Yes, the next version is built for Minecraft 1.6.4, Tinkers' Construct 1.5, and Metallurgy 3.3
Thaumcraft 4 is supported by Tinkers' Construct 1.5, so no need to add it to ExtraTiC
Yes, but I find it annoying that you can mold Thaumium (which has been magically hardened beyond iron) with a hunk of wood. You should have to smelt it down into Molten Thaumium before you can use it. Not sure if that should be in this mod or the main one, but it should be rectified! As for Steeleaf and Ironwood parts, I too support it.
HI Mevansuto,
Looking at the first line: at extracells.items.ItemStoragePhysical.func_77667_c(ItemStoragePhysical.java:77)
Looks like something went wrong with Physical storage of ExtraCells mod while trying to get it's name.
so, Kindly report the error to ExtraCells devs.
Time: 11/17/13 6:29 PM
Description: Initializing game
java.lang.ArrayIndexOutOfBoundsException: 1
at crazypants.enderio.conduit.AbstractItemConduit.func_77667_c(AbstractItemConduit.java:125)
at net.minecraft.item.ItemStack.func_77977_a(ItemStack.java:471)
at glassmaker.extratic.common.RecipeHandler._getItemStackfromCraftingManager(RecipeHandler.java:238)
at glassmaker.extratic.common.RecipeHandler._addMeltingItemRecipe(RecipeHandler.java:266)
at glassmaker.extratic.common.RecipeHandler._addM3BaseRecipes(RecipeHandler.java:419)
at glassmaker.extratic.common.RecipeHandler.addSmeltryRecipes(RecipeHandler.java:93)
at glassmaker.extratic.common.RecipeHandler.addRecipes(RecipeHandler.java:86)
at glassmaker.extratic.ExtraTiC.postInit(ExtraTiC.java:48)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:545)
at sun.reflect.GeneratedMethodAccessor1.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:201)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:181)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:112)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:704)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:249)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:509)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:808)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
Looking at the first line: "at crazypants.enderio.conduit.AbstractItemConduit.func_77667_c(AbstractItemConduit.java:125)"
Looks like something went wrong while a conduit of EnderIO mod trying to give it's name.
So, kindly report the crash to EnderIO devs.
Yes, but I find it annoying that you can mold Thaumium (which has been magically hardened beyond iron) with a hunk of wood. You should have to smelt it down into Molten Thaumium before you can use it. Not sure if that should be in this mod or the main one, but it should be rectified! As for Steeleaf and Ironwood parts, I too support it.
I understand your opinion regarding Thaumium, but I made a decision that I won't be modifying TiC supported materials with ExtraTiC.
I will be looking at The Twilight Forest's 4 Materials (Ironwood, Fiery, Steeleaf, and KnightMetal).
I understand your opinion regarding Thaumium, but I made a decision that I won't be modifying TiC supported materials with ExtraTiC.
I will be looking at The Twilight Forest's 4 Materials (Ironwood, Fiery, Steeleaf, and KnightMetal).
I hope the twilight forest metals work out. even without their special properties, i would still love to be able to melt them down/mold tools out of them.
out of curiosity with the Metallurgy metal parts, do they normally have no special ability (i.e. obsidian has reinforced, ardite has stonebound, etc) or am i missing something in the configs that i need to enable?
I would just like to say thank you for making such a great mod. I was actually planning on trying to bridge the gap between TiC and Metallurgy for quite some time but then chanced across a reference to your mod on the FTB subreddit. I hope you continue to develop this mod as I am very much looking forward to future updates.
Not sure if this has been reported yet, but i cannot seem to re-melt down Platinum parts. Other parts from metallurgy seem to melt back down after being casted, except Platinum at the moment.
Also, could you add support for melting down Metallurgy's Metal Ladders? I have a ton of Copper Ladders I just upgraded to Iron Ladders that I would like to melt down to reuse.
out of curiosity with the Metallurgy metal parts, do they normally have no special ability (i.e. obsidian has reinforced, ardite has stonebound, etc) or am i missing something in the configs that i need to enable?
