I am really loving this mod, but have a quick question about coal blocks.
The coal blocks are made from four coal, which adds up to 32 items. The coal blocks seem to last forever. Isn't that a bit too OP? (You also can't craft it back into coal.)
I am really loving this mod, but have a quick question about coal blocks.
The coal blocks are made from four coal, which adds up to 32 items. The coal blocks seem to last forever. Isn't that a bit too OP? (You also can't craft it back into coal.)
I accidentally put an extra zero in the burn time so it lasts way longer than it should! This will be fixed in the next version. I also completely forgot about adding a recipe to turn it back into coal so I'll add that in too. Thanks for letting me know!
I have tried this and it seems like no other mods use the ore dictionary version of stone in their recipes. It's possible that I did it incorrectly but as far as I can tell it's correct. I guess it's understandable that everyone just uses the block in their recipes but it's a bit annoying. It'd be cool if there was a way to force recipes that use stone to use it's ore dictionary version instead but I haven't seen a way of doing that.
If anyone's interested here is the code I used to register the stone. I have no experience using the ore dictionary so it's possible I've done it wrong.
OreDictionary.registerOre("blockStone", new ItemStack(igneousStone));
OreDictionary.registerOre("blockStone", new ItemStack(metamorphicStone));
OreDictionary.registerOre("blockCobble", new ItemStack(igneousCobblestone));
OreDictionary.registerOre("blockCobble", new ItemStack(metamorphicCobblestone));
OreDictionary.registerOre("blockStoneBrick", new ItemStack(igneousStoneBrick));
OreDictionary.registerOre("blockStoneBrick", new ItemStack(metamorphicStoneBrick));
Edit: I just tested it a bit more and I've definitely done it correctly. I made a test recipe using blockStone and all my stone types worked as well as vanilla stone (and a combination of both) so it's just a case of no one else using the ore dictionary form of stone in their recipes.
Can't say for sure if that's correct or not, but when I open up NEI and look at recipes, things that are registered will cycle between all possible combinations of valid items, but your's only does so for vanilla recipes. Some quirk of the ore dictionary is probably responsible.
Can't say for sure if that's correct or not, but when I open up NEI and look at recipes, things that are registered will cycle between all possible combinations of valid items, but your's only does so for vanilla recipes. Some quirk of the ore dictionary is probably responsible.
I think it relies on other modders using ore dictionary recipes for everything which they probably don't do. However today I have been working on something which scans through all the loaded recipes on start up, finds the ones with stone and cobblestone, creates a new ore dictionary compatible recipe for them, and then replaces them meaning my stone and cobblestone will automatically work with all other mods without them having to have made their recipes ore dictionary compatible. It seems to work perfectly except for an issue with stone tools currently. I'll make it configurable however just in case it does cause problems for some people.
Once I've fixed that I'll do an update with that and a few other fixes (Anthracite burning too long and the crash on world gen bug).
Just a bug note, and I will try to test this some more - maybe it's just my problem. But, when I place a marble slab in the upper position, like, on the upper half of a block, and proceed to mine it away, you get a block with no name, that is an upper position marble slab. It won't place on the lower half of a block.
I will test this more when I have time this week. A very minor issue.
Just a bug note, and I will try to test this some more - maybe it's just my problem. But, when I place a marble slab in the upper position, like, on the upper half of a block, and proceed to mine it away, you get a block with no name, that is an upper position marble slab. It won't place on the lower half of a block.
I will test this more when I have time this week. A very minor issue.
Thanks for pointing that out! I've fixed it for the next version which should be out tomorrow. I've got the ore dictionary recipe converter working perfectly now. Only issue is that a pressure plate recipe seems to have appeared which costs nothing :/
I wish there was a way to overlay textures in Minecraft. Ideally, textures for ores should have transparent backgrounds that blend into the native stone. In that way, modders and texture makers wouldn't have to spend hours crafting "iron on stone", "iron on marble", "iron on sandstone" ...
That's an interesting idea that I hadn't thought of. If there was some good variations then it's definitely a possibility.
There are no fewer than 4 technical divisions - sand, silt, clay and 'loam' - and 3 of these appear in the game. It is their combination, that gives rise to the many types of dirt found in this world. Sand, clay and silt are all represented in game as the sand block, clay block, and dirt block.
'Loam' is technically the best material for growing things and is made by combining silt, sand and clay together.
Please observe. http://www.oneplan.o...il-triangle.asp
If we put the clay block at the top, the dirt block in the lower right, and the sand block on the lower left,
then we can combine all three to create "loam". Loam is ideal for growing crops. We can also mix any 2 elements together to get a new third element - combining sand and clay, sand and dirt, or dirt and clay. So you could potentially add 4 new block types into the game to represent these primary divisions.
Alternately, you could interpret the common 'dirt' block as loam, and add a Silt Block, and proceed from there.
On another note, I am now going to bellyache for stairs. <3 Pleease?
