherals will not work. Let me know if you want it upgraded, because it's one or the other until OpenPeripheral can be upgraded as well.
Edited on 01 April 2014 - 06:59 PM
Wojbie #19
Posted 01 April 2014 - 09:25 PM
I would say catch 1.6 craze and go for it. OpenP should update soonish <valve time>

If you are still accepting suggestions how about openblocks? The Openblocks tanks are so nice looking ;p
apemanzilla #20
Posted 02 April 2014 - 05:25 AM
I would say catch 1.6 craze and go for it. OpenP should update soonish <valve time>

If you are still accepting suggestions how about openblocks? The Openblocks tanks are so nice looking ;p
+1 to OpenBlocks :D/>
oeed #21
Posted 03 April 2014 - 07:03 AM
Quite a few mods to install, joining !

Edit: Took a while, but I got it working. YAY!
Edited on 03 April 2014 - 06:14 AM
Bubba #22
Posted 03 April 2014 - 07:54 AM
I'm going to be playing a bit tonight and more tomorrow. I haven't played on a server in a good while. It'd be nice if people would join me :)/> Thanks for putting up a server Cranium. Good to see you getting back into MC.
wieselkatze #23
Posted 03 April 2014 - 08:38 AM
Installed the mods yesterday and going to play a bit today. Have not made much yet, but if you want to, I could join you, Bubba.
oeed #24
Posted 03 April 2014 - 10:21 AM
Installed the mods yesterday and going to play a bit today. Have not made much yet, but if you want to, I could join you, Bubba.
I'm on at the moment too.
Cranium #25
Posted 03 April 2014 - 10:16 PM
I'm glad to see so many people enjoying the server! I do plan on updating a few mods this weekend, namely ComputerCraft, and I may add OpenBlocks, by popular demand. Depending on compatibility, OpenPeripherals may not work with the upcoming CC 1.62 that I've seen Dan mention.
Agoldfish #26
Posted 03 April 2014 - 10:27 PM
Any chance on adding Extra Utilities? I would love the drying rack to dry all of my rotten flesh…
Bubba #27
Posted 04 April 2014 - 12:42 AM
Any chance on adding Extra Utilities? I would love the drying rack to dry all of my rotten flesh…

I love Extra Utils, though primarily for cursed earth, which seems to be the only viable method of mob farming. So thumbs up for that.
wieselkatze #28
Posted 04 April 2014 - 06:42 AM
ExtraUtils would be great, already missed the sound and rain muffler :P/>
apemanzilla #29
Posted 04 April 2014 - 01:29 PM
Ender lily seeds too… I wouldn't have to go crazy trying to find endermen!
Cranium #30
Posted 04 April 2014 - 02:40 PM
Alright. To add when I get home tonight:
Chickenchunks: http://www.chickenbones.craftsaddle.org/Files/New_Versions/links.php
Extra Utilities: http://www.minecraftforum.net/topic/1776056-164forge-extra-utilities-v103c/
OpenMods: http://www.openmods.info/

I will try to see if OpenPeripheral still works with 1.61, and if it does, I will update both. No promises on that one though.
CometWolf #31
Posted 04 April 2014 - 02:44 PM
Since you're in a mod adding mood anyways, any chance of adding logistics pipes? It is in my opinion far superior to AE.
theoriginalbit #32
Posted 04 April 2014 - 02:50 PM
any chance of adding logistics pipes? It is in my opinion far superior to AE.
:o/> Blasphemy! AE is far better than logistics pipes! Especially AE2!
apemanzilla #33
Posted 04 April 2014 - 02:57 PM
Alright. To add when I get home tonight:
Chickenchunks: http://www.chickenbones.craftsaddle.org/Files/New_Versions/links.php
Extra Utilities: http://www.minecraftforum.net/topic/1776056-164forge-extra-utilities-v103c/
OpenMods: http://www.openmods.info/

I will try to see if OpenPeripheral still works with 1.61, and if it does, I will update both. No promises on that one though.
I highly doubt it will work, looking at all the CC API changes. I'll have to find a new way to control the dynamos if it doesn't :/
CometWolf #34
Posted 04 April 2014 - 03:00 PM
:o/> Blasphemy! AE is far better than logistics pipes! Especially AE2!
AE wins hands down in terms of storage, but dosen't stand a chance when it comes to LP's autocrafting, if you know how to set it up properly. Which is why i usually use a combination of the 2 :P/> AE for storing and moving items, LP for managing machines and crafting.
apemanzilla #35
Posted 04 April 2014 - 03:02 PM
:o/>/> Blasphemy! AE is far better than logistics pipes! Especially AE2!
AE wins hands down in terms of storage, but dosen't stand a chance when it comes to LP's autocrafting, if you know how to set it up properly. Which is why i usually use a combination of the 2 :P/>/> AE for storing and moving items, LP for managing machines and crafting.
I find they work best when using AE for item storage, item transfer and basic crafting, and using LP for fluid storage, fluid transfer, advanced crafting and special cases.
Cranium #36
Posted 04 April 2014 - 03:29 PM
Well, we already have Buildcraft. I'm not keen on adding Logistics pipes, because the last time I did add it to a server, people used them to the point where it would crash the server with out of memory issues. Sorry, but it's not happening.
apemanzilla #37
Posted 04 April 2014 - 04:17 PM
Well, we already have Buildcraft. I'm not keen on adding Logistics pipes, because the last time I did add it to a server, people used them to the point where it would crash the server with out of memory issues. Sorry, but it's not happening.
Also, if you connect a provider and request pipe on on network to an AE interface it (used to, may be fixed now) causes an infinite loop that sucks massive amounts of server resources.
TheMrIron2 #38
Posted 04 April 2014 - 10:41 PM
Ok, I tried to manually download and install all the mods, but I end up with a crash report. Any idea what I did wrong?

SpoilerDescription: There was a severe problem during mod loading that has caused the game to fail
cpw.mods.fml.common.LoaderException: javax.xml.parsers.FactoryConfigurationError: Provider org.apache.xerces.jaxp.DocumentBuilderFactoryImpl not found
at cpw.mods.fml.common.LoadController.transition(LoadController.java:156)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:523)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:183)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:473)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:808)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
Caused by: javax.xml.parsers.FactoryConfigurationError: Provider org.apache.xerces.jaxp.DocumentBuilderFactoryImpl not found
at javax.xml.parsers.DocumentBuilderFactory.newInstance(DocumentBuilderFactory.java:129)
at calclavia.lib.render.model.TechneAdvancedModel.loadTechneModel(TechneAdvancedModel.java:87)
at calclavia.lib.render.model.TechneAdvancedModel.<init>(TechneAdvancedModel.java:59)
at calclavia.lib.render.model.TechneAdvancedModelLoader.loadInstance(TechneAdvancedModelLoader.java:29)
at net.minecraftforge.client.model.AdvancedModelLoader.loadModel(AdvancedModelLoader.java:70)
at atomicscience.process.turbine.RenderElectricTurbine.<clinit>(RenderElectricTurbine.java:18)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Class.java:171)
at calclavia.lib.content.ClientRegistryProxy.registerTileEntity(ClientRegistryProxy.java:50)
at calclavia.lib.content.ContentRegistry.finishCreation(ContentRegistry.java:203)
at calclavia.lib.content.ContentRegistry.createBlock(ContentRegistry.java:167)
at calclavia.lib.content.ContentRegistry.createBlock(ContentRegistry.java:130)
at calclavia.lib.content.ContentRegistry.createBlock(ContentRegistry.java:125)
at calclavia.lib.content.ContentRegistry.createTile(ContentRegistry.java:115)
at atomicscience.AtomicScience.preInit(AtomicScience.java:338)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:545)
at sun.reflect.GeneratedMethodAccessor1.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:201)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:181)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:112)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:522)
… 10 more


A detailed walkthrough of the error, its code path and all known details is as follows:
—————————————————————————————

– System Details –
Details:
Minecraft Version: 1.6.4
Operating System: Mac OS X (x86_64) version 10.9.2
Java Version: 1.6.0_65, Apple Inc.
Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Apple Inc.
Memory: 67458648 bytes (64 MB) / 205393920 bytes (195 MB) up to 4286251008 bytes (4087 MB)
JVM Flags: 1 total; -Xmx4GB
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 v8.11 FML v6.4.49.965 Minecraft Forge 9.11.1.965 52 mods loaded, 52 mods active
mcp{8.09} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized
FML{6.4.49.965} [Forge Mod Loader] (minecraftforge-9.11.1.965.jar) Unloaded->Constructed->Pre-initialized
Forge{9.11.1.965} [Minecraft Forge] (minecraftforge-9.11.1.965.jar) Unloaded->Constructed->Pre-initialized
CodeChickenCore{0.9.0.9} [CodeChicken Core] (minecraft.jar) Unloaded->Constructed->Pre-initialized
Micdoodlecore{} [Micdoodle8 Core] (minecraft.jar) Unloaded->Constructed->Pre-initialized
NotEnoughItems{1.6.1.9} [Not Enough Items] (NotEnoughItems 1.6.1.9.jar) Unloaded->Constructed->Pre-initialized
OpenModsCore{0.4} [OpenModsCore] (minecraft.jar) Unloaded->Constructed->Pre-initialized
AppliedEnergistics-Core{rv14.finale3} [AppliedEnergistics Core] (minecraft.jar) Unloaded->Constructed->Pre-initialized
AppliedEnergistics{rv14.finale3} [Applied Energistics] (appeng-rv14-finale3-mc16x.jar) Unloaded->Constructed->Pre-initialized
BuildCraft|Core{4.2.2} [BuildCraft] (buildcraft-A-1.6.4-4.2.2.jar) Unloaded->Constructed->Pre-initialized
UniversalElectricity{3.1.0} [Universal Electricity] (Universal-Electricity-3.1.0.78-core.jar) Unloaded->Constructed->Pre-initialized
CalclaviaCore{1.2.0} [Calclavia] (Calclavia-Core-Development-1.2.0.112-universal.jar) Unloaded->Constructed->Pre-initialized
CoFHCore{2.0.0.2} [CoFH Core] (CoFHCore-2.0.0.2.jar) Unloaded->Constructed->Pre-initialized
ForgeMultipart{1.0.0.250} [Forge Multipart] (ForgeMultipart-universal-1.6.4-1.0.0.250.jar) Unloaded->Constructed->Pre-initialized
ThermalExpansion{3.0.0.2} [Thermal Expansion] (ThermalExpansion-3.0.0.2.jar) Unloaded->Constructed->Pre-initialized
IC2{2.0.397-experimental} [IndustrialCraft 2] (industrialcraft-2_2.0.397-experimental.jar) Unloaded->Constructed->Pre-initialized
AtomicScience{1.2.0} [Atomic Science] (Atomic Science-1.2.0.99-universal.jar) Unloaded->Constructed->Errored
BuildCraft|Builders{4.2.2} [BC Builders] (buildcraft-A-1.6.4-4.2.2.jar) Unloaded->Constructed->Pre-initialized
BuildCraft|Energy{4.2.2} [BC Energy] (buildcraft-A-1.6.4-4.2.2.jar) Unloaded->Constructed->Pre-initialized
BuildCraft|Factory{4.2.2} [BC Factory] (buildcraft-A-1.6.4-4.2.2.jar) Unloaded->Constructed->Pre-initialized
BuildCraft|Transport{4.2.2} [BC Transport] (buildcraft-A-1.6.4-4.2.2.jar) Unloaded->Constructed->Pre-initialized
BuildCraft|Silicon{4.2.2} [BC Silicon] (buildcraft-A-1.6.4-4.2.2.jar) Unloaded->Constructed->Pre-initialized
ChickenChunks{1.3.3.4} [ChickenChunks] (ChickenChunks 1.3.3.4.jar) Unloaded->Constructed->Pre-initialized
CoFHLoot{2.0.0.2} [CoFH Loot] (CoFHCore-2.0.0.2.jar) Unloaded->Constructed->Pre-initialized
CoFHMasquerade{2.0.0.2} [CoFH Masquerade] (CoFHCore-2.0.0.2.jar) Unloaded->Constructed->Pre-initialized
CoFHSocial{2.0.0.2} [CoFH Social] (CoFHCore-2.0.0.2.jar) Unloaded->Constructed->Pre-initialized
CoFHWorld{2.0.0.2} [CoFH World] (CoFHCore-2.0.0.2.jar) Unloaded->Constructed->Pre-initialized
ComputerCraft{1.61} [ComputerCraft] (ComputerCraft1.61.jar) Unloaded->Constructed->Pre-initialized
EnderStorage{1.4.3.6} [EnderStorage] (EnderStorage 1.4.3.6.jar) Unloaded->Constructed->Pre-initialized
GalacticraftCore{2.0.11} [Galacticraft Core] (Galacticraft-1.6.4-2.0.11.978.jar) Unloaded->Constructed->Pre-initialized
GalacticraftMars{2.0.11} [Galacticraft Mars] (Galacticraft-Planets-1.6.4-2.0.11.978.jar) Unloaded->Constructed->Pre-initialized
IronChest{5.4.1.702} [Iron Chest] (ironchest-universal-1.6.4-5.4.1.702.zip) Unloaded->Constructed->Pre-initialized
numina{0.1.2-55} [Numina] (Numina-1.6.2-0.1.2-55.jar) Unloaded->Constructed->Pre-initialized
powersuits{0.10.0-91} [MachineMuse's Modular Powersuits] (ModularPowersuits-1.6.4-0.10.0-91.jar) Unloaded->Constructed->Pre-initialized
Mystcraft{0.10.12.01} [Mystcraft] (mystcraft-uni-1.6.4-0.10.12.01.zip) Unloaded->Constructed->Pre-initialized
OpenMods{0.4} [OpenMods] (OpenModsLib-0.4b.jar) Unloaded->Constructed->Pre-initialized
ProjRed|Core{4.3.5.30} [ProjectRed] (ProjectRedBase-1.6.4-4.3.5.30.jar) Unloaded->Constructed->Pre-initialized
ProjRed|Transmission{4.3.5.30} [ProjectRed-Transmission] (ProjectRedIntegration-1.6.4-4.3.5.30.jar) Unloaded->Constructed->Pre-initialized
OpenPeripheralCore{0.3.3} [OpenPeripheralCore] (OpenPeripheralCore-0.3.3.jar) Unloaded->Constructed->Pre-initialized
OpenPeripheral{0.1.3} [OpenPeripheralAddons] (OpenPeripheralAddons-0.1.3.jar) Unloaded->Constructed->Pre-initialized
powersuitaddons{@VERSION@} [Andrew's Modular Powersuits Addons] (powersuitaddons-1.6.4-884.jar) Unloaded->Constructed->Pre-initialized
ProjRed|Transportation{4.3.5.30} [ProjectRed-Transportation] (ProjectRedMechanical-BETA-1.6.4-4.3.5.30.jar) Unloaded->Constructed->Pre-initialized
ProjRed|Exploration{4.3.5.30} [ProjectRed-Exploration] (ProjectRedWorld-1.6.4-4.3.5.30.jar) Unloaded->Constructed->Pre-initialized
ProjRed|Compatibility{4.3.5.30} [ProjectRed-Compatibility] (ProjectRedCompat-1.6.4-4.3.5.30.jar) Unloaded->Constructed->Pre-initialized
ProjRed|Integration{4.3.5.30} [ProjectRed-Integration] (ProjectRedIntegration-1.6.4-4.3.5.30.jar) Unloaded->Constructed->Pre-initialized
ProjRed|Illumination{4.3.5.30} [ProjectRed-Illumination] (ProjectRedLighting-1.6.4-4.3.5.30.jar) Unloaded->Constructed->Pre-initialized
ProjRed|Expansion{4.3.5.30} [ProjectRed-Expansion] (ProjectRedMechanical-BETA-1.6.4-4.3.5.30.jar) Unloaded->Constructed->Pre-initialized
WR-CBE|Core{1.4.0.7} [WR-CBE Core] (WR-CBE 1.4.0.7.jar) Unloaded->Constructed->Pre-initialized
WR-CBE|Addons{1.4.0.7} [WR-CBE Addons] (WR-CBE 1.4.0.7.jar) Unloaded->Constructed->Pre-initialized
WR-CBE|Logic{1.4.0.7} [WR-CBE Logic] (WR-CBE 1.4.0.7.jar) Unloaded->Constructed->Pre-initialized
McMultipart{1.0.0.250} [Minecraft Multipart Plugin] (ForgeMultipart-universal-1.6.4-1.0.0.250.jar) Unloaded->Constructed->Pre-initialized
ForgeMicroblock{1.0.0.250} [Forge Microblocks] (ForgeMultipart-universal-1.6.4-1.0.0.250.jar) Unloaded->Constructed->Pre-initialized

If you can't understand why, (this sounds like I'm stupid) could you tell me how to use the config file in the OP?
Cranium #39
Posted 04 April 2014 - 11:12 PM
It looks like you're having a problem with Atomic Science. Make sure you have all files for it, including Calclavia Core and Universal Electricity.

EDIT: Also, just for the ZIP file, extract it and replace your own config witht he server's config.
Edited on 04 April 2014 - 09:12 PM
Cranium #40
Posted 05 April 2014 - 01:53 AM
I have updated the server. I have only added three mods.

Chickenchunks: http://www.chickenbo...sions/links.php
Extra Utilities: http://www.minecraft...tilities-v103c/
OpenMods: http://www.openmods.info/
Goof #41
Posted 05 April 2014 - 01:05 PM
Mod- suggestion:

What about adding Modular force field systems (calclavia) ?

It would be neat to protect bases, make quarries etc…


Thank you:D

Awesome server :D/>
TheMrIron2 #42
Posted 05 April 2014 - 01:10 PM
It looks like you're having a problem with Atomic Science. Make sure you have all files for it, including Calclavia Core and Universal Electricity.

EDIT: Also, just for the ZIP file, extract it and replace your own config with the server's config.

I figured out the config about 20 minutes after, I was having a dumb moment :P/>
That was a quick reply, by the way. Only half an hour after my post :blink:/>
TheMrIron2 #43
Posted 05 April 2014 - 01:32 PM
I deleted and re-downloaded all the mods(including AtomicScience, which I hope I did right), and guess what? Another crash.
Spoiler—- Minecraft Crash Report —-
// I bet Cylons wouldn't have this problem.

Time: 4/5/14 1:28 PM
Description: There was a severe problem during mod loading that has caused the game to fail

cpw.mods.fml.common.LoaderException: javax.xml.parsers.FactoryConfigurationError: Provider org.apache.xerces.jaxp.DocumentBuilderFactoryImpl not found
at cpw.mods.fml.common.LoadController.transition(LoadController.java:156)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:523)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:183)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:473)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:808)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
Caused by: javax.xml.parsers.FactoryConfigurationError: Provider org.apache.xerces.jaxp.DocumentBuilderFactoryImpl not found
at javax.xml.parsers.DocumentBuilderFactory.newInstance(DocumentBuilderFactory.java:129)
at calclavia.lib.render.model.TechneAdvancedModel.loadTechneModel(TechneAdvancedModel.java:87)
at calclavia.lib.render.model.TechneAdvancedModel.<init>(TechneAdvancedModel.java:59)
at calclavia.lib.render.model.TechneAdvancedModelLoader.loadInstance(TechneAdvancedModelLoader.java:29)
at net.minecraftforge.client.model.AdvancedModelLoader.loadModel(AdvancedModelLoader.java:70)
at atomicscience.process.turbine.RenderElectricTurbine.<clinit>(RenderElectricTurbine.java:18)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Class.java:171)
at calclavia.lib.content.ClientRegistryProxy.registerTileEntity(ClientRegistryProxy.java:50)
at calclavia.lib.content.ContentRegistry.finishCreation(ContentRegistry.java:203)
at calclavia.lib.content.ContentRegistry.createBlock(ContentRegistry.java:167)
at calclavia.lib.content.ContentRegistry.createBlock(ContentRegistry.java:130)
at calclavia.lib.content.ContentRegistry.createBlock(ContentRegistry.java:125)
at calclavia.lib.content.ContentRegistry.createTile(ContentRegistry.java:115)
at atomicscience.AtomicScience.preInit(AtomicScience.java:338)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:545)
at sun.reflect.GeneratedMethodAccessor1.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:201)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:181)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:112)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:522)
… 10 more


A detailed walkthrough of the error, its code path and all known details is as follows:
—————————————————————————————

– System Details –
Details:
Minecraft Version: 1.6.4
Operating System: Mac OS X (x86_64) version 10.9.2
Java Version: 1.6.0_65, Apple Inc.
Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Apple Inc.
Memory: 61592792 bytes (58 MB) / 240095232 bytes (228 MB) up to 4286251008 bytes (4087 MB)
JVM Flags: 1 total; -Xmx4GB
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 v8.11 FML v6.4.49.965 Minecraft Forge 9.11.1.965 Optifine OptiFine_1.6.4_HD_U_D1 61 mods loaded, 61 mods active
mcp{8.09} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized
FML{6.4.49.965} [Forge Mod Loader] (minecraftforge-9.11.1.965.jar) Unloaded->Constructed->Pre-initialized
Forge{9.11.1.965} [Minecraft Forge] (minecraftforge-9.11.1.965.jar) Unloaded->Constructed->Pre-initialized
CodeChickenCore{0.9.0.9} [CodeChicken Core] (minecraft.jar) Unloaded->Constructed->Pre-initialized
Micdoodlecore{} [Micdoodle8 Core] (minecraft.jar) Unloaded->Constructed->Pre-initialized
NotEnoughItems{1.6.1.9} [Not Enough Items] (NotEnoughItems 1.6.1.9.jar) Unloaded->Constructed->Pre-initialized
OpenModsCore{0.4} [OpenModsCore] (minecraft.jar) Unloaded->Constructed->Pre-initialized
AppliedEnergistics-Core{rv14.finale3} [AppliedEnergistics Core] (minecraft.jar) Unloaded->Constructed->Pre-initialized
AppliedEnergistics{rv14.finale3} [Applied Energistics] (appeng-rv14-finale3-mc16x.jar) Unloaded->Constructed->Pre-initialized
BuildCraft|Core{4.2.2} [BuildCraft] (buildcraft-A-1.6.4-4.2.2.jar) Unloaded->Constructed->Pre-initialized
UniversalElectricity{3.1.0} [Universal Electricity] (Universal-Electricity-3.1.0.78-core.jar) Unloaded->Constructed->Pre-initialized
OpenComputers|Core{1.0.0} [OpenComputers (Core)] (OpenComputers-MC1.6.4-1.2.4.296-universal.jar) Unloaded->Constructed->Pre-initialized
CalclaviaCore{1.2.0} [Calclavia] (Calclavia-Core-Development-1.2.0.112-universal.jar) Unloaded->Constructed->Pre-initialized
CoFHCore{2.0.0.2} [CoFH Core] (CoFHCore-2.0.0.2.jar) Unloaded->Constructed->Pre-initialized
ForgeMultipart{1.0.0.250} [Forge Multipart] (ForgeMultipart-universal-1.6.4-1.0.0.250.jar) Unloaded->Constructed->Pre-initialized
ThermalExpansion{3.0.0.2} [Thermal Expansion] (ThermalExpansion-3.0.0.2.jar) Unloaded->Constructed->Pre-initialized
IC2{2.0.397-experimental} [IndustrialCraft 2] (industrialcraft-2_2.0.397-experimental.jar) Unloaded->Constructed->Pre-initialized
AtomicScience{1.2.0} [Atomic Science] (Atomic Science-1.2.0.99-universal.jar) Unloaded->Constructed->Errored
BuildCraft|Builders{4.2.2} [BC Builders] (buildcraft-A-1.6.4-4.2.2.jar) Unloaded->Constructed->Pre-initialized
BuildCraft|Energy{4.2.2} [BC Energy] (buildcraft-A-1.6.4-4.2.2.jar) Unloaded->Constructed->Pre-initialized
BuildCraft|Factory{4.2.2} [BC Factory] (buildcraft-A-1.6.4-4.2.2.jar) Unloaded->Constructed->Pre-initialized
BuildCraft|Transport{4.2.2} [BC Transport] (buildcraft-A-1.6.4-4.2.2.jar) Unloaded->Constructed->Pre-initialized
BuildCraft|Silicon{4.2.2} [BC Silicon] (buildcraft-A-1.6.4-4.2.2.jar) Unloaded->Constructed->Pre-initialized
ChickenChunks{1.3.3.4} [ChickenChunks] (ChickenChunks 1.3.3.4.jar) Unloaded->Constructed->Pre-initialized
CoFHLoot{2.0.0.2} [CoFH Loot] (CoFHCore-2.0.0.2.jar) Unloaded->Constructed->Pre-initialized
CoFHMasquerade{2.0.0.2} [CoFH Masquerade] (CoFHCore-2.0.0.2.jar) Unloaded->Constructed->Pre-initialized
CoFHSocial{2.0.0.2} [CoFH Social] (CoFHCore-2.0.0.2.jar) Unloaded->Constructed->Pre-initialized
CoFHWorld{2.0.0.2} [CoFH World] (CoFHCore-2.0.0.2.jar) Unloaded->Constructed->Pre-initialized
ComputerCraft{1.58} [ComputerCraft] (ComputerCraft1.58.zip) Unloaded->Constructed->Pre-initialized
CCTurtle{1.58} [ComputerCraft Turtles] (ComputerCraft1.58.zip) Unloaded->Constructed->Pre-initialized
EnderStorage{1.4.3.6} [EnderStorage] (EnderStorage 1.4.3.6.jar) Unloaded->Constructed->Pre-initialized
ExtraUtilities{1.0.3c} [Extra Utilities] (extrautils-1.0.3c.zip) Unloaded->Constructed->Pre-initialized
GalacticraftCore{2.0.11} [Galacticraft Core] (Galacticraft-1.6.4-2.0.11.978.jar) Unloaded->Constructed->Pre-initialized
GalacticraftMars{2.0.11} [Galacticraft Mars] (Galacticraft-Planets-1.6.4-2.0.11.978.jar) Unloaded->Constructed->Pre-initialized
ImmibisCore{57.2.0} [Immibis Core] (immibis-core-57.2.0.jar) Unloaded->Constructed->Pre-initialized
IronChest{5.4.1.702} [Iron Chest] (ironchest-universal-1.6.4-5.4.1.702.zip) Unloaded->Constructed->Pre-initialized
numina{0.1.2-55} [Numina] (Numina-1.6.2-0.1.2-55.jar) Unloaded->Constructed->Pre-initialized
powersuits{0.10.0-91} [MachineMuse's Modular Powersuits] (ModularPowersuits-1.6.4-0.10.0-91.jar) Unloaded->Constructed->Pre-initialized
Mystcraft{0.10.12.01} [Mystcraft] (mystcraft-uni-1.6.4-0.10.12.01.zip) Unloaded->Constructed->Pre-initialized
NotEnoughCodecs{0.1} [NotEnoughCodecs] (NotEnoughCodecs-0.1.jar) Unloaded->Constructed->Pre-initialized
OpenMods{0.4} [OpenMods] (OpenModsLib-0.4b.jar) Unloaded->Constructed->Pre-initialized
ProjRed|Core{4.3.5.30} [ProjectRed] (ProjectRedBase-1.6.4-4.3.5.30.jar) Unloaded->Constructed->Pre-initialized
ProjRed|Transmission{4.3.5.30} [ProjectRed-Transmission] (ProjectRedIntegration-1.6.4-4.3.5.30.jar) Unloaded->Constructed->Pre-initialized
OpenPeripheralCore{0.3.3} [OpenPeripheralCore] (OpenPeripheralCore-0.3.3.jar) Unloaded->Constructed->Pre-initialized
OpenPeripheral{0.1.3} [OpenPeripheralAddons] (OpenPeripheralAddons-0.1.3.jar) Unloaded->Constructed->Pre-initialized
OpenBlocks{1.2.7} [OpenBlocks] (OpenBlocks-1.2.7.jar) Unloaded->Constructed->Pre-initialized
OpenComponents{0.1.0.29} [OpenComponents] (OpenComponents-MC1.6.4-0.1.0.34-universal.jar) Unloaded->Constructed->Pre-initialized
RedLogic{57.3.1} [RedLogic] (redlogic-57.3.1.jar) Unloaded->Constructed->Pre-initialized
OpenComputers{1.2.4.296} [OpenComputers] (OpenComputers-MC1.6.4-1.2.4.296-universal.jar) Unloaded->Constructed->Pre-initialized
powersuitaddons{@VERSION@} [Andrew's Modular Powersuits Addons] (powersuitaddons-1.6.4-884.jar) Unloaded->Constructed->Pre-initialized
ProjRed|Transportation{4.3.5.30} [ProjectRed-Transportation] (ProjectRedMechanical-BETA-1.6.4-4.3.5.30.jar) Unloaded->Constructed->Pre-initialized
ProjRed|Exploration{4.3.5.30} [ProjectRed-Exploration] (ProjectRedWorld-1.6.4-4.3.5.30.jar) Unloaded->Constructed->Pre-initialized
ProjRed|Compatibility{4.3.5.30} [ProjectRed-Compatibility] (ProjectRedCompat-1.6.4-4.3.5.30.jar) Unloaded->Constructed->Pre-initialized
ProjRed|Integration{4.3.5.30} [ProjectRed-Integration] (ProjectRedIntegration-1.6.4-4.3.5.30.jar) Unloaded->Constructed->Pre-initialized
ProjRed|Illumination{4.3.5.30} [ProjectRed-Illumination] (ProjectRedLighting-1.6.4-4.3.5.30.jar) Unloaded->Constructed->Pre-initialized
ProjRed|Expansion{4.3.5.30} [ProjectRed-Expansion] (ProjectRedMechanical-BETA-1.6.4-4.3.5.30.jar) Unloaded->Constructed->Pre-initialized
WR-CBE|Core{1.4.0.7} [WR-CBE Core] (WR-CBE 1.4.0.7.jar) Unloaded->Constructed->Pre-initialized
WR-CBE|Addons{1.4.0.7} [WR-CBE Addons] (WR-CBE 1.4.0.7.jar) Unloaded->Constructed->Pre-initialized
WR-CBE|Logic{1.4.0.7} [WR-CBE Logic] (WR-CBE 1.4.0.7.jar) Unloaded->Constructed->Pre-initialized
McMultipart{1.0.0.250} [Minecraft Multipart Plugin] (ForgeMultipart-universal-1.6.4-1.0.0.250.jar) Unloaded->Constructed->Pre-initialized
ForgeMicroblock{1.0.0.250} [Forge Microblocks] (ForgeMultipart-universal-1.6.4-1.0.0.250.jar) Unloaded->Constructed->Pre-initialized

What's wrong this time? :P/> Could you tell me what to do to fix it? This server sounds amazing, it really does.
Edited on 05 April 2014 - 11:33 AM
Cranium #44
Posted 05 April 2014 - 03:56 PM
Yeah, still something with Calclavia
TheMrIron2 #45
Posted 05 April 2014 - 06:23 PM
Yeah, still something with Calclavia
What am I doing wrong?
oeed #46
Posted 05 April 2014 - 11:03 PM
Mod- suggestion:

What about adding Modular force field systems (calclavia) ?

It would be neat to protect bases, make quarries etc…


Thank you:D

Awesome server :D/>

I think if we're going to add more mods then we have to remove some. I'm starting to run in to pretty bad issues related to (probably) running too many mods. I can't even use NEI or a mini-map anymore.
Agoldfish #47
Posted 05 April 2014 - 11:18 PM
Mod- suggestion:

What about adding Modular force field systems (calclavia) ?

It would be neat to protect bases, make quarries etc…


Thank you:D

Awesome server :D/>

I think if we're going to add more mods then we have to remove some. I'm starting to run in to pretty bad issues related to (probably) running too many mods. I can't even use NEI or a mini-map anymore.
Yeah, I agree. For every mod we add we should remove one, depending on Its size.
Edited on 05 April 2014 - 09:18 PM
Chain99 #48
Posted 06 April 2014 - 12:23 AM
Hi, when I try to join I get the error The following multiparts are not installed on this client: pr_100v, pr_f100v. Any help would much be appreciated.
Sincerely,
-Chain
Edited on 05 April 2014 - 11:14 PM
1lann #49
Posted 06 April 2014 - 02:42 AM
Hi, when I try to join I get the error The following multiparts are not installed on this client: pr_100v, pr_f100v. Any help would much be appreciated.
Sincerely,
-Chain
It doesn't sounds like you have Project Red installed: http://projectredwiki.com/wiki/Version_archive (Download 4.3.5.30, and all of it)
Chain99 #50
Posted 06 April 2014 - 06:04 AM
Hi, when I try to join I get the error The following multiparts are not installed on this client: pr_100v, pr_f100v. Any help would much be appreciated.
Sincerely,
-Chain
It doesn't sounds like you have Project Red installed: http://projectredwik...Version_archive (Download 4.3.5.30, and all of it)
Thanks for the help but I do have all of project red installed.
oeed #51
Posted 06 April 2014 - 07:31 AM
Hi, when I try to join I get the error The following multiparts are not installed on this client: pr_100v, pr_f100v. Any help would much be appreciated.
Sincerely,
-Chain
It doesn't sounds like you have Project Red installed: http://projectredwik...Version_archive (Download 4.3.5.30, and all of it)
Thanks for the help but I do have all of project red installed.

Do you have all the parts installed?
TheMrIron2 #52
Posted 06 April 2014 - 09:27 AM
Ok, I deleted and re-downloaded all the mods(including AtomicScience, which I hope I did right), and guess what? Another crash.
Spoiler—- Minecraft Crash Report —-
// I bet Cylons wouldn't have this problem.

