FTB Horizons: Daybreaker Discussion

Landstryder

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Jul 29, 2019
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So I thought this might shed some light on the JAVA 7 vs JAVA 8 issue...
I have JAVA 1.7.0_75 installed on my machine and I'm able to run the 1.1.0 version of the pack from the curse launcher with no problems what so ever.
The server that has been running the 1.0.2 version of the pack for my YouTube series has been doing a fine job but it is running JAVA 1.7.0_60
When I try to update the pack to 1.1.0 on the server it crashes with an error about Matter Overdrive (this is probably the same crash that Gideon experienced and that others may have had happen)
Alright no problem the server I use has the capabilities to switch between JAVA 7 and JAVA 8 very easily, so I switched it up to JAVA 1.8.0_45 (the sub version is not selectable).
Now since the update didn't include Enhanced Inventories, I added that back in via the curse launcher, and added to the server's updated mod directory.
Now wouldn't you know it.... Enhanced Inventories causes the server to crash with JAVA 8...

---- Minecraft Crash Report ----
// Don't be sad. I'll do better next time, I promise!

Time: 03/08/15 03:14
Description: Exception in server tick loop

cpw.mods.fml.common.LoaderException: java.lang.ClassNotFoundException: matteroverdrive.MatterOverdrive
at cpw.mods.fml.common.LoadController.transition(LoadController.java:163)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:544)
at cpw.mods.fml.server.FMLServerHandler.beginServerLoading(FMLServerHandler.java:87)
at cpw.mods.fml.common.FMLCommonHandler.onServerStart(FMLCommonHandler.java:314)
at net.minecraft.server.dedicated.DedicatedServer.func_71197_b(DedicatedServer.java:117)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:387)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)
Caused by: java.lang.ClassNotFoundException: matteroverdrive.MatterOverdrive
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:191)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at cpw.mods.fml.common.ModClassLoader.loadClass(ModClassLoader.java:58)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:440)
at sun.reflect.GeneratedMethodAccessor4.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:212)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:190)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:119)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:513)
... 5 more
Caused by: java.lang.UnsupportedClassVersionError: matteroverdrive/MatterOverdrive : Unsupported major.minor version 52.0
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClass(Unknown Source)
at java.security.SecureClassLoader.defineClass(Unknown Source)
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:182)
... 32 more


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

-- System Details --
Details:
Minecraft Version: 1.7.10
Operating System: Windows Server 2008 R2 (amd64) version 6.1
Java Version: 1.7.0_60, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 1261222784 bytes (1202 MB) / 1635254272 bytes (1559 MB) up to 3728211968 bytes (3555 MB)
JVM Flags: 2 total; -XX:MaxPermSize=256m -Xmx4000M
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 130 mods loaded, 130 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
~/ Mod list removed /~
OpenModsLib class transformers: [gl_capabilities_hook:ENABLED],[player_render_hook:ENABLED],[map_gen_fix:ENABLED],[movement_callback:ENABLED],[stencil_patches:ENABLED]
Class transformer null safety: all safe
CoFHCore: -[1.7.10]3.0.3B2-294
ThermalFoundation: -[1.7.10]1.2.0B1-95
Mantle Environment: Environment healthy.
Profiler Position: N/A (disabled)
Is Modded: Definitely; Server brand changed to 'fml,forge'
Type: Dedicated Server (map_server.txt)

---- Minecraft Crash Report ----
// Daisy, daisy...

Time: 03/08/15 03:10
Description: Exception in server tick loop

cpw.mods.fml.common.LoaderException: java.lang.ClassNotFoundException: yuuto.enhancedinventories.EnhancedInventories
at cpw.mods.fml.common.LoadController.transition(LoadController.java:163)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:544)
at cpw.mods.fml.server.FMLServerHandler.beginServerLoading(FMLServerHandler.java:87)
at cpw.mods.fml.common.FMLCommonHandler.onServerStart(FMLCommonHandler.java:314)
at net.minecraft.server.dedicated.DedicatedServer.func_71197_b(DedicatedServer.java:117)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:387)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)
Caused by: java.lang.ClassNotFoundException: yuuto.enhancedinventories.EnhancedInventories
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:191)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at cpw.mods.fml.common.ModClassLoader.loadClass(ModClassLoader.java:58)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:440)
at sun.reflect.GeneratedMethodAccessor4.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:212)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:190)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:119)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:513)
... 5 more
Caused by: java.lang.NullPointerException
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:182)
... 32 more