I wish there was a way to overlay textures in Minecraft. Ideally, textures for ores should have transparent backgrounds that blend into the native stone. In that way, modders and texture makers wouldn't have to spend hours crafting "iron on stone", "iron on marble", "iron on sandstone" ...
I wonder if is the kind of feature that Forge could implement or whether it's best left up to individual mods or libraries to add? I think it would really useful and not just for ores. If I get a bit of time I might see if I can get my head around the opengl stuff responsible for all of that.
There are no fewer than 4 technical divisions - sand, silt, clay and 'loam' - and 3 of these appear in the game. It is their combination, that gives rise to the many types of dirt found in this world. Sand, clay and silt are all represented in game as the sand block, clay block, and dirt block.
'Loam' is technically the best material for growing things and is made by combining silt, sand and clay together.
Please observe. http://www.oneplan.o...il-triangle.asp
If we put the clay block at the top, the dirt block in the lower right, and the sand block on the lower left,
then we can combine all three to create "loam". Loam is ideal for growing crops. We can also mix any 2 elements together to get a new third element - combining sand and clay, sand and dirt, or dirt and clay. So you could potentially add 4 new block types into the game to represent these primary divisions.
Alternately, you could interpret the common 'dirt' block as loam, and add a Silt Block, and proceed from there.
On another note, I am now going to bellyache for stairs. <3 Pleease?
That looks interesting! The only issue I can think of is ensuring compatibility with other mods can be retained (I'm thinking stuff like Forestry etc). That would be cool though
As for stairs it's not too hard to do, it'll just take an extra 16 block IDs which is probably less of an issue than I thought when I first started modding. (I'm assuming you want the stone brick ones? Doing cobblestone too would take another 16 IDs). It can be configurable anyway so there's no real problem. I'll try and get those in for you soon!
I've run into a bug. After installing Underground Biomes, creating new worlds freezes in the "Loading world" stage. I'm able to restart Minecraft and load the new world with no problem. I just can't create one properly.
I've attached a partial log with the crash information. It's too big to put in a post.
2013-02-12 14:16:38 [SEVERE] [ForgeModLoader] Fatal errors were detected during the transition from SERVER_ABOUT_TO_START to SERVER_STOPPED. Loading cannot continue
2013-02-12 14:16:38 [SEVERE] [ForgeModLoader]
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
CodeChickenCore [CodeChicken Core] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
NotEnoughItems [Not Enough Items] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
mod_ReiMinimap [mod_ReiMinimap] ([1.4.7]ReiMinimap_v3.2_06.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
TreeCapitator [TreeCapitator] ([1.4.6]TreeCapitator.Forge.1.4.6.r06.Uni.CoreMod.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
DynamicLights [Dynamic Lights] (DynamicLights_1.4.6.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
DynamicLights_onFire [Dynamic Lights on burning] (DynamicLights_1.4.6.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
DynamicLights_creepers [Dynamic Lights on Creepers] (DynamicLights_1.4.6.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
DynamicLights_dropItems [Dynamic Lights on ItemEntities] (DynamicLights_1.4.6.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
DynamicLights_flameArrows [Dynamic Lights on Flame enchanted Arrows] (DynamicLights_1.4.6.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
DynamicLights_otherPlayers [Dynamic Lights Other Player Light] (DynamicLights_1.4.6.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
DynamicLights_thePlayer [Dynamic Lights Player Light] (DynamicLights_1.4.6.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
jammyfurniture [Jammy Furniture Mod] (1.4.7_Jammy_Furniture_Mod_V4.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
mod_ingameInfo [IngameInfo] ([1.4.6]IngameInfo.ML.1.4.6.r02.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
Backpack [Backpack] (backpack-1.5.7-1.4.7.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
BiblioCraft [BiblioCraft] (BiblioCraft [v1.0.0].zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
BuildCraft|Core [BuildCraft] (buildcraft-A-3.4.3.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
BuildCraft|Builders [BC Builders] (buildcraft-A-3.4.3.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
BuildCraft|Energy [BC Energy] (buildcraft-A-3.4.3.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
BuildCraft|Factory [BC Factory] (buildcraft-A-3.4.3.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
BuildCraft|Transport [BC Transport] (buildcraft-A-3.4.3.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
BuildCraft|Silicon [BC Silicon] (buildcraft-A-3.4.3.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
ChestTransporter [Chest Transporter] (chestTransporter_1.1.3_Universal.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
CoFHCore [CoFH Core] (CoFHCore-1.4.7.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
ComputerCraft [ComputerCraft] (ComputerCraft1.5.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