Time: 4/5/14 1:28 PM
Description: There was a severe problem during mod loading that has caused the game to fail

cpw.mods.fml.common.LoaderException: javax.xml.parsers.FactoryConfigurationError: Provider org.apache.xerces.jaxp.DocumentBuilderFactoryImpl not found
at cpw.mods.fml.common.LoadController.transition(LoadController.java:156)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:523)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:183)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:473)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:808)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
Caused by: javax.xml.parsers.FactoryConfigurationError: Provider org.apache.xerces.jaxp.DocumentBuilderFactoryImpl not found
at javax.xml.parsers.DocumentBuilderFactory.newInstance(DocumentBuilderFactory.java:129)
at calclavia.lib.render.model.TechneAdvancedModel.loadTechneModel(TechneAdvancedModel.java:87)
at calclavia.lib.render.model.TechneAdvancedModel.<init>(TechneAdvancedModel.java:59)
at calclavia.lib.render.model.TechneAdvancedModelLoader.loadInstance(TechneAdvancedModelLoader.java:29)
at net.minecraftforge.client.model.AdvancedModelLoader.loadModel(AdvancedModelLoader.java:70)
at atomicscience.process.turbine.RenderElectricTurbine.<clinit>(RenderElectricTurbine.java:18)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Class.java:171)
at calclavia.lib.content.ClientRegistryProxy.registerTileEntity(ClientRegistryProxy.java:50)
at calclavia.lib.content.ContentRegistry.finishCreation(ContentRegistry.java:203)
at calclavia.lib.content.ContentRegistry.createBlock(ContentRegistry.java:167)
at calclavia.lib.content.ContentRegistry.createBlock(ContentRegistry.java:130)
at calclavia.lib.content.ContentRegistry.createBlock(ContentRegistry.java:125)
at calclavia.lib.content.ContentRegistry.createTile(ContentRegistry.java:115)
at atomicscience.AtomicScience.preInit(AtomicScience.java:338)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:545)
at sun.reflect.GeneratedMethodAccessor1.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:201)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:181)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:112)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:522)
… 10 more


A detailed walkthrough of the error, its code path and all known details is as follows:
—————————————————————————————

– System Details –
Details:
Minecraft Version: 1.6.4
Operating System: Mac OS X (x86_64) version 10.9.2
Java Version: 1.6.0_65, Apple Inc.
Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Apple Inc.
Memory: 61592792 bytes (58 MB) / 240095232 bytes (228 MB) up to 4286251008 bytes (4087 MB)
JVM Flags: 1 total; -Xmx4GB
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 v8.11 FML v6.4.49.965 Minecraft Forge 9.11.1.965 Optifine OptiFine_1.6.4_HD_U_D1 61 mods loaded, 61 mods active
mcp{8.09} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized
FML{6.4.49.965} [Forge Mod Loader] (minecraftforge-9.11.1.965.jar) Unloaded->Constructed->Pre-initialized
Forge{9.11.1.965} [Minecraft Forge] (minecraftforge-9.11.1.965.jar) Unloaded->Constructed->Pre-initialized
CodeChickenCore{0.9.0.9} [CodeChicken Core] (minecraft.jar) Unloaded->Constructed->Pre-initialized
Micdoodlecore{} [Micdoodle8 Core] (minecraft.jar) Unloaded->Constructed->Pre-initialized
NotEnoughItems{1.6.1.9} [Not Enough Items] (NotEnoughItems 1.6.1.9.jar) Unloaded->Constructed->Pre-initialized
OpenModsCore{0.4} [OpenModsCore] (minecraft.jar) Unloaded->Constructed->Pre-initialized
AppliedEnergistics-Core{rv14.finale3} [AppliedEnergistics Core] (minecraft.jar) Unloaded->Constructed->Pre-initialized
AppliedEnergistics{rv14.finale3} [Applied Energistics] (appeng-rv14-finale3-mc16x.jar) Unloaded->Constructed->Pre-initialized
BuildCraft|Core{4.2.2} [BuildCraft] (buildcraft-A-1.6.4-4.2.2.jar) Unloaded->Constructed->Pre-initialized
UniversalElectricity{3.1.0} [Universal Electricity] (Universal-Electricity-3.1.0.78-core.jar) Unloaded->Constructed->Pre-initialized
OpenComputers|Core{1.0.0} [OpenComputers (Core)] (OpenComputers-MC1.6.4-1.2.4.296-universal.jar) Unloaded->Constructed->Pre-initialized
CalclaviaCore{1.2.0} [Calclavia] (Calclavia-Core-Development-1.2.0.112-universal.jar) Unloaded->Constructed->Pre-initialized
CoFHCore{2.0.0.2} [CoFH Core] (CoFHCore-2.0.0.2.jar) Unloaded->Constructed->Pre-initialized
ForgeMultipart{1.0.0.250} [Forge Multipart] (ForgeMultipart-universal-1.6.4-1.0.0.250.jar) Unloaded->Constructed->Pre-initialized
ThermalExpansion{3.0.0.2} [Thermal Expansion] (ThermalExpansion-3.0.0.2.jar) Unloaded->Constructed->Pre-initialized
IC2{2.0.397-experimental} [IndustrialCraft 2] (industrialcraft-2_2.0.397-experimental.jar) Unloaded->Constructed->Pre-initialized
AtomicScience{1.2.0} [Atomic Science] (Atomic Science-1.2.0.99-universal.jar) Unloaded->Constructed->Errored
BuildCraft|Builders{4.2.2} [BC Builders] (buildcraft-A-1.6.4-4.2.2.jar) Unloaded->Constructed->Pre-initialized
BuildCraft|Energy{4.2.2} [BC Energy] (buildcraft-A-1.6.4-4.2.2.jar) Unloaded->Constructed->Pre-initialized
BuildCraft|Factory{4.2.2} [BC Factory] (buildcraft-A-1.6.4-4.2.2.jar) Unloaded->Constructed->Pre-initialized
BuildCraft|Transport{4.2.2} [BC Transport] (buildcraft-A-1.6.4-4.2.2.jar) Unloaded->Constructed->Pre-initialized
BuildCraft|Silicon{4.2.2} [BC Silicon] (buildcraft-A-1.6.4-4.2.2.jar) Unloaded->Constructed->Pre-initialized
ChickenChunks{1.3.3.4} [ChickenChunks] (ChickenChunks 1.3.3.4.jar) Unloaded->Constructed->Pre-initialized
CoFHLoot{2.0.0.2} [CoFH Loot] (CoFHCore-2.0.0.2.jar) Unloaded->Constructed->Pre-initialized
CoFHMasquerade{2.0.0.2} [CoFH Masquerade] (CoFHCore-2.0.0.2.jar) Unloaded->Constructed->Pre-initialized
CoFHSocial{2.0.0.2} [CoFH Social] (CoFHCore-2.0.0.2.jar) Unloaded->Constructed->Pre-initialized
CoFHWorld{2.0.0.2} [CoFH World] (CoFHCore-2.0.0.2.jar) Unloaded->Constructed->Pre-initialized
ComputerCraft{1.58} [ComputerCraft] (ComputerCraft1.58.zip) Unloaded->Constructed->Pre-initialized
CCTurtle{1.58} [ComputerCraft Turtles] (ComputerCraft1.58.zip) Unloaded->Constructed->Pre-initialized
EnderStorage{1.4.3.6} [EnderStorage] (EnderStorage 1.4.3.6.jar) Unloaded->Constructed->Pre-initialized
ExtraUtilities{1.0.3c} [Extra Utilities] (extrautils-1.0.3c.zip) Unloaded->Constructed->Pre-initialized
GalacticraftCore{2.0.11} [Galacticraft Core] (Galacticraft-1.6.4-2.0.11.978.jar) Unloaded->Constructed->Pre-initialized
GalacticraftMars{2.0.11} [Galacticraft Mars] (Galacticraft-Planets-1.6.4-2.0.11.978.jar) Unloaded->Constructed->Pre-initialized
ImmibisCore{57.2.0} [Immibis Core] (immibis-core-57.2.0.jar) Unloaded->Constructed->Pre-initialized
IronChest{5.4.1.702} [Iron Chest] (ironchest-universal-1.6.4-5.4.1.702.zip) Unloaded->Constructed->Pre-initialized
numina{0.1.2-55} [Numina] (Numina-1.6.2-0.1.2-55.jar) Unloaded->Constructed->Pre-initialized
powersuits{0.10.0-91} [MachineMuse's Modular Powersuits] (ModularPowersuits-1.6.4-0.10.0-91.jar) Unloaded->Constructed->Pre-initialized
Mystcraft{0.10.12.01} [Mystcraft] (mystcraft-uni-1.6.4-0.10.12.01.zip) Unloaded->Constructed->Pre-initialized
NotEnoughCodecs{0.1} [NotEnoughCodecs] (NotEnoughCodecs-0.1.jar) Unloaded->Constructed->Pre-initialized
OpenMods{0.4} [OpenMods] (OpenModsLib-0.4b.jar) Unloaded->Constructed->Pre-initialized
ProjRed|Core{4.3.5.30} [ProjectRed] (ProjectRedBase-1.6.4-4.3.5.30.jar) Unloaded->Constructed->Pre-initialized
ProjRed|Transmission{4.3.5.30} [ProjectRed-Transmission] (ProjectRedIntegration-1.6.4-4.3.5.30.jar) Unloaded->Constructed->Pre-initialized
OpenPeripheralCore{0.3.3} [OpenPeripheralCore] (OpenPeripheralCore-0.3.3.jar) Unloaded->Constructed->Pre-initialized
OpenPeripheral{0.1.3} [OpenPeripheralAddons] (OpenPeripheralAddons-0.1.3.jar) Unloaded->Constructed->Pre-initialized
OpenBlocks{1.2.7} [OpenBlocks] (OpenBlocks-1.2.7.jar) Unloaded->Constructed->Pre-initialized
OpenComponents{0.1.0.29} [OpenComponents] (OpenComponents-MC1.6.4-0.1.0.34-universal.jar) Unloaded->Constructed->Pre-initialized
RedLogic{57.3.1} [RedLogic] (redlogic-57.3.1.jar) Unloaded->Constructed->Pre-initialized
OpenComputers{1.2.4.296} [OpenComputers] (OpenComputers-MC1.6.4-1.2.4.296-universal.jar) Unloaded->Constructed->Pre-initialized
powersuitaddons{@VERSION@} [Andrew's Modular Powersuits Addons] (powersuitaddons-1.6.4-884.jar) Unloaded->Constructed->Pre-initialized
ProjRed|Transportation{4.3.5.30} [ProjectRed-Transportation] (ProjectRedMechanical-BETA-1.6.4-4.3.5.30.jar) Unloaded->Constructed->Pre-initialized
ProjRed|Exploration{4.3.5.30} [ProjectRed-Exploration] (ProjectRedWorld-1.6.4-4.3.5.30.jar) Unloaded->Constructed->Pre-initialized
ProjRed|Compatibility{4.3.5.30} [ProjectRed-Compatibility] (ProjectRedCompat-1.6.4-4.3.5.30.jar) Unloaded->Constructed->Pre-initialized
ProjRed|Integration{4.3.5.30} [ProjectRed-Integration] (ProjectRedIntegration-1.6.4-4.3.5.30.jar) Unloaded->Constructed->Pre-initialized
ProjRed|Illumination{4.3.5.30} [ProjectRed-Illumination] (ProjectRedLighting-1.6.4-4.3.5.30.jar) Unloaded->Constructed->Pre-initialized
ProjRed|Expansion{4.3.5.30} [ProjectRed-Expansion] (ProjectRedMechanical-BETA-1.6.4-4.3.5.30.jar) Unloaded->Constructed->Pre-initialized
WR-CBE|Core{1.4.0.7} [WR-CBE Core] (WR-CBE 1.4.0.7.jar) Unloaded->Constructed->Pre-initialized
WR-CBE|Addons{1.4.0.7} [WR-CBE Addons] (WR-CBE 1.4.0.7.jar) Unloaded->Constructed->Pre-initialized
WR-CBE|Logic{1.4.0.7} [WR-CBE Logic] (WR-CBE 1.4.0.7.jar) Unloaded->Constructed->Pre-initialized
McMultipart{1.0.0.250} [Minecraft Multipart Plugin] (ForgeMultipart-universal-1.6.4-1.0.0.250.jar) Unloaded->Constructed->Pre-initialized
ForgeMicroblock{1.0.0.250} [Forge Microblocks] (ForgeMultipart-universal-1.6.4-1.0.0.250.jar) Unloaded->Constructed->Pre-initialized

Could somebody PLEASE tell me how to fix this??
Sorry about the font size, but I posted yesterday and nobody answered, but Chain got help :P/>

EDIT: Fixed Calclavia(I think) but I get another crash. Is it the same, or it a different issue?
Spoiler—- Minecraft Crash Report —-
// You should try our sister game, Minceraft!

Time: 4/6/14 9:31 AM
Description: There was a severe problem during mod loading that has caused the game to fail

cpw.mods.fml.common.LoaderException: javax.xml.parsers.FactoryConfigurationError: Provider org.apache.xerces.jaxp.DocumentBuilderFactoryImpl not found
at cpw.mods.fml.common.LoadController.transition(LoadController.java:156)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:523)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:183)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:473)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:808)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
Caused by: javax.xml.parsers.FactoryConfigurationError: Provider org.apache.xerces.jaxp.DocumentBuilderFactoryImpl not found
at javax.xml.parsers.DocumentBuilderFactory.newInstance(DocumentBuilderFactory.java:129)
at calclavia.lib.render.model.TechneAdvancedModel.loadTechneModel(TechneAdvancedModel.java:87)
at calclavia.lib.render.model.TechneAdvancedModel.<init>(TechneAdvancedModel.java:59)
at calclavia.lib.render.model.TechneAdvancedModelLoader.loadInstance(TechneAdvancedModelLoader.java:29)
at net.minecraftforge.client.model.AdvancedModelLoader.loadModel(AdvancedModelLoader.java:70)
at atomicscience.process.turbine.RenderElectricTurbine.<clinit>(RenderElectricTurbine.java:18)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Class.java:171)
at calclavia.lib.content.ClientRegistryProxy.registerTileEntity(ClientRegistryProxy.java:50)
at calclavia.lib.content.ContentRegistry.finishCreation(ContentRegistry.java:204)
at calclavia.lib.content.ContentRegistry.createBlock(ContentRegistry.java:168)
at calclavia.lib.content.ContentRegistry.createBlock(ContentRegistry.java:130)
at calclavia.lib.content.ContentRegistry.createBlock(ContentRegistry.java:125)
at calclavia.lib.content.ContentRegistry.createTile(ContentRegistry.java:115)
at atomicscience.AtomicScience.preInit(AtomicScience.java:338)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:545)
at sun.reflect.GeneratedMethodAccessor1.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:201)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:181)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:112)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:522)
… 10 more


A detailed walkthrough of the error, its code path and all known details is as follows:
—————————————————————————————

– System Details –
Details:
Minecraft Version: 1.6.4
Operating System: Mac OS X (x86_64) version 10.9.2
Java Version: 1.6.0_65, Apple Inc.
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Apple Inc.
Memory: 96073416 bytes (91 MB) / 259874816 bytes (247 MB) up to 4286251008 bytes (4087 MB)
JVM Flags: 1 total; -Xmx4GB
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 v8.11 FML v6.4.49.965 Minecraft Forge 9.11.1.965 Optifine OptiFine_1.6.4_HD_U_D1 60 mods loaded, 60 mods active
mcp{8.09} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized
FML{6.4.49.965} [Forge Mod Loader] (minecraftforge-9.11.1.965.jar) Unloaded->Constructed->Pre-initialized
Forge{9.11.1.965} [Minecraft Forge] (minecraftforge-9.11.1.965.jar) Unloaded->Constructed->Pre-initialized
CodeChickenCore{0.9.0.9} [CodeChicken Core] (minecraft.jar) Unloaded->Constructed->Pre-initialized
Micdoodlecore{} [Micdoodle8 Core] (minecraft.jar) Unloaded->Constructed->Pre-initialized
NotEnoughItems{1.6.1.9} [Not Enough Items] (NotEnoughItems 1.6.1.9.jar) Unloaded->Constructed->Pre-initialized
OpenModsCore{0.4} [OpenModsCore] (minecraft.jar) Unloaded->Constructed->Pre-initialized
AppliedEnergistics-Core{rv14.finale3} [AppliedEnergistics Core] (minecraft.jar) Unloaded->Constructed->Pre-initialized
AppliedEnergistics{rv14.finale3} [Applied Energistics] (appeng-rv14-finale3-mc16x.jar) Unloaded->Constructed->Pre-initialized
BuildCraft|Core{4.2.2} [BuildCraft] (buildcraft-A-1.6.4-4.2.2.jar) Unloaded->Constructed->Pre-initialized
UniversalElectricity{3.1.0} [Universal Electricity] (Universal-Electricity-3.1.0.78-core.jar) Unloaded->Constructed->Pre-initialized
OpenComputers|Core{1.0.0} [OpenComputers (Core)] (OpenComputers-MC1.6.4-1.2.4.296-universal.jar) Unloaded->Constructed->Pre-initialized
CalclaviaCore{1.2.0} [Calclavia] (Calclavia-Core-1.2.0.319-universal.jar) Unloaded->Constructed->Pre-initialized
AtomicScience{1.2.0} [Atomic Science] (Atomic Science-1.2.0.99-universal.jar) Unloaded->Constructed->Errored
BuildCraft|Builders{4.2.2} [BC Builders] (buildcraft-A-1.6.4-4.2.2.jar) Unloaded->Constructed->Pre-initialized
BuildCraft|Energy{4.2.2} [BC Energy] (buildcraft-A-1.6.4-4.2.2.jar) Unloaded->Constructed->Pre-initialized
BuildCraft|Factory{4.2.2} [BC Factory] (buildcraft-A-1.6.4-4.2.2.jar) Unloaded->Constructed->Pre-initialized
BuildCraft|Transport{4.2.2} [BC Transport] (buildcraft-A-1.6.4-4.2.2.jar) Unloaded->Constructed->Pre-initialized
BuildCraft|Silicon{4.2.2} [BC Silicon] (buildcraft-A-1.6.4-4.2.2.jar) Unloaded->Constructed->Pre-initialized
ChickenChunks{1.3.3.4} [ChickenChunks] (ChickenChunks 1.3.3.4.jar) Unloaded->Constructed->Pre-initialized
CoFHCore{2.0.0.2} [CoFH Core] (CoFHCore-2.0.0.2.jar) Unloaded->Constructed->Pre-initialized
CoFHLoot{2.0.0.2} [CoFH Loot] (CoFHCore-2.0.0.2.jar) Unloaded->Constructed->Pre-initialized
CoFHMasquerade{2.0.0.2} [CoFH Masquerade] (CoFHCore-2.0.0.2.jar) Unloaded->Constructed->Pre-initialized
CoFHSocial{2.0.0.2} [CoFH Social] (CoFHCore-2.0.0.2.jar) Unloaded->Constructed->Pre-initialized
CoFHWorld{2.0.0.2} [CoFH World] (CoFHCore-2.0.0.2.jar) Unloaded->Constructed->Pre-initialized
ComputerCraft{1.58} [ComputerCraft] (ComputerCraft1.58.zip) Unloaded->Constructed->Pre-initialized
CCTurtle{1.58} [ComputerCraft Turtles] (ComputerCraft1.58.zip) Unloaded->Constructed->Pre-initialized
EnderStorage{1.4.3.6} [EnderStorage] (EnderStorage 1.4.3.6.jar) Unloaded->Constructed->Pre-initialized
ExtraUtilities{1.0.3c} [Extra Utilities] (extrautils-1.0.3c.zip) Unloaded->Constructed->Pre-initialized
GalacticraftCore{2.0.11} [Galacticraft Core] (Galacticraft-1.6.4-2.0.11.978.jar) Unloaded->Constructed->Pre-initialized
GalacticraftMars{2.0.11} [Galacticraft Mars] (Galacticraft-Planets-1.6.4-2.0.11.978.jar) Unloaded->Constructed->Pre-initialized
ImmibisCore{57.2.0} [Immibis Core] (immibis-core-57.2.0.jar) Unloaded->Constructed->Pre-initialized
IronChest{5.4.1.702} [Iron Chest] (ironchest-universal-1.6.4-5.4.1.702.zip) Unloaded->Constructed->Pre-initialized
numina{0.1.2-55} [Numina] (Numina-1.6.2-0.1.2-55.jar) Unloaded->Constructed->Pre-initialized
powersuits{0.10.0-91} [MachineMuse's Modular Powersuits] (ModularPowersuits-1.6.4-0.10.0-91.jar) Unloaded->Constructed->Pre-initialized
Mystcraft{0.10.12.01} [Mystcraft] (mystcraft-uni-1.6.4-0.10.12.01.zip) Unloaded->Constructed->Pre-initialized
NotEnoughCodecs{0.1} [NotEnoughCodecs] (NotEnoughCodecs-0.1.jar) Unloaded->Constructed->Pre-initialized
OpenMods{0.4} [OpenMods] (OpenModsLib-0.4b.jar) Unloaded->Constructed->Pre-initialized
ForgeMultipart{1.0.0.250} [Forge Multipart] (ForgeMultipart-universal-1.6.4-1.0.0.250.jar) Unloaded->Constructed->Pre-initialized
ProjRed|Core{4.3.5.30} [ProjectRed] (ProjectRedBase-1.6.4-4.3.5.30.jar) Unloaded->Constructed->Pre-initialized
ProjRed|Transmission{4.3.5.30} [ProjectRed-Transmission] (ProjectRedIntegration-1.6.4-4.3.5.30.jar) Unloaded->Constructed->Pre-initialized
ThermalExpansion{3.0.0.2} [Thermal Expansion] (ThermalExpansion-3.0.0.2.jar) Unloaded->Constructed->Pre-initialized
OpenPeripheralCore{0.3.3} [OpenPeripheralCore] (OpenPeripheralCore-0.3.3.jar) Unloaded->Constructed->Pre-initialized
OpenPeripheral{0.1.3} [OpenPeripheralAddons] (OpenPeripheralAddons-0.1.3.jar) Unloaded->Constructed->Pre-initialized
OpenBlocks{1.2.7} [OpenBlocks] (OpenBlocks-1.2.7.jar) Unloaded->Constructed->Pre-initialized
OpenComponents{0.1.0.29} [OpenComponents] (OpenComponents-MC1.6.4-0.1.0.34-universal.jar) Unloaded->Constructed->Pre-initialized
RedLogic{57.3.1} [RedLogic] (redlogic-57.3.1.jar) Unloaded->Constructed->Pre-initialized
OpenComputers{1.2.4.296} [OpenComputers] (OpenComputers-MC1.6.4-1.2.4.296-universal.jar) Unloaded->Constructed->Pre-initialized
powersuitaddons{@VERSION@} [Andrew's Modular Powersuits Addons] (powersuitaddons-1.6.4-884.jar) Unloaded->Constructed->Pre-initialized
ProjRed|Transportation{4.3.5.30} [ProjectRed-Transportation] (ProjectRedMechanical-BETA-1.6.4-4.3.5.30.jar) Unloaded->Constructed->Pre-initialized
ProjRed|Exploration{4.3.5.30} [ProjectRed-Exploration] (ProjectRedWorld-1.6.4-4.3.5.30.jar) Unloaded->Constructed->Pre-initialized
ProjRed|Compatibility{4.3.5.30} [ProjectRed-Compatibility] (ProjectRedCompat-1.6.4-4.3.5.30.jar) Unloaded->Constructed->Pre-initialized
ProjRed|Integration{4.3.5.30} [ProjectRed-Integration] (ProjectRedIntegration-1.6.4-4.3.5.30.jar) Unloaded->Constructed->Pre-initialized
ProjRed|Illumination{4.3.5.30} [ProjectRed-Illumination] (ProjectRedLighting-1.6.4-4.3.5.30.jar) Unloaded->Constructed->Pre-initialized
ProjRed|Expansion{4.3.5.30} [ProjectRed-Expansion] (ProjectRedMechanical-BETA-1.6.4-4.3.5.30.jar) Unloaded->Constructed->Pre-initialized
WR-CBE|Core{1.4.0.7} [WR-CBE Core] (WR-CBE 1.4.0.7.jar) Unloaded->Constructed->Pre-initialized
WR-CBE|Addons{1.4.0.7} [WR-CBE Addons] (WR-CBE 1.4.0.7.jar) Unloaded->Constructed->Pre-initialized
WR-CBE|Logic{1.4.0.7} [WR-CBE Logic] (WR-CBE 1.4.0.7.jar) Unloaded->Constructed->Pre-initialized
McMultipart{1.0.0.250} [Minecraft Multipart Plugin] (ForgeMultipart-universal-1.6.4-1.0.0.250.jar) Unloaded->Constructed->Pre-initialized
ForgeMicroblock{1.0.0.250} [Forge Microblocks] (ForgeMultipart-universal-1.6.4-1.0.0.250.jar) Unloaded->Constructed->Pre-initialized
Edited on 06 April 2014 - 07:34 AM
CometWolf #53
Posted 06 April 2014 - 12:09 PM
EDIT: Fixed Calclavia(I think) but I get another crash. Is it the same, or it a different issue?
Can you really not tell that your crash log looks the exact same?

It's a problem caused by Atmoic sciences like Cranium said

Caused by: javax.xml.parsers.FactoryConfigurationError: Provider org.apache.xerces.jaxp.DocumentBuilderFactoryImpl not found

at atomicscience.AtomicScience.preInit(AtomicScience.java:338)
a quick google however shows that it is apparently a mac issue.
Edited on 06 April 2014 - 10:17 AM
Cranium #54
Posted 06 April 2014 - 06:11 PM
I'm sorry, but I'm not that great with crashlogs. I took a guess last time.
Chain99 #55
Posted 06 April 2014 - 09:55 PM
Hi, when I try to join I get the error The following multiparts are not installed on this client: pr_100v, pr_f100v. Any help would much be appreciated. Sincerely, -Chain
It doesn't sounds like you have Project Red installed: http://projectredwik...Version_archive (Download 4.3.5.30, and all of it)
Thanks for the help but I do have all of project red installed.
Do you have all the parts installed?
I checked and I had the extremely unstable DEV version installed… so yeah thanks for the help
-Chain
Cranium #56
Posted 07 April 2014 - 05:44 AM
Just an FYI to those interested, ApeManZilla and I have found out that if you are building a large building on the moon, you'll have a difficult time sealing it up, due to stupid performance bugs in Galacticraft. Apparently, it's very difficult to maintain a seal with airlocks, and it also spams the console with error messages.
To prevent server issues, and lag, I'd appreciate it if any MoonBases be made relatively small. I'll be working on the issue to see if there is anything we can do to fix it.
Cranium #57
Posted 07 April 2014 - 07:06 PM
Is anyone interested in me setting up a TeamSpeak server for our happy little community? I'd have to have unanimous support (due to performance concerns), and I would ideally promote the most knowledgeable person to manage the server permissions and everything, because i'm terrible at it.
Cranium #58
Posted 07 April 2014 - 07:40 PM
IMPORTANT NOTICE


Due to the incredible popularity of my server, I've decided to improve upon it. This means that I am going to be increasing the performance of the server, hopefully reducing some of the lag people have been experiencing. I've sent a ticket to my hosting company to request the upgrade. I'm asking for services not listed in their normal menu, so we may not get a hugely upgraded server, but the performance will improve.

I'll let you guys know when and if we are upgrading, and whether or not we will need to restart the server.
Agoldfish #59
Posted 07 April 2014 - 08:13 PM
Is anyone interested in me setting up a TeamSpeak server for our happy little community? I'd have to have unanimous support (due to performance concerns), and I would ideally promote the most knowledgeable person to manage the server permissions and everything, because i'm terrible at it.
I'd like this. Support!
Goof #60
Posted 07 April 2014 - 09:30 PM
Is anyone interested in me setting up a TeamSpeak server for our happy little community? I'd have to have unanimous support (due to performance concerns), and I would ideally promote the most knowledgeable person to manage the server permissions and everything, because i'm terrible at it.
I'd like this. Support!

Im in… Support from me!
Bubba #61
Posted 07 April 2014 - 11:09 PM
Is anyone interested in me setting up a TeamSpeak server for our happy little community? I'd have to have unanimous support (due to performance concerns), and I would ideally promote the most knowledgeable person to manage the server permissions and everything, because i'm terrible at it.

I'd definitely be interested in that. I prefer talking so much to just typing.
Cranium #62
Posted 07 April 2014 - 11:37 PM
Sounds good. I'll set up a Teamspeak server for us then. I'll post more info when I have it.
I'll need to see who's best at setting up Teamspeak permissions though…I'm pretty bad at it.
wieselkatze #63
Posted 08 April 2014 - 07:09 AM
TeamSpeak? Nice! Yesterday I already had to go to another TS for talking :P/>
I'd be interested, too.
oeed #64
Posted 08 April 2014 - 10:14 AM
Cranium, the server went down at about 9:05am GMT on the 8th. It may be minor, but you might just want to check out the log to see if it's anything serious.

Edit: It's clearly a fatal error, it's been down for over an hour now.

Also, to everyone else, joebodo, Miveck and I have been building a Nexus. Essentially a MystCraft hub. If you have a intra linking book to your base put it there. There's books to the End, Nether, Dense Ores age and more. I'll post cords and screenshots soon.
Edited on 08 April 2014 - 09:18 AM
apemanzilla #65
Posted 08 April 2014 - 01:05 PM
Cranium, the server went down at about 9:05am GMT on the 8th. It may be minor, but you might just want to check out the log to see if it's anything serious.

Edit: It's clearly a fatal error, it's been down for over an hour now.

Also, to everyone else, joebodo, Miveck and I have been building a Nexus. Essentially a MystCraft hub. If you have a intra linking book to your base put it there. There's books to the End, Nether, Dense Ores age and more. I'll post cords and screenshots soon.
MY dense ores age? D:
Cranium #66
Posted 08 April 2014 - 02:14 PM
Cranium, the server went down at about 9:05am GMT on the 8th. It may be minor, but you might just want to check out the log to see if it's anything serious.

Yes, I do see what happened. It seems like it's another Galacticraft bug. I'm going to upgrade the server to a Dev Version of the mod(build number 985, and hope that fixes things.

This also gives me time to do some much needed maintenance on the VPS as well. I'm going to be upgrading the server to more RAM, and better processing power. It will give our server some much needed breathing room, as we've been pretty much running it ragged the last few weeks.

I'm also going to be installing the Teamspeak server in this downtime. I'll let you guys know when it's up.

So watch this topic for news, because depending on my VPS host, the upgrade may take some time, depending on if they need to do a data transfer. I had to select a whole new service
MY dense ores age? D:
Oh, come on….you can share ;)/>
apemanzilla #67
Posted 08 April 2014 - 02:26 PM
Cranium, the server went down at about 9:05am GMT on the 8th. It may be minor, but you might just want to check out the log to see if it's anything serious.

Yes, I do see what happened. It seems like it's another Galacticraft bug. I'm going to upgrade the server to a Dev Version of the mod(build number 985, and hope that fixes things.

This also gives me time to do some much needed maintenance on the VPS as well. I'm going to be upgrading the server to more RAM, and better processing power. It will give our server some much needed breathing room, as we've been pretty much running it ragged the last few weeks.

I'm also going to be installing the Teamspeak server in this downtime. I'll let you guys know when it's up.

So watch this topic for news, because depending on my VPS host, the upgrade may take some time, depending on if they need to do a data transfer. I had to select a whole new service
MY dense ores age? D:
Oh, come on….you can share ;)/>
I'm fine with that, but if people start messing with my computers….

Anyways, there's a solid GPS network in there for anyone who needs it.
Edited on 08 April 2014 - 12:27 PM
Cranium #68
Posted 08 April 2014 - 03:08 PM
So far, we haven't had any griefing issues(knocks on wood), so I don't think people will mess with your stuff. As soon as griefing does become a problem, the banhammer will strike swiftly, and fairly.
apemanzilla #69
Posted 08 April 2014 - 04:32 PM
So far, we haven't had any griefing issues(knocks on wood), so I don't think people will mess with your stuff. As soon as griefing does become a problem, the banhammer will strike swiftly, and fairly.
But, if joe starts using his program for mining too, I'm not sure how the modem signals will mix…

Btw, our systems are probably overflowing after I set up the enderchests last night ;)/>
Cranium #70
Posted 08 April 2014 - 07:09 PM
Well….about that….
As stated before, the server is currently down for maintenance. I'm transferring all files from one VPS to the new one today. We'll have MUCH better processing power, as well as increased RAM. Unfortunately, this does come at a cost, so if anyone does wish to contribute to the server, feel free! Since it's a survival server, I don't know what kind of rewards I can provide for those who contribute.
Bubba #71
Posted 08 April 2014 - 08:16 PM
Well….about that….
As stated before, the server is currently down for maintenance. I'm transferring all files from one VPS to the new one today. We'll have MUCH better processing power, as well as increased RAM. Unfortunately, this does come at a cost, so if anyone does wish to contribute to the server, feel free! Since it's a survival server, I don't know what kind of rewards I can provide for those who contribute.

I would be happy to contribute. Could you set up a system for donations?
Edited on 08 April 2014 - 06:16 PM
Cranium #72
Posted 08 April 2014 - 08:34 PM
I would be happy to contribute. Could you set up a system for donations?
Check the OP if you're interested.
Csstform #73
Posted 08 April 2014 - 08:40 PM
Well….about that….
As stated before, the server is currently down for maintenance. I'm transferring all files from one VPS to the new one today. We'll have MUCH better processing power, as well as increased RAM. Unfortunately, this does come at a cost, so if anyone does wish to contribute to the server, feel free! Since it's a survival server, I don't know what kind of rewards I can provide for those who contribute.
If its a bukkit server you could let donators have free fireworks. :3
Edited on 08 April 2014 - 06:41 PM
apemanzilla #74
Posted 08 April 2014 - 08:57 PM
I'll donate when I get a chance :3
Cranium #75
Posted 08 April 2014 - 09:17 PM
If its a bukkit server you could let donators have free fireworks. :3
I will not do Bukkit…for various, bug filled reasons.
Csstform #76
Posted 09 April 2014 - 12:14 PM
If its a bukkit server you could let donators have free fireworks. :3
I will not do Bukkit…for various, bug filled reasons.
Figured. I wouldnt either, just wanted to throw that out there.
TheMrIron2 #77
Posted 09 April 2014 - 05:04 PM
I'm sorry, but I'm not that great with crashlogs. I took a guess last time.

Thanks for trying. Shame it's about my mac, I'd adore playing on this server(how many times have I said that? :P/>)

EDIT: Fixed Calclavia(I think) but I get another crash. Is it the same, or it a different issue?
Can you really not tell that your crash log looks the exact same?

It's a problem caused by Atmoic sciences like Cranium said

Caused by: javax.xml.parsers.FactoryConfigurationError: Provider org.apache.xerces.jaxp.DocumentBuilderFactoryImpl not found

at atomicscience.AtomicScience.preInit(AtomicScience.java:338)
a quick google however shows that it is apparently a mac issue.

Dammit. :(/> I have 8GB RAM and 4 Intel Core i5s and guess what? It can't even run a mod. :P/>
And no, I can't tell the difference. :P/> I never pay any huge attention to crash logs, just send them to people who know about them. Thanks.

By the way, sorry about the giant bold font :P/>
apemanzilla #78
Posted 09 April 2014 - 05:58 PM
Increase permgen.
oeed #79
Posted 09 April 2014 - 10:37 PM
I'm sorry, but I'm not that great with crashlogs. I took a guess last time.

Thanks for trying. Shame it's about my mac, I'd adore playing on this server(how many times have I said that? :P/>)

EDIT: Fixed Calclavia(I think) but I get another crash. Is it the same, or it a different issue?
Can you really not tell that your crash log looks the exact same?

It's a problem caused by Atmoic sciences like Cranium said

Caused by: javax.xml.parsers.FactoryConfigurationError: Provider org.apache.xerces.jaxp.DocumentBuilderFactoryImpl not found

at atomicscience.AtomicScience.preInit(AtomicScience.java:338)
a quick google however shows that it is apparently a mac issue.

Dammit. :(/> I have 8GB RAM and 4 Intel Core i5s and guess what? It can't even run a mod. :P/>
And no, I can't tell the difference. :P/> I never pay any huge attention to crash logs, just send them to people who know about them. Thanks.

By the way, sorry about the giant bold font :P/>

I managed to get it working on my Mac by using MultiMC. Try installing it on that and seeing how you go.
Cranium #80
Posted 09 April 2014 - 11:17 PM
Okay, the server is up, (and upgraded), and we now have an updated version of Galacticraft. This will prevent some of the crashes we've been getting lately.
Get the updated version here: http://ci.micdoodle8.com/job/Galacticraft/984/

Still no update for ComputerCraft, due to the lack of released updates for OpenPeripheral.
oeed #81
Posted 10 April 2014 - 01:10 AM
Okay, the server is up, (and upgraded), and we now have an updated version of Galacticraft. This will prevent some of the crashes we've been getting lately.
Get the updated version here: http://ci.micdoodle8...lacticraft/984/

Still no update for ComputerCraft, due to the lack of released updates for OpenPeripheral.
Looking at GitHub it looks like there has been a commit that may have fixed 1.6 compatibility. I might try compiling it later today and seeing if it works, but it may allow us to use 1.6 if we're lucky.
apemanzilla #82
Posted 10 April 2014 - 02:42 AM
Okay, the server is up, (and upgraded), and we now have an updated version of Galacticraft. This will prevent some of the crashes we've been getting lately.
Get the updated version here: http://ci.micdoodle8...lacticraft/984/

Still no update for ComputerCraft, due to the lack of released updates for OpenPeripheral.
Looking at GitHub it looks like there has been a commit that may have fixed 1.6 compatibility. I might try compiling it later today and seeing if it works, but it may allow us to use 1.6 if we're lucky.
I tried to compile it earlier, but Forge 965 source is now broken so we'd need to use Gradle. I'll look into it.
sjonky #83
Posted 10 April 2014 - 06:18 PM
A mod suggestion, Would it be possible to add JABBA? very neat storage mod. No world gen as far as i know, and pretty server friendly storage.
Cranium #84
Posted 10 April 2014 - 06:26 PM
We already have two very powerful storage mods, EnderStorage from ChickenBones, and Applied Energistics. Adding more would kind of be a waste.
Agoldfish #85
Posted 10 April 2014 - 06:55 PM
We already have two very powerful storage mods, EnderStorage from ChickenBones, and Applied Energistics. Adding more would kind of be a waste.
If we did get rid of a storage mod, get rid of EnderStorage. The recipe is too OP for what you get, imo.
apemanzilla #86
Posted 10 April 2014 - 07:11 PM
We already have two very powerful storage mods, EnderStorage from ChickenBones, and Applied Energistics. Adding more would kind of be a waste.
If we did get rid of a storage mod, get rid of EnderStorage. The recipe is too OP for what you get, imo.
Wat? Nuuu! Half mah base relies on it!
Bubba #87
Posted 10 April 2014 - 08:29 PM
We already have two very powerful storage mods, EnderStorage from ChickenBones, and Applied Energistics. Adding more would kind of be a waste.
If we did get rid of a storage mod, get rid of EnderStorage. The recipe is too OP for what you get, imo.

