FTB Horizons: Daybreaker Discussion

Sawney

New Member
Jul 29, 2019
97
0
0
When I misplace a rfwindmill rotor perpendicular to the block I get a crash when I try to break it. I can break the windmill itself and a properly placed rotor fine.

---- Minecraft Crash Report ----
// I'm sorry, Dave.

Time: 7/1/15 10:11 AM
Description: Ticking memory connection

java.lang.NullPointerException: Ticking memory connection
at com.piepenguin.rfwindmill.blocks.RotorBlock.func_149681_a(RotorBlock.java:105)
at net.minecraft.server.management.ItemInWorldManager.removeBlock(ItemInWorldManager.java:246)
at net.minecraft.server.management.ItemInWorldManager.func_73079_d(ItemInWorldManager.java:240)
at net.minecraft.server.management.ItemInWorldManager.func_73084_b(ItemInWorldManager.java:278)
at net.minecraft.server.management.ItemInWorldManager.func_73074_a(ItemInWorldManager.java:151)
at net.minecraft.network.NetHandlerPlayServer.func_147345_a(NetHandlerPlayServer.java:489)
at net.minecraft.network.play.client.C07PacketPlayerDigging.func_148833_a(SourceFile:53)
at net.minecraft.network.play.client.C07PacketPlayerDigging.func_148833_a(SourceFile:8)
at net.minecraft.network.NetworkManager.func_74428_b(NetworkManager.java:212)
at net.minecraft.network.NetworkSystem.func_151269_c(NetworkSystem.java:165)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:659)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:547)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:111)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:427)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)


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

-- Head --
Stacktrace:
at com.piepenguin.rfwindmill.blocks.RotorBlock.func_149681_a(RotorBlock.java:105)
at net.minecraft.server.management.ItemInWorldManager.removeBlock(ItemInWorldManager.java:246)
at net.minecraft.server.management.ItemInWorldManager.func_73079_d(ItemInWorldManager.java:240)
at net.minecraft.server.management.ItemInWorldManager.func_73084_b(ItemInWorldManager.java:278)
at net.minecraft.server.management.ItemInWorldManager.func_73074_a(ItemInWorldManager.java:151)
at net.minecraft.network.NetHandlerPlayServer.func_147345_a(NetHandlerPlayServer.java:489)
at net.minecraft.network.play.client.C07PacketPlayerDigging.func_148833_a(SourceFile:53)
at net.minecraft.network.play.client.C07PacketPlayerDigging.func_148833_a(SourceFile:8)
at net.minecraft.network.NetworkManager.func_74428_b(NetworkManager.java:212)

-- Ticking connection --
Details:
Connection: net.minecraft.network.NetworkManager@524d5a74
Stacktrace:
at net.minecraft.network.NetworkSystem.func_151269_c(NetworkSystem.java:165)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:659)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:547)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:111)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:427)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)

