Not sure if it's doable, but I was thinking it would be neat to have some galacticraft intergration with the dimensions/dimlets.
Some examples for such a feature: Non-breathable - DImlet to make the dimensions air non-breathable, oxygen supply is needed for these ones. Galacticraft biomes - Dimlets for the various planet dimensions. Atmosphere gases - Dimlets to control what gases make up the atmosphere, if oxygen isn't added then the air is non-breathable by default. Celestial bodies - Dimlets for various galacticraft celestial bodies that show up in the sky. Galacticraft materials - Dimlets for various galacticraft ores/blocks. Hot/Cold - Dimlets for hot or cold dimensions, thermal padding is needed for these ones. Evolved mobs - Dimlets for galacticraft mobs. Gravity - Dimlets for galacticrafts gravity levels, this would effect the gravity in the dimension.
Bonus:
Dimlets for the more planets addon sections as well would be amazing.
Some new dimlets not related to galacticraft could be: Radiation - Dimlet that makes the dimensions surface and water radioactive. Ruined - Dimlet that generates dead trees and ruined/abandoned structures like ruined villages and things like that. Deadly surface - Dimlet that dictates that hostile mobs can only spawn on the worlds surface. Bunker - Dimlet that spawns underground structures similar to intact strongholds. Abandoned surface - A wasteland covers the surface with plant life, mobs, and structures spawning underground. Flooded world - A world type where the world is flooded up to a certain layer on the Y axis. The only unflooded land on the surface would be the peaks of mountains, the most land above water would be found in extreme hills biomes or similar high ones. Distorted nexus- A dimlet that adds randomly spawning 'rifts' that can lead to any dimension at any coords. Rifts can even lead to other mods dimensions and entitiys can pass though these as well which can lead to some funky occurances, like mobs that don't belong in that world. Twin link - A dimlet that works in a similar fasion to the dimension tabs, as in ones with the same id will have the same connection. Putting a linked set of these in two different dimension tabs creates a 'bond' between the two worlds where see through 'ghost' objects can be seen sometimes on the opposite world at the coords it exists on the other. This also adds randomly spawning portals that have a chance to be either two way or one way but only link between two dimensions linked sets are present in. Two way portals spawn as a structure that requires power while one way portals spawn similar to thaumcraft aura nodes and don't require power. This dimlets mainly for map makers obviously but it can be used in survival by those who put in the extra effort to do so. Corrupted Code - A dimlet that generates the world as a representation to a corrupted computer systems programming instead of reality based, certain materials gathered here can be used for more advance dimension work later on. Mobs and other entities can spawn with missing textures or various odd looking graphical features. Mobs will have shuffled stats and AI(ex: passive zombie, hostile chickens, burning pigs, cows with 40 HP, etc). Certain liquids or blocks can have their features mixed up(ex: non-burning lava, burning oil, safe cactus, harmful logs, etc. Basically anything goes so not for the faint of heart...). Mobs can have almost any sound in the game randomly assigned. The sky will look like it's full of 1s and 0s instead of the normal sky. Gravity can be static in any different direction then normal or swap at specific intervals in another direction. Spatial rifts that lead between two points in the dimension randomly... basically when a player adds this dimlet, they create a dimension thats code has been corrupted at the core source so physics and other such things pretty much break down into an unreconizable mess and you get things like villagers walking upside down on the ceiling or water flowing upwards.... it's basically pokemons Distortion World since space, time, and physics have no meaning in these worlds.
Working on something linking rftools and GalactiCraft has already been on my mind but not sure how feasible it would be. I haven't had time to look closely into this.
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Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
I'm working hard on completely overhauling the user interfaces in RFTools. These have commonly be seen as very ugly and that's why I want to do something about that.
First I now added five different styles for the buttons. You can switch between them at runtime from in the game (using the 'style' button): http://imgur.com/a/GSHIh
Then I also worked on what was probably the ugliest UI in RFTools: the modular screens. Note that this is a dynamic GUI which is driven by the modules that are presented in it so it is slightly harder to get a good layout. Here you can see the modular screen gui in two of the five possible styles: http://i.imgur.com/B6ZQqgn.png http://i.imgur.com/keU20gb.png
In any case, let me know what you think of the current style. I'm personally rather happy and I'm now going to continue going through all the 46 different windows that RFTools has and fix them one by one .
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Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
Is there a way to build uneven sphere or dome in builder using shape card? Im not sure if im missing something or it can be even only.
There are three radius values so you can make ellipsoids if that's what you mean?
