CanVox Posted August 15, 2013 Author Posted August 15, 2013 Don't conduits have a 15% energy loss? I don't believe you get the loss transferring back and forth between tesseracts, but you should take a 15% hit when energy first enters the conduit system.
Fyrst_Igor Posted August 15, 2013 Posted August 15, 2013 Don't conduits have a 15% energy loss? I don't believe you get the loss transferring back and forth between tesseracts, but you should take a 15% hit when energy first enters the conduit system. From mod creators website: As of version 2.4.5.0, there is NO ENERGY LOSS. (http://thermalexpansion.wikispaces.com/Redstone+Energy+Conduit) Version in modpack: 2.4.6.0 So they shouldnt do any energy loss. But before this change they lost 5% energy no matter the distance traveled.
weirleader Posted August 15, 2013 Posted August 15, 2013 From mod creators website: As of version 2.4.5.0, there is NO ENERGY LOSS. (http://thermalexpansion.wikispaces.com/Redstone Energy Conduit) Version in modpack: 2.4.6.0 So they shouldnt do any energy loss. But before this change they lost 5% energy no matter the distance traveled. I remember now there being a discussion of removing energy loss. However... after checking the config file, I did find this line: I:EnergyFramework.Redstone.Loss=5 so perhaps there is still 5% loss in the current version?
Fyrst_Igor Posted August 15, 2013 Posted August 15, 2013 I found that to. But checked with machines, and the output from REC and input on machine matched, no loss. But still 5% of 100 is 5 not 20 :)
Fyrst_Igor Posted August 15, 2013 Posted August 15, 2013 I just saw that when i updated yesterday, this new version kinda breaks allready placed floodlights. They still work but are now invisible, and if u change their state from what they where prior to update, this will disaper dropping nothing.
weirleader Posted August 15, 2013 Posted August 15, 2013 I found that to. But checked with machines, and the output from REC and input on machine matched, no loss. But still 5% of 100 is 5 not 20 having tried with various setups (some with RE Conduit and some without), I'm actually growing more confused. (1) with a single face attached (RE Conduit into Energy Tesseract), I can send max 80MJ/t into the Tesseract, which gives me 60MJ/t out after 25% loss. This mostly makes sense, with the catch that max input appears to be 80MJ/t on a given side [interesting side note -- Energy Tesseract claims "Energy Requested: 32.0"]; (2) with a second RE Cell attached to a second face, I can now send max 112MJ/t into the Tesseract (80MJ/t from face-1 and 32MJ/t from face-2). Notice that the 32MJ/t matches the Energy Requested from the previous test [Energy Tesseract now claims "Energy Requested: 13.0"]; (3) with a third RE Cell attached to a third face, I can now send max 125MJ/t into the Tesseract ([face-1] 80MJ/t, [face-2] 32MJ/t, [face-3] 13MJ/t). And again the 13MJ/t matches the Energy Requested from the previous test. Noticing a pattern, I predicted (correctly) that the next value would be 5.0, since each successive face seems to allow only (approximately) 40% of the previous value (or a reduction of 60%). [Energy Tesseract now claims "Energy Requested: 5.0"]; So, in summary: 25% loss is verifiably occurring 5% loss does not seem to occur with RE Conduit (which we is as expected, based on the latest version) somehow, there is a decreasing amount of throughput available based on how many sides are in use.
Fyrst_Igor Posted August 15, 2013 Posted August 15, 2013 I just saw that when i updated yesterday, this new version kinda breaks allready placed floodlights. They still work but are now invisible, and if u change their state from what they where prior to update, this will disaper dropping nothing. Found out why. All item ids was changed in the update.