Disagree disagree disagree. It might be OP in terms of recipe, but there aren't really any good cross-dimensional alternatives except for the AE thing, which is in my opinion too expensive.
Agoldfish #88
Posted 10 April 2014 - 08:33 PM
We already have two very powerful storage mods, EnderStorage from ChickenBones, and Applied Energistics. Adding more would kind of be a waste.
If we did get rid of a storage mod, get rid of EnderStorage. The recipe is too OP for what you get, imo.

Disagree disagree disagree. It might be OP in terms of recipe, but there aren't really any good cross-dimensional alternatives except for the AE thing, which is in my opinion too expensive.
My take is biased because I never really use EnderStorage, I know you can do a ton of things with it. I do agree with you on AE.
Since I'm posting, any news on the TS server?
sjonky #89
Posted 10 April 2014 - 09:33 PM
Since I'm posting, any news on the TS server?

Its up and running, check first post
oeed #90
Posted 10 April 2014 - 10:38 PM
I would love to see Crafting Table II installed. It only adds one block IIRC, so it won't have much of an effect on performance. Essentially it just shows what you can craft with your current supplied.
Also, if some you need requires a subcomponent (e.g. sticks) and you have the material to craft it, it will craft the final product in 1 click.

It's mainly to prevent the main related with crafting recipes that require countless little pieces and makes life a little easier.
Cranium #91
Posted 10 April 2014 - 10:42 PM
I would love to see Crafting Table II installed. It only adds one block IIRC, so it won't have much of an effect on performance. Essentially it just shows what you can craft with your current supplied.
Also, if some you need requires a subcomponent (e.g. sticks) and you have the material to craft it, it will craft the final product in 1 click.

It's mainly to prevent the main related with crafting recipes that require countless little pieces and makes life a little easier.
That would be a negatory. Besides, you can make autocrafting stuff with openperipheral and applied energistics.
apemanzilla #92
Posted 10 April 2014 - 11:25 PM
I would love to see Crafting Table II installed. It only adds one block IIRC, so it won't have much of an effect on performance. Essentially it just shows what you can craft with your current supplied.
Also, if some you need requires a subcomponent (e.g. sticks) and you have the material to craft it, it will craft the final product in 1 click.

It's mainly to prevent the main related with crafting recipes that require countless little pieces and makes life a little easier.
That would be a negatory. Besides, you can make autocrafting stuff with openperipheral and applied energistics.
And thermal expansion, and buildcraft.

By the way oeed, did you notice that mod is for Minecraft 1.1? ;)/>
Edited on 10 April 2014 - 09:25 PM
oeed #93
Posted 11 April 2014 - 02:58 AM
I would love to see Crafting Table II installed. It only adds one block IIRC, so it won't have much of an effect on performance. Essentially it just shows what you can craft with your current supplied.
Also, if some you need requires a subcomponent (e.g. sticks) and you have the material to craft it, it will craft the final product in 1 click.

It's mainly to prevent the main related with crafting recipes that require countless little pieces and makes life a little easier.
That would be a negatory. Besides, you can make autocrafting stuff with openperipheral and applied energistics.
And thermal expansion, and buildcraft.

By the way oeed, did you notice that mod is for Minecraft 1.1? ;)/>

Didn't it say 1.62?

Perhaps that was the version of the mod.
apemanzilla #94
Posted 11 April 2014 - 11:09 AM
I would love to see Crafting Table II installed. It only adds one block IIRC, so it won't have much of an effect on performance. Essentially it just shows what you can craft with your current supplied.
Also, if some you need requires a subcomponent (e.g. sticks) and you have the material to craft it, it will craft the final product in 1 click.

It's mainly to prevent the main related with crafting recipes that require countless little pieces and makes life a little easier.
That would be a negatory. Besides, you can make autocrafting stuff with openperipheral and applied energistics.
And thermal expansion, and buildcraft.

By the way oeed, did you notice that mod is for Minecraft 1.1? ;)/>/>

Didn't it say 1.62?

Perhaps that was the version of the mod.
Yep.
Csstform #95
Posted 11 April 2014 - 07:43 PM
I notice that you kept away from the mod packs for certain (understandable) reasons. May I suggest this way? Eaisier, and they havent got any complaints from modders. (that I know of) Just a suggestion.
Cranium #96
Posted 11 April 2014 - 07:49 PM
Well again, I cannot compile this into a modpack. One or more mods I have do not allow it without permission(or not at all), And I do not wish to go out for them and request permission. So rather than asking permission, I've instead compiled a comprehensive list of links for you.
I know for sure that the Universal Electricity mods, (UE, Atomic Science, etc.) do not allow modpacks without permission.
MudkipTheEpic #97
Posted 11 April 2014 - 08:06 PM
Well again, I cannot compile this into a modpack. One or more mods I have do not allow it without permission(or not at all), And I do not wish to go out for them and request permission. So rather than asking permission, I've instead compiled a comprehensive list of links for you.
I know for sure that the Universal Electricity mods, (UE, Atomic Science, etc.) do not allow modpacks without permission.

http://www.minecraftforum.net/topic/2323043-to-mod-creators-copyrights-and-malicious-code/

According to Minecraft's new(ish) EULA, modders may not restrict access to putting a mod in any modpack. However, putting the mod into a modpack is entirely your decision.




Also, you may see me on soon. My IGN is MudkipTheEpic, so say hi if you do!
Csstform #98
Posted 11 April 2014 - 08:14 PM
Well again, I cannot compile this into a modpack. One or more mods I have do not allow it without permission(or not at all), And I do not wish to go out for them and request permission. So rather than asking permission, I've instead compiled a comprehensive list of links for you.
I know for sure that the Universal Electricity mods, (UE, Atomic Science, etc.) do not allow modpacks without permission.
Thats the thing. What this launcher does is it bundles all the ones that allow redistrubutation as modpacks into a modpack, then links you to the ones that dont, you click through the adfly and the launcher downloads it and packs it in. In no way are you distributing the 'non modpack' mods, they are being downloaded by the end user. All you give is a link, just like you are doing now.
Cranium #99
Posted 11 April 2014 - 08:30 PM
I'd still rather not put it in a modpack or unified download. Just taking away the point of licensing issues or copyright issues, there's still the ad.fly links that modders use to gain some revenue from their hard work. People need to support them.
TheMrIron2 #100
Posted 12 April 2014 - 08:39 PM
I'm sorry, but I'm not that great with crashlogs. I took a guess last time.

Thanks for trying. Shame it's about my mac, I'd adore playing on this server(how many times have I said that? :P/>)

EDIT: Fixed Calclavia(I think) but I get another crash. Is it the same, or it a different issue?
Can you really not tell that your crash log looks the exact same?

It's a problem caused by Atmoic sciences like Cranium said

Caused by: javax.xml.parsers.FactoryConfigurationError: Provider org.apache.xerces.jaxp.DocumentBuilderFactoryImpl not found

at atomicscience.AtomicScience.preInit(AtomicScience.java:338)
a quick google however shows that it is apparently a mac issue.

Dammit. :(/> I have 8GB RAM and 4 Intel Core i5s and guess what? It can't even run a mod. :P/>
And no, I can't tell the difference. :P/> I never pay any huge attention to crash logs, just send them to people who know about them. Thanks.

By the way, sorry about the giant bold font :P/>

I managed to get it working on my Mac by using MultiMC. Try installing it on that and seeing how you go.

I'll try it. If it works for you, it'll probably work for me.
EDIT: How did you get Forge working on MultiMC??
Edited on 12 April 2014 - 07:44 PM
sjonky #101
Posted 12 April 2014 - 09:48 PM
EDIT: How did you get Forge working on MultiMC??

1: Press "Edit Mods"
2: Change to the "Version" Tab on top of the window
3: Click "Install Forge" button
4: Click the most recent one
5: Press "Ok"

Should do the trick
apemanzilla #102
Posted 13 April 2014 - 12:44 AM
Just. Increase. Permgen.
Cranium #103
Posted 13 April 2014 - 01:07 AM
Just. Increase. Permgen.
JUST. GET ON. THE SERVER. I've made changes ;)/>
apemanzilla #104
Posted 13 April 2014 - 05:35 PM
Just. Increase. Permgen.
JUST. GET ON. THE SERVER. I've made changes ;)/>
And I'm at PAX east :D/>
Edited on 13 April 2014 - 03:35 PM
daniellaraman #105
Posted 14 April 2014 - 01:05 PM
I am having trouble installing this modpack. Here is the error report.

Spoiler—- Minecraft Crash Report —-
// This is a token for 1 free hug. Redeem at your nearest Mojangsta: [~~HUG~~]

Time: 14/04/14 12:51
Description: Initializing game

java.lang.IllegalArgumentException: Slot 3972 is already occupied by calclavia.lib.multiblock.fake.BlockMultiBlockPart@81b8ef when adding micdoodle8.mods.galacticraft.core.blocks.GCCoreBlockAluminumWire@6ad8c6
at net.minecraft.block.Block.<init>(Block.java:349)
at net.minecraft.block.BlockContainer.<init>(SourceFile:9)
at micdoodle8.mods.galacticraft.core.blocks.GCCoreBlockTransmitter.<init>(GCCoreBlockTransmitter.java:28)
at micdoodle8.mods.galacticraft.core.blocks.GCCoreBlockAluminumWire.<init>(GCCoreBlockAluminumWire.java:36)
at micdoodle8.mods.galacticraft.core.blocks.GCCoreBlocks.initBlocks(GCCoreBlocks.java:109)
at micdoodle8.mods.galacticraft.core.GalacticraftCore.preInit(GalacticraftCore.java:242)
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:545)
at sun.reflect.GeneratedMethodAccessor1.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:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:201)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:181)
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:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:112)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:522)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:183)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:473)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:808)
at net.minecraft.client.main.Main.main(SourceFile:101)
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:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)


A detailed walkthrough of the error, its code path and all known details is as follows:
—————————————————————————————

– Head –
Stacktrace:
at net.minecraft.block.Block.<init>(Block.java:349)
at net.minecraft.block.BlockContainer.<init>(SourceFile:9)
at micdoodle8.mods.galacticraft.core.blocks.GCCoreBlockTransmitter.<init>(GCCoreBlockTransmitter.java:28)
at micdoodle8.mods.galacticraft.core.blocks.GCCoreBlockAluminumWire.<init>(GCCoreBlockAluminumWire.java:36)
at micdoodle8.mods.galacticraft.core.blocks.GCCoreBlocks.initBlocks(GCCoreBlocks.java:109)
at micdoodle8.mods.galacticraft.core.GalacticraftCore.preInit(GalacticraftCore.java:242)
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:545)
at sun.reflect.GeneratedMethodAccessor1.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:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:201)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:181)
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:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:112)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:522)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:183)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:473)

– Initialization –
Details:
Stacktrace:
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:808)
at net.minecraft.client.main.Main.main(SourceFile:101)
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:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)

– System Details –
Details:
Minecraft Version: 1.6.4
Operating System: Windows 7 (x86) version 6.1
Java Version: 1.7.0_51, Oracle Corporation
Java VM Version: Java HotSpot(TM) Client VM (mixed mode, sharing), Oracle Corporation
Memory: 190533496 bytes (181 MB) / 491970560 bytes (469 MB) up to 518979584 bytes (494 MB)
JVM Flags: 2 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -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 v8.11 FML v6.4.49.965 Minecraft Forge 9.11.1.965 51 mods loaded, 51 mods active
mcp{8.09} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized
FML{6.4.49.965} [Forge Mod Loader] (minecraftforge-9.11.1.965.jar) Unloaded->Constructed->Pre-initialized
Forge{9.11.1.965} [Minecraft Forge] (minecraftforge-9.11.1.965.jar) Unloaded->Constructed->Pre-initialized
AppliedEnergistics-Core{rv14.finale3} [AppliedEnergistics Core] (minecraft.jar) Unloaded->Constructed->Pre-initialized
CodeChickenCore{0.9.0.9} [CodeChicken Core] (minecraft.jar) Unloaded->Constructed->Pre-initialized
OpenModsCore{0.4} [OpenModsCore] (minecraft.jar) Unloaded->Constructed->Pre-initialized
AppliedEnergistics{rv14.finale3} [Applied Energistics] (appeng-rv14-finale3-mc16x.jar) Unloaded->Constructed->Pre-initialized
BuildCraft|Core{4.2.2} [BuildCraft] (buildcraft-A-1.6.4-4.2.2.jar) Unloaded->Constructed->Pre-initialized
UniversalElectricity{3.1.0} [Universal Electricity] (Universal-Electricity-3.1.0.81-core.jar) Unloaded->Constructed->Pre-initialized
CalclaviaCore{1.2.0} [Calclavia] (Calclavia-Core-1.2.0.321-universal.jar) Unloaded->Constructed->Pre-initialized
CoFHCore{2.0.0.2} [CoFH Core] (CoFHCore-2.0.0.2.jar) Unloaded->Constructed->Pre-initialized
ForgeMultipart{1.0.0.244} [Forge Multipart] (ForgeMultipart-universal-1.6.4-1.0.0.244.jar) Unloaded->Constructed->Pre-initialized
ThermalExpansion{3.0.0.2} [Thermal Expansion] (ThermalExpansion-3.0.0.2.jar) Unloaded->Constructed->Pre-initialized
IC2{2.0.397-experimental} [IndustrialCraft 2] (industrialcraft-2_2.0.397-experimental.jar) Unloaded->Constructed->Pre-initialized
AtomicScience{1.2.0} [Atomic Science] (Atomic Science-1.2.0.100-universal.jar) Unloaded->Constructed->Pre-initialized
BuildCraft|Builders{4.2.2} [BC Builders] (buildcraft-A-1.6.4-4.2.2.jar) Unloaded->Constructed->Pre-initialized
BuildCraft|Energy{4.2.2} [BC Energy] (buildcraft-A-1.6.4-4.2.2.jar) Unloaded->Constructed->Pre-initialized
BuildCraft|Factory{4.2.2} [BC Factory] (buildcraft-A-1.6.4-4.2.2.jar) Unloaded->Constructed->Pre-initialized
BuildCraft|Transport{4.2.2} [BC Transport] (buildcraft-A-1.6.4-4.2.2.jar) Unloaded->Constructed->Pre-initialized
BuildCraft|Silicon{4.2.2} [BC Silicon] (buildcraft-A-1.6.4-4.2.2.jar) Unloaded->Constructed->Pre-initialized
ChickenChunks{1.3.3.4} [ChickenChunks] (ChickenChunks 1.3.3.4.jar) Unloaded->Constructed->Pre-initialized
CoFHLoot{2.0.0.2} [CoFH Loot] (CoFHCore-2.0.0.2.jar) Unloaded->Constructed->Pre-initialized
CoFHMasquerade{2.0.0.2} [CoFH Masquerade] (CoFHCore-2.0.0.2.jar) Unloaded->Constructed->Pre-initialized
CoFHSocial{2.0.0.2} [CoFH Social] (CoFHCore-2.0.0.2.jar) Unloaded->Constructed->Pre-initialized
CoFHWorld{2.0.0.2} [CoFH World] (CoFHCore-2.0.0.2.jar) Unloaded->Constructed->Pre-initialized
ComputerCraft{1.62} [ComputerCraft] (ComputerCraft1.62.jar) Unloaded->Constructed->Pre-initialized
EnderStorage{1.4.3.6} [EnderStorage] (EnderStorage 1.4.3.6.jar) Unloaded->Constructed->Pre-initialized
ExtraUtilities{1.0.3c} [Extra Utilities] (extrautils-1.0.3c.zip) Unloaded->Constructed->Pre-initialized
GalacticraftCore{2.0.11} [Galacticraft Core] (Galacticraft-1.6.4-2.0.11.978.jar) Unloaded->Constructed->Errored
GalacticraftMars{2.0.11} [Galacticraft Mars] (Galacticraft-Planets-1.6.4-2.0.11.978.jar) Unloaded->Constructed->Errored
IronChest{5.4.1.702} [Iron Chest] (ironchest-universal-1.6.4-5.4.1.702.zip) Unloaded->Constructed->Pre-initialized
numina{0.1.2-55} [Numina] (Numina-1.6.2-0.1.2-55.jar) Unloaded->Constructed->Pre-initialized
powersuits{0.10.0-91} [MachineMuse's Modular Powersuits] (ModularPowersuits-1.6.4-0.10.0-91.jar) Unloaded->Constructed->Pre-initialized
Mystcraft{0.10.12.01} [Mystcraft] (mystcraft-uni-1.6.4-0.10.12.01.zip) Unloaded->Constructed->Pre-initialized
OpenMods{0.4} [OpenMods] (OpenModsLib-0.4b.jar) Unloaded->Constructed->Pre-initialized
ProjRed|Core{4.3.7.32} [ProjectRed] (ProjectRedBase-1.6.4-4.3.7.32.jar) Unloaded->Constructed->Pre-initialized
ProjRed|Transmission{4.3.7.32} [ProjectRed-Transmission] (ProjectRedIntegration-1.6.4-4.3.7.32.jar) Unloaded->Constructed->Pre-initialized
OpenPeripheralCore{0.3.3} [OpenPeripheralCore] (OpenPeripheralCore-0.3.3.jar) Unloaded->Constructed->Pre-initialized
OpenPeripheral{0.1.3} [OpenPeripheralAddons] (OpenPeripheralAddons-0.1.3.jar) Unloaded->Constructed->Pre-initialized
OpenBlocks{1.2.7} [OpenBlocks] (OpenBlocks-1.2.7.jar) Unloaded->Constructed->Pre-initialized
ProjRed|Transportation{4.3.7.32} [ProjectRed-Transportation] (ProjectRedMechanical-BETA-1.6.4-4.3.7.32.jar) Unloaded->Constructed->Pre-initialized
ProjRed|Exploration{4.3.7.32} [ProjectRed-Exploration] (ProjectRedWorld-1.6.4-4.3.7.32.jar) Unloaded->Constructed->Pre-initialized
ProjRed|Compatibility{4.3.7.32} [ProjectRed-Compatibility] (ProjectRedCompat-1.6.4-4.3.7.32.jar) Unloaded->Constructed->Pre-initialized
ProjRed|Integration{4.3.7.32} [ProjectRed-Integration] (ProjectRedIntegration-1.6.4-4.3.7.32.jar) Unloaded->Constructed->Pre-initialized
ProjRed|Illumination{4.3.7.32} [ProjectRed-Illumination] (ProjectRedLighting-1.6.4-4.3.7.32.jar) Unloaded->Constructed->Pre-initialized
ProjRed|Expansion{4.3.7.32} [ProjectRed-Expansion] (ProjectRedMechanical-BETA-1.6.4-4.3.7.32.jar) Unloaded->Constructed->Pre-initialized
WR-CBE|Core{1.4.0.7} [WR-CBE Core] (WR-CBE 1.4.0.7.jar) Unloaded->Constructed->Pre-initialized
WR-CBE|Addons{1.4.0.7} [WR-CBE Addons] (WR-CBE 1.4.0.7.jar) Unloaded->Constructed->Pre-initialized
WR-CBE|Logic{1.4.0.7} [WR-CBE Logic] (WR-CBE 1.4.0.7.jar) Unloaded->Constructed->Pre-initialized
McMultipart{1.0.0.244} [Minecraft Multipart Plugin] (ForgeMultipart-universal-1.6.4-1.0.0.244.jar) Unloaded->Constructed->Pre-initialized
ForgeMicroblock{1.0.0.244} [Forge Microblocks] (ForgeMultipart-universal-1.6.4-1.0.0.244.jar) Unloaded->Constructed->Pre-initialized
Launched Version: 1.6.4-Forge9.11.1.965
LWJGL: 2.9.0
OpenGL: AMD Radeon HD 8570D GL version 4.2.12422 Compatibility Profile Context 13.152.0.0, ATI Technologies Inc.
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Resource Pack: Default
Current Language: English (US)
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null.
Cranium #106
Posted 15 April 2014 - 04:15 PM
It looks like you have a previous version of Galacticraft. You have version 978, when we're using 984. Make sure you download all three files listed here:
http://ci.micdoodle8...lacticraft/984/

EDIT: It looks like Galacticraft has more updated versions, with less bugginess. It also looks liek it improves the oxygen sealers some more. If anyone's interested, we could upgrade, and perhaps try to optimize the server a bit.
Edited on 15 April 2014 - 02:18 PM
apemanzilla #107
Posted 15 April 2014 - 04:50 PM
It looks like you have a previous version of Galacticraft. You have version 978, when we're using 984. Make sure you download all three files listed here:
http://ci.micdoodle8...lacticraft/984/

EDIT: It looks like Galacticraft has more updated versions, with less bugginess. It also looks liek it improves the oxygen sealers some more. If anyone's interested, we could upgrade, and perhaps try to optimize the server a bit.
:o/> sealer improvements? DOO EEET
TheMrIron2 #108
Posted 15 April 2014 - 04:52 PM
I'm sorry, but I'm not that great with crashlogs. I took a guess last time.

Thanks for trying. Shame it's about my mac, I'd adore playing on this server(how many times have I said that? :P/>/>)

EDIT: Fixed Calclavia(I think) but I get another crash. Is it the same, or it a different issue?
Can you really not tell that your crash log looks the exact same?

It's a problem caused by Atmoic sciences like Cranium said

Caused by: javax.xml.parsers.FactoryConfigurationError: Provider org.apache.xerces.jaxp.DocumentBuilderFactoryImpl not found

at atomicscience.AtomicScience.preInit(AtomicScience.java:338)
a quick google however shows that it is apparently a mac issue.

Dammit. :(/>/> I have 8GB RAM and 4 Intel Core i5s and guess what? It can't even run a mod. :P/>/>
And no, I can't tell the difference. :P/>/> I never pay any huge attention to crash logs, just send them to people who know about them. Thanks.

By the way, sorry about the giant bold font :P/>/>

I managed to get it working on my Mac by using MultiMC. Try installing it on that and seeing how you go.
Ok, I don't know how to do this. I can't even get Forge installed to MultiMC. :P/>/>
Sorry for taking a while to reply, internet's been up and down.

EDIT: Oops, didn't see sjonky's post. Sorry :P/>/>

I got it working! I never thought it would happen :P/>/> Thanks oeed for suggesting MultiMC!
Edited on 15 April 2014 - 05:43 PM
oeed #109
Posted 16 April 2014 - 12:21 AM
I got it working! I never thought it would happen :P/>/> Thanks oeed for suggesting MultiMC!

Yea, so to anyone having problem on Mac, use MultiMC.

I know that myself, GravityScore, 1lann and now TheMrIron2 fixed our issues by using it.
Cranium #110
Posted 16 April 2014 - 12:43 AM
Okay, wow….I just tried a more recent build of Galacticraft, and it REALLY fixes some of the issues that the Oxygen Sealers were having. Let me know if you guys want to update on it.
Agoldfish #111
Posted 16 April 2014 - 12:53 AM
Okay, wow….I just tried a more recent build of Galacticraft, and it REALLY fixes some of the issues that the Oxygen Sealers were having. Let me know if you guys want to update on it.
why not add it?
Cranium #112
Posted 16 April 2014 - 01:40 AM
Well, it means that everyone would have to update, and some people may not be interested in doing that right now.
Cranium #113
Posted 16 April 2014 - 04:47 PM
Since 1.63 is out, I think I'm going to give it a try to see if it's compatible with the current version of openperipheral that we have. If it is, I'l be spending tonight updating and adding things, including CC 1.63 and Galacticraft build 1006. If you guys want to try out the updates in advance, go ahead.
apemanzilla #114
Posted 16 April 2014 - 04:49 PM
Since 1.63 is out, I think I'm going to give it a try to see if it's compatible with the current version of openperipheral that we have. If it is, I'l be spending tonight updating and adding things, including CC 1.63 and Galacticraft build 1006. If you guys want to try out the updates in advance, go ahead.
It won't be compatible with Open Peripheral unless Open Peripheral is updated for the 1.6 API changes. I can't build a version from the source for 1.6 because forge 965 source is no longer supported.
TheMrIron2 #115
Posted 16 April 2014 - 09:14 PM
I got it working! I never thought it would happen :P/>/> Thanks oeed for suggesting MultiMC!

Yea, so to anyone having problem on Mac, use MultiMC.

I know that myself, GravityScore, 1lann and now TheMrIron2 fixed our issues by using it.

That should be in the OP, about Mac users having problems and using MultiMC fixed it. :P/>

Okay, wow….I just tried a more recent build of Galacticraft, and it REALLY fixes some of the issues that the Oxygen Sealers were having. Let me know if you guys want to update on it.

Every improvement helps. Go for it!
Cranium #116
Posted 16 April 2014 - 09:37 PM
It won't be compatible with Open Peripheral unless Open Peripheral is updated for the 1.6 API changes. I can't build a version from the source for 1.6 because forge 965 source is no longer supported.
That's quite unfortunate then. We can only hope to have OpenPeripheral updated, because we're stuck on 1.58 without it.
Engineer #117
Posted 16 April 2014 - 10:22 PM
It won't be compatible with Open Peripheral unless Open Peripheral is updated for the 1.6 API changes. I can't build a version from the source for 1.6 because forge 965 source is no longer supported.
That's quite unfortunate then. We can only hope to have OpenPeripheral updated, because we're stuck on 1.58 without it.
You can manually build OpenP from their Github Repo, they just didnt update the site :P/>

Edit: It didnt make it to the master branch yet, though it is in the 1.6 branch. Im assuming when its stable enough it will get moved to the master branch, so sorry for this useless post
Edited on 16 April 2014 - 08:25 PM
apemanzilla #118
Posted 16 April 2014 - 10:28 PM
It won't be compatible with Open Peripheral unless Open Peripheral is updated for the 1.6 API changes. I can't build a version from the source for 1.6 because forge 965 source is no longer supported.
That's quite unfortunate then. We can only hope to have OpenPeripheral updated, because we're stuck on 1.58 without it.
You can manually build OpenP from their Github Repo, they just didnt update the site :P/>/>

Edit: It didnt make it to the master branch yet, though it is in the 1.6 branch. Im assuming when its stable enough it will get moved to the master branch, so sorry for this useless post
I've tried to build it, but the problem is that forge 965 isn't supported any more (not any 1.6.4 MCP version as far as I know) so I can't build it. I could try Gradle but I've never used it before and don't know how to set up the dependencies properly.

So, in short, it'll be easiest to wait :P/>
apemanzilla #119
Posted 16 April 2014 - 10:44 PM
Using Galacticraft build 1010 now.
Cranium #120
Posted 16 April 2014 - 11:38 PM
As Ape so eloquently put it, we've upgraded to Galacticraft version 1010. Link is in the OP.
oeed #121
Posted 17 April 2014 - 01:15 AM
I've tried to build it, but the problem is that forge 965 isn't supported any more (not any 1.6.4 MCP version as far as I know) so I can't build it. I could try Gradle but I've never used it before and don't know how to set up the dependencies properly.

So, in short, it'll be easiest to wait :P/>

Hmmm. I'm gona try myself and see if I can getting working. I really want 1.6 :P/>
apemanzilla #122
Posted 17 April 2014 - 12:56 PM
I've tried to build it, but the problem is that forge 965 isn't supported any more (not any 1.6.4 MCP version as far as I know) so I can't build it. I could try Gradle but I've never used it before and don't know how to set up the dependencies properly.

So, in short, it'll be easiest to wait :P/>

Hmmm. I'm gona try myself and see if I can getting working. I really want 1.6 :P/>
I might have an old 1.6 environment buried somewhere on my computer, but I'm not sure if it'd be modified…
apemanzilla #123
Posted 17 April 2014 - 03:28 PM
Well, umm, this is embarrassing…

http://openmods.info:8080/

Builds 105 and up of Open peripheral core should be 1.6 compatible.
Builds 84 and up of Open peripheral addons (excluding 90 and 91, as they failed) should be 1.6 compatible.
Edited on 17 April 2014 - 01:31 PM
TheMrIron2 #124
Posted 17 April 2014 - 04:55 PM
Another, wait for it…. another crash! *double facepalm*
Spoiler

Not again. :wacko:/>

Crash Report:

Spoiler—- Minecraft Crash Report —-
// Don't be sad, have a hug! <3

Time: 17/04/14 16:42
Description: Ticking screen

java.lang.IllegalArgumentException: Failed to register dimension for id 0, One is already registered
at net.minecraftforge.common.DimensionManager.registerDimension(DimensionManager.java:127)
at micdoodle8.mods.galacticraft.core.network.GCCorePacketHandlerClient.onPacketData(GCCorePacketHandlerClient.java:345)
at cpw.mods.fml.common.network.NetworkRegistry.handlePacket(NetworkRegistry.java:255)
at cpw.mods.fml.common.network.NetworkRegistry.handleCustomPacket(NetworkRegistry.java:245)
at cpw.mods.fml.common.network.FMLNetworkHandler.handlePacket250Packet(FMLNetworkHandler.java:85)
at net.minecraft.client.multiplayer.NetClientHandler.func_72501_a(NetClientHandler.java:1651)
at net.minecraft.network.packet.Packet250CustomPayload.func_73279_a(SourceFile:61)
at net.minecraft.network.TcpConnection.func_74428_b(TcpConnection.java:462)
at net.minecraft.client.multiplayer.NetClientHandler.func_72551_d(NetClientHandler.java:281)
at net.minecraft.client.multiplayer.GuiConnecting.func_73876_c(GuiConnecting.java:51)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1580)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:910)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:838)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:606)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:606)
at org.multimc.onesix.OneSixLauncher.launch(OneSixLauncher.java:214)
at org.multimc.EntryPoint.listen(EntryPoint.java:165)
at org.multimc.EntryPoint.main(EntryPoint.java:54)


A detailed walkthrough of the error, its code path and all known details is as follows:
—————————————————————————————

– Head –
Stacktrace:
at net.minecraftforge.common.DimensionManager.registerDimension(DimensionManager.java:127)
at micdoodle8.mods.galacticraft.core.network.GCCorePacketHandlerClient.onPacketData(GCCorePacketHandlerClient.java:345)
at cpw.mods.fml.common.network.NetworkRegistry.handlePacket(NetworkRegistry.java:255)
at cpw.mods.fml.common.network.NetworkRegistry.handleCustomPacket(NetworkRegistry.java:245)
at cpw.mods.fml.common.network.FMLNetworkHandler.handlePacket250Packet(FMLNetworkHandler.java:85)
at net.minecraft.client.multiplayer.NetClientHandler.func_72501_a(NetClientHandler.java:1651)
at net.minecraft.network.packet.Packet250CustomPayload.func_73279_a(SourceFile:61)
at net.minecraft.network.TcpConnection.func_74428_b(TcpConnection.java:462)
at net.minecraft.client.multiplayer.NetClientHandler.func_72551_d(NetClientHandler.java:281)
at net.minecraft.client.multiplayer.GuiConnecting.func_73876_c(GuiConnecting.java:51)

– Affected screen –
Details:
Screen name: net.minecraft.client.multiplayer.GuiConnecting
Stacktrace:
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1580)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:910)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:838)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:606)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:606)
at org.multimc.onesix.OneSixLauncher.launch(OneSixLauncher.java:214)
at org.multimc.EntryPoint.listen(EntryPoint.java:165)
at org.multimc.EntryPoint.main(EntryPoint.java:54)

