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HalibutBarn

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Everything posted by HalibutBarn

  1. It's too early to say yet, they haven't finalized exactly how things will be configured in the 1.2-based version.
  2. I think worlds should be okay. When I was testing the 2.1 upgrade on my server, I was disabling various mods to try and narrow down a crash, and disabling Forestry just caused all the machines and ore to disappear. A world converter may be necessary anyway though just over the new MC 1.2 redstone lamp blocks and a conflict with the power converters.
  3. Looks like the info got unstickied, but you should still be able to get it here: http://midas-gold.googlecode.com/files/WorldUpdater1.4.jar
  4. Re: Blocks changing when I break them You don't smash it with the wrench, you right-click on it.
  5. I'm guessing you did your basic editing with a 1.2 version of Minecraft, in which case your map is now in the Anvil format and Tekkit doesn't support that. I don't know of any tools to convert it back to the 1.1 format, and even if you could, you'd probably have trouble with things like jungles. (You're seeing an old version of the world because you were probably using 1.1 before and then upgraded to 1.2, and it kept a copy of the world in the old format at the point you upgraded, and Tekkit just sees the old one.)
  6. Did you manually move the Tekkit.jar file to the 'jar' directory under there? It may be looking for everything relative to that, so it's expecting the mod files to be in 'jar/mods', configs to be in 'jar/config', etc. Try moving the jar file back to the main server directory.
  7. Going by the original log you posted, it doesn't seem to be loading any of the actual mods, just the Bukkit plugins. Make sure the 'mods' directory is there under the server directory and filled with a bunch of .zip files (e.g., maybe you forgot to copy subdirectories over when installing the server). (Edit: And if that is the case, then they might want to restart their world if they haven't invested too much effort in it yet, as it'll be missing a lot of stuff like the new ores and trees in chunks that have already been generated.)
  8. But now there's a 1.2.5 due out very soon... That's a big part of the problem, a 'stable' release is a constantly moving target and they need to find a nice, quiet point where you get good, stable versions of all of the mods for the same versions of the game, all of the APIs, and between the mods themselves for the 'bridge' mods. That often doesn't happen until Mojang stops releasing minor updates for a 1.X version, but that's hard to predict. For all we know, there could be a 1.2.6 in the next week or two, requiring new versions of mods and APIs again and delaying it even further.
  9. I'm guessing you only have a pipe connected to the top of the combine. You need one connected to one of the sides to get the wheat.
  10. Make sure the output of the batbox is facing the right way, if you're not even seeing any energy being drained from it.
  11. Are you only putting a pipe on the top of the combine? Only seeds will come out the top, and wheat will come out the sides.
  12. It looks like you're missing the '-jar' parameter, i.e., the full command should be "java -Xms512m -Xmx512m -jar /home/server/Tekkit.jar nogui"
  13. You haven't provided nearly enough information, like exactly which versions of client and server you are running (mentioning 1.2.3 just causes further confusion, as it has nothing to do with Tekkit), logs from the server and launcher, etc. If I were to guess, I'd say you've set up a plain vanilla Bukkit server, not a Tekkit one.
  14. Make sure you actually have the 2.1 client version selected in the launcher. Even if you selected it before, removing certain files will reset it back to the default recommended build, which would give you those version mismatches (note that your screenshot shows it wants IC2 1.71, but the log shows you're connecting with 1.70).
  15. I haven't seen any official word from our fearless leaders yet, but it looks like there's a Tekkit client update that changes the solar array GUI IDs to 45/46/47. After updating the server config to match, both combustion engines and solar arrays work fine for me now. Thanks!
  16. The solar arrays converted properly in my world, despite the subvalue change, since the new Compact Solars are supposed to have some code specifically to convert any old-style ones that it sees (it can tell which ones are old ones that need to be converted because the associated tile entity ID name is still the old format). There might still be cases where the conversion doesn't happen properly because of some glitch, but it shouldn't be up to the world converter program to do it.
  17. Check for any stray redstone. If it's touching powered redstone, that will prevent it from running.
  18. Looking at the Buildcraft code, there's definitely a GUI ID conflict. In buildcraft.core.Utils, it hardcodes 70-76 as the GUI IDs that it uses, and that conflicts with what the solar arrays have been configured to use. Whether you actually get the right GUI or not might depend on the order in which things are initialized. From my launcher log: [18:15:05] [sEVERE] Starting BuildCraft 2.2.12 [18:15:05] [sEVERE] Copyright © SpaceToad, 2011 [18:15:05] [sEVERE] [url]http://www.mod-buildcraft.com[/url] [18:15:05] [sEVERE] RegisterGUI error: inventoryType already registered. [18:15:05] [sEVERE] RegisterGUI error: inventoryType already registered. [18:15:05] [sEVERE] addOverride(/gui/items.png,/ic2/sprites/refinedIronDust.png,38). 85 left. [18:15:05] [sEVERE] RegisterGUI error: inventoryType already registered. [18:15:05] [sEVERE] RegisterGUI error: inventoryType already registered. Those RegisterGUI errors are from the conflict with the solar arrays, which were initialized first. If something rearranges the initialization order, BuildCraft might get to register them first and then you'd get the proper engine GUIs. (But then you might get the wrong one when looking at the solar arrays.) And all of this might only affect multiplayer, since it affects what happens in the packet handlers but I'm not sure if those even get used in the single-player mode.
  19. It looks like the server is also missing the actual mod file for Nether Ores. Copying the 'netherores-server-1.1.2-bukkit-b1.1R3-r1.zip' file from a 2.0 server got it working again.