Fyrst_Igor Posted August 15, 2013 Posted August 15, 2013 having tried with various setups (some with RE Conduit and some without), I'm actually growing more confused. (1) with a single face attached (RE Conduit into Energy Tesseract), I can send max 80MJ/t into the Tesseract, which gives me 60MJ/t out after 25% loss. This mostly makes sense, with the catch that max input appears to be 80MJ/t on a given side [interesting side note -- Energy Tesseract claims "Energy Requested: 32.0"]; (2) with a second RE Cell attached to a second face, I can now send max 112MJ/t into the Tesseract (80MJ/t from face-1 and 32MJ/t from face-2). Notice that the 32MJ/t matches the Energy Requested from the previous test [Energy Tesseract now claims "Energy Requested: 13.0"]; (3) with a third RE Cell attached to a third face, I can now send max 125MJ/t into the Tesseract ([face-1] 80MJ/t, [face-2] 32MJ/t, [face-3] 13MJ/t). And again the 13MJ/t matches the Energy Requested from the previous test. Noticing a pattern, I predicted (correctly) that the next value would be 5.0, since each successive face seems to allow only (approximately) 40% of the previous value (or a reduction of 60%). [Energy Tesseract now claims "Energy Requested: 5.0"]; So, in summary: 25% loss is verifiably occurring 5% loss does not seem to occur with RE Conduit (which we is as expected, based on the latest version) somehow, there is a decreasing amount of throughput available based on how many sides are in use. I got same results. I think i figured it out though, so its not broken, its just not very how it works, or if the way it works is intensionl but i think it is. 1 tesseract can max transfer x energy on the ouput side, it can take more than the max in, (default 100), but in order to do so, it need input on all sides. First side 80, and then lower and lower, when input on 5 sides, and u give it plenty of power, it will output 99. When u give it 100 in from 1 REC side but divide it out on 5 sides on the tesseract it will output 75, and the 25% loss is then correct. Further more i found out that the 20mj/t i thought was going nowhere, doesnt go nowhere, its just a graphic problem, that the REC shows 100 disapering from it and only 60 going out of tesseract. Its only the 80 that the tesseract needs that goes out. So all in all, this doesnt seem to be a bug after all, u just have to do alot of testing and stuff to figure out how they work. :)
blackisle Posted August 16, 2013 Posted August 16, 2013 http://forums.technicpack.net/threads/tekkit-1-1-7-modular-power-suit-in-nether-bug.50879/ ^^ Modular Power suit having issues
Pewx Posted August 16, 2013 Posted August 16, 2013 http://forums.technicpack.net/threads/tekkit-1-1-7-modular-power-suit-in-nether-bug.50879/ ^^ Modular Power suit having issues I don't have this issue.
blackisle Posted August 16, 2013 Posted August 16, 2013 Pewx - what modules have you got installed on your suit? The suit items I have were all crafted in 1.0.6 and were functioning fine - upgraded the server straight from 1.0.6 to 1.1.7 and now I am having this issue. Were your suit items crafted in a previous version or were they crafted in 1.1.7?
Forked Posted August 16, 2013 Posted August 16, 2013 http://forums.technicpack.net/threads/tekkit-1-1-7-modular-power-suit-in-nether-bug.50879/ ^^ Modular Power suit having issues I noticed this as well (even signed up just to write it). Will try to re-create it. I had the glove with a HV battery, railgun and was hit (or close to at least) by a Ghast. Other modules: Jetpack and shock absorber. Heat went through the roof and did not appear to go down. I'll see if I can recreate on my server. OK done. Heat does not dissipate in nether for me. Modules installed: Jetpack, shock absorber, heat plating on all armour parts (set to ~1kg weight), railgun and HV battery on glove and one other part. First time it happened suit was crafted in 1.1.6, second time in 1.1.7. edit: tried again with just the power fist, a medium battery and railgun. Same thing. One shot with the railgun and the heat stays constant. As soon as I port back to overworld it goes down to 0.
Dewfire Posted August 16, 2013 Posted August 16, 2013 Pewx - what modules have you got installed on your suit? The suit items I have were all crafted in 1.0.6 and were functioning fine - upgraded the server straight from 1.0.6 to 1.1.7 and now I am having this issue. Were your suit items crafted in a previous version or were they crafted in 1.1.7? All my parts were crafted in 1.0.6, I'm using the Cooling System, not the plates, I have it maxed out. I cool just fine. Maybe it's something with the heat plating? Have you guys tried removing it, and re adding it and tinkering it's dissipation? hmm, but then it wouldn't work anywhere though would it, well you'd think at least. Edit: Forked, if you shoot again, do you take Heat Damage? Maybe display issue only?
