So either people aren't reporting their bugs, or I've secretly removed JadedCat's head and absorbed her powers.
Whatever the case, here is my next most-fascinating experience with potions in the wild:
So after working out why I couldn't scoop up cleansing water, I returned home and crafted two chalices. I went back to the Mystic Forest and scooped up two chalices of Diffuse Potion, which happened to be water breathing. They of course started at 100% stability.
After a few minutes, they were over 130% stability and my chalices, if I dumped the potions out, were somewhere over 2300% damaged.
Not to be deterred, I tried to put the potions into a tank, since I wasn't able to drink them out of the chalice or anything (right-click just dumps them on the ground, or does nothing if I'm not pointing at anything); clicking on the tank would only open the GUI. Ok, experiment time. I dumped the potion from the chalice, scooped it up with a bucket, and popped it in the tank.
I'll let this next bit speak for itself:
Potion Potion cannot be scooped up with a glass bottle; it may however be removed the same way it was inserted, with a bucket, which is then labelled as a bucket of water breathing. Dumping it on the ground shows the potion texture for one second (it's still quite stable while in the bucket), at which point it turns to plain water.
Further thought led me to try picking up some Diffuse Potion directly from the ground in a glass bottle. This yielded water bottles. Trying to swim through the potion turned it into water.
This is all on Monster 1.0.4, which uses the latest release of DLT2.
So either people aren't reporting their bugs, or I've secretly removed JadedCat's head and absorbed her powers.
Whatever the case, here is my next most-fascinating experience with potions in the wild:
So after working out why I couldn't scoop up cleansing water, I returned home and crafted two chalices. I went back to the Mystic Forest and scooped up two chalices of Diffuse Potion, which happened to be water breathing. They of course started at 100% stability.
After a few minutes, they were over 130% stability and my chalices, if I dumped the potions out, were somewhere over 2300% damaged.
Not to be deterred, I tried to put the potions into a tank, since I wasn't able to drink them out of the chalice or anything (right-click just dumps them on the ground, or does nothing if I'm not pointing at anything); clicking on the tank would only open the GUI. Ok, experiment time. I dumped the potion from the chalice, scooped it up with a bucket, and popped it in the tank.
I'll let this next bit speak for itself:
Potion Potion cannot be scooped up with a glass bottle; it may however be removed the same way it was inserted, with a bucket, which is then labelled as a bucket of water breathing. Dumping it on the ground shows the potion texture for one second (it's still quite stable while in the bucket), at which point it turns to plain water.
Further thought led me to try picking up some Diffuse Potion directly from the ground in a glass bottle. This yielded water bottles. Trying to swim through the potion turned it into water.
This is all on Monster 1.0.4, which uses the latest release of DLT2.
The issues you are describing are sync issues...Only caused by some potions and from my deductions are caused by how I read information from minecrafts potion system(bless the few who attempt to modify it). The potions that cause these errors are, from what I have found, instant damage, instant health and water breathing. These effects do not correctly apply to the player in the way that I do so. However, I am curious how you managed to get it to read Potion Potion. The names are read from the potion dictionary by item damage...On another note, no potion can be picked up from the ground with anything but a chalice or bucket. It is also not possible to drink potions that are found in the world.
The issues you are describing are sync issues...Only caused by some potions and from my deductions are caused by how I read information from minecrafts potion system(bless the few who attempt to modify it). The potions that cause these errors are, from what I have found, instant damage, instant health and water breathing. These effects do not correctly apply to the player in the way that I do so. However, I am curious how you managed to get it to read Potion Potion. The names are read from the potion dictionary by item damage...On another note, no potion can be picked up from the ground with anything but a chalice or bucket. It is also not possible to drink potions that are found in the world.
I wasn't entirely sure what was or wasn't possible, so I figured on destruct testing; try everything and see what happens.
I have no clue how I got Potion Potion, although it amuses the heck out of me. When in the world, I was using my Thaumometer to read the liquid names; this one just said Diffuse Potion, not sure if that's relevant.
I think I found a very minor bug, mostly aesthetic. I'm using the current ftb horizons pack (v1.0.9 i think), and it seems that whenever a leaf block from the trees from this mod is updated, it begins to decay as if there were no nearby wood. This leads to a chain reaction, and many bare trees. From what I can tell, this wasn't reported before (unless its fixed, but Horizons is behind). While it is minor, it is still inconvenient. Other than that, this seems like a really nice mod.
Feature request: Either expansion upgrades that don't use up upgrade slots on the Upgrade Module, but expand the number of upgrades that can be added to it, or allow multiple Upgrade Modules to be added to a tank, with each one adding another 8 upgrade slots.
I think I found a very minor bug, mostly aesthetic. I'm using the current ftb horizons pack (v1.0.9 i think), and it seems that whenever a leaf block from the trees from this mod is updated, it begins to decay as if there were no nearby wood. This leads to a chain reaction, and many bare trees. From what I can tell, this wasn't reported before (unless its fixed, but Horizons is behind). While it is minor, it is still inconvenient. Other than that, this seems like a really nice mod.