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Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
Hello RFTools creator. Your screen, has a minor, yet quite annoying error. When set to compact on the fluid part of the screen... it says Kmb. Now... let's a take a lesson in how the metric system works.
K is kilo for 1000
m is milli for 1/1000
You have the screen measuring in kilo and milli at the same time for buckets in compact mode. Why are you doing this? It's quite a waste of screen space.
Hello RFTools creator. Your screen, has a minor, yet quite annoying error. When set to compact on the fluid part of the screen... it says Kmb. Now... let's a take a lesson in how the metric system works.
K is kilo for 1000
m is milli for 1/1000
You have the screen measuring in kilo and milli at the same time for buckets in compact mode. Why are you doing this? It's quite a waste of screen space.
Well the standard unit for liquids in Minecraft is 'mb' (millibucket). It does look a bit weird but in some way it does make sense :-)
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Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
Millibucket was because we needed a smaller denominator to be more precise with. Standardized unit is something without a prefix I.E. a meter instead of a kilometer. I would like it to be in Bucket instead and if it's below a bucket then display in mB. Or if multiple, do what the metric system does: 14,580 mB = 14.58 B OR 14.6 B. It would clean up the screen and make it look nicer to us in the engineering or science profession thank you.
Millibucket was because we needed a smaller denominator to be more precise with. Standardized unit is something without a prefix I.E. a meter instead of a kilometer. I would like it to be in Bucket instead and if it's below a bucket then display in mB. Or if multiple, do what the metric system does: 14,580 mB = 14.58 B OR 14.6 B. It would clean up the screen and make it look nicer to us in the engineering or science profession thank you.
I will see if I can improve this but not for 4.0. Finalizing that release right now.
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Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
Big user interface rework: this release changes all the user interfaces. Not everything is 100% ready yet but this should already be a huge improvement over the user interfaces you got in earlier versions:
The 'style' button (little 's' button at the right of every window) now switches between five different possible button styles.
The Builder has been upgraded a lot:
Using 'quarry' versions of the shape cards you can now quarry parts of the world in the specified shape. Most common will be to use a solid box but you can also quarry in the shape of a sphere or torus:
There are silk touch and fortune versions of the quarry card. Note that these cost more (RF/t).
Amount of RF needer per quarried block also depends on the hardness of the block
By default the quarry will replace all quarried materials with dirt (and avoid a block update) for most efficient operations. You can also upgrade a quarry card to one that actually clears the blocks (these quarry cards can be disabled in the config).
The quarry cards are fully configurable. You can disable them or reduce their maximum size. The default maximum quarry size is an area of 512x256x512.
The builder can now also build shapes up to 512x256x512:
There is a void card that can clear an area without keeping the results.
The quarry and builder will now process one chunk at a time and only chunkload that chunk (can also be disabled in config). The builder will not chunkload itself however. So you should put a spot loader next to the builder and the builder itself will take care of chunkloading the chunk where it is currently working.
Note that infusing a builder will greatly increase the speed.
Made sure that items that have subtypes cannot be rotated by the mover. This prevents the builder changing blocks into other things when rotating.
When making the support blocks for a solid shape for within the builder the non-solid version will be made to prevent the creation of a huge amount of support blocks for huge constructions.
The tooltips on shape and space card now shows the RF/tick
The mode, anchor and rotation buttons on the builder gui are only enabled when needed
Fixed a bug where right clicking a huge blob of support blocks would cause a stack overflow
The builder will now check (before moving or swapping) if a player is allowed to move a certain block
Blacklisted end portal frames and bedrock
Fixed a bug where switching anchor wouldn't correctly update the support box
Fixed a bug introduced in 3.50 where removing a space chamber card from the builder would cause a client side crash
Other changes:
Fixed duping on multiplayer when one player is opening a blocks inventory while the other breaks that machine. Then first player can still take out items
The 'Check' button on the dialer will now automatically clean up all invalid destinations if you use it on an invalid destination
Fixed a problem where the unknown dimlet chest loot would be readded when reloading the world creating more and more dimlets in chests. This same fix also makes sure that MineTweaker users can now change the unknown dimlet loot from within MineTweaker
Be sure to download McJtyLib 1.7.0!
Have fun!
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Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
However, when I put the enderdragon syringe in the workbench, whenever I insert the final ingredient (whether that is the syringe itself or a controller/processor), my client crashes, and the item is lost, but producing a pig dimlet in the same fashion does not.