Forked Posted August 16, 2013 Posted August 16, 2013 I take damage. This is with only the power fist equipped, none of the armour. edit: went to nether (still just the power fist), fired and was at 30 heat, waited 30 seconds and fired again. Took damage
Fyrst_Igor Posted August 16, 2013 Posted August 16, 2013 all my stuff was created in 1.0.6 and works fine, i get heat and get cooled just fine, in overworld. In nether though im only getting cooled if i have the cooling system on, and the same thing goes with newly made item all from scrath. I cant remember if cooling without cooling system worked in 1.0.6 cause i have had it as long as i can remember. If it does could it be that the modder made changes ? In my head its kinda obvious that passive cooling doesnt work in nether cause there is lava all around, and its so hot that all water waporates instantly, so why should passive cooling work? But maybe thats just me.
blackisle Posted August 16, 2013 Posted August 16, 2013 hmm - I've got the kinetic,solar and thermal generators installed; couple of diamond plates and a couple of basic plates; movement speed boost. I've just tried with one of the thick plates on and heat generation is much slower but still doesn't dissipate. The energy charging indicator also only ever increases rather than showing what is actually happening with the charge.
Forked Posted August 16, 2013 Posted August 16, 2013 I just installed the Cooling System, and that does indeed work in the nether. It might be a feature, but even if it is it feels a bit too realistic :p
CharlieChop Posted August 16, 2013 Posted August 16, 2013 always.. ALWAYS. install cooling systems. Heat sinks do nothing else but allow you yo accumulate more heat before becoming dangerous. deserts and nether generate heat a lot faster, of course, ice biomes dissipate heat faster.
Kurai Khaos Posted August 16, 2013 Posted August 16, 2013 can someone help me ---- Minecraft Crash Report ---- // Hi. I'm Minecraft, and I'm a crashaholic. Time: 8/16/13 6:31 PM Description: Exception in server tick loop java.lang.NoClassDefFoundError: scala/Function1 at java.lang.Class.getDeclaredConstructors0(Native Method) at java.lang.Class.privateGetDeclaredConstructors(Unknown Source) at java.lang.Class.getConstructor0(Unknown Source) at java.lang.Class.newInstance(Unknown Source) at cpw.mods.fml.common.network.NetworkModHandler.tryCreatingPacketHandler(NetworkModHandler.java:192) at cpw.mods.fml.common.network.NetworkModHandler.configureNetworkMod(NetworkModHandler.java:140) at cpw.mods.fml.common.network.NetworkModHandler.<init>(NetworkModHandler.java:99) at cpw.mods.fml.common.network.FMLNetworkHandler.registerNetworkMod(FMLNetworkHandler.java:262) at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:465) at sun.reflect.GeneratedMethodAccessor3.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) at java.lang.reflect.Method.invoke(Unknown Source) at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74) at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45) at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314) at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296) at com.google.common.eventbus.EventBus.post(EventBus.java:267) at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:192) at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:172) 