– System Details –
Details:
Minecraft Version: 1.6.4
Operating System: Mac OS X (x86_64) version 10.9.2
Java Version: 1.7.0_45, Oracle Corporation
Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 2488503264 bytes (2373 MB) / 2964324352 bytes (2827 MB) up to 4772069376 bytes (4551 MB)
JVM Flags: 3 total; -Xms2048m -Xmx5120m -XX:PermSize=128m
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 v8.11 FML v6.4.49.965 Minecraft Forge 9.11.1.965 Optifine OptiFine_1.6.4_HD_U_D1 61 mods loaded, 61 mods active
mcp{8.09} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
FML{6.4.49.965} [Forge Mod Loader] (minecraftforge-9.11.1.965.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
Forge{9.11.1.965} [Minecraft Forge] (minecraftforge-9.11.1.965.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
CodeChickenCore{0.9.0.9} [CodeChicken Core] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
Micdoodlecore{} [Micdoodle8 Core] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
NotEnoughItems{1.6.1.9} [Not Enough Items] (NotEnoughItems 1.6.1.9.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
OpenModsCore{0.4} [OpenModsCore] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
AppliedEnergistics-Core{rv14.finale3} [AppliedEnergistics Core] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
AppliedEnergistics{rv14.finale3} [Applied Energistics] (appeng-rv14-finale3-mc16x.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
BuildCraft|Core{4.2.2} [BuildCraft] (buildcraft-A-1.6.4-4.2.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
UniversalElectricity{3.1.0} [Universal Electricity] (Universal-Electricity-3.1.0.78-core.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
OpenComputers|Core{1.0.0} [OpenComputers (Core)] (OpenComputers-MC1.6.4-1.2.4.296-universal.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
CalclaviaCore{1.2.0} [CalclaviaCore] (Calclavia-Core-1.2.0.319-universal.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
CoFHCore{2.0.0.2} [CoFH Core] (CoFHCore-2.0.0.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
ForgeMultipart{1.0.0.250} [Forge Multipart] (ForgeMultipart-universal-1.6.4-1.0.0.250.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
ThermalExpansion{3.0.0.2} [Thermal Expansion] (ThermalExpansion-3.0.0.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
IC2{2.0.397-experimental} [IndustrialCraft 2] (industrialcraft-2_2.0.397-experimental.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
AtomicScience{1.2.0} [Atomic Science] (Atomic Science-1.2.0.99-universal.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
BuildCraft|Builders{4.2.2} [BC Builders] (buildcraft-A-1.6.4-4.2.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
BuildCraft|Energy{4.2.2} [BC Energy] (buildcraft-A-1.6.4-4.2.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
BuildCraft|Factory{4.2.2} [BC Factory] (buildcraft-A-1.6.4-4.2.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
BuildCraft|Transport{4.2.2} [BC Transport] (buildcraft-A-1.6.4-4.2.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
BuildCraft|Silicon{4.2.2} [BC Silicon] (buildcraft-A-1.6.4-4.2.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
ChickenChunks{1.3.3.4} [ChickenChunks] (ChickenChunks 1.3.3.4.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
CoFHLoot{2.0.0.2} [CoFH Loot] (CoFHCore-2.0.0.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
CoFHMasquerade{2.0.0.2} [CoFH Masquerade] (CoFHCore-2.0.0.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
CoFHSocial{2.0.0.2} [CoFH Social] (CoFHCore-2.0.0.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
CoFHWorld{2.0.0.2} [CoFH World] (CoFHCore-2.0.0.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
ComputerCraft{1.58} [ComputerCraft] (ComputerCraft1.58.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
CCTurtle{1.58} [ComputerCraft Turtles] (ComputerCraft1.58.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
EnderStorage{1.4.3.6} [EnderStorage] (EnderStorage 1.4.3.6.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
ExtraUtilities{1.0.3c} [Extra Utilities] (extrautils-1.0.3c.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
GalacticraftCore{2.0.11} [Galacticraft Core] (Galacticraft-1.6.4-2.0.11.978.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
GalacticraftMars{2.0.11} [Galacticraft Mars] (Galacticraft-Planets-1.6.4-2.0.11.978.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
ImmibisCore{57.2.0} [Immibis Core] (immibis-core-57.2.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
IronChest{5.4.1.702} [Iron Chest] (ironchest-universal-1.6.4-5.4.1.702.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
numina{0.1.2-55} [Numina] (Numina-1.6.2-0.1.2-55.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
powersuits{0.10.0-91} [MachineMuse's Modular Powersuits] (ModularPowersuits-1.6.4-0.10.0-91.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
Mystcraft{0.10.12.01} [Mystcraft] (mystcraft-uni-1.6.4-0.10.12.01.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
NotEnoughCodecs{0.1} [NotEnoughCodecs] (NotEnoughCodecs-0.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
OpenMods{0.4} [OpenMods] (OpenModsLib-0.4b.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
ProjRed|Core{4.3.5.30} [ProjectRed] (ProjectRedBase-1.6.4-4.3.5.30.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
ProjRed|Transmission{4.3.5.30} [ProjectRed-Transmission] (ProjectRedIntegration-1.6.4-4.3.5.30.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
OpenPeripheralCore{0.3.3} [OpenPeripheralCore] (OpenPeripheralCore-0.3.3.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
OpenPeripheral{0.1.3} [OpenPeripheralAddons] (OpenPeripheralAddons-0.1.3.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
OpenBlocks{1.2.7} [OpenBlocks] (OpenBlocks-1.2.7.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
OpenComponents{0.1.0.29} [OpenComponents] (OpenComponents-MC1.6.4-0.1.0.34-universal.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
RedLogic{57.3.1} [RedLogic] (redlogic-57.3.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
OpenComputers{1.2.4.296} [OpenComputers] (OpenComputers-MC1.6.4-1.2.4.296-universal.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
powersuitaddons{@VERSION@} [Andrew's Modular Powersuits Addons] (powersuitaddons-1.6.4-884.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
ProjRed|Transportation{4.3.5.30} [ProjectRed-Transportation] (ProjectRedMechanical-BETA-1.6.4-4.3.5.30.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
ProjRed|Exploration{4.3.5.30} [ProjectRed-Exploration] (ProjectRedWorld-1.6.4-4.3.5.30.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
ProjRed|Compatibility{4.3.5.30} [ProjectRed-Compatibility] (ProjectRedCompat-1.6.4-4.3.5.30.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
ProjRed|Integration{4.3.5.30} [ProjectRed-Integration] (ProjectRedIntegration-1.6.4-4.3.5.30.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
ProjRed|Illumination{4.3.5.30} [ProjectRed-Illumination] (ProjectRedLighting-1.6.4-4.3.5.30.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
ProjRed|Expansion{4.3.5.30} [ProjectRed-Expansion] (ProjectRedMechanical-BETA-1.6.4-4.3.5.30.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
WR-CBE|Core{1.4.0.7} [WR-CBE Core] (WR-CBE 1.4.0.7.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
WR-CBE|Addons{1.4.0.7} [WR-CBE Addons] (WR-CBE 1.4.0.7.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
WR-CBE|Logic{1.4.0.7} [WR-CBE Logic] (WR-CBE 1.4.0.7.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
McMultipart{1.0.0.250} [Minecraft Multipart Plugin] (ForgeMultipart-universal-1.6.4-1.0.0.250.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
ForgeMicroblock{1.0.0.250} [Forge Microblocks] (ForgeMultipart-universal-1.6.4-1.0.0.250.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
Ender-Quarry Relfection Code:: No problems here
Launched Version: 1.6.4
LWJGL: 2.9.1
OpenGL: NVIDIA GeForce GT 650M OpenGL Engine GL version 2.1 NVIDIA-8.24.9 310.40.25f01, NVIDIA Corporation
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Resource Pack: Default
Current Language: English (US)
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
CometWolf #125
Posted 17 April 2014 - 05:01 PM
Seems galacticraft is trying to create a dimension number 0, however i believe 0 is the overworld lol. What did you do?

java.lang.IllegalArgumentException: Failed to register dimension for id 0, One is already registered
at net.minecraftforge.common.DimensionManager.registerDimension(DimensionManager.java:127)
micdoodle8.mods.galacticraft.core.network.GCCorePacketHandlerClient.onPacketData(GCCorePacketHandlerClient.java:345)
Cranium #126
Posted 17 April 2014 - 05:20 PM
No, he's still trying to connect with galacticraft version 984. We've updated, MrIron. Check the OP for the new download.
apemanzilla #127
Posted 17 April 2014 - 05:23 PM
No, he's still trying to connect with galacticraft version 984. We've updated, MrIron. Check the OP for the new download.
It was only posted in three different places, you know.
TheMrIron2 #128
Posted 17 April 2014 - 05:50 PM
Seems galacticraft is trying to create a dimension number 0, however i believe 0 is the overworld lol. What did you do?

java.lang.IllegalArgumentException: Failed to register dimension for id 0, One is already registered
at net.minecraftforge.common.DimensionManager.registerDimension(DimensionManager.java:127)
micdoodle8.mods.galacticraft.core.network.GCCorePacketHandlerClient.onPacketData(GCCorePacketHandlerClient.java:345)
I don't know. I just started up Minecraft, and when I try logging onto Cranium's Server that happens. Worked perfectly last night. :S

No, he's still trying to connect with galacticraft version 984. We've updated, MrIron. Check the OP for the new download.
Oh. Somebody delete my last post. :P/>
CometWolf #129
Posted 17 April 2014 - 08:12 PM
Any chance of getting _CR_'s chunkloader peripheral installed?
http://www.computercraft.info/forums2/index.php?/topic/18156-mc-16-cc-158-163-turtle-chunkloaders-crmod/
Cranium #130
Posted 17 April 2014 - 11:40 PM
Any chance of getting _CR_'s chunkloader peripheral installed?
http://www.computerc...kloaders-crmod/
No. We've already got chunkloaders.
scj643 #131
Posted 17 April 2014 - 11:41 PM
I get dimmension error on join now
CometWolf #132
Posted 17 April 2014 - 11:58 PM
No. We've already got chunkloaders.
Well yeah, but not one that attaches to the turtle.
Cranium #133
Posted 18 April 2014 - 03:47 AM
So bad news, everybody. During a restoration due to chunk errors, it seems that the latest backup was from the 12th. Unfortunately, this means that anything worked on in the interim, has been lost.

I am deeply sorry for the problem, and the loss of any of your stuff. I'm going to work very hard to make sure this does not happen again, but unfortunately, we cannot recover back to a more recent save.
Chain99 #134
Posted 18 April 2014 - 04:00 AM
So bad news, everybody. During a restoration due to chunk errors, it seems that the latest backup was from the 12th. Unfortunately, this means that anything worked on in the interim, has been lost.

I am deeply sorry for the problem, and the loss of any of your stuff. I'm going to work very hard to make sure this does not happen again, but unfortunately, we cannot recover back to a more recent save.
:'(
Cranium #135
Posted 18 April 2014 - 04:22 AM
I've talked with a few of the players here, and they have mentioned that they'd like to see the server completely reset. If anyone is interested, I'd certainly set that up for you guys. I'll have to make sure daily for a while that the backups are working properly.
oeed #136
Posted 18 April 2014 - 09:45 AM
So bad news, everybody. During a restoration due to chunk errors, it seems that the latest backup was from the 12th. Unfortunately, this means that anything worked on in the interim, has been lost.

I am deeply sorry for the problem, and the loss of any of your stuff. I'm going to work very hard to make sure this does not happen again, but unfortunately, we cannot recover back to a more recent save.
I've talked with a few of the players here, and they have mentioned that they'd like to see the server completely reset. If anyone is interested, I'd certainly set that up for you guys. I'll have to make sure daily for a while that the backups are working properly.

Hmmm, that is rather unfortunate. The 12th would've been around the same time I destroyed my old base, so I'd be happy for a reset really. I was getting so bored I was considering making a store to literally get rid of my diamonds :P/>
sjonky #137
Posted 18 April 2014 - 10:54 AM
Yeah, im in on an total reset aswell. As it sucks to come back to such a major rollback,

What was the crash message causing the chunk error?
Edited on 18 April 2014 - 09:02 AM
Goof #138
Posted 18 April 2014 - 10:54 AM
Well.. A reset would be nice, when i lost all my stuffz and my new base… :(/>

So.,.. Go ahead and reset
RatcheT2497 #139
Posted 18 April 2014 - 11:28 AM
I'm up for the reset aswell…


…Also, any chance Equivalent Exchange will be on the server? :)/>
CometWolf #140
Posted 18 April 2014 - 12:01 PM
Oh reset would be sweet, cause i was just about to start playing some :P/>
Goof #141
Posted 18 April 2014 - 12:24 PM
And what about adding PneumaticCraft to the server?
Anyone with or against that suggestion?
Would be neat for security and grief-prevention + niiiice blocks and items

Thanks :D/>
apemanzilla #142
Posted 18 April 2014 - 12:55 PM
Waiittttt - if you still have the broken map I can fix it with MCEdit from the backup - just copy over the one or two chunks that need fixing.
sjonky #143
Posted 18 April 2014 - 01:35 PM
Did test computercraft 1.63 with openP core 0.3.3 - 118 and openP addons 0.1.3 - 95. Seems to work fine for me. So maybe we could upgrade CC and openP?

And what about adding PneumaticCraft to the server?
Anyone with or against that suggestion?
Would be neat for security and grief-prevention + niiiice blocks and items

Thanks :D/>

And i looked at pneumatic craft and i agree to adding it, it looks really awesome.
Edited on 18 April 2014 - 01:19 PM
1lann #144
Posted 18 April 2014 - 05:11 PM
Waiittttt - if you still have the broken map I can fix it with MCEdit from the backup - just copy over the one or two chunks that need fixing.
The map was overwritten when Cranium tried to rollback to the last backup, which was a week ago. It was only meant to be a day or so, but the backup system somehow stopped, and there was no warning about it, so yeah.

And no he cannot run file recovery software on the VPS, since he only has 1 partition/drive to work with (So there is the risk of overwriting) and also file recovery software can't detect the disk for some reason. (Probably no raw access of the drive or something).
Edited on 18 April 2014 - 03:13 PM
1lann #145
Posted 18 April 2014 - 05:24 PM

Would be neat for security and grief-prevention
I'm a bit worried about that. Would this mean that griefing/stealing would be allowed as long as you are able to hack? Or will it mean that hacking is not allowed?
sjonky #146
Posted 18 April 2014 - 06:27 PM

Would be neat for security and grief-prevention
I'm a bit worried about that. Would this mean that griefing/stealing would be allowed as long as you are able to hack? Or will it mean that hacking is not allowed?
I think it would be a neat block to have just to protect bases from players who join the server with an evil intension of stealing/griefing stuff. As that would then be less likely to happen, And i don't really see a use for the hacking ability other than maybe pranking people. So i think the same rules should still apply no griefing/stealing. But still think hacking should be allowed for the fun of it.
Csstform #147
Posted 18 April 2014 - 06:33 PM
If/when you reset, I may hop on. Anyone wanna team w/ me?
Cranium #148
Posted 18 April 2014 - 06:38 PM
Alright. Looks like it's a unanimous decision to reset the world. I will be putting up the current version of the world for public download, if anyone wants it. Check the OP later for the download link. I'll post a new announcement here once the reset has been completed.
Csstform #149
Posted 18 April 2014 - 06:41 PM
Alright. Looks like it's a unanimous decision to reset the world. I will be putting up the current version of the world for public download, if anyone wants it. Check the OP later for the download link. I'll post a new announcement here once the reset has been completed.
I might point out that now is the perfect time to add/update mods.
apemanzilla #150
Posted 18 April 2014 - 07:49 PM
Alright. Looks like it's a unanimous decision to reset the world. I will be putting up the current version of the world for public download, if anyone wants it. Check the OP later for the download link. I'll post a new announcement here once the reset has been completed.
I might point out that now is the perfect time to add/update mods.
*cough cough* forestry and binnie's mods *cough*
Cranium #151
Posted 18 April 2014 - 09:30 PM
The server has been reset, and we've made some updates. Check out the new modlist in the OP.
Cranium #152
Posted 21 April 2014 - 03:57 AM
Upon the request of severaI people, i've added extrabees to the server. Check the OP for a download link.
Chain99 #153
Posted 21 April 2014 - 05:03 AM
And what about adding PneumaticCraft to the server?
Anyone with or against that suggestion?
Would be neat for security and grief-prevention + niiiice blocks and items

Thanks :D/>
With!
Chain99 #154
Posted 21 April 2014 - 05:18 AM
I used the (new) server config… here is what the IDconflicts notepad said.
#Blocks
4095: extrabees.block.alveary from ExtraBees - extrautils:decorativeBlock2 from ExtraUtilities
Suggested Ranges: 1532-1999 (468 IDs), 2580-2999 (420 IDs), 492-899 (408 IDs)
Edited on 21 April 2014 - 03:55 AM
Cranium #155
Posted 21 April 2014 - 06:58 AM
I used the (new) server config… here is what the IDconflicts notepad said.
#Blocks
4095: extrabees.block.alveary from ExtraBees - extrautils:decorativeBlock2 from ExtraUtilities
Suggested Ranges: 1532-1999 (468 IDs), 2580-2999 (420 IDs), 492-899 (408 IDs)
I just updated the config. I actually messed up the config originally.
Jarle212 #156
Posted 21 April 2014 - 11:08 AM
Cranium could you reset my .dat file?
Java just crashes when I login to the server


EDIT: nvm, got it working
Edited on 21 April 2014 - 09:28 AM
TheMrIron2 #157
Posted 21 April 2014 - 05:07 PM
Ok, I tried downloading the new config, but it doesn't work. ID Conflicts.

EDIT: I forgot to ask, how are other people getting on? Mine doesn't even boot up because of ID Conflicts.
EDIT #2: Fixed it. I had IC2 installed.
Edited on 21 April 2014 - 03:47 PM
TheMrIron2 #158
Posted 21 April 2014 - 05:43 PM
Could I suggest the Weather and Tornadoes Mod and the Cars and Drives mod?
EDIT: I also suggest adding a changelog, so we don't get confused about which mods have been removed/added(as I and numerous others have been having difficulty with)
Edited on 21 April 2014 - 03:46 PM
Chain99 #159
Posted 21 April 2014 - 06:01 PM
Could I suggest the Weather and Tornadoes Mod and the Cars and Drives mod?
EDIT: I also suggest adding a changelog, so we don't get confused about which mods have been removed/added(as I and numerous others have been having difficulty with)
I have to say no to those two but a neat one to add would be TrainCraft.
Chain99 #160
Posted 21 April 2014 - 06:11 PM
I used the (new) server config… here is what the IDconflicts notepad said.
#Blocks
4095: extrabees.block.alveary from ExtraBees - extrautils:decorativeBlock2 from ExtraUtilities
Suggested Ranges: 1532-1999 (468 IDs), 2580-2999 (420 IDs), 492-899 (408 IDs)
I just updated the config. I actually messed up the config originally.
Now Im getting:
#Blocks
4002: blockOreUran from IC2 - extrabees.block.apiaristMachine from ExtraBees
4003: blockOreLead from IC2 - extrabees.block.geneticMachine from ExtraBees
4004: blockMetal from IC2 - extrabees.block.advGeneticMachine from ExtraBees
4005: blockCable from IC2 - extrabees.block.alveary from ExtraBees
Suggested Ranges: 1532-1999 (468 IDs), 2580-2999 (420 IDs), 492-899 (408 IDs)
Chain99 #161
Posted 21 April 2014 - 06:37 PM
I used the (new) server config… here is what the IDconflicts notepad said.
#Blocks
4095: extrabees.block.alveary from ExtraBees - extrautils:decorativeBlock2 from ExtraUtilities
Suggested Ranges: 1532-1999 (468 IDs), 2580-2999 (420 IDs), 492-899 (408 IDs)
I just updated the config. I actually messed up the config originally.
Now Im getting:
#Blocks
4002: blockOreUran from IC2 - extrabees.block.apiaristMachine from ExtraBees
4003: blockOreLead from IC2 - extrabees.block.geneticMachine from ExtraBees
4004: blockMetal from IC2 - extrabees.block.advGeneticMachine from ExtraBees
4005: blockCable from IC2 - extrabees.block.alveary from ExtraBees
Suggested Ranges: 1532-1999 (468 IDs), 2580-2999 (420 IDs), 492-899 (408 IDs)
Console error
[10:20:36 INFO]: Client> 2014-04-21 10:20:36 [SEVERE] [ForgeModLoader] Caught exception from BinnieCore
[10:20:36 INFO]: Client> cpw.mods.fml.common.LoaderException: java.lang.reflect.InvocationTargetException
[10:20:36 INFO]: Client> at cpw.mods.fml.common.registry.GameRegistry.registerBlock(GameRegistry.java:233)
[10:20:36 INFO]: Client> at cpw.mods.fml.common.registry.GameRegistry.registerBlock(GameRegistry.java:196)
[10:20:36 INFO]: Client> at binnie.core.machines.MachineGroup.register(MachineGroup.java:73)
[10:20:36 INFO]: Client> at binnie.core.machines.MachineManager.postInit(MachineManager.java:96)
[10:20:36 INFO]: Client> at binnie.core.BinnieCore.postInit(BinnieCore.java:119)
[10:20:36 INFO]: Client> at binnie.core.BinnieCore.postInit(BinnieCore.java:72)
[10:20:36 INFO]: Client> at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
[10:20:36 INFO]: Client> at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
[10:20:36 INFO]: Client> at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
[10:20:36 INFO]: Client> at java.lang.reflect.Method.invoke(Unknown Source)
[10:20:36 INFO]: Client> at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:545)
[10:20:36 INFO]: Client> at sun.reflect.GeneratedMethodAccessor1.invoke(Unknown Source)
[10:20:36 INFO]: Client> at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
[10:20:36 INFO]: Client> at java.lang.reflect.Method.invoke(Unknown Source)
[10:20:36 INFO]: Client> at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
[10:20:36 INFO]: Client> at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
[10:20:36 INFO]: Client> at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
[10:20:36 INFO]: Client> at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
[10:20:36 INFO]: Client> at com.google.common.eventbus.EventBus.post(EventBus.java:267)
[10:20:36 INFO]: Client> at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:201)
[10:20:36 INFO]: Client> at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:181)
[10:20:36 INFO]: Client> at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
[10:20:36 INFO]: Client> at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
[10:20:36 INFO]: Client> at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
[10:20:36 INFO]: Client> at java.lang.reflect.Method.invoke(Unknown Source)
[10:20:36 INFO]: Client> at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
[10:20:36 INFO]: Client> at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
[10:20:36 INFO]: Client> at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
[10:20:36 INFO]: Client> at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
[10:20:36 INFO]: Client> at com.google.common.eventbus.EventBus.post(EventBus.java:267)
[10:20:36 INFO]: Client> at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:112)
[10:20:36 INFO]: Client> at cpw.mods.fml.common.Loader.initializeMods(Loader.java:704)
[10:20:36 INFO]: Client> at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:249)
[10:20:36 INFO]: Client> at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:509)
[10:20:36 INFO]: Client> at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:808)
[10:20:36 INFO]: Client> at net.minecraft.client.main.Main.main(SourceFile:101)
[10:20:36 INFO]: Client> at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
[10:20:36 INFO]: Client> at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
[10:20:36 INFO]: Client> at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
[10:20:36 INFO]: Client> at java.lang.reflect.Method.invoke(Unknown Source)
[10:20:36 INFO]: Client> at net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
[10:20:36 INFO]: Client> at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
[10:20:36 INFO]: Client> Caused by: java.lang.reflect.InvocationTargetException
[10:20:36 INFO]: Client> at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
[10:20:36 INFO]: Client> at sun.reflect.NativeConstructorAccessorImpl.newInstance(Unknown Source)
[10:20:36 INFO]: Client> at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(Unknown Source)
[10:20:36 INFO]: Client> at java.lang.reflect.Constructor.newInstance(Unknown Source)
[10:20:36 INFO]: Client> at cpw.mods.fml.common.registry.GameRegistry.registerBlock(GameRegistry.java:221)
[10:20:36 INFO]: Client> … 41 more
[10:20:36 INFO]: Client> Caused by: java.lang.ClassCastException: ic2.core.block.wiring.BlockCable cannot be cast to binnie.core.machines.BlockMachine
[10:20:36 INFO]: Client> at binnie.core.machines.ItemMachine.<init>(ItemMachine.java:15)
apemanzilla #162
Posted 21 April 2014 - 10:21 PM
Odd, was working fine yesterday now it wont work at all. Could you re-post your config files cranium?
CastleMan2000 #163
Posted 22 April 2014 - 01:38 AM
My game crashed while trying to load all the mods!
Spoiler—- Minecraft Crash Report —-
// Shall we play a game?

Time: 4/21/14 8:34 PM
Description: There was a severe problem during mod loading that has caused the game to fail

cpw.mods.fml.common.LoaderException: java.lang.ClassNotFoundException: extrautils.ExtraUtils
at cpw.mods.fml.common.LoadController.transition(LoadController.java:156)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:521)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:183)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:473)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:808)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
Caused by: java.lang.ClassNotFoundException: extrautils.ExtraUtils
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:186)
at java.lang.ClassLoader.loadClass(ClassLoader.java:306)
at java.lang.ClassLoader.loadClass(ClassLoader.java:247)
at cpw.mods.fml.common.ModClassLoader.loadClass(ModClassLoader.java:61)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Class.java:249)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:462)
at sun.reflect.GeneratedMethodAccessor2.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:201)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:181)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:112)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:511)
… 10 more
Caused by: java.lang.NullPointerException


A detailed walkthrough of the error, its code path and all known details is as follows:
—————————————————————————————

– System Details –
Details:
Minecraft Version: 1.6.4
Operating System: Mac OS X (x86_64) version 10.8.5
Java Version: 1.6.0_65, Apple Inc.
Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Apple Inc.
Memory: 64966640 bytes (61 MB) / 172068864 bytes (164 MB) up to 1065025536 bytes (1015 MB)
JVM Flags: 1 total; -Xmx1G
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 v8.11 FML v6.4.49.965 Minecraft Forge 9.11.1.965 86 mods loaded, 86 mods active
mcp{8.09} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed
FML{6.4.49.965} [Forge Mod Loader] (minecraftforge-9.11.1.965.jar) Unloaded->Constructed
Forge{9.11.1.965} [Minecraft Forge] (minecraftforge-9.11.1.965.jar) Unloaded->Constructed
CodeChickenCore{0.9.0.9} [CodeChicken Core] (minecraft.jar) Unloaded->Constructed
Micdoodlecore{} [Micdoodle8 Core] (minecraft.jar) Unloaded->Constructed
MobiusCore{1.1.1} [MobiusCore] (minecraft.jar) Unloaded->Constructed
PowerCrystalsCore{1.1.8} [PowerCrystals Core] (PowerCrystalsCore-1.1.8-9.jar) Unloaded->Constructed
AppliedEnergistics-Core{rv14.finale3} [AppliedEnergistics Core] (minecraft.jar) Unloaded->Constructed
OpenModsCore{0.4} [OpenModsCore] (minecraft.jar) Unloaded->Constructed
bspkrsCore{v5.3(1.6.4)} [bspkrsCore] ([1.6.4]bspkrsCorev5.3.zip) Unloaded->Constructed
TreeCapitator{Forge 1.6.4.r09} [Treecapitator] ([1.6.4]TreeCapitator.Forge.1.6.4.r09.Universal.zip) Unloaded->Constructed
AppliedEnergistics{rv14.finale3} [Applied Energistics] (appeng-rv14-finale3-mc16x.jar) Unloaded->Constructed
BuildCraft|Core{4.2.2} [BuildCraft] (buildcraft-A-1.6.4-4.2.2.jar) Unloaded->Constructed
UniversalElectricity{3.1.0} [Universal Electricity] (Universal-Electricity-3.1.0.87-core.jar) Unloaded->Constructed
CalclaviaCore{1.2.0} [Calclavia] (Calclavia-Core-Development-1.2.0.171-universal.jar) Unloaded->Constructed
AtomicScience{1.2.0} [Atomic Science] (Atomic Science-1.2.0.101-universal.jar) Unloaded->Constructed
BuildCraft|Builders{4.2.2} [BC Builders] (buildcraft-A-1.6.4-4.2.2.jar) Unloaded->Constructed
BuildCraft|Energy{4.2.2} [BC Energy] (buildcraft-A-1.6.4-4.2.2.jar) Unloaded->Constructed
BuildCraft|Factory{4.2.2} [BC Factory] (buildcraft-A-1.6.4-4.2.2.jar) Unloaded->Constructed
BuildCraft|Transport{4.2.2} [BC Transport] (buildcraft-A-1.6.4-4.2.2.jar) Unloaded->Constructed
MineFactoryReloaded{1.6.4R2.7.8} [MineFactory Reloaded] (MineFactoryReloaded-2.7.8-482.jar) Unloaded->Constructed
MineFactoryReloaded|CompatForestryPre{1.6.4R2.7.8} [MFR Compat: Forestry (part 2)] (MineFactoryReloaded-2.7.8-482.jar) Unloaded->Constructed
Forestry{2.3.1.1} [Forestry for Minecraft] (forestry-A-2.3.1.1.jar) Unloaded->Constructed
BinnieCore{1.8.0} [Binnie Core] (binnie-mods-1.8.0.jar) Unloaded->Constructed
ExtraBees{1.8.0} [Extra Bees] (binnie-mods-1.8.0.jar) Unloaded->Constructed
ExtraTrees{1.8.0} [Extra Trees] (binnie-mods-1.8.0.jar) Unloaded->Constructed
BuildCraft|Silicon{4.2.2} [BC Silicon] (buildcraft-A-1.6.4-4.2.2.jar) Unloaded->Constructed
ChickenChunks{1.3.3.4} [ChickenChunks] (ChickenChunks 1.3.3.4.jar) Unloaded->Constructed
CoFHCore{2.0.0.5} [CoFH Core] (CoFHCore-2.0.0.5.jar) Unloaded->Constructed
CoFHLoot{2.0.0.5} [CoFH Loot] (CoFHCore-2.0.0.5.jar) Unloaded->Constructed
CoFHMasquerade{2.0.0.5} [CoFH Masquerade] (CoFHCore-2.0.0.5.jar) Unloaded->Constructed
CoFHSocial{2.0.0.5} [CoFH Social] (CoFHCore-2.0.0.5.jar) Unloaded->Constructed
CoFHWorld{2.0.0.5} [CoFH World] (CoFHCore-2.0.0.5.jar) Unloaded->Constructed
ComputerCraft{1.63} [ComputerCraft] (ComputerCraft1.63.jar) Unloaded->Constructed
EnderStorage{1.4.3.6} [EnderStorage] (EnderStorage 1.4.3.6.jar) Unloaded->Constructed
ExtraUtilities{1.0} [ExtraUtilities] (extrautils-1.zip) Unloaded->Errored
GalacticraftCore{2.0.12} [Galacticraft Core] (Galacticraft-1.6.4-2.0.12.1018.jar) Unloaded->Constructed
GalacticraftMars{2.0.12} [Galacticraft Mars] (Galacticraft-Planets-1.6.4-2.0.12.1018.jar) Unloaded->Constructed
IronChest{1.0} [Iron Chests] (ironchest-universal-1.zip) Unloaded->Errored
MFR Compat Forestry Trees{1.0} [MFR Compat Forestry Trees] (MineFactoryReloaded-2.7.8-482.jar) Unloaded->Constructed
MFR Compat Extra Trees{1.0} [MFR Compat Extra Trees] (MineFactoryReloaded-2.7.8-482.jar) Unloaded->Constructed
MineFactoryReloaded|CompatAppliedEnergistics{1.6.4R2.7.8} [MFR Compat: Applied Energistics] (MineFactoryReloaded-2.7.8-482.jar) Unloaded->Constructed
MineFactoryReloaded|CompatAtum{1.6.4R2.7.8} [MFR Compat: Atum] (MineFactoryReloaded-2.7.8-482.jar) Unloaded->Constructed
MineFactoryReloaded|CompatBackTools{1.6.4R2.7.8} [MFR Compat: BackTools] (MineFactoryReloaded-2.7.8-482.jar) Unloaded->Constructed
MineFactoryReloaded|CompatBuildCraft{1.6.4R2.7.8} [MFR Compat: BuildCraft] (MineFactoryReloaded-2.7.8-482.jar) Unloaded->Constructed
MineFactoryReloaded|CompatChococraft{1.6.4R2.7.8} [MFR Compat: Chococraft] (MineFactoryReloaded-2.7.8-482.jar) Unloaded->Constructed
MineFactoryReloaded|CompatExtraBiomes{1.6.4R2.7.8} [MFR Compat: ExtraBiomes] (MineFactoryReloaded-2.7.8-482.jar) Unloaded->Constructed
MineFactoryReloaded|CompatForestry{1.6.4R2.7.8} [MFR Compat: Forestry] (MineFactoryReloaded-2.7.8-482.jar) Unloaded->Constructed
MineFactoryReloaded|CompatForgeMicroblock{1.6.4R2.7.8} [MFR Compat: ForgeMicroblock] (MineFactoryReloaded-2.7.8-482.jar) Unloaded->Constructed
MineFactoryReloaded|CompatIC2{1.6.4R2.7.8} [MFR Compat: IC2] (MineFactoryReloaded-2.7.8-482.jar) Unloaded->Constructed
Mystcraft{0.10.12.01} [Mystcraft] (mystcraft-uni-1.6.4-0.10.12.01.zip) Unloaded->Constructed
MineFactoryReloaded|CompatMystcraft{1.6.4R2.7.8} [MFR Compat: Mystcraft] (MineFactoryReloaded-2.7.8-482.jar) Unloaded->Constructed
MineFactoryReloaded|CompatPams{1.6.4R2.7.8} [MFR Compat: Pam's Mods] (MineFactoryReloaded-2.7.8-482.jar) Unloaded->Constructed
ForgeMultipart{1.0.0.244} [Forge Multipart] (ForgeMultipart-universal-1.6.4-1.0.0.244.jar) Unloaded->Constructed
ProjRed|Core{4.3.5.30} [ProjectRed] (ProjectRedBase-1.6.4-4.3.5.30.jar) Unloaded->Constructed
ProjRed|Exploration{4.3.5.30} [ProjectRed-Exploration] (ProjectRedWorld-1.6.4-4.3.5.30.jar) Unloaded->Constructed
MineFactoryReloaded|CompatProjRed{1.6.4R2.7.8} [MFR Compat ProjectRed] (MineFactoryReloaded-2.7.8-482.jar) Unloaded->Constructed
Railcraft{8.4.0.0} [Railcraft] (Railcraft_1.6.4-8.4.0.0.jar) Unloaded->Constructed
MineFactoryReloaded|CompatRailcraft{1.6.4R2.7.8} [MFR Compat: Railcraft] (MineFactoryReloaded-2.7.8-482.jar) Unloaded->Constructed
MineFactoryReloaded|CompatRP2{1.6.4R2.7.8} [MFR Compat: RP2] (MineFactoryReloaded-2.7.8-482.jar) Unloaded->Constructed
MineFactoryReloaded|CompatSufficientBiomes{1.6.4R2.7.8} [MFR Compat: Sufficient Biomes] (MineFactoryReloaded-2.7.8-482.jar) Unloaded->Constructed
MineFactoryReloaded|CompatThaumcraft{1.6.4R2.7.8} [MFR Compat: Thaumcraft] (MineFactoryReloaded-2.7.8-482.jar) Unloaded->Constructed
ThermalExpansion{3.0.0.5} [Thermal Expansion] (ThermalExpansion-3.0.0.5.jar) Unloaded->Constructed
MineFactoryReloaded|CompatThermalExpansion{1.6.4R2.7.8} [MFR Compat: Thermal Expansion] (MineFactoryReloaded-2.7.8-482.jar) Unloaded->Constructed
MineFactoryReloaded|CompatTwilightForest{1.6.4R2.7.8} [MFR Compat: TwilightForest] (MineFactoryReloaded-2.7.8-482.jar) Unloaded->Constructed
MineFactoryReloaded|CompatVanilla{1.6.4R2.7.8} [MFR Compat: Vanilla] (MineFactoryReloaded-2.7.8-482.jar) Unloaded->Constructed
MineFactoryReloaded|CompatXyCraft{1.6.4R2.7.8} [MFR Compat: XyCraft] (MineFactoryReloaded-2.7.8-482.jar) Unloaded->Constructed
numina{0.1.2-55} [Numina] (Numina-1.6.2-0.1.2-55.jar) Unloaded->Constructed
powersuits{0.10.0-91} [MachineMuse's Modular Powersuits] (ModularPowersuits-1.6.4-0.10.0-91.jar) Unloaded->Constructed
OpenMods{0.4} [OpenMods] (OpenModsLib-0.4-snapshot-184.jar) Unloaded->Constructed
ProjRed|Transmission{4.3.5.30} [ProjectRed-Transmission] (ProjectRedIntegration-1.6.4-4.3.5.30.jar) Unloaded->Constructed
OpenPeripheralCore{0.3.3} [OpenPeripheralCore] (OpenPeripheralCore-0.3.3-snapshot-118.jar) Unloaded->Constructed
OpenPeripheral{0.1.3} [OpenPeripheralAddons] (OpenPeripheralAddons-0.1.3-snapshot-95.jar) Unloaded->Constructed
OpenBlocks{1.2.7} [OpenBlocks] (OpenBlocks-1.2.7-snapshot-364.jar) Unloaded->Constructed
powersuitaddons{@VERSION@} [Andrew's Modular Powersuits Addons] (powersuitaddons-1.6.4-884.jar) Unloaded->Constructed
ProjRed|Transportation{4.3.5.30} [ProjectRed-Transportation] (ProjectRedMechanical-BETA-1.6.4-4.3.5.30.jar) Unloaded->Constructed
ProjRed|Compatibility{4.3.5.30} [ProjectRed-Compatibility] (ProjectRedCompat-1.6.4-4.3.5.30.jar) Unloaded->Constructed
ProjRed|Integration{4.3.5.30} [ProjectRed-Integration] (ProjectRedIntegration-1.6.4-4.3.5.30.jar) Unloaded->Constructed
ProjRed|Illumination{4.3.5.30} [ProjectRed-Illumination] (ProjectRedLighting-1.6.4-4.3.5.30.jar) Unloaded->Constructed
ProjRed|Expansion{4.3.5.30} [ProjectRed-Expansion] (ProjectRedMechanical-BETA-1.6.4-4.3.5.30.jar) Unloaded->Constructed
QuantumCraft{1.1} [qCraft] (qCraft1.1.jar) Unloaded->Constructed
WR-CBE|Core{1.4.0.7} [WR-CBE Core] (WR-CBE 1.4.0.7.jar) Unloaded->Constructed
WR-CBE|Addons{1.4.0.7} [WR-CBE Addons] (WR-CBE 1.4.0.7.jar) Unloaded->Constructed
WR-CBE|Logic{1.4.0.7} [WR-CBE Logic] (WR-CBE 1.4.0.7.jar) Unloaded->Constructed
McMultipart{1.0.0.244} [Minecraft Multipart Plugin] (ForgeMultipart-universal-1.6.4-1.0.0.244.jar) Unloaded->Constructed
ForgeMicroblock{1.0.0.244} [Forge Microblocks] (ForgeMultipart-universal-1.6.4-1.0.0.244.jar) Unloaded->Constructed

Do you think you could help at all?
RatcheT2497 #164
Posted 22 April 2014 - 08:19 AM
…I can't even download CoFH core 2.0.0.2, as it says that the file wasn't found…

Okay, found it after looking around on google.
Edited on 22 April 2014 - 06:22 AM
sjonky #165
Posted 23 April 2014 - 02:49 PM
Now Im getting:
#Blocks
4002: blockOreUran from IC2 - extrabees.block.apiaristMachine from ExtraBees
4003: blockOreLead from IC2 - extrabees.block.geneticMachine from ExtraBees
4004: blockMetal from IC2 - extrabees.block.advGeneticMachine from ExtraBees
4005: blockCable from IC2 - extrabees.block.alveary from ExtraBees
Suggested Ranges: 1532-1999 (468 IDs), 2580-2999 (420 IDs), 492-899 (408 IDs)

Looks to me like you got IC2 installed, which is no longer on the server so remove it and it should probably be fine.

