(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
So, I'm back with some actual bug reports. (Do you have a specific place to file reports like Github, or should they continue to be posted on the forum?)
First - and I think this is RR, but I could be wrong - I'm getting a crash whenever I try to use NEI to check recipes using liquid metals (Such as TiC smeltery casting) that points to something about loading RR's sifter recipes. Have a crashlog.
Next, the sapling/crop auto-planting seems to have a tendency to replace blocks that it shouldn't when placing the plants, as I discovered when some sugarcane that I had missed punched a hole in my greenhouse wall. (Perhaps because the wall was wood planks? Don't know if it was coded to replace 'organic' blocks)
If you need some more information - especially on that first one - just let me know, and I'll be happy to see what else I can figure out about it.
What part of harder ores does not support Immersive engineering?
He may be referring to the mining section that generates veins/special ore blocks that drop raw ore instead of the ore blocks. That, I believe, is currently limited to vanilla ores and a select few common mod-ores (such as Uranium). Any others are dictated by normal spawning or the default COG generation settings, if there are any for that ore.
limonite now smelts to raw iron properly, but I still can't put tin or copper into the mill (along with anything else except iron and gold, but I don't have anything that uses them). Are there config/compatability settings that I need to set myself?
He may be referring to the mining section that generates veins/special ore blocks that drop raw ore instead of the ore blocks. That, I believe, is currently limited to vanilla ores and a select few common mod-ores (such as Uranium). Any others are dictated by normal spawning or the default COG generation settings, if there are any for that ore.
limonite now smelts to raw iron properly, but I still can't put tin or copper into the mill (along with anything else except iron and gold, but I don't have anything that uses them). Are there config/compatability settings that I need to set myself?
Looking into this.
If you guys can figure out if and what RR and Immersive Engineering don't agree on, let me know.
Re copper:
Did you update from Release v2.x.x to Release v3.x.x? If so, that's probably it. That build did wonky things to the metadata of the ore chunk and dust items so the enum struct could be extended as I added additional ores.
Re the crash:
I think that is something I need to (and can easily) fix. One of those gotchas dealing with mod liquids.
Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
I think you may have the question a bit backwards - both the picture and link you posted are Immersive Engineering supporting other mods' items as valid in it's machines (in the case of the picture, through oredict). What ewsmith was asking about was for Reasonable Realism to support Immersive Engineering - things like having RR generate veins of the IE ores that have also been converted to the multi-mine format of RR's vanilla ores.
I think you may have the question a bit backwards - both the picture and link you posted are Immersive Engineering supporting other mods' items as valid in it's machines (in the case of the picture, through oredict). What ewsmith was asking about was for Reasonable Realism to support Immersive Engineering - things like having RR generate veins of the IE ores that have also been converted to the multi-mine format of RR's vanilla ores.
So you can use Custom Ore Gen which is a requirement to generate aluminum / bauxite which would be the only missing ore type. other than making a harder ores variant of aluminum / bauxite I am not sure how this issue has to do with RR?
If you guys can figure out if and what RR and Immersive Engineering don't agree on, let me know.
what i mean is that reasonable realism has copper/silver/nickel. immersive engineering has copper/silver/nickel. reasonable realism doesn't replace the copper from immersive engineering with its copper. same with silver and nickel. aluminium isn't yet fully supported, i know. the wiki says that some other mods ores are supported. is it a bug or no? did i break something horribly bad?
Its as easy as turning off immersive engineering's ores in the config. Then if for instance you do not have Thermal foundation you could always use force gen under COG options when creating a world. to have every ore Harder Ores provides generate.
Its as easy as turning off immersive engineering's ores in the config. Then if for instance you do not have Thermal foundation you could always use force gen under COG options when creating a world. to have every ore Harder Ores provides generate.
Create New World -> Custom Ore Generation... -> -facepalm-
Thanks
EDIT:
@Draco18s: what do you use to make the distribution files? a special utility? by hand?
what i mean is that reasonable realism has copper/silver/nickel. immersive engineering has copper/silver/nickel. reasonable realism doesn't replace the copper from immersive engineering with its copper. same with silver and nickel. aluminium isn't yet fully supported, i know. the wiki says that some other mods ores are supported. is it a bug or no? did i break something horribly bad?
IIRC, the COG configs turn on/off by oreDict name, but I haven't added stanzas to automatically remove any IE blocks/distributions. One of those "I haven't heard of this mod before" things. Easy enough to do though.
Edit: I don't see a COG distribution for them. Are IE's ores oreDicted with the common name ("oreCopper" etc)?
I should fix that wiki page, I know what blocks are tracked.
Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
How and why did I end up with 6 stacks of unstable stone just from walking into a cave ? I saw them bouncing around in item form. Stackie may be involved but still, 6 stacks ? really ??? what have I done !?
How and why did I end up with 6 stacks of unstable stone just from walking into a cave ? I saw them bouncing around in item form. Stackie may be involved but still, 6 stacks ? really ??? what have I done !?
Something collapsed. When the blocks fall there's the occasional chance that two blocks try to enter the same space. One ends up as a dropped item.
Rollback Post to RevisionRollBack
Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
Figured out the problem with copper not being grindable in the millstone. Whichever mod added the ore (likely Thermal Expansion) didn't supply a tiny dust for it to grind into. I've now added tiny copper, tin, and lead dusts. Let me know if any other similar things crop up. In the meantime you should be able to smelt to nuggets. Likewise found the problem with the sifter sifting in 9s.
The next version is going through some testing before I post it live. But it should be later this weekend.
Rollback Post to RevisionRollBack
Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
IIRC, the COG configs turn on/off by oreDict name, but I haven't added stanzas to automatically remove any IE blocks/distributions. One of those "I haven't heard of this mod before" things. Easy enough to do though.