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.EventHandler.handleEvent(EventHandler.java:74) at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45) at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314) at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296) at com.google.common.eventbus.EventBus.post(EventBus.java:267) at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:103) at cpw.mods.fml.common.Loader.loadMods(Loader.java:504) at cpw.mods.fml.server.FMLServerHandler.beginServerLoading(FMLServerHandler.java:85) at cpw.mods.fml.common.FMLCommonHandler.onServerStart(FMLCommonHandler.java:350) at net.minecraft.server.dedicated.DedicatedServer.func_71197_b(DedicatedServer.java:69) at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:431) at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:573) Caused by: java.lang.ClassNotFoundException: scala.Function1 at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:238) at java.lang.ClassLoader.loadClass(Unknown Source) at java.lang.ClassLoader.loadClass(Unknown Source) ... 35 more Caused by: java.lang.NullPointerException at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:227) ... 37 more A detailed walkthrough of the error, its code path and all known details is as follows: --------------------------------------------------------------------------------------- -- System Details -- Details: Minecraft Version: 1.5.2 Operating System: Windows 7 (x86) version 6.1 Java Version: 1.7.0_25, Oracle Corporation Java VM Version: Java HotSpot Client VM (mixed mode, sharing), Oracle Corporation Memory: 63234504 bytes (60 MB) / 115105792 bytes (109 MB) up to 259522560 bytes (247 MB) JVM Flags: 0 total; AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used Suspicious classes: FML and Forge are installed IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0 FML: MCP v7.51 FML v5.2.23.737 Minecraft Forge 7.8.1.737 72 mods loaded, 72 mods active mcp{7.51} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed FML{5.2.23.737} [Forge Mod Loader] (coremods) Unloaded->Constructed Forge{7.8.1.737} [Minecraft Forge] (coremods) Unloaded->Constructed CodeChickenCore{0.8.7} [CodeChicken Core] (coremods) Unloaded->Constructed CoFHFramework{1.5.2.5} [CoFH Framework] (coremods) Unloaded->Constructed ImmibisMicroblocks{55.0.7} [immibis's Microblocks] (coremods) Unloaded->Constructed NotEnoughItems{1.5.2.28} [Not Enough Items] (coremods) Unloaded->Constructed PowerCrystalsCore{1.1.6} [PowerCrystals Core] (coremods) Unloaded->Constructed mod_bspkrsCore{v2.09(1.5.2)} [bspkrsCore] ([1.5.2]bspkrsCorev2.09.zip) Unloaded->Constructed TreeCapitator{Forge 1.5.2.r14} [TreeCapitator] ([1.5.2]TreeCapitator.Forge.1.5.2.r14.Uni.CoreMod.jar) Unloaded->Constructed CoFHCore{1.5.2.5} [CoFHCore] (CoFHCore-1.5.2.5.jar) Unloaded->Constructed CoFHWorld{1.5.2.5} [CoFHWorld] (CoFHCore-1.5.2.5.jar) Unloaded->Constructed GalacticraftCore{0.1.36} [Galacticraft Core] (Galacticraft-1.5.2-a0.1.36.410.jar) Unloaded->Constructed ImmibisMicroblocksInstallCheck{55.0.7} [immibis's Microblocks (Checks for incorrect installation, ignore this)] (immibis-microblocks-55.0.7.jar) Unloaded->Constructed bau5_ProjectBench{1.7.4} [Project Bench] ([1.5.2]ProjectBench-v1.7.5.zip) Unloaded->Constructed BuildCraft|Core{3.7.1} [buildCraft] (buildcraft-A-3.7.1.jar) Unloaded->Constructed BuildCraft|Factory{3.7.1} [bC