I'm trying to use the gem cast for silicon. Is that metalPattern:26, gemPattern...? None of those things will input to a casting table/basin with these scripts.
I'm trying to use the gem cast for silicon. Is that metalPattern:26, gemPattern...? None of those things will input to a casting table/basin with these scripts.
Liquids are written as <liquid:liquidname.molten> usually. If you use NEI Integration, you can generate a file with the names for every fluid. Additionally, those first two lines probably won't work unless you give <TConstruct:MetalBlock> a metadata value.
Liquids are written as <liquid:liquidname.molten> usually. If you use NEI Integration, you can generate a file with the names for every fluid. Additionally, those first two lines probably won't work unless you give <TConstruct:MetalBlock> a metadata value.
So NEI will output two fluid names. I think one is the actual item that you can hold in your hand in creative. I was probably using that one. It works now. Thanks a ton!
"MetalBlock" just means empty casting basin, I think. I just changed the fluid names.
Nevermind, found out about what was causing the issue. Apparently if you enter a line with an invalid item name (or something of that sort), ModTweaker will not read the rest of the file. What's annoying about this is that ModTweaker does not spit out any error messages when using the /reload command.
Worked perfectly fine under Mek 7 and earlier mod tweaker, but now, the original recipe is not removed, so the block ends up with two crafting recipes.
Well, just found it works. Seems a different script file that has nothing to do with Mekanism had an error which I've now fixed, and the Mek stuff also now works correctly. Very odd.
Here's a request: support for Runic Shielding from Thaumcraft. Specifically, if possible, a way to make items compatible with runic shielding, as well as a way to increment runic shielding on an item via crafting/alchemy/infusion/etc.
So, for example, say if I infuse Manasteel armor with Tutamen and Praecantatio, along with appropriate items, it would then be able to accept runic shielding. Or crafting a bauble with a Primordial Pearl (again, just as an example) would add a single level of runic shielding on top of what it already had.
I have no idea if this is actually possible, just making the request. For 1.7.10, of course.
If anyone knows how to do this sort of thing with functions that already exist within Mine/ModTweaker, please let me know. Mostly the incrementing. Apparently the NBT tag for Runic Shielding is RS.HARDEN.
Something is broken with the Botania functionality. I used "/mt help" and it lists "/minetweaker botaniaOrechid" as a valid command, yet when I use that, it says no such command exists.
Rollback Post to RevisionRollBack
~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
Botania has gone through a lot of updates recently, the API changes might have broken something. Or did you do a /mt reload? That tends to break commands as well for the rest of the session.
Ok, so Botania Petal Apothecary functionality works (with the exception that it's limited in what items can be tossed in). Pure Daisy, however, does not. I'm attempting to add a recipe to purify Deeper Caves Molten Iron (which is nearly useless) into TiCon Molten Iron.
However, running the script gives me this message:
ERROR: ?:1 > No such member: pureDaisy
Any ideas? The Pure Daisy hasn't really changed much, if at all, for some time now.
After some further testing:
Mana Infusion works, Mana Alchemy works, Elven Trade doesn't give an error but doesn't work either...also it seems that in regards to Mana pool recipes, a full pool is 1000000.
Turns out I'd missed an update for ModTweaker. Pure Daisy stuff works perfectly, although the syntax is backwards compared to other recipe scripts (input is first).
Regarding Botania, is it possible to add an item to the Loonium?
Rollback Post to RevisionRollBack
~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
Turns out I'd missed an update for ModTweaker. Pure Daisy stuff works perfectly, although the syntax is backwards compared to other recipe scripts (input is first).
Regarding Botania, is it possible to add an item to the Loonium?
Is it possible to add support for this mod? It has many cool looking multiblock machines.
http://minecraft.curseforge.com/projects/advanced-rocketry
Its source and api are available on github
https://github.com/zmaster587/AdvancedRocketry
mods.tconstruct.Smeltery.addMelting(<Botania:storage:2>, <ExtraTiC:moltenElementium> * 1296, 250, <TConstruct:MetalBlock>);
mods.tconstruct.Smeltery.addMelting(<Botania:manaResource:7>, <ExtraTiC:moltenElementium> * 144, 250, <TConstruct:MetalBlock>);
mods.tconstruct.Casting.addBasinRecipe(<Botania:storage:2>, <ExtraTiC:moltenElementium> * 1296, null, false, 20);
mods.tconstruct.Casting.addTableRecipe(<Botania:manaResource:7>, <ExtraTiC:moltenElementium> * 144, <TConstruct:metalPattern>, false, 20);
mods.tconstruct.Casting.addTableRecipe(<EnderIO:itemMaterial>, <ExtraTiC:liquidSilicon> * 144, <TConstruct:metalPattern:26>, false, 20);
Liquids are written as <liquid:liquidname.molten> usually. If you use NEI Integration, you can generate a file with the names for every fluid. Additionally, those first two lines probably won't work unless you give <TConstruct:MetalBlock> a metadata value.
