Jump to content

powersthatbe85

Members
  • Posts

    90
  • Joined

  • Last visited

Everything posted by powersthatbe85

  1. Thanks I'm facing these issues now, but since I'm only doing a server between a few close friends am I able to just send them the correct client side they would need to just throw in(everyone has legit minecraft accounts) and still be able to use the technic launcher to get on?
  2. So I've read countless threads of people claiming certain mods work or don't work with tekkit. Here are a list of mods I'm planning to add to my newest Tekkit server. We could use this thread to list guides on how properly add them. Forestry? MoCreatures? Buildcraft addon mods? -Thermal expansion Industrial craft addon mods?
  3. when dr. horrible can't figure out what you're saying... then we know its bad
  4. I didn't see him asking anything bad. But the technic/tekkit team seems to lead the charge now in the modding community now. They seem to know what's going on and what the rest of the modders are doing. Just asking for a little insight if we should just wait for 1.4 or go balls to the wall on 1.3 would be helpful.
  5. buzzkill! with 1.3 coming out very soon its going to change mods for good. I think many of the mods we have wanted in tekkit that are in technic will finally be made like so. Let's just hope Bukkit doesn't take forever to release
  6. I just removed minebackup from our server and it fixed it. I know commandbook and worldEdit don't cause issues but maybe those others do.
  7. I've had these same issues with any type of chunkloader as well. Are you using any bukkit plugins?
  8. I created a lapotron delivery system to MFSUs. Then you could just use an item counter to collect usage.
  9. With Tekkit 3 I've had several issues on my standard tekkit server with chunkloading and teleport pipes. I've been unable to get any chuncks to stay loaded no matter where I place teleport teathers or world anchors. Also the teleport pipes seem to only work if that chunk is loaded, but then even when its loaded it still has issues with connecting.
  10. I don't think he's asking about an ETA exactly, but maybe more for an update on if its being updated to the newest bukkit and forge. Because like him if tekkit doesn't plan to then I would attempt a try at an update.
  11. speaking of beer... Would a case of beer help you get the next tekkit update out sooner?
  12. I built a automatic system with the enderchests, MFSU's, retrievers(because you can only deliver and take out of the bottom with it), and lapotron crystals to deliver power across our entire map. No energy loss and extremely fast transfer of power if done right.
  13. This issue continues to plague my server. anyone near moving redpower ships has their client crashing constantly Is anyone else having these issues?
  14. An Idea a friend game me. Does anyone know how to disable the IC2 chat notification system?
  15. Can a moderator please move this over to the bug board?
  16. another one bites the dust? I'm now understanding why moderators do what they do. I take back part of what i said about you Jay... but just part.
  17. Ok after some testing I have narrowed it down to this: Any item from IC2 that uses the chat notifications when place into a Deployer and activated will crash the server.
  18. I just tried testing it on a fresh 3.0.4 server and it did the same thing. The bug or issue is when the frequency transmitter is used in a deployer. Looks like this should be moved to the bug board now.
  19. Yes I loaded it over to single player and it worked perfectly. So now im doing test after test to figure out how to get the SMP server not to crash