Factory] (buildcraft-A-3.7.1.jar) Unloaded->Constructed BuildCraft|Transport{3.7.1} [bC Transport] (buildcraft-A-3.7.1.jar) Unloaded->Constructed BuildCraft|Silicon{3.7.1} [bC Silicon] (buildcraft-A-3.7.1.jar) Unloaded->Constructed APUnofficial{2.3.1} [Additional Pipes] (AdditionalPipes2.3.1-BC3.7.1.jar) Unloaded->Constructed AnObsidianPlate{1.0} [An Obsidian Plate] (AnObsidianPlate-v1.1.zip) Unloaded->Constructed BuildCraft|Builders{3.7.1} [bC Builders] (buildcraft-A-3.7.1.jar) Unloaded->Constructed BuildCraft|Energy{3.7.1} [bC Energy] (buildcraft-A-3.7.1.jar) Unloaded->Constructed MineFactoryReloaded{1.5.1R2.6.4} [MineFactory Reloaded] (MineFactoryReloaded-2.6.4-975.jar) Unloaded->Constructed ThermalExpansion{2.4.6.0} [Thermal Expansion] (ThermalExpansion-2.4.6.0.jar) Unloaded->Constructed AppliedEnergistics{rv12.b} [Applied Energistics] (appeng-rv12-b-mc15x.zip) Unloaded->Constructed AtomicScience{0.6.2} [Atomic Science] (Atomic_Science_v0.6.2.117.jar) Unloaded->Constructed Backpack{1.12.13} [backpack] (backpack-1.12.13-1.5.2.zip) Unloaded->Constructed ChickenChunks{1.3.2.12} [ChickenChunks] (ChickenChunks 1.3.2.12.jar) Unloaded->Constructed ComputerCraft{1.53} [ComputerCraft] (ComputerCraft1.53.zip) Unloaded->Constructed CCTurtle{1.53} [ComputerCraft Turtles] (ComputerCraft1.53.zip) Unloaded->Constructed ImmibisCore{55.1.6} [immibis Core] (immibis-core-55.1.6.jar) Unloaded->Constructed DimensionalAnchors{55.0.3} [Dimensional Anchors] (dimensional-anchor-55.0.3.jar) Unloaded->Constructed DimDoors{1.5.2R1.4.1RC1} [Dimensional Doors] (DimensionalDoors-1.5.2R1.4.1RC1-194.zip) Unloaded->Constructed EE3{@VERSION@ (build @BUILD_NUMBER@)} [Equivalent Exchange 3] (EE3-pre1h-TechnicFix.zip) Unloaded->Constructed EnderStorage{1.4.2.12} [EnderStorage] (EnderStorage 1.4.2.12.jar) Unloaded->Constructed GregsLighting{1.8.4} [Greg's Lighting] (GregsLighting-1.8.4-mc1.5.1.jar) Unloaded->Constructed inventorytweaks{1.54b} [inventory Tweaks] (InventoryTweaks-1.54b.jar) Unloaded->Constructed IronChest{5.2.6.412} [iron Chest] (ironchest-universal-1.5.2-5.2.6.412.zip) Unloaded->Constructed LogisticsPipes|Main{0.7.3.technic.637} [Logistics Pipes] (LogisticsPipes-MC1.5.2-0.7.3.technic.637.jar) Unloaded->Constructed MFFS{3.1.0} [Modular Force Field System] (MFFS_v3.1.0.175.jar) Unloaded->Constructed MineFactoryReloaded|CompatAppliedEnergistics{1.5.1R2.6.4} [MFR Compat: Applied Energistics] (MineFactoryReloaded-2.6.4-975.jar) Unloaded->Constructed MineFactoryReloaded|CompatAtum{1.5.1R2.6.4} [MFR Compat: Atum] (MineFactoryReloaded-2.6.4-975.jar) Unloaded->Constructed MineFactoryReloaded|CompatBackTools{1.5.1R2.6.4} [MFR Compat: BackTools] (MineFactoryReloaded-2.6.4-975.jar) Unloaded->Constructed MineFactoryReloaded|CompatBiomesOPlenty{1.5.1R2.6.4} [MFR Compat: Biomes O' Plenty] (MineFactoryReloaded-2.6.4-975.jar) Unloaded->Constructed MineFactoryReloaded|CompatChococraft{1.5.1R2.6.4} [MFR Compat: Chococraft] (MineFactoryReloaded-2.6.4-975.jar) Unloaded->Constructed MineFactoryReloaded|CompatExtraBiomes{1.5.1R2.6.4} [MFR Compat: ExtraBiomes] (MineFactoryReloaded-2.6.4-975.jar) Unloaded->Constructed MineFactoryReloaded|CompatForestry{1.5.1R2.6.4} [MFR Compat: Forestry] (MineFactoryReloaded-2.6.4-975.jar) Unloaded->Constructed MineFactoryReloaded|CompatForestryPre{1.5.1R2.6.4} [MFR Compat: Forestry (2)] (MineFactoryReloaded-2.6.4-975.jar) Unloaded->Constructed