My modpacks:
Brave New Worlds (exploration-based, FTB Launcher, pack code: BraveNewWorlds)
Song of the Earth (JamPacked 2, in development)
So NEI will output two fluid names. I think one is the actual item that you can hold in your hand in creative. I was probably using that one. It works now. Thanks a ton!
"MetalBlock" just means empty casting basin, I think. I just changed the fluid names.
9.4 still crashes with Forestry.
http://hastebin.com/mulizuhice.vhdl
Is there a way around this other than downgrading mods?
~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
Nope
For Metallurgy 4, why is it that the following line works:
mods.metallurgy.Alloyer.removeRecipe(<Metallurgy:bronze.ingot>);
But this doesn't?
mods.metallurgy.Alloyer.removeRecipe(<Metallurgy:angmallen.ingot>);
Nevermind, found out about what was causing the issue. Apparently if you enter a line with an invalid item name (or something of that sort), ModTweaker will not read the rest of the file. What's annoying about this is that ModTweaker does not spit out any error messages when using the /reload command.
I'm having an issue with Mekanism 8.1.7.252 and ModTweaker 0.9.4. I'm unable to remove recipes for anything using "Mekanism Shaped" crafting.
For example:
#Smelter
recipes.remove(<Mekanism:MachineBlock:10>);
recipes.addShaped(<Mekanism:MachineBlock:10>,[[<Mekanism:Ingot:1>,<minecraft:furnace>,<Mekanism:Ingot:1>],[<minecraft:brick_block>,<Mekanism:BasicBlock:8>,<minecraft:brick_block>],[<Mekanism:Ingot:1>,<ThermalExpansion:material:1>,<Mekanism:Ingot:1>]]);
Worked perfectly fine under Mek 7 and earlier mod tweaker, but now, the original recipe is not removed, so the block ends up with two crafting recipes.
Does the original recipe use anything other than pure vanilla crafting in a vanilla bench?
Well, just found it works. Seems a different script file that has nothing to do with Mekanism had an error which I've now fixed, and the Mek stuff also now works correctly. Very odd.
Any chance for Minefantasy II support?
Here's a request: support for Runic Shielding from Thaumcraft. Specifically, if possible, a way to make items compatible with runic shielding, as well as a way to increment runic shielding on an item via crafting/alchemy/infusion/etc.
So, for example, say if I infuse Manasteel armor with Tutamen and Praecantatio, along with appropriate items, it would then be able to accept runic shielding. Or crafting a bauble with a Primordial Pearl (again, just as an example) would add a single level of runic shielding on top of what it already had.
I have no idea if this is actually possible, just making the request. For 1.7.10, of course.
If anyone knows how to do this sort of thing with functions that already exist within Mine/ModTweaker, please let me know. Mostly the incrementing. Apparently the NBT tag for Runic Shielding is RS.HARDEN.
~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
Something is broken with the Botania functionality. I used "/mt help" and it lists "/minetweaker botaniaOrechid" as a valid command, yet when I use that, it says no such command exists.
~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
Botania has gone through a lot of updates recently, the API changes might have broken something. Or did you do a /mt reload? That tends to break commands as well for the rest of the session.
I wonder...
Can ModTweaker get support for MCEconomy2 mod?
I would like to add prices to items.
Creator of that mod said that API exist and here is code example:
MCEconomyAPI. addPurchaseItem(new ItemStack(Blocks.diamond_ore), 2000);
Ok, so Botania Petal Apothecary functionality works (with the exception that it's limited in what items can be tossed in). Pure Daisy, however, does not. I'm attempting to add a recipe to purify Deeper Caves Molten Iron (which is nearly useless) into TiCon Molten Iron.
Script:
mods.botania.pureDaisy.addRecipe(<TConstruct:fluid.molten.iron>, <DeeperCaves:molten_iron>);
However, running the script gives me this message:
ERROR: ?:1 > No such member: pureDaisy
Any ideas? The Pure Daisy hasn't really changed much, if at all, for some time now.
After some further testing:
Mana Infusion works, Mana Alchemy works, Elven Trade doesn't give an error but doesn't work either...also it seems that in regards to Mana pool recipes, a full pool is 1000000.
Bursting with Mana...
~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
Case sensitive?
I've tried PureDaisy, pureDaisy, puredaisy, Puredaisy, none work.
Something interesting, it seems that Mana Conjuration recipes don't HAVE to output more of the SAME item as the input...
Is there any way to have the Lexica Botania show additional recipes? NEI shows them just fine.
~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
Turns out I'd missed an update for ModTweaker. Pure Daisy stuff works perfectly, although the syntax is backwards compared to other recipe scripts (input is first).
Regarding Botania, is it possible to add an item to the Loonium?
~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
The Loonium just generates dungeon loot, so using MineTweaker to edit the normal loot tables would work.
My modpacks:
Brave New Worlds (exploration-based, FTB Launcher, pack code: BraveNewWorlds)
Song of the Earth (JamPacked 2, in development)