Feature request: Either expansion upgrades that don't use up upgrade slots on the Upgrade Module, but expand the number of upgrades that can be added to it, or allow multiple Upgrade Modules to be added to a tank, with each one adding another 8 upgrade slots.
Presently you can use any 6 combinations of upgrades on the upgrade module. I will not be implementing any more, I feel that mechanic is over powered as it currently is, only balanced by its extremely expensive recipe. Adding an item like you mentioned would more than likely require 5 diamond blocks and 4 nether stars to craft, making it pointless unless in creative scenarios.
I'm playing on Monster 1.0.5. I started by crafting 4 tanks and a tank controller. I placed these together and put an aqueous accumulator next to them to fill it (I basically just wanted to see the capacity.) After it filled I looked at the controller and saw the amount, I then broke all 4 of the tanks and checked the controller again and the amount was the same. I replaced the tanks and ran some extra utilites pipe with a liquid node to move the water into an open blocks tank, which worked. Even breaking the dynamic tank that was connected to the controller did not stop the process. The controller continued to show the decreasing amount of liquid as it moved into the open blocks tank.
Also a suggestion about the controller. When you open the gui your cursor defaults to the command prompt in the controller. To leave the gui you have to click outside of it and then hit escape. I suggest if you want to type a command then you have to click inside the gui and then type.
I'm playing on Monster 1.0.5. I started by crafting 4 tanks and a tank controller. I placed these together and put an aqueous accumulator next to them to fill it (I basically just wanted to see the capacity.) After it filled I looked at the controller and saw the amount, I then broke all 4 of the tanks and checked the controller again and the amount was the same. I replaced the tanks and ran some extra utilites pipe with a liquid node to move the water into an open blocks tank, which worked. Even breaking the dynamic tank that was connected to the controller did not stop the process. The controller continued to show the decreasing amount of liquid as it moved into the open blocks tank.
Also a suggestion about the controller. When you open the gui your cursor defaults to the command prompt in the controller. To leave the gui you have to click outside of it and then hit escape. I suggest if you want to type a command then you have to click inside the gui and then type.
Love the mod so far, thanks for your hard work!
The capacity updating has a delay. This is to prevent intensive server lag. The controller only searches for new tanks every 5 seconds and it only detects tanks that are already connected to linked tanks. As a result adding adding 3 tanks to the controller can take ~3-15 seconds to be fully recognized. Once the new capacity is detected and tanks are removed it will take 15 seconds exactly for the capacity to be checked and decreased to the proper amount. This is a check to make sure that the player did not accidentally break a tank or two and lose their liquids. A safety precaution for the player.
v0.0.6 Download, Link Removed(It is recommended that you delete your config file and let it regenerate. There have been some blocks that were added and removed.)
v0.0.6 -[fixed] Crash after breaking and replacing controller. -[fixed] Crash on sneak and clicking of controller. -[fixed] Controller not updating capacity when tanks were removed. -[fixed] Potions updating over 100% or under 0% stability.
-[added] Generator. This is used to generate Omni-Fluid Power, a fluid battery if you would. It will store RF and the amount per mB can be modified in the config (defaults to 10). Hold shift while hovering over to get more information. (Currently a testing item) -[added] Omni-Fluid Power, a fluid battery if you would.
-[removed] The golden chalice. Seemed overpowered for the mechanic. Will create a replacement in the future.
-[changed] Biome generation defaults to disabled. It seems to be quite slow...I will look into issues.
BUG:
on the feed the beast monsterpack 1.0.7 the upgrade module cant be crafted
nei shows the recipie the same as on the page but it just wont work
BUG 2:
tanks added ontop of the tank although appearing to graphicly connect do not provide storage capacity
ie http://i.imgur.com/ce7NRbk.png
the top tank is not adding to the capacity
Due to your lack of a controller there should be no capacity.
Is there any way of getting a 1.5.2 version of this mod or the one before? Because I'm unable to find an openblocks old download and no 1.5.2 version of this...
Thanks for your help
- Shad0w
the controller is on the bottom, built into the wall but touching the tank
I attempted to replicate this with no success. The tank works fine for me. Please keep in mind that when a tank is added it can take up to 5 seconds to become "active".
Is there any way of getting a 1.5.2 version of this mod or the one before? Because I'm unable to find an openblocks old download and no 1.5.2 version of this... Thanks for your help - Shad0w
I keep getting id mismatch errors when I try to join my server. The configurations are exactly the same. I have tried regenerating them, and even manually assigning id's but I still get 2 errors.
I keep getting id mismatch errors when I try to join my server. The configurations are exactly the same. I have tried regenerating them, and even manually assigning id's but I still get 2 errors.