I believe he's currently working on that, as well as adding the Metallurgy "special abilities" (Vyroxes poisons, Vulcanite sets enemy on fire, Sanguinite steals life, etc.). A few could basically be the same code as modifiers (Blaze Powder=Vulcanite, Necrotic Bone=Sanguinite, etc.) but edited so that it's inherent with the metal and doesn't need a modifier, but some (like Vyroxes' poison) would be harder to do. So you should be prepared to wait a while.
Wait, what am I talking about? Glassmaker never said anything about doing that! *Slaps self in face* I guess that's just wishful thinking...
I believe he's currently working on that, as well as adding the Metallurgy "special abilities" (Vyroxes poisons, Vulcanite sets enemy on fire, Sanguinite steals life, etc.). A few could basically be the same code as modifiers (Blaze Powder=Vulcanite, Necrotic Bone=Sanguinite, etc.) but edited so that it's inherent with the metal and doesn't need a modifier, but some (like Vyroxes' poison) would be harder to do. So you should be prepared to wait a while.
Wait, what am I talking about? Glassmaker never said anything about doing that! *Slaps self in face* I guess that's just wishful thinking...
i was wondering about that. just wondering since I'm trying to build a mod pack that features Metallurgy and Tinker's Construct working harmoniously together. So far no major bugs (other then a few id re-assignments) but everything is going smooth so far. Just need to make sure the mod pack perms are up to date and we might see one of the first 1.6.4 mod packs with this mod in it.
I seem to be unable to change the IDs for ExtraTiC items (at least the ones under the 'parts' section; haven't tried others). If I make a change and start the game, they revert to their previous values (which conflict with other mods)
I'm not sure if I'm just entirely missing something, but I thought I would ask anyways. I have heavily modified the configs for the metallurgy metals, nerfing some, buffing some, and removing others. Would Extra TiC reflect those changes and extract the data from the metallurgy config...? Cause it seems to be using the default stats.
I would just like to say thank you for making such a great mod. I was actually planning on trying to bridge the gap between TiC and Metallurgy for quite some time but then chanced across a reference to your mod on the FTB subreddit. I hope you continue to develop this mod as I am very much looking forward to future updates. Keep up the good work!
Thanks memzak, I will try my best to continue developing it.
I seem to be unable to change the IDs for ExtraTiC items (at least the ones under the 'parts' section; haven't tried others). If I make a change and start the game, they revert to their previous values (which conflict with other mods)
HI Elrod,
That is odd, I can confirm the parts IDs are changing, also a previous poster was able to change them.
Just make sure you are changing them while Minecraft is not running.
I'm not sure if I'm just entirely missing something, but I thought I would ask anyways. I have heavily modified the configs for the metallurgy metals, nerfing some, buffing some, and removing others. Would Extra TiC reflect those changes and extract the data from the metallurgy config...? Cause it seems to be using the default stats.
Hi Contramundi.
The material stats are hard coded in ExtraTiC, so changing the stats in Metallurgy's configs won't change them in ExtraTiC.
Is it possible the repair of Brass improved tools is bugged? I can repair a regular Brass pickaxe (brass pickaxehead, wood binding/tool rod), but as soon as I add a modifier to it (Diamond/emerald/redstone/...) I can't repair it anymore. Is this a bug or intended? EDIT: As of today, I can't even repair a regular Brass pickaxe anymore (updated to Tinker's construct version 1.5.1.d6, Tinker's Mechworks 0.1.1, ExtraTiC 0.7.1.)
Hi LLynx,
I can confirm brass fixing is having a bug with 0.7.1, it will be fixed in the next version.
Glassmaker, Not sure if this has been reported yet, but i cannot seem to re-melt down Platinum parts. Other parts from metallurgy seem to melt back down after being casted, except Platinum at the moment. Also, could you add support for melting down Metallurgy's Metal Ladders? I have a ton of Copper Ladders I just upgraded to Iron Ladders that I would like to melt down to reuse. Thanks.
HI Earthworm,
I was able to smelt Platinum parts in 0.7.1, so I can't reproduce issue you are having.
