Yes, it uses the first registered ore in the dictionary.
Okay, after a lot of testing, something is definitely wrong with this system. It works when using a ton of different mods, but when using only mekanism and thermal expansion there is no way to craft platinum, ferrous, or silver seeds. They exist and are not being overwritten in any way, but there is just no valid recipe for them nor are there any recipes using their essence. So cheating the seeds in with NEI and trashing the items that would've been used to craft them properly is pointless because I can't make anything with the essence anyhow. This is an ongoing issue and I have tested it using versions 3.2.0 beta 15, 15a, 17g, 17h, and 18. They all have the same issue. Again, these seeds do indeed function when using factorization and other mods, but it seems that thermal expansion support on its own is, and has been, broken.
Okay, after a lot of testing, something is definitely wrong with this system. It works when using a ton of different mods, but when using only mekanism and thermal expansion there is no way to craft platinum, ferrous, or silver seeds. They exist and are not being overwritten in any way, but there is just no valid recipe for them nor are there any recipes using their essence. So cheating the seeds in with NEI and trashing the items that would've been used to craft them properly is pointless because I can't make anything with the essence anyhow. This is an ongoing issue and I have tested it using versions 3.2.0 beta 15, 15a, 17g, 17h, and 18. They all have the same issue. Again, these seeds do indeed function when using factorization and other mods, but it seems that thermal expansion support on its own is, and has been, broken.
I haven't tried with just TE or mekanism, but I have installed forestry on magic farm 2. The metal seeds work fine on there. I am, however, having the same issue with oil seeds. No recipe for them and the essences do nothing. I would suggest in the meantime to fix the recipes on your end using minetweaker.
Ok so whenever i load up minecraft with this mod installed it runs fine then i start a new world and it loads the world like it says generating terrain and all that good stuff but then it puts me back to the main menu and i try to load into the nworld again and i crash :/ any help would be great
I haven't tried with just TE or mekanism, but I have installed forestry on magic farm 2. The metal seeds work fine on there. I am, however, having the same issue with oil seeds. No recipe for them and the essences do nothing. I would suggest in the meantime to fix the recipes on your end using minetweaker.
There certainly does appear to be an issue with the seeds being picked up in the ore dict with certain mods and I think the problem is being masked by the use of other mods where the ore dict seed recipes are properly added. Big packs work great, but start taking out mods and seed recipes start vanishing. I appreciate the advice regarding minetweaker though. I actually hadn't even considered that as a valid work around. I do hope the issue gets addressed, but in the mean time thanks for the advice! Its much appreciated.
Okay, I'm sorry, but the more I use this version, the more I feel that the Infusion Stones are utterly unneeded and very detrimental to the simplicity of the mod. It breaks instantly in automation, it makes you have to repeatedly click to craft every single essence, and the very worst part, is that the better tiers cannot craft the same thing the lower tiers do, so in total you need to have five different stones just to craft things.
I'm sorry, it just doesn't work for me. It really doesn't.
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Resident Thaumaturge cake-dragon at your service o:
Okay, I'm sorry, but the more I use this version, the more I feel that the Infusion Stones are utterly unneeded and very detrimental to the simplicity of the mod. It breaks instantly in automation, it makes you have to repeatedly click to craft every single essence, and the very worst part, is that the better tiers cannot craft the same thing the lower tiers do, so in total you need to have five different stones just to craft things.
I'm sorry, it just doesn't work for me. It really doesn't.
Agreed. There are plenty of other mods that add items that work the same way but but without these annoyances. There's tinkers construct chisels, applied energistics quartz cutting knife, FMP saws, redpower saws, immibis microblocks saws, and let's not forget EE's philosopher's/minium stone, which has been doing non-consumed item crafting since beta. Philosopher's stones have been working in automatic crafting tables since beta. And it's not just automatic crafters wither. I tried setting up a forestry worktable to help with essence crafting, but that consumed the infusion stone as well.
My point is, those other mods are obviously doing something to these items to make them not used up in crafting, because when I add a custom recipe using these items in minetweaker they work perfectly fine. That and people adding automatic crafting systems with their own crafting managers have them work perfectly fine out of the box without having to include specific support.
Now i tested using minetweaker by adding a new recipe using infusion stones. The recipe is shapeless weak infusion stone+dirt=stone. The stone wasn't consumed, but it was still broken with the other crafting options. Other items just do something special with forge to stop them from being consumed in auutomated crafting whatevers. It would be amazing to be able to automate essence, even if it is just using a worktable or AE autocrafting.
I'm not trying to say that this is a bad mod, I love making resources instead of finding them in a cave, there are just improvements to be made.
Oh, and rossmallo, the master infusion stone can be used to craft any tier essence. You just need at least one seed from each tier to get the essences needed to craft it.