What id's is it complaining about? Does it mention the blocks associated with it?
I've been testing out the Horizons modpack from Feed the Beast that includes DLT2. I noticed that you said Mystic forest should be rare, but in each of the four test worlds I made, one out of every 3 or 4 biomes near spawn was a Mystic Forest. Is this normal? I'm starting to find them an eyesore. Oddly enough I looked in the configs and apparently the option for terrain gen is set to false.
Not a problem!
Whatever the case, here is my next most-fascinating experience with potions in the wild:
So after working out why I couldn't scoop up cleansing water, I returned home and crafted two chalices. I went back to the Mystic Forest and scooped up two chalices of Diffuse Potion, which happened to be water breathing. They of course started at 100% stability.
After a few minutes, they were over 130% stability and my chalices, if I dumped the potions out, were somewhere over 2300% damaged.
Not to be deterred, I tried to put the potions into a tank, since I wasn't able to drink them out of the chalice or anything (right-click just dumps them on the ground, or does nothing if I'm not pointing at anything); clicking on the tank would only open the GUI. Ok, experiment time. I dumped the potion from the chalice, scooped it up with a bucket, and popped it in the tank.
I'll let this next bit speak for itself:
Potion Potion cannot be scooped up with a glass bottle; it may however be removed the same way it was inserted, with a bucket, which is then labelled as a bucket of water breathing. Dumping it on the ground shows the potion texture for one second (it's still quite stable while in the bucket), at which point it turns to plain water.
Further thought led me to try picking up some Diffuse Potion directly from the ground in a glass bottle. This yielded water bottles. Trying to swim through the potion turned it into water.
This is all on Monster 1.0.4, which uses the latest release of DLT2.
The issues you are describing are sync issues...Only caused by some potions and from my deductions are caused by how I read information from minecrafts potion system(bless the few who attempt to modify it). The potions that cause these errors are, from what I have found, instant damage, instant health and water breathing. These effects do not correctly apply to the player in the way that I do so. However, I am curious how you managed to get it to read Potion Potion. The names are read from the potion dictionary by item damage...On another note, no potion can be picked up from the ground with anything but a chalice or bucket. It is also not possible to drink potions that are found in the world.
I wasn't entirely sure what was or wasn't possible, so I figured on destruct testing; try everything and see what happens.
I have no clue how I got Potion Potion, although it amuses the heck out of me. When in the world, I was using my Thaumometer to read the liquid names; this one just said Diffuse Potion, not sure if that's relevant.
Thanks No one has yet to report that bug.
Presently you can use any 6 combinations of upgrades on the upgrade module. I will not be implementing any more, I feel that mechanic is over powered as it currently is, only balanced by its extremely expensive recipe. Adding an item like you mentioned would more than likely require 5 diamond blocks and 4 nether stars to craft, making it pointless unless in creative scenarios.
Edit: just got a server crash
http://pastebin.com/Xjg32FUL
Gave up on trying to craft it so cheated in one, placed it down then tried to insert a Storage Upgrade into it when it crashed
Ive heard of the recipe issues and am looking into it. The crash is already fixed in the next version.
Also a suggestion about the controller. When you open the gui your cursor defaults to the command prompt in the controller. To leave the gui you have to click outside of it and then hit escape. I suggest if you want to type a command then you have to click inside the gui and then type.
Love the mod so far, thanks for your hard work!
The capacity updating has a delay. This is to prevent intensive server lag. The controller only searches for new tanks every 5 seconds and it only detects tanks that are already connected to linked tanks. As a result adding adding 3 tanks to the controller can take ~3-15 seconds to be fully recognized. Once the new capacity is detected and tanks are removed it will take 15 seconds exactly for the capacity to be checked and decreased to the proper amount. This is a check to make sure that the player did not accidentally break a tank or two and lose their liquids. A safety precaution for the player.
v0.0.6
-[fixed] Crash after breaking and replacing controller.
-[fixed] Crash on sneak and clicking of controller.
-[fixed] Controller not updating capacity when tanks were removed.
-[fixed] Potions updating over 100% or under 0% stability.
-[added] Generator. This is used to generate Omni-Fluid Power, a fluid battery if you would. It will store RF and the amount per mB can be modified in the config (defaults to 10). Hold shift while hovering over to get more information. (Currently a testing item)
-[added] Omni-Fluid Power, a fluid battery if you would.
-[removed] The golden chalice. Seemed overpowered for the mechanic. Will create a replacement in the future.
-[changed] Biome generation defaults to disabled. It seems to be quite slow...I will look into issues.
Due to your lack of a controller there should be no capacity.
Thanks for your help
- Shad0w
I attempted to replicate this with no success. The tank works fine for me. Please keep in mind that when a tank is added it can take up to 5 seconds to become "active".
I sent you a PM.
What id's is it complaining about? Does it mention the blocks associated with it?