  20. And here is when the game crashes: 2012-06-05 21:05:51 [FINE] [EE2] Loaded EE2-IC2 Addon 2012-06-05 21:05:51 [FINE] [EE2] Loaded EE2-IC2 Addon 2012-06-05 21:05:52 [sEVERE] java.lang.NullPointerException 2012-06-05 21:05:52 [sEVERE] at ic2.platform.Platform.messagePlayer(Platform.java:162) 2012-06-05 21:05:52 [sEVERE] at ic2.common.ItemFrequencyTransmitter.onItemUseFirst(ItemFrequencyTransmitter.java:65) 2012-06-05 21:05:52 [sEVERE] at eloraam.machine.TileDeployBase.tryUseItemStack(TileDeployBase.java:188) 2012-06-05 21:05:52 [sEVERE] at eloraam.machine.TileDeploy.enableTowards(TileDeploy.java:98) 2012-06-05 21:05:52 [sEVERE] at eloraam.machine.TileDeployBase.onBlockNeighborChange(TileDeployBase.java:247) 2012-06-05 21:05:52 [sEVERE] at eloraam.core.BlockExtended.doPhysics(BlockExtended.java:63) 2012-06-05 21:05:52 [sEVERE] at eloraam.core.RedPowerLib.notifyBlock(RedPowerLib.java:25) 2012-06-05 21:05:52 [sEVERE] at eloraam.core.RedPowerLib.updateIndirectNeighbors(RedPowerLib.java:48) 2012-06-05 21:05:52 [sEVERE] at eloraam.core.TileExtended.updateBlockChange(TileExtended.java:98) 2012-06-05 21:05:52 [sEVERE] at eloraam.logic.TileLogicPointer.timerUpdate(TileLogicPointer.java:219) 2012-06-05 21:05:52 [sEVERE] at eloraam.logic.TileLogicPointer.q_(TileLogicPointer.java:413) 2012-06-05 21:05:52 [sEVERE] at net.minecraft.server.World.tickEntities(World.java:1191) 2012-06-05 21:05:52 [sEVERE] at net.minecraft.server.MinecraftServer.w(MinecraftServer.java:547) 2012-06-05 21:05:52 [sEVERE] at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:453) 2012-06-05 21:05:52 [sEVERE] at net.minecraft.server.ThreadServerApplication.run(SourceFile:492) 2012-06-05 21:05:52 [sEVERE] Unexpected exception java.lang.NullPointerException at ic2.platform.Platform.messagePlayer(Platform.java:162) at ic2.common.ItemFrequencyTransmitter.onItemUseFirst(ItemFrequencyTransmitter.java:65) at eloraam.machine.TileDeployBase.tryUseItemStack(TileDeployBase.java:188) at eloraam.machine.TileDeploy.enableTowards(TileDeploy.java:98) at eloraam.machine.TileDeployBase.onBlockNeighborChange(TileDeployBase.java:247) at eloraam.core.BlockExtended.doPhysics(BlockExtended.java:63) at eloraam.core.RedPowerLib.notifyBlock(RedPowerLib.java:25) at eloraam.core.RedPowerLib.updateIndirectNeighbors(RedPowerLib.java:48) at eloraam.core.TileExtended.updateBlockChange(TileExtended.java:98) at eloraam.logic.TileLogicPointer.timerUpdate(TileLogicPointer.java:219) at eloraam.logic.TileLogicPointer.q_(TileLogicPointer.java:413) at net.minecraft.server.World.tickEntities(World.java:1191) at net.minecraft.server.MinecraftServer.w(MinecraftServer.java:547) at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:453) at net.minecraft.server.ThreadServerApplication.run(SourceFile:492)
  21. An idea just popped into my head using block breakers and deployers to make the legs rise and move correctly. Now getting it to turn would incredible engineering and skill
  22. If you can help me resolve my issue my most recent post about my airship teleporter: http://forums.technicpack.net/threads/teleporter-for-frames-airship-advanced-problems.10623/ , then I would love to start on this project.
  23. So with tekkit 3 the first thing I wanted to build was a fully functional airship using the redpower frames with a on board teleporter to travel back and forth from my home to my ship. Issue: when the teleporter moves the signal no longer works and you need to resync the system with the freq. Solution: I built a system using deployers and enderchests to reset and resync the teleporters. New issue: When the deployer activates the freq, redpower interacts with IC2's API and IC2 tries to send a message to whomever would be holding the freq. The issue is that a deployer is holding the freq so the server crashes after it can't send the notification to anything.(I'm not currently near my server to grab the crash info, but will do it later today) Possible solution: somehow uses IC2's fakeplayer to receive the message? (I have no idea how that would work) I don't believe this is a bug so much as functionality that doesn't exist. Any ideas on how I could make this work or alternative solutions to my goal?
×
×
  • Create New...