There is a bit of a load order problem going on here, yes. I'll speak with Powercrystals and see what can be done. 2.3.0.0 contains a requirement to load after Forestry, in order to catch Sengir's extremely late can and capsule registration.
From the changelog "-Added: New Blocks: Copper, Tin, Silver, Lead, Ferrous, Shiny, Electrum, Invar all now have storage blocks. Have fun."
I am unable to find a way to turn them back into ingots. In my opinion, that isn't a storage block.
Hrm. Do you have GregTech installed? Looking into this, but I'm pretty sure the recipes exist.
EDIT: Version 2.3.1.0 is up. It ensures that the recipes always load properly, and fixes the priority issues. Note that until the next Forestry release, you may not have full cross-compatibility.
What about upgrades for the machines, just like ic2. I find my self using ic2 macerators and furnaces only because I can make them go real fast, like a full stack of iron dust smelted in 15 seconds, very useful for autocrafting with AE.
What about upgrades for the machines, just like ic2. I find my self using ic2 macerators and furnaces only because I can make them go real fast, like a full stack of iron dust smelted in 15 seconds, very useful for autocrafting with AE.
Upgrades are on the way, but I will never reach the speed of IC2 machines, sorry. They're just too absurd.
Hrm. Do you have GregTech installed? Looking into this, but I'm pretty sure the recipes exist.
EDIT: Version 2.3.1.0 is up. It ensures that the recipes always load properly, and fixes the priority issues. Note that until the next Forestry release, you may not have full cross-compatibility.
No GregTech or forestry installed. Installed 2.3.1.0 and issue is resolved. Thanks so much.
Hey I used Immibi's BON tool to deobfuscate TE and CoFH so that I can develop mods alongside TE. Don't worry. If you don't know what BON does it doesn't involve decompiling. It just allows me to run minecraft from eclipse in the deobbed environment with mods like TE installed.
Anyways. When I did this, minecraft fails to launch because it doesn't think there's a CoFHCore mod installed. Says ThermalExpansion can't be loaded because it depends on CoFHCore minimum 1.5.1.0. Yes, it is in the coremods folder of my working directory. I looked into the class files and noticed there is no CoFHCore.class file in the obfuscated file or the deobbed one. What's up with all this? Why can't I run with CoFH?
Having problems finding links to download any 1.4.5/1.4.6/1.4.7 version(s). Are they no longer being displayed at all? I ask because some mods still have yet to release a 1.5.1 build, and even fewer as stable official releases.
Having problems finding links to download any 1.4.5/1.4.6/1.4.7 version(s). Are they no longer being displayed at all? I ask because some mods still have yet to release a 1.5.1 build, and even fewer as stable official releases.
I was actually just addressing that now. I'm looking at backporting a pretty large fix to OmniTools.
Although frankly, I sort of think people need to get with the times. Supporting multiple branches is a headache.
EDIT: I'm not going to bother with backporting, but I'll put a link up to the bugged version. Don't shift+click in the Lexicon.
Upgrades are on the way, but I will never reach the speed of IC2 machines, sorry. They're just too absurd.
Cool, I wasn't thinking of ic2 max speed as that would properly be a little op, considering that pulverizing has a % chance to produce something extra with some recipes. Which I really love btw.
Hey, is the "/cofh skin set" command supposed to work with local files. I cant get it to work (it works great with internet addresses), regardless of which local file I specify I get a random one from my texture pack, or none(aka steve) if I try without the texture pack. Thanks.
It's not really intended for that, no. I can't think of any reason it wouldn't work though, given a *proper* local URL.
Ah yes, I understand stopping support for any pre-1.5.1 version. Actually updating them is unnecessary, I was just wanting an earlier build until the other mods catch up. Thanks! I hope it isn't too hard to host some older versions though, I figured it would be relatively simple but I may be wrong.
Oh boy, in-game skin changes and custom capes! You (guys?) are amazing, I've loved TE ever since I found out about it and now I love you even more. no homo
I noticed a few things, though. It seems that the /cofh command can't be used anymore after logging off (MC says it's an unknown command), and skins won't update in Skins.cfg if you try to replace your skin; you need to run /cofh skin clear once before that.
EDIT: ah yeah, what exactly does the augmentation thing do?
Oh boy, in-game skin changes and custom capes! You (guys?) are amazing, I've loved TE ever since I found out about it and now I love you even more. no homo
I noticed a few things, though. It seems that the /cofh command can't be used anymore after logging off (MC says it's an unknown command), and skins won't update in Skins.cfg if you try to replace your skin; you need to run /cofh skin clear once before that.
EDIT: ah yeah, what exactly does the augmentation thing do?
Yeah, the commands get a bit twitchy client side, it was designed for server use, so exiting a world and then creating a new one causes some weird stuff to happen. It'll be fixed in the next release.