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

-- System Details --
Details:
Minecraft Version: 1.7.10
Operating System: Windows Server 2008 R2 (amd64) version 6.1
Java Version: 1.8.0_45, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 854447816 bytes (814 MB) / 1617952768 bytes (1543 MB) up to 3728736256 bytes (3556 MB)
JVM Flags: 2 total; -XX:MaxPermSize=256m -Xmx4000M
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 130 mods loaded, 130 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
~/ Mod list removed /~
OpenModsLib class transformers: [stencil_patches:ENABLED],[movement_callback:ENABLED],[map_gen_fix:ENABLED],[gl_capabilities_hook:ENABLED],[player_render_hook:ENABLED]
Class transformer null safety: all safe
CoFHCore: -[1.7.10]3.0.3B2-294
ThermalFoundation: -[1.7.10]1.2.0B1-95
Mantle Environment: Environment healthy.
Profiler Position: N/A (disabled)
Is Modded: Definitely; Server brand changed to 'fml,forge'
Type: Dedicated Server (map_server.txt)

Now I just need to contact the server and pleade with them to switch to JAVA 1.7.0_75 to get everything to work together...
I hope this helps if your having simular issues.
and yes JAVA 8 still crashes my computer though I have not tried every sub version of it so maybe the latests one might not now.
 
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lennon7770

New Member
Jul 29, 2019
2
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Can i please get someones help? I have radiation for an unlimited time? I have tried to die but i get it instantly again. I don't have any rings or armor on me except iron armor.

Edit: So i have half a heart all the time. Not funny!
 

Baron_Falcon

New Member
Jul 29, 2019
433
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Just submitted bug in the bug forum but just in case someone else might be having this issue or it gets missed. Mekanism chem injection and purification chamber will not accept ores from eithe EU or mek pipes. They can be manually placed in machines. Other machines work fine. sides are all set correctly and pipes are also.

Otherwise really enjoying this challenging modpack. EE making me crazy, but that's my fault I'm sure.
 

Kinnon21

New Member
Jul 29, 2019
35
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Can i please get someones help? I have radiation for an unlimited time? I have tried to die but i get it instantly again. I don't have any rings or armor on me except iron armor.

Edit: So i have half a heart all the time. Not funny!
The only thing I can think of is radiation from essentialcraft. Does it effect you if you move a few chunks away?


Sent from my iPhone using Tapatalk
 

Baron_Falcon

New Member
Jul 29, 2019
433
3
0
Is the storage drawers mod broken? The drawer faces do not show when I place them, I just get a single blank dark face that shows the item once placed. All the videos, and even when it shows in an inventory, it shows a nice finished drawer fron corresponding to how many drawers, but do not render when placed. The dark back ground makes many items hard to see. Also the controller seems to be completely broken. I was really looking forward to implementing the controller but it does not seem to work at all. I've watched several videos that have shed no light and scoured the wikies etc. Any help appreciated as I am kind of excited about this mod.
 

Kinnon21

New Member
Jul 29, 2019
35
0
0
Is the storage drawers mod broken? The drawer faces do not show when I place them, I just get a single blank dark face that shows the item once placed. All the videos, and even when it shows in an inventory, it shows a nice finished drawer fron corresponding to how many drawers, but do not render when placed. The dark back ground makes many items hard to see. Also the controller seems to be completely broken. I was really looking forward to implementing the controller but it does not seem to work at all. I've watched several videos that have shed no light and scoured the wikies etc. Any help appreciated as I am kind of excited about this mod.
The controller does work for me. I placed it under my compacting drawers and piped ingots into the controller, it put the ingots where they belong.


Sent from my iPhone using Tapatalk
 

Baron_Falcon

New Member
Jul 29, 2019
433
3
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The controller does work for me. I placed it under my compacting drawers and piped ingots into the controller, it put the ingots where they belong.


Sent from my iPhone using Tapatalk

I can use the controller to put items into a drawer network either by hand or with pipes from a chest. However in the descriptions it seems to imply that you can access the inventories of the drawers to remove items also. To me this implied a GUI that showed the content of the combined inventories.

From one of the mod pages I found (most seem to say or repost the same information). http://www.9minecraft.net/storage-drawers-mod/

{quote]Drawer Controllers are the second special block in the mod. They will search for any connected drawer within 12 blocks, and then expose all of those drawers as a large combined inventory. This lets you hook up a single pipe, tube, duct, spark, storage bus, etc. and interact with the entire bank of drawers.[/quote]

The following paragraph goes on to say this:

The second function of the controller is as a deposit-only interactive block.

