(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?
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Is the recipe for the portal to the deep dark supposed to be 5 diamond blocks and 4 nether stars?
I thought in the imgur thing it said it was Compressed Cobble and Unstable Ingots
(https://imgur.com/a/2xbMF)
I know it's what NEI gives us, I said as much, but what I don't understand is why he said it cost compressed cobblestone and unstable ingots in the imgur gallery (which was posted in his twitter when he released 0.3) if it is really far more expensive.
(for reference, this tweet)
I don't see anybody else talking about this, but I am definitely losing items using this system. I have a 3x3 oak tree farm setup with the minefactory reloaded harvester. I have the product pulled out and filtered so the wood goes into both a coke oven and an electric furnace. I have sat and watched the farm chop down a 9x9x9 solid block of oak trees and only received 12 wood in my coke oven and none in the electric furnace. It seems as if there are more items in the transfer buffer than there is room in any inventory it will lose items. For instance, if the source node is showing 64 inside it, and it finds no inventories with enough space for the whole stack it gets lost. Also, if the internal buffer is full and is searching for a place for the items to go any items force into the pipe get lost. The harvester has no internal inventory, so stuff is lost at that point also. I think the nodes should be made to only search connected points, not each instance because it is really slow when you have to traverse a long distance, and since the pipes are so cheap, it would be nice to do so without potentially losing items because of extremely slow search times.
Any chance of getting a config option to make the enderthermic pump work without BC power? It would be super useful in my mostly-vanilla world, but I don't have anything that provides an engine. Maybe some kind of redstone engine alternative instead?
Hey RWTema, thank you for making such an awesome mod!
Just wanted to let you know that I just updated from 0.3a to 0.3.4 and it seems like my magnum torch has stopped working. I did see that this was an error corrected in 0.3.1, but mine is currently non-functional.
2013-10-28 17:10:23 [SEVERE] [ForgeModLoader] A TileEntity transferNodeEnergy(extrautils.tileentity.TileEntityTransferNodeEnergy) has thrown an exception during loading, its state cannot be restored. Report this to the mod author
And when I go to check my energy nodes some of them are missing their Ender Receptor or Transmitter.
And I thought the 1st recipe was difficult without mods that add automated stuff. The closest I have to that would be Thaumcraft 4. No way am I going to be able to get the 12 wither skeleton skulls without a mod that lets players make mob spawners or something similar. 1 star would be fine, the 45 diamonds currently needed is fine, but 4 nether stars... I'm not even going to try.
Rollback Post to RevisionRollBack
Due to my snarky and sarcastic personality I can easily be seen as a jerk. If I've offended you in any way it was likely unintended.
I'm running into a serious issue on initial arrival into the deep dark.
Being unable to afford 4 nether stars, I used mystcraft's "/tpx -100" to enter the dimension. I am using an SMP server.
It takes over 700 MB of memory for the server to generate initial terrain, and over 2 minutes. During that time, every player on the system is logged out for a non-responsive server (they all timeout at 30 seconds).
I don't know if you are actually starting worldgen for the deep dark if a portal is made legitimately; if so, then the 2 minute overhead probably isn't quite as critical (unless it blocks everything, like trying to teleport in does).
But 700 MB ...
To clarify: I normally see long-term data needed by an SMP server in the 200 MB range for one client. That can handle normal vanilla extreme hills. The worst-case for normal vanilla worlds that I've seen is in the 300-350 MB range for 3 clients, or the typical for ATG's large mountains is in the 300-400 MB range for single player.
I actually got a full GC from the CMS garbage collection. 731420K is what Java reports was in use after the full collection, and that was in the middle of the initial worldgen.
(OK, it was several full GC's, and that was the biggest reported number.)
Even more interesting: That was without actual ore generation. Shutting down the client and server after that, and then restarting, when I logged in, I was logged into dimension -100. Server loads the dimension as normal. Forestry then starts logging the generation of apatite veins -- which it did not log the first time.
