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planetguy

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Everything posted by planetguy

  1. The ClassCastException is probably from a mod (Thermal Expansion in this case) that caches XYZ coordinates and doesn't update them on invalidate()/validate(). It assumes the TileEntity at those coordinates is its own and attempts to cast it, but since it is actually JAKJ's carriage TileEntity, it crashes.
  2. I figured out why my mod doesn't load. The mcmod.info is invalid, and deleting it makes Forge load it fine. Sorry about that.
  3. Gizmos is still alive and growing, I just let this post fall behind. The latest downloads can be found on my CurseForge page here.
  4. And you aren't using the actual Light Bridge Mod why?
  5. Name: Adam Age: 17 Time zone: PST IGN: planetguy Hobbies: Minecraft (like everyone else here), programming Mods: I know most of the mods in Tekkit Lite fairly well. I'm utterly lost when it comes to Thaumcraft. I vaguely understand parts of Forestry, the UE mods, and Ars Magica. You could say I know how to use Gizmos. Why do I want to join? Ever since my last server vanished into thin air, I've decided it would be best to join a long-established community. TBR seems to fit what I'm looking for pretty well: it's been around over a year and has a modpack I like. (It even includes my own mod! Perfect!) Why should you let me join? I'm decent with tech mods and appreciate a good community. I understand enough about modding to be able to make interesting stuff. Where did I hear about you? Kitty Jail.
  6. I wouldn't expect a release of MFR from Powercrystals any time soon. On his Github account, it says he hasn't been seen since the end of July. We may as well all use Skyboy's version.
  7. There's one by SlimeVoid that might work with Redstone in Motion, but I haven't tested it extensively.
  8. Redpower. It was very professionally done and is pretty dead, so it isn't a moving target as to what to include.
  9. You lived in Tehran in 1979, and were one of the hostages in the Iranian Hostage Crisis. I wish for more programming ability.
  10. The next step for Big Dig is probably to Minecraft 1.6.4, but that is still waiting on Thermal Expansion to release. The TE dev team hopes it'll be soon, and the beta testers on the are throwing around lots of cool screenshots and videos on the FTB forum thread. But all this is just speculation - who knows when Big Dig will update?
  11. Are you using the same mods and Forge version as your 1.5 pack in your 1.6 one? They won't work; use a 1.6.4 Forge and mods for 1.6.4.
  12. Never mind. Now I get the directory by stealing the file from the config and going up 2 levels.
  13. Update: Minecraft.getMinecraft().getMinecraftDir() works beautifully on the client. Just today, I tried running the same code on a server and it crashes, since Minecraft.class is apparently client-side-only. I tried using the path from MinecraftServer, but it seems to not be fully initialized at load time. Any other ideas?
  14. Any chance of an official 1.6 port? Would you mind if I did one on my own?
  15. Did you move the carriage in a direction other than the usual one? It sounds like something caches the XYZ position of the blocks, and if there's a tile entity there crashes if it isn't actually a power converter.
  16. Delete the whole ignition and zero ring classes. Fields whose assignment contains a reference to the zero or ignition ring should be completely deleted, and registering recipes involving them should go too. The ring of arcana? I wouldn't know exactly how that's set up.
  17. When Eclipse starts up, it mentions a file path as the workspace directory. Navigate to that path and go to the project folder you want to use, then open the folder named "src" in there. Copy all the decompiled files into there.
  18. Ask on the Buildcraft forums; this looks like their bug.
  19. It actually looks like BC is trying to pump some liquid that isn't properly set up with Forge. What liquid are you pumping?
  20. Copy everything there into your Eclipse project's source folder.
  21. To decompile the whole jar, click on file/save all sources.
  22. Use JD-GUI on the tekkit.jar and the EE2 jar in the mods folder.
  23. I think all you need to do with the tekkit.jar is deobfuscate the whole thing, not change anything. All the code in EE2 is in the EE2 jar, not the tekkit.jar.
  24. Decompile the EE2 jar from the Tekkit server files and look for item interact methods you wish to disable. To get it to compile again, you'll need to add the Tekkit jarfile to the classpath. There's a chance that method names in EE2 will be obfuscated, in which case pasting the code from something harmless over the whole class might make sense.
  25. There's a virus called "Relevant Knowledge" that someone on MCForums had a similar issue because of. You might want to check for it.
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