-- System Details --
Details:
Minecraft Version: 1.7.10
Operating System: Windows 8.1 (amd64) version 6.3
Java Version: 1.8.0_45, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 1527121720 bytes (1456 MB) / 2794930176 bytes (2665 MB) up to 3133997056 bytes (2988 MB)
JVM Flags: 17 total; -Xms256M -Xmx3072M -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -XX:+UseLargePages -XX:+AggressiveOpts -XX:+UseFastAccessorMethods -XX:+OptimizeStringConcat -XX:+UseBiasedLocking -Xincgc -XX:MaxGCPauseMillis=10 -XX:SoftRefLRUPolicyMSPerMB=10000 -XX:+CMSParallelRemarkEnabled -XX:parallelGCThreads=10 -XX:+UseParNewGC -XX:+UseConcMarkSweepGC -XX:+CICompilerCountPerCPU -XX:+TieredCompilation
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v9.05 FML v7.10.99.99 Minecraft Forge 10.13.4.1448 131 mods loaded, 131 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
UCHIJAAAA mcp{9.05} [Minecraft Coder Pack] (minecraft.jar)
UCHIJAAAA FML{7.10.99.99} [Forge Mod Loader] (forge-1.7.10-10.13.4.1448-1.7.10-universal.jar)
UCHIJAAAA Forge{10.13.4.1448} [Minecraft Forge] (forge-1.7.10-10.13.4.1448-1.7.10-universal.jar)
UCHIJAAAA AppleMilkCore{1.0.3} [AppleMilkCore] (minecraft.jar)
UCHIJAAAA CodeChickenCore{1.0.6.43} [CodeChicken Core] (minecraft.jar)
UCHIJAAAA Micdoodlecore{} [Micdoodle8 Core] (minecraft.jar)
UCHIJAAAA NotEnoughItems{1.0.4.107} [Not Enough Items] (NotEnoughItems-1.7.10-1.0.4.107-universal.jar)
UCHIJAAAA OpenComputers|Core{1.0.0} [OpenComputers (Core)] (minecraft.jar)
UCHIJAAAA PotionExtensionCore{1.7.10-1.1.0} [PotionExtensionCore] (minecraft.jar)
UCHIJAAAA OpenModsCore{0.7.3} [OpenModsCore] (minecraft.jar)
UCHIJAAAA <CoFH ASM>{000} [CoFH ASM] (minecraft.jar)
UCHIJAAAA debug{1.0} [debug] (denseores-1.6.2.jar)
UCHIJAAAA DCsAppleMilk{1.7.10_2.7c} [Apple&Milk&Tea!] (AppleMilkTea2-1.7.10_2.7c.jar)
UCHIJAAAA AWWayofTime{v1.3.3} [Blood Magic: Alchemical Wizardry] (BloodMagic-1.7.10-1.3.3-4.jar)
UCHIJAAAA amtgen{1.4.2} [AMT Generators] (AMT_Generators-1.7.10-1.4.2.jar)
UCHIJAAAA koresample{1.7.10-1.3.0} [Kore Sample] (KoreSample-1.7.10-1.3.0.jar)
UCHIJAAAA StorageDrawers{1.7.10-1.5.6} [Storage Drawers] (StorageDrawers-1.7.10-1.5.6.jar)
UCHIJAAAA dendrology{1.7.10-1.5.1} [Ancient Trees] (AncientTrees-1.7.10-1.5.1.jar)
UCHIJAAAA aobdbb{1.0.4} [Another One Bites The Dust: Berry Bushes] (AOBDBB-1.0.4.jar)
UCHIJAAAA AppleCore{1.1.0} [AppleCore] (AppleCore-mc1.7.10-1.1.0.jar)
UCHIJAAAA DCsNEIPluginAMT{1.7.10_1.0a} [NEIPluginForAMT] (AppleMilkTea2-1.7.10_2.7c.jar)
UCHIJAAAA CoFHCore{1.7.10R3.0.2} [CoFH Core] (CoFHCore-[1.7.10]3.0.2-262.jar)
UCHIJAAAA asielib{0.4.0} [asielib] (AsieLib-1.7.10-0.4.0.jar)
UCHIJAAAA Baubles{1.0.1.10} [Baubles] (Baubles-1.7.10-1.0.1.10.jar)
UCHIJAAAA aura{0.1r0} [Aura Cascade] (AuraCascade-452.jar)
UCHIJAAAA autopackager{1.5.2} [AutoPackager] (autopackager-1.5.3.jar)
UCHIJAAAA bdlib{1.8.2.92} [BD Lib] (bdlib-1.8.2.92-mc1.7.10.jar)
UCHIJAAAA BloodArsenal{1.1-12} [Blood Arsenal] (BloodArsenal-1.7.10-1.1-12.jar)
UCHIJAAAA qmunitylib{1.0} [QmunityLib] (QmunityLib-1.7.10-0.1.114-universal.jar)
UCHIJAAAA bluepower{0.2.945} [Blue Power] (BluePower-1.7.10-0.2.945-universal.jar)
UCHIJAAAA CarpentersBlocks{3.3.6} [Carpenter's Blocks] (Carpenter's Blocks v3.3.6 - MC 1.7.10.jar)
UCHIJAAAA ChickenChunks{1.3.4.19} [ChickenChunks] (ChickenChunks-1.7.10-1.3.4.19-universal.jar)
UCHIJAAAA ForgeMultipart{1.2.0.344} [Forge Multipart] (ForgeMultipart-1.7.10-1.2.0.344-universal.jar)
UCHIJAAAA chisel{2.3.10.37} [Chisel 2] (Chisel2-2.3.10.37.jar)
UCHIJAAAA Ztones{1.7.10} [Ztones] (Ztones-1.7.10-2.2.1.jar)
UCHIJAAAA chiseltones{@VERSION@} [Chisel Tones] (ChiselTones-1.7.10-1.0-1.jar)
UCHIJAAAA clockworkphase{1.7.10_1.0f} [Clockwork Phase] (clockworkphase-1.7.10_1.0f.jar)
UCHIJAAAA EnderStorage{1.4.7.36} [EnderStorage] (EnderStorage-1.7.10-1.4.7.36-universal.jar)
UCHIJAAAA OpenComputers{1.5.12.26} [OpenComputers] (OpenComputers-MC1.7.10-1.5.12.26-universal.jar)
UCHIJAAAA Waila{1.5.10} [Waila] (Waila-1.5.10_1.7.10.jar)
UCHIJAAAA GalacticraftCore{3.0.12} [Galacticraft Core] (GalacticraftCore-1.7-3.0.12.344.jar)
UCHIJAAAA Mekanism{8.1.3} [Mekanism] (Mekanism-1.7.10-8.1.3.231.jar)
UCHIJAAAA computronics{1.5.0} [Computronics] (Computronics-1.7.10-1.5.0.jar)
UCHIJAAAA CustomMainMenu{1.2} [Custom Main Menu] (CustomMainMenu-MC1.7.10-1.2.jar)
UCHIJAAAA props{2.0.2} [Decocraft] (Decocraft-2.0.2_1.7.10.jar)
UCHIJAAAA DummyCore{1.12} [DummyCore] (DummyCore1.12.jar)
UCHIJAAAA Emotes{1.0} [Emotes] (Emotes 1.0.1.jar)
UCHIJAAAA emashercore{1.3.0.0} [ET Resources] (EngineersToolbox-1.2.0.6-BETA.jar)
UCHIJAAAA emasherdefense{1.3.0.0} [ET Defense] (EngineersToolbox-1.2.0.6-BETA.jar)
UCHIJAAAA eng_toolbox{1.2.0.6} [Engineer's Toolbox] (EngineersToolbox-1.2.0.6-BETA.jar)
UCHIJAAAA gascraft{2.1.0.0} [GasCraft] (EngineersToolbox-1.2.0.6-BETA.jar)
UCHIJAAAA EE3{0.3.507} [Equivalent Exchange 3] (EquivalentExchange3-1.7.10-0.3.507.jar)
UCHIJAAAA RefinedRelocation{1.0.8b} [Refined Relocation] (RefinedRelocation-1.7.10-1.0.8b.jar)
UCHIJAAAA EnhancedInventories{1.7.10-1.0.13} [Enhanced Inventories] (EnhancedInventories-1.7.10-1.0.13.jar)
UCHIJAAAA ec3toprojecte{1.0} [ec3toprojecte] (EssentialCraftv4.5.1710.208.jar)
UCHIJAAAA essentialcraft{4.5.1710.208} [Essential Craft 3] (EssentialCraftv4.5.1710.208.jar)
