Forestry for Minecraft, Trees, Bees and more!
#2361
Posted 31 January 2012 - 11:06 PM
#2363
Posted 31 January 2012 - 11:09 PM
#2364
Posted 31 January 2012 - 11:16 PM
exer42, on 31 January 2012 - 11:09 PM, said:
can you explain it a bit more? what do you mean with merging after smelting?
#2365
Posted 31 January 2012 - 11:21 PM
exer42, on 31 January 2012 - 11:09 PM, said:
I'm getting the same issue actually. It seems both Forestry and IC2 generated their Ores. When mining them, you can't combine the "basic" ore blocks together. Even after smelting they can't be combined. They do however make items fine and can make Bronze fine. Bronze made by either mods ore can be combined. This may be due to not properly modifying the Config, but I'm total noob at this and am not sure what file to edit. I did find the Forestry config (I think lol), but all is says in it is "checksum".
In addition Too Many Items keeps crashing the game when I scroll to page 3, which happens to have most if not all the Forestry items. Really confused...sorry
#2366
Posted 31 January 2012 - 11:21 PM
#2367
Posted 31 January 2012 - 11:29 PM
exer42, on 31 January 2012 - 11:21 PM, said:

SirSengir, apparently EE now allows other mods to add their own EMC values, would you consider giving things like Apatite, Copper, and Tin EMC values? (as well as a few other blocks maybe?)
(it would at least allow us to use them in survival maps, and let them be condensed and duplicated by alchemic items, as well as being mined by the dark/red matter picks)
#2368
Posted 31 January 2012 - 11:32 PM
Calcifire3691, on 31 January 2012 - 11:29 PM, said:
Thanks for info
#2369
Posted 31 January 2012 - 11:39 PM
buizerd, on 31 January 2012 - 11:08 PM, said:
It's custom insofar as I changed its color and fiddled a bit with the positioning. Yes, I tried for some time during development to implement something beeswarm-like on the apiaries and failed miserably. So: Not right now, sorry.
Calcifire3691, on 31 January 2012 - 11:29 PM, said:
(it would at least allow us to use them in survival maps, and let them be condensed and duplicated by alchemic items, as well as being mined by the dark/red matter picks)
AFAIK EE has its own plugins for certain mods. I don't know whether there is an API for that kind of stuff available or if there is perhaps a simple text file to add values.
I don't plan on adding any EE-support myself, since I don't use EE at all. (As in: I never even installed it.) Though if someone else wants to add EMC values for Forestry items, he is more than welcome to do so.
#2370
Posted 31 January 2012 - 11:42 PM
exer42, on 31 January 2012 - 11:21 PM, said:

Each f those 3 mods has an ore type with a specific ID number. that's necessary otherwise you generate a conflict and minecraft stops.
However, behind each block id are iirc 4 extra parameter flags available. that way for instance you can have a durability on a pickaxe.
so what appears to be 3 seperate ores that get smelted, does not get turned into a new item. Mearly one of the flags behind that ID number gets modified so it now represents an igot of that item. It's a way to reduce the number of ID's you need.
Let say forestry copper has id 184 and redpower 241.
smelt each block of ore and in your inventory you will still see one item with ID 184 and one with id 241.
However, a flag is different.
Before it could say something like "id=184;1" and "id=241;1" in your inventory.
After smelting this is could be changed into "id=184;2" and "id=241;2"
In essence it did not change ID. So you end up with 3 different stacks.
It's necessary that those ingots keep their Id number, otherwise that mod can work. It's coded to check for items with a certain Id to preform actions.
apparently there is also an ingot ID number, so the above is invalid.
note that all items in the 0-255 range are 3D objects, like the dropped ore block and a furnace. ingots are just flat icons.
I know of 1 way to circumvent that and that is by first macerating it and then smelting it into bars.
This is because IC2 has an item and ID number for dust separately. look into the config file.
though the ore dictionary it manages to translate similar types of ore into the only item it can get from a macerator, namely dust. so it manages to macerate each type of copper into copper dust. a feature that mod uses. It then uses his own ID list to label a new ingot.
A workaround to have all 3 mods to smelt their ore into 1 general type would be hard, because each mod must that incorporate that code. they should be made aware of each other
It would actually mean you need to merge those 3 mods.
Edited by buizerd, 01 February 2012 - 12:00 AM.
