This is not a crash per say but with the 0.1.3 version of The Ferret Business, CPU usage will spike so high that all players are kicked before calming down again.
Profiling it during this time leads to the observation that HQM item detection upon item pick up is causing this. I would normally hand this over to the HQM github but Ferret Business has a custom HQM to which I am not sure if I should really post over there for. I cannot provide suggestions but I would like to at least report this.
Very interesting! I'm wondering if its only doing the item detection thing when a quest is looking for items in inventory vs turn in. This could be the source of some of the odd inventory lag a few people get.
As for the HQM version : the only difference currently is that this modpack uses custom HQM art. Please report it to the HQM github but I'm not sure someone has picked up the 1.7.10 side just yet, since LordDusk has retired from modding to focus on his real life.
I have a crash report that I can't read. Can someone assist me?
It sounds like an item in your inventory, or near you, from Applied Energistics, is broken.
The simplest way to see if its your inventory is to go into your world/playerdata folder, and add .backup to the end of the .dat file thats a string of letters and numbers (this is called your minecraft UUID)
I don't know if it's too late to get it in for the 0.1.4 update, but updating Journeymap from 5.1.4 to 5.1.4p1 fixes a few issues
Oh excellent!
The second one means Caigan could turn hellfish back on(I honestly hope he doesn't),
No plans to, really.
So my question is approximately how many % of the quest lines are done, and how much more can we expect(before i sink time into this)?
I don't have a percentage offhand for you, but the main page shows all the planned questlines. And yes, all of these are planned. Questlines are slower to be written and developed, as mechanics are whats currently being focused on.
has anyone else had an issue with being able to reach far further away then normal in this case i was able to reach over/about 2 chunks away and place/interact successfully without having a ring of far reach on
2 chunks or 2 blocks?
I'm not sure if this has come up before cause this thread is massive but is there a way to automate researchology handins?
This kind of functionality is something I really wish HQM had itself, there isn't really anything for that. It's partially the reason I had to come up with the Trader Token system.
After looking closer at the crash report, I learned that the cause of the crash and inability to load the world was from placing a casting channel above the Ender IO tank while connected to a Tinker's Construct Smeltery and setting the Ender IO tank to output from the top side.
Ouch, sounds like it had issues with two different blocks trying to input it at the same time.
Does the trader Rank have any kind of influence?
and wouldnt it make more sense to get the better Exchange Token with Trader rank and not Loyality rank?
Edit: oh and i dont know if thats a thing but wouldnt it make sense that you get more Crates or more Ore in the Crates if you have an higher Layality rank?
Trader Rank currently is only for unlocking the Draconic Evolution questline, but I do plan on having it do/unlock more later on.
As for exchange token rate, storywise its because you are helping the Business with research in a brand new world/universe/dimension, with new resources and technology to discover and a new untapped market. I may have the higher exchange rates require both Loyalty and Trader Rank.
Anybody else believe that RfTools should be gated behind the shop system?
Part of the issue is I need to rebalance RFTool dimlet availability, power cost, etc. With a bunch of mod changes, biome changes, etc, its been needed for a while.