Edit: I don't see a COG distribution for them. Are IE's ores oreDicted with the common name ("oreCopper" etc)?
If the COG settings worked, great! Just means I need some entries to cancel out IE's distributions.
forcing the settings worked, but i disabled the ore gen from immersive engineering first. i will check if forcing it replaces the ore gen or not. will edit with results
And I do it by hand. Its a huge pain in the ass to make new distributions.
i looked at the files and ...wow. by HAND? impressive. i got all cross-eyed just looking at it. i was able to sort out the structure but not enough to be confident changing it.
Raw limonite is smelting into raw limonite for me. Any fix for this?
edit: i also cannot put copper or tin into the millstone.
I thought that was fixed in the most recent release (it snuck in when Draco fixed something else).
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(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
So, I'm back with some actual bug reports. (Do you have a specific place to file reports like Github, or should they continue to be posted on the forum?)
First - and I think this is RR, but I could be wrong - I'm getting a crash whenever I try to use NEI to check recipes using liquid metals (Such as TiC smeltery casting) that points to something about loading RR's sifter recipes. Have a crashlog.
Next, the sapling/crop auto-planting seems to have a tendency to replace blocks that it shouldn't when placing the plants, as I discovered when some sugarcane that I had missed punched a hole in my greenhouse wall. (Perhaps because the wall was wood planks? Don't know if it was coded to replace 'organic' blocks)
If you need some more information - especially on that first one - just let me know, and I'll be happy to see what else I can figure out about it.
update to the latest?
@Draco18s: i see harder ores doesn't support immersive engineering. is it coming soon(tm)?
What part of harder ores does not support Immersive engineering?
He may be referring to the mining section that generates veins/special ore blocks that drop raw ore instead of the ore blocks. That, I believe, is currently limited to vanilla ores and a select few common mod-ores (such as Uranium). Any others are dictated by normal spawning or the default COG generation settings, if there are any for that ore.
limonite now smelts to raw iron properly, but I still can't put tin or copper into the mill (along with anything else except iron and gold, but I don't have anything that uses them). Are there config/compatability settings that I need to set myself?
Well that then that is not a Harder Ores issue and a Immersive Engineering one. As for that there is a addon http://minecraft.curseforge.com/mc-mods/232319-lodeloader
Looking into this.
If you guys can figure out if and what RR and Immersive Engineering don't agree on, let me know.
Re copper:
Did you update from Release v2.x.x to Release v3.x.x? If so, that's probably it. That build did wonky things to the metadata of the ore chunk and dust items so the enum struct could be extended as I added additional ores.
Re the crash:
I think that is something I need to (and can easily) fix. One of those gotchas dealing with mod liquids.
I think you may have the question a bit backwards - both the picture and link you posted are Immersive Engineering supporting other mods' items as valid in it's machines (in the case of the picture, through oredict). What ewsmith was asking about was for Reasonable Realism to support Immersive Engineering - things like having RR generate veins of the IE ores that have also been converted to the multi-mine format of RR's vanilla ores.
I couldn't mill tin/copper in either 2.8 or 3.9. Updating fixed the limonite thing, but did not cause unmillable chunks.
edit: and the sifter is working at a 9:1 rate, not the 8:1 specified on the wiki for mineral dust piles.
So you can use Custom Ore Gen which is a requirement to generate aluminum / bauxite which would be the only missing ore type. other than making a harder ores variant of aluminum / bauxite I am not sure how this issue has to do with RR?
what i mean is that reasonable realism has copper/silver/nickel. immersive engineering has copper/silver/nickel. reasonable realism doesn't replace the copper from immersive engineering with its copper. same with silver and nickel. aluminium isn't yet fully supported, i know. the wiki says that some other mods ores are supported. is it a bug or no? did i break something horribly bad?
Its as easy as turning off immersive engineering's ores in the config. Then if for instance you do not have Thermal foundation you could always use force gen under COG options when creating a world. to have every ore Harder Ores provides generate.
Create New World -> Custom Ore Generation... -> -facepalm-
Thanks
EDIT:
@Draco18s: what do you use to make the distribution files? a special utility? by hand?
IIRC, the COG configs turn on/off by oreDict name, but I haven't added stanzas to automatically remove any IE blocks/distributions. One of those "I haven't heard of this mod before" things. Easy enough to do though.
Edit: I don't see a COG distribution for them. Are IE's ores oreDicted with the common name ("oreCopper" etc)?
I should fix that wiki page, I know what blocks are tracked.
If the COG settings worked, great! Just means I need some entries to cancel out IE's distributions.
And I do it by hand. Its a huge pain in the ass to make new distributions.
How and why did I end up with 6 stacks of unstable stone just from walking into a cave ? I saw them bouncing around in item form. Stackie may be involved but still, 6 stacks ? really ??? what have I done !?
Something collapsed. When the blocks fall there's the occasional chance that two blocks try to enter the same space. One ends up as a dropped item.
Update:
Figured out the problem with copper not being grindable in the millstone. Whichever mod added the ore (likely Thermal Expansion) didn't supply a tiny dust for it to grind into. I've now added tiny copper, tin, and lead dusts. Let me know if any other similar things crop up. In the meantime you should be able to smelt to nuggets. Likewise found the problem with the sifter sifting in 9s.
The next version is going through some testing before I post it live. But it should be later this weekend.
oreCopper, oreAluminum, oreSilver, oreLead, oreNickel
forcing the settings worked, but i disabled the ore gen from immersive engineering first. i will check if forcing it replaces the ore gen or not. will edit with results
i looked at the files and ...wow. by HAND? impressive. i got all cross-eyed just looking at it. i was able to sort out the structure but not enough to be confident changing it.