CCTurtle [ComputerCraft Turtles] (ComputerCraft1.5.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
EE3 [Equivalent Exchange 3] (ee3-universal-pre1f.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
eplus [Enchanting Plus] (EnchantingPlus-1.12.6.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
ExtrabiomesXL [ExtrabiomesXL] (ExtrabiomesXL-universal-1.4.7-3.9.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
Forestry [Forestry for Minecraft] (forestry-A-2.0.0.9.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
BinnieCore [Binnie Core] (extrabees-1.5.0.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
ExtraBees [Extra Bees] (extrabees-1.5.0.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
IronChest [Iron Chest] (ironchest-universal-1.4.7-5.0.1.242.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
mod_MAtmos [mod_MAtmos] (matmos_packaged.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
Millenaire [Millénaire] (millenaire4.1.8.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
Mystcraft [Mystcraft] (mystcraft-uni-1.4.6-0.9.5.00.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
NEIPlugins [NEI Plugins] (NEIPlugins-1.0.4.5.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
ThermalExpansion [Thermal Expansion] (ThermalExpansion-2.2.1.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
OmniTools [OmniTools] (OmniTools-3.0.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
Railcraft [Railcraft] (Railcraft_1.4.7-6.15.3.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
RedPowerCore [RedPower] (RedPowerCore-2.0pr6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
RedPowerBase [RP Base] (RedPowerCore-2.0pr6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
RedPowerMachine [RP Machine] (RedPowerMechanical-2.0pr6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
RedPowerCompat [RP Compat] (RedPowerCompat-2.0pr6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
RedPowerWiring [RP Wiring] (RedPowerDigital-2.0pr6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
RedPowerLogic [RP Logic] (RedPowerDigital-2.0pr6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
RedPowerLighting [RP Lighting] (RedPowerDigital-2.0pr6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
RedPowerWorld [RP World] (RedPowerMechanical-2.0pr6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
RedPowerControl [RP Control] (RedPowerMechanical-2.0pr6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
modRFL [Rotten Flesh to Leather] (Rotten Flesh to Leather Hardcore - Forge 1.4.6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
Thaumcraft [Thaumcraft] (Thaumcraft3.0.3.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
ThaumicBees [ThaumicBees] (thaumicbees-1.3.0d.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
ThermalExpansion|Factory [Factory] (ThermalExpansion-2.2.1.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
ThermalExpansion|Energy [Energy] (ThermalExpansion-2.2.1.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
ThermalExpansion|Transport [Transport] (ThermalExpansion-2.2.1.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
TwilightForest [The Twilight Forest] (twilightforest-1.15.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
Underground Biomes [Underground Biomes] (UndergroundBiomes.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
AS_UpdateCheck [AtomicStryker Update Check Mod] (UpdateCheckerMod_1.4.6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
WildCaves3 [Wild Caves 3] (WildCaves 3 v0.3.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
2013-02-12 14:16:38 [SEVERE] [ForgeModLoader] The ForgeModLoader state engine has become corrupted. Probably, a state was missed by and invalid modification to a base classForgeModLoader depends on. This is a critical error and not recoverable. Investigate any modifications to base classes outside ofForgeModLoader, especially Optifine, to see if there are fixes available.
2013-02-12 14:16:38 [INFO] [STDERR] Exception in thread "Server thread" java.lang.RuntimeException: The ForgeModLoader state engine is invalid
2013-02-12 14:16:38 [INFO] [STDERR] at cpw.mods.fml.common.LoadController.transition(LoadController.java:122)
2013-02-12 14:16:38 [INFO] [STDERR] at cpw.mods.fml.common.Loader.serverStopped(Loader.java:780)
2013-02-12 14:16:38 [INFO] [STDERR] at cpw.mods.fml.common.FMLCommonHandler.handleServerStopped(FMLCommonHandler.java:469)
2013-02-12 14:16:38 [INFO] [STDERR] at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:559)
2013-02-12 14:16:38 [INFO] [STDERR] at fy.run(SourceFile:849)
2013-02-12 14:20:42 [INFO] [STDERR] Someone is closing me!
As for stairs it's not too hard to do, it'll just take an extra 16 block IDs which is probably less of an issue than I thought when I first started modding. (I'm assuming you want the stone brick ones? Doing cobblestone too would take another 16 IDs). It can be configurable anyway so there's no real problem. I'll try and get those in for you soon!
16 block IDs? Wouldn't stairs be a single block with damage values, like ores/wood/etc in other Forge mods? For example, in Forestry, all stairs are 1396, all planks are 1380, etc.
I've run into a bug. After installing Underground Biomes, creating new worlds freezes in the "Loading world" stage. I'm able to restart Minecraft and load the new world with no problem. I just can't create one properly.
I've attached a partial log with the crash information. It's too big to put in a post.