My game crashed while trying to load all the mods!
Spoiler—- Minecraft Crash Report —-
// Shall we play a game?

Time: 4/21/14 8:34 PM
Description: There was a severe problem during mod loading that has caused the game to fail

cpw.mods.fml.common.LoaderException: java.lang.ClassNotFoundException: extrautils.ExtraUtils
at cpw.mods.fml.common.LoadController.transition(LoadController.java:156)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:521)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:183)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:473)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:808)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
Caused by: java.lang.ClassNotFoundException: extrautils.ExtraUtils
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:186)
at java.lang.ClassLoader.loadClass(ClassLoader.java:306)
at java.lang.ClassLoader.loadClass(ClassLoader.java:247)
at cpw.mods.fml.common.ModClassLoader.loadClass(ModClassLoader.java:61)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Class.java:249)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:462)
at sun.reflect.GeneratedMethodAccessor2.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:201)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:181)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:112)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:511)
… 10 more
Caused by: java.lang.NullPointerException


A detailed walkthrough of the error, its code path and all known details is as follows:
—————————————————————————————

– System Details –
Details:
Minecraft Version: 1.6.4
Operating System: Mac OS X (x86_64) version 10.8.5
Java Version: 1.6.0_65, Apple Inc.
Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Apple Inc.
Memory: 64966640 bytes (61 MB) / 172068864 bytes (164 MB) up to 1065025536 bytes (1015 MB)
JVM Flags: 1 total; -Xmx1G
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 v8.11 FML v6.4.49.965 Minecraft Forge 9.11.1.965 86 mods loaded, 86 mods active
mcp{8.09} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed
FML{6.4.49.965} [Forge Mod Loader] (minecraftforge-9.11.1.965.jar) Unloaded->Constructed
Forge{9.11.1.965} [Minecraft Forge] (minecraftforge-9.11.1.965.jar) Unloaded->Constructed
CodeChickenCore{0.9.0.9} [CodeChicken Core] (minecraft.jar) Unloaded->Constructed
Micdoodlecore{} [Micdoodle8 Core] (minecraft.jar) Unloaded->Constructed
MobiusCore{1.1.1} [MobiusCore] (minecraft.jar) Unloaded->Constructed
PowerCrystalsCore{1.1.8} [PowerCrystals Core] (PowerCrystalsCore-1.1.8-9.jar) Unloaded->Constructed
AppliedEnergistics-Core{rv14.finale3} [AppliedEnergistics Core] (minecraft.jar) Unloaded->Constructed
OpenModsCore{0.4} [OpenModsCore] (minecraft.jar) Unloaded->Constructed
bspkrsCore{v5.3(1.6.4)} [bspkrsCore] ([1.6.4]bspkrsCorev5.3.zip) Unloaded->Constructed
TreeCapitator{Forge 1.6.4.r09} [Treecapitator] ([1.6.4]TreeCapitator.Forge.1.6.4.r09.Universal.zip) Unloaded->Constructed
AppliedEnergistics{rv14.finale3} [Applied Energistics] (appeng-rv14-finale3-mc16x.jar) Unloaded->Constructed
BuildCraft|Core{4.2.2} [BuildCraft] (buildcraft-A-1.6.4-4.2.2.jar) Unloaded->Constructed
UniversalElectricity{3.1.0} [Universal Electricity] (Universal-Electricity-3.1.0.87-core.jar) Unloaded->Constructed
CalclaviaCore{1.2.0} [Calclavia] (Calclavia-Core-Development-1.2.0.171-universal.jar) Unloaded->Constructed
AtomicScience{1.2.0} [Atomic Science] (Atomic Science-1.2.0.101-universal.jar) Unloaded->Constructed
BuildCraft|Builders{4.2.2} [BC Builders] (buildcraft-A-1.6.4-4.2.2.jar) Unloaded->Constructed
BuildCraft|Energy{4.2.2} [BC Energy] (buildcraft-A-1.6.4-4.2.2.jar) Unloaded->Constructed
BuildCraft|Factory{4.2.2} [BC Factory] (buildcraft-A-1.6.4-4.2.2.jar) Unloaded->Constructed
BuildCraft|Transport{4.2.2} [BC Transport] (buildcraft-A-1.6.4-4.2.2.jar) Unloaded->Constructed
MineFactoryReloaded{1.6.4R2.7.8} [MineFactory Reloaded] (MineFactoryReloaded-2.7.8-482.jar) Unloaded->Constructed
MineFactoryReloaded|CompatForestryPre{1.6.4R2.7.8} [MFR Compat: Forestry (part 2)] (MineFactoryReloaded-2.7.8-482.jar) Unloaded->Constructed
Forestry{2.3.1.1} [Forestry for Minecraft] (forestry-A-2.3.1.1.jar) Unloaded->Constructed
BinnieCore{1.8.0} [Binnie Core] (binnie-mods-1.8.0.jar) Unloaded->Constructed
ExtraBees{1.8.0} [Extra Bees] (binnie-mods-1.8.0.jar) Unloaded->Constructed
ExtraTrees{1.8.0} [Extra Trees] (binnie-mods-1.8.0.jar) Unloaded->Constructed
BuildCraft|Silicon{4.2.2} [BC Silicon] (buildcraft-A-1.6.4-4.2.2.jar) Unloaded->Constructed
ChickenChunks{1.3.3.4} [ChickenChunks] (ChickenChunks 1.3.3.4.jar) Unloaded->Constructed
CoFHCore{2.0.0.5} [CoFH Core] (CoFHCore-2.0.0.5.jar) Unloaded->Constructed
CoFHLoot{2.0.0.5} [CoFH Loot] (CoFHCore-2.0.0.5.jar) Unloaded->Constructed
CoFHMasquerade{2.0.0.5} [CoFH Masquerade] (CoFHCore-2.0.0.5.jar) Unloaded->Constructed
CoFHSocial{2.0.0.5} [CoFH Social] (CoFHCore-2.0.0.5.jar) Unloaded->Constructed
CoFHWorld{2.0.0.5} [CoFH World] (CoFHCore-2.0.0.5.jar) Unloaded->Constructed
ComputerCraft{1.63} [ComputerCraft] (ComputerCraft1.63.jar) Unloaded->Constructed
EnderStorage{1.4.3.6} [EnderStorage] (EnderStorage 1.4.3.6.jar) Unloaded->Constructed
ExtraUtilities{1.0} [ExtraUtilities] (extrautils-1.zip) Unloaded->Errored
GalacticraftCore{2.0.12} [Galacticraft Core] (Galacticraft-1.6.4-2.0.12.1018.jar) Unloaded->Constructed
GalacticraftMars{2.0.12} [Galacticraft Mars] (Galacticraft-Planets-1.6.4-2.0.12.1018.jar) Unloaded->Constructed
IronChest{1.0} [Iron Chests] (ironchest-universal-1.zip) Unloaded->Errored
MFR Compat Forestry Trees{1.0} [MFR Compat Forestry Trees] (MineFactoryReloaded-2.7.8-482.jar) Unloaded->Constructed
MFR Compat Extra Trees{1.0} [MFR Compat Extra Trees] (MineFactoryReloaded-2.7.8-482.jar) Unloaded->Constructed
MineFactoryReloaded|CompatAppliedEnergistics{1.6.4R2.7.8} [MFR Compat: Applied Energistics] (MineFactoryReloaded-2.7.8-482.jar) Unloaded->Constructed
MineFactoryReloaded|CompatAtum{1.6.4R2.7.8} [MFR Compat: Atum] (MineFactoryReloaded-2.7.8-482.jar) Unloaded->Constructed
MineFactoryReloaded|CompatBackTools{1.6.4R2.7.8} [MFR Compat: BackTools] (MineFactoryReloaded-2.7.8-482.jar) Unloaded->Constructed
MineFactoryReloaded|CompatBuildCraft{1.6.4R2.7.8} [MFR Compat: BuildCraft] (MineFactoryReloaded-2.7.8-482.jar) Unloaded->Constructed
MineFactoryReloaded|CompatChococraft{1.6.4R2.7.8} [MFR Compat: Chococraft] (MineFactoryReloaded-2.7.8-482.jar) Unloaded->Constructed
MineFactoryReloaded|CompatExtraBiomes{1.6.4R2.7.8} [MFR Compat: ExtraBiomes] (MineFactoryReloaded-2.7.8-482.jar) Unloaded->Constructed
MineFactoryReloaded|CompatForestry{1.6.4R2.7.8} [MFR Compat: Forestry] (MineFactoryReloaded-2.7.8-482.jar) Unloaded->Constructed
MineFactoryReloaded|CompatForgeMicroblock{1.6.4R2.7.8} [MFR Compat: ForgeMicroblock] (MineFactoryReloaded-2.7.8-482.jar) Unloaded->Constructed
MineFactoryReloaded|CompatIC2{1.6.4R2.7.8} [MFR Compat: IC2] (MineFactoryReloaded-2.7.8-482.jar) Unloaded->Constructed
Mystcraft{0.10.12.01} [Mystcraft] (mystcraft-uni-1.6.4-0.10.12.01.zip) Unloaded->Constructed
MineFactoryReloaded|CompatMystcraft{1.6.4R2.7.8} [MFR Compat: Mystcraft] (MineFactoryReloaded-2.7.8-482.jar) Unloaded->Constructed
MineFactoryReloaded|CompatPams{1.6.4R2.7.8} [MFR Compat: Pam's Mods] (MineFactoryReloaded-2.7.8-482.jar) Unloaded->Constructed
ForgeMultipart{1.0.0.244} [Forge Multipart] (ForgeMultipart-universal-1.6.4-1.0.0.244.jar) Unloaded->Constructed
ProjRed|Core{4.3.5.30} [ProjectRed] (ProjectRedBase-1.6.4-4.3.5.30.jar) Unloaded->Constructed
ProjRed|Exploration{4.3.5.30} [ProjectRed-Exploration] (ProjectRedWorld-1.6.4-4.3.5.30.jar) Unloaded->Constructed
MineFactoryReloaded|CompatProjRed{1.6.4R2.7.8} [MFR Compat ProjectRed] (MineFactoryReloaded-2.7.8-482.jar) Unloaded->Constructed
Railcraft{8.4.0.0} [Railcraft] (Railcraft_1.6.4-8.4.0.0.jar) Unloaded->Constructed
MineFactoryReloaded|CompatRailcraft{1.6.4R2.7.8} [MFR Compat: Railcraft] (MineFactoryReloaded-2.7.8-482.jar) Unloaded->Constructed
MineFactoryReloaded|CompatRP2{1.6.4R2.7.8} [MFR Compat: RP2] (MineFactoryReloaded-2.7.8-482.jar) Unloaded->Constructed
MineFactoryReloaded|CompatSufficientBiomes{1.6.4R2.7.8} [MFR Compat: Sufficient Biomes] (MineFactoryReloaded-2.7.8-482.jar) Unloaded->Constructed
MineFactoryReloaded|CompatThaumcraft{1.6.4R2.7.8} [MFR Compat: Thaumcraft] (MineFactoryReloaded-2.7.8-482.jar) Unloaded->Constructed
ThermalExpansion{3.0.0.5} [Thermal Expansion] (ThermalExpansion-3.0.0.5.jar) Unloaded->Constructed
MineFactoryReloaded|CompatThermalExpansion{1.6.4R2.7.8} [MFR Compat: Thermal Expansion] (MineFactoryReloaded-2.7.8-482.jar) Unloaded->Constructed
MineFactoryReloaded|CompatTwilightForest{1.6.4R2.7.8} [MFR Compat: TwilightForest] (MineFactoryReloaded-2.7.8-482.jar) Unloaded->Constructed
MineFactoryReloaded|CompatVanilla{1.6.4R2.7.8} [MFR Compat: Vanilla] (MineFactoryReloaded-2.7.8-482.jar) Unloaded->Constructed
MineFactoryReloaded|CompatXyCraft{1.6.4R2.7.8} [MFR Compat: XyCraft] (MineFactoryReloaded-2.7.8-482.jar) Unloaded->Constructed
numina{0.1.2-55} [Numina] (Numina-1.6.2-0.1.2-55.jar) Unloaded->Constructed
powersuits{0.10.0-91} [MachineMuse's Modular Powersuits] (ModularPowersuits-1.6.4-0.10.0-91.jar) Unloaded->Constructed
OpenMods{0.4} [OpenMods] (OpenModsLib-0.4-snapshot-184.jar) Unloaded->Constructed
ProjRed|Transmission{4.3.5.30} [ProjectRed-Transmission] (ProjectRedIntegration-1.6.4-4.3.5.30.jar) Unloaded->Constructed
OpenPeripheralCore{0.3.3} [OpenPeripheralCore] (OpenPeripheralCore-0.3.3-snapshot-118.jar) Unloaded->Constructed
OpenPeripheral{0.1.3} [OpenPeripheralAddons] (OpenPeripheralAddons-0.1.3-snapshot-95.jar) Unloaded->Constructed
OpenBlocks{1.2.7} [OpenBlocks] (OpenBlocks-1.2.7-snapshot-364.jar) Unloaded->Constructed
powersuitaddons{@VERSION@} [Andrew's Modular Powersuits Addons] (powersuitaddons-1.6.4-884.jar) Unloaded->Constructed
ProjRed|Transportation{4.3.5.30} [ProjectRed-Transportation] (ProjectRedMechanical-BETA-1.6.4-4.3.5.30.jar) Unloaded->Constructed
ProjRed|Compatibility{4.3.5.30} [ProjectRed-Compatibility] (ProjectRedCompat-1.6.4-4.3.5.30.jar) Unloaded->Constructed
ProjRed|Integration{4.3.5.30} [ProjectRed-Integration] (ProjectRedIntegration-1.6.4-4.3.5.30.jar) Unloaded->Constructed
ProjRed|Illumination{4.3.5.30} [ProjectRed-Illumination] (ProjectRedLighting-1.6.4-4.3.5.30.jar) Unloaded->Constructed
ProjRed|Expansion{4.3.5.30} [ProjectRed-Expansion] (ProjectRedMechanical-BETA-1.6.4-4.3.5.30.jar) Unloaded->Constructed
QuantumCraft{1.1} [qCraft] (qCraft1.1.jar) Unloaded->Constructed
WR-CBE|Core{1.4.0.7} [WR-CBE Core] (WR-CBE 1.4.0.7.jar) Unloaded->Constructed
WR-CBE|Addons{1.4.0.7} [WR-CBE Addons] (WR-CBE 1.4.0.7.jar) Unloaded->Constructed
WR-CBE|Logic{1.4.0.7} [WR-CBE Logic] (WR-CBE 1.4.0.7.jar) Unloaded->Constructed
McMultipart{1.0.0.244} [Minecraft Multipart Plugin] (ForgeMultipart-universal-1.6.4-1.0.0.244.jar) Unloaded->Constructed
ForgeMicroblock{1.0.0.244} [Forge Microblocks] (ForgeMultipart-universal-1.6.4-1.0.0.244.jar) Unloaded->Constructed

Do you think you could help at all?

Do you have extra utilities installed?
CastleMan2000 #166
Posted 23 April 2014 - 10:21 PM
extrautils-1 is indeed present in my folder.
scj643 #167
Posted 23 April 2014 - 10:48 PM
it would be nice if mod devs weren't jerks and allowed people to use them in packs. You could always make the server a "privite pack" then you don't have to worry about issues

We need to update cofh core and thermal expansion. The old version's links are dead
scj643 #168
Posted 24 April 2014 - 12:08 AM
Urgent I am stuck in an age help me!!!!
oeed #169
Posted 24 April 2014 - 12:12 AM
Urgent I am stuck in an age help me!!!!

You'll have to wait for cranium to login and ask him to /tpx 0 you.
awsmazinggenius #170
Posted 24 April 2014 - 12:56 AM
Urgent I am stuck in an age help me!!!!
Had that happen to me before :)/> I was doing Mystcraft and forgot to make a linking book to get back.
sjonky #171
Posted 24 April 2014 - 09:50 AM
extrautils-1 is indeed present in my folder.

Well it looks to me like something is wrong with your extra utilties folder, delete it and redownload

cpw.mods.fml.common.LoaderException: java.lang.ClassNotFoundException: extrautils.ExtraUtils
ExtraUtilities{1.0} [ExtraUtilities] (extrautils-1.zip) Unloaded->Errored
Edited on 24 April 2014 - 07:51 AM
Lyqyd #172
Posted 24 April 2014 - 04:13 PM
Urgent I am stuck in an age help me!!!!

You'll have to wait for cranium to login and ask him to /tpx 0 you.

Nah, just wander around raiding libraries and gather materials. You'll eventually find the star fissure page, which can be used to create an age that will let you return to the overworld.
apemanzilla #173
Posted 24 April 2014 - 04:55 PM
Urgent I am stuck in an age help me!!!!

You'll have to wait for cranium to login and ask him to /tpx 0 you.

Nah, just wander around raiding libraries and gather materials. You'll eventually find the star fissure page, which can be used to create an age that will let you return to the overworld.
It may be faster to get an Ender chest, dump your stuff and commit suicide.
Wojbie #174
Posted 24 April 2014 - 05:53 PM
Urgent I am stuck in an age help me!!!!

You'll have to wait for cranium to login and ask him to /tpx 0 you.

Nah, just wander around raiding libraries and gather materials. You'll eventually find the star fissure page, which can be used to create an age that will let you return to the overworld.
It may be faster to get an Ender chest, dump your stuff and commit suicide.
I believe you will re-spawn in age you died in so you are kinda trapped… or did i mess up my mods?
Agoldfish #175
Posted 24 April 2014 - 06:21 PM
Urgent I am stuck in an age help me!!!!

You'll have to wait for cranium to login and ask him to /tpx 0 you.

Nah, just wander around raiding libraries and gather materials. You'll eventually find the star fissure page, which can be used to create an age that will let you return to the overworld.
It may be faster to get an Ender chest, dump your stuff and commit suicide.
I believe you will re-spawn in age you died in so you are kinda trapped… or did i mess up my mods?
Yeah, you would just respawn in the age you went in to.
apemanzilla #176
Posted 24 April 2014 - 07:28 PM
Urgent I am stuck in an age help me!!!!

You'll have to wait for cranium to login and ask him to /tpx 0 you.

Nah, just wander around raiding libraries and gather materials. You'll eventually find the star fissure page, which can be used to create an age that will let you return to the overworld.
It may be faster to get an Ender chest, dump your stuff and commit suicide.
I believe you will re-spawn in age you died in so you are kinda trapped… or did i mess up my mods?
Yeah, you would just respawn in the age you went in to.
Might've been changed but it used to be dying in an age would send you to the Overworld…
Agoldfish #177
Posted 24 April 2014 - 07:37 PM
Urgent I am stuck in an age help me!!!!

You'll have to wait for cranium to login and ask him to /tpx 0 you.

Nah, just wander around raiding libraries and gather materials. You'll eventually find the star fissure page, which can be used to create an age that will let you return to the overworld.
It may be faster to get an Ender chest, dump your stuff and commit suicide.
I believe you will re-spawn in age you died in so you are kinda trapped… or did i mess up my mods?
Yeah, you would just respawn in the age you went in to.
Might've been changed but it used to be dying in an age would send you to the Overworld…
Direwolf mentioned in Season 6 that dying in an age would keep you in the age.
apemanzilla #178
Posted 24 April 2014 - 08:29 PM
Urgent I am stuck in an age help me!!!!

You'll have to wait for cranium to login and ask him to /tpx 0 you.

Nah, just wander around raiding libraries and gather materials. You'll eventually find the star fissure page, which can be used to create an age that will let you return to the overworld.
It may be faster to get an Ender chest, dump your stuff and commit suicide.
I believe you will re-spawn in age you died in so you are kinda trapped… or did i mess up my mods?
Yeah, you would just respawn in the age you went in to.
Might've been changed but it used to be dying in an age would send you to the Overworld…
Direwolf mentioned in Season 6 that dying in an age would keep you in the age.
Huh. Maybe it's a config; never worked that way for me. Galacticraft will do that though.
CometWolf #179
Posted 24 April 2014 - 09:58 PM
C-C-C-Combo breaker! Stop it with the quotes lol.
If he got his hands on an enderchest, someone could just send him a link book >.>
apemanzilla #180
Posted 24 April 2014 - 10:27 PM
Urgent I am stuck in an age help me!!!!

You'll have to wait for cranium to login and ask him to /tpx 0 you.

Nah, just wander around raiding libraries and gather materials. You'll eventually find the star fissure page, which can be used to create an age that will let you return to the overworld.
It may be faster to get an Ender chest, dump your stuff and commit suicide.
I believe you will re-spawn in age you died in so you are kinda trapped… or did i mess up my mods?
Yeah, you would just respawn in the age you went in to.
Might've been changed but it used to be dying in an age would send you to the Overworld…
Direwolf mentioned in Season 6 that dying in an age would keep you in the age.
Huh. Maybe it's a config; never worked that way for me. Galacticraft will do that though.
C-C-C-Combo breaker! Stop it with the quotes lol.
If he got his hands on an enderchest, someone could just send him a link book >.>
Nevar!

Good point though :P/>
scj643 #181
Posted 25 April 2014 - 12:17 AM
Help again im stuck in a myst age due to a creaper blowing me up
Lyqyd #182
Posted 25 April 2014 - 06:09 AM
Did you read any of the previous page of advice for your situation? :P/> There are lots of ways you can rescue yourself without admin intervention.
apemanzilla #183
Posted 25 April 2014 - 09:13 PM
Another option! Galacticraft rockets!
AndreWalia #184
Posted 26 April 2014 - 06:40 PM
That is quite the collection of mods you have there. I installed forge assuming I needed forge. Will everything work fine if I also install Optifine?
apemanzilla #185
Posted 26 April 2014 - 09:42 PM
That is quite the collection of mods you have there. I installed forge assuming I needed forge. Will everything work fine if I also install Optifine?
Rule of thumb with large Forge modpacks:

Optifine = bad.
Csstform #186
Posted 28 April 2014 - 06:01 PM
That is quite the collection of mods you have there. I installed forge assuming I needed forge. Will everything work fine if I also install Optifine?
Rule of thumb with large Forge modpacks:

Optifine = bad.
You can just put Optifine in the modsfolder and test it that way. \o/ Optifine is now a proper mod!
Agoldfish #187
Posted 28 April 2014 - 06:26 PM
Help again im stuck in a myst age due to a creaper blowing me up
Ever hear of something called bringing a linking book?
apemanzilla #188
Posted 29 April 2014 - 02:00 PM
That is quite the collection of mods you have there. I installed forge assuming I needed forge. Will everything work fine if I also install Optifine?
Rule of thumb with large Forge modpacks:

Optifine = bad.
You can just put Optifine in the modsfolder and test it that way. \o/ Optifine is now a proper mod!
It still tends to mess everything up when a mod tries doing any fancy rendering.
Cranium #189
Posted 01 May 2014 - 11:48 PM
I'm going to be updating the server soon. I'm going to be updating Galacticraft, as well as adding TWO NEW MODS.
Prepare for more dimensions, with Twilight Forest, and Tropicraft.

Feel free to download both of these new mods, and see if you like them before I update. I plan on updating on sunday evening.
apemanzilla #190
Posted 02 May 2014 - 12:28 AM
I'm going to be updating the server soon. I'm going to be updating Galacticraft, as well as adding TWO NEW MODS.
Prepare for more dimensions, with Twilight Forest, and Tropicraft.

Feel free to download both of these new mods, and see if you like them before I update. I plan on updating on sunday evening.
Woo!
Slash0mega #191
Posted 02 May 2014 - 02:40 AM
I think i might be trying to join this server, is there any chance of getting the chocobo mod on here?


edit, also, could you change the downlaod page for ironchest2 to http://files.minecraftforge.net/IronChests2/index_legacy.html? took me a moment to try to find the legacy option due to the drop down menu…
Edited on 02 May 2014 - 01:25 AM
Slash0mega #192
Posted 02 May 2014 - 03:56 AM
ok, i downloaded all the mods and updated forge, but it crashed on load…
if anybody can help me here is the crash report.


http://pastebin.com/4EfYiaE7
Edited on 02 May 2014 - 01:58 AM
sjonky #193
Posted 02 May 2014 - 08:18 AM
ok, i downloaded all the mods and updated forge, but it crashed on load…
if anybody can help me here is the crash report.


http://pastebin.com/4EfYiaE7
Your having an ID conflict. download the config in the OP and it should fix the problem
Slash0mega #194
Posted 02 May 2014 - 09:31 AM
thank you. i tried downloading the config but the site was down, so i was hoping it was optinal. i guess not :(/>

could somoene upload the config to pastebin or somthing?
Cranium #195
Posted 02 May 2014 - 10:36 AM
thank you. i tried downloading the config but the site was down, so i was hoping it was optinal. i guess not :(/>

could somoene upload the config to pastebin or somthing?
Sorry about the trouble. The files are hosted on the same server, and for some reason, my webhost had stopped. I've restarted it, and you should be able to download without any problems now.
apemanzilla #196
Posted 02 May 2014 - 01:38 PM
In the server update on Sunday, can we also update to build 119 of Open Peripheral?
Cranium #197
Posted 02 May 2014 - 10:55 PM
Yeah, sounds good, Ape. I'll add that to the list of items to update. And, as requested by others, I will now start posting a changelog to the OP so people know what has changed.
Slash0mega #198
Posted 02 May 2014 - 10:55 PM
oh fun, after having some issues with microblocks (had the wrong version and it gets moved into another folder so i had a hard time finding them both when i got a duplicate mod error.) minecraft now loads, but crashes when i try to log into the server


crashlog http://pastebin.com/tJkDwgva
Edited on 02 May 2014 - 08:56 PM
Cranium #199
Posted 02 May 2014 - 11:19 PM
Hmm, not sure why you're crashing, friend. Seems to be an issue with modular powersuits. Do you have all of the dependencies installed?
apemanzilla #200
Posted 03 May 2014 - 01:29 AM
Check that you have numina installed.
Slash0mega #201
Posted 03 May 2014 - 03:01 AM
Check that you have numina installed.

I did, played with multiple variations of the two files on the download page. both load, one gives a mod mismatch error, so that must be the wrong one, i am going to go thrught my mod list and double triple check all my versions are acurate. i think i got all the mods, but not the right version of all the mods…
Slash0mega #202
Posted 03 May 2014 - 03:23 AM
Yep, i did have the wrong version of mods, these mods in fact


caldavia core
open peripheral addons
open peripheral core
Power suit addons
universal electricity


now i have a problem… i can not figure out how to downgrade the openPeripheral mods… anybody know how?


edit, thanks to the irc, i got the right mods. :D/>
Edited on 03 May 2014 - 01:36 AM
Cranium #203
Posted 05 May 2014 - 04:47 AM
Updated the server. Check the OP for the changelog.

EDIT: Unfortunately, things didn't work out. We're reverting back.
Edited on 05 May 2014 - 04:18 AM
Cranium #204
Posted 07 May 2014 - 04:54 AM
So we finally got things updated, and running. It's a LITTLE late, but here's the update I promised. Check the OP for the changelog and the new config.
scj643 #205
Posted 07 May 2014 - 09:10 PM
What about adding redstone arsenal so that people that don't like or can't afford or just don't like power armor and tools can have something rechargable

Only if mod makers weren't so stingy with there licencing and we could have this in a pack. To all mod makers, you should either open source or make your stuff freely distributable or at least give people direct adfly links for specific versions on a launcehr
Cranium #206
Posted 08 May 2014 - 06:19 AM
Don't…like…power armor?
Can those words even be used in a sentence like that? I'd rather not add too many technical mods. Just quit being a baby and make some power armor. Maybe you'd stop dying so much.
Shnupbups #207
Posted 08 May 2014 - 11:46 AM
I'm stuck in a decayed dimension. Please send help.
apemanzilla #208
Posted 08 May 2014 - 01:26 PM
I'm stuck in a decayed dimension. Please send help.
Do you have access to an enderchest?
Shnupbups #209
Posted 08 May 2014 - 11:23 PM
Do you have access to an enderchest?
Not at the moment. I'll need someone to come to the same dimension as me and bring a bookstand with a linking book, or the power of the /tpx command on my side.

Coming online now.

EDIT: Big thanks to Ryanmp, who got me out.
Edited on 09 May 2014 - 12:29 AM
Cranium #210
Posted 09 May 2014 - 02:40 PM
Well it looks like we're having issues with OpenP. I'm going to be downgrading them to their previous version soon, since they're crashing our computers. I'll post an update to the changelog, and change the links to the relevant versions when I downgrade them later.

EDIT: Also, in other news. I've nominated Joebodo and MacLeopold as my goto server management people while I'm not online. Since they don't seem to have a life outside of this server, if you need some help, call on them. They have start/stop/restart access, and if it absolutely calls for it, they do have remote console access. They are not OPs, but i'd like you guys to treat them as such.
If they feel you're being generally dickish, they can and most likely will ban you. Don't give them a reason to do so, just because I'm not online.
Edited on 09 May 2014 - 12:43 PM
Cranium #211
Posted 10 May 2014 - 06:16 AM
We've downgraded OpenMods, since they seem to have been derping with AE, and crashing all of the computers in the server. Until OpenMods can fix the issue, we're not updating.
To be fair though, we are using dev versions of these mods, so some bugginess was anticipated.
scj643 #212
Posted 10 May 2014 - 05:39 PM
@cranium You could put the mods that you do have permission in a zip so we don't have to go hunting for them or end up with dead links. For example the open mods. That way we get them in one download and since openmods doesn't use adfly we are not hurting them at all
scj643 #213
Posted 10 May 2014 - 06:30 PM
I'm officialy the first ever ban.
Cranium #214
Posted 10 May 2014 - 08:31 PM
@cranium You could put the mods that you do have permission in a zip so we don't have to go hunting for them or end up with dead links. For example the open mods. That way we get them in one download and since openmods doesn't use adfly we are not hurting them at all
No, because I have provided exact links to each file required by the server.
I'm officialy the first ever ban.
For good reason. When people ask you to butt out, or stay away from their base, or generally ignore you, it means you need to take the hint, and change your behavior.
You were warned multiple times about begging for help, for posting your linux superiority opinions, and your general gameplay behavior. We just couldn't deal with it anymore.
In the future, try this: Play the game. The server is not a social media outlet. We are not here to entertain you. We are here to play the game with several others who share the same interests as us. If people are quiet, they're either AFK or ignoring you. Just take the hint. Lurk more. Find something that others say that interest you, and add to the conversation, don't just insert your opinion into any random conversation.
If you want an interaction like that, go to Facebook. I'm sure they'll listen to everything you want to say.
Zach the Cat #215
Posted 11 May 2014 - 03:17 PM
I hope this is a reliable server if I have to manually download all these mods.
apemanzilla #216
Posted 11 May 2014 - 04:02 PM
I hope this is a reliable server if I have to manually download all these mods.
It's lasted this long, which is longer than many others…
Zach the Cat #217
Posted 11 May 2014 - 06:31 PM
I'm getting an error saying that "GalacticraftCore" is missing.
Cranium #218
Posted 12 May 2014 - 05:41 AM
I'm getting an error saying that "GalacticraftCore" is missing.
Do you have the correct version of Galacticraft? Post the copy of your ForgeModLoader-client-0.log or your crashlog. That should tell us some more info.
oeed #219
Posted 12 May 2014 - 08:00 AM
Cranium, just thought I let you know.

When I logged in a few days ago one of the chunks of my bad had all the mod blocks removed (my ME core, tinker table, thickened glass, basalt, item ducts, etc) It wasn't really much of an issue as I didn't have much stuff in it and joebodo help me replace the stuff and I thought it was probably just a once off.

However, when looking for a new spot for my Ender Quarry I noticed that about half of sjonky's house has had a similar thing happen to it. I don't think he's been on for a while, but you might want to look in to it.
Shnupbups #220
Posted 13 May 2014 - 10:12 AM
I tried to log in after downgrading my OpenBlocks and I get an error saying that IDs 15257, 15258 and 2575 are missing, all from OpenBlocks. I checked my config and they most certainly exist with those same IDs. I don't know how to fix this.
oeed #221
Posted 13 May 2014 - 10:56 AM
I tried to log in after downgrading my OpenBlocks and I get an error saying that IDs 15257, 15258 and 2575 are missing, all from OpenBlocks. I checked my config and they most certainly exist with those same IDs. I don't know how to fix this.

I saw that you were having issues logging in, did you download the config Cranium has in the main post?
Shnupbups #222
Posted 13 May 2014 - 10:15 PM
I saw that you were having issues logging in, did you download the config Cranium has in the main post?
Twice.
Cranium #223
Posted 15 May 2014 - 05:36 AM
Okay, folks. Since our server has been seeing some issues lately with OpenMods, more specifically OpenPeripheral, I created a GitHub issue for it. Since the issues seem to occur mostly with Joebodo, MacLeopold, and apemanzilla and I, if you guys have any more info you'd like to post on the tracker, we'd appreciate it.
I asked in the #openmods channel on IRC, and I was told that in order to narrow down the cause of the restarts, we're going to need information about what items you guys are hooking into via OpenP. We're looking for things like power monitors, storage monitors, and pretty much anything that you have in CC that connects to a peripheral that is exposed by OpenP. If possible, list any programs you might have running that use the mod.
Thanks for your guys' help in this issue, hopefully we can get a properly working version of OpenPeripheral on the server, without requiring you guys to download an update.

Link to the GitHub issue: https://github.com/O...eral/issues/169
Edited on 15 May 2014 - 03:38 AM
apemanzilla #224
Posted 15 May 2014 - 06:17 AM
Okay, folks. Since our server has been seeing some issues lately with OpenMods, more specifically OpenPeripheral, I created a GitHub issue for it. Since the issues seem to occur mostly with Joebodo, MacLeopold, and apemanzilla and I, if you guys have any more info you'd like to post on the tracker, we'd appreciate it.
I asked in the #openmods channel on IRC, and I was told that in order to narrow down the cause of the restarts, we're going to need information about what items you guys are hooking into via OpenP. We're looking for things like power monitors, storage monitors, and pretty much anything that you have in CC that connects to a peripheral that is exposed by OpenP. If possible, list any programs you might have running that use the mod.
Thanks for your guys' help in this issue, hopefully we can get a properly working version of OpenPeripheral on the server, without requiring you guys to download an update.

Link to the GitHub issue: https://github.com/O...eral/issues/169
I follow the OpenMods team and saw the issue on GitHub before reading this post…

Derp.
oeed #225
Posted 16 May 2014 - 08:12 AM
Ok, so. Yesterday I spent a good amount of time (~3 hours) working on my base. No hitches, all though none of the computers (inc pocket computers) were working.

However, I've just logged in to find that all my changes in may including a new quarry and a small change in another dimension (chunk loader) have gone.

So… yea. I'd imagine others may have run in to this if it was the entire world but at the same time avoiding loss of changes after whenever the rollback occurred would be favourable too.
apemanzilla #226
Posted 16 May 2014 - 04:04 PM
Any chance we can try Open peripheral build 129? It might help with the chunk loading errors a bit.
Cranium #227
Posted 16 May 2014 - 09:40 PM
Yeah, i was looking into that.
Cranium #228
Posted 17 May 2014 - 02:08 AM
Any chance we can try Open peripheral build 129? It might help with the chunk loading errors a bit.
Build 129 crashes the server when using certain functions in narcissistic turtles.
oeed #229
Posted 18 May 2014 - 11:30 AM
Ermmm,

The Nexus kinda…. half disappeared….