Memory usage by the server on re-logging was in the 250 MB range.
===
I have a question on the balance of the deep dark. As I understand, you are generating vanilla ores at double normal rate. You have an "internal surface" that is a mean challenge to live with.
Yes, the surface is going to be a real challenge. And yes, there is that one big special fortress structure, as well as the tall spires going to the roof, and the stalactites hanging down. And the rough, uneven surface.
But I can dig down. I find "normal" caves. I find ores while caving. (Forestry ores so far).
Now, I do need to re-configure "Custom Ore Generation", as right now it wants to treat the underdark as "RandomLevelSource" (aka normal worlds or mystcraft ages). Which means that I have it blocking normal vanilla ore gen and putting it's own veins in. So I actually cannot tell where you put the vanilla ores. Please tell me you are not using the normal "depth = rich" behavior.
How about hiding the ores inside the vertical pillars, in the roof, on the surface, etc -- with nothing of value in the caves below? Otherwise, it will be too easy.
And too easy -- build a safe house around arrival, dig down into caves -- means that even 5 diamond blocks isn't expensive. (4 nether stars is just crazy.)
(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?
For those asking about the deep dark recipe it has been fixed in the 0.3.4 update released today. Also, my issue with the energy node seems to be fixed as well.
EDIT, I may have spoke too soon, as soon as I stop/start the server, the energy node throws an exception.
A humble suggestion:
Portalchest (or Netherchest or whatever suits your fancy).
Similar to ender chests, linked portal chests would share the same inventory.
The difference from ender chests is that a portal chest can only be linked to other portal chests that touch the same portal (such as a nether portal), in either dimension the portal exists.
Essentially a way to send items through a portal without having to send them through the portal on entities or as thrown items. (I.e. I can pipe them into the one side of the portal and out the other using such chests.)
Support for other types of portals (ex: Mystcraft) beyond nether portals would be appreciated.
Rollback Post to RevisionRollBack
People just can't stay away from me... but that is because I'm so fat I have my own gravitational field.
It's the flying cutlery that stresses me out.
Could you add a config option to disable the liquid node's water generation functionality? I understand it works like this to prevent lag, but I usually disable water regeneration in my server, and this kind of breaks that.
It'd be cool if it actually consumed the source block instead, and if it worked with other liquids too.
Could you add back in Forge Multipart Compatibility ? as extrautils - 0.3.3 and extrautils - 0.3.4 cause all the Forge Micro blocks in my 1.6.4 instance to become phantom and invisible, tested against ForgeMultipart-universal-1.6.4-1.0.0.183 and ForgeMultipart-universal-1.6.4-1.0.0.193 with Forge 916 and 938
Could you add back in Forge Multipart Compatibility ? as extrautils - 0.3.3 and extrautils - 0.3.4 cause all the Forge Micro blocks in my 1.6.4 instance to become phantom and invisible, tested against ForgeMultipart-universal-1.6.4-1.0.0.183 and ForgeMultipart-universal-1.6.4-1.0.0.193 with Forge 916 and 938
Update your Forge Multipart version. Extrautils 0.3.4 is compatible with Multipart 1.0.0.191 and later.
Make sure you don't have another mod downgrading it (like Project Red)
http://pastebin.com/V3KLqks2
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(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?
I thought in the imgur thing it said it was Compressed Cobble and Unstable Ingots
(https://imgur.com/a/2xbMF)
Tis what NEI gives me
(for reference, this tweet)
Ah kay, sorry, I was a little distracted when I read your post
Just wanted to let you know that I just updated from 0.3a to 0.3.4 and it seems like my magnum torch has stopped working. I did see that this was an error corrected in 0.3.1, but mine is currently non-functional.