So the second quote seems to corroborate my interpretation that it's supposed to have an interactive function with the inventory beyond just input.

I'm planning to try connecting a project table or similar to se if you can craft using the contents of the drawer network.
 

CrouchingOcelot

New Member
Jul 29, 2019
47
0
0
Can i please get someones help? I have radiation for an unlimited time? I have tried to die but i get it instantly again. I don't have any rings or armor on me except iron armor.

Edit: So i have half a heart all the time. Not funny!
Does the radiation have a time counter? or is it --:-- ? If it has a time counter then it will eventually wear off, but you have to stay out of hoanna for awhile. Maybe try building a full MRU radiation suit and see if it helps.

If it is --:-- then it's a permanent effect and it's probably a bug.

If it's permanent for whatever reason, then you might be able to fix it by using NBTExplorer and editing your character data in level.dat.
 

lightrider87

New Member
Jul 29, 2019
4
0
0
Would it be possible to update computroniks to version 1.5.1 in the next Modpack update?

This resolves some Client Crashes (my Client crashes every time) in the Creative menu
 

Type1Ninja

New Member
Jul 29, 2019
1,393
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I can use the controller to put items into a drawer network either by hand or with pipes from a chest. However in the descriptions it seems to imply that you can access the inventories of the drawers to remove items also. To me this implied a GUI that showed the content of the combined inventories.

From one of the mod pages I found (most seem to say or repost the same information). http://www.9minecraft.net/storage-drawers-mod/

{quote]Drawer Controllers are the second special block in the mod. They will search for any connected drawer within 12 blocks, and then expose all of those drawers as a large combined inventory. This lets you hook up a single pipe, tube, duct, spark, storage bus, etc. and interact with the entire bank of drawers.

The following paragraph goes on to say this:



So the second quote seems to corroborate my interpretation that it's supposed to have an interactive function with the inventory beyond just input.

I'm planning to try connecting a project table or similar to se if you can craft using the contents of the drawer network.[/QUOTE]
Firstly:
NEVER touch 9minecraft. Never, ever, ever. The only places to get mods are curse.com and minecraftforums.net. Everything else is illegally reposting other people's mods (including 9minecraft). 9minecraft and sites like it give outdated information and claim that mods are updated for versions that they do not support, and, even worse, they often contain viruses. You can ask @CoolSquid about Stop Mod Reposts if you don't believe me/want more information.

As for your actual question...
I think that second quote is the key. It says "deposit only" which I think means that you can only put items IN to the network-thingy. Maybe you can pull stuff out with pipes, as the first paragraph implies, but I think the deposit-only is the key to your question.
 

Nonsanity

New Member
Jul 29, 2019
16
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Just submitted bug in the bug forum but just in case someone else might be having this issue or it gets missed. Mekanism chem injection and purification chamber will not accept ores from eithe EU or mek pipes. They can be manually placed in machines. Other machines work fine. sides are all set correctly and pipes are also.

Otherwise really enjoying this challenging modpack. EE making me crazy, but that's my fault I'm sure.

You can upgrade them to factories and then they will accept piped inputs again. There's even a factory upgrade you can craft and hit the block to turn it into a factory without picking it up.
 

Baron_Falcon

New Member
Jul 29, 2019
433
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The following paragraph goes on to say this:



So the second quote seems to corroborate my interpretation that it's supposed to have an interactive function with the inventory beyond just input.

I'm planning to try connecting a project table or similar to se if you can craft using the contents of the drawer network.
Firstly:
NEVER touch 9minecraft. Never, ever, ever. The only places to get mods are curse.com and minecraftforums.net. Everything else is illegally reposting other people's mods (including 9minecraft). 9minecraft and sites like it give outdated information and claim that mods are updated for versions that they do not support, and, even worse, they often contain viruses. You can ask @CoolSquid about Stop Mod Reposts if you don't believe me/want more information.

As for your actual question...
I think that second quote is the key. It says "deposit only" which I think means that you can only put items IN to the network-thingy. Maybe you can pull stuff out with pipes, as the first paragraph implies, but I think the deposit-only is the key to your question.


Thanks for the heads up on 9minecraft. And yea I would never ever ever download anything that wasn't from minecraft forum or trusted site.

It's a shame that the drawers mod doesn't have an interactive GUI with crafting upgrade. I've been hoping for an early game storage/crafting mod like that for a long time and this mod would be a perfect candidate for that with a reasonably expensive crafting/interface block that would let you see the entire systems inventory using tabs in the GUI, and with a coupe appropriately expensive upgrades such as a crafting grid with small inventory under it, and and auto craft upgrade that would access the inventory.