Oh, and rossmallo, the master infusion stone can be used to craft any tier essence. You just need at least one seed from each tier to get the essences needed to craft it.
Oh, thanks for letting me know about that one. Helpful.
Rollback Post to RevisionRollBack
Resident Thaumaturge cake-dragon at your service o:
Okay, I'm sorry, but the more I use this version, the more I feel that the Infusion Stones are utterly unneeded and very detrimental to the simplicity of the mod. It breaks instantly in automation, it makes you have to repeatedly click to craft every single essence, and the very worst part, is that the better tiers cannot craft the same thing the lower tiers do, so in total you need to have five different stones just to craft things.
Oh, that's just the start of the issues. Grab an uncrafting table from the Twilight Forest and INSTANTLY BREAK MAGICAL CROPS IN HALF. Make master infusion stone without ever farming a single crop. Infinite diamonds from infusion stones. I liked the tier system but the infusion stones are horribly broken.
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If you are satisfied and do what you feel you must do, no matter what that is... then you have reached perfection. -Metamoq, Corwid of the Free
Oh, that's just the start of the issues. Grab an uncrafting table from the Twilight Forest and INSTANTLY BREAK MAGICAL CROPS IN HALF. Make master infusion stone without ever farming a single crop. Infinite diamonds from infusion stones. I liked the tier system but the infusion stones are horribly broken.
Remember what I said about other items from other mods being crafted but not consumed? If you uncraft those recipes, you don't get the item from the uncrafting table. There has to be something these items are plugging into that the uncrafting table and alternate crafting handlers are accessing to do their stuff.
Oh, that's just the start of the issues. Grab an uncrafting table from the Twilight Forest and INSTANTLY BREAK MAGICAL CROPS IN HALF. Make master infusion stone without ever farming a single crop. Infinite diamonds from infusion stones. I liked the tier system but the infusion stones are horribly broken.
...Okay, yeah, that's a rather flagrant problem. Mark, I'm sorry to keep pestering, but...Yeah, this is pretty serious.
Rollback Post to RevisionRollBack
Resident Thaumaturge cake-dragon at your service o:
Remember what I said about other items from other mods being crafted but not consumed? If you uncraft those recipes, you don't get the item from the uncrafting table.
Then maybe it's been fixed, because when I try in Monster 1.1.1 (I know, there's 1.1.2 our already) I do get the squeezer and infusion stones back. Sorry I'm not testing latest versions these days, but I don't maintain Monster and I have no clue how to contact the Monster maintainers.
Rollback Post to RevisionRollBack
If you are satisfied and do what you feel you must do, no matter what that is... then you have reached perfection. -Metamoq, Corwid of the Free
Alright, I looked in xeno's reliquary's source code and found this in the code for the alchemical tome:
public boolean doesContainerItemLeaveCraftingGrid(ItemStack ist) {
ist = null;
return false;
}
I'll assume this is what causes the item not get consumed. What magical crops does is it changes the vanilla crafting handler to except infusion stones from consumption. Why is that a bad thing? Well other crafting options don't check the vanilla crafting handler for information. They check the items and recipes that are being crafted. To see if an item stays in the grid or not, the mod checks doesContainerItemLeaveCraftingGrid and if it's true, then the item gets consumed. If it's false, the item sticks around. The uncrafting table checks doesContainerItemLeaveCraftingGrid to see if it should give the player an item or not. As it currently stands, the uncrafting table sees the item, and checks if it gets consumed or not. It does get consumed, so it gives the player the item. Alternate crafting handlers check the infusion stone and regard it in he same way as it would any other item. By changing this one little thing on those five items, you could easily supply compatibility for any mod that adds an alternate crafting method.
Then maybe it's been fixed, because when I try in Monster 1.1.1 (I know, there's 1.1.2 our already) I do get the squeezer and infusion stones back. Sorry I'm not testing latest versions these days, but I don't maintain Monster and I have no clue how to contact the Monster maintainers.
I'm talking about other recipes, like alkahestral tome recipes or minium stone recipes.
Okay, so that's how the uncrafting table and autocrafters are coded. It doesn't look like Mark has a place for code submissions or a place to report issues- maybe it'd be a good idea to PM him that post?
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If you are satisfied and do what you feel you must do, no matter what that is... then you have reached perfection. -Metamoq, Corwid of the Free
One other thing, since the infusion stones don't get consumed, I would make it so they don't stack. As it stands, you can have multiple of a type of stone in a stack. This is also broken with the crafting handler tweak you use. If you try to craft essence with more than one infusion stone in a stack, all of the stones are consumed but one.