UCHIJAAAA ThermalFoundation{1.7.10R1.0.0} [Thermal Foundation] (ThermalFoundation-[1.7.10]1.0.0-85.jar)
UCHIJAAAA ExtraUtilities{1.2.6} [Extra Utilities] (extrautilities-1.2.6.jar)
UCHIJAAAA farseek{1.0.8} [Farseek] (Farseek-1.0.8.jar)
UCHIJAAAA FastCraft{1.21} [FastCraft] (fastcraft-1.21.jar)
UCHIJAAAA Steamcraft{0.28.7} [Flaxbeard's Steam Power] (Flaxbeard'sSteamPower-1.7.10-0.28.7.jar)
UCHIJAAAA FloodLights{0.4.3} [Flood Lights] (FloodLights-1.7.10-0.4.3-62.jar)
UCHIJAAAA framez{0.2} [Framez] (Framez-1.7.10-0.2-32-universal.jar)
UCHIJAAAA GalacticraftMars{3.0.12} [Galacticraft Planets] (Galacticraft-Planets-1.7-3.0.12.344.jar)
UCHIJAAAA GardenCore{1.7.10-1.6.3} [Garden Core] (GardenStuff-1.7.10-1.6.3.jar)
UCHIJAAAA GardenContainers{1.7.10-1.6.3} [Garden Containers] (GardenStuff-1.7.10-1.6.3.jar)
UCHIJAAAA GardenStuff{1.7.10-1.6.3} [Garden Stuff] (GardenStuff-1.7.10-1.6.3.jar)
UCHIJAAAA GardenTrees{1.7.10-1.6.3} [Garden Trees] (GardenStuff-1.7.10-1.6.3.jar)
UCHIJAAAA GekosLasers{1.7.10R0.7} [Geko's Lasers] (GekosLasers-1.7.10-0.7.jar)
UCHIJAAAA advgenerators{0.9.14.79} [Advanced Generators] (generators-0.9.14.79-mc1.7.10.jar)
UCHIJAAAA guideapi{1.7.10-1.0.1-20} [Guide-API] (Guide-API-1.7.10-1.0.1-20.jar)
UCHIJAAAA HardcoreEnderExpansion{1.8.1} [Hardcore Ender Expansion] (HardcoreEnderExpansion MC-1.7.10 v1.8.1.jar)
UCHIJAAAA headcrumbs{1.3.1} [Headcrumbs] (Headcrumbs-1.3.1.jar)
UCHIJAAAA ibench{1.0.12} [iBench] (ibench-1.7.10-1.0.12.jar)
UCHIJAAAA IGWMod{1.1.3-18} [In-Game wiki Mod] (IGW-Mod-1.7.10-1.1.3-18-universal.jar)
UCHIJAAAA inventorytweaks{1.59-dev-152-cf6e263} [Inventory Tweaks] (InventoryTweaks-1.59-dev-152.jar)
UCHIJAAAA ironbackpacks{0.5.0} [Iron Backpacks] (Iron Backpacks-1.7.10-1.0.4-universal.jar)
UCHIJAAAA journeymap{@JMVERSION@} [JourneyMap] (journeymap-1.7.10-5.1.0rc3-unlimited.jar)
UCHIJAAAA LatCoreMC{1.6.9} [LatCoreMC] (LatCoreMC-1.7.10-1.6.9.4.jar)
UCHIJAAAA LatBlocks{1.6.9} [LatBlocks] (LatBlocks-1.7.10-1.6.9.2.jar)
UCHIJAAAA LomLib{3.2.0} [LomLib] (LomLib-1.7.10-3.2.0-universal.jar)
UCHIJAAAA magnanimoustools{0.1.6} [Magnanimous Tools] (MagTools-1.7.10-0.1.6.jar)
UCHIJAAAA malisiscore{1.7.10-0.11.4} [MalisisCore] (malisiscore-1.7.10-0.11.4.jar)
UCHIJAAAA malisisdoors{1.7.10-1.6} [Malisis' Doors] (malisisdoors-1.7.10-1.6.jar)
UCHIJAAAA Mantle{1.7.10-0.3.2.jenkins184} [Mantle] (Mantle-1.7.10-0.3.2.jar)
UCHIJAAAA mo{0.3.4.1} [Matter Overdrive] (MatterOverdrive-0.3.4.1.jar)
UCHIJAAAA MekanismGenerators{8.1.3} [MekanismGenerators] (MekanismGenerators-1.7.10-8.1.3.231.jar)
UCHIJAAAA MekanismTools{8.1.3} [MekanismTools] (MekanismTools-1.7.10-8.1.3.231.jar)
UCHIJAAAA MineMenu{1.2.0} [MineMenu] (MineMenu-1.7.10-1.2.0.B44-universal.jar)
UCHIJAAAA MineTweaker3{3.0.9} [MineTweaker 3] (MineTweaker3-1.7.10-3.0.9.jar)
UCHIJAAAA testdummy{1.0} [MmmMmmMmmMmm] (MmmMmmMmmMmm-1.6.jar)
UCHIJAAAA ModularArmour{1.0.0} [Modular Armour] (ModularArmour-1.7.10-1.0.12-35.jar)
UCHIJAAAA NEIAddons{1.12.8.30} [NEI Addons] (neiaddons-1.12.8.30-mc1.7.10.jar)
UCHIJAAAA NEIAddons|AppEng{1.12.8.30} [NEI Addons: Applied Energistics 2] (neiaddons-1.12.8.30-mc1.7.10.jar)
UCHIJAAAA NEIAddons|Botany{1.12.8.30} [NEI Addons: Botany] (neiaddons-1.12.8.30-mc1.7.10.jar)
UCHIJAAAA NEIAddons|Forestry{1.12.8.30} [NEI Addons: Forestry] (neiaddons-1.12.8.30-mc1.7.10.jar)
UCHIJAAAA NEIAddons|CraftingTables{1.12.8.30} [NEI Addons: Crafting Tables] (neiaddons-1.12.8.30-mc1.7.10.jar)
UCHIJAAAA NEIAddons|ExNihilo{1.12.8.30} [NEI Addons: Ex Nihilo] (neiaddons-1.12.8.30-mc1.7.10.jar)
UCHIJAAAA neiintegration{1.0.9} [NEI Integration] (NEIIntegration-MC1.7.10-1.0.9.jar)
UCHIJAAAA neresources{0.1.0.95} [Not Enough Resources] (NotEnoughResources-1.7.10-0.1.0.95.jar)
UCHIJAAAA ObsidiPlates{3.0.0.18} [ObsidiPlates] (ObsidiPlates-1.7.10-universal-3.0.0.18.jar)
UCHIJAAAA OpenMods{0.7.3} [OpenMods] (OpenModsLib-1.7.10-0.7.3.jar)
UCHIJAAAA OpenBlocks{1.4.3} [OpenBlocks] (OpenBlocks-1.7.10-1.4.3.jar)
UCHIJAAAA openmodularturrets{1.3.8} [Open Modular Turrets] (OpenModularTurrets-1.7.10-1.3.8-35.jar)
UCHIJAAAA OpenPeripheralCore{1.1.1} [OpenPeripheralCore] (OpenPeripheralCore-1.7.10-1.1.1.jar)
UCHIJAAAA OpenPeripheral{0.3.1} [OpenPeripheralAddons] (OpenPeripheralAddons-1.7.10-0.3.1.jar)
UCHIJAAAA OpenPeripheralIntegration{0.2.2} [OpenPeripheralIntegration] (OpenPeripheralIntegration-1.7.10-0.2.2.jar)
UCHIJAAAA particlephysics{@MAJOR@.@MINOR@.@BUILD@} [Particle Physics] (ParticlePhysics-1.7.10-1.0.44.jar)
UCHIJAAAA progressiveautomation{1.6.16} [Progressive Automation] (ProgressiveAutomation-1.7.10-1.6.16.jar)
UCHIJAAAA quantumflux{1.7.10-1.2.0} [QuantumFlux] (QuantumFlux-1.7.10-1.2.0.jar)
UCHIJAAAA quiverchevsky{b100} [QuiverBow] (QuiverBow_1.7.10_b100.zip)
UCHIJAAAA RandomThings{2.2.4} [Random Things] (RandomThings-2.2.4.jar)
UCHIJAAAA Redstonic{1.4.6} [Redstonic] (Redstonic-v1.4.6.jar)
UCHIJAAAA ResourceLoader{1.0} [Resource Loader] (ResourceLoader-1.0.jar)
UCHIJAAAA rftools{3.10} [RFTools] (rftools-3.10.jar)
UCHIJAAAA rfwindmill{0.7a} [RF Windmill] (rfwindmill-1.7.10-0.7a.jar)
UCHIJAAAA RouterReborn{1.2.0.19} [Router Reborn] (RouterReborn-1.7.10-1.2.0.19-universal.jar)
UCHIJAAAA RWG{Alpha 1.3.2} [Realistic World Gen Alpha] (RWG-alpha-1.3.2.jar)