2013-10-28 17:10:23 [SEVERE] [ForgeModLoader] A TileEntity transferNodeEnergy(extrautils.tileentity.TileEntityTransferNodeEnergy) has thrown an exception during loading, its state cannot be restored. Report this to the mod author
And when I go to check my energy nodes some of them are missing their Ender Receptor or Transmitter.
And I thought the 1st recipe was difficult without mods that add automated stuff. The closest I have to that would be Thaumcraft 4. No way am I going to be able to get the 12 wither skeleton skulls without a mod that lets players make mob spawners or something similar. 1 star would be fine, the 45 diamonds currently needed is fine, but 4 nether stars... I'm not even going to try.
Being unable to afford 4 nether stars, I used mystcraft's "/tpx -100" to enter the dimension. I am using an SMP server.
It takes over 700 MB of memory for the server to generate initial terrain, and over 2 minutes. During that time, every player on the system is logged out for a non-responsive server (they all timeout at 30 seconds).
I don't know if you are actually starting worldgen for the deep dark if a portal is made legitimately; if so, then the 2 minute overhead probably isn't quite as critical (unless it blocks everything, like trying to teleport in does).
But 700 MB ...
To clarify: I normally see long-term data needed by an SMP server in the 200 MB range for one client. That can handle normal vanilla extreme hills. The worst-case for normal vanilla worlds that I've seen is in the 300-350 MB range for 3 clients, or the typical for ATG's large mountains is in the 300-400 MB range for single player.
I actually got a full GC from the CMS garbage collection. 731420K is what Java reports was in use after the full collection, and that was in the middle of the initial worldgen.
(OK, it was several full GC's, and that was the biggest reported number.)
Even more interesting: That was without actual ore generation. Shutting down the client and server after that, and then restarting, when I logged in, I was logged into dimension -100. Server loads the dimension as normal. Forestry then starts logging the generation of apatite veins -- which it did not log the first time.
Memory usage by the server on re-logging was in the 250 MB range.
===
I have a question on the balance of the deep dark. As I understand, you are generating vanilla ores at double normal rate. You have an "internal surface" that is a mean challenge to live with.
Yes, the surface is going to be a real challenge. And yes, there is that one big special fortress structure, as well as the tall spires going to the roof, and the stalactites hanging down. And the rough, uneven surface.
But I can dig down. I find "normal" caves. I find ores while caving. (Forestry ores so far).
Now, I do need to re-configure "Custom Ore Generation", as right now it wants to treat the underdark as "RandomLevelSource" (aka normal worlds or mystcraft ages). Which means that I have it blocking normal vanilla ore gen and putting it's own veins in. So I actually cannot tell where you put the vanilla ores. Please tell me you are not using the normal "depth = rich" behavior.
How about hiding the ores inside the vertical pillars, in the roof, on the surface, etc -- with nothing of value in the caves below? Otherwise, it will be too easy.
And too easy -- build a safe house around arrival, dig down into caves -- means that even 5 diamond blocks isn't expensive. (4 nether stars is just crazy.)
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(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?
EDIT, I may have spoke too soon, as soon as I stop/start the server, the energy node throws an exception.
A humble suggestion:
Portalchest (or Netherchest or whatever suits your fancy).
Similar to ender chests, linked portal chests would share the same inventory.
The difference from ender chests is that a portal chest can only be linked to other portal chests that touch the same portal (such as a nether portal), in either dimension the portal exists.
Essentially a way to send items through a portal without having to send them through the portal on entities or as thrown items. (I.e. I can pipe them into the one side of the portal and out the other using such chests.)
Support for other types of portals (ex: Mystcraft) beyond nether portals would be appreciated.
It's the flying cutlery that stresses me out.
No, Download the update that was a bug that was shown as being fixed in the op of the this therad
It'd be cool if it actually consumed the source block instead, and if it worked with other liquids too.
Update your Forge Multipart version. Extrautils 0.3.4 is compatible with Multipart 1.0.0.191 and later.
Make sure you don't have another mod downgrading it (like Project Red)