Is it JUST Base Metals copper or all copper items added from other mods not working?
The way I create the metal items in Base Metals (i.e. using iterators), they should either all work or all not work, so if only some of the metals are not working, I think it is the same bug in the other mod that HydrauliCraft had.
Maybe some mods expect you to use MineTweaks or other customization tool to remove all but one version of a particular item. Doing that defeats the purpose of having the Ore Dictionary.
Rollback Post to RevisionRollBack
My mods: Base Metals, Power Advantage, Steam Advantage, Electric Advantage, Minecraft Mineralogy, Dr. Cyano's Lootable Bodies, Dr. Cyano's Wonderful Wands & Wizarding Robes
Ok I had to re-write this post. Loading Base Metals with TConstruct results in a flood of copper everywhere. Once I took out TC, the ore gen returned to what I would expect. Now I thought it's something I have to adjust within TC config but there is nothing listed in its config file and the list of changes for 1.9 apparently include the fact that TC doesn't generate its own copper/tin/other ores anymore but only supports them (presumably coming from other mods). Why does the interaction of two mods then result in such high frequency of copper?
Do you have other mods generating ores? I configured my 1.9 world to only generate common ores (copper, tin, silver, etc.) by Base Metals. Does it retro-gen or is it only on new chunks?
Rollback Post to RevisionRollBack
"We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far."
The only other mod that could potentially be generating ores in there is RFTools but I checked their wiki and there is no mention of any ores being added. Perhaps in RFDimensions part but I don't have that loaded on this world. Basically I loaded up a world, really liked the location and started exploring just to realize I was finding way to much copper everywhere when digging (or even outside on rocky terrain). I unloaded TConstr, and wrote down the seed, started new world with the same seed and ore gen was back to normal (or what I would expect for Base Metals).
Here's the list of all mods in that world (other than TC):
Is it JUST Base Metals copper or all copper items added from other mods not working?
The way I create the metal items in Base Metals (i.e. using iterators), they should either all work or all not work, so if only some of the metals are not working, I think it is the same bug in the other mod that HydrauliCraft had.
Maybe some mods expect you to use MineTweaks or other customization tool to remove all but one version of a particular item. Doing that defeats the purpose of having the Ore Dictionary.
all items made from copper/tin/bronze/brass wont go into the geocomo foundry to recycle, also, if i make a bucket and recycle it i get admintine ingots back
@Zohar101: The only thing that could cause ore generation problems when mixing Base Metals with another mod is if you set Base Metals to disable vanilla ore gen. That would also disable ore gen by some mods (ones that check if their ore gen was canceled), not affect others, and possibly cause some mods to repeatedly retry the entire orespawning queue because they didn't detect the cancelled ore generation. I'd love to get some input from someone on the TC team to see if I'm doing anything in Base Metals that causes problems for them.
As for fertilizer, that is part of the Minecraft Mineralogy, which will be updated to 1.9 in a few weeks.
@MutantRoosta: Blacklist the bucket from recycling in the config file. Making a separate bucket item for every metal is way too much trouble for me to implement. If Geocomo adds its own copper and tin to the game and then rejects the use of those metals from other mods, then I'd ask the author of Geocomo whether that is the intended behavior.
Rollback Post to RevisionRollBack
My mods: Base Metals, Power Advantage, Steam Advantage, Electric Advantage, Minecraft Mineralogy, Dr. Cyano's Lootable Bodies, Dr. Cyano's Wonderful Wands & Wizarding Robes
I did in fact set it to true, thinking not that it disables vanilla ore gen but rather lets base metals handle both vanilla and BM ore gen. I've also had issues with multiple tech mods before where each would spawn tons of their own ores, and world would either be drowned in ores, or they would start pushing out vanilla ores, making diamond and emerald very difficult to find, so I wanted one mod to handle it instead and bypass this issue.
If I got this wrong, I'll return it to false, but I do find vanilla ores in my current world so I think I got that option right? Please do correct me if I'm wrong, I'll change it back to false.
