Would it be possible to make TE's ingots compatible with RP2/Factorization metal block recipes? Currently I have to change them to a different kind of copper/tin/silver/lead in order to make them in to a metal block. Other than that, fantastic mod. I really find it a necessity in my world.
I haven't check in any detail, but I suspect they've been added to allow more full integration with other mods, TE has had some recent changes incorporated after discussion with the FTB team so that TE does all ore generation and other mods ore generation disabled to prevent the issue seen in the next quote.
This is not a TE issue, it's a problem you will always face when using multiple mods when you don't disable the mods ability generate ore. There is a mod that allows you to freely convert ingots between mods, but best still is to configure you world so that only one ingot type gets generated.
My issue was not with ore generation. Let's say I am using RP2 to generate my copper and tin. RP2 has copper and tin block recipes. However, putting RP2 copper ore into a pulverizer will make pulverized copper. This will always smelt into TE ingots, irregardless of what mod the ore originally came from. Since the metals are cross- compatible in all other ways, I assumed the incompatibility with metal block recipes was a bug.
Since the metals are cross- compatible in all other ways, I assumed the incompatibility with metal block recipes was a bug.
You are correct, it is a bug. Unfortunately the bug is on RP2's end. Those blocks should be ore-dictionary capable, they currently are not. For now, you can use the Lexicon to remedy this - that's why I made it.
You are correct, it is a bug. Unfortunately the bug is on RP2's end. Those blocks should be ore-dictionary capable, they currently are not. For now, you can use the Lexicon to remedy this - that's why I made it.
Alright. For anyone else facing the same issue, my automated solution was to convert to nuggets and then back to ingots. It forces the metals to switch to RP2. Even so, I still love this mod.
I've done some quick Google searching (stuck at work on the holiday) and didn't find any information on it. Are the TE Redstone Energy conduits able to interact with RP2 microblocks (panels, covers, and hollow versions) or if we need to use BC facades ?
I've done some quick Google searching (stuck at work on the holiday) and didn't find any information on it. Are the TE Redstone Energy conduits able to interact with RP2 microblocks (panels, covers, and hollow versions) or if we need to use BC facades ?
Thanks,
-Wolfie
Unfortunately, neither. RP microblocks work only with RP items, and you can place Facades only on pipes. This is the thing that I don't like about energy conduits and liquiducts, the inability to hide them.
Could you add a API to let users change the crafting recipes of blocks? Perhaps have a new class storing Object arrays that correspond to the pulverizer, furnace, etc. In the preInit stage of initialization, set these objects to the default crafting recipes and later use the variables to code in the crafting recipes in the postInit stage of initialization. That means anyone making a mod can Change these variables to whatever they want in the init stage of initialization.
Sorry for the inconvenience, I really want to change the recipes.
Could you add a API to let users change the crafting recipes of blocks? Perhaps have a new class storing Object arrays that correspond to the pulverizer, furnace, etc. In the preInit stage of initialization, set these objects to the default crafting recipes and later use the variables to code in the crafting recipes in the postInit stage of initialization. That means anyone making a mod can Change these variables to whatever they want in the init stage of initialization.
Sorry for the inconvenience, I really want to change the recipes.
Opening up the recipes for anyone to fiddle with seems like a bad idea. We don't need more mods changing the recipes of other mods.
I absolutely love your mods and couldn't play without them. Thermal Expansion has become the core of my item automation builds!
Do you have a donation link? As a professional programmer myself, I appreciate the incredible work you've done and I'd like to be able to "assist" in your further development.
Opening up the recipes for anyone to fiddle with seems like a bad idea. We don't need more mods changing the recipes of other mods.
I don't know what you're talking about. Industrial Craft has a API that lets you change the recipes and that only opens up possibilities. For example, rail craft has a config to let you replace refined iron with it's own steal. I love that idea and I want to do the same with TE. If you don't want mods that change recipes out, that's fine, don't add them. For someone who run a private/public mod pack (like me) want to make a awesome experience.
I don't know what you're talking about. Industrial Craft has a API that lets you change the recipes and that only opens up possibilities. For example, rail craft has a config to let you replace refined iron with it's own steal. I love that idea and I want to do the same with TE. If you don't want mods that change recipes out, that's fine, don't add them. For someone who run a private/public mod pack (like me) want to make a awesome experience.
My question is why do you want to change the recipes, the TE recipes are quite nicely balanced as they sit imo (as long as you enable the hardmode ones )
My question is why do you want to change the recipes, the TE recipes are quite nicely balanced as they sit imo (as long as you enable the hardmode ones )
You might think the recipes are balanced but you must know that people disagree. I'm a maintainer or a private mod pack and I want to give the players the best experience they can get. I personally think that the recipes need to be able to be changed because that will let people balance the recipes with other mods.
A) Require the user to remember less recipes - more user friendly.
Have better comparability with other mods.
C) Make the game more challenging (or easer)!
think people need to go to the nether and find stuff to be able to make double their ores. This will also make the game more rewarding.
I don't know why anybody would disagree.
