The Meaning of Life, the Universe, and Everything.
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Colorado Springs, CO
Join Date:
8/19/2012
Posts:
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Minecraft:
Flaeme <3
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Works for me, no problems yet. It's quite interesting to look at your core.js and such, I might have to look into like how you support mods, as I'm quite curious now.
I dunno, I just tried it with Forestry frame and it worked fine for me.
moreEverything generally loads the last. Perhaps item IDs got changed?
Also it would be much less fragile if you read IDs from the configuration files like I do.
As for Thaumcraft aspects, it simply uses those defined in Thaumcraft API: EnumTag.java, both internal and actual names; I use internal names in my code, but you can use actual ones too, so the list is:
internal name actual name
===========================
wind aura
fire ignis
rock saxum
water aqua
plant herba
beast bestia
flesh corpus
metal metallum
crystal vitreus
sound sonus
exchange permutatio
life victus
death mortuus
spirit animus
void vacuos
vision visum
knowledge cognitio
destruction fractus
power potentia
mechanism machina
armor tutamen
weapon telum
tool instrumentum
poison venenum
valuable carus
pure purus
magic praecantatio
time tempus
control imperito
dark tenebris
craft fabrico
evil malum
flux mutatio
eldritch alienis
trap vinculum
insect bestiola
motion motus
flight volito
light lux
cloth pannus
earth solum
weather aer
cold gelum
heal sano
wood lignum
flower flos
fungus fungus
crop messis
Anyway, it should work even with the ID directly, provided it is correct. I tried with latest Forestry 2.2.8.4 from CurseForge.
What if you try /eval command, does it work after you type the following in the chat?
/eval SetItemIDMaxStackSize(15109, 16);
To be sure you got the ID right, you could try
/eval NewItemStack(15109);
If it's what you wrote it is, it should tell you: 1xitem.frameImpregnated@0
Here's your problem: "!SE! JavaScriptException: No such item: 23547"
The script stops loading after it encounters the error, so any items not being stacked are because of that.
Search the log for !SE! next time.
The recipe can have only one letter for each item, and spaces are for empty slots, so like:
The Meaning of Life, the Universe, and Everything.
Location:
Colorado Springs, CO
Join Date:
8/19/2012
Posts:
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Minecraft:
Flaeme <3
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Just thought I'd share here, as well this is where people would be interested. I'm adding the Thermal Expansion API myself to the core JS files, and I'll likley post again/more here when I have more done. So far it sucessfuly detects TE and you can get items registered by TE, register an item with TE, and print all items registered with TE (as in ingots, ores, dusts, etc). I plan on implementing various levels of access to the Crafting managers - the only one that seems troublesome is the magma crucible, which is a bit of a pickle, given that one main reason I was originally doing this was to try to add Underground biomes stone/cobble to the Magma Crucible so I could melt them into lava too without say recrafting to vanilla and losing 3 each.
Edit: Well, the magma crucible and the liquid transposer are probably gong to be the hardest, given they use LiquidStacks, something that seems not to be covered at all in say core.js yet.
Edit 2:Well, I realised I should test my functions( :P) and I'm running into a problem. thermalexpansion.api.items.ItemRegistry is a public static final class with a few functions, one of which is printItemNames, which takes no arguments and prints to stdout. However, I can't seem to call it, at least with /eval. http://puu.sh/3CnHq.jpg Any ideas? I have no idea what's wrong here, as far as I can tell from your ee js, I should be doing it right.
> LiquidStacks, something that seems not to be covered at all in say core.js yet.
That doesn't go into core.js, but to separate script file. I'm sure it could be wrapped like Thaumcraft ObjectTags or Minecraft ItemStack objects. I'll take a closer look at it.
> thermalexpansion.api.items.ItemRegistry
> I can't seem to call it
I just looked, it seems it has to be item, not items.
> LiquidStacks, something that seems not to be covered at all in say core.js yet.
That doesn't go into core.js, but to separate script file. I'm sure it could be wrapped like Thaumcraft ObjectTags or Minecraft ItemStack objects. I'll take a closer look at it.
> thermalexpansion.api.items.ItemRegistry
> I can't seem to call it
I just looked, it seems it has to be item, not items.