UCHIJAAAA Sanguimancy{1.7.10-1.1.9-31} [Sanguimancy] (Sanguimancy-1.7.10-1.1.9-31.jar)
UCHIJAAAA SanguineExtras{1.3.2} [Sanguine Utilities] (Sanguine Utilities-1.3.2.jar)
UCHIJAAAA Silicio{1.6.9} [Silicio] (Silicio-1.7.10-1.6.9.2.jar)
UCHIJAAAA simplecondenser{1.0.1} [Simple Condensers] (Simple Condensers-1.7.10-1.0.1-universal.jar)
UCHIJAAAA SSTOW{1.7.10-0.1-RC9-7} [Soul Shards: The Old Ways] (SoulShards-TOW-1.7.10-0.1-RC9-7.jar)
UCHIJAAAA streams{0.1.4} [Streams] (Streams-0.1.4.jar)
UCHIJAAAA ttCore{MC1.7.10-0.1.1-77} [ttCore] (ttCore-MC1.7.10-0.1.1-77.jar)
UCHIJAAAA wawla{1.2.1} [What Are We Looking At] (Wawla-1.2.1_1.7.10.jar)
UCHIJAAAA XPT{1.0.4} [XP Teleporters] (XPTeleporters-1.7.10-1.0.4.jar)
UCHIJAAAA McMultipart{1.2.0.344} [Minecraft Multipart Plugin] (ForgeMultipart-1.7.10-1.2.0.344-universal.jar)
UCHIJAAAA aobd{2.6.3} [Another One Bites The Dust] (AOBD-2.6.3.jar)
UCHIJAAAA denseores{1.0} [Dense Ores] (denseores-1.6.2.jar)
UCHIJAAAA ForgeMicroblock{1.2.0.344} [Forge Microblocks] (ForgeMultipart-1.7.10-1.2.0.344-universal.jar)
GL info: ~~ERROR~~ RuntimeException: No OpenGL context found in the current thread.
OpenModsLib class transformers: [stencil_patches:FINISHED],[movement_callback:FINISHED],[map_gen_fix:FINISHED],[gl_capabilities_hook:FINISHED],[player_render_hook:FINISHED]
Class transformer null safety: all safe
CoFHCore: -[1.7.10]3.0.2-262
ThermalFoundation: -[1.7.10]1.0.0-85
Mantle Environment: Environment healthy.
List of loaded APIs:
* AppleCoreAPI (1.1.0) from AppleCore-mc1.7.10-1.1.0.jar
* AppleMilkTeaAPI|appliance (2.7) from AppleMilkTea2-1.7.10_2.7c.jar
* AppleMilkTeaAPI|charge (2.7) from AppleMilkTea2-1.7.10_2.7c.jar
* AppleMilkTeaAPI|charm (2.7) from AppleMilkTea2-1.7.10_2.7c.jar
* AppleMilkTeaAPI|core (2.7) from AppleMilkTea2-1.7.10_2.7c.jar
* AppleMilkTeaAPI|edibles (2.7) from AppleMilkTea2-1.7.10_2.7c.jar
* AppleMilkTeaAPI|energy (2.7) from AppleMilkTea2-1.7.10_2.7c.jar
* AppleMilkTeaAPI|events (2.7) from AppleMilkTea2-1.7.10_2.7c.jar
* AppleMilkTeaAPI|plants (2.7) from AppleMilkTea2-1.7.10_2.7c.jar
* AppleMilkTeaAPI|potion (2.7) from AppleMilkTea2-1.7.10_2.7c.jar
* AppleMilkTeaAPI|recipe (2.7) from AppleMilkTea2-1.7.10_2.7c.jar
* asielibAPI (1.1) from AsieLib-1.7.10-0.4.0.jar
* asielibAPI|chat (1.0) from AsieLib-1.7.10-0.4.0.jar
* asielibAPI|tile (1.0) from AsieLib-1.7.10-0.4.0.jar
* asielibAPI|tool (1.1) from AsieLib-1.7.10-0.4.0.jar
* Baubles|API (1.0.1.10) from LatCoreMC-1.7.10-1.6.9.4.jar
* bluepowerAPI (1.0) from BluePower-1.7.10-0.2.945-universal.jar
* BuildCraftAPI|blocks (1.0) from EngineersToolbox-1.2.0.6-BETA.jar
* BuildCraftAPI|blueprints (1.2) from EngineersToolbox-1.2.0.6-BETA.jar
* BuildCraftAPI|boards (1.0) from EngineersToolbox-1.2.0.6-BETA.jar
* BuildCraftAPI|core (1.5) from EngineersToolbox-1.2.0.6-BETA.jar
* BuildCraftAPI|events (1.0) from EngineersToolbox-1.2.0.6-BETA.jar
* BuildCraftAPI|facades (1.1) from EngineersToolbox-1.2.0.6-BETA.jar
* BuildCraftAPI|filler (4.0) from EngineersToolbox-1.2.0.6-BETA.jar
* BuildCraftAPI|fuels (2.0) from EngineersToolbox-1.2.0.6-BETA.jar
* BuildCraftAPI|gates (4.1) from EngineersToolbox-1.2.0.6-BETA.jar
* BuildCraftAPI|items (1.1) from EngineersToolbox-1.2.0.6-BETA.jar
* BuildCraftAPI|library (1.0) from EngineersToolbox-1.2.0.6-BETA.jar
* BuildCraftAPI|power (1.3) from EngineersToolbox-1.2.0.6-BETA.jar
* BuildCraftAPI|recipes (2.1) from EngineersToolbox-1.2.0.6-BETA.jar
* BuildCraftAPI|robotics (1.2) from EngineersToolbox-1.2.0.6-BETA.jar
* BuildCraftAPI|statements (1.1) from EngineersToolbox-1.2.0.6-BETA.jar
* BuildCraftAPI|tablet (1.0) from EngineersToolbox-1.2.0.6-BETA.jar
* BuildCraftAPI|tiles (1.2) from EngineersToolbox-1.2.0.6-BETA.jar
* BuildCraftAPI|tools (1.0) from rfwindmill-1.7.10-0.7a.jar
* BuildCraftAPI|transport (4.0) from EngineersToolbox-1.2.0.6-BETA.jar
* ChiselAPI (0.0.2) from Chisel2-2.3.10.37.jar
* ChiselAPI|Carving (0.0.2) from Chisel2-2.3.10.37.jar
* CoFHAPI (1.7.10R1.0.12) from CoFHCore-[1.7.10]3.0.2-262.jar
* CoFHAPI|block (1.7.10R1.0.1) from ProgressiveAutomation-1.7.10-1.6.16.jar
* CoFHAPI|core (1.7.10R1.0.12) from RouterReborn-1.7.10-1.2.0.19-universal.jar
* CoFHAPI|energy (1.7.10R1.0.1) from ProgressiveAutomation-1.7.10-1.6.16.jar
* CoFHAPI|fluid (1.7.10R1.0.12) from CoFHCore-[1.7.10]3.0.2-262.jar
* CoFHAPI|inventory (1.7.10R1.0.12) from RouterReborn-1.7.10-1.2.0.19-universal.jar
* CoFHAPI|item (1.7.10R1.0.12) from CoFHCore-[1.7.10]3.0.2-262.jar
* CoFHAPI|modhelpers (1.7.10R1.0.12) from CoFHCore-[1.7.10]3.0.2-262.jar
* CoFHAPI|tileentity (1.7.10R1.0.12) from RouterReborn-1.7.10-1.2.0.19-universal.jar
* CoFHAPI|transport (1.7.10R1.0.12) from RouterReborn-1.7.10-1.2.0.19-universal.jar
* CoFHAPI|world (1.7.10R1.0.12) from CoFHCore-[1.7.10]3.0.2-262.jar
* CoFHLib (1.7.10R1.0.1) from CoFHCore-[1.7.10]3.0.2-262.jar
* CoFHLib|audio (1.7.10R1.0.1) from CoFHCore-[1.7.10]3.0.2-262.jar
* CoFHLib|gui (1.7.10R1.0.1) from CoFHCore-[1.7.10]3.0.2-262.jar
* CoFHLib|gui|container (1.7.10R1.0.1) from CoFHCore-[1.7.10]3.0.2-262.jar
* CoFHLib|gui|element (1.7.10R1.0.1) from CoFHCore-[1.7.10]3.0.2-262.jar
* CoFHLib|gui|element|listbox (1.7.10R1.0.1) from CoFHCore-[1.7.10]3.0.2-262.jar
* CoFHLib|gui|slot (1.7.10R1.0.1) from CoFHCore-[1.7.10]3.0.2-262.jar