#2371
Posted 01 February 2012 - 12:25 AM
#2372
Posted 01 February 2012 - 01:39 AM
buizerd, on 01 February 2012 - 12:25 AM, said:
#2373
Posted 01 February 2012 - 03:34 AM
toyi85, on 31 January 2012 - 11:00 PM, said:
I'm not finding it a helpful indicator of crossbreeds - it doesn't seem to remember what breeds I've already successfully crossed to make what I have, all the left side shows is the main type of bee used, and the second type of bee. Everything else is a question mark of a various color. So now I know what the colors mean, but that brings me no closer to helping me discover what to breed with what. Maybe I'm not using it properly, maybe it all makes sense after the fact when I've already accomplished what I thought the chest was meant to assist, I don't know.
So far, all I've gotten for my efforts is a couple Common hybrids, some of which wound up as regular Forest/Meadows varieties after additional breeding. I'll keep trying. I understand the basic science of genetics but this seems like more of a crapshoot than a Punnett Square would indicate.
#2374
Posted 01 February 2012 - 05:06 AM
Yeah, seems like I am going to be stuck on the old version for a while.
#2375
Posted 01 February 2012 - 05:26 AM
SirSengir, on 31 January 2012 - 11:39 PM, said:
AFAIK EE has its own plugins for certain mods. I don't know whether there is an API for that kind of stuff available or if there is perhaps a simple text file to add values.
I don't plan on adding any EE-support myself, since I don't use EE at all. (As in: I never even installed it.) Though if someone else wants to add EMC values for Forestry items, he is more than welcome to do so.
I could add EMC values to blocks and items. (Although bees are gonna be tricky.)
HeadHunter67, on 01 February 2012 - 03:34 AM, said:
I'm not finding it a helpful indicator of crossbreeds - it doesn't seem to remember what breeds I've already successfully crossed to make what I have, all the left side shows is the main type of bee used, and the second type of bee. Everything else is a question mark of a various color. So now I know what the colors mean, but that brings me no closer to helping me discover what to breed with what. Maybe I'm not using it properly, maybe it all makes sense after the fact when I've already accomplished what I thought the chest was meant to assist, I don't know.
So far, all I've gotten for my efforts is a couple Common hybrids, some of which wound up as regular Forest/Meadows varieties after additional breeding. I'll keep trying. I understand the basic science of genetics but this seems like more of a crapshoot than a Punnett Square would indicate.
That's all I could get last time I tried bee breeding, and then I took Equivalent Exchange version 6.0 to the /mods folder and decided to start over.
Spoiler as to why I decided to start over:
And now that that's out of the way, SirSengir, are you sure you don't have much planned for the future of this mod?
#2376
Posted 01 February 2012 - 05:32 AM
HeadHunter67, on 01 February 2012 - 03:34 AM, said:
One thing that everybody shoud consider: the mutation and hybridation here are not based on Mendelian Genetics, you won't have a fillial 1 generation of a dominant genotype and a f2 of 3:1. Since both Forest and Meadows are dominant types, you have like 30something% of getting Forest-Meadows, 30something% of Meadows-Forest and 20% (I think its 25% or so) of getting a Common one. SirSengir showed me that there are a few combinations that can be achieved by different paths and some are harder than others (one with like 10% chance, the other with only 2%)
So when you roll your mouse over a Forest bee, you will see the both types are Forest (same info above and below) and that you can attain 3 new species by crossing Forest with something more, and at least one is relative easy to get *cof*common*cof and one is insanely hard to obtain, the red one. But yes, once you get that insane mutation done, you'll be shown the other bee that made it possible (but not what the final result of the crossbreeding is).
So yes, the icons are indeed very vague at first, I had to get to noble branch to start figuring them out. The saddest part is, now that I upgraded to the next release version, my breeding data was cleared from the chest
Edit: if you're going to start seriously with the bee breeding, I suggest you to have at least 8 apiaries running. I started with 2 and didn't pass beyond common until I I made 8. Now I'm running 12 and got every breedable kin in almost a week. Krapht has 20 apiaries or so!
#2378
Posted 01 February 2012 - 06:24 AM
Slain087, on 01 February 2012 - 01:39 AM, said:
Yeah, I've got some funky pinks too (don't run Zeldo's though). The apiarist pipes in this one (again) and Krapht's pipes (again). Still fighting that.
I started with 3 Apiaries. Am up to some Imperial and Majestic stuff/hybrids. Pretty cool.
Backpacks just absolutely rock.
#2380
Posted 01 February 2012 - 06:36 AM
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at net.minecraft.client.Minecraft.k(SourceFile:1598)
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at net.minecraft.client.Minecraft.run(SourceFile:662)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 5332edb2 ----------