Spoiler

If you do fix it through not placing blocks, please don't rollback, it didn't really work before. You'd probably be better MCEditing or something like that.
Imgoodisher #230
Posted 18 May 2014 - 02:41 PM
SpoilerThe server is down even though mcmyadmin seems to be reporting as if its still up.

This irc log is probably a good representation of the problem:
[09:18] <mikkel809h> !players
[09:18] <CranServBot> Players currently in game: mikkel809h
[09:18] <mikkel809h> …
[09:18] <mikkel809h> Anyone here?
[09:18] <mikkel809h> …
[09:18] <mikkel809h> Server is dead…. Heeeelp!

EDIT: Server's back up
Edited on 18 May 2014 - 03:54 PM
oeed #231
Posted 19 May 2014 - 09:09 AM
So, no more chunkloaders?

Either that or the mod crashed, I can't take it out of the crafting table.
apemanzilla #232
Posted 19 May 2014 - 01:46 PM
So, no more chunkloaders?

Either that or the mod crashed, I can't take it out of the crafting table.
Cranium probably disabled them server-side.
Cranium #233
Posted 19 May 2014 - 07:03 PM
I did disable them for now, because we are having chunkloading issues. It seems that chunks are being reloaded even when not loaded by a chunkloader. This is probably causing issues with openperipheral, and causing the server to restart.
redeye83 #234
Posted 21 May 2014 - 02:25 PM
Looks like a nice location for #WHYISTHATNORWORKING 2! lol

I've been wanting to get back into Minecraft and will give this bad boy a go.
Cranium #235
Posted 21 May 2014 - 05:43 PM
We've updated OpenPeripheral, and the other OpenMods, because we will now have less crashes with the updates. Be sure to check out the new download links in the topic.

Looks like a nice location for #WHYISTHATNORWORKING 2! lol

I've been wanting to get back into Minecraft and will give this bad boy a go.
GREAT! You'll love the server. Lots of things to enjoy!
real #236
Posted 24 May 2014 - 06:35 AM
How many people play on this server? I've hosted my own CC server for awhile but it gets boring with just me and a friend.
oeed #237
Posted 25 May 2014 - 06:26 AM
How many people play on this server? I've hosted my own CC server for awhile but it gets boring with just me and a friend.

It depend what time and day you're playing, but there's normally at least 1 other person on.

During weekends there's often about 7 people online.
Cranium #238
Posted 28 May 2014 - 04:58 AM
I anticipate more people to play coming soon, mostly due to school being let out for the summer break. But yeah, there's almost always at least one other player, and more recently, three or four other people playing. That's about the minimum.
redeye83 #239
Posted 28 May 2014 - 11:25 AM


Starting Sunday 1st June or Sunday June 1st

Depending on your location

We will be launching our new series!
Follow Redeye and Cranium as they start their long road to the Moon!
Find us here:https://www.youtube.com/user/squadronmedialtd

New episodes out every Sunday!
oeed #240
Posted 28 May 2014 - 12:31 PM
Sooooo…..

As I was going to the moon it glitched out as I was descending apparently I blew up.

So… yea. I'm stuck on the moon, 800m from my gear, suffocating, a lot. It'd be really useful if somehow I could either be teleported back to spawn or to my base? (provided my stuff will still be there)
apemanzilla #241
Posted 28 May 2014 - 01:13 PM
Sooooo…..

As I was going to the moon it glitched out as I was descending apparently I blew up.

So… yea. I'm stuck on the moon, 800m from my gear, suffocating, a lot. It'd be really useful if somehow I could either be teleported back to spawn or to my base? (provided my stuff will still be there)
You need to hold space as the lander is going down to slow it so it doesn't explode…
oeed #242
Posted 28 May 2014 - 10:42 PM
Sooooo…..

As I was going to the moon it glitched out as I was descending apparently I blew up.

So… yea. I'm stuck on the moon, 800m from my gear, suffocating, a lot. It'd be really useful if somehow I could either be teleported back to spawn or to my base? (provided my stuff will still be there)
You need to hold space as the lander is going down to slow it so it doesn't explode…

Yea I know, maybe it was lag, but despite holding space I still blew up.
apemanzilla #243
Posted 28 May 2014 - 10:44 PM
Sooooo…..

As I was going to the moon it glitched out as I was descending apparently I blew up.

So… yea. I'm stuck on the moon, 800m from my gear, suffocating, a lot. It'd be really useful if somehow I could either be teleported back to spawn or to my base? (provided my stuff will still be there)
You need to hold space as the lander is going down to slow it so it doesn't explode…

Yea I know, maybe it was lag, but despite holding space I still blew up.
Hmm, odd.
joebodo #244
Posted 28 May 2014 - 11:02 PM
nevermind…
Edited on 09 July 2014 - 08:56 PM
Cranium #245
Posted 29 May 2014 - 04:16 AM


Starting Sunday 1st June or Sunday June 1st

Depending on your location

We will be launching our new series!
Follow Redeye and Cranium as they start their long road to the Moon!
Find us here:https://www.youtube....quadronmedialtd

New episodes out every Sunday!
Best.
Let's Play.
EVER.
theoriginalbit #246
Posted 29 May 2014 - 04:24 AM


Starting Sunday 1st June or Sunday June 1st

Depending on your location

We will be launching our new series!
Follow Redeye and Cranium as they start their long road to the Moon!
Find us here:https://www.youtube....quadronmedialtd

New episodes out every Sunday!
Best.
Let's Play.
EVER.
noice, bringing it back ;)/> :P/>
Cranium #247
Posted 29 May 2014 - 06:13 AM
Well, I've just been informed that Atomic Science is now part of Redstone Induction, and for some odd reason, they've decided to remove the download links from their website for the version of Atomic Science that we use.

Since this changed so abruptly, I reached out to the folks at #calclavia on Esper Net, and they(after some silly miscommunication) gave me permission to rehost the files we're currently using on our server. So I've updated the Atomic Science link in the OP. Nothing has changed, and you do not need to redownload anything. I'm just letting you know what has happened to the previous link.
redeye83 #248
Posted 29 May 2014 - 11:44 AM
maybe a guest appearance from BIT one day! lol
theoriginalbit #249
Posted 29 May 2014 - 12:04 PM
maybe a guest appearance from BIT one day! lol
I've already been on the server, found your house too :P/>
Slash0mega #250
Posted 04 June 2014 - 01:46 AM
I never got a answer when i first left this request, so ill ask again. a no will be understandable.
chococraft, as breeding chocobos is fun, even though power armor is probaly a supereor form of transportation… unless flying a chocobo can save energy for the armor. never had a suit so not sure what the fuel economy is :P/>

another mod i would like to request is bibleocraft, for nice storage of mystcraft books.


again, i would understand if you don't want to add anymore mods.




edit, mystcraft, not mythcraft…
Edited on 03 June 2014 - 11:49 PM
awsmazinggenius #251
Posted 05 June 2014 - 05:34 AM
Can't you pop the Mystcraft pages into an Extra Utilities filing cabinet? It's what I do in FTB. For books, it's generally a good idea to either put them on a lectern in your base or to keep it with you in an ender pouch so you don't lose them.
theoriginalbit #252
Posted 05 June 2014 - 07:56 AM
Personally if I were to add any new mods I'd add
  • BiblioCraft — mainly for the armour stand and the tool rack, very handy!
  • OmniTools — 'cause having 3 million different wrenches for different mods is annoying, plus OmniWrench can go on the power suit :)/>
  • Tinkers' Construct — 'cause awesome tools that have realistic crafting and 'breaking' ftw!
oeed #253
Posted 05 June 2014 - 10:04 AM
OmniTools — 'cause having 3 million different wrenches for different mods is annoying, plus OmniWrench can go on the power suit :)/>

I haven't used or seen any of those, but this sounds really useful, especially if it incorporates a crowbar.
Slash0mega #254
Posted 05 June 2014 - 11:57 AM
awsmazinggenius, a filling cabinet is no library/study :P/> though thanks for pointing it out, looks to be handy for mass storage of building material.
theoriginalbit, tinkers construct is indeed a awsome mod, i do miss repairs and my obsidean level redstone-out-the-yang pick :P/>
apemanzilla #255
Posted 05 June 2014 - 02:26 PM
@TOB OmniTools was discontinued in 1.4.7 because the author was having trouble keeping up with all the different mod APIs.
theoriginalbit #256
Posted 05 June 2014 - 02:50 PM
@TOB OmniTools was discontinued in 1.4.7
well that's not true, I used it in 1.5.2
awsmazinggenius #257
Posted 05 June 2014 - 11:39 PM
It was in FTB Unleashed, never seen it in FTB Monster but it might exist for 1.6 though.
Cranium #258
Posted 06 June 2014 - 12:21 AM
Omnitools was merged into COFH mods a while back. You can use the tools from Thermal Expansion to do most everything on other mods.
apemanzilla #259
Posted 06 June 2014 - 04:18 PM
Omnitools was merged into COFH mods a while back. You can use the tools from Thermal Expansion to do most everything on other mods.

Indeed. Just carry a crescent hammer or Invar battlewrench with you and dont bother with the MPS omniwrench - it doesn't work for half the things.
oeed #260
Posted 08 June 2014 - 01:03 AM
I'm getting an insane amount of crashes lately.

It seems to occur pretty randomly too.

Here's a crash report:

http://pastebin.com/GAxkVsJu

Any ideas?
Edited on 07 June 2014 - 11:05 PM
Cranium #261
Posted 09 June 2014 - 08:14 PM
I'm not sure why that's happening.
apemanzilla #262
Posted 10 June 2014 - 04:19 PM
I honestly have no idea about this crash.


...WorldClient.func_72914_a...

Damn you, obfuscation…
Cranium #263
Posted 10 June 2014 - 04:21 PM
I honestly have no idea about this crash.


...WorldClient.func_72914_a...

Damn you, obfuscation…
You're alive? Would you stop playing Titanfall and play on the server already?
apemanzilla #264
Posted 10 June 2014 - 04:42 PM
I honestly have no idea about this crash.


...WorldClient.func_72914_a...

Damn you, obfuscation…
You're alive? Would you stop playing Titanfall and play on the server already?
I'm not playing Titanfall, I'm desperately trying to avoid failing this school year by studying for the finals and practicing Java in my spare time D:
Cranium #265
Posted 10 June 2014 - 05:08 PM
I'm not playing Titanfall, I'm desperately trying to avoid failing this school year by studying for the finals and practicing Java in my spare time D:
Well then, stop being responsible, and start slacking off!
apemanzilla #266
Posted 10 June 2014 - 06:09 PM
I'm not playing Titanfall, I'm desperately trying to avoid failing this school year by studying for the finals and practicing Java in my spare time D:
Well then, stop being responsible, and start slacking off!
;-;
jakeflee #267
Posted 14 June 2014 - 11:15 PM
cant connect to server what happened keep getting refuse to connect i hope there hasn't been any age deletion because i logged out of my age the last time i was on
also im getting this when i try to login to the server in my console
[16:23:22 INFO]: Client> 2014-06-14 16:23:22 [SEVERE] [Minecraft-Client] Reached end of stream for mc.thatcraniumguy.net/162.249.6.25
[16:23:23 INFO]: Client> 2014-06-14 16:23:23 [INFO] [STDOUT] Setting up custom skins
[16:23:25 INFO]: Client> 2014-06-14 16:23:25 [INFO] [Galacticraft] Unregistered Dimension: -28
[16:23:25 INFO]: Client> 2014-06-14 16:23:25 [INFO] [Galacticraft] Unregistered Dimension: -29

also this
[16:25:23 INFO]: Client> 2014-06-14 16:25:23 [WARNING] [ForgeModLoader] [Mystcraft] Someone is trying to get the age name from an improperly constructed world provider with dim id 175
[16:25:24 INFO]: Client> 2014-06-14 16:25:24 [INFO] [STDOUT] failed getting color: 0 0
[16:25:25 INFO]: Client> 2014-06-14 16:25:25 [SEVERE] [Minecraft-Client] Reached end of stream for mc.thatcraniumguy.net/162.249.6.25
[16:25:26 INFO]: Client> 2014-06-14 16:25:26 [INFO] [Galacticraft] Unregistered Dimension: -28
[16:25:26 INFO]: Client> 2014-06-14 16:25:26 [INFO] [Galacticraft] Unregistered Dimension: -29
[16:25:32 INFO]: Client> 2014-06-14 16:25:32 [INFO] [Galacticraft] Galacticraft remote version found: 2.0.13

i believe my age was deleted when i was in it
Edited on 14 June 2014 - 10:26 PM
Cranium #268
Posted 15 June 2014 - 01:03 AM
cant connect to server what happened keep getting refuse to connect i hope there hasn't been any age deletion because i logged out of my age the last time i was on
also im getting this when i try to login to the server in my console
[16:23:22 INFO]: Client> 2014-06-14 16:23:22 [SEVERE] [Minecraft-Client] Reached end of stream for mc.thatcraniumguy.net/162.249.6.25
[16:23:23 INFO]: Client> 2014-06-14 16:23:23 [INFO] [STDOUT] Setting up custom skins
[16:23:25 INFO]: Client> 2014-06-14 16:23:25 [INFO] [Galacticraft] Unregistered Dimension: -28
[16:23:25 INFO]: Client> 2014-06-14 16:23:25 [INFO] [Galacticraft] Unregistered Dimension: -29

also this
[16:25:23 INFO]: Client> 2014-06-14 16:25:23 [WARNING] [ForgeModLoader] [Mystcraft] Someone is trying to get the age name from an improperly constructed world provider with dim id 175
[16:25:24 INFO]: Client> 2014-06-14 16:25:24 [INFO] [STDOUT] failed getting color: 0 0
[16:25:25 INFO]: Client> 2014-06-14 16:25:25 [SEVERE] [Minecraft-Client] Reached end of stream for mc.thatcraniumguy.net/162.249.6.25
[16:25:26 INFO]: Client> 2014-06-14 16:25:26 [INFO] [Galacticraft] Unregistered Dimension: -28
[16:25:26 INFO]: Client> 2014-06-14 16:25:26 [INFO] [Galacticraft] Unregistered Dimension: -29
[16:25:32 INFO]: Client> 2014-06-14 16:25:32 [INFO] [Galacticraft] Galacticraft remote version found: 2.0.13

i believe my age was deleted when i was in it
STOP.
JOINING.
THE SERVER.
We have not deleted any ages except Miveck's.
Edited on 17 June 2014 - 02:22 PM
Slash0mega #269
Posted 17 June 2014 - 09:41 AM
when will the server be ok to join again?
Cranium #270
Posted 17 June 2014 - 04:21 PM
when will the server be ok to join again?
Oh. I apologise, you can join now. I was replying to jakeflea, because he was crashing the server, and was just rejoining over and over and over, and wouldn't stop.
Edited on 17 June 2014 - 02:22 PM
Slash0mega #271
Posted 17 June 2014 - 11:00 PM
are chunk loaders banned? i got all the stuff to craft one but it would not craft…
Cranium #272
Posted 17 June 2014 - 11:25 PM
Unfortunately, chickenchunks has been crashing the server, so I had to remove it. Since it's still in your client, it'll still show the recipe, but you can't craft them, since it's not on the server. However, Railcraft anchors have not been changed, and are still active.
Cranium #273
Posted 18 June 2014 - 04:25 PM
Okay, so after some discussion, it seems that we may be resetting the server soon. This time though, we'll be using a slightly different mod set, which should be more entertaining, and less "Get this and become super OP and never need another resource ever".

It will still be PVP survival, with a new, heavier emphasis on survival. I am going to remove MPS, since those are just incredibly overpowered, and sometimes buggy. If you want a sneak peek at what I'm looking at for mods, check out this file list: http://puu.sh/9x2CW/2863c54d6e.txt

I'm happy with it so far, but I'm going to be testing it extensively before it's actually ready to be dropped into the server. If you have any suggestions on what to add, let me know, and I'll take it into consideration. Make a good case for them though, cause I'm not just going to be dropping random mods into this pack, just because it adds that one single item that's increadibly useful. The whole mod needs to fit with the rest of the mods. The main theme of the pack is technology. Our goal is to be able to progress through the tech, by doing upgrades, discovering new technology, and building amazing machinery. If what you suggest doesn't quite fit the mod pack, I likely won't add it.

Another thing to note, is that I will absolutely NOT be adding IndustrialCraft 2. Sorry, it's just too damned buggy. We have had enough bugs for one server, I think.

Of course, as always, I will be offering the world save up for download before and for a while after the reset, so if you have some awesome programs you've been working on, or some amazing contraptions you still want to use, you'll be able to carry that over in your own server or client.

Some have mentioned that I should do a modpack. I'm reluctantly starting to cave in on that idea…but not quite. I've looked at a few launchers, and modpack distributors, and none of them really do what I'd like; I'd like to be able to have this pack available to anyone, but before I do, there's certain mods that I'll have to make unavailable still, because I'd want to comply with the mod author's wishes and not redistribute them without permission.
Bomb Bloke #274
Posted 18 June 2014 - 05:04 PM
I'm sorta tempted to give that list a try.

It contains nearly all the mods I need to finally finish off the first project I ever worked on, that being a base managed by turtles. It's only missing Factorization - I use that for the barrels, but I'm sure there's another mod in there which offers a suitable equivalent?

The reason why I haven't finished said project off already is because I've yet to find a MineCraft server that won't stall once it's been running my code for an hour or two.

I'm under the impression ComputerCraft 1.63 resolved these bugs… but I've really no idea. While my goal would never be to crash the server, I suspect that I'll stumble upon a way, and so I mention this to you now in case you wish to tell me to stay the heck away from it. ;)/>

Assuming the bugs do persist, side effects of a server deadlock would include all moving turtles losing track of their IDs/tools/inventories and being treated as new. I do think it would be nice to finally reproduce my issues in an environment where other CC-competent users would be able to help track down their root causes, though, and of course I'd be incorporating a way to shut down all my systems remotely in case they were to start causing regular hassles while I wasn't around. I don't actually play very often.

And who knows, my code might just work for a change. :)/>
Cranium #275
Posted 18 June 2014 - 05:18 PM
It contains nearly all the mods I need to finally finish off the first project I ever worked on, that being a base managed by turtles. It's only missing Factorization - I use that for the barrels, but I'm sure there's another mod in there which offers a suitable equivalent?
Deep storage units from MFR should do what you want.
As far as the crashing, if it does become a problem, I can always ban you :)/> In all seriousness though, if the server becomes deadlocked like that, we can always restore froma backup. We take hourly backups, so that shouldn't be a problem too much.
jakeflee #276
Posted 18 June 2014 - 08:19 PM
i still crash the server
error
[12:20:15 INFO]: Client> 2014-06-18 12:20:15 [WARNING] [ForgeModLoader] [Mystcraft] Someone is trying to get the age name from an improperly constructed world provider with dim id 175
could you just delete me on the server and reset just me?
Edited on 18 June 2014 - 06:21 PM
Cranium #277
Posted 18 June 2014 - 08:49 PM
i still crash the server
error
[12:20:15 INFO]: Client> 2014-06-18 12:20:15 [WARNING] [ForgeModLoader] [Mystcraft] Someone is trying to get the age name from an improperly constructed world provider with dim id 175
could you just delete me on the server and reset just me?
Yeah, that's pretty much the same error that Miveck was having in his age. Your age might be corrupted. I'll delete your player data now.
jakeflee #278
Posted 18 June 2014 - 09:53 PM
thanks
oeed #279
Posted 18 June 2014 - 10:50 PM
Some have mentioned that I should do a modpack. I'm reluctantly starting to cave in on that idea…but not quite. I've looked at a few launchers, and modpack distributors, and none of them really do what I'd like; I'd like to be able to have this pack available to anyone, but before I do, there's certain mods that I'll have to make unavailable still, because I'd want to comply with the mod author's wishes and not redistribute them without permission.

But it's actually against the EULA for modders to not give permission for you to redistribute it. Unless you are making a spam barrier, in other words, making it hard to allow dedicated players to join but not so interested would probably not sped the time, I really don't understand why you wouldn't.
Cranium #280
Posted 18 June 2014 - 10:53 PM
But it's actually against the EULA for modders to not give permission for you to redistribute it. Unless you are making a spam barrier, in other words, making it hard to allow dedicated players to join but not so interested would probably not sped the time, I really don't understand why you wouldn't.
Ah, perhaps I wasn't clear with my intention. Since modders CAN get paid for their work, I'd like to give them every oppertunity to do so, by linking to their sites, rather than rehosting from my own server. I'd say that's a fair enough thing to do, right?
redeye83 #281
Posted 18 June 2014 - 11:30 PM
I think we should have a mod pack and if any mod creator does not wish to have their mod listed then we just don't use them as they go against the core values of modding.

Yay i said it without calling them *Edited*
Cranium #282
Posted 19 June 2014 - 12:23 AM
Well, I think I'll suck it up, and go through the process of requesting permission for the Calclavia Mods.
Bomb Bloke #283
Posted 19 June 2014 - 03:11 AM
Indeed, whether or not you "need" to ask has nothing to do with what's polite. :)/>

Deep storage units from MFR should do what you want.

Hrm. Sorta, but they seem more geared towards "storing lots of things" than "easy access". I really don't like that they lack the item display. Can you still insert / remove items just by clicking?
Edited on 19 June 2014 - 04:02 AM
Cranium #284
Posted 19 June 2014 - 06:09 AM
Can you still insert / remove items just by clicking?
No, they have an inventory just like a chest does. So turtle.drop() would work with it.
Bomb Bloke #285
Posted 19 June 2014 - 06:22 AM
Ouch. If their visual and accessibility features are only on par with vanilla chests, then I might as well just use vanilla chests.

I mean, I can certainly do that, but if there's something else available that works like a barrel I'd love to know about it.
Cranium #286
Posted 19 June 2014 - 06:33 AM
No, what I mean is, you right click it, and it opens up a GUI, where you can place items in, or take them out. It can store up to two billion of one item.
Bomb Bloke #287
Posted 19 June 2014 - 06:57 AM
To rephrase, I'm wanting a block which visually shows what's stored in it, while allowing you (as in, "the player") to add/remove items, all without opening an interface.
Slash0mega #288
Posted 19 June 2014 - 01:52 PM
I see tinkers construct in the list :D/>
May I ask how long you think it will be until you reset the world? I want to know if it will be worth it to continue work on my automated quarry.


Also, an appeal for Chococraft

While a chocobo, much like livestock, might not be considered “technology” by itself, it prompts the creation of technology, just like livestock. Users will be able to develop automated farms and possibly even breading centers. Chocobos also follow the idea of progression the modpack strives for, as it takes time and effort to breed the chocobos into superior mutations. Players will also have to discover which combinations of chocobos create more useful varieties. As a final note, with the removal of modular power suits, we have lost a means of speedy travel. I feel that chocobos will provide some non OP transportation options.




Repetitively bringing up chococraft is probably getting annoying, so this will be the last time I do so.
Edited on 19 June 2014 - 11:58 AM
apemanzilla #289
Posted 19 June 2014 - 04:14 PM
To rephrase, I'm wanting a block which visually shows what's stored in it, while allowing you (as in, "the player") to add/remove items, all without opening an interface.
Basically, you want barrels.

The closest you could get without barrels is an ME network with a storage monitor with a conversion matrix (allows you to pull items from it by punching) and a transition plane beneath that (sucks dropped/placed items into the network)
Edited on 19 June 2014 - 02:15 PM
Bomb Bloke #290
Posted 19 June 2014 - 06:07 PM
Hrm. Catch is using AE takes away any possible excuse to have turtles (or anything else, for that matter - except perhaps ender chests) manage any aspect of a storage system.

No matter; it's a "want", not a "need". Thanks to each of you for your ideas.
Cranium #291
Posted 19 June 2014 - 10:18 PM
Well, good news: I just got the last permissions I need to put the upcoming mods into a pack. I'm going to store it on my server, and you guys can download the pack whenever I updated it.
Cranium #292
Posted 20 June 2014 - 03:21 AM
Alright, if you guys are interested in updating your clients early, or setting up a new instance, here's the modpack: http://thatcraniumguy.net/files/game_files/Minecraft/Modpack.3.0.zip
Bomb Bloke #293
Posted 20 June 2014 - 07:59 AM
I think I'm missing something - for me it throws an ID conflict, and the config archive in your OP isn't sufficient to resolve it.

#Blocks
3972: resonant:multiPart from ResonantEngine - aluminumWire from GalacticraftCore
Suggested Ranges: 1490-1999 (510 IDs), 2580-2999 (420 IDs), 516-899 (384 IDs)
Edited on 20 June 2014 - 06:00 AM
jakeflee #294
Posted 20 June 2014 - 08:19 AM
i went into the config for resonant engine and changed multipart to 2972 just to load minecraft but cranium will probably change it to a different number so this is only to test it out
Edited on 20 June 2014 - 06:21 AM
Cranium #295
Posted 20 June 2014 - 11:26 AM
i went into the config for resonant engine and changed multipart to 2972 just to load minecraft but cranium will probably change it to a different number so this is only to test it out
We haven't updated yet, so I don't have a new config for the update. You should be fine just erasing your entire config and you shouldn't have any conflicts. I don't think I did anyway.
Edited on 20 June 2014 - 09:26 AM
Bomb Bloke #296
Posted 20 June 2014 - 12:33 PM
Er, no, that's what I'm saying - it doesn't load either way, and instead needs to be customised. That in itself isn't so much of a problem, I'm just somewhat concerned that SSP worlds created now will error when you do release a config. Though I get the impression it's unlikely to cause issues if you're only using the one custom ID and defaults for everything else.
Cranium #297
Posted 20 June 2014 - 03:35 PM
That's strange. I was just fine when I ran the new pack myself, with no errors. Not sure how you're getting errors.
theoriginalbit #298
Posted 20 June 2014 - 03:55 PM
Remember Cranium how I had the problem, and you said all kinds of insults and cursing in my direction, and only after me annoying you some more did you give me a link to the zip on your server and that one worked for me… :P/>
Cranium #299
Posted 20 June 2014 - 04:22 PM
Ah yes, but that was BEFORE Calclavia updated his license. http://calclavia.com/calclavia-mod-license/
Now it allows us to put the mods in a modpack.
Bubba #300
Posted 20 June 2014 - 09:08 PM
That's strange. I was just fine when I ran the new pack myself, with no errors. Not sure how you're getting errors.

I'm having the same issue as Bomb Bloke (ID conflicts). Fresh MC instance and nothing modified from your modpack.
Edited on 20 June 2014 - 07:08 PM
Cranium #301
Posted 20 June 2014 - 09:20 PM
That's strange. I was just fine when I ran the new pack myself, with no errors. Not sure how you're getting errors.

I'm having the same issue as Bomb Bloke (ID conflicts). Fresh MC instance and nothing modified from your modpack.
Well. I'll post a copy of my config tonight when I get home after work. Don't worry, they do actually work, it's just that it doesn't like you guys for some reason.
Bubba #302
Posted 20 June 2014 - 09:38 PM
That's strange. I was just fine when I ran the new pack myself, with no errors. Not sure how you're getting errors.

I'm having the same issue as Bomb Bloke (ID conflicts). Fresh MC instance and nothing modified from your modpack.
Well. I'll post a copy of my config tonight when I get home after work. Don't worry, they do actually work, it's just that it doesn't like you guys for some reason.

Right… Sometimes mods discriminate. Anyway, it was resolved by using the config from the first post :)/>/>/> Maybe just make a note that you need to have that.

Edit: Spoke too soon. I downloaded all of the mods in your modlist manually and it worked. However, that's missing a few I believe. The modpack itself doesn't work with the given config.
Edited on 20 June 2014 - 07:47 PM
Cranium #303
Posted 20 June 2014 - 10:20 PM
Right… Sometimes mods discriminate. Anyway, it was resolved by using the config from the first post :)/>/>/> Maybe just make a note that you need to have that.

Edit: Spoke too soon. I downloaded all of the mods in your modlist manually and it worked. However, that's missing a few I believe. The modpack itself doesn't work with the given config.
Well, again…I don't have a posted config for the upcoming modpack. With the modlist I have listed, the config works perfectly. You'll notice that it's much smaller with the upcoming update that I posted not to long ago, but the server does not run on those mods yet.
Slash0mega #304
Posted 23 June 2014 - 04:55 AM
hm, I just found this, if you are interested in adding protection to the server you could check this out

http://www.minecraftforum.net/topic/1889473-legobear154s-mods-mytown-aperf-and-forgeperms/
as far as i can tell, its a towny like mod for forge.
theoriginalbit #305
Posted 23 June 2014 - 05:05 AM
I call a vote for ICBM and Tinkers Construct :P/>

EDIT: though maybe just the normal missiles, not the nukes, nukes are server killers.
Edited on 23 June 2014 - 03:06 AM
Cranium #306
Posted 23 June 2014 - 05:51 AM
I call a vote for ICBM and Tinkers Construct :P/>

EDIT: though maybe just the normal missiles, not the nukes, nukes are server killers.
I don't think you even looked at the upcoming modlist…
theoriginalbit #307
Posted 23 June 2014 - 05:54 AM
EDIT: nvm found the reply with the link.
EDIT2: don't forget to grab the latest OpenP, hopefully the Proxy problem has been fixed too.
EDIT3: JABBA barrels are nice, considered them? BiblioCraft or Carpenters Blocks? why no RailCraft? also maybe remove TreeCapitator, Tinkers has a tool for that.
Edited on 23 June 2014 - 04:06 AM
Bomb Bloke #308
Posted 23 June 2014 - 07:24 AM
I do like the sound of those barrels… Carpenter's looks pretty exceptional, too.

But explosives on a non-white-listed server? Sounds like an excuse to test out that backup functionality to me. ;)/>
theoriginalbit #309
Posted 23 June 2014 - 07:25 AM
Carpenter's looks pretty exceptional, too.
the main reason I like it, is you build the frame, then put the item in and it uses the items texture, so you can literally make fences and slopes and stuff out of any block you want.

But explosives on a non-white-listed server? Sounds like an excuse to test out that backup functionality to me. ;)/>
well that's why you build defences against ICBM stuff, and also ban the really big explosive stuff like the nukes and those other massively destructive red matter ones.
Edited on 23 June 2014 - 05:26 AM
Bomb Bloke #310
Posted 23 June 2014 - 07:31 AM
What counts as "defenses"? I'm sorta assuming you're expected to build STA missiles or something, but I'm leaning towards an igneous extruder and some pistons…
theoriginalbit #311
Posted 23 June 2014 - 07:41 AM
well the ICBM mod has a few different ways of defending against missiles. but the simplest of the lot would just be to hid underground.
Slash0mega #312
Posted 23 June 2014 - 03:52 PM
well the ICBM mod has a few different ways of defending against missiles. but the simplest of the lot would just be to hid underground.

that sounds…. "fun"
:(/>
theoriginalbit #313
Posted 23 June 2014 - 03:57 PM
that sounds…. "fun" :(/>
I did say simplest… the most fun is setting up radar and guns to take them down.
Cranium #314
Posted 23 June 2014 - 04:26 PM
In regards to all that, perhaps it would be prudent for me to add MFFS, and I guess I forgot to add bibliocraft and carpenters blocks. I had actually planned on using them anyway. I'll add them to the list tonight.
theoriginalbit #315
Posted 23 June 2014 - 04:27 PM
In regards to all that, perhaps it would be prudent for me to add MFFS
Sure, just as long as they're not as buggy as they used to be.

and I guess I forgot to add bibliocraft and carpenters blocks. I had actually planned on using them anyway. I'll add them to the list tonight.
awesome :)/>
Slash0mega #316
Posted 23 June 2014 - 04:28 PM
I am not looking forward to having to waste resorces just to make sure someone can not send remote greaf sticks to my house…

also just watched the mod direwolf20's mod spotlight for it, seems pretty simple to make any buildable area around spawn a chard, crater-y mess…….

on the other hand, this server dose seem to be free of anybody who would randomy attack anybody, so perhaps i am just paranoid…
theoriginalbit #317
Posted 23 June 2014 - 04:30 PM
you know the missiles have a range too right?
Slash0mega #318
Posted 23 June 2014 - 04:32 PM
hm, i just imaganed my house which i was going to base off my childhood home being surrounded by a forcefield, which seemed odd to me… then i had another, neat thought.


i wonder if anybody would be interested in living in a comunity safe from outside forces

you know the missiles have a range too right?

oh? what is the range?
theoriginalbit #319
Posted 23 June 2014 - 04:36 PM
idk like 2000 blocks (configurable)? basically you don't need to worry about anyone on the server launching attacks on you, only those within range… *checks* yep 2000.
Missiles have a default range of 2000 blocks (configurable in the mod config). They will load chunks as they pass through them.
Cranium #320
Posted 23 June 2014 - 04:48 PM
Well, what you CAN do….
  1. Build SUPER close to your enemies. This way, they will only be able to make small explosives, or they will risk blowing themselves up
  2. Set up a force field(as long as it's not buggy)
  3. Set up a radar tracking and interception system
  4. build a bunker underground
  5. Kiss your butt goodbye, cause I'm comin' for you!
theoriginalbit #321
Posted 23 June 2014 - 05:05 PM
haha! I like #5… I'm glad I'm going to be in the same base :P/>
Bomb Bloke #322
Posted 23 June 2014 - 05:39 PM
If you build too close, wouldn't they just, like, run in and start pickaxing things?
theoriginalbit #323
Posted 23 June 2014 - 05:51 PM
If you build too close, wouldn't they just, like, run in and start pickaxing things?
not if you have a shield.
Bomb Bloke #324
Posted 23 June 2014 - 05:54 PM
… wouldn't that remove the need to build too close?
Cranium #325
Posted 23 June 2014 - 06:56 PM
Well that's the fun! If you want to build close to people, you'll need some sort of protection. Personally, I like the automated laser turrets, because you can just have like eight of them around your base, and if anybody gets too close, it will just murderize them in the most efficient and accurate way that only a cold, heartless machine can do.
Slash0mega #326
Posted 23 June 2014 - 07:01 PM
so no guests then?
Cranium #327
Posted 23 June 2014 - 07:20 PM
You can actually add people to the whitelist on your turrets. I haven't tested it, but it may even be possible to use openperipheral to manage that.
Slash0mega #328
Posted 23 June 2014 - 07:28 PM
:D/>
Dog #329
Posted 23 June 2014 - 08:07 PM
In regards to all that, perhaps it would be prudent for me to add MFFS, and I guess I forgot to add bibliocraft and carpenters blocks. I had actually planned on using them anyway. I'll add them to the list tonight.
Well that's the fun! If you want to build close to people, you'll need some sort of protection. Personally, I like the automated laser turrets, because you can just have like eight of them around your base, and if anybody gets too close, it will just murderize them in the most efficient and accurate way that only a cold, heartless machine can do.
I prefer to play on private servers and I've been doing mostly creative lately; but, between the mods and the conversation, y'all are makin' it real hard to stay away. I hope you won't mind a new visitor when the new mod pack is finalized and in action.
Slash0mega #330
Posted 24 June 2014 - 02:35 AM
welcome to the server dog :)/>

cranium, are you going to try chunkloaders again with this modpack?
Cranium #331
Posted 24 June 2014 - 04:18 PM
Yes, chunkloaders will be available. They should work.

I will be updating the server not tonight, but tomorrow. Before updating of course, I'll take a backup of the world, and post it for everyone. I know you guys have some programs you may want to save, or some contraptions you'd like to continue.
Cranium #332
Posted 25 June 2014 - 05:02 AM
Well I lied… it's taking longer to setup the test server to make sure it works. I was not able to confirm that it works right now. I'll update you guys when I will be starting the upload for the new mods.
Bomb Bloke #333
Posted 25 June 2014 - 11:31 AM
Any chance of an estimated ETA on that?
theoriginalbit #334
Posted 25 June 2014 - 11:34 AM
not good enough Cranium, I expected more from you :P/> nah that's okay.
Cranium #335
Posted 25 June 2014 - 03:37 PM
Alright, so I've got the test server running. You can join it at beta.thatcraniumguy.net. You'll need the modpack 3.0 and the config 3.0 in order to join. If you have problems with the modpack, it may be that it's still uploading. My network connection only has 1meg upload, and I just started the upload now. I'd give it about two hours from the time of this post. If you're still having issues, let me know, and I'll do my best to fix it.