* CoFHLib|inventory (1.7.10R1.0.1) from CoFHCore-[1.7.10]3.0.2-262.jar
* CoFHLib|render (1.7.10R1.0.1) from CoFHCore-[1.7.10]3.0.2-262.jar
* CoFHLib|render|particle (1.7.10R1.0.1) from CoFHCore-[1.7.10]3.0.2-262.jar
* CoFHLib|util (1.7.10R1.0.1) from CoFHCore-[1.7.10]3.0.2-262.jar
* CoFHLib|util|helpers (1.7.10R1.0.1) from CoFHCore-[1.7.10]3.0.2-262.jar
* CoFHLib|util|position (1.7.10R1.0.1) from CoFHCore-[1.7.10]3.0.2-262.jar
* CoFHLib|world (1.7.10R1.0.1) from CoFHCore-[1.7.10]3.0.2-262.jar
* CoFHLib|world|feature (1.7.10R1.0.1) from CoFHCore-[1.7.10]3.0.2-262.jar
* ComputerCraft|API (1.73) from Silicio-1.7.10-1.6.9.2.jar
* ComputerCraft|API|FileSystem (1.73) from Silicio-1.7.10-1.6.9.2.jar
* ComputerCraft|API|Lua (1.73) from Silicio-1.7.10-1.6.9.2.jar
* ComputerCraft|API|Media (1.73) from Silicio-1.7.10-1.6.9.2.jar
* ComputerCraft|API|Peripheral (1.73) from Silicio-1.7.10-1.6.9.2.jar
* ComputerCraft|API|Redstone (1.73) from Silicio-1.7.10-1.6.9.2.jar
* ComputerCraft|API|Turtle (1.73) from Silicio-1.7.10-1.6.9.2.jar
* computronicsAPI (1.2) from Computronics-1.7.10-1.5.0.jar
* computronicsAPI|chat (1.2) from Computronics-1.7.10-1.5.0.jar
* computronicsAPI|multiperipheral (1.1) from Computronics-1.7.10-1.5.0.jar
* computronicsAPI|tape (1.0) from Computronics-1.7.10-1.5.0.jar
* CSLib|API (1.0) from Decocraft-2.0.2_1.7.10.jar
* EE3-API|array (1.2) from EquivalentExchange3-1.7.10-0.3.507.jar
* EE3-API|core (1.2) from EquivalentExchange3-1.7.10-0.3.507.jar
* EE3-API|event (1.2) from EquivalentExchange3-1.7.10-0.3.507.jar
* EE3-API|exchange (1.2) from EquivalentExchange3-1.7.10-0.3.507.jar
* EE3-API|knowledge (1.2) from EquivalentExchange3-1.7.10-0.3.507.jar
* EE3-API|recipe (1.2) from EquivalentExchange3-1.7.10-0.3.507.jar
* EE3-API|util (1.2) from EquivalentExchange3-1.7.10-0.3.507.jar
* framezAPI (0) from Framez-1.7.10-0.2-32-universal.jar
* Galacticraft API (1.0) from GalacticraftCore-1.7-3.0.12.344.jar
* GardenCoreAPI (1.0.0) from GardenStuff-1.7.10-1.6.3.jar
* Guide-API|API (1.7.10-1.0.1-20) from Guide-API-1.7.10-1.0.1-20.jar
* MekanismAPI|core (8.0.0) from Mekanism-1.7.10-8.1.3.231.jar
* MekanismAPI|energy (8.0.0) from Mekanism-1.7.10-8.1.3.231.jar
* MekanismAPI|gas (8.0.0) from Mekanism-1.7.10-8.1.3.231.jar
* MekanismAPI|infuse (8.0.0) from Mekanism-1.7.10-8.1.3.231.jar
* MekanismAPI|laser (8.0.0) from Mekanism-1.7.10-8.1.3.231.jar
* MekanismAPI|reactor (8.0.0) from Mekanism-1.7.10-8.1.3.231.jar
* MekanismAPI|recipe (8.0.0) from Mekanism-1.7.10-8.1.3.231.jar
* MekanismAPI|transmitter (8.0.0) from Mekanism-1.7.10-8.1.3.231.jar
* MekanismAPI|util (8.0.0) from Mekanism-1.7.10-8.1.3.231.jar
* neresources|API (1.0) from NotEnoughResources-1.7.10-0.1.0.95.jar
* OpenBlocks|API (1.0) from OpenBlocks-1.7.10-1.4.3.jar
* OpenComputersAPI|Component (5.5.0) from OpenComputers-MC1.7.10-1.5.12.26-universal.jar
* OpenComputersAPI|Core (5.5.0) from OpenComputers-MC1.7.10-1.5.12.26-universal.jar
* OpenComputersAPI|Driver (5.5.0) from OpenComputers-MC1.7.10-1.5.12.26-universal.jar
* OpenComputersAPI|Driver|Item (5.5.0) from OpenComputers-MC1.7.10-1.5.12.26-universal.jar
* OpenComputersAPI|Event (5.5.0) from OpenComputers-MC1.7.10-1.5.12.26-universal.jar
* OpenComputersAPI|FileSystem (5.5.0) from OpenComputers-MC1.7.10-1.5.12.26-universal.jar
* OpenComputersAPI|Internal (5.5.0) from OpenComputers-MC1.7.10-1.5.12.26-universal.jar
* OpenComputersAPI|Machine (5.5.0) from OpenComputers-MC1.7.10-1.5.12.26-universal.jar
* OpenComputersAPI|Manual (5.5.0) from OpenComputers-MC1.7.10-1.5.12.26-universal.jar
* OpenComputersAPI|Network (5.5.0) from OpenComputers-MC1.7.10-1.5.12.26-universal.jar
* OpenComputersAPI|Prefab (5.5.0) from OpenComputers-MC1.7.10-1.5.12.26-universal.jar
* OpenPeripheralApi (3.2) from OpenPeripheralCore-1.7.10-1.1.1.jar
* RailcraftAPI|bore (1.0.0) from EngineersToolbox-1.2.0.6-BETA.jar
* RailcraftAPI|carts (1.3.1) from EngineersToolbox-1.2.0.6-BETA.jar
* RailcraftAPI|core (1.3.0) from EngineersToolbox-1.2.0.6-BETA.jar
* RailcraftAPI|crafting (1.0.0) from EngineersToolbox-1.2.0.6-BETA.jar
* RailcraftAPI|electricity (1.6.0) from EngineersToolbox-1.2.0.6-BETA.jar
* RailcraftAPI|events (1.0.0) from EngineersToolbox-1.2.0.6-BETA.jar
* RailcraftAPI|fuel (1.0.0) from EngineersToolbox-1.2.0.6-BETA.jar
* RailcraftAPI|helpers (1.1.0) from EngineersToolbox-1.2.0.6-BETA.jar
* RailcraftAPI|items (1.0.0) from EngineersToolbox-1.2.0.6-BETA.jar
* RailcraftAPI|locomotive (1.0.1) from EngineersToolbox-1.2.0.6-BETA.jar
* RailcraftAPI|signals (1.3.0) from EngineersToolbox-1.2.0.6-BETA.jar
* RailcraftAPI|tracks (2.0.0) from EngineersToolbox-1.2.0.6-BETA.jar
* RefinedRelocationAPI (1.0.0) from RefinedRelocation-1.7.10-1.0.8b.jar
* Sanguimancy|API (@VERSION@) from Sanguimancy-1.7.10-1.1.9-31.jar
* SanguineExtras|API (1.1) from Sanguine Utilities-1.3.2.jar
* WailaAPI (1.2) from LatCoreMC-1.7.10-1.6.9.4.jar
Stencil buffer state: Function set: GL30, pool: forge, bits: 8
Profiler Position: N/A (disabled)
Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Player Count: 1 / 8; [GCEntityPlayerMP['SawneyBeane'/281, l='Horizon', x=-44.07, y=68.86, z=67.62]]
Type: Integrated Server (map_client.txt)
Is Modded: Definitely; Client brand changed to 'fml,forge'
 