Here is a log, but I see nothing helpful in there:
---- Minecraft Crash Report ----
// Don't be sad. I'll do better next time, I promise!
java.lang.NullPointerException: Unexpected error
at net.minecraft.crash.CrashReportCategory.func_85069_a(CrashReportCategory.java:145)
at net.minecraft.crash.CrashReport.func_85057_a(CrashReport.java:333)
at net.minecraft.crash.CrashReport.func_85058_a(CrashReport.java:303)
at net.minecraft.client.Minecraft.func_71407_l(Unknown Source)
at net.minecraft.client.Minecraft.func_71411_J(Unknown Source)
at net.minecraft.client.Minecraft.func_99999_d(Unknown Source)
at net.minecraft.client.main.Main.main(SourceFile:148)
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 net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
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 org.multimc.onesix.OneSixLauncher.launchWithMainClass(OneSixLauncher.java:310)
at org.multimc.onesix.OneSixLauncher.launch(OneSixLauncher.java:394)
at org.multimc.EntryPoint.listen(EntryPoint.java:170)
at org.multimc.EntryPoint.main(EntryPoint.java:54)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at net.minecraft.crash.CrashReportCategory.func_85069_a(CrashReportCategory.java:145)
at net.minecraft.crash.CrashReport.func_85057_a(CrashReport.java:333)
at net.minecraft.crash.CrashReport.func_85058_a(CrashReport.java:303)
-- Affected level --
Details:
Level name: MpServer
All players: 1 total; [GCEntityClientPlayerMP['fishmeal'/348, l='MpServer', x=197.83, y=70.62, z=967.40]]
Chunk stats: MultiplayerChunkCache: 441, 441
Level seed: 0
Level generator: ID 04 - BIOMESOP, ver 0. Features enabled: false
Level generator options:
Level spawn location: World: (202,69,977), Chunk: (at 10,4,1 in 12,61; contains blocks 192,0,976 to 207,255,991), Region: (0,1; contains chunks 0,32 to 31,63, blocks 0,0,512 to 511,255,1023)
Level time: 7294681 game time, 1954 day time
Level dimension: 0
Level storage version: 0x00000 - Unknown?
Level weather: Rain time: 0 (now: false), thunder time: 0 (now: false)
Level game mode: Game mode: creative (ID 1). Hardcore: false. Cheats: false
New release of RFTools 4.01 with the following changes:
4.01:
Added the TomWolf patreon dimlet. Remember that you can support me on Patreon (patreon.com/McJty) and get your own personalized cosmetic dimlet that way.
The shape card item can now enable block voiding for the quarry for some common blocks you might want to void (stone, cobblestone, sand, dirt, gravel and netherrack). It also supports ore dictionary in case you have such blocks ore dictionaried to other similar blocks:
The quarry will now skip tile entities instead of destroying them.
Fixed a crash bug when the builder was given a redstone signal and it had no card in it.
Implemented a new owner dimlet. When owner dimlets are enabled in the config (they are disabled by default) you need one of them to create a dimension tab. Extracting that tab when the dimension is not created yet will give back the owner dimlet. However extracting the tab when the dimension is created will not. This way players can only make as many dimensions as they have owner dimlets. This feature can help for server owners who want to give the players the ability to create a number of dimensions. Just include one or more of these owner dimlets in the players starting package.
Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
I was finally using Deep Resonance after having a 1 week old world and needing power. The manual says that the purifier will purify in "steps of 25%.." but in reality purifies in steps of 1%. Does it mean .25%?
Edit: Oops, meant to throw this into the DeepResonance thread. Derp.
I was finally using Deep Resonance after having a 1 week old world and needing power. The manual says that the purifier will purify in "steps of 25%.." but in reality purifies in steps of 1%. Does it mean .25%?
Edit: Oops, meant to throw this into the DeepResonance thread. Derp.
No it really purifies in steps of 25% but per unit of liquid that it does. i.e. if you have a tank that contains exactly the amount of liquid that it purifies then it will give 25% extra. But if the tank has 10 times as much then it will go slower because it all has to mix
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Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
That makes a lot sense, I had a ton of liquid and it took. . well forever. Three crystals out of it made up for it, but it was literally about an hour of waiting around.
That makes a lot sense, I had a ton of liquid and it took. . well forever. Three crystals out of it made up for it, but it was literally about an hour of waiting around.