I do like this mod, and I'm slowly integrating it. A chest connected to the controller is a good way to dump items into the network. The 4x drawer is a perfect compact way to organize, and the compacting drawers for things like gold and redstone are genius. I've even created a separate network for plants and seeds using the half block drawers, just wish there was a half block controller to make it smooth. I also wish the oak trim worked as covers for the controller and compactor.

Overall however I think this is a great substitute for barrels that is superior in a lot of ways and could be tweaked a bit with things I've mentioned to make it a great early to mid game storage/crafting system.
 
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Baron_Falcon

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Jul 29, 2019
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You can upgrade them to factories and then they will accept piped inputs again. There's even a factory upgrade you can craft and hit the block to turn it into a factory without picking it up.


I guess that's an option, albeit an extreme one just to be able to input pipes. Just to be clear, the other machines don't have this issue, and I was never able to input items into these machines so not sure where "again" fits into this. This is definitely a bug.
 

coneyaw

New Member
Jul 29, 2019
5
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Thanks for the heads up on 9minecraft. And yea I would never ever ever download anything that wasn't from minecraft forum or trusted site.

It's a shame that the drawers mod doesn't have an interactive GUI with crafting upgrade. I've been hoping for an early game storage/crafting mod like that for a long time and this mod would be a perfect candidate for that with a reasonably expensive crafting/interface block that would let you see the entire systems inventory using tabs in the GUI, and with a coupe appropriately expensive upgrades such as a crafting grid with small inventory under it, and and auto craft upgrade that would access the inventory.

I do like this mod, and I'm slowly integrating it. A chest connected to the controller is a good way to dump items into the network. The 4x drawer is a perfect compact way to organize, and the compacting drawers for things like gold and redstone are genius. I've even created a separate network for plants and seeds using the half block drawers, just wish there was a half block controller to make it smooth. I also wish the oak trim worked as covers for the controller and compactor.

Overall however I think this is a great substitute for barrels that is superior in a lot of ways and could be tweaked a bit with things I've mentioned to make it a great early to mid game storage/crafting system.
I think an overwhelming majority of us feel that the lack of a collaborative storage gui in this modpack is a severe drawback. It just goes to show that the pack truly intends to take us out of our comfort zones and play much differently than we're used to.
 

Baron_Falcon

New Member
Jul 29, 2019
433
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I think an overwhelming majority of us feel that the lack of a collaborative storage gui in this modpack is a severe drawback. It just goes to show that the pack truly intends to take us out of our comfort zones and play much differently than we're used to.

Yes, I'm compensating for the lack of AE autocrafting by having a bank of blue power crafting tables. Each one setup for a specific mod or type of crafting. It works ok, but it would be helpful if the inventory had one more row of slots. I was hoping the autocrafting version might, but no.
 
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Kinnon21

New Member
Jul 29, 2019
35
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Yes, I'm compensating by having a bank of blue power crafting tables. Each one setup for a specific mod or type of crafting. It works ok, but it would be helpful if the inventory had one more row of slots. I was hoping the autocrafting version might, but no.
I'm finding that rftools has a lot of the functionality I'm looking for. Look into their modular storage and auto crafting system. It's nowhere near ae2, but it's very helpful. I did use aura cascades bookshelf system but with no way to sort the items in the GUI and difficulties with moving the system to a new location, I've put it aside for now.


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coneyaw

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Jul 29, 2019
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I'm finding that rftools has a lot of the functionality I'm looking for. Look into their modular storage and auto crafting system. It's nowhere near ae2, but it's very helpful. I did use aura cascades bookshelf system but with no way to sort the items in the GUI and difficulties with moving the system to a new location, I've put it aside for now.


Sent from my iPhone using Tapatalk
I wasn't aware of an autocrafting feature from RFTools, I'll have to check that out. My current game plan is to have auto-crafting tables and dedicated machines set up specifically for items with rationing pipes that go into barrels/cabinets. i.e. rationing pipe keeps 64 sticks on hand. I'm not sure if rationing pipes work well with cabinets, but I'll be toying around with it since it seems like the only way to keep a steady supply going without OVERcrafting.

EDIT: Nevermind, I've seen the tiered crafters from rftools, still not really the solution we're looking for. I should also add, i think computercraft is going to have a big part in any successful auto-supply/auto-craft system.
 
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