Skuli Posted June 23, 2014 Posted June 23, 2014 The newest update for Voltz, 3.1.2 beta, is going live shortly. Calclavia has provided a new list of mods to include, and many to remove, in this Voltz beta. The amount of work spent on the Calclavia mods, Madscience, and others in this pack has been staggering! The highlights are a greatly improved Resonant Induction (now with bundled Atomic Science), and the removal of all Reika mods. Sadly, this is almost certainly going to necessitate a COMPLETE WIPE of your existing 3.0.0c worlds! There is a hard Java 7 requirement on this pack. If you get an error NoClassDefFoundError: java/lang/ReflectiveOperationException then you're not running Java 7. See the following Technic post for information on how to upgrade to Java 7: '?do=embed' frameborder='0' data-embedContent>> The server is available here. The new/updated mods with the 3.1.2 release are: - MobiusCore updated to a cauldron-compatible v1.2.2 - Fixed turrets not targetting mobs The Voltz 3.1.0 complete list of mods: - Additional Pipes v2.6.0-BC4.2.1 - Applied Energistics rev14 finale3 - Armor Status Hud v1.15 - Autoutils 1.0.1 - BSpkrsCore 5.3 - Buildcraft 4.2.2 - ChickenChunks 1.3.3.3 - Chisel v1.5.0fix - codechickencore v0.9.0.7 - CoFHCore v2.0.0.5 - ComeCloser v0.3.1.5 - Custom Branding v1.0 - Ender Tanks v1.7d - Extreme Vanilla Optimizations v1.0.0a - ExtraBiomesXL v3.15.7 - ExtraCells v1.6.9d - ExtraUtilities v1.0.3c - Forestry v2.3.1.1 - Jammys Furniture Mod v3.2.9.2 - Galacticraft v2.0.13 - ICBM v1.4.2.246 - InventoryTweaks v1.56-b77 - Iron Chests v5.4.1.702 - Mad Science v1.00.166 - Minechem v5.0.5-rc1 - Minefactory Reloaded v2.7.9 - Mobius Core v1.2.1 - MFFS v3.6.3.91 - Modular Power Suits v0.10.0-91 - NEI Addons v1.10.4.64 - NEI Plugins v1.1.0.6 - notenoughcodecs v0.1 - notenoughitems v1.6.1.8 - NoVoid v1.6.4 - Numina v0.1.2-55 - openblocks v1.2.8 - opencomponents v0.1.1.44 - opencomputers v1.2.12.379 - openeye v0.5 - Open Mods Lib v0.5.1 - Opis v1.2.2 - powerconverters v2.4.0.18 - powercrystalscore v1.1.8-9 - powersuitaddons v884 - ProjectRed build 19 - Railcraft v8.4.0.0 - Resonant Induction v0.3.1.332 - shetiphiancore v1 - slick-util - Smooth Bedrock v1.0.9 - Thermal Expansion v3.0.0.7 - Treecapitator vR09 - Universal Electricity v3.1.0.114 - VoxelMods - Waila v1.5.2a - WR-CBE v1.4.0.6 - zansminimap v1.6.4 There is NO UPGRADE PATH from previous 3.0.0 betas! Compatibility with the 1.5.2 Voltz pack is currently undetermined but expected to be extremely low, so don't expect to be importing previous worlds either. Please report issues with the beta in this thread.
Deep Stereo Posted June 25, 2014 Posted June 25, 2014 Modflag regions disappear after server restart. Same happens in v3.0.0
UncleChester14 Posted June 25, 2014 Posted June 25, 2014 Modflag regions disappear after server restart. Same happens in v3.0.0 Good call!! I had no clue and sure enough, after the restart the regions were gone. Using WG blacklist now.
Deep Stereo Posted June 25, 2014 Posted June 25, 2014 (edited) Placing a Charging Plate crashes the client. EDIT: Laser Drill crashes client aswell... Edited June 25, 2014 by Deep Stereo
Skuli Posted June 25, 2014 Author Posted June 25, 2014 I still need crash reports for issues with the beta.