Found the oversight in the skin thing, that will also be addressed.
The vanilla augmentation adds additional veins of vanilla ores. It does not replace the default world gen. I'll probably add a config option to do that instead.
Hey, is the "/cofh skin set" command supposed to work with local files. I cant get it to work (it works great with internet addresses), regardless of which local file I specify I get a random one from my texture pack, or none(aka steve) if I try without the texture pack. Thanks.
It's not really intended for that, no. I can't think of any reason it wouldn't work though, given a *proper* local URL.
Though I haven't tried it with TE, such a 'proper' url for a local file on Windows is probably of the form:
file:///c|/games/minecraft/yadda/cape_skin.png
(for the file c:\games\minecraft\yadda\cape_skin.png - just as an example of the formatting)
So I was wondering if there will eventually be Thermal Expansion compatibility with Metallurgy 3 (once they release it). As in the Pulverizer will pulverize Metallurgy 3 ores into Metallurgy 3 dusts, equivalent metal dusts become interchangeable, and the Shiny to Platinum problem that occured with Metallurgy 2 is resolved?
FYI, there's a mod that ties Universal Electricity and Metallurgy 3, I'd think it'd help. (Metallurgy 3's in beta now, so, it could be buggy.)
King Lemming, i have an idea for a possible addition to Thermal Expantion.
Its a rather big project, but i think it would be worth it.
The idea is to add a functionality that allows the mod to melt down ores, and other resourcesintoliquids (expanding on existing funtionality).
This would allow the mod to combine different liquids into new materials, like bronze, brass, steel, electrum, etc.
It could also allow for efficiency conversions when melting ores.
Ingots are created out of liquid form instead pulverised and cooked.
And if you feel really ambitous you could include a mod API that allow other mods and addons to include recipes of their own, using the system.
This would give the mod a unique functionality that sets it apart from other mods.
What do you think?
This puzzle also involves IC2 and Minefactory reloaded.
I am unable to find a way to turn them back into ingots. In my opinion, that isn't a storage block.
Hrm. Do you have GregTech installed? Looking into this, but I'm pretty sure the recipes exist.
EDIT: Version 2.3.1.0 is up. It ensures that the recipes always load properly, and fixes the priority issues. Note that until the next Forestry release, you may not have full cross-compatibility.
apasz.com -アパゾ
Upgrades are on the way, but I will never reach the speed of IC2 machines, sorry. They're just too absurd.
No GregTech or forestry installed. Installed 2.3.1.0 and issue is resolved. Thanks so much.
Anyways. When I did this, minecraft fails to launch because it doesn't think there's a CoFHCore mod installed. Says ThermalExpansion can't be loaded because it depends on CoFHCore minimum 1.5.1.0. Yes, it is in the coremods folder of my working directory. I looked into the class files and noticed there is no CoFHCore.class file in the obfuscated file or the deobbed one. What's up with all this? Why can't I run with CoFH?
I was actually just addressing that now. I'm looking at backporting a pretty large fix to OmniTools.
Although frankly, I sort of think people need to get with the times. Supporting multiple branches is a headache.
EDIT: I'm not going to bother with backporting, but I'll put a link up to the bugged version. Don't shift+click in the Lexicon.
Cool, I wasn't thinking of ic2 max speed as that would properly be a little op, considering that pulverizing has a % chance to produce something extra with some recipes. Which I really love btw.
apasz.com -アパゾ
It's not really intended for that, no. I can't think of any reason it wouldn't work though, given a *proper* local URL.
I noticed a few things, though. It seems that the /cofh command can't be used anymore after logging off (MC says it's an unknown command), and skins won't update in Skins.cfg if you try to replace your skin; you need to run /cofh skin clear once before that.
EDIT: ah yeah, what exactly does the augmentation thing do?
Yeah, the commands get a bit twitchy client side, it was designed for server use, so exiting a world and then creating a new one causes some weird stuff to happen. It'll be fixed in the next release.
Found the oversight in the skin thing, that will also be addressed.
The vanilla augmentation adds additional veins of vanilla ores. It does not replace the default world gen. I'll probably add a config option to do that instead.
That's cool. The fact that you can get extra stuff from TE makes it worthwhile. Will there maybe be upgrades to augment the chance of this happening?
file:///c|/games/minecraft/yadda/cape_skin.png
(for the file c:\games\minecraft\yadda\cape_skin.png - just as an example of the formatting)
FYI, there's a mod that ties Universal Electricity and Metallurgy 3, I'd think it'd help. (Metallurgy 3's in beta now, so, it could be buggy.)
There's a mod in the W.I.P forums that has you melting down metals and mixing it. It also has the best mechanical power (imo) set up in the game. It's currently still 1.4.7, but it's definitely worth looking at. http://www.minecraftforum.net/topic/1578105-147forge-cogs-of-the-machine-v013c-wind-up-tools/