2013-02-12 14:16:38 [SEVERE] [ForgeModLoader] Fatal errors were detected during the transition from SERVER_ABOUT_TO_START to SERVER_STOPPED. Loading cannot continue
2013-02-12 14:16:38 [SEVERE] [ForgeModLoader]
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
CodeChickenCore [CodeChicken Core] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
NotEnoughItems [Not Enough Items] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
mod_ReiMinimap [mod_ReiMinimap] ([1.4.7]ReiMinimap_v3.2_06.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
TreeCapitator [TreeCapitator] ([1.4.6]TreeCapitator.Forge.1.4.6.r06.Uni.CoreMod.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
DynamicLights [Dynamic Lights] (DynamicLights_1.4.6.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
DynamicLights_onFire [Dynamic Lights on burning] (DynamicLights_1.4.6.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
DynamicLights_creepers [Dynamic Lights on Creepers] (DynamicLights_1.4.6.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
DynamicLights_dropItems [Dynamic Lights on ItemEntities] (DynamicLights_1.4.6.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
DynamicLights_flameArrows [Dynamic Lights on Flame enchanted Arrows] (DynamicLights_1.4.6.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
DynamicLights_otherPlayers [Dynamic Lights Other Player Light] (DynamicLights_1.4.6.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
DynamicLights_thePlayer [Dynamic Lights Player Light] (DynamicLights_1.4.6.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
jammyfurniture [Jammy Furniture Mod] (1.4.7_Jammy_Furniture_Mod_V4.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
mod_ingameInfo [IngameInfo] ([1.4.6]IngameInfo.ML.1.4.6.r02.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
Backpack [Backpack] (backpack-1.5.7-1.4.7.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
BiblioCraft [BiblioCraft] (BiblioCraft [v1.0.0].zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
BuildCraft|Core [BuildCraft] (buildcraft-A-3.4.3.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
BuildCraft|Builders [BC Builders] (buildcraft-A-3.4.3.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
BuildCraft|Energy [BC Energy] (buildcraft-A-3.4.3.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
BuildCraft|Factory [BC Factory] (buildcraft-A-3.4.3.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
BuildCraft|Transport [BC Transport] (buildcraft-A-3.4.3.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
BuildCraft|Silicon [BC Silicon] (buildcraft-A-3.4.3.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
ChestTransporter [Chest Transporter] (chestTransporter_1.1.3_Universal.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
CoFHCore [CoFH Core] (CoFHCore-1.4.7.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
ComputerCraft [ComputerCraft] (ComputerCraft1.5.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
CCTurtle [ComputerCraft Turtles] (ComputerCraft1.5.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
EE3 [Equivalent Exchange 3] (ee3-universal-pre1f.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
eplus [Enchanting Plus] (EnchantingPlus-1.12.6.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
ExtrabiomesXL [ExtrabiomesXL] (ExtrabiomesXL-universal-1.4.7-3.9.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
Forestry [Forestry for Minecraft] (forestry-A-2.0.0.9.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
BinnieCore [Binnie Core] (extrabees-1.5.0.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
ExtraBees [Extra Bees] (extrabees-1.5.0.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
IronChest [Iron Chest] (ironchest-universal-1.4.7-5.0.1.242.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
mod_MAtmos [mod_MAtmos] (matmos_packaged.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
Millenaire [Millénaire] (millenaire4.1.8.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
Mystcraft [Mystcraft] (mystcraft-uni-1.4.6-0.9.5.00.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
NEIPlugins [NEI Plugins] (NEIPlugins-1.0.4.5.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
ThermalExpansion [Thermal Expansion] (ThermalExpansion-2.2.1.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
OmniTools [OmniTools] (OmniTools-3.0.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
Railcraft [Railcraft] (Railcraft_1.4.7-6.15.3.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
RedPowerCore [RedPower] (RedPowerCore-2.0pr6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
RedPowerBase [RP Base] (RedPowerCore-2.0pr6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
RedPowerMachine [RP Machine] (RedPowerMechanical-2.0pr6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
RedPowerCompat [RP Compat] (RedPowerCompat-2.0pr6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
RedPowerWiring [RP Wiring] (RedPowerDigital-2.0pr6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
RedPowerLogic [RP Logic] (RedPowerDigital-2.0pr6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
RedPowerLighting [RP Lighting] (RedPowerDigital-2.0pr6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
RedPowerWorld [RP World] (RedPowerMechanical-2.0pr6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
RedPowerControl [RP Control] (RedPowerMechanical-2.0pr6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
modRFL [Rotten Flesh to Leather] (Rotten Flesh to Leather Hardcore - Forge 1.4.6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
Thaumcraft [Thaumcraft] (Thaumcraft3.0.3.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
ThaumicBees [ThaumicBees] (thaumicbees-1.3.0d.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
ThermalExpansion|Factory [Factory] (ThermalExpansion-2.2.1.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
ThermalExpansion|Energy [Energy] (ThermalExpansion-2.2.1.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
ThermalExpansion|Transport [Transport] (ThermalExpansion-2.2.1.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
TwilightForest [The Twilight Forest] (twilightforest-1.15.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
Underground Biomes [Underground Biomes] (UndergroundBiomes.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
AS_UpdateCheck [AtomicStryker Update Check Mod] (UpdateCheckerMod_1.4.6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
WildCaves3 [Wild Caves 3] (WildCaves 3 v0.3.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
2013-02-12 14:16:38 [SEVERE] [ForgeModLoader] The ForgeModLoader state engine has become corrupted. Probably, a state was missed by and invalid modification to a base classForgeModLoader depends on. This is a critical error and not recoverable. Investigate any modifications to base classes outside ofForgeModLoader, especially Optifine, to see if there are fixes available.
