If the mod could automagically work with "normal" blocks - solid, opaque, no tile entities, don't need silk touch to harvest if it's easy to know that - that would be lovely. Failing that, a config section for adding blocks to the list would be very welcome indeed.
Also, could concealed pipes thereby block light? It's a bit jarring, and also breaks mob farms, when the fans and the pipes behind them let in light.
Speaking of fans, while I like that they don't use much steam, I think their buffers - or maybe those of the pipes - are a little too big. I've got a system with twenty fans pushing mobs toward a drop pit, and after cutting the steam flow, they take a LONG time to stop running. Even using another valve pipe as a steam purge takes several minutes. While it makes perfect sense that pipes and devices have capacity, I think the distribution could stand to be skewed somewhat toward the boilers and tanks. As it is, valve pipes may help vent dangerous overpressure, but they aren't nearly responsive enough to do any meaningful control.
Moving onto other things: One of the big things that's kept me from really getting into FSP in the past has been the inability to automate it. Block placers, hoppers, and a redstone clock help greatly by allowing the rock smasher to be automated (and with that done, it's actually one of the faster means of ore processing, albeit not very efficient with default settings compared to other tech mods; I appreciate having that be configurable). I've been trying to think on how some more automation could be implemented while keeping a more steampunk feel.
First: a redstone-sensitive valve pipe would be really nice. It would make sense to be somewhat tricky to craft - a weeny little redstone signal isn't going to turn those valves all by itself, not without some clever amplification - and that would be in order to keep it from trivially replacing rupture discs. It would also allow for somewhat easier remote control of steam mechanisms, although I'm not unwilling to change my pipe layout to have that be my "signal" process - except that casting a lot of brass for long runs gets tedious. I could see this being in the form of a wye pipe, where one end is always open and the signal changes which of the others is open and which is blocked; this would allow it to act as an automatic steam purge if placed appropriately.
Speaking of the tedium of casting a lot: a system for automating crucibles. A little bit of metalwork around crucibles/nether crucibles and molds could produce variants of them intended to link up to a cam shaft. This shaft would run along a line of the things, or possibly in the same block as / part of the modified molds. Put a device on the end that accepts steam to turn the camshaft, and it will rhythmically work the crucibles, then, some seconds later, the molds, spitting the ingots out opposite the crucibles to be collected by hoppers or whatever other mechanism. It'd still take player action or ingenuity to deliver ingots to the crucibles, especially in an appropriate ratio for alloys, but it would take care of the more labor-intensive and boring part.
Steam-driven conveyors would be nice as a more controlled, if more complicated, option for item transport than the fans, and would work really nice for such an automated smeltery, too. Automatically pouring metals from the crucibles to the molds, then parting the molds once the ingots have had time to cool, dumping the ingots onto a conveyor belt, which brings them over to a hopper - I think that'd be a very suitably steampunk-y factory setup.
Speaking of hoppers, a variant that only places one item could be really handy for making a regulated boiler. Perhaps a rotary arm mechanism - feed it steam, and it'll grab an item from the container behind it (or from its own internal inventory, relying on hoppers etc to feed it), placing it in the one in front if the input slot there is empty. This could also sensibly double as a block placer if the input item is a block and the destination space is empty air, meshing well with the rock smasher while being a decent stylistic fit for the mod. It might drain a little steam constantly even if it's trying but failing to place (either because there's something in the way or because there's nothing to place), which would encourage clever use of it - or at least putting it behind a valve pipe and turning it off when not in use. Could have a configurable cycle time and corresponding steam cost by way of the wrench.
Sorry if you've already got plans, or don't intend to introduce this sort of thing at all; I just thought I'd put a little more work into the methods than just saying something like "you should put in some automation." I like the feel of the mod, I just don't like the amount of time spent standing around cycling crucibles and molds once a system gets big.
All blocks that quality can be used for concealment. Chisel blocks fail one of the checks, though no idea which one.
But they stated the reasons, and they're garbage. If it's "Muh Balance" then do something about it instead of completely getting rid of something thats, may I dare say, FUN to use. "Not useful" is completely relative and depends on the person using the mod. The Archimedes screw isnt "useful" if you have any kind of GOOD liquid pipe/conduit/tube.
And then theres "Spirit of the mod."
Which is?
I bet you can list a bunch of stuff in the mod that goes against the "spirit of the mod."
If you don't like the change maybe you could propose a balanced fun use for them. If you're going to whine incessantly without providing anything constructive then you can leave. This mod isn't a service to anyone, it's developed by people who make it for fun and because they like the community. We have no obligation to continue development at all, and acting like we're bad people and breaking some sort of obligation by removing content that had no real purpose is stupid.