I wrote on TC forum about this as well so we'll see what they say. But if TC is not supposed to spawn its own ores anymore (I think TC page says 1.8 and up), is this some sort of leftover code from their previous versions regarding ore spawn or something?
As for fertilizer, for a second there I thought I was going crazy and was misremembering things, mixing it up with old metallurgy pre-1.7 worlds. Thanks for clarifying.
In the absence of more complicated mods, you are correct that disabling vanilla ore gen in Base Metals will cause Base Metals to handle just Base Metals and Vanilla ore gen because most mods don't check the ore gen in the event bus to be cancelled. That's a bug, but it's a common one that works in your favor.
Mods that do everything properly as intended by the authors of Forge will have their ore gen disabled alongside the vanilla ore gen, and possibly other forms of world generation as well if they do other stuff using an ore gen event hook.
Some mods might try to enforce rules on other mods (imagine a mod that forces you to go to another dimension to find iron) and do some ore-gen disabling of their own. Here, things get a little dicey. Ironically, I forgot to check for event canceling in Base Metals ore gen (I probably should fix that), so it will go even if another mod tells it to stop. Maybe this is confusing TC into thinking that it should retro-gen chunks every time they load.
Rollback Post to RevisionRollBack
My mods: Base Metals, Power Advantage, Steam Advantage, Electric Advantage, Minecraft Mineralogy, Dr. Cyano's Lootable Bodies, Dr. Cyano's Wonderful Wands & Wizarding Robes
In any case there's no rush on this. Since TC is not supposed to spawn its own ores now, adding it some time later after this is cleared up is fine with me as it doesn't need to be present at world creation anymore.
Now while this is a different version which does do ore gen, the problem does bear some resemblance to what you were describing as a possibility during ore gen. And it mentions RFTools which I am running (though not the dimensions part) making me wonder if it's TC actually interacting with RFTools that's causing this, and not BM. I'll test this out myself later.
I wonder which modpack Ishbutz is using? Sounds fun!
Rollback Post to RevisionRollBack
My mods: Base Metals, Power Advantage, Steam Advantage, Electric Advantage, Minecraft Mineralogy, Dr. Cyano's Lootable Bodies, Dr. Cyano's Wonderful Wands & Wizarding Robes
I found a bug that may solve the Tinker's Construct copper ore gen mystery. I had mistakenly called the post-ore-gen event after each Base Metals ore spawns, but that event is only supposed to be called once per chunk after all ores are done generating. Will be fixed in the next Base Metals version.
Rollback Post to RevisionRollBack
My mods: Base Metals, Power Advantage, Steam Advantage, Electric Advantage, Minecraft Mineralogy, Dr. Cyano's Lootable Bodies, Dr. Cyano's Wonderful Wands & Wizarding Robes
The new Base Metals version adds platinum, cupronickel, metal rods, and gears, thanks to assistance and proding from GitHub user JRIwanek. The other updates are to fix a bug related to getting achievements for smelting items.
Rollback Post to RevisionRollBack
My mods: Base Metals, Power Advantage, Steam Advantage, Electric Advantage, Minecraft Mineralogy, Dr. Cyano's Lootable Bodies, Dr. Cyano's Wonderful Wands & Wizarding Robes
1. None of the current hammer recipes examine the NBT data for an item and the NBT cannot be specified in the config file, but a mod that wanted to use NBT data in the hammer recipes could add a custom recipe that does that.
2. semi-colon ; should work as the recipe separator. If that isn't working, please post your recipes in a code tag so that I can check it (or Base Metals) for bugs.
3. Sounds like a bug. I haven't tested the custom recipes since updating to MC 1.9, though it looks like I'm only searching for blocks and not items when parsing the recipes.
EDIT: I updated how Base Metals finds items based on their names and the following recipe list is confirmed to work:
My mods: Base Metals, Power Advantage, Steam Advantage, Electric Advantage, Minecraft Mineralogy, Dr. Cyano's Lootable Bodies, Dr. Cyano's Wonderful Wands & Wizarding Robes
Relatively new user here, and I have questions regarding configuring this mod.