2013-02-12 14:16:38 [INFO] [STDERR] Exception in thread "Server thread" java.lang.RuntimeException: The ForgeModLoader state engine is invalid
2013-02-12 14:16:38 [INFO] [STDERR] at cpw.mods.fml.common.LoadController.transition(LoadController.java:122)
2013-02-12 14:16:38 [INFO] [STDERR] at cpw.mods.fml.common.Loader.serverStopped(Loader.java:780)
2013-02-12 14:16:38 [INFO] [STDERR] at cpw.mods.fml.common.FMLCommonHandler.handleServerStopped(FMLCommonHandler.java:469)
2013-02-12 14:16:38 [INFO] [STDERR] at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:559)
2013-02-12 14:16:38 [INFO] [STDERR] at fy.run(SourceFile:849)
2013-02-12 14:20:42 [INFO] [STDERR] Someone is closing me!
16 block IDs? Wouldn't stairs be a single block with damage values, like ores/wood/etc in other Forge mods? For example, in Forestry, all stairs are 1396, all planks are 1380, etc.
That sounds like a bug that seems to happen when more worlds than normal are generated for the first time (Looks like you're using FTB or similar). It will be fixed in the next update though.
I was under the impression for stairs that they use all the metadata to store their orientation and whether or not they are upside down. It might be that you can get two per ID though. I'll try and see how Forestry does it if they can have all of theirs under one ID as that would be much better and probably quicker to code
That sounds like a bug that seems to happen when more worlds than normal are generated for the first time (Looks like you're using FTB or similar). It will be fixed in the next update though.
Excellent news, and yes, I do have Twilight installed, though I assumed it wouldn't generate the world until I've actually gone there. Shrug.
I was under the impression for stairs that they use all the metadata to store their orientation and whether or not they are upside down. It might be that you can get two per ID though. I'll try and see how Forestry does it if they can have all of theirs under one ID as that would be much better and probably quicker to code
I'm not sure what Forestry is doing. All of its stairs show 1396 in NEI, with no metadata. If I craft the stairs from wood they work fine, but if I try to cheat them into inventory, each new stair converts all the others to the same material, and they stack. Bizarre. Could it be some hack using the name, rather than the ID? That seems problematic, even if it did work.
Excellent news, and yes, I do have Twilight installed, though I assumed it wouldn't generate the world until I've actually gone there. Shrug.
I'm not sure what Forestry is doing. All of its stairs show 1396 in NEI, with no metadata. If I craft the stairs from wood they work fine, but if I try to cheat them into inventory, each new stair converts all the others to the same material, and they stack. Bizarre. Could it be some hack using the name, rather than the ID? That seems problematic, even if it did work.
I'm not sure if it actually generates any of it properly but it definitely prepares the level which in this case was overwriting what was supposed to be generating the underground biomes in the overworld causing the crash.
I've had a quick look at forestry and it's not immediately obvious how they've done it but it must be some sort of workaround. I'll look at that properly tomorrow if I have time.
In other news I've fixed the last few issues with the new recipe replacement ore dictiifier or whatever it should be called and I'll release an update after some quick testing
Scans through all the loaded recipes and detects when a recipe uses cobblestone or stone and automatically replaces the recipes with an ore dictionary compatible version allowing the cobblestone and stone from this mod to be used in the recipe.
I have tested it with a large number of mods and there has been no problems. I can't test everything though so there is a config option to disable this if you encounter bugs. If you do have any problems please let me know.
Note: This will only work with recipes that work using the vanilla system. This generally means recipes that can be made on a crafting table. Recipe systems added by other mods are outside of my control.
Bug fixes:
Fixed crash on first time world creation when using mods that added new dimensions such as the Twilight Forest.
Fixed stone half slabs placed on the upper half of a space dropping the incorrect block
Corrected the burn time of Anthracite Coal
I have made some progress on a solution for the ore texture issue but I'm yet to decide on the best course of action there.
I'm also working on adding underground features but these are not yet ready to release.
I wish there was a way to overlay textures in Minecraft. Ideally, textures for ores should have transparent backgrounds that blend into the native stone. In that way, modders and texture makers wouldn't have to spend hours crafting "iron on stone", "iron on marble", "iron on sandstone" ...
I think I read somewhere that Xycraft uses something like that. Each brick/block is a transparent texture laid over the specific color.