Making a setup that uses multiple purifiers should speed it up (i.e. multiple purifiers on the same tank)
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Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
is there a way to auto pull items from auto crafter
Sure. A hopper, ender io item conduits and thermal dynamic pipes will work fine. You can only extract items from the output slots (the 4 slots in the bottom left)
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Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
that wastes more space.... also can u split ur mod into 2 parts, the actual tools and world parts, cuz with the mods i use i cant use world part and im unable to disable them fully. i just wanna use ur mod for stuff like auto crafters
that wastes more space.... also can u split ur mod into 2 parts, the actual tools and world parts, cuz with the mods i use i cant use world part and im unable to disable them fully. i just wanna use ur mod for stuff like auto crafters
ur configs are REALLY hard to understand..
I cannot split rftools in 1.7.10 as that would break everyones worlds. I will split the mod in Minecraft 1.8/1.9 though.
What do you mean about wasting space?
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Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
Not sure if it's doable, but I was thinking it would be neat to have some galacticraft intergration with the dimensions/dimlets.
Some examples for such a feature:
Non-breathable - DImlet to make the dimensions air non-breathable, oxygen supply is needed for these ones.
Galacticraft biomes - Dimlets for the various planet dimensions.
Atmosphere gases - Dimlets to control what gases make up the atmosphere, if oxygen isn't added then the air is non-breathable by default.
Celestial bodies - Dimlets for various galacticraft celestial bodies that show up in the sky.
Galacticraft materials - Dimlets for various galacticraft ores/blocks.
Hot/Cold - Dimlets for hot or cold dimensions, thermal padding is needed for these ones.
Evolved mobs - Dimlets for galacticraft mobs.
Gravity - Dimlets for galacticrafts gravity levels, this would effect the gravity in the dimension.
Bonus:
Dimlets for the more planets addon sections as well would be amazing.
Some new dimlets not related to galacticraft could be:
Radiation - Dimlet that makes the dimensions surface and water radioactive.
Ruined - Dimlet that generates dead trees and ruined/abandoned structures like ruined villages and things like that.
Deadly surface - Dimlet that dictates that hostile mobs can only spawn on the worlds surface.
Bunker - Dimlet that spawns underground structures similar to intact strongholds.
Abandoned surface - A wasteland covers the surface with plant life, mobs, and structures spawning underground.
Flooded world - A world type where the world is flooded up to a certain layer on the Y axis. The only unflooded land on the surface would be the peaks of mountains, the most land above water would be found in extreme hills biomes or similar high ones.
Distorted nexus- A dimlet that adds randomly spawning 'rifts' that can lead to any dimension at any coords. Rifts can even lead to other mods dimensions and entitiys can pass though these as well which can lead to some funky occurances, like mobs that don't belong in that world.
Twin link - A dimlet that works in a similar fasion to the dimension tabs, as in ones with the same id will have the same connection. Putting a linked set of these in two different dimension tabs creates a 'bond' between the two worlds where see through 'ghost' objects can be seen sometimes on the opposite world at the coords it exists on the other. This also adds randomly spawning portals that have a chance to be either two way or one way but only link between two dimensions linked sets are present in. Two way portals spawn as a structure that requires power while one way portals spawn similar to thaumcraft aura nodes and don't require power. This dimlets mainly for map makers obviously but it can be used in survival by those who put in the extra effort to do so.
Corrupted Code - A dimlet that generates the world as a representation to a corrupted computer systems programming instead of reality based, certain materials gathered here can be used for more advance dimension work later on. Mobs and other entities can spawn with missing textures or various odd looking graphical features. Mobs will have shuffled stats and AI(ex: passive zombie, hostile chickens, burning pigs, cows with 40 HP, etc). Certain liquids or blocks can have their features mixed up(ex: non-burning lava, burning oil, safe cactus, harmful logs, etc. Basically anything goes so not for the faint of heart...). Mobs can have almost any sound in the game randomly assigned. The sky will look like it's full of 1s and 0s instead of the normal sky. Gravity can be static in any different direction then normal or swap at specific intervals in another direction. Spatial rifts that lead between two points in the dimension randomly... basically when a player adds this dimlet, they create a dimension thats code has been corrupted at the core source so physics and other such things pretty much break down into an unreconizable mess and you get things like villagers walking upside down on the ceiling or water flowing upwards.... it's basically pokemons Distortion World since space, time, and physics have no meaning in these worlds.
And there we go, hope these aren't to dumb
Working on something linking rftools and GalactiCraft has already been on my mind but not sure how feasible it would be. I haven't had time to look closely into this.
Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
YouTube Channel: https://www.youtube.com/channel/UCYMg1JQw3syJBgPeW6m68lA?view_as=subscriber
Support me at my Patreon page (http://www.patreon.com/McJty) or directly on my Paypal account ([email protected]). Thanks
I'm working hard on completely overhauling the user interfaces in RFTools. These have commonly be seen as very ugly and that's why I want to do something about that.
First I now added five different styles for the buttons. You can switch between them at runtime from in the game (using the 'style' button): http://imgur.com/a/GSHIh
Then I also worked on what was probably the ugliest UI in RFTools: the modular screens. Note that this is a dynamic GUI which is driven by the modules that are presented in it so it is slightly harder to get a good layout. Here you can see the modular screen gui in two of the five possible styles:
http://i.imgur.com/B6ZQqgn.png
http://i.imgur.com/keU20gb.png
In any case, let me know what you think of the current style. I'm personally rather happy and I'm now going to continue going through all the 46 different windows that RFTools has and fix them one by one .
Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
YouTube Channel: https://www.youtube.com/channel/UCYMg1JQw3syJBgPeW6m68lA?view_as=subscriber
Support me at my Patreon page (http://www.patreon.com/McJty) or directly on my Paypal account ([email protected]). Thanks
Very nice! I approve
I made my own shader pack, by the way.
There are three radius values so you can make ellipsoids if that's what you mean?
Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
YouTube Channel: https://www.youtube.com/channel/UCYMg1JQw3syJBgPeW6m68lA?view_as=subscriber
Support me at my Patreon page (http://www.patreon.com/McJty) or directly on my Paypal account ([email protected]). Thanks
Hello RFTools creator. Your screen, has a minor, yet quite annoying error. When set to compact on the fluid part of the screen... it says Kmb. Now... let's a take a lesson in how the metric system works.
K is kilo for 1000
m is milli for 1/1000
You have the screen measuring in kilo and milli at the same time for buckets in compact mode. Why are you doing this? It's quite a waste of screen space.
Well the standard unit for liquids in Minecraft is 'mb' (millibucket). It does look a bit weird but in some way it does make sense :-)
Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
YouTube Channel: https://www.youtube.com/channel/UCYMg1JQw3syJBgPeW6m68lA?view_as=subscriber
Support me at my Patreon page (http://www.patreon.com/McJty) or directly on my Paypal account ([email protected]). Thanks
Millibucket was because we needed a smaller denominator to be more precise with. Standardized unit is something without a prefix I.E. a meter instead of a kilometer. I would like it to be in Bucket instead and if it's below a bucket then display in mB. Or if multiple, do what the metric system does: 14,580 mB = 14.58 B OR 14.6 B. It would clean up the screen and make it look nicer to us in the engineering or science profession thank you.
I will see if I can improve this but not for 4.0. Finalizing that release right now.
Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
YouTube Channel: https://www.youtube.com/channel/UCYMg1JQw3syJBgPeW6m68lA?view_as=subscriber
Support me at my Patreon page (http://www.patreon.com/McJty) or directly on my Paypal account ([email protected]). Thanks
RFTools 4.00:
4.00:
Be sure to download McJtyLib 1.7.0!
Have fun!
Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
YouTube Channel: https://www.youtube.com/channel/UCYMg1JQw3syJBgPeW6m68lA?view_as=subscriber
Support me at my Patreon page (http://www.patreon.com/McJty) or directly on my Paypal account ([email protected]). Thanks
So I made a Mintweaker script to produce the enderdragon syringe. Here it is in case anyone wants it:
recipes.addShapeless(<rftools:syringeItem>.withTag({level:10, mobName:"Enderdragon"}), [<minecraft:dragon_egg>.reuse(), <rftools:syringeItem>]);
NEI.addEntry(<rftools:syringeItem>.withTag({level:10, mobName:"Enderdragon"}));
NEI.addEntry(<rftools:syringeItem>);
However, when I put the enderdragon syringe in the workbench, whenever I insert the final ingredient (whether that is the syringe itself or a controller/processor), my client crashes, and the item is lost, but producing a pig dimlet in the same fashion does not.
Here is a log, but I see nothing helpful in there:
// Don't be sad. I'll do better next time, I promise!