Is there any method currently of reducing the amount of dust produced by the crack hammer when mining ore blocks of any kind. For example, setting the dust produced by the crack hammer when mining an ore block from 2 ore dusts to 1. Alternatively, a method of removing the capability of ore dusts to be used within a smelter in order to produce the ore's respective ingot. In the mean time I have set strong_hammers to false in order to delay ore doubling early on, although it is not exactly the result I'm intending to achieve.
From having used these on survival I can honestly say ore doubling is not going to be your biggest issue. Maybe for more rare ores, but you'll be working through a crapton of iron and copper as you're building setups and it is almost necessary to have it for these. If there was anything I'd be worried about amount multiplier wise, it'd be the growth chambers, as once they're built, finding and pumping oil becomes far less of a priority as bioplastic suddenly isn't a restrictive material anymore and farming is non-existent.
Relatively new user here, and I have questions regarding configuring this mod.
Is there any method currently of reducing the amount of dust produced by the crack hammer when mining ore blocks of any kind. For example, setting the dust produced by the crack hammer when mining an ore block from 2 ore dusts to 1. Alternatively, a method of removing the capability of ore dusts to be used within a smelter in order to produce the ore's respective ingot. In the mean time I have set strong_hammers to false in order to delay ore doubling early on, although it is not exactly the result I'm intending to achieve.
The purpose of the crack hammer was for ore doubling. If you don't want dusts, don't use the hammer. Simple as that. Its secondary purpose is for bioplastic and steel making.
I am sorry if I was not clear with my post, I am not attempting to remove ore dust entirely, only to remove the crack hammers efficiency when mining ores. The crack hammers mechanical purpose to create ore dust for alloy making is interesting and a fun aspect to the mod. Ore dust would also seem to be essential to the function of this mod, utilizing dust seems to be the only way of obtaining the alloys. Are there other methods of obtaining ore dust without the use of a crack hammer that I am not aware of?
I'm also unsure or unaware of what bioplastic would be referring to, is this a part of the mod I have not encountered yet or have failed to read up on?
Is it JUST Base Metals copper or all copper items added from other mods not working?
The way I create the metal items in Base Metals (i.e. using iterators), they should either all work or all not work, so if only some of the metals are not working, I think it is the same bug in the other mod that HydrauliCraft had.
Maybe some mods expect you to use MineTweaks or other customization tool to remove all but one version of a particular item. Doing that defeats the purpose of having the Ore Dictionary.
My mods:
Base Metals, Power Advantage, Steam Advantage, Electric Advantage, Minecraft Mineralogy, Dr. Cyano's Lootable Bodies, Dr. Cyano's Wonderful Wands & Wizarding Robes
Ok I had to re-write this post. Loading Base Metals with TConstruct results in a flood of copper everywhere. Once I took out TC, the ore gen returned to what I would expect. Now I thought it's something I have to adjust within TC config but there is nothing listed in its config file and the list of changes for 1.9 apparently include the fact that TC doesn't generate its own copper/tin/other ores anymore but only supports them (presumably coming from other mods). Why does the interaction of two mods then result in such high frequency of copper?
Do you have other mods generating ores? I configured my 1.9 world to only generate common ores (copper, tin, silver, etc.) by Base Metals. Does it retro-gen or is it only on new chunks?
"We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far."
Xaeros_Minimap_1.8.7_Forge_1.9.jar
StorageDrawers-1.9-3.1.5.jar
SteamAdvantage-2.0.1.jar
rftools-1.9.0-4.23beta44.jar
PowerAdvantage_1.9.0-2.0.2.jar
mcjtylib-1.9.0-1.8.2.jar
LemonsSimpleTeleporters-1.1.1.jar
jei_1.9-3.2.10.185.jar
hopperducts-mc1.9-1.4.7.jar
ElectricAdvantage-2.0.1.jar
Chameleon-1.9-2.1.3.jar
Bloodmoon-MC1.9-1.4.1.jar
BaseMetals_1.9-2.1.1.jar
airbreathercore-1.0.1-mc1.9.jar
Wow, that must be some bug/glitch you found. I'm also using Neotech and Fun Ores myself.