Jeff, you might want to talk to the ExtrabIomesXL (http://www.minecraftforum.net/topic/1090288-extrabiomesxl-390/) people, since they have an API and you could selectively place stone to match some of their terrain. i.e., add colored sandstone in the highlands to add variety to their red rock.
I was under the impression for stairs that they use all the metadata to store their orientation and whether or not they are upside down. It might be that you can get two per ID though. I'll try and see how Forestry does it if they can have all of theirs under one ID as that would be much better and probably quicker to code
I don't know how Forestry does it, either, but I do know that the stairs made from the new Forestry wood planks can't be placed upside down, currently.
That looks interesting! The only issue I can think of is ensuring compatibility with other mods can be retained (I'm thinking stuff like Forestry etc). That would be cool though
Since we already have blocks you can grow things on, the Path of Least Resistance is probably to create a Silt block.
Silt, is a substance that is a bit like sand and a bit like Clay. It's hard to imagine clay as tiny (We see clay as clumpy stuff, usually) but clay is extremely tiny. If sand is, well, sand, then Silt is like dust. Silt tends to accumulate near waterways, like Clay. It would be technically accurate to have silt deposits near, lining, or beneath rivers. One of Silt's chief uses is the production of concrete. Though, adding a whole branch of tech maybe should be saved for a different pack, baking Silt to produce Concrete Blocks, isn't THAT far off.
1 Silt Block + 1 Clay Block + 1 Sand Block = 3 Dirt Blocks. This is a basic form of math; add together Sand, Silt and Clay and you get Loam. Separating them, though, is not so easy.
You might be able to produce any number of in-between soils based on different balances. Going half-and-half between the base types, gives you an easy 3 new blocks, but you could possibly use 3 elements to create even more variance. 1 Clay + 2 Silt = ?
it's important to note that most of the inside of the triangle, just functions like regular dirt. So, with the exception of the new Silt Block, you could easily 'clone' dirt and apply new colors and textures and get a wide variety of possible results. One catch - you'd also need to make just as many new types of Grass blocks, right?
Everyone can try. .3.
The coal blocks are made from four coal, which adds up to 32 items. The coal blocks seem to last forever. Isn't that a bit too OP? (You also can't craft it back into coal.)
I accidentally put an extra zero in the burn time so it lasts way longer than it should! This will be fixed in the next version. I also completely forgot about adding a recipe to turn it back into coal so I'll add that in too. Thanks for letting me know!
Can't say for sure if that's correct or not, but when I open up NEI and look at recipes, things that are registered will cycle between all possible combinations of valid items, but your's only does so for vanilla recipes. Some quirk of the ore dictionary is probably responsible.
That's an interesting idea that I hadn't thought of. If there was some good variations then it's definitely a possibility.
I think it relies on other modders using ore dictionary recipes for everything which they probably don't do. However today I have been working on something which scans through all the loaded recipes on start up, finds the ones with stone and cobblestone, creates a new ore dictionary compatible recipe for them, and then replaces them meaning my stone and cobblestone will automatically work with all other mods without them having to have made their recipes ore dictionary compatible. It seems to work perfectly except for an issue with stone tools currently. I'll make it configurable however just in case it does cause problems for some people.
Once I've fixed that I'll do an update with that and a few other fixes (Anthracite burning too long and the crash on world gen bug).
I will test this more when I have time this week. A very minor issue.
Thanks for pointing that out! I've fixed it for the next version which should be out tomorrow. I've got the ore dictionary recipe converter working perfectly now. Only issue is that a pressure plate recipe seems to have appeared which costs nothing :/
There are no fewer than 4 technical divisions - sand, silt, clay and 'loam' - and 3 of these appear in the game. It is their combination, that gives rise to the many types of dirt found in this world. Sand, clay and silt are all represented in game as the sand block, clay block, and dirt block.
'Loam' is technically the best material for growing things and is made by combining silt, sand and clay together.
Please observe.
http://www.oneplan.o...il-triangle.asp
If we put the clay block at the top, the dirt block in the lower right, and the sand block on the lower left,
then we can combine all three to create "loam". Loam is ideal for growing crops. We can also mix any 2 elements together to get a new third element - combining sand and clay, sand and dirt, or dirt and clay. So you could potentially add 4 new block types into the game to represent these primary divisions.
Alternately, you could interpret the common 'dirt' block as loam, and add a Silt Block, and proceed from there.
On another note, I am now going to bellyache for stairs. <3 Pleease?
I wonder if is the kind of feature that Forge could implement or whether it's best left up to individual mods or libraries to add? I think it would really useful and not just for ores. If I get a bit of time I might see if I can get my head around the opengl stuff responsible for all of that.
That looks interesting! The only issue I can think of is ensuring compatibility with other mods can be retained (I'm thinking stuff like Forestry etc). That would be cool though
As for stairs it's not too hard to do, it'll just take an extra 16 block IDs which is probably less of an issue than I thought when I first started modding. (I'm assuming you want the stone brick ones? Doing cobblestone too would take another 16 IDs). It can be configurable anyway so there's no real problem. I'll try and get those in for you soon!