MineFactoryReloaded|CompatIC2{1.5.1R2.6.4} [MFR Compat: IC2] (MineFactoryReloaded-2.6.4-975.jar) Unloaded->Constructed MineFactoryReloaded|CompatMagicalCrops{1.5.1R2.6.4} [MFR Compat: Magical Crops] (MineFactoryReloaded-2.6.4-975.jar) Unloaded->Constructed Mystcraft{0.10.5.00} [Mystcraft] (mystcraft-uni-1.5.2-0.10.5.00.zip) Unloaded->Constructed MineFactoryReloaded|CompatMystcraft{1.5.1R2.6.4} [MFR Compat: Mystcraft] (MineFactoryReloaded-2.6.4-975.jar) Unloaded->Constructed MineFactoryReloaded|CompatPams{1.5.1R2.6.4} [MFR Compat: Pam's Mods] (MineFactoryReloaded-2.6.4-975.jar) Unloaded->Constructed MineFactoryReloaded|CompatRP2{1.5.1R2.6.4} [MFR Compat: RP2] (MineFactoryReloaded-2.6.4-975.jar) Unloaded->Constructed MineFactoryReloaded|CompatSoulShards{1.5.1R2.6.4} [MFR Compat: SoulShards] (MineFactoryReloaded-2.6.4-975.jar) Unloaded->Constructed MineFactoryReloaded|CompatSufficientBiomes{1.5.1R2.6.4} [MFR Compat: Sufficient Biomes] (MineFactoryReloaded-2.6.4-975.jar) Unloaded->Constructed MFReloaded|CompatThaumcraft{1.5.1R2.6.4} [MFR Compat: Thaumcraft] (MineFactoryReloaded-2.6.4-975.jar) Unloaded->Constructed MineFactoryReloaded|CompatThermalExpansion{1.5.1R2.6.4} [MFR Compat: Thermal Expansion] (MineFactoryReloaded-2.6.4-975.jar) Unloaded->Constructed MineFactoryReloaded|CompatTwilightForest{1.5.1R2.6.4} [MFR Compat: TwilightForest] (MineFactoryReloaded-2.6.4-975.jar) Unloaded->Constructed MineFactoryReloaded|CompatVanilla{1.5.1R2.6.4} [MFR Compat: Vanilla] (MineFactoryReloaded-2.6.4-975.jar) Unloaded->Constructed MineFactoryReloaded|CompatXyCraft{1.5.1R2.6.4} [MFR Compat: XyCraft] (MineFactoryReloaded-2.6.4-975.jar) Unloaded->Constructed mmmPowersuits{0.7.0-534} [MachineMuse's Modular Powersuits] (ModularPowersuits-0.7.0-534.jar) Unloaded PowersuitAddons{0.2.3-144} [Andrew2448's Modular Powersuits Addon] (MPSA-0.2.3-144_MPS-531+.jar) Unloaded NetherOres{1.5.1R2.1.5} [Nether Ores] (NetherOres-2.1.5-75.jar) Unloaded OCS{1.5.2.0} [OpenCCSensors] (OpenCCSensors-1.5.2.0.jar) Unloaded OpenPeripheral{0.1.9} [OpenPeripheral] (OpenPeripheral-0.1.9.jar) Unloaded simplepowerstorage{1.5.2R1.0} [simple Power Storage] (SimplePowerStorage-1.0-10.jar) Unloaded StevesCarts{2.0.0.a122} [steve's Carts] (StevesCarts2.0.0.a122.zip) Unloaded TradeBoothMod{0.4.2} [Trade Booth Mod] (tradebooth.0.4.2.zip) Unloaded weaponmod{1.5.2 v1.12.0} [balkon's WeaponMod] (WeaponMod.zip) Unloaded OmniTools{3.1.6.0} [OmniTools] (OmniTools-3.1.6.0.jar) Unloaded Profiler Position: N/A (disabled) Is Modded: Definitely; Server brand changed to 'fml,forge' Type: Dedicated Server (map_server.txt)
AM6644 Posted August 17, 2013 Posted August 17, 2013 Kuari. Just delete the server and download it again. Think it might be missing a "lib" file.
Lethosos Posted August 17, 2013 Posted August 17, 2013 When is IC coming ? When the Nether freezes over.
dwwojcik Posted August 17, 2013 Posted August 17, 2013 Well, it might come back when: The Mod API comes out, and a release of Industrial Craft comes out for that. Abalaka starts a new Industrial Craft project, perhaps open source to ensure future updates.
cmwatford Posted August 17, 2013 Posted August 17, 2013 I'm pretty sure the nether thing is intentional. I was under the impression that it had been this way for a while now.
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