I will see what I can do with Metallurgy ladders
i was wondering about that. just wondering since I'm trying to build a mod pack that features Metallurgy and Tinker's Construct working harmoniously together. So far no major bugs (other then a few id re-assignments) but everything is going smooth so far. Just need to make sure the mod pack perms are up to date and we might see one of the first 1.6.4 mod packs with this mod in it.
HI jthe111,
Like theweltinator have said, i'm working to find a way to add them , but there are some that have Reinforced in 0.7.1:
Adamantine - Reinforced II
Black Steel - Reinforced II
Damascus Steel - Reinforced II
Deep Iron - Reinforced I
Shadow Iron - Reinforced I
Shadow Steel - Reinforced II
HI jthe111,
Like theweltinator have said, i'm working to find a way to add them , but there are some that have Reinforced in 0.7.1:
Adamantine - Reinforced II
Black Steel - Reinforced II
Damascus Steel - Reinforced II
Deep Iron - Reinforced I
Shadow Iron - Reinforced I
Shadow Steel - Reinforced II
May I make the following suggestions if possible.
1. Make the ender metals have the best possible combination of abilities yet make the tools default to 1000 durability upon any piece is being used on the tools (plate, rod, head, etc)
2. For fantasy metals, give them the same ability as thaumium with tartarite giving you the best level only when it is used as the main repairing metal
3. For nether metals, if it's possibly to add your own abilities I think the nether metals would be the best place to test that feature out.
4. For precious metals, maybe let them have the luck ability but only when the metal is being used as the main repairing piece.
I think these features would definitively be interesting if they are possible to implement. If not then i would recommend that you use your best judgement on what should be added.
May I make the following suggestions if possible.
1. Make the ender metals have the best possible combination of abilities yet make the tools default to 1000 durability upon any piece is being used on the tools (plate, rod, head, etc)
2. For fantasy metals, give them the same ability as thaumium with tartarite giving you the best level only when it is used as the main repairing metal
3. For nether metals, if it's possibly to add your own abilities I think the nether metals would be the best place to test that feature out.
4. For precious metals, maybe let them have the luck ability but only when the metal is being used as the main repairing piece.
I think these features would definitively be interesting if they are possible to implement. If not then i would recommend that you use your best judgement on what should be added.
Thanks for your suggestions,
Regarding your first suggestion, I don't think it's a good idea to limit the tools to a fixed durability if they used ender metal in the combination.
But, the rest of the suggestions will be considered
Stop! Hammer time!
It's kind of hard to tell, but I'm assuming the other two are Ironwood and Steeleaf? If so,
Yes! Twilight Forest compat! Thank you Glassmaker! I can finally make something useful with my spoils of slaying the Hydra!
Yes, but I find it annoying that you can mold Thaumium (which has been magically hardened beyond iron) with a hunk of wood. You should have to smelt it down into Molten Thaumium before you can use it. Not sure if that should be in this mod or the main one, but it should be rectified! As for Steeleaf and Ironwood parts, I too support it.
Thank-you
Time: 11/17/13 6:29 PM
Description: Initializing game
java.lang.ArrayIndexOutOfBoundsException: 1
at crazypants.enderio.conduit.AbstractItemConduit.func_77667_c(AbstractItemConduit.java:125)
at net.minecraft.item.ItemStack.func_77977_a(ItemStack.java:471)
at glassmaker.extratic.common.RecipeHandler._getItemStackfromCraftingManager(RecipeHandler.java:238)
at glassmaker.extratic.common.RecipeHandler._addMeltingItemRecipe(RecipeHandler.java:266)
at glassmaker.extratic.common.RecipeHandler._addM3BaseRecipes(RecipeHandler.java:419)
at glassmaker.extratic.common.RecipeHandler.addSmeltryRecipes(RecipeHandler.java:93)
at glassmaker.extratic.common.RecipeHandler.addRecipes(RecipeHandler.java:86)
at glassmaker.extratic.ExtraTiC.postInit(ExtraTiC.java:48)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:545)
at sun.reflect.GeneratedMethodAccessor1.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:201)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:181)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:112)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:704)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:249)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:509)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:808)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
This is similar to the previous crash.
Looking at the first line: "at crazypants.enderio.conduit.AbstractItemConduit.func_77667_c(AbstractItemConduit.java:125)"
Looks like something went wrong while a conduit of EnderIO mod trying to give it's name.
