APS Bugs Thread

This topic has 33 voices, contains 190 replies, and was last updated by  ayeso 82 days ago.

Viewing 15 posts - 166 through 180 (of 191 total)
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June 30, 2012 at 10:50 am #23561

thestarlion

Re-read your error report – specifically, this line:
Caused by: java.lang.IllegalArgumentException: Slot 169 is already occupied by buildcraft.silicon.BlockLaser@6561b973 when adding BlockDetectorRailAdv@72d66104

You have an ID conflict that has nothing to do with APS. The Buildcraft Laser block and Steve’s Carts’ Advanced Detector Rail are both trying to occupy the same slot. Remap one of them to another ID.

July 1, 2012 at 12:58 pm #23635

dAkshEN3

Indeed, does it happen when you have Steve’s Carts and BC installed, but not APS?

July 2, 2012 at 8:27 am #23703

tigar

It doesn’t happen then only when i add aps when i have both but if i dont have steve’s carts then it doesn’t do this but then the id’s that bc wants to go to when APS is added arent taken

And thestarlion as i said i can play fine without APS it only does this when aps is added as it for some reason it makes mc ignore my bc config
And it only does that when i add APS hence why it seems like its an APS bug as i have had this before that APS makes my bc go crazy as in not reading the config anymore but before i didn’t have steve’s carts installed so i wasn’t as troubled with it as now

As normally the laser is on block 4093(thanks to forge moving it there -.-) so idk why it would suddenly want to move to a different id when adding APS :/

  • This reply was modified 328 days ago by  tigar.
July 5, 2012 at 9:21 pm #23917

Grunden

When I was building a modpack for a few friends from scratch I ran into this exact same error with the same symptoms (only appears when APS is loaded). I was able to resolve it by remapping Steve’s Carts block ids. Of course in an existing world that may be more problematic for you.

July 6, 2012 at 6:36 pm #23977

tigar

Like it is with me build up world spend to long to start over on this one sadly enough :( just find it strange still how it happens with aps only

August 7, 2012 at 6:17 pm #25713

mobie

when my fusion reactor is heated up to the green line, it doesn’t heat up further above the line so it don’t produce power

August 8, 2012 at 6:24 pm #25765

dAkshEN3

It takes a while for the fusion generator to heat up, give it a redstone signal to put it in idle mode, then you can continue heating it to full temperature (though once above fusion temp the max energy input is 125EPT). It won’t generate any electricity while in idle mode though but will also only use 1/10th the amount of water.

August 14, 2012 at 7:00 pm #25973

mobie

okay thanks for the information

January 16, 2013 at 9:39 pm #32848

SmashedLeek

Dunno if this thread is still used for APS bug reports but there seems to be a bug with the sliders in the Energy Store block seems that the numbers/slider does not show the number and does not stay where i try to put it.Just thought id put it here if it is the wrong place can someone let me know the right place for a bug report.

January 19, 2013 at 1:17 pm #32949

DeepXenon

Hi dAkshEN3. Loving the mod, I seem to have found yet another problem with the tokamak. I heat it up to fusion temperature and it gets to just below the green line, but never above. Regardless of the amount of power I input. I managed to get it working in singleplayer by reducing the reactor fusion temp to 50% from 80%

It seems like you have implemented a sort of hyperbola in relation to the temperature in the code. Yet the activation temperature is an asymptote: Unreachable. Which means that the reactor will never reach fusion temperature. I even tried heating it up with a redstone signal applied to put it in idle mode without success.

Thanks for making such an awesome mod!

January 20, 2013 at 8:37 pm #32974

Narathena

@DeepXenon

What you are seeing is a occasional bug, provide a redstone current to the fusion plant until it is above the green line. Removing redstone power at that point it will start producing power.

At the moment seph86 is keeping this mod running.

  • This reply was modified 126 days ago by  Narathena.
January 20, 2013 at 9:54 pm #32977

DeepXenon

Ah, but my issue is that the heat gets to just below the green line and never goes above it. Or even over it. I even left my PC running overnight with more than sufficient power and a redstone current applied. It never went above or on to the green line…….

January 21, 2013 at 12:21 am #32981

Quintine

Dont use a redstone signal to control the fusion reactot instead use gates and the advanced power pipe.

January 21, 2013 at 6:11 am #32985

SmashedLeek

I have found a bug with the liquid Container machine the gui comes up white and says missing.Dunno if anyone else is having this issue so thought id give a heads up.

January 22, 2013 at 6:35 am #33013

VBB

[INFO] [STDOUT] CONFLICT @ -81 item slot already occupied by aps.module_Core.ItemBlockAPSMeta@7e98e36d while adding vq@677b4a09
[INFO] [ForgeModLoader] [ItemTracker] The mod BuildcraftAPS is overwriting existing item at 175 (aps.module_Core.ItemBlockAPSMeta from BuildcraftAPS) with vq
[FINE] [ForgeModLoader] [ItemTracker] Adding item vq(175) owned by BuildcraftAPS
[INFO] [STDOUT] CONFLICT @ -80 item slot already occupied by aps.module_Core.ItemBlockAPSMeta@4f39c9f2 while adding vq@5af95780
[INFO] [ForgeModLoader] [ItemTracker] The mod BuildcraftAPS is overwriting existing item at 176 (aps.module_Core.ItemBlockAPSMeta from BuildcraftAPS) with vq
[FINE] [ForgeModLoader] [ItemTracker] Adding item vq(176) owned by BuildcraftAPS
How to fix that?Or it’s normal?I’m trying to change ids but it doesn’t help.

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