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Malaclypse

New Member
Jul 29, 2019
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Not sure how I could easily point that out though. If anybody has any ideas, I'm all ears.

Basically, unlike most minecraft armor, these pieces are useless without at least a protection module and an energy module, and there's nothing anywhere in the UI that indicates that's the case. Maybe hint at it in the tooltip for the item? Something like:

Modular Helmet
Protection Module: Not Installed
Energy Module: None
Other Modules Installed:
Party Hat Mode
Solar Generator​

Maybe even color the "Not Installed" and "None" red, so that they stand out as a problem. Then once the upgrades are installed, it might look like this:

Modular Helmet
Charge (5,000 / 10,000 RF)
Protection Module: Installed
Energy Module: Leadstone (max 10,000 RF)
Other Modules Installed:
Party Hat Mode
Solar Generator
Edit: formatting
 

nolaw70

New Member
Jul 29, 2019
111
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Do you have NEI off while using the slots?

NEI refuses to accept my slots moving, and so it just throws the items.

Upon further testing in 15, after disabling NEI, I was able to install the leadstone upgrade in a chestplate by placing the items for it in my inventory, scrolling to the leadstone upgrade in the list, and clicking the Add Upgrade icon. I was also able to subsequently install the remaining energy upgrades in order; however, I had to manually drag the items into the upgrade crafting grid for each one, the Add Upgrade icon did not work. I then re-enabled NEI, typed some gibberish in the NEI search bar to clear the list from the Modular Armour upgrade tabs, and attempted to install the magnet upgrade by manually dragging the items into the upgrade tab crafting grid. The items for the recipe would disappear when placed in the crafting grid, and they were NOT thown; they would simply disappear. When I disabled NEI again, the items could be placed normally in the upgrade crafting grid.
 
C

chbachman

Guest
Upon further testing in 15, after disabling NEI, I was able to install the leadstone upgrade in a chestplate by placing the items for it in my inventory, scrolling to the leadstone upgrade in the list, and clicking the Add Upgrade icon. I was also able to subsequently install the remaining energy upgrades in order; however, I had to manually drag the items into the upgrade crafting grid for each one, the Add Upgrade icon did not work. I then re-enabled NEI, typed some gibberish in the NEI search bar to clear the list from the Modular Armour upgrade tabs, and attempted to install the magnet upgrade by manually dragging the items into the upgrade tab crafting grid. The items for the recipe would disappear when placed in the crafting grid, and they were NOT thown; they would simply disappear. When I disabled NEI again, the items could be placed normally in the upgrade crafting grid.

NEI completely overrides the slots underneath. I can't control this, which is why NEI needs to be off.

Essentially, NEI doesn't like the crafting grid in the tab.

Basically, unlike most minecraft armor, these pieces are useless without at least a protection module and an energy module, and there's nothing anywhere in the UI that indicates that's the case. Maybe hint at it in the tooltip for the item? Something like:

Modular Helmet
Protection Module: Not Installed
Energy Module: None
Other Modules Installed:
Party Hat Mode
Solar Generator​

Maybe even color the "Not Installed" and "None" red, so that they stand out as a problem. Then once the upgrades are installed, it might look like this:

Modular Helmet
Charge (5,000 / 10,000 RF)
Protection Module: Installed
Energy Module: Leadstone (max 10,000 RF)
Other Modules Installed:
Party Hat Mode
Solar Generator
Edit: formatting
I don't have just one protection upgrade. I have many, for many different types of damage.

I would hope that people look through the list to see the different upgrades, however.
 

Malaclypse

New Member
Jul 29, 2019
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I don't have just one protection upgrade. I have many, for many different types of damage.

I would hope that people look through the list to see the different upgrades, however.