So, kindly report the crash to EnderIO devs.
Twitter:@JeanGlassmaker
I understand your opinion regarding Thaumium, but I made a decision that I won't be modifying TiC supported materials with ExtraTiC.
I will be looking at The Twilight Forest's 4 Materials (Ironwood, Fiery, Steeleaf, and KnightMetal).
Twitter:@JeanGlassmaker
I hope the twilight forest metals work out. even without their special properties, i would still love to be able to melt them down/mold tools out of them.
Keep up the good work!
#1 in Crazy-ness
Not sure if this has been reported yet, but i cannot seem to re-melt down Platinum parts. Other parts from metallurgy seem to melt back down after being casted, except Platinum at the moment.
Also, could you add support for melting down Metallurgy's Metal Ladders? I have a ton of Copper Ladders I just upgraded to Iron Ladders that I would like to melt down to reuse.
Thanks.
I believe he's currently working on that, as well as adding the Metallurgy "special abilities" (Vyroxes poisons, Vulcanite sets enemy on fire, Sanguinite steals life, etc.). A few could basically be the same code as modifiers (Blaze Powder=Vulcanite, Necrotic Bone=Sanguinite, etc.) but edited so that it's inherent with the metal and doesn't need a modifier, but some (like Vyroxes' poison) would be harder to do. So you should be prepared to wait a while.
Wait, what am I talking about? Glassmaker never said anything about doing that! *Slaps self in face* I guess that's just wishful thinking...
i was wondering about that. just wondering since I'm trying to build a mod pack that features Metallurgy and Tinker's Construct working harmoniously together. So far no major bugs (other then a few id re-assignments) but everything is going smooth so far. Just need to make sure the mod pack perms are up to date and we might see one of the first 1.6.4 mod packs with this mod in it.
Thanks memzak, I will try my best to continue developing it.
HI Elrod,
That is odd, I can confirm the parts IDs are changing, also a previous poster was able to change them.
Just make sure you are changing them while Minecraft is not running.
Hi Contramundi.
The material stats are hard coded in ExtraTiC, so changing the stats in Metallurgy's configs won't change them in ExtraTiC.
Hi LLynx,
I can confirm brass fixing is having a bug with 0.7.1, it will be fixed in the next version.
Twitter:@JeanGlassmaker
HI Earthworm,
I was able to smelt Platinum parts in 0.7.1, so I can't reproduce issue you are having.
I will see what I can do with Metallurgy ladders
HI jthe111,
Like theweltinator have said, i'm working to find a way to add them , but there are some that have Reinforced in 0.7.1:
Adamantine - Reinforced II
Black Steel - Reinforced II
Damascus Steel - Reinforced II
Deep Iron - Reinforced I
Shadow Iron - Reinforced I
Shadow Steel - Reinforced II
Twitter:@JeanGlassmaker
Sorry, no ETA at the moment, but I will announce it when it's ready
Twitter:@JeanGlassmaker
May I make the following suggestions if possible.
1. Make the ender metals have the best possible combination of abilities yet make the tools default to 1000 durability upon any piece is being used on the tools (plate, rod, head, etc)
2. For fantasy metals, give them the same ability as thaumium with tartarite giving you the best level only when it is used as the main repairing metal
3. For nether metals, if it's possibly to add your own abilities I think the nether metals would be the best place to test that feature out.
4. For precious metals, maybe let them have the luck ability but only when the metal is being used as the main repairing piece.
I think these features would definitively be interesting if they are possible to implement. If not then i would recommend that you use your best judgement on what should be added.
Thanks for your suggestions,
Regarding your first suggestion, I don't think it's a good idea to limit the tools to a fixed durability if they used ender metal in the combination.
But, the rest of the suggestions will be considered
Twitter:@JeanGlassmaker
Twitter:@JeanGlassmaker
Stop! Hammer time!
It's kind of hard to tell, but I'm assuming the other two are Ironwood and Steeleaf? If so,
Yes! Twilight Forest compat! Thank you Glassmaker! I can finally make something useful with my spoils of slaying the Hydra!