Time: 10/27/15 3:40 PM
Description: Unexpected error
java.lang.NullPointerException: Unexpected error
at net.minecraft.crash.CrashReportCategory.func_85069_a(CrashReportCategory.java:145)
at net.minecraft.crash.CrashReport.func_85057_a(CrashReport.java:333)
at net.minecraft.crash.CrashReport.func_85058_a(CrashReport.java:303)
at net.minecraft.client.Minecraft.func_71407_l(Unknown Source)
at net.minecraft.client.Minecraft.func_71411_J(Unknown Source)
at net.minecraft.client.Minecraft.func_99999_d(Unknown Source)
at net.minecraft.client.main.Main.main(SourceFile:148)
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 net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
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 org.multimc.onesix.OneSixLauncher.launchWithMainClass(OneSixLauncher.java:310)
at org.multimc.onesix.OneSixLauncher.launch(OneSixLauncher.java:394)
at org.multimc.EntryPoint.listen(EntryPoint.java:170)
at org.multimc.EntryPoint.main(EntryPoint.java:54)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at net.minecraft.crash.CrashReportCategory.func_85069_a(CrashReportCategory.java:145)
at net.minecraft.crash.CrashReport.func_85057_a(CrashReport.java:333)
at net.minecraft.crash.CrashReport.func_85058_a(CrashReport.java:303)
-- Affected level --
Details:
Level name: MpServer
All players: 1 total; [GCEntityClientPlayerMP['fishmeal'/348, l='MpServer', x=197.83, y=70.62, z=967.40]]
Chunk stats: MultiplayerChunkCache: 441, 441
Level seed: 0
Level generator: ID 04 - BIOMESOP, ver 0. Features enabled: false
Level generator options:
Level spawn location: World: (202,69,977), Chunk: (at 10,4,1 in 12,61; contains blocks 192,0,976 to 207,255,991), Region: (0,1; contains chunks 0,32 to 31,63, blocks 0,0,512 to 511,255,1023)
Level time: 7294681 game time, 1954 day time
Level dimension: 0
Level storage version: 0x00000 - Unknown?
Level weather: Rain time: 0 (now: false), thunder time: 0 (now: false)
Level game mode: Game mode: creative (ID 1). Hardcore: false. Cheats: false
4.01:
Download: http://www.curse.com/mc-mods/Minecraft/224641-rftools
Have fun!
Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
YouTube Channel: https://www.youtube.com/channel/UCYMg1JQw3syJBgPeW6m68lA?view_as=subscriber
Support me at my Patreon page (http://www.patreon.com/McJty) or directly on my Paypal account ([email protected]). Thanks
I was finally using Deep Resonance after having a 1 week old world and needing power. The manual says that the purifier will purify in "steps of 25%.." but in reality purifies in steps of 1%. Does it mean .25%?
Edit: Oops, meant to throw this into the DeepResonance thread. Derp.
No it really purifies in steps of 25% but per unit of liquid that it does. i.e. if you have a tank that contains exactly the amount of liquid that it purifies then it will give 25% extra. But if the tank has 10 times as much then it will go slower because it all has to mix
Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
YouTube Channel: https://www.youtube.com/channel/UCYMg1JQw3syJBgPeW6m68lA?view_as=subscriber
Support me at my Patreon page (http://www.patreon.com/McJty) or directly on my Paypal account ([email protected]). Thanks
That makes a lot sense, I had a ton of liquid and it took. . well forever. Three crystals out of it made up for it, but it was literally about an hour of waiting around.
Making a setup that uses multiple purifiers should speed it up (i.e. multiple purifiers on the same tank)
Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
YouTube Channel: https://www.youtube.com/channel/UCYMg1JQw3syJBgPeW6m68lA?view_as=subscriber
Support me at my Patreon page (http://www.patreon.com/McJty) or directly on my Paypal account ([email protected]). Thanks
is there a way to auto pull items from auto crafter
Sure. A hopper, ender io item conduits and thermal dynamic pipes will work fine. You can only extract items from the output slots (the 4 slots in the bottom left)
Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
YouTube Channel: https://www.youtube.com/channel/UCYMg1JQw3syJBgPeW6m68lA?view_as=subscriber
Support me at my Patreon page (http://www.patreon.com/McJty) or directly on my Paypal account ([email protected]). Thanks
that wastes more space.... also can u split ur mod into 2 parts, the actual tools and world parts, cuz with the mods i use i cant use world part and im unable to disable them fully. i just wanna use ur mod for stuff like auto crafters
ur configs are REALLY hard to understand..
I cannot split rftools in 1.7.10 as that would break everyones worlds. I will split the mod in Minecraft 1.8/1.9 though.
What do you mean about wasting space?
Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
YouTube Channel: https://www.youtube.com/channel/UCYMg1JQw3syJBgPeW6m68lA?view_as=subscriber
Support me at my Patreon page (http://www.patreon.com/McJty) or directly on my Paypal account ([email protected]). Thanks