"We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far."
all items made from copper/tin/bronze/brass wont go into the geocomo foundry to recycle, also, if i make a bucket and recycle it i get admintine ingots back
On an unrelated note, what happened to fertilizer components?
@Zohar101: The only thing that could cause ore generation problems when mixing Base Metals with another mod is if you set Base Metals to disable vanilla ore gen. That would also disable ore gen by some mods (ones that check if their ore gen was canceled), not affect others, and possibly cause some mods to repeatedly retry the entire orespawning queue because they didn't detect the cancelled ore generation. I'd love to get some input from someone on the TC team to see if I'm doing anything in Base Metals that causes problems for them.
As for fertilizer, that is part of the Minecraft Mineralogy, which will be updated to 1.9 in a few weeks.
@MutantRoosta: Blacklist the bucket from recycling in the config file. Making a separate bucket item for every metal is way too much trouble for me to implement. If Geocomo adds its own copper and tin to the game and then rejects the use of those metals from other mods, then I'd ask the author of Geocomo whether that is the intended behavior.
My mods:
Base Metals, Power Advantage, Steam Advantage, Electric Advantage, Minecraft Mineralogy, Dr. Cyano's Lootable Bodies, Dr. Cyano's Wonderful Wands & Wizarding Robes
I did in fact set it to true, thinking not that it disables vanilla ore gen but rather lets base metals handle both vanilla and BM ore gen. I've also had issues with multiple tech mods before where each would spawn tons of their own ores, and world would either be drowned in ores, or they would start pushing out vanilla ores, making diamond and emerald very difficult to find, so I wanted one mod to handle it instead and bypass this issue.
If I got this wrong, I'll return it to false, but I do find vanilla ores in my current world so I think I got that option right? Please do correct me if I'm wrong, I'll change it back to false.
I wrote on TC forum about this as well so we'll see what they say. But if TC is not supposed to spawn its own ores anymore (I think TC page says 1.8 and up), is this some sort of leftover code from their previous versions regarding ore spawn or something?
As for fertilizer, for a second there I thought I was going crazy and was misremembering things, mixing it up with old metallurgy pre-1.7 worlds. Thanks for clarifying.
In the absence of more complicated mods, you are correct that disabling vanilla ore gen in Base Metals will cause Base Metals to handle just Base Metals and Vanilla ore gen because most mods don't check the ore gen in the event bus to be cancelled. That's a bug, but it's a common one that works in your favor.
Mods that do everything properly as intended by the authors of Forge will have their ore gen disabled alongside the vanilla ore gen, and possibly other forms of world generation as well if they do other stuff using an ore gen event hook.
Some mods might try to enforce rules on other mods (imagine a mod that forces you to go to another dimension to find iron) and do some ore-gen disabling of their own. Here, things get a little dicey. Ironically, I forgot to check for event canceling in Base Metals ore gen (I probably should fix that), so it will go even if another mod tells it to stop. Maybe this is confusing TC into thinking that it should retro-gen chunks every time they load.
My mods:
Base Metals, Power Advantage, Steam Advantage, Electric Advantage, Minecraft Mineralogy, Dr. Cyano's Lootable Bodies, Dr. Cyano's Wonderful Wands & Wizarding Robes
In any case there's no rush on this. Since TC is not supposed to spawn its own ores now, adding it some time later after this is cleared up is fine with me as it doesn't need to be present at world creation anymore.
edit:
Just came across this on TC issues list:
https://github.com/SlimeKnights/TinkersConstruct/issues/2011
Now while this is a different version which does do ore gen, the problem does bear some resemblance to what you were describing as a possibility during ore gen. And it mentions RFTools which I am running (though not the dimensions part) making me wonder if it's TC actually interacting with RFTools that's causing this, and not BM. I'll test this out myself later.