Let me explain. The brass knuckles were just implemented poorly IMO. They were a direct upgrade to the power fist and didn't really add anything interesting to gamplay. They weren't even expensive, you could make one at the same time as a power fist. There was no tiering or anything.
Yeah I saw RI has it on their bug tracker already.
RI is quite unstable/broken in 1.7.10 at the moment, but it'd be great if you (Flaxbeard) could prepend your engineeringTable TE with "fsp" too instead of expecting/assuming everybody else to not use the same name perhaps?
Quote from Flaxbeard »
This is both FSP and RI's fault, it's caused by a duplicate Tile Entity ID. I'm a bit swamped with IRL stuff right now, I can put out a fix but it might be a while. If you could, tell the RI dev about it so he/she can add a mod prefix to his TE ids, hopefully he/she will be able to get a build out.
So, I'm finally getting a chance to work with this mod for real, and it's really awesome so far. Talk about flavor galore, with spinning and steam and brass and awesome.
My only comment so far, honestly, is that fillers seem to be a bit slow, but I freely admit that this may be largely because I only have a single boiler going, but the filler isn't using up all the steam in my network, either, so...I have no idea, but it does seem slow. Filling my shiny new drill and shovel definitely took quite some time. I definitely think I'm going to try for a exosuit as soon as I can, though, and have that carry me through for a while.
Question, do any of the exosuit upgrades grant uphill step assist? It could be that I am blind or missed it, but I didn't see one that did.
The exosuit itself (if using all parts) grants step assist.
The filler uses all steam in the network that it's granted. Steam is filled using a pressure system, so if you have a very large system, there will be less pressure in each machine. The logic goes like this:
Each machine, including the filler, has a capacity value. When added to a steam network, this is added to the network capacity. To find out how much steam the filler has, it decides how much of the steam it is given, for example if the filler has 10k SU capacity, and the network has a total of 100k SU capacity, the filler will grab 10% of the network's steam, rounded down. If the network has 9 steam, the filler can't function. If you have a larger network, this rounding down is going to hit you harder, you may want to cut down on excess tanks for now.
Let me emphasize the pressure does not effect filling speed or capacity, the filler just needs to be allotted some steam.
As far as I know its supposed to, but I have no clue how its supposed to work...
You need to 'push' or 'pull' steam. Import or export. Think of the converter as a tank. It won't pull steam in our give steam out unless something does it for it. Use an engine+wood pipe to take out for BC, pipes leading in to put in. For EIO just set the conduit to insert or export.
[B#439] java.lang.IllegalArgumentException: Duplicate id: engineeringTable
[B#439] at net.minecraft.tileentity.TileEntity.func_145826_a(TileEntity.java:43)
[B#439] at cpw.mods.fml.common.registry.GameRegistry.registerTileEntity(GameRegistry.java:264)
[B#439] at flaxbeard.steamcraft.Steamcraft.preInit(Steamcraft.java:157)
[B#439] at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
[B#439] at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
[B#439] at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
[B#439] at java.lang.reflect.Method.invoke(Unknown Source)
[B#439] at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:513)
[B#439] at sun.reflect.GeneratedMethodAccessor2.invoke(Unknown Source)
[B#439] at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
[B#439] at java.lang.reflect.Method.invoke(Unknown Source)
[B#439] at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
[B#439] at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
[B#439] at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
[B#439] at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
[B#439] at com.google.common.eventbus.EventBus.post(EventBus.java:275)
[B#439] at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:208)
[B#439] at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:187)
[B#439] at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
[B#439] at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
[B#439] at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
[B#439] at java.lang.reflect.Method.invoke(Unknown Source)
[B#439] at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
[B#439] at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
[B#439] at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
[B#439] at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
[B#439] at com.google.common.eventbus.EventBus.post(EventBus.java:275)
[B#439] at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:118)
[B#439] at cpw.mods.fml.common.Loader.preinitializeMods(Loader.java:513)
[B#439] at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:239)
[B#439] at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:480)
[B#439] at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:867)
[B#439] at net.minecraft.client.main.Main.main(SourceFile:148)
[B#439] at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
[B#439] at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
[B#439] at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
[B#439] at java.lang.reflect.Method.invoke(Unknown Source)
[B#439] at net.minecraft.launchwrapper.Launch.launch(Launch.java:134)
[B#439] at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
its a mismatch between Steam power and Resonant induction, but none have in their configurations a option to change ID of the engineeringTable.
what should I do?
[quote]Quote from Kasran»I just got this error:
---- Minecraft Crash Report ----
// Daisy, daisy...