Because my connection is slow on the upload, you'll probably get some considerable network lag on the test server. Please be patient on the test server, because it's the best I could do on short notice, and for free :P/>
Edited on 25 June 2014 - 01:37 PM
Slash0mega #336
Posted 25 June 2014 - 04:52 PM
when the server leaves beta, are you going to wipe the map?
Cranium #337
Posted 25 June 2014 - 04:57 PM
when the server leaves beta, are you going to wipe the map?
Yes, since many of the mods will be removed, the plan is to reset the map. Again though, like the last time, I plan on keeping the most recent backup available for everybody to download. That way, if you have any programs or machines you'd like to keep, you can just copy them to your own local game.
Dog #338
Posted 25 June 2014 - 09:50 PM
Tried out the beta server today - brutal. Spawned in next to a skeleton and tried to run away. I didn't succeed. Respawned several times, only to have it get progressively worse with more zombies and skeletons…then the server crashed. Was there anything in any of those starting books that I should have read? I never had the chance to look at them :P/>
Slash0mega #339
Posted 25 June 2014 - 10:05 PM
the 3 starting books are all craftable i beleve, or you can just look at the wiki/site of the mods
the first 2 where about open blocks, one is a general intoduction and the other was a change log
the third was a general howto for tinkers construct,

and yes, there are way too many armor using monsters O_O
Slash0mega #340
Posted 25 June 2014 - 10:39 PM
i have a anoying bug on my end, whenever i respawn, i get stuck in some type of limbo… basicly there is only one pixle of colsiion under me, and if i move i fall thrugh the world untill the game decides to sync up and show me where i really am. monsters can still attack me while this is happaning so by the time i sync, i am allready dead….


also, FULLY ARMED monsters keep getting into my home…. and i have stone tools still…
Edited on 25 June 2014 - 08:40 PM
Cranium #341
Posted 25 June 2014 - 10:41 PM
Yeah, that'd be the zombie awareness mod that's installed. It's supposed to make hostile mobs more intelligent, and the more you're hurt, the more they're drawn in. They smell blood, hear noises, and see light, and are all drawn to it. So beware when you are starting out. It might just make you cry.

I might try tweaking the configs to lower the difficulty a bit. It shouldn't be horribly evil when you're starting out.

i have a anoying bug on my end, whenever i respawn, i get stuck in some type of limbo… basicly there is only one pixle of colsiion under me, and if i move i fall thrugh the world untill the game decides to sync up and show me where i really am.
Yeah, that's likely the low ping rate. It's being hosted from my personal home network, and the upload speed isn't the greatest. Sorry about that, not much I can do really…
Edited on 25 June 2014 - 08:43 PM
Slash0mega #342
Posted 25 June 2014 - 11:18 PM
It might just make you cry.

not quite cry, but cry out in pure irritation…
should hopfully not be as bad the moment i get a bed made.
Bomb Bloke #343
Posted 26 June 2014 - 09:48 AM
FWIW I've set up a bed in the volcano near spawn. Which is a poor place for one, since it's surrounded by water and so the mobs don't burn, but hey, it's a safe spot to run to.

Mobs appear to be spawning flat out, and I'm not sure they're obeying regular lighting rules. I get the impression a greater torch density than usual is required.

Yes, since many of the mods will be removed, the plan is to reset the map.

Are you talking about removing mods from the beta server and wiping its map (that is, both maps get wiped), or just removing them from the main server and taking out its map?
Edited on 26 June 2014 - 08:00 AM
Cranium #344
Posted 26 June 2014 - 03:18 PM
The plan is, to wip the main server, replace with just the mods on the beta server, and recreating a brand new world with those mods.
Bomb Bloke #345
Posted 26 June 2014 - 04:21 PM
Righto.

Played a few hours, have a couple of thoughts:

The undead are pretty brutal. If you're injured at all, then expect zombies / skeletons to run after you like a fly to vinegar. They're pretty docile so long as you can keep your health maxed out, though they'll otherwise happily pathfind up from bedrock to sea level to get at you (as long as there's a path, no matter how complex - they'll sit tight otherwise). Do NOT let them get into your bedroom, it's no fun at all! I actually found myself setting up doors throughout my mine to keep them at bay, as they can often come as fast as they can be killed.

That's in part because their spawn rates are really high. Thankfully, spiders and creepers don't appear to be affected - in fact you'll run into less of those than usual, as the mob cap is being hit by the glut of undead. I quite like it this way, personally, though you might consider putting up a warning about the mechanics of it in the OP or something.

The other thing is ores - there's like four mods spawning in copper for eg, and they're all configured as if they're the only one doing it. Which means common mod ores (copper/tin most notably) are appearing in such abundance that I couldn't mine it all if I wanted to. I'm not sure if that's what you were going for or not, but, um, there's certainly no shortage of materials down there…

Likewise, I'm not sure if it's intended that I can harvest two stacks of logs in one go by hacking through a single block at the base of a tree using a stone axe. It's nice, but feels crazy.
Cranium #346
Posted 26 June 2014 - 04:37 PM
The undead are pretty brutal. If you're injured at all, then expect zombies / skeletons to run after you like a fly to vinegar. They're pretty docile so long as you can keep your health maxed out, though they'll otherwise happily pathfind up from bedrock to sea level to get at you (as long as there's a path, no matter how complex - they'll sit tight otherwise). Do NOT let them get into your bedroom, it's no fun at all! I actually found myself setting up doors throughout my mine to keep them at bay, as they can often come as fast as they can be killed.
As far as the pathfinding, they should be drawn to three things: Light, sound, and the scent of blood. By light, they should only see EXPOSED light. so if you have torches outside somewhere, they would be drawn to it. For sound, they will be drawn to almost any sound, such as someone smashing a pick against stone. For blood, well…that's self explanatory. All of this is within a 64 block radius that they can detect. They cannot see players or light through solid blocks(except glass).
That's in part because their spawn rates are really high. Thankfully, spiders and creepers don't appear to be affected - in fact you'll run into less of those than usual, as the mob cap is being hit by the glut of undead. I quite like it this way, personally, though you might consider putting up a warning about the mechanics of it in the OP or something.
If it's becoming too much of a problem, I think I'll disable Zombie Awareness for a while, or altogether.
The other thing is ores - there's like four mods spawning in copper for eg, and they're all configured as if they're the only one doing it. Which means common mod ores (copper/tin most notably) are appearing in such abundance that I couldn't mine it all if I wanted to. I'm not sure if that's what you were going for or not, but, um, there's certainly no shortage of materials down there…
Actually, there should only be one that I can tell… Could you let me know which mods are spawning the duplicate ores? There's configs in a few of the mods to disable common ores, and I'd like to make sure that there's only one mod making the common ores.
Likewise, I'm not sure if it's intended that I can harvest two stacks of logs in one go by hacking through a single block at the base of a tree using a stone axe. It's nice, but feels crazy.
That's part of Treecapitator actually. You should notice that the damage of your axe goes up proportional to the amount of wood that breaks. If it doesn't, and only returns the damage value of one block, let me know, because it's supposed to break if it can't cut the entire tree.
Edited on 26 June 2014 - 02:37 PM
Bomb Bloke #347
Posted 26 June 2014 - 05:08 PM
They cannot see players or light through solid blocks(except glass).

Seems they can smell blood, though - unless entirely sealed off, they'll pathfind until they've got a visual. It's not so much of a problem once you've got a steady food supply up and running. Heck, for that matter it's pretty hard to run out of rotten meat, so long as you don't run out of swords…

That's part of Treecapitator actually. You should notice that the damage of your axe goes up proportional to the amount of wood that breaks. If it doesn't, and only returns the damage value of one block, let me know, because it's supposed to break if it can't cut the entire tree.

Indeed, it acts as you describe - it's simply the case that a stone axe is capable of harvesting more than a couple of stacks of logs before breaking (especially since you're not "charged" for leaf blocks), and therefore planting a bunch of oaks close together allows you to get crazy amounts of wood with minimal effort.

And even if the action didn't do extra tool damage… I'm talking about a stone axe. Three cobble and an eighth of a log. Who cares whether it breaks or not? ;)/>
Cranium #348
Posted 26 June 2014 - 05:47 PM
Indeed, it acts as you describe - it's simply the case that a stone axe is capable of harvesting more than a couple of stacks of logs before breaking (especially since you're not "charged" for leaf blocks), and therefore planting a bunch of oaks close together allows you to get crazy amounts of wood with minimal effort.

And even if the action didn't do extra tool damage… I'm talking about a stone axe. Three cobble and an eighth of a log. Who cares whether it breaks or not? ;)/>
That's actually intended. It's just to save time, really,rather than cutting down all of the wood blocks individually, then waiting for all of the leaves to decay naturally. This speeds it up as if it all happened on one block. It still should take the same amount of time to break the bottom block that it would take for breaking all of the other blocks.
Dog #349
Posted 26 June 2014 - 05:49 PM
BB's volcano home is a great landmark - it allowed me to run wildly away from the monsters and still find my way back to familiar territory when daylight arrived.

I like that the zombies and skeletons aren't complete squidwards, but I feel the number, aggressiveness, and/or range need to be tweaked. I'd hate to see the mod go completely away, it definitely makes night time a lot more interesting; it just currently feels like it's turned up to 11.

Instead of removing Zombie Awareness, would you consider the following?

In General.cfg
- turn the maxPFRange and maxPFRangeSense down from 64 (32 maybe?)
- turn down scentStrength (fwiw, I don't think scent should be as strong an attracter as sound)

In Spawning.cfg
- turn down (?) maxZombiesNight (not sure how this works - is this 'per loaded area' or 'per server'?)
- or turn down maxZombiesNightBaseRarity (I'm guessing this is a percent chance that we'll get 'max' zombies?)

I'm not sure what your feelings are on tweaking versus keeping/removing; so my apologies in advance if I've crossed any lines or am asking too much.
Cranium #350
Posted 26 June 2014 - 06:01 PM
No, that's what the beta server is for, tweaking before it all goes live. I'll change those settings you suggested, and we'll see if that does anything to tone down the zombies.

Keep in mind folks, that the beta server will not be transferred to the live server(way too much to just simply transfer), and the beta server can be reset at any time.
Slash0mega #351
Posted 26 June 2014 - 06:11 PM
the things i am disliking about zombie awarness is the armor (let us take a brake in the sunshine) and the blood (if you get in trouble, the system puts you MORE in trouble)

light and sound are things that can be helped. check your souroundings before digging and be warry of where you place your torches.


heck, i would not mind zombies having a higher defence due to tinkers construct, but it would be nice to have zombies wear armor AND burn in sunlight.

edit: one more thought, if zombies burn in sunlight, then the crazy spawn rate should not be a problem anymore, because if you get overwelmed, just wait for day… unless you are in a cave.




edit again: another thought on the system: the crazy difficulty would probably be more enjoyable if you did not drop your stuff, leaving your helpless on re-spawn unable to even REACH the tombstone.
Edited on 26 June 2014 - 04:18 PM
Cranium #352
Posted 26 June 2014 - 06:30 PM
The armor is actually added to zombies by Tinker's Construct. I'll see if I can disable that, so only vanilla armor is added to zombies. That should cut down the daytime zombies a lot.
Bomb Bloke #353
Posted 27 June 2014 - 01:34 AM
Actually, there should only be one that I can tell… Could you let me know which mods are spawning the duplicate ores? There's configs in a few of the mods to disable common ores, and I'd like to make sure that there's only one mod making the common ores.

Sorry, forgot to address this in my last post - Mekanism, Tinker's, Thermal Expansion and Galacticraft are all generating copper. There may be more for all I know - as I said, there's a lot of ore down there, mining the lot of it would be a task and a half…

(Especially since the volcano happens to be sitting on a cave system that intersects a buried ravine. Combine that with super-homing-zombies, and I found myself spending all my time spreading torches.)

It still should take the same amount of time to break the bottom block that it would take for breaking all of the other blocks.

Hah, well that's certainly not happening! :lol:/> The time's extended, sure, but you're still spending less than ten seconds to harvest stacks of wood.

(fwiw, I don't think scent should be as strong an attracter as sound)

Which makes sense, if you consider that skeletons don't even have noses…

edit again: another thought on the system: the crazy difficulty would probably be more enjoyable if you did not drop your stuff, leaving your helpless on re-spawn unable to even REACH the tombstone.

Losing your stuff is pretty much the only risk to death anyway - take that out, and dying just becomes a "free health refill" mechanic. :unsure:/>

It's not like you need to worry about getting back within five minutes. The gravestone system means you can take your sweet time - craft up some stone swords, or maybe just go for a jog to despawn the mobs camping your corpse.

Regarding the armour - no lie, first zombie I killed gave me three different bits of the stuff. Took me quite a few more kills to get the fourth, but it strikes me that collecting complete repaired sets of all the different varieties would be pretty fun, and those constant drops work far more in our favour than just having vanilla armour drop rates. Eventually I got a pretty decent steel sword that way.
Slash0mega #354
Posted 27 June 2014 - 02:17 AM
the main server is not on the home network right? I am really getting tired of being unable to defend myself for about 30 seconds every time i die or login.
Dog #355
Posted 27 June 2014 - 02:26 AM
(fwiw, I don't think scent should be as strong an attracter as sound)

Which makes sense, if you consider that skeletons don't even have noses…

And zombies probably stink to high heaven…it's a wonder they can smell anything other than a rotting nose :)/>

the main server is not on the home network right? I am really getting tired of being unable to defend myself for about 30 seconds every time i die or login.

my understanding is that the main server is on a more robust network.
Edited on 27 June 2014 - 12:26 AM
Sillyjake #356
Posted 27 June 2014 - 03:12 AM
:(/> I need some sort of pack, I can't go through a list and install all of these mods.
Bomb Bloke #357
Posted 27 June 2014 - 03:30 AM
Righto then.
Edited on 27 June 2014 - 02:08 AM
theoriginalbit #358
Posted 27 June 2014 - 03:49 AM
-snip-
in all honesty I don't think we want him.
Reason 1
Reason 2
Reason 3
sounds like more of a headache of a player to me. also given this there's no need.
Reason 4
Edited on 27 June 2014 - 01:49 AM
Bomb Bloke #359
Posted 27 June 2014 - 04:09 AM
… Righto then.
Dog #360
Posted 27 June 2014 - 05:42 AM
A couple of things…

I noticed ICBMs is looking for Calclavia core and barfing about not finding it. I haven't played with ICBMs yet so I don't know what kind of integration is missing. Wasn't sure if you were aware that was happening.

As much as I like the aggressive mobs, armored zombies and skeletons during the day is pretty harsh. The neighborhood I'm in is going to pot - it's gotten to where you just can't go outside most days (it probably wouldn't seem so bad if I had a 'base' to move around in, but I live in a dirt hole).

Having said that…the real problem right now is the latency. It's difficult to judge the difficulty when you can't hit the mobs half the time.

Cranium, if you're comfortable with the idea, I'd be happy to host the beta server. I've got a six-core Win7 box with 16GB just idling 24/7 right now and 50/25 FIOS. You'd, of course, have full RDP and FTP access. Would that be useful to you?
Bomb Bloke #361
Posted 27 June 2014 - 06:00 AM
I think that might have something to do with the server's location. When I was playing yesterday I had no problem swatting zombies away most of the time.

Though yeah, free reign over the great outdoors won't come immediately. I figured I'd either position a turtle next to the door and lure zombies in to the slaughter, or rig something up with a piston I found in order to control the lava coming down the mountain side…
Sillyjake #362
Posted 27 June 2014 - 07:23 AM
-snip-
I'm really tired of being singled out by everyone.. This needs to stop.
theoriginalbit #363
Posted 27 June 2014 - 08:41 AM
Cranium, perhaps we can look into Blastcraft, I was just thinking about it, and it might help settle people's nerves about ICBM, since the blast proof blocks are capable of withstanding a nuke.
redeye83 #364
Posted 27 June 2014 - 09:05 AM
Will there be force fields?
Cranium #365
Posted 27 June 2014 - 02:56 PM
A couple of things…

I noticed ICBMs is looking for Calclavia core and barfing about not finding it. I haven't played with ICBMs yet so I don't know what kind of integration is missing. Wasn't sure if you were aware that was happening.

As much as I like the aggressive mobs, armored zombies and skeletons during the day is pretty harsh. The neighborhood I'm in is going to pot - it's gotten to where you just can't go outside most days (it probably wouldn't seem so bad if I had a 'base' to move around in, but I live in a dirt hole).

Having said that…the real problem right now is the latency. It's difficult to judge the difficulty when you can't hit the mobs half the time.

Cranium, if you're comfortable with the idea, I'd be happy to host the beta server. I've got a six-core Win7 box with 16GB just idling 24/7 right now and 50/25 FIOS. You'd, of course, have full RDP and FTP access. Would that be useful to you?
That'd be nice, and I appreciate the gesture, Dog. Unfortunately, we run the server through Linux(CentOS 6), which makes it ever so much easier on my end for managing the ssh and sftp.
Cranium, perhaps we can look into Blastcraft, I was just thinking about it, and it might help settle people's nerves about ICBM, since the blast proof blocks are capable of withstanding a nuke.
Blastcraft doesn't really add much to the server that we don't already have. We have things that can withstand a nuke no problem(force fields), and it's not just as simple as making a certain block. You need to constantly supply the force field with power or it dies, and you're vulnerable.
That being said, ICBM does have reinforced concrete, that can withstand small explosions.
Will there be force fields?
Force fields are already installed right now. Enjoy them.
theoriginalbit #366
Posted 27 June 2014 - 03:02 PM
Blastcraft doesn't really add much to the server that we don't already have. We have things that can withstand a nuke no problem(force fields), and it's not just as simple as making a certain block. You need to constantly supply the force field with power or it dies, and you're vulnerable.
That being said, ICBM does have reinforced concrete, that can withstand small explosions.
well yeah, I was just thinking nuclear bunkers incase of shield failure :P/>
Cranium #367
Posted 27 June 2014 - 11:29 PM
Alright, I plan on resetting the server tonight, and updating the mods. Please note, that I will be shutting down the server for about two hours,(perhaps more) while I take a final backup of the world, and change over the mods and create a new world. This is going to occur about three hours from now, so make sure that you save your work!
Dog #368
Posted 27 June 2014 - 11:57 PM
Thanks for doing this, Cranium, I've been having quite a bit of fun :)/> Thanks also to theoriginalbit and Bomb Bloke for showing me some of the stuff from ICBMs last night.
Cranium #369
Posted 28 June 2014 - 05:02 AM
The server has been updated! Make sure you guys grab the latest config from the website before you join!
Dog #370
Posted 28 June 2014 - 06:15 AM
OK, I'm feeling kind of stupid here. Are we using Modpack 3.0 and Config 3.0 with the new server? I ask because I can't find a link to the modpack in the OP and the config linked in the OP doesn't match Modpack 3.0.

Would you give me nudge in the right direction?

EDIT: downloaded the latest Modpack 3.0 and Config 3.0 from your website's MC directory and was able to connect.
Edited on 28 June 2014 - 04:27 AM
Cranium #371
Posted 28 June 2014 - 07:11 AM
OK, I'm feeling kind of stupid here. Are we using Modpack 3.0 and Config 3.0 with the new server? I ask because I can't find a link to the modpack in the OP and the config linked in the OP doesn't match Modpack 3.0.

Would you give me nudge in the right direction?

EDIT: downloaded the latest Modpack 3.0 and Config 3.0 from your website's MC directory and was able to connect.
Yeah, my bad. I fixed the OP now.
theoriginalbit #372
Posted 30 June 2014 - 10:56 AM
the large biomes are a nightmare! I ran ~10k and I'm still not out of the snow biome that's north of the spawn.
Cranium #373
Posted 02 July 2014 - 04:04 AM
I've had questions from players saying that they are being told that they need to use computercraft to be able to play on the server. This is not true, and I'd prefer if you guys don't dictate what must be used on my server. That's why we have so many mods. You're free to use them as you wish, and also free to ignore certain mods you don't like or can't be bothered to learn.

While I would appreciate it if you do learn some programming through ComputerCraft, I don't demand it of you.
kevinz000 #374
Posted 04 July 2014 - 08:41 AM
#Blocks
3972: resonant:multiPart from ResonantEngine - aluminumWire from GalacticraftCore
Suggested Ranges: 2580-2999 (420 IDs), 516-899 (384 IDs), 1687-1999 (313 IDs)

Afk crying in a corner about how I can't be included

edit
Ohwait I didnt see the config download
I feel so stupid ;_;
Edited on 04 July 2014 - 06:45 AM
Cranium #375
Posted 07 July 2014 - 09:41 PM
Due to some issues with OpenPeripheral lately, Ihave decided that we will try updating to the current public version. I'll set this up tomorrow, but for now, you can go to openmods.info to get a jump on it, and download the updated files. I'll also be including MoarPeripherals from our good friend theoriginalbit. I'm excited for the Iron Noteblocks he's bringing back.
Chain99 #376
Posted 07 July 2014 - 09:47 PM
Is the server down for maintenance? 1404766013
Cranium #377
Posted 07 July 2014 - 11:20 PM
I think the server had crashed, but I restarted it.
Dog #378
Posted 09 July 2014 - 08:05 PM
I was wondering if someone could point me in the direction of doable MJ production for the ore/tech level I'm currently at (if it's possible).

Tinker's, Mekanism, and Extra Utils are all new to me (how did I not try these out before?!?) but I've checked their websites and based on the server's mods I *think* I'm stuck. I haven't found any diamonds yet (so no mining turtle, obsidian, nether portal, etc…) and can't seem to find anything that generates MJ that doesn't require obsidian or nether brick to make.

Any suggestions?

EDIT: Realized that Forestry Biogas Engines don't require BioFuel so I've got a (weak) method of producing MJ. But I'm stumped at how to transport the MJ without conductive pipes. Goes to show how long it's been since I've played on a public server (or without Buildcraft).
Edited on 09 July 2014 - 06:54 PM
Cranium #379
Posted 09 July 2014 - 08:41 PM
You can make a survivalist's generator. It's super cheap, and does produce some MJ, but it's highly inefficient.
Dog #380
Posted 09 July 2014 - 09:18 PM
If it's better than 8 biogas engines (and some way to concatenate the output), I'm in - will try it out now - thanks, Cranium :)/>
Edited on 09 July 2014 - 08:31 PM
Cranium #381
Posted 09 July 2014 - 09:31 PM
Okay, funny story time.

I was up last night working on a bunch of things, and I had downloaded the updates to OpenPeripheral and the new MoarPeripherals to my local client. While they were downloading, I decided to watch some anime, play some other games, and generally derp around ont he internet. Eventually, I called it a night, and went to bed, not realizing that I hadn't done anything with those files, and they were sitting on my computer still, untouched.

TL;DR, I forgot to update the server yesterday like I said I would. Derp.
I'll do it tonight, I promise.
Dog #382
Posted 09 July 2014 - 10:55 PM
Don't forget the new config for MoarPeripherals :)/>
Cranium #383
Posted 09 July 2014 - 11:19 PM
Of course. I just haven't had a chance to do anything tonight, since I'm still at work right now.
theoriginalbit #384
Posted 10 July 2014 - 02:02 AM
Btw Dog, you can make a nether portal, buckets of lava and buckets of water. That's what I did with my lack of diamonds, also if you even have one diamond you can add it to a tinkers tool to give it the mining level or diamond tools.
Dog #385
Posted 10 July 2014 - 05:07 AM
Huh…hadn't considered building a nether portal that way - rather ingenious. Didn't know about the diamond in the tinker's tools, either - will look into that.

Thanks for the tips, Bit :)/>
Edited on 10 July 2014 - 03:08 AM
Cranium #386
Posted 10 July 2014 - 05:14 AM
Server is now updated! Please check out the new download page!
http://thatcraniumguy.net/modpack/download/
theoriginalbit #387
Posted 10 July 2014 - 05:20 AM
Didn't know about the diamond in the tinker's tools, either - will look into that.
still haven't read the Red (?) book yet have you :P/>
Dog #388
Posted 10 July 2014 - 05:38 AM
I read the three books I have - I just suck at remembering stuff like that until I've read it a few times. Just re-read it now and I remember I decided against the diamond mod due to the single-use thing. Although it's way cheaper than a regular diamond pick, a mining turtle is my preference until I have some diamonds saved up.
theoriginalbit #389
Posted 10 July 2014 - 10:28 AM
I decided against the diamond mod due to the single-use thing.
ah, no, I can see your confusion. Single-use doesn't mean you can only use the pick at diamond level once, it means that you can only apply the modifier once; so if you were to try and add another diamond it won't let you because it would give no benefit, hence 'singe-use'.
Dog #390
Posted 10 July 2014 - 08:10 PM
Oh…I see…well, that's very different. Guess I *will* be doing the diamond mod at some point (diamond, redstone, and flux seem like a good combo). Thanks for clearing that up for me.

I think today is going to be about exploring Mekanism a bit. Definitely want to check out a Paxel and the Electric Chest (among other things).
theoriginalbit #391
Posted 11 July 2014 - 12:59 AM
Had to look it up, 'cause it's new (for me), flux could be good, but tbh the top teir tools have huge durability and don't cost much to repair.

My normal tools were the following;
- Manyullyn tool (all parts, +3 modifiers)
- Lapis (-3 modifiers [max])
- Gold Block + Diamond (+1 modifier [max])
- Moss Ball (-1 modifier [max])
- Nether Star (+1 modifier [max])
For the final modifier in the event I could be bothered to get a nether star, I'd either do;
- Redstone (-1 modifier [only adds like +4 speed]); or
- Emerald (-1 modifier ['cause more durability is always good])

When I looked on the wiki I noticed there's a new (since I played last) way to get +1 modifier – Enchanted golden apple + diamond block – though not sure what I'd add.

My normal sword was made of Manyullyn and then nether quartz (normally maxed for extra sharpness) and a moss ball, I wouldn't bother with a nether star modifier, 'cause I wouldn't have anything else to put on; there's not point due to the fact that Manyullyn + maxed quartz generally meant it was close to a 1 hit kill.
Edited on 10 July 2014 - 11:00 PM
Lyqyd #392
Posted 11 July 2014 - 01:09 AM
I can't think of any good reason why you'd want more than one modifier worth of Lapis, or why you'd ever want that on your main tools to begin with. Silk touch, man! Also, diamond block + glowy golden apple is another extra modifier slot. Moss does stack in efficacy.
theoriginalbit #393
Posted 11 July 2014 - 02:06 AM
Well more modifiers of lapis increases fortune, meaning better drops. Combining fire crystals, and lapis gives you the best luck drops. I generally just have a low tier tool for silk touch though, like stone + diamond mod, silk touch doesn't need to be anything special. Oh the wiki didn't mention the diamond block + golden apple! wait, moss stacks now? I assume taking extra modifier slots as it stacks?
Edited on 11 July 2014 - 01:22 AM
Dog #394
Posted 11 July 2014 - 02:28 AM
I don't think you can combine silky and fortune, can you? Seems like they rather opposed in function.
theoriginalbit #395
Posted 11 July 2014 - 03:22 AM
oops, no you can't, that was meant to just be fire crystals and lapis, then the statement about me using the low tier for silk touch. I had two thoughts running through my head of what I wanted to type, seems my mind combined them :P/>
valithor #396
Posted 11 July 2014 - 05:37 AM
I might just being something wrong… but when i try to go to the download link it says can't find the server. I noticed that when i copied the link dirrectly from the forums it was http://thatcraniumgu...k/download/ with the 3 dots in it instead of the full link.

edit.
After a google search i was able to find it and download the modpack.
Edited on 11 July 2014 - 03:40 AM
Cranium #397
Posted 11 July 2014 - 06:17 AM
I might just being something wrong… but when i try to go to the download link it says can't find the server. I noticed that when i copied the link dirrectly from the forums it was http://thatcraniumgu...k/download/ with the 3 dots in it instead of the full link.

edit.
After a google search i was able to find it and download the modpack.
Yeah, I fixed the link now.
Dog #398
Posted 12 July 2014 - 07:50 PM
Cranium - thanks for finding and fixing that 'xp embedded in stone' weirdness today. Game is playing a LOT smoother since then.
Edited on 12 July 2014 - 07:11 PM
Slash0mega #399
Posted 14 July 2014 - 10:46 AM
I have a problem, my chunkloader is not chunkloading :(/>
Cranium #400
Posted 14 July 2014 - 03:40 PM
Chunkloaders should definitely work. The only time they should not, is when you are not on the server. Is that what you're referring to? Kinda need more info to troubleshoot.
MissionFirewall #401
Posted 14 July 2014 - 10:44 PM
Was hoping to sneak my way in here but we see how that went down. I installed forge, all the mods, and even the scala libraries since I installed manually. Then I proceeded to lauch minecraft when it stopped responding.
Help?

Edit: Changed the PermGen size like Cranium suggested. Works fine
Edited on 14 July 2014 - 08:47 PM
Cranium #402
Posted 14 July 2014 - 11:34 PM
It's funny how many people don't read the instructions. I laugh each time :)/>
Rule #1 of troubleshooting: RTFI - Read the flippinging instructions!

Glad you got in though!
Slash0mega #403
Posted 17 July 2014 - 01:39 PM
chunkloaders are working as they where supposed to then, didn't relise they would turn off when logging out
theoriginalbit #404
Posted 17 July 2014 - 01:42 PM
that's the way chicken chunks is designed. it's a brilliant idea imo.
Cranium #405
Posted 17 July 2014 - 03:42 PM
Actually, no…
They were originally set to keep loaded when offline, but that was causing problems, so I changed that. This is better, in my opinion, because it doesn't mean we'll have thousands of chunks loaded when nobody is online.
theoriginalbit #406
Posted 17 July 2014 - 03:45 PM
really? the default used to be set to only load when the owner is online.
Slash0mega #407
Posted 21 July 2014 - 12:56 AM
Cranium, Where you messing with danny in my base? a creeper that got spawned blew him up and we lost a lot of hard to get stuff,

handled in irc, thank you.
Edited on 20 July 2014 - 11:08 PM
Cranium #408
Posted 23 July 2014 - 05:00 PM
I've gone ahead and updated the beta server, as we're going to be having a few mod updates soon.
We're going to be updating MoarPeripherals, and Resonant Induction. If you guys know of other mods I should update, let me know.
theoriginalbit #409
Posted 23 July 2014 - 05:15 PM
We're going to be updating MoarPeripherals
:D/>
Cranium #410
Posted 25 July 2014 - 01:30 AM
I'll be updating the server tonight. Unfortunately, there is no update to Mekanism, which seems to be the main cause of lag. If it continues to be a problem after the update, we may need to think about removing Mekanism. If that occurs, you guys may need to swap some of your resources from Mekanism to another mod.
Cranium #411
Posted 25 July 2014 - 08:32 AM
Alright folks. I think I found the issue with Mekanism. Unfortunately, it seems that there is no way to resolve it without updating to MC 1.7, which we can't feasibly do at the moment. I think I'm going to put it up for a vote, and ask everyone if they want to do one of three things:
  1. Remove Mekanism from the server. The server performance would improve immediately, and we wouldn't have to worry about lag nearly as much. This would be a permanent removal until we reset the world on the 1.7 update in the future.
  2. Temporarily ban Mekanism machines and networks. This would go on the honor system to ask EVERYONE on the server to remove their Mekanism based items/machines, and put them into storage for now. When we are able to update to 1.7, I will do my best to try to port the 1.64 world to 1.7, and hopefully keep your items, but there would be no guarantees. This also means, that some lag may still be present.
  3. Try to port the server now, to MC 1.7. This means that we would likely lose a LOT of widely used mods, and would probably require a map reset if we do it now. I would do my absolute best to port over as much as I could, but I could not guarantee anything to work.
Let me know what you guys would prefer, and I'll try to be as accommodating as possible. Of course, before trying any changes, backups of the world will certainly be taken.
Dog #412
Posted 25 July 2014 - 04:28 PM
#2 seems like the logical first step, but ultimately I think #2 and #1 will have a similar impact…

For me the biggest problem is not the loss of machines as much as equipment (tools, armor, jetpack, etc. - I only have 1 non-Mekanism item equipped). To my knowledge there is no way (without Mekanism machines) to refill the jetpack or recharge Mekanism equipment, so keeping the machines in chests still means that Mekanism is essentially 'done' until an upgrade of the server.

A potential down side to removing the mod is that world gen will be missing osmium in all the places we've been when the mod is re-added with a 1.7 update.

If #1 or #2 end up being the case, it would be nice to have something to replace some of the functionality (e.g. Simply Jetpacks or a similar mod for transpo, Portal Gun mod for longfall boots, etc.) if that' s a possibility.
Edited on 25 July 2014 - 02:33 PM
Cranium #413
Posted 25 July 2014 - 05:31 PM
For me the biggest problem is not the loss of machines as much as equipment (tools, armor, jetpack, etc. - I only have 1 non-Mekanism item equipped). To my knowledge there is no way (without Mekanism machines) to refill the jetpack or recharge Mekanism equipment, so keeping the machines in chests still means that Mekanism is essentially 'done' until an upgrade of the server.
Yeah, that would essentially be the plan. But I think if we go this route, a provision could be made that users could be allowed those charging devices, and no other machinery. I believe it's mostly the machinery causing issues, not so much the items themselves.
A potential down side to removing the mod is that world gen will be missing osmium in all the places we've been when the mod is re-added with a 1.7 update.

If #1 or #2 end up being the case, it would be nice to have something to replace some of the functionality (e.g. Simply Jetpacks or a similar mod for transpo, Portal Gun mod for longfall boots, etc.) if that' s a possibility.
If we do remove the mod, I do believe there's a retrogen option in the 1.7 config, so we could replace the osmium.

If we do end up removing the mod altogether, then I'll definitely look into replacing the jetpacks with some sort of similar transportation mod. I'd like to reinstall mystcraft, but I'd have to ban almost all of it, because we can't keep making tons of worlds. The last version had the most massive world save before we had to pare it down. 8Gb.
McLeopold #414
Posted 25 July 2014 - 06:43 PM
I vote for #3, go to 1.7 now. Without extra biome mods I'd really like the 1.7 world generation with roof forests, mesa biomes and mega taigas to be included. As mods are updated to 1.7 you can add them and it will keep the server exciting and give people a reason to keep logging in. If this option is considered, could you make a list of mods that are not ready yet so we know just what we would be losing?
Dog #415
Posted 25 July 2014 - 07:00 PM
I don't think an update to 1.7.x is quite feasible…yet. I went through the list today and was able to find *most* of the mods for 1.7.10, although some are considered dev versions and one or two are compiled by users instead of the mod devs themselves. Some of the mods not yet available are:

1. Resonant Induction (although Universal Electricity, Resonant Engine, and MFFS *are* available)
2. Thermal Expansion
3. GalactiCraft
4. Wireless Redstone CBE
5. ChickenChunks
6. all OpenMods (OpenBlocks, OpenPeripherals, NotEnoughCodecs, etc.)

I chose 1.7.10 because that's the direction many of the mods seem to be heading and some of the mods we use skipped 1.7.2 entirely. Most of the mods that aren't yet available are still for MC 1.6.4.
Edited on 25 July 2014 - 05:12 PM
McLeopold #416
Posted 25 July 2014 - 08:17 PM
6. all OpenMods (OpenBlocks, OpenPeripherals, NotEnoughCodecs, etc.)

Okay, that's a deal breaker. I switch my vote to #2.

Cranium, can we get permission to tear down any mekanism blocks we find and stick them in chests for other players?
Cranium #417
Posted 25 July 2014 - 08:27 PM
I'd say that the vote would go into effect on Monday. So do what you will with your own stuff, but for now, don't mess with other people's machines without their permission. I only just now added the poll, so let's wait for people to get a chance to read it. We do have an international community after all.