Well, LiquidStacks are a part of Forge, so maybe a separate forge.js or something for forge-only hooks then? And thanks for noticing that I messed up and used items instead of item, probably would have taken me forever to catch that. >.>
Edit: In fact, the problem is probably going to be how in 1.6 the Liquid system is now gone and replaced with Fluids. At least for now, TE/BC/etc are not 1.6, so Liquids can be worked on first. I believe Liquids existed in Forge in 1.4.7 but not 1.3.2 (part of BC still then), as well. I'm not sure, but I doubt a 1.4.7 (probably the earliest we can really support TE-wise unless we support the BC liquid implementation too) TE API will be easy to find/get. So really, API changes + the subsystem for liquid-state materials in Forge changes, from 1.4.7 to the future will be the big hurdle. The easiest way to keep it unified probably would be to call it fluids and only support the Forge Liquid/Fluid API, not say back when it was a part of BC, and then similarly support TE only in 1.4.7+, after Liquids (as again, TE or really any liquid-adding mod that I know of are not updated to 1.6 last I checked, so Fluids are a lower priority probably).
Wow, wall of text. Edited it into less run-on sentences at least.
Edit 2: Oh yeah, and Liquid/FluidStacks would be wrapped like MC ItemStacks.
My Minecraft is hanging on load when i have your mod installed, Here's the multimc log http://paste.ubuntu.com/5877656/. I'd appreciate any help you can give me.
ammy55, what you could do is try to run the game with moreEverything only, and if that works, then add half of the mods gradually to determine which is causing it to error.
ammy55, what you could do is try to run the game with moreEverything only, and if that works, then add half of the mods gradually to determine which is causing it to error.
The Meaning of Life, the Universe, and Everything.
Location:
Colorado Springs, CO
Join Date:
8/19/2012
Posts:
56
Minecraft:
Flaeme <3
Member Details
Hmm, so. Update.
FluidStack initialization written, everything to do with them is not obfuscated, currently only wrapping 1.5 and earlier LiquidStacks as you need an explicit Fluid to initialize a FluidStack, so something I have to write compatibility for and probably a non-hidable API change in general. You can at least easily check if you have liquids or fluids at least, with IsEmpty(Packages.net.minecraftforge.fluids.Fluid), and maybe use that to either use itemids or however I need to make Fluids accessible. While in theory you should be able to add recipes, I have not actually tested that yet, working more on implementing the JS wrappers for most of them, as all they return is true/false simply indicating if it succeeded, not throwing any exceptions, so I need to do all those checks for if ID's are not null/undefined/whatever myself so theoretically the only reason why it should fail is if the recipe either exists or conflicts with an existing recipe.
Would it be possible to do a large update and add tinkerers construct support of metallurgy 3 metals? Ive seen this idea floating around a lot and asked the metallurgy thread i believe and no response. The main thread on tinkerers construct said that if someone else wants to add the support, to go ahead. I just think that link between those two mods would be epic.
Would it be possible to do a large update and add tinkerers construct support of metallurgy 3 metals?
It is surely possible, just requires some work to be done. I took a quick look at TConstruct API, if you want to add Metallurgy 3 metals to melt in TConstruct's smeltery, need LiquidStack functionality Flaeme is working on,
and adding tool materials should be straightforward after that.
Requires js.jar from Rhino package to be put in the mods directory (or somewhere in classpath).
Edit: Nezgal's post was eaten by forum software again, but he pointed out the error to me in private message.
mod_moreEverything.301.zip
- Fixed compatibility with Underground Biomes on 1.6
moreEverything generally loads the last. Perhaps item IDs got changed?
Also it would be much less fragile if you read IDs from the configuration files like I do.
As for Thaumcraft aspects, it simply uses those defined in Thaumcraft API: EnumTag.java, both internal and actual names; I use internal names in my code, but you can use actual ones too, so the list is:
===========================
wind aura
fire ignis
rock saxum
water aqua
plant herba
beast bestia
flesh corpus
metal metallum
crystal vitreus
sound sonus
exchange permutatio
life victus
death mortuus
spirit animus
void vacuos
vision visum
knowledge cognitio
destruction fractus
power potentia
mechanism machina
armor tutamen
weapon telum
tool instrumentum
poison venenum
valuable carus
pure purus
magic praecantatio
time tempus
control imperito
dark tenebris
craft fabrico
evil malum
flux mutatio
eldritch alienis
trap vinculum
insect bestiola
motion motus
flight volito
light lux
cloth pannus
earth solum
weather aer
cold gelum
heal sano
wood lignum
flower flos
fungus fungus
crop messis
Anyway, it should work even with the ID directly, provided it is correct. I tried with latest Forestry 2.2.8.4 from CurseForge.
What if you try /eval command, does it work after you type the following in the chat?