Time: 9/9/14 6:51 PM
Description: Initializing game
java.lang.IllegalArgumentException: Duplicate id: engineeringTable
at net.minecraft.tileentity.TileEntity.func_145826_a(TileEntity.java:43)
at cpw.mods.fml.common.registry.GameRegistry.registerTileEntity(GameRegistry.java:264)
at flaxbeard.steamcraft.Steamcraft.preInit(Steamcraft.java:157)
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:513)
at sun.reflect.GeneratedMethodAccessor4.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:208)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:187)
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.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:118)
at cpw.mods.fml.common.Loader.preinitializeMods(Loader.java:513)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:239)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:480)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:867)
at net.minecraft.client.main.Main.main(SourceFile:148)
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:134)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at net.minecraft.tileentity.TileEntity.func_145826_a(TileEntity.java:43)
at cpw.mods.fml.common.registry.GameRegistry.registerTileEntity(GameRegistry.java:264)
at flaxbeard.steamcraft.Steamcraft.preInit(Steamcraft.java:157)
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:513)
at sun.reflect.GeneratedMethodAccessor4.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:208)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:187)
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.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:118)
at cpw.mods.fml.common.Loader.preinitializeMods(Loader.java:513)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:239)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:480)
-- Initialization --
Details:
Stacktrace:
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:867)
at net.minecraft.client.main.Main.main(SourceFile:148)
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:134)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Resource Packs: []
Current Language: English (US)
Profiler Position: N/A (disabled)
Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Anisotropic Filtering: Off (1)
I'm not sure if there's any way to fix this on my end.
This is both FSP and RI's fault, it's caused by a duplicate Tile Entity ID. I'm a bit swamped with IRL stuff right now, I can put out a fix but it might be a while. If you could, tell the RI dev about it so he/she can add a mod prefix to his TE ids, hopefully he/she will be able to get a build out.
Flax, will there eventually be copper tools as a sort of slightly better than stone tool? Also Steel is also a major player in steampunk. Might we see that eventually as something we can produce in higher tier gadgets and tools? Or even more rarer steampunk materials such as Iridium I've heard or the like. :3
My issue with copper tools is that there isn't really room for progression between stone and iron. You acquire iron so early that copper tools would be near useless. Steel on the other hand is interesting, it may appear once FSP gets actual tiering set up.
0
All blocks that quality can be used for concealment. Chisel blocks fail one of the checks, though no idea which one.
3
If you don't like the change maybe you could propose a balanced fun use for them. If you're going to whine incessantly without providing anything constructive then you can leave. This mod isn't a service to anyone, it's developed by people who make it for fun and because they like the community. We have no obligation to continue development at all, and acting like we're bad people and breaking some sort of obligation by removing content that had no real purpose is stupid.
0
Don't add other mod power -> FSP steam. The only thing that should be able to be made into FSP steam is other mods' steam, which can be done already.
1
Me too
4
Thanks. I am pretty dumb.
Let me explain. The brass knuckles were just implemented poorly IMO. They were a direct upgrade to the power fist and didn't really add anything interesting to gamplay. They weren't even expensive, you could make one at the same time as a power fist. There was no tiering or anything.
0
You need the arcane ear
0
1
0
1
The exosuit itself (if using all parts) grants step assist.
The filler uses all steam in the network that it's granted. Steam is filled using a pressure system, so if you have a very large system, there will be less pressure in each machine. The logic goes like this:
Each machine, including the filler, has a capacity value. When added to a steam network, this is added to the network capacity. To find out how much steam the filler has, it decides how much of the steam it is given, for example if the filler has 10k SU capacity, and the network has a total of 100k SU capacity, the filler will grab 10% of the network's steam, rounded down. If the network has 9 steam, the filler can't function. If you have a larger network, this rounding down is going to hit you harder, you may want to cut down on excess tanks for now.
Let me emphasize the pressure does not effect filling speed or capacity, the filler just needs to be allotted some steam.
0
You need to 'push' or 'pull' steam. Import or export. Think of the converter as a tank. It won't pull steam in our give steam out unless something does it for it. Use an engine+wood pipe to take out for BC, pipes leading in to put in. For EIO just set the conduit to insert or export.
0
This is both FSP and RI's fault, it's caused by a duplicate Tile Entity ID. I'm a bit swamped with IRL stuff right now, I can put out a fix but it might be a while. If you could, tell the RI dev about it so he/she can add a mod prefix to his TE ids, hopefully he/she will be able to get a build out.
1
My issue with copper tools is that there isn't really room for progression between stone and iron. You acquire iron so early that copper tools would be near useless. Steel on the other hand is interesting, it may appear once FSP gets actual tiering set up.
0
That's the point. Gilded materials look exactly like gold because the outer layer is gold
0
Why would you want to do that?