Okay, after a lot of testing, something is definitely wrong with this system. It works when using a ton of different mods, but when using only mekanism and thermal expansion there is no way to craft platinum, ferrous, or silver seeds. They exist and are not being overwritten in any way, but there is just no valid recipe for them nor are there any recipes using their essence. So cheating the seeds in with NEI and trashing the items that would've been used to craft them properly is pointless because I can't make anything with the essence anyhow. This is an ongoing issue and I have tested it using versions 3.2.0 beta 15, 15a, 17g, 17h, and 18. They all have the same issue. Again, these seeds do indeed function when using factorization and other mods, but it seems that thermal expansion support on its own is, and has been, broken.
https://discord.gg/0kvhqyfryyjfO7qY
They all take the same time to grow. Bit slower than Wheat, I beleive, but there's high variance.
There certainly does appear to be an issue with the seeds being picked up in the ore dict with certain mods and I think the problem is being masked by the use of other mods where the ore dict seed recipes are properly added. Big packs work great, but start taking out mods and seed recipes start vanishing. I appreciate the advice regarding minetweaker though. I actually hadn't even considered that as a valid work around. I do hope the issue gets addressed, but in the mean time thanks for the advice! Its much appreciated.
I do that myself, but what happens when I decide to forego industry mods and Applied Energistics?
I'm sorry, it just doesn't work for me. It really doesn't.
Agreed. There are plenty of other mods that add items that work the same way but but without these annoyances. There's tinkers construct chisels, applied energistics quartz cutting knife, FMP saws, redpower saws, immibis microblocks saws, and let's not forget EE's philosopher's/minium stone, which has been doing non-consumed item crafting since beta. Philosopher's stones have been working in automatic crafting tables since beta. And it's not just automatic crafters wither. I tried setting up a forestry worktable to help with essence crafting, but that consumed the infusion stone as well.
My point is, those other mods are obviously doing something to these items to make them not used up in crafting, because when I add a custom recipe using these items in minetweaker they work perfectly fine. That and people adding automatic crafting systems with their own crafting managers have them work perfectly fine out of the box without having to include specific support.
Now i tested using minetweaker by adding a new recipe using infusion stones. The recipe is shapeless weak infusion stone+dirt=stone. The stone wasn't consumed, but it was still broken with the other crafting options. Other items just do something special with forge to stop them from being consumed in auutomated crafting whatevers. It would be amazing to be able to automate essence, even if it is just using a worktable or AE autocrafting.
I'm not trying to say that this is a bad mod, I love making resources instead of finding them in a cave, there are just improvements to be made.
Oh, and rossmallo, the master infusion stone can be used to craft any tier essence. You just need at least one seed from each tier to get the essences needed to craft it.
https://discord.gg/0kvhqyfryyjfO7qY
Oh, thanks for letting me know about that one. Helpful.
You need the full set on.
Oh, that's just the start of the issues. Grab an uncrafting table from the Twilight Forest and INSTANTLY BREAK MAGICAL CROPS IN HALF. Make master infusion stone without ever farming a single crop. Infinite diamonds from infusion stones. I liked the tier system but the infusion stones are horribly broken.
Remember what I said about other items from other mods being crafted but not consumed? If you uncraft those recipes, you don't get the item from the uncrafting table. There has to be something these items are plugging into that the uncrafting table and alternate crafting handlers are accessing to do their stuff.
https://discord.gg/0kvhqyfryyjfO7qY
...Okay, yeah, that's a rather flagrant problem. Mark, I'm sorry to keep pestering, but...Yeah, this is pretty serious.
Then maybe it's been fixed, because when I try in Monster 1.1.1 (I know, there's 1.1.2 our already) I do get the squeezer and infusion stones back. Sorry I'm not testing latest versions these days, but I don't maintain Monster and I have no clue how to contact the Monster maintainers.
I'll assume this is what causes the item not get consumed. What magical crops does is it changes the vanilla crafting handler to except infusion stones from consumption. Why is that a bad thing? Well other crafting options don't check the vanilla crafting handler for information. They check the items and recipes that are being crafted. To see if an item stays in the grid or not, the mod checks doesContainerItemLeaveCraftingGrid and if it's true, then the item gets consumed. If it's false, the item sticks around. The uncrafting table checks doesContainerItemLeaveCraftingGrid to see if it should give the player an item or not. As it currently stands, the uncrafting table sees the item, and checks if it gets consumed or not. It does get consumed, so it gives the player the item. Alternate crafting handlers check the infusion stone and regard it in he same way as it would any other item. By changing this one little thing on those five items, you could easily supply compatibility for any mod that adds an alternate crafting method. I'm talking about other recipes, like alkahestral tome recipes or minium stone recipes.
https://discord.gg/0kvhqyfryyjfO7qY
Got it! No fly.
https://discord.gg/0kvhqyfryyjfO7qY