To be sure you got the ID right, you could try
If it's what you wrote it is, it should tell you: 1xitem.frameImpregnated@0
Please pastebin your ForgeModLoader-client-0.log for me to check.
The script stops loading after it encounters the error, so any items not being stacked are because of that.
Search the log for !SE! next time.
The recipe can have only one letter for each item, and spaces are for empty slots, so like:
Just thought I'd share here, as well this is where people would be interested. I'm adding the Thermal Expansion API myself to the core JS files, and I'll likley post again/more here when I have more done. So far it sucessfuly detects TE and you can get items registered by TE, register an item with TE, and print all items registered with TE (as in ingots, ores, dusts, etc). I plan on implementing various levels of access to the Crafting managers - the only one that seems troublesome is the magma crucible, which is a bit of a pickle, given that one main reason I was originally doing this was to try to add Underground biomes stone/cobble to the Magma Crucible so I could melt them into lava too without say recrafting to vanilla and losing 3 each.
Edit: Well, the magma crucible and the liquid transposer are probably gong to be the hardest, given they use LiquidStacks, something that seems not to be covered at all in say core.js yet.
Edit 2:Well, I realised I should test my functions( :P) and I'm running into a problem. thermalexpansion.api.items.ItemRegistry is a public static final class with a few functions, one of which is printItemNames, which takes no arguments and prints to stdout. However, I can't seem to call it, at least with /eval. http://puu.sh/3CnHq.jpg Any ideas? I have no idea what's wrong here, as far as I can tell from your ee js, I should be doing it right.
> LiquidStacks, something that seems not to be covered at all in say core.js yet.
That doesn't go into core.js, but to separate script file. I'm sure it could be wrapped like Thaumcraft ObjectTags or Minecraft ItemStack objects. I'll take a closer look at it.
> thermalexpansion.api.items.ItemRegistry
> I can't seem to call it
I just looked, it seems it has to be item, not items.
Edit: In fact, the problem is probably going to be how in 1.6 the Liquid system is now gone and replaced with Fluids. At least for now, TE/BC/etc are not 1.6, so Liquids can be worked on first. I believe Liquids existed in Forge in 1.4.7 but not 1.3.2 (part of BC still then), as well. I'm not sure, but I doubt a 1.4.7 (probably the earliest we can really support TE-wise unless we support the BC liquid implementation too) TE API will be easy to find/get. So really, API changes + the subsystem for liquid-state materials in Forge changes, from 1.4.7 to the future will be the big hurdle. The easiest way to keep it unified probably would be to call it fluids and only support the Forge Liquid/Fluid API, not say back when it was a part of BC, and then similarly support TE only in 1.4.7+, after Liquids (as again, TE or really any liquid-adding mod that I know of are not updated to 1.6 last I checked, so Fluids are a lower priority probably).
Wow, wall of text. Edited it into less run-on sentences at least.
Edit 2: Oh yeah, and Liquid/FluidStacks would be wrapped like MC ItemStacks.
I'll get right on that, it'll be a while though.
Edit: It's galacticraft.
Seeds
Roses
Cacti (Maybe)
Dandelions
Hay Blocks (IDK if this is in yet)
Pumpkin seeds
melon seeds
vines
paper
books
netherrack
nether bricks
I might suggest more fuels but I also think you should make it so we can breed chickens with melon and pumpkin seeds instead of just wheat seeds
> you should make it so we can breed chickens with melon and pumpkin seeds
If you tried that in the game, you'd see that's already possible, even nether wart works.
FluidStack initialization written, everything to do with them is not obfuscated, currently only wrapping 1.5 and earlier LiquidStacks as you need an explicit Fluid to initialize a FluidStack, so something I have to write compatibility for and probably a non-hidable API change in general. You can at least easily check if you have liquids or fluids at least, with IsEmpty(Packages.net.minecraftforge.fluids.Fluid), and maybe use that to either use itemids or however I need to make Fluids accessible. While in theory you should be able to add recipes, I have not actually tested that yet, working more on implementing the JS wrappers for most of them, as all they return is true/false simply indicating if it succeeded, not throwing any exceptions, so I need to do all those checks for if ID's are not null/undefined/whatever myself so theoretically the only reason why it should fail is if the recipe either exists or conflicts with an existing recipe.
It is surely possible, just requires some work to be done. I took a quick look at TConstruct API, if you want to add Metallurgy 3 metals to melt in TConstruct's smeltery, need LiquidStack functionality Flaeme is working on,
and adding tool materials should be straightforward after that.
Doesn't work. It doesn't give an error message but trying to craft it yields nothing.