I've attached a partial log with the crash information. It's too big to put in a post.
2013-02-12 14:16:38 [SEVERE] [ForgeModLoader]
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
CodeChickenCore [CodeChicken Core] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
NotEnoughItems [Not Enough Items] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
mod_ReiMinimap [mod_ReiMinimap] ([1.4.7]ReiMinimap_v3.2_06.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
TreeCapitator [TreeCapitator] ([1.4.6]TreeCapitator.Forge.1.4.6.r06.Uni.CoreMod.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
DynamicLights [Dynamic Lights] (DynamicLights_1.4.6.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
DynamicLights_onFire [Dynamic Lights on burning] (DynamicLights_1.4.6.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
DynamicLights_creepers [Dynamic Lights on Creepers] (DynamicLights_1.4.6.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
DynamicLights_dropItems [Dynamic Lights on ItemEntities] (DynamicLights_1.4.6.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
DynamicLights_flameArrows [Dynamic Lights on Flame enchanted Arrows] (DynamicLights_1.4.6.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
DynamicLights_otherPlayers [Dynamic Lights Other Player Light] (DynamicLights_1.4.6.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
DynamicLights_thePlayer [Dynamic Lights Player Light] (DynamicLights_1.4.6.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
jammyfurniture [Jammy Furniture Mod] (1.4.7_Jammy_Furniture_Mod_V4.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
mod_ingameInfo [IngameInfo] ([1.4.6]IngameInfo.ML.1.4.6.r02.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
Backpack [Backpack] (backpack-1.5.7-1.4.7.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
BiblioCraft [BiblioCraft] (BiblioCraft [v1.0.0].zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
BuildCraft|Core [BuildCraft] (buildcraft-A-3.4.3.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
BuildCraft|Builders [BC Builders] (buildcraft-A-3.4.3.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
BuildCraft|Energy [BC Energy] (buildcraft-A-3.4.3.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
BuildCraft|Factory [BC Factory] (buildcraft-A-3.4.3.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
BuildCraft|Transport [BC Transport] (buildcraft-A-3.4.3.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
BuildCraft|Silicon [BC Silicon] (buildcraft-A-3.4.3.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
ChestTransporter [Chest Transporter] (chestTransporter_1.1.3_Universal.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
CoFHCore [CoFH Core] (CoFHCore-1.4.7.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
ComputerCraft [ComputerCraft] (ComputerCraft1.5.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
CCTurtle [ComputerCraft Turtles] (ComputerCraft1.5.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
EE3 [Equivalent Exchange 3] (ee3-universal-pre1f.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
eplus [Enchanting Plus] (EnchantingPlus-1.12.6.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
ExtrabiomesXL [ExtrabiomesXL] (ExtrabiomesXL-universal-1.4.7-3.9.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
Forestry [Forestry for Minecraft] (forestry-A-2.0.0.9.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
BinnieCore [Binnie Core] (extrabees-1.5.0.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
ExtraBees [Extra Bees] (extrabees-1.5.0.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
IronChest [Iron Chest] (ironchest-universal-1.4.7-5.0.1.242.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
mod_MAtmos [mod_MAtmos] (matmos_packaged.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
Millenaire [Millénaire] (millenaire4.1.8.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
Mystcraft [Mystcraft] (mystcraft-uni-1.4.6-0.9.5.00.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
NEIPlugins [NEI Plugins] (NEIPlugins-1.0.4.5.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
ThermalExpansion [Thermal Expansion] (ThermalExpansion-2.2.1.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
OmniTools [OmniTools] (OmniTools-3.0.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
Railcraft [Railcraft] (Railcraft_1.4.7-6.15.3.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
RedPowerCore [RedPower] (RedPowerCore-2.0pr6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
RedPowerBase [RP Base] (RedPowerCore-2.0pr6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
RedPowerMachine [RP Machine] (RedPowerMechanical-2.0pr6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
RedPowerCompat [RP Compat] (RedPowerCompat-2.0pr6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
RedPowerWiring [RP Wiring] (RedPowerDigital-2.0pr6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
RedPowerLogic [RP Logic] (RedPowerDigital-2.0pr6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
RedPowerLighting [RP Lighting] (RedPowerDigital-2.0pr6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
RedPowerWorld [RP World] (RedPowerMechanical-2.0pr6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
RedPowerControl [RP Control] (RedPowerMechanical-2.0pr6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
modRFL [Rotten Flesh to Leather] (Rotten Flesh to Leather Hardcore - Forge 1.4.6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
Thaumcraft [Thaumcraft] (Thaumcraft3.0.3.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
ThaumicBees [ThaumicBees] (thaumicbees-1.3.0d.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
ThermalExpansion|Factory [Factory] (ThermalExpansion-2.2.1.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
ThermalExpansion|Energy [Energy] (ThermalExpansion-2.2.1.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
ThermalExpansion|Transport [Transport] (ThermalExpansion-2.2.1.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
TwilightForest [The Twilight Forest] (twilightforest-1.15.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
Underground Biomes [Underground Biomes] (UndergroundBiomes.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
AS_UpdateCheck [AtomicStryker Update Check Mod] (UpdateCheckerMod_1.4.6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
WildCaves3 [Wild Caves 3] (WildCaves 3 v0.3.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
2013-02-12 14:16:38 [SEVERE] [ForgeModLoader] The ForgeModLoader state engine has become corrupted. Probably, a state was missed by and invalid modification to a base classForgeModLoader depends on. This is a critical error and not recoverable. Investigate any modifications to base classes outside ofForgeModLoader, especially Optifine, to see if there are fixes available.