I wonder which modpack Ishbutz is using? Sounds fun!
My mods:
Base Metals, Power Advantage, Steam Advantage, Electric Advantage, Minecraft Mineralogy, Dr. Cyano's Lootable Bodies, Dr. Cyano's Wonderful Wands & Wizarding Robes
I found a bug that may solve the Tinker's Construct copper ore gen mystery. I had mistakenly called the post-ore-gen event after each Base Metals ore spawns, but that event is only supposed to be called once per chunk after all ores are done generating. Will be fixed in the next Base Metals version.
My mods:
Base Metals, Power Advantage, Steam Advantage, Electric Advantage, Minecraft Mineralogy, Dr. Cyano's Lootable Bodies, Dr. Cyano's Wonderful Wands & Wizarding Robes
That's great to hear! Thanks
Another round of updates for Base Metals, Power Advantage, Steam Advantage, and Electric Advantage.
The new Base Metals version adds platinum, cupronickel, metal rods, and gears, thanks to assistance and proding from GitHub user JRIwanek. The other updates are to fix a bug related to getting achievements for smelting items.
My mods:
Base Metals, Power Advantage, Steam Advantage, Electric Advantage, Minecraft Mineralogy, Dr. Cyano's Lootable Bodies, Dr. Cyano's Wonderful Wands & Wizarding Robes
Here's your answers:
1. None of the current hammer recipes examine the NBT data for an item and the NBT cannot be specified in the config file, but a mod that wanted to use NBT data in the hammer recipes could add a custom recipe that does that.
2. semi-colon ; should work as the recipe separator. If that isn't working, please post your recipes in a code tag so that I can check it (or Base Metals) for bugs.
3. Sounds like a bug. I haven't tested the custom recipes since updating to MC 1.9, though it looks like I'm only searching for blocks and not items when parsing the recipes.
EDIT: I updated how Base Metals finds items based on their names and the following recipe list is confirmed to work:
My mods:
Base Metals, Power Advantage, Steam Advantage, Electric Advantage, Minecraft Mineralogy, Dr. Cyano's Lootable Bodies, Dr. Cyano's Wonderful Wands & Wizarding Robes
Relatively new user here, and I have questions regarding configuring this mod.
Is there any method currently of reducing the amount of dust produced by the crack hammer when mining ore blocks of any kind. For example, setting the dust produced by the crack hammer when mining an ore block from 2 ore dusts to 1. Alternatively, a method of removing the capability of ore dusts to be used within a smelter in order to produce the ore's respective ingot. In the mean time I have set strong_hammers to false in order to delay ore doubling early on, although it is not exactly the result I'm intending to achieve.
From having used these on survival I can honestly say ore doubling is not going to be your biggest issue. Maybe for more rare ores, but you'll be working through a crapton of iron and copper as you're building setups and it is almost necessary to have it for these. If there was anything I'd be worried about amount multiplier wise, it'd be the growth chambers, as once they're built, finding and pumping oil becomes far less of a priority as bioplastic suddenly isn't a restrictive material anymore and farming is non-existent.
The purpose of the crack hammer was for ore doubling. If you don't want dusts, don't use the hammer. Simple as that. Its secondary purpose is for bioplastic and steel making.
"We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far."
I am sorry if I was not clear with my post, I am not attempting to remove ore dust entirely, only to remove the crack hammers efficiency when mining ores. The crack hammers mechanical purpose to create ore dust for alloy making is interesting and a fun aspect to the mod. Ore dust would also seem to be essential to the function of this mod, utilizing dust seems to be the only way of obtaining the alloys. Are there other methods of obtaining ore dust without the use of a crack hammer that I am not aware of?
I'm also unsure or unaware of what bioplastic would be referring to, is this a part of the mod I have not encountered yet or have failed to read up on?