I'm not at my gaming PC, so I can't go check, but that's exactly what confused me. I saw things like fire protection and blast protection, which are normally enchantments. I don't remember seeing something for physical protection (or maybe I did, and thought it worked like the protection enchant, which is added on top of normal armor), so I assumed that it worked like every other piece of armor I had ever used, which would mean that you got something functional when you crafted it (especially since that's what WAILA seemed to indicate), then got upgrades as you went along.

Since it doesn't work that way, I think you eventually have to figure out some way to let people know that the item they're holding in their hands in not functional without more stuff installed. Otherwise, people will just trash the armor they made, and complain that your mod is broken.
 
C

chbachman

Guest
I'm not at my gaming PC, so I can't go check, but that's exactly what confused me. I saw things like fire protection and blast protection, which are normally enchantments. I don't remember seeing something for physical protection (or maybe I did, and thought it worked like the protection enchant, which is added on top of normal armor), so I assumed that it worked like every other piece of armor I had ever used, which would mean that you got something functional when you crafted it (especially since that's what WAILA seemed to indicate), then got upgrades as you went along.

Since it doesn't work that way, I think you eventually have to figure out some way to let people know that the item they're holding in their hands in not functional without more stuff installed. Otherwise, people will just trash the armor they made, and complain that your mod is broken.
There is a general protection upgrade now. So, number 1 is fixed.

Onto the user notification: I'm designing something that should act as a in-game guide, and allow it to be made a lot easier.
 
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Type1Ninja

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Jul 29, 2019
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I'm not at my gaming PC, so I can't go check, but that's exactly what confused me. I saw things like fire protection and blast protection, which are normally enchantments. I don't remember seeing something for physical protection (or maybe I did, and thought it worked like the protection enchant, which is added on top of normal armor), so I assumed that it worked like every other piece of armor I had ever used, which would mean that you got something functional when you crafted it (especially since that's what WAILA seemed to indicate), then got upgrades as you went along.

Since it doesn't work that way, I think you eventually have to figure out some way to let people know that the item they're holding in their hands in not functional without more stuff installed. Otherwise, people will just trash the armor they made, and complain that your mod is broken.
To be fair, when you pick up something named "Modular Armor" it's fairly safe to assume that it won't be very good without some modules. I mean, come on, people... It's like playing Horizons and then getting frustrated because you don't have MFR to make tree farms with. *cough cough* Good thing that hasn't happened to anyone, right? :cool:
 

Malaclypse

New Member
Jul 29, 2019
51
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To be fair, when you pick up something named "Modular Armor" it's fairly safe to assume that it won't be very good without some modules. I mean, come on, people... It's like playing Horizons and then getting frustrated because you don't have MFR to make tree farms with. *cough cough* Good thing that hasn't happened to anyone, right? :cool:

Well, since you're going to make fun of me for my ignorance, let me recap some of the same things I posted in the bug thread.

First, no other armor I've made in Minecraft works this way. Every upgradable armor I've ever made starts out with some protective value, and I'm pretty sure that the RF powered ones start with the ability to hold a charge. So, that was my baseline expectation here, too. I looked for a wiki, I read the announcement posts for the mod, and looked for any documentation that would show how this all worked. I didn't find any.

So, I made a full suit of modular armor. I immediately noticed that it wouldn't take a charge, but obviously needed one. I figured out how to bring up the upgrade UI (again, different from any other suit of armor I've ever used, and not documented, at all). I figured out how to open the upgrade panel in the UI. I tried to add modules, but almost none of them worked (that is, I couldn't put the parts into the crafting grid by hand, and only a few things worked when I hit the "Add Upgrade?" button in the recipe browser, even when I had all the materials in my inventory). So, I figured out how to add the leadstone energy cell upgrade to the armor, since that was one of the few upgrades I could get to work. So, now I have modular armor that can hold a charge. I looked through the other upgrades, but couldn't figure out how to craft any of them. Besides, they all looked like additional, optional, modules, since many of them have the same name as enchantments that I'm already familiar with. When I hovered my mouse over the armor pieces, the tooltip said they had protective values. At that point, I figured I'd just toss the armor on, and go post a bug someplace about crafting the upgrade modules. When I put the armor on, I got no shields on my hotbar, and no damage reduction.

When I mentioned that on the bug thread, no one pointed out that I needed additional modules to get armor on my armor. All I was told was that the mod wasn't compatible with NEI, and I'd have to disable that. At the time, I couldn't figure out any way to disable NEI without just removing NEI entirely, and I didn't want to do that. So, I assumed it was just all bugged, and not worth my time to investigate further.

I feel like I went above and beyond the normal expectations for figuring out how this was supposed to work, and reporting the issues I had to the mod dev. That's why I've been harping on the idea that the mod needs some way of showing what's going wrong. I spent a ton of time trying to figure it out, and I'm usually pretty good at debugging these things.

And, it's not that the armor "won't be very good without some modules". It's almost completely worthless without both a way to hold a charge, and a way to actually provide armor. If it gave you, say, wooden armor level protection without any upgrades, then let you upgrade to iron, diamond, etc. levels, then I'd agree.
 

Type1Ninja

New Member
Jul 29, 2019
1,393
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Well, since you're going to make fun of me for my ignorance, let me recap some of the same things I posted in the bug thread.

First, no other armor I've made in Minecraft works this way. Every upgradable armor I've ever made starts out with some protective value, and I'm pretty sure that the RF powered ones start with the ability to hold a charge. So, that was my baseline expectation here, too. I looked for a wiki, I read the announcement posts for the mod, and looked for any documentation that would show how this all worked. I didn't find any.

So, I made a full suit of modular armor. I immediately noticed that it wouldn't take a charge, but obviously needed one. I figured out how to bring up the upgrade UI (again, different from any other suit of armor I've ever used, and not documented, at all). I figured out how to open the upgrade panel in the UI. I tried to add modules, but almost none of them worked (that is, I couldn't put the parts into the crafting grid by hand, and only a few things worked when I hit the "Add Upgrade?" button in the recipe browser, even when I had all the materials in my inventory). So, I figured out how to add the leadstone energy cell upgrade to the armor, since that was one of the few upgrades I could get to work. So, now I have modular armor that can hold a charge. I looked through the other upgrades, but couldn't figure out how to craft any of them. Besides, they all looked like additional, optional, modules, since many of them have the same name as enchantments that I'm already familiar with. When I hovered my mouse over the armor pieces, the tooltip said they had protective values. At that point, I figured I'd just toss the armor on, and go post a bug someplace about crafting the upgrade modules. When I put the armor on, I got no shields on my hotbar, and no damage reduction.

When I mentioned that on the bug thread, no one pointed out that I needed additional modules to get armor on my armor. All I was told was that the mod wasn't compatible with NEI, and I'd have to disable that. At the time, I couldn't figure out any way to disable NEI without just removing NEI entirely, and I didn't want to do that. So, I assumed it was just all bugged, and not worth my time to investigate further.