2013-02-12 14:16:38 [INFO] [STDERR] Exception in thread "Server thread" java.lang.RuntimeException: The ForgeModLoader state engine is invalid
2013-02-12 14:16:38 [INFO] [STDERR] at cpw.mods.fml.common.LoadController.transition(LoadController.java:122)
2013-02-12 14:16:38 [INFO] [STDERR] at cpw.mods.fml.common.Loader.serverStopped(Loader.java:780)
2013-02-12 14:16:38 [INFO] [STDERR] at cpw.mods.fml.common.FMLCommonHandler.handleServerStopped(FMLCommonHandler.java:469)
2013-02-12 14:16:38 [INFO] [STDERR] at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:559)
2013-02-12 14:16:38 [INFO] [STDERR] at fy.run(SourceFile:849)
2013-02-12 14:20:42 [INFO] [STDERR] Someone is closing me!
16 block IDs? Wouldn't stairs be a single block with damage values, like ores/wood/etc in other Forge mods? For example, in Forestry, all stairs are 1396, all planks are 1380, etc.
That sounds like a bug that seems to happen when more worlds than normal are generated for the first time (Looks like you're using FTB or similar). It will be fixed in the next update though.
I was under the impression for stairs that they use all the metadata to store their orientation and whether or not they are upside down. It might be that you can get two per ID though. I'll try and see how Forestry does it if they can have all of theirs under one ID as that would be much better and probably quicker to code
Excellent news, and yes, I do have Twilight installed, though I assumed it wouldn't generate the world until I've actually gone there. Shrug.
I'm not sure what Forestry is doing. All of its stairs show 1396 in NEI, with no metadata. If I craft the stairs from wood they work fine, but if I try to cheat them into inventory, each new stair converts all the others to the same material, and they stack. Bizarre. Could it be some hack using the name, rather than the ID? That seems problematic, even if it did work.
I'm not sure if it actually generates any of it properly but it definitely prepares the level which in this case was overwriting what was supposed to be generating the underground biomes in the overworld causing the crash.
I've had a quick look at forestry and it's not immediately obvious how they've done it but it must be some sort of workaround. I'll look at that properly tomorrow if I have time.
In other news I've fixed the last few issues with the new recipe replacement ore dictiifier or whatever it should be called and I'll release an update after some quick testing
Download: http://www.mediafire.com/?ycbag0gb9x205yq
Added a new system to 'Ore Dictify' recipes
I'm also working on adding underground features but these are not yet ready to release.
I think I read somewhere that Xycraft uses something like that. Each brick/block is a transparent texture laid over the specific color.
I don't know how Forestry does it, either, but I do know that the stairs made from the new Forestry wood planks can't be placed upside down, currently.
http://www.minecraft...technical-mods/
Since we already have blocks you can grow things on, the Path of Least Resistance is probably to create a Silt block.
Silt, is a substance that is a bit like sand and a bit like Clay. It's hard to imagine clay as tiny (We see clay as clumpy stuff, usually) but clay is extremely tiny. If sand is, well, sand, then Silt is like dust. Silt tends to accumulate near waterways, like Clay. It would be technically accurate to have silt deposits near, lining, or beneath rivers. One of Silt's chief uses is the production of concrete. Though, adding a whole branch of tech maybe should be saved for a different pack, baking Silt to produce Concrete Blocks, isn't THAT far off.
1 Silt Block + 1 Clay Block + 1 Sand Block = 3 Dirt Blocks. This is a basic form of math; add together Sand, Silt and Clay and you get Loam. Separating them, though, is not so easy.
You might be able to produce any number of in-between soils based on different balances. Going half-and-half between the base types, gives you an easy 3 new blocks, but you could possibly use 3 elements to create even more variance. 1 Clay + 2 Silt = ?
it's important to note that most of the inside of the triangle, just functions like regular dirt. So, with the exception of the new Silt Block, you could easily 'clone' dirt and apply new colors and textures and get a wide variety of possible results. One catch - you'd also need to make just as many new types of Grass blocks, right?
Food for thought.