Could you add a API to let users change the crafting recipes of blocks? Perhaps have a new class storing Object arrays that correspond to the pulverizer, furnace, etc. In the preInit stage of initialization, set these objects to the default crafting recipes and later use the variables to code in the crafting recipes in the postInit stage of initialization. That means anyone making a mod can Change these variables to whatever they want in the init stage of initialization.
Sorry for the inconvenience, I really want to change the recipes.
You don't need an API to remove or change recipes. You can look through CraftingManager.getInstance().getRecipeList() in postinit (or even later) and remove whichever recipes you want, then add replacements.
Man, when I saw that post KingLemming posted, my face instantly smiled. Thr machine block this is only a bonus. Really, I just wanted it to be difficut to be able to double your ingot. Thanks king and I hope you further advance your mod.
I am having a problem with ore generation, or more like turning off ore generation. In the config I have true only the lead and with that I am guessing only lead and ferrous ore should be generated. I keep finding though silver ore here and there and I am not sure if I did something wrong.
You don't need an API to remove or change recipes. You can look through CraftingManager.getInstance().getRecipeList() in postinit (or even later) and remove whichever recipes you want, then add replacements.
Along with KingLemming, you help me further advance my mod packs and my mod for that matter. I'm making a mod that resolves ingot conflicts. I mean being able to have 2 types of copper ingot one from ic2 and one from TE. That price of code you have me game me ideas and my mod is not finished TE side. Thanks.
I am having a problem with ore generation, or more like turning off ore generation. In the config I have true only the lead and with that I am guessing only lead and ferrous ore should be generated. I keep finding though silver ore here and there and I am not sure if I did something wrong.
You haven't done anything wrong, it's basically on my end. Silver and Lead are co-generated, but the way I handle the gen algorithms doesn't account for removing one but not the other. To be honest, this issue occurred to me a while ago, but I really can't figure out why anyone would want to disable TE ore gen - you can configure it to match any other mod or set of mods at your choosing.
As far as the RP storage block thing, that needs to get sorted on RP's end - for now you can easily use a Forge Lexicon to convert TE ingots to RP ingots and then smash those into the storage blocks.
EDIT: Should point out, this will be fixed in the next release, although I stick to my argument.
It is something perfectly suitable for the intrepid and high class tastes of Akiha, obviously.
My issue was not with ore generation. Let's say I am using RP2 to generate my copper and tin. RP2 has copper and tin block recipes. However, putting RP2 copper ore into a pulverizer will make pulverized copper. This will always smelt into TE ingots, irregardless of what mod the ore originally came from. Since the metals are cross- compatible in all other ways, I assumed the incompatibility with metal block recipes was a bug.
You are correct, it is a bug. Unfortunately the bug is on RP2's end. Those blocks should be ore-dictionary capable, they currently are not. For now, you can use the Lexicon to remedy this - that's why I made it.
Alright. For anyone else facing the same issue, my automated solution was to convert to nuggets and then back to ingots. It forces the metals to switch to RP2. Even so, I still love this mod.
Thanks,
-Wolfie
Unfortunately, neither. RP microblocks work only with RP items, and you can place Facades only on pipes. This is the thing that I don't like about energy conduits and liquiducts, the inability to hide them.
Sorry for the inconvenience, I really want to change the recipes.
Opening up the recipes for anyone to fiddle with seems like a bad idea. We don't need more mods changing the recipes of other mods.
I absolutely love your mods and couldn't play without them. Thermal Expansion has become the core of my item automation builds!
Do you have a donation link? As a professional programmer myself, I appreciate the incredible work you've done and I'd like to be able to "assist" in your further development.
My question is why do you want to change the recipes, the TE recipes are quite nicely balanced as they sit imo (as long as you enable the hardmode ones )
A) Require the user to remember less recipes - more user friendly.
Have better comparability with other mods.
C) Make the game more challenging (or easer)!
think people need to go to the nether and find stuff to be able to make double their ores. This will also make the game more rewarding.
I don't know why anybody would disagree.
No, I will not allow for open changing of my recipes and I explicitly deny permission for any other mod or modder to alter TE block recipes.
Having said that, I understand that some people feel that tedium and suffering is the One True Path, so I will entertain that general notion.
Moving forward, the configuration file will have the following options:
machineFrame.useSteel (if a valid steel is found in the ore dictionary)
machines.useGears (instead of ingots)
and of course
pulverizer.addDiamonds
smelter.addDiamonds
You may combine these options in any way that you like, leading to the following:
However, I will not in any way enable support for my machines to be crafted with blocks or parts from another mod instead.
You don't need an API to remove or change recipes. You can look through CraftingManager.getInstance().getRecipeList() in postinit (or even later) and remove whichever recipes you want, then add replacements.
You haven't done anything wrong, it's basically on my end. Silver and Lead are co-generated, but the way I handle the gen algorithms doesn't account for removing one but not the other. To be honest, this issue occurred to me a while ago, but I really can't figure out why anyone would want to disable TE ore gen - you can configure it to match any other mod or set of mods at your choosing.
As far as the RP storage block thing, that needs to get sorted on RP's end - for now you can easily use a Forge Lexicon to convert TE ingots to RP ingots and then smash those into the storage blocks.
EDIT: Should point out, this will be fixed in the next release, although I stick to my argument.