  20. It looks like it needs to convert 187->189 as well, for the charging tables. After manually adding that, it now converts all of the advanced machines and charging tables in my world. Also, I don't know if they'll work for everyone, but the following translations worked for the Railcraft items in my world: translations.put(new Integer(7256),new Integer(7310)); // Crowbar translations.put(new Integer(7258),new Integer(7256)); // Signal tuner translations.put(new Integer(7259),new Integer(7264)); // Creosote oil translations.put(new Integer(7260),new Integer(7309)); // Signal lamp translations.put(new Integer(7261),new Integer(7262)); // Controller circuit translations.put(new Integer(7262),new Integer(7297)); // Receiver circuit translations.put(new Integer(7263),new Integer(7288)); // Coal coke translations.put(new Integer(7264),new Integer(7291)); // Wooden tie translations.put(new Integer(7265),new Integer(7304)); // Stone tie translations.put(new Integer(7266),new Integer(7295)); // Wooden railbed translations.put(new Integer(7267),new Integer(7277)); // Stone railbed translations.put(new Integer(7268),new Integer(7274)); // Junction rail translations.put(new Integer(7269),new Integer(7282)); // Switch rail translations.put(new Integer(7270),new Integer(7290)); // Boarding rail translations.put(new Integer(7271),new Integer(7278)); // Holding rail translations.put(new Integer(7272),new Integer(7268)); // One-way rail translations.put(new Integer(7273),new Integer(7266)); // Control rail translations.put(new Integer(7274),new Integer(7300)); // Launcher rail translations.put(new Integer(7275),new Integer(7301)); // Priming rail translations.put(new Integer(7276),new Integer(7281)); // Wooden rail translations.put(new Integer(7277),new Integer(7284)); // Wooden booster rail translations.put(new Integer(7278),new Integer(7269)); // Wooden junction rail translations.put(new Integer(7279),new Integer(7298)); // Wooden switch rail translations.put(new Integer(7280),new Integer(7271)); // High-speed rail translations.put(new Integer(7281),new Integer(7292)); // High-speed switch rail translations.put(new Integer(7282),new Integer(7261)); // High-speed booster rail translations.put(new Integer(7283),new Integer(7287)); // High-speed transition rail translations.put(new Integer(7284),new Integer(7275)); // Metal posts translations.put(new Integer(7285),new Integer(7293)); // Wood posts translations.put(new Integer(7286),new Integer(7276)); // Stone post translations.put(new Integer(7287),new Integer(7285)); // Concrete block translations.put(new Integer(7288),new Integer(7273)); // Block signal translations.put(new Integer(7289),new Integer(7272)); // Dual-head block signal translations.put(new Integer(7290),new Integer(7260)); // Switch motor translations.put(new Integer(7291),new Integer(7294)); // Signal receiver box translations.put(new Integer(7292),new Integer(7299)); // Signal controller box translations.put(new Integer(7293),new Integer(7279)); // Minecart loader translations.put(new Integer(7294),new Integer(7270)); // Advanced Loader translations.put(new Integer(7295),new Integer(7259)); // Minecart unloader translations.put(new Integer(7296),new Integer(7302)); // Advanced unloader translations.put(new Integer(7297),new Integer(7280)); // Minecart liquid loader translations.put(new Integer(7298),new Integer(7286)); // Minecart liquid unloader translations.put(new Integer(7299),new Integer(7263)); // Minecart dispenser translations.put(new Integer(7300),new Integer(7283)); // Coke oven brick translations.put(new Integer(7301),new Integer(7265)); // TNT cart translations.put(new Integer(7302),new Integer(7308)); // Tank cart translations.put(new Integer(7303),new Integer(7307)); // Tunnel bore translations.put(new Integer(7304),new Integer(7311)); // Diamond bore head translations.put(new Integer(7305),new Integer(7303)); // Iron bore head They don't match up with what's in the config files, but that's what my worlds are using. (That's why I'm not sure if these will work for others, if they're being dynamically allocated or something.)
  21. It doesn't really matter where you put the World Converter file itself, as you only use it once and have to tell it where the world files are anyway.
  22. See the fix nipoq posted here, it worked for me.
  23. I was able to get past the NoClassDefFoundError exception by taking all of the .zip files in the 'mods' directory and merging them into a single .zip, though then it stops with a different exception: 2012-03-05 09:51:52 [sEVERE] Unexpected exception java.lang.NullPointerException at net.minecraft.server.CraftingManager.registerShapedRecipe(CraftingManager.java:147) at net.minecraft.server.ModLoader.AddRecipe(ModLoader.java:344) at net.minecraft.server.mod_IC2_ChargingBench.load(mod_IC2_ChargingBench.java:42) at net.minecraft.server.ModLoader.init(ModLoader.java:692) at net.minecraft.server.ModLoader.Init(ModLoader.java:1357) at net.minecraft.server.MinecraftServer.init(MinecraftServer.java:102) at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:411) at net.minecraft.server.ThreadServerApplication.run(SourceFile:465) Disabling the charging benches in ModLoader.cfg gets the server successfully started. This is just a quick kludge though, and maybe more fiddling will get the charging benches working. Edit: Okay, putting all of the mods *except* the charging benches into a single zip and leaving Charging Benches as a separate zip seems to get it all working. Edit edit: Looks like nipoq has an even better solution here, just renaming some of the mod files.
  24. I also ran into this in a quick test and it looks like the age-old problem of the mod load order being unreliable on non-Windows platforms. Traditionally one fix has been to merge the mods into the server .jar file, but I haven't had a chance to try that with 2.1 yet.
  25. It was a deliberate change in IC2 1.70. From the changelog:
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