That said, please encourage everyone you meet on the server to vote. This is a very important vote, and I do not want people to be left out of the decision.
Slash0mega #418
Posted 26 July 2014 - 12:13 AM
with the temporary ban, would hydrogen generation still be ok?


in any case, i guess 2 would be the best case of action, at least untill we can find out if that is enough to stop the lag.
Cranium #419
Posted 26 July 2014 - 12:42 AM
So far, we've been able to remove Mekanism cabling,a nd the lag has improved significantly. We may just be able to ban the universal cables, and not have to ban everything else.
For now, I'll leave the poll open until Monday, at which point, if the lag is still a problem, I'll take whatever actions would be decided upon.
Cranium #420
Posted 28 July 2014 - 08:35 PM
It seems that removing Mekanism cables pretty much solved all of our problems. For now, the worst lag is generated by players exploring new chunks. I'll put a stay of execution on Mekanism for now, but if it acts up again, we may need to remove/ban it.
Cranium #421
Posted 30 July 2014 - 02:24 AM
Minor update to MoarPeripherals. Crafting recipe should be fixed now.
Slash0mega #422
Posted 30 July 2014 - 03:38 AM
Hey, the update confused danny, he was waiting for another post in the downloads section.
could you change it to 3.2.1 to avoid confusion in case anybody else is waiting on a change to the download page?
Cranium #423
Posted 30 July 2014 - 11:01 PM
Just for Danny, I updated the download page to reflect the 3.2.1 patch.
Cranium #424
Posted 01 August 2014 - 04:43 PM
Well, it looks like another Mekanism item has crashed the server. This time it seems a Logistical pipe caused the crash, and since I couldn't be reached right away, it seems that the scheduled backup continued, and nobody kept the backup prior to the crash. I'm at work right now, so I can't get into the server right now, and remove the offending block.

For now, the server will have to stay off until I can get home tonight, and fix the server.
Edited on 01 August 2014 - 02:44 PM
Cranium #425
Posted 01 August 2014 - 06:59 PM
Well, I've come to a decision on the fate of Mekanism on our server. Unfortunately, it's not good news. I've decided that on Monday evening, I will be removing Mekanism from the server.

I've looked over the bug reports from the fersion of Mekanism we currently have installed, and it seems that we have a lot of potential bugs just waiting to cause more havok on our server. Now, this is not a permanent farewell to Mekanism, because as I hear it, the 1.7 version of Mekanism is much more improved. I will plan on reintroducing it to the server after we do the main update to 1.7(when the rest of the mods we have update).

I'm posting this notice, to let people know beforehand that it will be removed. This gives you guys a chance to swap your resources to other mods before the purge. I would like to replace Mekanism with another tech-oriented mod, so that we can fill the gaps left behind by Mekanism. If anyone has any suggestions as to what we can replace Mekanism with, I'll definitely take them into consideration. Keep in mind, this is not a chance to suggest every mod available for no reason. Suggestions would need to be valid replacements within the missing tech tree.
Dog #426
Posted 01 August 2014 - 09:11 PM
Ouch. I'm in a bit of a quandary about this. I understand why this is going to happen (and why jumping to 1.7 now isn't desirable), and I certainly don't blame you for what is obviously a necessity - but I'm not sure I could get all my resources converted over from Mekanism by Monday (if I were even inclined to spend the time, which I'm doubtful about).

I don't envy the position Mekanism has put you and the server in. While I don't know how this will affect my participation in the future, fwiw you have my full support in doing whatever is necessary.

As for replacements, I suggested a couple previously and would be happy to continue researching replacement components unless you already have an idea of how you're going to proceed.
Cranium #427
Posted 01 August 2014 - 09:35 PM
Well, I'm of two minds right now, because I'd really hate to completely remove Mekanism, because it is such a good mod. I think I might just use this as strike two for Mekanism, and if something else happens, I might just remove it altogether.

This time around was a logistical pipe, last time was the power cables. What next?

For now, I'll leave Mekanism intact. Tonight, I'll have to MCEdit the server to remove the logistical pipe that's causing troubles, but it might be a while. I don't even get off work for four more hours.
Slash0mega #428
Posted 02 August 2014 - 02:17 AM
aw man, we just finished our ore processing plant. hopfully that third strike will not happen for a while if ever
chrdov #429
Posted 03 August 2014 - 07:48 PM
Is there a modpack download for users with technic launcher? I think it's easier for me to get the pack from there.
Never Mind, found the download.
Edited on 03 August 2014 - 05:53 PM
Cranium #430
Posted 11 August 2014 - 07:01 AM
We've actually had some issues recently, which caused me to take action. Most notably, the use of certain exploits to gain the advantage early on, and basically ruining the game for everyone else. This prompted me to revise our FAQ, and add some more clarification on rules, cheating, and I even added a section for some minor troubleshooting that comes up frequently.

If you guys have any questions about these things, feel free to take a look at the Frequently Asked Questions.
ZombieTurtle #431
Posted 11 August 2014 - 04:51 PM
You can't launch from the Minecraft Launcher it just doesn't launch when i went to try with Technic Launcher it works.
Also the server doesn't use bukkit plugins i can get you the software for it(its not mine though).
Cranium #432
Posted 11 August 2014 - 05:01 PM
Well, it works just fine with my Minecraft launcher. And we're not interested in Bukkit plugins.
Bukkit does not play nice with Forge, and causes problems that I'd rather not have to deal with.
secret6timb1 #433
Posted 11 August 2014 - 09:52 PM
What are the rules on this server?
/rules ingame did not work
Edited on 11 August 2014 - 07:52 PM
valithor #434
Posted 11 August 2014 - 10:17 PM
What are the rules on this server?
/rules ingame did not work

http://thatcraniumguy.net/modpack/faq/
secret6timb1 #435
Posted 11 August 2014 - 10:21 PM
Okay thanks
Edited on 11 August 2014 - 08:23 PM
Cranium #436
Posted 11 August 2014 - 10:29 PM
There's not much we don't allow on this server, but item duping and cheating is one of the big no-nos.
Yes, there's a bug in ComputerCraft that currently allows you to duplicate items. No, it is not allowed.
ZombieTurtle #437
Posted 14 August 2014 - 06:30 PM
I got banned for duping? i didn't even dupe
what happened was i was replacing my chests with obsidian ones
then my game crashes when i click sort button
when i come back i'm banned wtf?
my IGN:TariqCrazyman
Cranium #438
Posted 14 August 2014 - 07:12 PM
You were duping. I've been keeping an eye on you guys for some time now, because it was brought to my attention that we were getting console errors due to ComputerCraft. These are the same type of console errors that occur when items are being duplicated. It was easy enough to find that it was you, because the type of duplication you guys were doing was causing your client to crash. And yes, I am watching your friend, too. And I'm not the only one who has the ability to ban.

If, as you say, the crashes were due to Inventory Tweaks crashing your client, we would see something in the error about inventory events. There were no such errors.

So, you're being banned for duplicating items, which is against our rules for cheating.
Dog #439
Posted 21 August 2014 - 01:53 AM
Hey Crainium,

Since MC's vanilla rain gets rather annoying, I nominate Better Rain for inclusion in the eventual server upgrade to 1.7.10.
Cranium #440
Posted 21 August 2014 - 06:14 AM
That looks good. Sounds good for adding to 1.7.10.
Cranium #441
Posted 28 August 2014 - 05:32 AM
I've updated the Beta server to 1.7.10. The only mods we do not have yet are:
  • OpenMods
  • ForgeIRC
  • ICBM
  • ResonantInduction
  • MoarPeripherals
  • NEIPlugins
Go ahead and download the new modpack here, and the new config here.
Report any new bugs, and please feel free to make suggestions for additions/deletions/tweaks in the modpack.
theoriginalbit #442
Posted 28 August 2014 - 06:33 AM
I've updated the Beta server to 1.7.10. The only mods we do not have yet are:
  • MoarPeripherals
yeah I'll get on it soon. Uni has been crazy.
Cranium #443
Posted 28 August 2014 - 06:57 AM
I'm not in any hurry. You're fairly good about updates, and 1.7 is a biggie apparently. So it'll happen when it happens. No rush.
Cranium #444
Posted 29 August 2014 - 08:05 PM
I've updated the beta server with Better Rain, MrCrayfish's Furniture Mod, and most importantly, RAILCRAFT! Enjoy those lovely tanks, people!
Cranium #445
Posted 16 September 2014 - 10:28 PM
I'm looking to move the server to a better, cheaper host. Has anyone used HostHorde at all? Their unlimited plan seems pretty tempting.
Also interested in alternatives. Looking for >6GB RAM, decent CPU, >15GB storage, and U.S. hosting.

EDIT: Bah, just got off the line with HostHorde support. Seems like they don't allow much control over the server, and are pretty restrictive on the configuration. Even limiting the JVM arguments. Oh well. I'm gonna have to look for other hosting options then.
Edited on 16 September 2014 - 08:48 PM
Cranium #446
Posted 19 September 2014 - 03:30 PM
Alright, so with much pain and effort, I've updated the beta server with >70% updates. Check it out at beta.thatcraniumguy.net!
Downloads for the modpack can be found at http://thatcraniumguy.net/modpack/download/
Edited on 19 September 2014 - 01:32 PM
Cranium #447
Posted 29 September 2014 - 06:28 PM
More news! Since ComputerCraft has been updated to 1.7.10 (officially now), I'm going to be updating the beta server with it. Unfortunately, we're still waiting on other mods to update, namely Resonant Induction and the other UE mods. It also seems that we're waiting on Project:RED to update as well, due to them having an outdated API.

We're getting ever closer to that big 1.7.10 update folks!
Cranium #448
Posted 07 October 2014 - 04:43 AM
Well, since we've not had any users since…gosh, weeks…I'm gonna shut down the server until I'm able to update all of the mods to 1.7.10.
From what I can tell, that's going to be a while, so I may look into completely redoing all of the mods, and setting up a completely new modpack. Let me know what kinds of mods you'd like, and I'll look them over!

So far, I plan on having at least this list:
  • ComputerCraft (duh)
  • OpenPeripheral (again, duh)
  • MoarPeripherals
  • Quadcopters (From lyqyd)
  • Project:RED
If there are any others you're interested in, let me know!

UPDATE: Actually, I think instead of shutting it down, I'll be switching the server to just ComputerCraft and Project:RED. Until the rest of the mods are updated, this will be what the new server will be. Not to fret though, if anyone wants me to restore the old world, I can certainly do that!

UPDATE 2: I've updated the server to include a more simple pack. Mods included in the new modpack:
  • ComputerCraft
  • Quadcopters
  • Project:RED
  • Inventory Tweaks
  • NEI
  • WAILA
  • Opis
Edited on 07 October 2014 - 03:04 AM
theoriginalbit #449
Posted 07 October 2014 - 05:08 AM
OpenPeripheral (again, duh)
considering it was last updated 2 months ago, I probably wouldn't hold your breath at a 1.7.10 version coming any time soon.
Cranium #450
Posted 07 October 2014 - 05:28 AM
Yeah, I know. But hey, here's hoping. It's a real crucial part of our modpack.
Cranium #451
Posted 07 October 2014 - 05:00 PM
I updated the modpack slightly. We've got some more useful mods now.
  • ComputerCraft
  • Quadcopters
  • Iron Chests
  • Ender Storage
  • Wireless Redstone
  • Nether Ores
  • Project:RED
  • Inventory Tweaks
  • NEI
  • WAILA
  • Opis
  • Treecapitator
Edited on 07 October 2014 - 08:28 PM
SGunner2014 #452
Posted 08 October 2014 - 06:12 PM
I'm being a massive noob. Is there a technic pack for this?

Thanks,
- Sam
Cranium #453
Posted 08 October 2014 - 06:21 PM
I'm being a massive noob. Is there a technic pack for this?

Thanks,
- Sam
Actually, we have a separate pack for this. You can download it at http://thatcraniumguy.net/modpack/download/
SGunner2014 #454
Posted 08 October 2014 - 06:32 PM
I'm being a massive noob. Is there a technic pack for this?

Thanks,
- Sam
Actually, we have a separate pack for this. You can download it at http://thatcraniumgu...dpack/download/

Once again, a nooby question.

How do I install the pack?

Thanks,
- Sam
Cranium #455
Posted 08 October 2014 - 06:36 PM
You would take everything in the pack and put it into your mods folder. If you don't know how to set up a Forge installation, there's some great tutirials on YouTube to help you out.
SGunner2014 #456
Posted 08 October 2014 - 06:56 PM
Okay, I got the game loading fine. However, I can't seem to connect to the server. It says after pinging for a long time, "Can't connect to server.". I am trying to connect to beta.thatcraniumguy.net. How would I go about fixing this?

Thanks,
- Sam

P.S I can't access the non-beta server either.
Cranium #457
Posted 08 October 2014 - 07:58 PM
I think I left the beta server on a whitelist last night. I'll fix that ASAP, but you shouldn't have any issues connecting to the live server…
What's your ign?
SGunner2014 #458
Posted 08 October 2014 - 08:03 PM
Okay, my username is busdriver2010 (long story). It literally can't reach the server AT ALL.

Thanks,
- Sam
Cranium #459
Posted 08 October 2014 - 08:11 PM
Okay, my username is busdriver2010 (long story). It literally can't reach the server AT ALL.

Thanks,
- Sam
Try connecting to 162.249.6.25.
That's the server direct IP.

If you're still having issues, you can join us on IRC at #cranserv on espernet. I have a fancy little web interface here if you don't have an IRC client.
SGunner2014 #460
Posted 08 October 2014 - 08:14 PM
Okay, I tried connecting to that address in MC, but I got no result. It still says "Can't connect to server". I then tried to ping it in cmd, and it got a reply.

Any Ideas?

Thanks,
- Sam
Cranium #461
Posted 08 October 2014 - 08:24 PM
That's the strangest thing. I have no idea why it would do that. I've checked the server logs, and nothing says you tried to join. I'll try rebooting the server, and see if that helps.
SGunner2014 #462
Posted 08 October 2014 - 08:31 PM
Okay, here's a screenshot after waiting for it to ping for ages. It does this, no matter if I put the port in or not. However, I can connect to my server (It's hosted in the UK). Do you think the fact that I am in the UK/Where I live would have any effect on this (like cut cables or something)?



Thanks,
- Sam
Edited on 08 October 2014 - 06:38 PM
Cranium #463
Posted 08 October 2014 - 08:37 PM
Erm. No screenshot :P/>
SGunner2014 #464
Posted 08 October 2014 - 08:39 PM
There you are. Sorry about that :P/>

- Sam
Cranium #465
Posted 08 October 2014 - 08:54 PM
Well, the next step I'd suggest is a traceroute to see if there's any hangups, but heck, that's out of my scope of knowledge. You can access my website fine, but not the server, so it's definitely strange.

To be sure, you're either trying to connect to mc.thatcraniumguy.net or 162.249.6.25, default port, correct?
SGunner2014 #466
Posted 08 October 2014 - 09:01 PM
Yes, that is correct. I have also tried connecting with the port 25565 specified instead of being applied automaticallly becuase I didn't put it in and that doesn't work either.

Thanks,
- Sam
Cranium #467
Posted 08 October 2014 - 09:40 PM
Just an odd question, but are you connecting with 1.7.10 or 1.6.4?
SGunner2014 #468
Posted 08 October 2014 - 10:22 PM
1.7.10

- Sam
Cranium #469
Posted 08 October 2014 - 10:45 PM
I honestly can't say why you're having issues connecting to the server. It's certainly up and accepting connections. Perhaps if you'd post me your logfile?
Dog #470
Posted 08 October 2014 - 10:47 PM
SGunner2014 - have you tried running a trace route?
SGunner2014 #471
Posted 09 October 2014 - 09:06 PM
Here's the result of the tracert:



Thanks,
- Sam
Cranium #472
Posted 09 October 2014 - 09:09 PM
I'm definitely not anywhere near to being an expert, but it seems like you're having routing issues from Level3 in London, and Level3 in Detroit. It will eventually find the rout, but not very quickly…
Dog #473
Posted 09 October 2014 - 09:20 PM
I don't see anything that looks awry - those time-outs are probably just routers that don't reply to ICMP packets. I rather expected you might not have a route to the server for some reason or another. Another possibility *could* be that the return route is different - if that's knockered that would explain why you can't connect or get a ping. SGunner2014, you said you are able to connect to other servers just fine, right? Are any of those servers in the US? I admit, I'm somewhat perplexed…
SGunner2014 #474
Posted 09 October 2014 - 09:46 PM
Well,

I have tried to connect to a few US servers, but none allowed me to connect. I could previously connect to servers in the US, but now, for some reason I cannot. This would also explain the problem I was having a while back where I couldn't connect to another specific server. I'm going to try and contact my ISP and see if there is a problem that they are aware of.

Thanks,
- Sam
theoriginalbit #475
Posted 10 October 2014 - 12:44 AM
-snip-
your trace is better than mine, and I can connect just fine. SO I don't think the your route to the server is the problem, as Dog said, perhaps it's the route back, or perhaps your ISP is doing something.
SGunner2014 #476
Posted 10 October 2014 - 05:00 PM
Okay, speaking to them now. Wish me luck! :)/>

Thanks,
- Sam
SGunner2014 #477
Posted 10 October 2014 - 06:43 PM
Okay, I got it fixed. I can now connect :D/>

Thanks for the help,
- Sam

Edit: Let's never speak of this again.
Edited on 10 October 2014 - 04:46 PM
Cranium #478
Posted 21 November 2014 - 05:41 PM
It's been a while since I've posted an update about this server, mostly because of work, other games, and other obligations. So sorry about that, folks.

The good news is, the server isn't dead. It's still up and running, and I'm planing on a major update to the server. You can read all about it on my blog here: http://thatcraniumguy.net/update-incoming/
If you're rude enough to not click my links, then here's the TL;DR. We're making another map resetting update soon, but we're waiting on a few mods to update and stop crashing before we do so.
Spero #479
Posted 27 November 2014 - 12:52 PM
Been poking around the forum and came across this, since I've been interested in computercraft quite a bit lately. Sounds like a cool server once you get it all polished.

Curious though, why not use the technic launcher to handle your modpack?

It's pretty easy to setup. I've been experimenting with making modpacks and using the technic launcher with them. You can even make the pack "Hidden" so it doesn't show on their list. It's still accessable through a link they give you, that you give to others to put into the launcher to get your pack. All you really have to do is name the pack, set a version number, and put a direct link to a zip that contains the [mods] folder and a [bin] folder with version of forge you use renamed to modpack.jar. You can also have your [config] folder in there if there are any client side configs that are necessary. When you update the pack you just change the link, up the version number and then anyone who goes to play through the launcher gets a notice that it's been updated and the new pack can be downloaded.

Anyway it's a great sort of "Version Control" for your modpack and it's free. Should check it out if you haven't already.

Looking forward to your update, Plenty O' Biomes is definetely a must.
theoriginalbit #480
Posted 27 November 2014 - 12:59 PM
-snip-
Just for the record, the FTB Launcher can do the same.
Spero #481
Posted 27 November 2014 - 10:24 PM
Awesome, thanks for the info. I'll have to take a closer look at FTB Launcher.
Cranium #482
Posted 28 November 2014 - 06:19 AM
I've been thinking of a way I can make the modpack better. I don't see any reason why I shouldn't offer alternative downloads. So yeah, expect a release for Technic Launcher soon. I'll have to make up some instructions on how to use it, just because I like to cover my bases, and make sure nobody has any issues. I've already done this for the vanilla launcher.
Spero #483
Posted 28 November 2014 - 10:19 AM
Nice, looking forward to it :)/> .

Also really detailed guide btw, looks good.
Cranium #484
Posted 10 December 2014 - 05:15 PM
In case people weren't following my Blog, I've updated the server with more interesting things! Check out the news post here!
tony1485 #485
Posted 18 December 2014 - 03:59 PM
Hello there

I'm looking for a server to play on and yours looks interesting :)/>
Is it whitelisted? How's the community?

See you
Cranium #486
Posted 18 December 2014 - 04:38 PM
There is no whitelist, and our community is mature and very friendly. Feel free to join us!
tony1485 #487
Posted 18 December 2014 - 06:04 PM
Well actually there is something I didn't see in your FAQs. I'm honestly worried about griefing, since I left my previous server because of that matter.
And without whitelist, how do you prevent random people from blowing up your base while you're offline?
Cranium #488
Posted 18 December 2014 - 06:39 PM
Actually, that part is covered by our FAQ. We do allow griefing, to an extent. We don't endorse it, but we acknowledge that with Forge mods, there's not a whole lot we can do to prevent griefing. So our stance is, if you happen to be the victim of a griefer, then you're more than welcome to tell us, and chances are, a lot of the other players would be willing to help you get revenge. This method actually works quite well so far, because things just get to the point where the people who've been ont he server for a long time will just nuke the griefer's base.
As an example, when our server was still on 1.6.4, we had ICBM installed. We had a real problem with a small group of players who made it their goal to pretty much anger everyy one of the other players, by griefing, stealing, and player killing. In the end, we got fed up with it, and nuked their base with antimatter bombs.

This is all that was left of their base.

However, for the most part, all of the players we have don't grief. They stay with their respective groups, and tend not to bother others. We haven't had an issue with griefing since the previous event ending with the antimatter explosives.

Feel free to read through the FAQ again if you have any other questions!
Edited on 18 December 2014 - 05:40 PM
tony1485 #489
Posted 18 December 2014 - 06:59 PM
When I first read the FAQ, I thought playing on the server would a constant world war with no chance for new players. I'm happy to hear it's not the case.
Thanks for your explanation :)/> I'll join you later
Cranium #490
Posted 22 December 2014 - 11:12 PM
Due to some frustrating issues with errors in the console and lots of lag recently, I'm going to try to update the server tonight if possible. Of course, I'll be testing things before making any changes.
daltonoreo #491
Posted 30 December 2014 - 01:48 AM
How do you install the mod pack?
theoriginalbit #492
Posted 30 December 2014 - 02:13 AM
How do you install the mod pack?
Installation
natedogith1 #493
Posted 05 January 2015 - 11:18 AM
There's actually an issue with the installation instructions, the link to the download for forge isn't actually the installer.
Also, I seem to be having issues with the download, (it's getting to no more than 10% (11,000 kb or so) before stopping. (I'm just downloading the files from github now…)
Edited on 05 January 2015 - 10:34 AM
_removed #494
Posted 15 January 2015 - 10:25 PM
I spotted this server just now, will go online when i get a chance tomorrow.
Cranium #495
Posted 24 January 2015 - 07:53 AM
We've gone ahead and updated the server again. We'll have much more stability and better performance, so make sure you grab the latest version.
http://thatcraniumguy.net/modpack/download/
cdel #496
Posted 29 January 2015 - 02:41 AM
I only just realised how awesome and kickass this server is, will definitely be going later today.
Terra1 #497
Posted 22 March 2015 - 03:48 PM
Can You Add Big Reactors To The Modpack It Is A Mod That Allows You To Make Giant Working Reactors With Animated Turbines And It Even Has A Computercraft Port That Allows You To Control The Reactor With Computercraft. Big Reactors Generates RF Which Is The Energy Thermal Expansion Uses Too.
apemanzilla #498
Posted 26 March 2015 - 05:21 PM
Can You Add Big Reactors To The Modpack It Is A Mod That Allows You To Make Giant Working Reactors With Animated Turbines And It Even Has A Computercraft Port That Allows You To Control The Reactor With Computercraft. Big Reactors Generates RF Which Is The Energy Thermal Expansion Uses Too.

Why All The Random Capitalization?
Cranium #499
Posted 26 March 2015 - 05:56 PM
I do plan to add a few more mods to the server, when I move it to a new box I'm currently building. As of now, the server is running at beta.thatcraniumguy.net, on a outdated laptop. I'm now building a dedicated server for it, with plenty of proccessing power. We'll be able to run quite a few more mods than before.

Expect the new box to be ready sometime this weekend.
Cranium #500
Posted 10 April 2015 - 12:35 AM
I'm so glad everybody is enjoying the server right now. I'm definitely satisfied with the new host I've built. I was worried for a while that our network upload speed would be a problem, but it looks like it hasn't become an issue yet.
epicowner97 #501
Posted 13 April 2015 - 01:53 PM
I came across a suicide spider :P/>
Chain99 #502
Posted 18 April 2015 - 04:14 AM
Well its been a long time since I've played, and I've got a new computer. Here is my java run-time parameter -Xms2048m, here is my JVM argument is -Xmx2048M -Xms2048M. Here is my error Error occurred during initialization of VM
Could not reserve enough space for 2097152KB object heap, what is wrong here? I got the same error for craniums suggested install argument, I am running Java 8 64 bit.
Dog #503
Posted 18 April 2015 - 04:36 AM
I've run into that before with Java 8 and MC in Windows. The only fix I've found is to reboot and run the game on a fresh boot. This is well out of my scope of expertise, but my wild guess is that it's looking for a contiguous block of RAM and can't find it.
Edited on 18 April 2015 - 02:39 AM
Phoenix323 #504
Posted 19 April 2015 - 05:00 AM
Last time a played on this server crainum's laptop only had 1 or 2 fps when i asked
sjonky #505
Posted 20 April 2015 - 06:24 AM
Last time a played on this server crainum's laptop only had 1 or 2 fps when i asked
The fps is "controlled" by your own computer, not the server. Unless he was playing on he's laptop and you asked him what fps he was getting.
Cranium #506
Posted 20 April 2015 - 04:33 PM
The server runs quite well, with minimal lag. If you're having framerate issues, then you'd need to do something on the client side to improve it, as we do have some intense mods.
DannySMc #507
Posted 20 April 2015 - 04:41 PM
The server runs quite well, with minimal lag. If you're having framerate issues, then you'd need to do something on the client side to improve it, as we do have some intense mods.

My server uses a server side and client side mod that helps a lot of this, I think it is fastcraft? maybe? Might help :D/>
Cranium #508
Posted 20 April 2015 - 11:48 PM
My server uses a server side and client side mod that helps a lot of this, I think it is fastcraft? maybe? Might help :D/>
Well again, our server runs quite well, with only network lag to account for, considering I'm hosting it now from my own home. The hardware is more than sufficient to keep this little server running for quite some time.
That said though, the mods we have are very graphically intensive sometimes, so unless you have a graphics card, then players may want to decrease their graphics settings so that they can enjoy the game lag free.
DannySMc #509
Posted 21 April 2015 - 09:21 AM
My server uses a server side and client side mod that helps a lot of this, I think it is fastcraft? maybe? Might help :D/>
Well again, our server runs quite well, with only network lag to account for, considering I'm hosting it now from my own home. The hardware is more than sufficient to keep this little server running for quite some time.
That said though, the mods we have are very graphically intensive sometimes, so unless you have a graphics card, then players may want to decrease their graphics settings so that they can enjoy the game lag free.

Ahh okay, I used to host the server but my internet is awful :PP
Tag365 #510
Posted 30 April 2015 - 11:26 PM
When I attempt to join it crashes with a "tick" related error. When I play locally it runs out of memory. I'm running Windows 7 32-Bit. How do I fix this?
Edited on 30 April 2015 - 09:53 PM
Cranium #511
Posted 01 May 2015 - 03:21 AM
When I attempt to join it crashes with a "tick" related error. When I play locally it runs out of memory. I'm running Windows 7 32-Bit. How do I fix this?
If you could provide me with more info about your errors, I could help you better. Could you post exactly what the errors you are having say?
BytePointer #512
Posted 03 May 2015 - 03:27 AM
Uh, how exactly do you install the resources for this ;)/>
Edited on 03 May 2015 - 01:28 AM
Lur_ #513
Posted 03 May 2015 - 05:31 PM
Well its been a long time since I've played, and I've got a new computer. Here is my java run-time parameter -Xms2048m, here is my JVM argument is -Xmx2048M -Xms2048M. Here is my error Error occurred during initialization of VM
Could not reserve enough space for 2097152KB object heap, what is wrong here? I got the same error for craniums suggested install argument, I am running Java 8 64 bit.

1st : Downgrade Java to Java 7. This prevents any issues with mods.
2nd: You cannot reserve enough space for 2GB of ram on your computer. Either shut down more processes OR get more ram for your computer.
クデル #514
Posted 06 May 2015 - 09:49 AM
I am only new to the forums. Although, this seems like the only decent, stable, and "friendly" server. :D/>
DannySMc #515
Posted 06 May 2015 - 07:25 PM
I am only new to the forums. Although, this seems like the only decent, stable, and "friendly" server. :D/>

Hey! my server is cool xDD I have never used this server in all honesty but I have been told it is good :DDD
Cranium #516
Posted 15 May 2015 - 02:42 PM
Currently, we're having issues with the server box, for some reason it's not booting up. Fear not, though…we do have backups, so as long as the hard drive isn't destroyed, we should be fine in restoring it. Only problem right now is getting into the system to determine the root cause.
DannySMc #517
Posted 15 May 2015 - 07:15 PM
Currently, we're having issues with the server box, for some reason it's not booting up. Fear not, though…we do have backups, so as long as the hard drive isn't destroyed, we should be fine in restoring it. Only problem right now is getting into the system to determine the root cause.

Would you like any help? or do you need me to host your server?:D/> I can help :P/>
Cranium #518
Posted 15 May 2015 - 08:49 PM
Would you like any help? or do you need me to host your server? :D/> I can help :P/>
I'm fine, actually. The problem I'm having is that it runs in headless mode, so I don't have a monitor to connect to it and diagnose what's wrong. And since I don't even have a graphics card connected, it makes it hard to determine the actual issue.
DannySMc #519
Posted 15 May 2015 - 09:52 PM
Would you like any help? or do you need me to host your server? :D/> I can help :P/>
I'm fine, actually. The problem I'm having is that it runs in headless mode, so I don't have a monitor to connect to it and diagnose what's wrong. And since I don't even have a graphics card connected, it makes it hard to determine the actual issue.

What OS you running? SSH to it? If you are running Linux it should have SSH already set up!
Lyqyd #520
Posted 15 May 2015 - 10:17 PM
That depends on the distro, of course. Things like Arch do not come configured with an ssh server set up.
DannySMc #521
Posted 15 May 2015 - 11:58 PM
That depends on the distro, of course. Things like Arch do not come configured with an ssh server set up.

Ahh good point, hoping he does of course though!
Cranium #522
Posted 16 May 2015 - 12:05 AM
Using CentOS, but the problem is that it's not booting up properly. Probably a kernel panic or some such. So no ssh.
DannySMc #523
Posted 16 May 2015 - 10:04 AM
Try and boot from a disk/memory disk? I normally leave booting from a removable drive as the first in the boot sequence in case of problems i can fix it. Or run an OS from disk but use bios's boot menu to run it? Maybe have a look from the "outside" of the OS?
Cranium #524
Posted 16 May 2015 - 08:02 PM
Try and boot from a disk/memory disk? I normally leave booting from a removable drive as the first in the boot sequence in case of problems i can fix it. Or run an OS from disk but use bios's boot menu to run it? Maybe have a look from the "outside" of the OS?
That would still require a monitor, which I do not have connected, due to the lack of graphics processing. No GPU or APU installed on this.
DannySMc #525
Posted 16 May 2015 - 10:11 PM
Try and boot from a disk/memory disk? I normally leave booting from a removable drive as the first in the boot sequence in case of problems i can fix it. Or run an OS from disk but use bios's boot menu to run it? Maybe have a look from the "outside" of the OS?
That would still require a monitor, which I do not have connected, due to the lack of graphics processing. No GPU or APU installed on this.

Hmm not good…
Cranium #526
Posted 19 May 2015 - 08:29 PM
Good news! I just received the graphics card I need to diagnose the problem with our server! Expect more info tonight about the status of my poor little box.
Cranium #527
Posted 20 May 2015 - 05:41 AM
Alright, so we've narrowed down the issue with the server. It seems that some of the boot files for the server have been corrupted, but I believe we were able to save the world itself. At the moment, we are waiting on an Operating System reinstall before we can put the server back up.

Please be patient with us, as we work on this issue.
Xerxes #528
Posted 20 May 2015 - 04:39 PM
That's weird, all motherboards since like 1999 have had built in integrated graphics on their chipsets.

Even my rack mount servers have some form of integrated graphics.
Edited on 20 May 2015 - 02:39 PM
Dog #529
Posted 20 May 2015 - 05:28 PM
Not *all* motherboards…I tend to prefer motherboards w/o integrated graphics since I run a separate video card and have no need for an integrated unit. They're out there, you just have to look for 'em :)/>
Cranium #530
Posted 20 May 2015 - 06:07 PM
Not *all* motherboards…I tend to prefer motherboards w/o integrated graphics since I run a separate video card and have no need for an integrated unit. They're out there, you just have to look for 'em :)/>
Indeed. That's what we have here. But I've got the graphics card, super cheap and simple, and doesn't handle much; nor does it need to, really. All it needed to do is give me access to the BIOS to determine if the drive was bad or the boot sector was derped. Thankfully, it was just the boot sector. But that does mean that since I can't boot into it, I'll have to run a new installation, wiping the drive. It's not all bad though, I was at least able to mount the drive with an external reader, and copy the world over.
Slash0mega #531
Posted 21 May 2015 - 02:26 AM
any estimation for when the server will be back up?
Cranium #532
Posted 21 May 2015 - 05:41 AM
Well, the server installation is giving me issues, so probably tomorrow, at the latest Saturday morning
Cranium #533
Posted 21 May 2015 - 07:00 AM
Good news, ladies and gents! I was able to get the server running! Who needs sleep anyway?
Slash0mega #534
Posted 21 May 2015 - 10:50 PM
do you mean the computer is working, or that the minecraft server is completly up?
i ask because it looks down from my end :(/>
Cranium #535
Posted 21 May 2015 - 10:58 PM
The server is up and running, but perhaps Miveck needs to adjust our port forwarding settings.
Slash0mega #536
Posted 23 May 2015 - 02:35 AM
any news?
Cranium #537
Posted 23 May 2015 - 03:08 AM
The server is getting DoS'ed by outside parties, and due to this, they've previously gained access to the server using brute force methods. Due to this, We're working on rebuilding the server security, and the filesystem that got absolutely annihilated. So far, the security has been resolved(for the most part), but the problem we're having is the filesystem.
Slash0mega #538
Posted 23 May 2015 - 03:25 AM
oh wow D:
glad you are figuring it out.
Cranium #539
Posted 23 May 2015 - 04:31 AM
oh wow D:
glad you are figuring it out.
Alright, seems like we're good, so give it a shot. If there are any problems at this point, it should only be with the port forwarding.
Slash0mega #540
Posted 23 May 2015 - 05:29 AM
got in :D/>
Cranium #541
Posted 30 May 2015 - 06:26 AM
I've decided to make a massive update to the server. Since we've had so few players lately, I've massively reduced the amount of mods we have installed.

Right now, we only have ComputerCraft, OpenComputers, OpenPeripheral, and a few peripheral mods. I decided that we can also keep Biomes 'O' Plenty, since the vanilla terrain generation is pretty lame. I wanted to get back to the heart of what servers here are about: programming. The world's been reset as well, so everything is fresh. If you had programs on the server, I do have a backup, and I'm more than willing to provide a copy.

I hope everyone can enjoy a much more laid back server.
UMayBleed #542
Posted 17 June 2015 - 03:07 AM
I'll join if it uses technic, I don't feel like installing manually.
クデル #543
Posted 12 July 2015 - 12:03 PM
I'll join if it uses technic, I don't feel like installing manually.

I second this.
Scratchthatguys #544
Posted 24 July 2015 - 08:32 PM
I believe the server is down…
Cranium #545
Posted 24 July 2015 - 08:41 PM
Sorry, I forgot to note that on here, since we've not had very many visitors, I couldn't very well keep the server running with no traffic. I'll update the OP.
Scratchthatguys #546
Posted 24 July 2015 - 08:44 PM
Sorry, I forgot to note that on here, since we've not had very many visitors, I couldn't very well keep the server running with no traffic. I'll update the OP.

Oh man, that sucks. I think I played on here a while back. Sad to see it go.