APS Bugs Thread

This topic has 33 voices, contains 190 replies, and was last updated by  ayeso 105 days ago.

Viewing 15 posts - 151 through 165 (of 191 total)
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May 5, 2012 at 6:49 pm #20604

dAkshEN3

Try renaming APS to client-D instead of client-C, see if that helps. I can see what the problem is, but not what’s causing it since I’m not entirely sure how forge and such have changed recently.

Side note, I see you have the Introversion games. I salute you.

May 5, 2012 at 8:04 pm #20615

devonx25

nope. still not working.
Want me to post copy of my minecraft folder?.

  • This reply was modified 409 days ago by  devonx25.
May 5, 2012 at 8:37 pm #20617

dAkshEN3

Aha, I finally noticed the problem!
You need cybrshdw’s version of APS for 1.2.5.
0.2.0b is for 1.2.3.

Here’s the link:
http://www.mod-buildcraft.com/forums/topic/mc-1-2-5f-3-1-0bc-3-1-5-aps-0-2-315/

May 6, 2012 at 3:41 am #20650

devonx25

It worked. Thanks so much!.

June 3, 2012 at 11:20 pm #22414

netmc

I’m using logistic pipes along with terminus modules, and having a bit of a problem with the block grinder. I already have a couple terminus modules on a macerator and a recycler for cobble. First, the macerator takes all the cobble it can, and starts turning it into sand. next, the recycler fills it input, then the reset goes to the block grinder. However, in stead of bouncing the items back into the pipe when the inventory is full, it just gets dumped on the ground. :(

I’ve worked around it, by having the terminus module dump the cobble into a chest, the using a combination of supplier and provider modules to keep a stack of cobble stocked. I had to add another default route on the mini network to another chest to take the output from the grinder, then I use an engine on that chest to put everything back into my main logistics network.

It’s quite a mess of engines, pipes and chests to keep the block grinder happy. Any chance of fixing the overflow items so they get bounced back to the logistics pipe rather than dumping on the ground?

BTW, nice mod.. It fills in a few of the holes from the other mods. I still have yet to get a fusion reactor going, but it is on my list of things to do.. :)

June 3, 2012 at 11:42 pm #22417

dAkshEN3

Interesting point. It’s not technically a bug (that’s just how buildcraft is meant to work), but I’ll see if I can sort it.

June 4, 2012 at 10:15 am #22441

Sir Smuggler

I’m useing terminus modules on my grinders as well, and for the most part it handles things well without droping items. I have noticed though that a few pices of cobble do drop out ocationaly. It seems to happen only if two pices (or stacks) of cobble arraive at allmost the exact same time at the grinder. If they are spaced apart the chassis pipe does it’s jobb and bounces the stuff that can not currently fit in the grinder.

June 17, 2012 at 11:09 pm #22997

Trainguyrom

The download on the OP doesn’t want to work for me. dropbox just says “file not found” and redirects me to a search. Looks like I’ll be trying MC Patcher…no idea what it does, but I can learn.

June 17, 2012 at 11:24 pm #22998

Trainguyrom

OK…I don’t see how MC Patcher can do what you say, and looking at the site has me confused as to what you mean. I’m thinking I’ll avoid (potentially) messing up my carefully set-up .minecraft due to sheer noobieness with MC Patcher.

How exactly is it that you run Minecraft through MC Patcher, and how can a program for HD Texturepacks give you a stack trace? By the way, would you please look into the broken link on the OP?

June 18, 2012 at 10:55 am #23013

dAkshEN3

You can use MCPatcher to install your mods (using the + and – buttons to add and remove mod zips that you want installed to the jar, use the up and down arrow buttons to rearrange them, then press patch), then run it using the ‘Test Minecraft’ button, for some reason Minecraft will stay open on the stack trace screen instead of crashing out completely. Also, MCPatcher has a tab with the console output too. It’s a very useful program, I certainly recommend it even for just managing in-jar mods.

June 26, 2012 at 12:46 am #23374

Sir Smuggler

I’m having some issues with solar power. Every now and then my solar plants just stop producing energy. When this happens I have to quit MC compleatley and start it up agan and then it works fine again. If I only quit my corrent world and reload it the problem remains.
I’ve tryed forceing an update by applying and removing redstone signals and even breaking of the collector or some of the reflectors and replaceing them but nothing helps (exept restarting MC as previously stated).
I’ve so far not found any pattern as to when it happens, but I get the feeling it started after I builded a second solar plant in my world. They are wery far apart though. One of them is covered by a chunk loader (world ancor from RailCraft).

June 26, 2012 at 8:28 am #23390

dAkshEN3

Huh, that’s weird. Are the reflectors still connected (yellow beams) when its no longer producing power?

June 26, 2012 at 10:13 am #23391

Sir Smuggler

Weird indeed. No, the yellow lines disapear as well. For a while I thought it might be raining (I was in a desert biom), but it has happende in a jungle biom as well and there I should be able to tell if its raining or not :)

June 29, 2012 at 11:45 pm #23537

Sir Smuggler

I think this bug has to do with chunks unloading. It keeps happening when I leave the area with the solar plant that is not covered by a chunkloader and then return to it a bit later.
So it seems to happen when a chunk (that has a solar powerplant) has been loaded, then unloaded and finaly loaded again in the same session. The strange thing is that it then effects all solar plants even in chunks that where never unloaded. And the even more strange thing is that it doesn’t help to exit the world and reload it but it does help to exit MineCraft compleatley and then reload the world.

June 30, 2012 at 9:29 am #23559

tigar

When ever i add aps to my normal mc build(with something of like 70 mods in total) it always causes this error and yes i know it says buildcraft and steve carts but when ever i delete aps it does not say this so it seems like when ever i add aps it refuses to read the buildcraft config file and as it only does this with aps i figured id post it here and i have always had this since that aps first came out(that buildcraft stops reading its own config and picks the id’s around 170 instead) when ever i had bc aps and steve carts so idk if its just aps that causes it or a combination of aps and steve carts

but before i always sacraficed steve carts but now i have a world that depends on steve carts and wanted to see if i could run aps again but still cant

Exception in thread “Minecraft main thread” java.lang.ExceptionInInitializerError
at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
at sun.reflect.NativeConstructorAccessorImpl.newInstance(Unknown Source)
at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(Unknown Source)
at java.lang.reflect.Constructor.newInstance(Unknown Source)
at java.lang.Class.newInstance0(Unknown Source)
at java.lang.Class.newInstance(Unknown Source)
at cpw.mods.fml.common.modloader.ModLoaderModContainer.preInit(ModLoaderModContainer.java:107)
at cpw.mods.fml.common.Loader.preModInit(Loader.java:235)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:593)
at cpw.mods.fml.client.FMLClientHandler.onPreLoad(FMLClientHandler.java:193)
at net.minecraft.client.Minecraft.a(Minecraft.java:383)
at net.minecraft.client.Minecraft.run(Minecraft.java:735)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.IllegalArgumentException: Slot 169 is already occupied by buildcraft.silicon.BlockLaser@6561b973 when adding BlockDetectorRailAdv@72d66104
at pb.(Block.java:251)
at pb.(Block.java:284)
at aez.(BlockRail.java:43)
at BlockDetectorRailAdv.(BlockDetectorRailAdv.java:16)
at mod_stevescarts.(mod_stevescarts.java:113)
… 13 more

using minecraftforge-client-3.3.7.138.zip and the latest buildcraft and stevecarts and many others

the game works fine without aps or steve carts just cant combine the 2

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