Deep Stereo Posted June 25, 2014 Posted June 25, 2014 I still need crash reports for issues with the beta. http://openeye.openmods.info/crashes/7406309707e05f9da4164167690a809e
UncleChester14 Posted June 25, 2014 Posted June 25, 2014 Placed a piece of the GC Aluminum wire and me and 1 other guy got kicked with internal server error and the console was being spammed with this: http://pastebin.com/Paukrtwz
einstein5 Posted June 27, 2014 Posted June 27, 2014 (edited) ok this should compensate the loose of the mekansim...... Edited June 27, 2014 by einstein5
UncleChester14 Posted June 28, 2014 Posted June 28, 2014 (edited) Client side crash when trying to open a chest at my base. May be an item in the chest causing it but it worked fine at one point now everytime I try and open it.....http://pastebin.com/d8QKqVLN EDIT: This actually seems to be a general GUI drawing issue. Got into ME system fine but trying to open a wooden chest or my inventory causes a client side crash. EDIT-2: It's an item I'm holding in my inventory causing the crash. I crash everytime I open a chest or press E to view inventory. Edited June 29, 2014 by UncleChester14
Blodskaal Posted July 5, 2014 Posted July 5, 2014 (edited) EDIT: I was mistaken about part of the energy scale problem. Since Resonant Induction uses Joules and Buildcraft uses MJ I thought they were identical, but one Resonant Induction MJ is 1 Megajoule, while 1 Buildcraft MJ is one Minecraft Joule. The confusion arose from the fact that they are named identically. I have been testing Voltz 3.1.0 quite extensively lately, and I must say that Resonant Induction is working VERY poorly. At the moment it is the quintessential electricity mod in Voltz (replacing IC2?) and it simply does not function. Many features shown in Resonant Induction videos are not working: Only one piece of wire can be placed inside a multiblock region, thus flat-wire cannot make inward corners, making flat-wires almost useless. [KNOWN Resonant induction bug] Transformers needed to step-up voltage to required levels for other machinery only work with flat-wires. Coupled with the former bug it is nigh impossible to power ICBM devices. Many blocks are rendered wrong with parts swapped between east and west. Most obviously with gutters, most annoyingly wind turbines (didn't test water turbines). I spent quite a while why my wind turbine wasn't powering the connected gear. Then I remembered the gutters and the fact that it was placed on the wrong side of the block when I placed it, and I had to rotate it. Apparently the graphics are rendered on the west side of the block, but the actual turbine is placed on the east side according to the game. I worked around this by only placing turbines facing north or south. [KNOWN Resonant Induction issue] Wires do not work properly with non resonant-induction machines. For some reason they will often stop supplying energy at all, and the only remedy is to avenge everything. Resonant Induction's fluid system is completely broken. The machinery has bugs that turn some valuable ores into relatively worthles ones. Mainly the mechanical piston + grinder turn lead and silver into copper. Resonant induction uses relatively realistic powerlevels. Mods tailoured to Buildcraft use Buildcraft's ridiculous power levels. This makes Resonant Induction power sources near useless when used with Forestry, Railcraft and other Buildcraft compatible mods. To illustrate this point: I had built a large Resonant Induction wind turbine, and some solar panels, at considerable expense. It took approximately thirty minutes to generate 1 MJ of energy. The Buildcraft's cheap low-end "free energy" producing Redstone Engine takes exactly one second to generate an equal amount of power A high end Railcraft High-Pressure Steam Boiler produces enough steam to generate 2.56 GW, equivalent to aproximately 10% of the combined output of the spaaace Shuttle's main engines. For those who lack the necessary background to appreciate this comparison, this is enough to power several million homes (between 2 million and 7 million based on climate based power usage). My point? Resonant Induction has great potential as a mod, coupled with ICBM and other compatible mods, but most of it is only POTENTIAL at this point, and does not work otherwise. Resonant Induction works on a totally different power scale as Buildcraft and compatible mods such as Railcraft and Forestry. I would urge the Voltz packagers to reconsider their commitment to include Resonant Induction in Voltz, because of it's power scale and because it is so extremely unfinished that it makes Voltz very unpleasant to play. I actually like the more realistic and scientific power scale used by Resonant Induction. EDIT: If Resonant Induction fixes its horrible problems, it may very well be a valid candidate for inclusion in Voltz. However I would like to see a mini-mod added that solves the naming confusion problem. Edited July 5, 2014 by Blodskaal Akos96 and yamasun 2
Akos96 Posted July 10, 2014 Posted July 10, 2014 EDIT: I was mistaken about part of the energy scale problem. Since Resonant Induction uses Joules and Buildcraft uses MJ I thought they were identical, but one Resonant Induction MJ is 1 Megajoule, while 1 Buildcraft MJ is one Minecraft Joule. The confusion arose from the fact that they are named identically. I have been testing Voltz 3.1.0 quite extensively lately, and I must say that Resonant Induction is working VERY poorly. At the moment it is the quintessential electricity mod in Voltz (replacing IC2?) and it simply does not function. Many features shown in Resonant Induction videos are not working: Only one piece of wire can be placed inside a multiblock region, thus flat-wire cannot make inward corners, making flat-wires almost useless. [KNOWN Resonant induction bug] Transformers needed to step-up voltage to required levels for other machinery only work with flat-wires. Coupled with the former bug it is nigh impossible to power ICBM devices. Many blocks are rendered wrong with parts swapped between east and west. Most obviously with gutters, most annoyingly wind turbines (didn't test water turbines). I spent quite a while why my wind turbine wasn't powering the connected gear. Then I remembered the gutters and the fact