I feel like I went above and beyond the normal expectations for figuring out how this was supposed to work, and reporting the issues I had to the mod dev. That's why I've been harping on the idea that the mod needs some way of showing what's going wrong. I spent a ton of time trying to figure it out, and I'm usually pretty good at debugging these things.

And, it's not that the armor "won't be very good without some modules". It's almost completely worthless without both a way to hold a charge, and a way to actually provide armor. If it gave you, say, wooden armor level protection without any upgrades, then let you upgrade to iron, diamond, etc. levels, then I'd agree.
Sorry mate, I wasn't making fun of you; the remark about the tree farms was about earlier people who actually complained about the lack of more popular mods in Horizons >.< As for the Modular Armor itself, you may not be aware, but it is designed to be the successor to Modular Power Suit, which has been around for the longest time and works (mostly) how this version does, only providing protection if you install upgrades. Since most people have played with the old version or at least seen it used at some point, they know how it works. Sorry about the misunderstanding. :confused:
 

Malaclypse

New Member
Jul 29, 2019
51
0
0
Sorry, I was being overly defensive. I felt like you were comparing my attitude to the one in this post. That guy was being a jerk, and I didn't like the idea I might be coming across that way too. But, since I haven't actually been a jerk, I don't have anything to worry about. :)
 

Type1Ninja

New Member
Jul 29, 2019
1,393
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Sorry, I was being overly defensive. I felt like you were comparing my attitude to the one in this post. That guy was being a jerk, and I didn't like the idea I might be coming across that way too. But, since I haven't actually been a jerk, I don't have anything to worry about. :)
Exactly. The monotone of the internet has lost to common sense once again. :D
 
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Malaclypse

New Member
Jul 29, 2019
51
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So, anyone else playing with Aura Cascade? It's yet another mod I've never used before, and it's a lot of fun.

To get anywhere with the mod, you need a bunch of different colored wool. So, since I didn't have any sheep, I built a Soul Cairn (from Quiverbow), went out and shot some sheep to get sheep eggs. Much easier than getting them to follow me on a leash.

I built a simple little system with a Cascading Colorer dyeing the sheep, and a Progressive Automation Animal Farmer shearing them. That got me a stack or more of each color of wool without too much trouble. For that system, I powered it with one burning aura pump, which generated about 300 power/sec, and that seemed to keep things moving pretty fast.

Then I started making Arcane Ingots with all that wool. That uses a Cascading Processor. Here's where I started having power trouble. A simple four node system powered by a burning aura pump was pretty slow. I ended up building a slightly bigger system, with four burning aura pumps each feeding into their own receiving node, then into two transfer nodes, then back down to the two power nodes, where the aura gets shared back out to the four pumps. That doesn't give me as much power as I'd hoped. Instead of about 1200 power / sec, I get about 800. I think that's because the aura doesn't all come down at once, and some of it gets "stuck" moving around through the top of the system. Since the system wasn't being used all the time, I built a Monitor (the aura cascade one), and put that on top of my Cascading Processor, and ran some freestanding red alloy wire up to the two transfer nodes. Now, when there's nothing to process, the two transfer nodes just hold a bunch of aura in them, ready to drop. When I drop new work, the first couple of items get done really fast, which is nice. This works okay, and I have plenty of Arcane Ingots, but I'd love to see a system that drives more power, if anyone's built something cool.

I also built a Vortex Infusion system, and a Cascading Looter, with pretty similar power systems, but they're a bit slow. The Vortex Infusion system uses four alternating burning aura pumps, and it's not too bad, except that I lose a lot of power when I make the Arcane Gems. The ingots are done processing long before the diamond is charged up, but I haven't figured out a way to divert the aura down to a single transfer node once the other bits are done.

I set up a Cascading Looter, because I haven't found any dungeons in my world so far, and I wanted some dungeon loot (particularly a division sigil). The cascading looter takes a lot of power to run. Each unit of work takes 5000 power, and I think anything less than that gets lost. So, for that machine, I used Aura Capacitors as the transfer nodes, and set them to only release bursts at 10,000 aura. I'd like to move more aura at a time, but the upgraded pumps are kind of expensive because most of them take Arcane Gems, and my Vortex infusion system is slow. Has anyone played around with the others? Any cool power systems to show off?

Oh, also, what about the actual trinkets and tools? I built a Sash of the Angel's heels, which is an awesome step-up boost. I also wear the Green Protection Amulet (Immunity to fall damage) since I also recently built a Mekanism jetpack. What else should I play around with?
 

jotato

New Member
Jul 29, 2019
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why is quantumflux rf exciter set to max of 100rf/tick??? are you crazeh?! only 100rf?!?

Because you need to upgrade it ;) Create some Exciter Upgrades and right click them onto an exciter. Each upgrade will allow it to move 100/t more
 
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ZephyrWindSpirit

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Jul 29, 2019
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I borrowed a friend's setup to make myself a blue and a red protection amulet (protection from drowning, protection from fire/lava damage)
I can go diving for clams now. In my single player world, I made a processor, a stack of crystals, 8 red crystals, a smelter, a vortex infuser, a node and a burning pump. Quests helped, but it appears that the progress reset on me, either because I crashed due to a shift-click error out of the project table of blue power, or I dunno.

Make protection from lava before you go to the nether.
 

Elmazz

New Member
Jul 29, 2019
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]It makes rf out of anything... put a cobble gen on it and you basically have free power, cheaper than any solar panel since the generator self is very cheap as well. Keeping the rf rate low is a way to balance this.
I was talking about EXCITER (part of wireless rf) :D And i figured it out, that you need to put upgrades so nvm :D
Because you need to upgrade it ;) Create some Exciter Upgrades and right click them onto an exciter. Each upgrade will allow it to move 100/t more
I figured it out by looking at a config file XD

Everything about this modpack is awesome... The only 2 problems I have with it are: ee3 is not really working propertly with custom emc. AND WHICH MOD ADDS THESE STUPID OVERPOWERED FAST RUNNING HIGHLY EXPLOSIVE CREEPERS!?!?!
 
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Malaclypse

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Jul 29, 2019
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Oh, also, what about the actual trinkets and tools? I built a Sash of the Angel's heels, which is an awesome step-up boost. I also wear the Green Protection Amulet (Immunity to fall damage) since I also recently built a Mekanism jetpack. What else should I play around with?

I built a prismatic wand last night. This thing is really cool! It's kind of like a BC builder and a builder's wand rolled into one.

Placing the copied blocks is a little fiddly, so I suggest using it to build some platforms and such, the same way you might use a builder's wand, before trying to copy large or complicated structures. That way you get used to how to mark and copy areas, then paste new ones down. Where you're standing when you make the copy makes a big difference, for instance, but I got used to it with a little experimentation.

Highly recommended.