that it was placed on the wrong side of the block when I placed it, and I had to rotate it. Apparently the graphics are rendered on the west side of the block, but the actual turbine is placed on the east side according to the game. I worked around this by only placing turbines facing north or south. [KNOWN Resonant Induction issue] Wires do not work properly with non resonant-induction machines. For some reason they will often stop supplying energy at all, and the only remedy is to avenge everything. Resonant Induction's fluid system is completely broken. The machinery has bugs that turn some valuable ores into relatively worthles ones. Mainly the mechanical piston + grinder turn lead and silver into copper. Resonant induction uses relatively realistic powerlevels. Mods tailoured to Buildcraft use Buildcraft's ridiculous power levels. This makes Resonant Induction power sources near useless when used with Forestry, Railcraft and other Buildcraft compatible mods. To illustrate this point: I had built a large Resonant Induction wind turbine, and some solar panels, at considerable expense. It took approximately thirty minutes to generate 1 MJ of energy. The Buildcraft's cheap low-end "free energy" producing Redstone Engine takes exactly one second to generate an equal amount of power A high end Railcraft High-Pressure Steam Boiler produces enough steam to generate 2.56 GW, equivalent to aproximately 10% of the combined output of the spaaace Shuttle's main engines. For those who lack the necessary background to appreciate this comparison, this is enough to power several million homes (between 2 million and 7 million based on climate based power usage). My point? Resonant Induction has great potential as a mod, coupled with ICBM and other compatible mods, but most of it is only POTENTIAL at this point, and does not work otherwise. Resonant Induction works on a totally different power scale as Buildcraft and compatible mods such as Railcraft and Forestry. I would urge the Voltz packagers to reconsider their commitment to include Resonant Induction in Voltz, because of it's power scale and because it is so extremely unfinished that it makes Voltz very unpleasant to play. I actually like the more realistic and scientific power scale used by Resonant Induction. EDIT: If Resonant Induction fixes its horrible problems, it may very well be a valid candidate for inclusion in Voltz. However I would like to see a mini-mod added that solves the naming confusion problem. Wow. This has pretty much ruined my happiness about the updates.
Blodskaal Posted July 12, 2014 Posted July 12, 2014 (edited) Wow. This has pretty much ruined my happiness about the updates. Actually, I traced the apparent problems of Resonant Induction wires to a bug: Once there is a redstone signal on a wire, that entire wire (even the part that should stay live) will only "tick" and conduct power on the down-flank of any redstone signal to the wire. The nasty bit is that this makes switching power off a mayor hassle, since then you'll need to add a clock to the wire, or manually "pump" the wire with a lever to power your machines that are not powered off. The ability to switch the wires OFF in Resonant Induction is actually a GREAT THING. Otherwise Forestry and Railcraft machinery will drain you energy supply, even when not doing anything at all. So don't be sad, I actually hope for a speedy 3.1.1 release with updated mods, and Resonant Induction fixes for: - Flat wire multiblock issues - Wire + power switching issues. - Easy connections between flat and framed wire - Fix East-West render swap - Mechanical piston crushing most ores into copper instead of appropriate rubble. - Grinder disappearing rubble sometimes (though rarely, may not occur in other grinder configurations) - Many fluid system fixes (not that important, I switched to buildcraft, which is a good replacement. I just really like that Resonant Induction pipes can be easily hidden inside multiblocks, they are more elegant than buildcraft pipes.) With those fixes Resonant Induction would be a great addition to Voltz I think. I've been playing Voltz more lately, and I have found ways to avoid those bugs, by using other mods. It has given me a better perspective on what is wrong with Resonant Induction, and I now think that the mod is a good choice for Voltz, but the functionality breaking bugs made it seem like a bad fit. Another feature I would like to see in Resonant Induction is pressure build-up by height. That would suddenly make Gutter aqueducts coming from a spring up the hill a really interesting and logical feature. Edited July 12, 2014 by Blodskaal
erdrik Posted July 20, 2014 Posted July 20, 2014 (edited) I downloaded 3.1.0 and can't seem to get the turrets to fire at anything. Ive tried all energy sources, wires/ect, and storage devises. The turret claims to be full of power, its color is green and it is rotating, but it ignores all hostile mobs.(In fact Ive yet to see any turret other than the rail gun fire at all...) Are they currently working, or is there another step required beyond: 1. place turret platform connected to a power source 2. place turret gun on top Also, the technic launcher is set to load 3.1.0, but in game its says the Voltz version is 3.0.4. Is this correct? Edited July 20, 2014 by erdrik
Blodskaal Posted July 23, 2014 Posted July 23, 2014 (edited) Oh, I forgot to mention that indeed, ICBM turrets don't work. The GUI doesn't provide the correct interface (as seen on the wiki/youtube) either. EDIT: The server I'm playing on will switch to 3.1.1 today or tomorrow, and I will try to test things, but it could be a month before I have time to play Voltz again. Edited July 23, 2014 by Blodskaal
dduvall7 Posted July 24, 2014 Posted July 24, 2014 (edited) I still need crash reports for issues with the beta. I am new to this where can i send crash reports? Never mind I figured out the crash. Edited July 24, 2014 by dduvall7
dduvall7 Posted July 26, 2014 Posted July 26, 2014 Having some users crash during log in here is my only crash reports so far. http://pastebin.com/DSnwY3Hk minecraft.quadtrax.net is the server address
mattsmithDW Posted July 28, 2014 Posted July 28, 2014 any idea when the update will go normal instead of beta? weeks? months? years?
djoveryde Posted August 12, 2014 Posted August 12, 2014 It was recommended momentarily, but there were issues with protection. I've currently found 6 protection breakers in 3.1.2 so far..
Creepermanager Posted August 12, 2014 Posted August 12, 2014 Universal electricity isn't working for me I don't know if anyone else found that out but I think it's a problem with the version cause i downloaded universal electricity for 1.6.4 on my minecraft but doesn't work and now it's not working for voltz 1.6.4 so I think it's a problem for 1.6.4
djoveryde Posted August 12, 2014 Posted August 12, 2014 1.6.4 for minecraft is a very unstable release. Im quite surprised they haven't pushed to 1.7.2, heck even mekanism is on 1.7.2 right now. Come on guys, lets move voltz up a notch. After testing 1.7.2 mekanism, galacticraft and most of the original voltz mods that are at 1.7.2 so far i havent found any stability issues. which is actually surprising. Although if a 1.7.2 mod is released its likely 1.7.10 wont be far behind. And thats where any new mod release should be now imo. Resonant Induction is buggy to hell. Most things dont work on it. I would say its actually more unstable than mekanism.. and that says something :-p yamasun 1
Vakisari Posted August 12, 2014 Posted August 12, 2014 1.6.4 for minecraft is a very unstable release. Im quite surprised they haven't pushed to 1.7.2, heck even mekanism is on 1.7.2 right now. Come on guys, lets move voltz up a notch. After testing 1.7.2 mekanism, galacticraft and most of the original voltz mods that are at 1.7.2 so far i havent found any stability issues. which is actually surprising. Although if a 1.7.2 mod is released its likely 1.7.10 wont be far behind. And thats where any new mod release should be now imo. Resonant Induction is buggy to hell. Most things dont work on it. I would say its actually more unstable than mekanism.. and that says something :-p Plus, isn't MC 1.7.x supposed to have the big network code rewrite that was supposed to make multiplayer servers with lots of clients much more stable? The rewrite in anticipation of Realms? Let's shoot for the network stabilzation release, that seems like a great goalpost..
steve123 Posted August 13, 2014 Posted August 13, 2014 (edited) i'm having issues with the server on my mac ever since 3.1.1 it only loads to this "ThermalExpansion{3.0.0.7} [Thermal Expansion] (thermalexpansion-3.0.0.7.jar) Unloaded->Constructed" then crashes with 3.1.1 and 3.1.2 can someone pease help me i whont anwsers here is my crash report and stuff from 3.1.1 it is idanticale on 3.1.2 '?do=embed' frameborder='0' data-embedContent>> .i would like to get my server runing again on 3.1 Edited August 13, 2014 by steve123
djoveryde Posted August 13, 2014 Posted August 13, 2014 The thermal unload just means it has errored beforehand and is unloading all the mods. That parts normal and isn't the cause for the error. The initial error mentions noclassdef which is usually caused by java not being up to date. Try installing the latest version of java. Also try downloading the x64 version as voltz needs a lot of ram allocated to it and java x86 (the default one you are given) doesn't allow for large ram allocation steve123 1
yamasun Posted August 13, 2014 Posted August 13, 2014 I don't quite understand, does that mean I can or can not upgrade from my Voltz 3.1.1 server to 3.1.2?
djoveryde Posted August 13, 2014 Posted August 13, 2014 3.1.1 to 3.1.2 I should imagine will be fine.
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